By Thomas Baumbach
Transcription
By Thomas Baumbach
Dorkistan.com Presents A sidetrek adventure An adventure for 4th level characters. By Thomas Baumbach A Rise of the Runelords™ sidetrek adventure for four 4th level PCs. By Thomas Baumbach This adventure uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo’s Community Use Policy. We are expressly prohibited from charging you to use or access this content. This adventure is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo’s Community Use Policy, please visit paizo.com/ communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines, language, incidents, locations, characters, artwork, and trade dress. Open Content: Except for material designated as Product Identity (see above), the contents of this adventure are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License and the d20 System License, please visit wizards.com/d20. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth. Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters. Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. History of the Swamp Witch Old Megus, as the locals call her, is a boggard priestking who tenaciously eeks an existence in the Brinestump Marsh for over ten generations. She hibernates for up to fifteen years at a stretch, mostly submerged in her hidden swamp hovel. When Megus awakens, her routine is always the same: feed, mate, spawn, worship Gogunta, return to hibernation. She is seldom active for more than a year, but that time is enough to re-establish the swamp’s reputation as a place to avoid. Historically, the boggards she spawns haven’t been able to populate the swamp - things are already crowded with goblins and gangs of faceless stalkers controlling the marsh. But recently, the boggard tribe spawned from her last waking has grown rapidly- under her guidance. When the runewell below Sandpoint flared to life recently, the shockwave of wrath woke Megus from her slumber early. In her auguries she sensed the coming turmoil and has been awake, plotting, and spawning ever since. The boggard tribe led by Megus the Old now thrives and controls most of the Brinestump Marsh. Till recently, their presence in the marsh has been kept very quiet. Even their neighbors, the Licktoad goblins, had only rumors and suspicions of the growing nefarious force. But now, just a scant few weeks after awakening, the boggards have swollen their numbers and taken control of most of the swamp. With the Licktoads struggling to survive and the boggards growing more aggressive, all of the Hinterlands could soon be in danger. At any time, you may spring this adventure upon the party as they are returning to Sandpoint along to Long Coast Road. The PCs find Shalelu collapsed on the road just outside town. She shows only minor wounds, but her alarmingly high fever and a DC 15 Heal check reveals her wounds were suffered by small piercing weapons laced in poison – if the Heal check succeeds by 10 or more the player learns the poison is made from Red Whinnis, a flower native to the Brinestump Marsh. As you crest a rise in the road, Sandpoint and the Lost Coast come into view. But any relief you feel at returning home vanishes as you catch sight of a body dorkistan.com in the road. You come to a stop, alarmed and wary of danger. Taking stock of the situation, you realize you recognize the elf maid lying in the dirt: Shalelu! Give the PCs a scare and make them think they’re about to be ambushed by having them roll Perception checks, then regardless of the roll inform them that the area looks all clear. Read the following once they get to approaching Shalelu. Her hair is knotted with thorns and leaves, but aside from a few scratches she doesn’t appear to have any serious wounds, though she is remarkably warm to the touch, as though suffering from a fever. She mumbles incoherently in her unconscious state, and mundane attempts to rouse her fail. A neutralize poison spell will immediately revive her, and a DC 12 Heal check will reduce the length of her unconsciousness to a little over an hour, otherwise Shalelu remains unconscious until the following morning. It’s possible the PCs only recourse will be to bring her to Sandpoint and hope one of the spellcasters there can help bring her around. Once revived, Shalelu still shows signs of her weakened state, but her strength returns as she relates her tale. Thank you, my friends, for aiding me; I don’t know that I would have lasted the night out there alone. My news is grave: there is trouble in the Brinestump Marsh. The Licktoad tribe is making more and frequent raids on travelers of the Lost Coast and nearby farmers. As ever, they steal livestock and wares they find useful, but readily flee when met with resistance. But the frequency of their attacks leads me to believe they are doing so to survive – as if they’re being driven from their land. Two nights ago, I went into the swamp to investigate what has the Licktoads so agitated. You’ve heard tales of Old Megus, the swamp witch? I daresay they’re true. A newly formed tribe of boggards control all but the outer edges of the swamp now, marking their borders with crude crucifixes of interlopers – and I think the Old Megus leads them. I ambushed a pair of them not far into the swamp. Unfortunately neither spoke Common, but before I… did what was necessary, one of them screamed for ghtraka, “witch” in goblin. Regardless, the boggards pose a threat to all the hinterlands. Other information Shalelu can divulge, as answers to questions the PCs might have, includes the following: Where did you find the Licktoads? The Licktoad goblins are marshalling their forces in northern Brinestump Marsh and the Ashen Moor, and seeking alliances among the Birdcruncher goblins – there is even evidence of a band of bugbears around Ashen Moor. But as happens when goblinoids get together, they’ll likely go for weaker prey, and the recent raid on Sandpoint has bolstered their confidence beyond the norm. Should a goblin leader arise, the hinterlands will be doubly threatened. Where is the swamp witch’s den? Local legend says that in the heart of Brinestump Marsh there stands a great ruined statue. All that The excellent Adventure Path™ module The Skinsaw Murders by Richard Pett, introduces a few adventure seeds, one of which involves Brinestump Marsh and the local rumors of “Old Megus the Swamp Witch.” This document is a series of encounters spawned from that short, enticing description of this unused locale. The encounters presented here are appropriate for a party of four 4th-level characters. Be sure to grab the Brinestump Map Folio on Dorkistan.com for additional maps to use with this adventure. We Be Goblins, you be... friends? The PCs may need convincing that the Goblins won’t sack Sandpoint if allowed to return to the swamp. If Shalelu’s word isn’t good enough, send the party to Ashen Moor in search of goblins. Have them find a scout party lead by Grugmus, slayer of Vorka (goblin barbarian 3). Grugmus speaks common, and if the PCs don’t immediately attack or act threatening, he’s smart enough to know an envoy when he sees one. His initial attitude is indifferent, but only if there are no insults or aggressive behavior in the initial meeting. Otherwise, he is unfriendly. If made hostile, either by excessive insults or by the PCs attacking, he fights, fleeing when brought below 10 hp, or when two members of his party are killed. If subdued in a fight, Grugmus cooperates with the PCs as long as they force him, but attempts to escape as soon as he’s unwatched. If Grugmus can be made friendly with a Diplomacy check, he will detail the location of the Stone Ruins in the marsh. If the Diplomacy check is enough to make Grugmus helpful, he will offer to guide the PCs there for a small fee. As long as Grugmus is at least unfriendly, he will part ways with remains of the statue are two stone feet, larger than the Sandpoint temple, but they mark the place where Old Megus is said to dwell. I tried to find this place, but could not penetrate the swamp so far. How did you end up in the road? I don’t recall — the last thing I remember was fleeing a group of boggards on my way out of the swamp. I don’t know how they didn’t catch me, the waters of the swamp are higher than normal this season. the PCs without engaging in a fight. Grugmus denies any goblin plans to attack Sandpoint. A successful DC 20 Sense Motive check shows that Grugmus is sincere – there haven’t been any plans to attack humancontrolled lands beyond the usual goblin pining. Repeatedly questioning Grugmus about any attacks on human lands causes him to fall one step toward hostile. When asked if there are any goblins who are strong enough to lead both the Birdcruncher and Licktoad tribes, he proudly proclaims himself a worthy hero. On the Lost Coast Road CR 6 This encounter occurs just south of Ashen Moor, at the north east edge of Brinestump Marsh. Make Perception checks for the PCs in secret, DC 30, to see if anyone notices the sounds of the boggards attacking the farmer in this scene. There’s nothing the PCs can do to save the man – he’s dead by the time they arrive – but at least they won’t be ambushed. Ahead, the road at the outskirts of Brinestump Marsh along the Lost Coast Road is flooded and an ox-drawn cart stands mired in mud. You see no signs of the driver as you approach, and the ox lets out a loud ululation, expressing its displeasure. As if in response, multiple low, grating croaks erupt from the tall grasses and pools of sodden marsh on the roadside. Even if the PCs need to rest from their most recent adventure, impress upon them the urgent nature of the situation; any day now the Licktoad and Birdcruncher goblins – along with the remnants of the Thistletop goblins and a few monstrous allies – will rally to take Sandpoint and make it their new home, that is, unless the boggards strike first and decimate the Licktoad Creatures: The boggards are either lying in goblins and establish themselves as an aggressive new wait 15 ft. from the road or scattering to hide neighbor. Shalelu is fairly certain that the Licktoad as the PCs arrive. If the boggards are already hidden, goblins will return to the marsh without causing further they gain surprise unless they’re spotted. trouble if the boggards cease to be a threat. She tasks the PCs with traveling into the swamp to uncover and Boggards (4) CR 2 remove the driving force behind the new boggard (Bestiary page 37) 600 XP threat. Once the PCs get underway, the boggard presence Soggy River Crossing CR 7 in the hinterlands becomes overt. The first encounter – On the Lost Coast Road – occurs just south of Ashen This encounter occurs anytime the PCs cross any part Moor on the PCs of the Soggy River trip south after Delta that makes Magic Item: Gruesome Fetish rescuing Shalelu. up Brinestump Subsequent Marsh. Prior to this Aura minor transmutation; CL 3rd encounters are encounter, make a Slot neck; Price 200 gp; Weight — optional and meant Perception check Description to both make the for each PC, DC This hoary bauble looks like nothing so much as a shrunken boggard threat 27, to see if anyone human head. Its eyes alight with a pale green fire when more urgent and notices one of brandished. A gruesome fetish is a primitive magical item that give the PCs the boggards that boosts its wearer’s ability to intimidate others. A gruesome fetish opportunities are moving into adds +2 to Charisma-based abilities, DCs, and skill checks, so to earn more ambush position. long as the effect of the ability is intimidation- or fear-related. experience. If successful, the Construction PC becomes aware Requirements Craft Wondrous Item, cause fear; Cost 100 gp dorkistan.com The delta of the Soggy River slows to a murky crawl here, but the waters should be shallow enough to cross the fifty-foot waterway. Moss-covered trees thick with foliage dim the sounds of the marsh, but you’re quite sure you hear benign croaking in the distance. Creatures: If the PCs are unaware of the boggard ambush, the boggards attack in the surprise round when the PCs are spread out in the water. If the PCs become aware of the boggards, the boggard croaker will use his terrifying croak in the first round while the others charge across the water. The boggards make as much use of their improved mobility in the water as they can, commonly double-moving and making charge attacks through the watery terrain. Creatures without a swim speed move through the river as though it were difficult terrain with a DC 10 Swim check, with a failure meaning the creature moves as if it were swimming. There is little risk of drowning here, unless a PC is held underwater or the like. Boggards (3) (Bestiary page 37) CR 2 600 XP Boggard Croaker 800 XP Male boggard barbarian 1 CE Medium humanoid Init +1; Senses darkvision 60ft., low-light vision; Perception +3 CR 3 DEFENSE AC 15, touch 8, flat-footed 15 (+4 armor, +3 natural, -2 rage) hp 53 (3d8+1d12+24) Fort +10, Ref +1, Will +2 Defensive Abilities blur OFFENSE Speed 30ft., swim 40ft. Melee Large morningstar +7 (3d6+7) or tongue -1 touch (sticky tongue) Special Attacks sticky tongue, terrifying croak (DC 17), rage TACTICS Before Combat: The croaker is hiding in the water near a half-submerged log. Just prior to the PCs entering the water, he quaffs his potion of blur – this is the event that allows the PCs the make Perception checks to notice the boggards. If the boggards gain surprise, he waits and allows one or two PCs to pass by him in the water before triggering the fight. Otherwise, when the fight starts, his first action is to use his terrifying croak to allow his allies time to close in. During Combat: The croaker enters a rage during the surprise round (see below for dorkistan.com baseline stats). All three boggards fight to the death. STATISTICS Str 21, Dex 13, Con 20, Int 8, Wis 9, Cha 14 Base Atk +3; CMB +8; CMD 17 Feats Toughness, Weapon Focus (morningstar) Skills Acrobatics +3 (+19 jumping), Perception +3, Stealth +1 (+9 in swamps), Swim +13 Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps, +8 Swim Languages Boggard SQ hold breath, swamp stride, fast movement Gear potion of blur, hide shirt, Large morningstar, 20gp, gruesome fetish The croaker’s baseline (non-rage) stats are as follows: AC 17, touch 10, flat-footed 15 (+4 armor, +3 natural) hp 45 (3d8+1d12+16) Fort +8, Ref +1, Will +0 OFFENSE Speed 30ft., swim 40ft. Melee Large morningstar +5 (3d6+4) or tongue -1 touch (sticky tongue) STATISTICS Str 17, Dex 13, Con 16, Int 8, Wis 9, Cha 14 Base Atk +3; CMB +6; CMD 17 The Crucifence CR 4 The Crucifence is a crude display of corpses lashed to trees that mark the boundaries of the boggardcontroled areas of Brinestump Marsh. of the boggards just prior to the first party member entering the river; otherwise, the boggards attack when at least half the party is caught in the water. You are stopped in your tracks by the sight of a decaying corpse lashed to a squat willow tree. Pinned several feet off the ground, the corpse is arrayed with its arms outstretched over its head and its legs pulled up near its waist, as though poised to launch itself off the tree at you. As you take in this gruesome sight, you hear quiet moans for help. Searching with urgency you find a second person nearby, hidden in a hollow log. presided over by a boggard croaker and guarded by two boggards embroiled in a game of catch-the-grig. The poor grig is tethered to a stump, with his arms bound. He quite adeptly dodges the boggard’s tongue attacks, but like his friends he will eventually be caught – he is the last of a group of five. Searching the area reveals another crucified corpse about fifty yards away in either direction, and another fifty yards beyond that. These macabre displays form The Crucifence, built by Old Megus herself declaring her dominance and establishing her territory. Examining the corpses reveals they died by acid attacks, poison, or exposure (DC 15 Heal). If the boggards guarding the tumulus are able to raise an alarm, the boggard croaker arrives in 1d3+1 rounds and an additional 1d6 boggards from a nearby settlement arrive in 2d6 rounds (and the adolescent tadpoles escape via a hidden underwater exit). Otherwise, if the boggard croaker is encountered under the mound, his croaks go unheard by the nearby settlement (but not by the guards, if they remain). The tadpoles are non-combatants; treat them as awakened advanced toads (small size, hp 4 each, swim 20ft.). The injured man claims his name to be Adon Gurmol, a mercenary from Magnimar. He is in fact a faceless stalker (The Skinsaw Murders, page 88). He attempts to ingratiate himself with the party, eventually requesting to accompany them until they return to civilization. He plays his role to the hilt if it looks like he’ll be introduced into a human town, otherwise he waits until he’s alone with one or two of the PCs before striking with a sneak attack against a vulnerable target. The Tadpole Tumulus EL 4 Run this encounter anytime after the PCs cross the crucifence or are deep within Boggard territory. The shallow rise that is the tumulus should be visible from a distance, as it causes a break in the moderately thick foliage of the marsh. The mud sucks at your boots with every step, but you spy a reprieve ahead. A grassy knoll rises above the marsh ahead, a welcome break in the soggy terrain. As you get closer you see a squat hole in one side of the hill. Creatures: A DC 20 Perception check will reveal the presence of at least two boggards out of sight near the hill. Beneath the hills lies a tadpole kindergarten, Development: If the nearby boggard settlement is alerted to danger at the tadpole tumulus, this encounter will quickly escalate beyond what the PCs can handle. If the alarm is raised, give the players plenty of time to escape with warnings of the boggards stampeding and croaking through the marsh at the start of every combat round. If the PCs rescue the grig, Pippleweed, he’s thankful for their aid and offers to accompay them as long as their in the marsh, until he comes to a place near his village, when he sneaks away from the party. Pippleweed and his folk tend not to interact with the civilized races, only venturing forth when events unfold that threaten Brinestump Marsh. See the “Coming Full Circle” sidebar on page 7. Treasure: Among the possessions of the two guards are the items carried by the grig’s party, including his weapons and fiddle. Sized for a tiny creature, these items are still exquisitely made and may be sold to collectors of rare and unique items. These items include 4 mangrove shortbows, 5 needlethorn The Tadpole Tumulus dorkistan.com Coming Full Circle The grigs prove to be the source of Shalelu’s poisoned wounds - red winnis is their prefered method of subduing enemies. The grig party rescued Shalelu, dealt with the boggards chasing her, and dumped her on the road where she could be found. Unfortunately for the grigs, they used their entire poison supply in that encoutner, leving them vulnerable to a second boggard group they ran into on their way home. Additionally, if the PCs examine the tadpole warren closely, a DC 30 Knowledge (nature) check will uncover that the “feeding area” is littered with adrimoss, a rare plant that causes rapid growth spurts in young creatures. The presence of this plant is such large quantities explains how the boggards could be so numerous so quickly. Destroying this tumulus will slow the boggards’ population swell, but there are other warrens and Old Megus is the real driving force behind the tribe’s newfound aggression. Megus’s Lair CR 7 The land surrounding Megus’s lair is naturally foggy, but not enough to affect combat. The PCs know they’ve found Megus’s lair when they see the great stone feet rising from the marsh. Her hovel lies on a shallow rise at the base of a statue, covered by a tangle of plant life. her of the impending attack, and for days she’s been ready for them. Allow the PCs to begin searching her hovel before her surprise attack. The air is nearly as stagnant as the water in Megus’s mud hut. Totems and fetishes, the vast majority of which depict frogs of various shapes and colors, hang from the vines that form the hut’s roof. A bulbous mushroom serves as the single room’s only furnishings. A deep and murky pool resides in far east corner. Creature: As soon as a character comes to inspect water, Megus attacks from her hiding spot in the pool. The confines of her hut are rather narrow for a fight, so after the initial strike she retreats back down the pool, emerging two rounds later at the base of one of the stone feet. A character can attempt to navigate the narrow underswamp tunnel with a DC 19 Swim check. Development: Even though there are other boggards within earshot to hear Megus’s terrifying croak, it takes 1d4+3 minutes before any come to investigate, fearing whatever could threaten Megus more than they fear their leader’s demise. Treasure: A search (Perception DC 15) of the hut turns up a toad figurine, and a fine cute emerald worth 50gp. A toad figuring works just like a figurine of wondrous power, but the creaure summoned is merely a common toad. Ahead some distance through the misty marsh you see the remnants of what must have been a truly colossal statue, but all that remains is a submerged foundation and two stone feet, each over thirty feet long. Between the ancient feet sits a squat hovel on a shallow rise, almost completely obscured by an overgrowth of ferns and vines. As the PCs soon discover, Old Megus doesn’t appear to be at home. The last few weeks her auguries warned Combat Terrain: Bogs Most of the area around Megus’s lair is watery bog terrain: it costs 2 squares of movement to move into a square with a shallow bog, and the DC of Acrobatics checks in such a square increases by 2. A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog. The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater. Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares. Both shallow and deep bogs increase the DC of Stealth checks by 2. In addition to the above, the natural mists of the Brinestump are particularly thick near Megus’s Lair, granting concealment to targets at least 30 feet away. dorkistan.com longswords, and 40 spiny mantis arrows. Being that these items are made from non-manufactured materials, they will decay in 2d4 weeks. Until then, they could be worth anywhere from 50-200gp. Megus the Old CR 7 3,200 XP Female boggard oracle (morass) 6 CE Medium monstrous humanoid (boggard) Init +1; Senses darkvision 60 ft., low-light vision, Perception +8 DEFENSE AC 18, touch 13, flat-footed 15 (+2 Dex, +5 natural, +1 dodge) hp 56 (9d8+18) Fort +7, Ref +3, Will +7 OFFENSE Speed 20 ft., swim 30 ft. Space 5ft. Reach 5ft. (10ft. with tongue) Melee mswk morningstar +7 (1d8-1) or tongue +7 touch (sticky tongue) Special Attack pull (tongue, 5 feet), bog breath, swamp mists, terrifying croak (DC 18), sticky tongue Spells Per Day (CL 6th); DC 13 + spell level 0 (at will)—bleed, detect magic, detect poison, read magic, stabilize, guidance 1st (7/day)—curse water, doom, deathwatch, command, cause fear 2nd (6/day)—augury, hold person, death knell, delay poisonF 3rd (5/day)—bestow curse, dispel magic contagionF TACTICS Before Combat Megus has been on her guard for intruders for days, so she’s aware when PCs get close to her home. Before hiding in her hibernation pool, she casts deathwatch, and when she hears the PCs approaching her hovel, she casts contagion and holds the charge for the surprise round. During Combat Megus targets the weakest PC (as revealed by her deathwatch spell) with her ready contagion spell. Morale If reduced to 10 hit points or less, restores the fog and flees, using her superior movement in the water to escape. STATISTICS Str 9, Dex 15, Con 12, Int 12, Wis 12, Cha 16 Base Atk +7; CMB +6; CMD 18 Feats Toughness, Ability Focus (swamp mists), Ability Focus (bog breath), Dodge, Multiattack Skills Acrobatics +14 (+30 jump), Perception +17, Stealth +11 (+19 in swamp), Survival +10, Swim +13 Racial Modifiers +16 Acrobatics when jumping, +4 Perception, +8 Stealth in swamps, +8 Swim Languages Boggard, Common SQ orisons, clouded vision, hold breath, swamp stride Gear masterwork morningstar, gruesome fetish, toad figurine, cut emerald (50gp) SPECIAL ABILITIES Bog Breath (Su) As a standard action, Old Megus can unleash a 15-foot cone of corrosive bog gas from your mouth. This gas deals 9d4 points of acid damage. A Reflex save (DC 18) halves this damage. She can use this ability twice per day. Swamp Mists (Su) As a standard action, Old Megus can create a cloud of mist. She can create up to six 10-foot cubes of mist. These cubes can be arranged in any pattern, but each cube must be adjacent to another and one must be adjacent Old Megus. The mists otherwise function as obscuring mist. Any creature caught in these mists must make a Reflex save (DC 18) or become sickened. She can use this ability once per day. The mists last for 2 rounds. Terrifying Croak (Su) Once per hour, Old Megus can, as a standard action, emit a loud and horrifying croak. Any non-boggard creature within 30 feet must make a DC 17 Will save or become shaken for 1d4 rounds. Creatures that succeed at this save cannot be affected again for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. The save DC is Charismabased and includes a +2 racial bonus. Frog Witch © t-biddy dorkistan.com
Similar documents
Chopper`s Isle
and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations an...
More information