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
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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
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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
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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
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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
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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.
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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
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