A11: Wild Thing

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Maps

Map of Vast Swamp A11map3PR A11map2PR A11map2notags A11map3notags swampNotags

 

Audio

Water Splashing

Underwater Sloshing

Ship Sounds

Water Sounds

Sawing Wood

Sailboat Hoisting Sail

Birds

Opening Map

Explosion

 

by Jonathan G. Nelson

Table of Contents

click to enlarge

 

Adventure Background

Just over a year ago, an adventurer disappeared in the swamp while returning from ancient ruins far to the west.  He'd reached the Lonely Isle, where he collapsed from heat exhaustion, thirst, and starvation.  This is where he died.  The important treasures he had recovered from the ancient ruins included Sthorin's Dagger, Sthorin's Circlet, and a Potion of True Love's Kiss (Philter of Love).

Sandalia is an honest maiden from the city of Cherrian's Rest.  Sandalia's beauty and charismatic attitude recently garnered the attention of the Black Gold Consortium.  They offered her a position as a negotiating agent for new territories and locations that it seeks to acquire.  Her first job was to familiarize herself with the operations of the Black Gold Island extraction facility, in order to paint it in a good light using her way with words.  Unfortunately, the boat which took Sandalia and some others to the facility never returned; it was attacked by a gang of bog trolls which has been preying on travelers in the region.  The bog trolls sank the ship and killed everyone on board, save for the maiden Sandalia, who managed to escape.

Sandalia hid in the murky water and found a way to sneak off whilst the bog trolls dug through the wreckage.  Then she attempted to make her way through the marsh, trying to find her way back to the city.  Lost, hungry and dehydrated after a day of wandering, she eventually found the Lonely Isle, where she collapsed and rested for a time.  After regaining her composure, she looked around the islet and found the skeleton of the man who had died here over a year previously.  Starving and parched, she dug through his belongings and upon finding the Potion of True Love's Kiss, drank it straight down.  Soon after this, a bog troll named Nimbit passed by the islet whilst searching for swamp eels and mud crabs to put in his nightly stew.  When Sandalia gazed upon Nimbit, the effects of the philter took hold.  She was immediately drawn to him, completely head-over-heels in love.  He wanted nothing to do with the woman, finding her utterly repulsive and completely without any attractive qualities - somewhat ironic seeing as she is the most sought-after maiden in the entire city!

Despite his rejection, Sandalia followed Nimbit through the swamp all the way back to his home at Big Rock.  Nimbit meant her no harm and thus allowed her to stay in his cave.  She now cooks, cleans, and performs chores for Nimbit, in hopes of winning his love. Nimbit remains almost exclusively indifferent, although he does recognize that she works hard, has a way with swamp eels and seems to have her heart in the right place, if not her head.

Nimbit's brothers (the infamous "Bog Troll Brothers") spent a good deal of their adolescence torturing Nimbit, seeing as he was the youngest, smallest, and most docile of the family.  The "Bog Troll Brothers" stop by Nimbit's Cave for a "friendly family visit" soon after Sandalia's arrival.  They catch her and prepare to cook her when Nimbit calls out for them to stop.  Nimbit realizes that he has grown accustomed to the woman and for the first time in his life he stands up to his older brothers.  The brothers, amused at his interest in the woman and impressed with his stand-offish attitude, back down.  Goron, who is Nimbit's eldest brother and leader of the group, drops the woman, but warns that other humanoids in general are very rarely to be trusted and that humans - in particular - and trolls are just not meant to be "friends".  He will return in 3 days with the brothers, at which point, if Nimbit has not killed the woman, the brothers will.

 

Adventure Synopsis

The PCs are hired to locate the "Wasp", a missing boat, and its passengers.  It went missing on the way back from the Black Gold Island oil extraction facility in the Vast Swamp.  Special interest: Passenger Sandalia

The PCs charter one of three available vessels to ferry them to Black Gold Island where they begin their search.

If diligent, the PCs will obtain information on the possible course the captain of the missing ship plotted which they will follow.

The PCs find a trail of wreckage, barrels of oil, and half eaten corpses.

Evidence is found that a sole survivor escaped and fled to the south, toward Lonely Isle.

Lonely Isle is explored, with the PCs finding an adventurer's skeleton and an empty potion bottle.  Attempts can be made to discern the original contents of the bottle.

Two sets of prints are discovered, one human and the other obviously troll.  The prints lead the PCs across Lonely Isle and off to the south, where they disappear into the murky water of the swamp.

Various creatures and monsters attack the PCs as they head deeper into the swamp.  Travel becomes increasingly dangerous and the status of the weather is quite uncertain.

The true dangers of the swamp manifest themselves, being meteorological and environmental.

The PCs may discover the island known as Traveler's Rest, where they discover a horde of ghouls in an old cabin, but there is no sign of Sandalia or her abductor.

Finally the PCs spot Big Rock, where smoke billows out from Nimbit's Cave.  Before proceeding, the PCs must deal with the Fire Fields and the monsters that live there.

The PCs locate a precarious path which winds its way up Big Rock.  After reaching the top, they spot a group of bog trolls making their way up the same path, heading in their direction.

As the PCs decide what to do they are spotted by Nimbit and Sandalia, who move deeper into the cave, arming traps as they go.

What happens next depends entirely on the actions of the PCs.  The PCs may:

  • Kill all of the bog trolls including Nimbit and take Sandalia back to the city.
  • Kill the Bog Troll Brothers and let Nimbit and Sandalia live happily ever after.
  • Hide and let the Bog Troll Brothers and Nimbit battle it out, thereby causing the death of Nimbit yet weakening the brothers slightly making them easier to deal with.

 

Important Characters

 

The Bog Troll Brothers

Goron, Dolp, Larg, Ju, and Blopp are the five bog troll siblings which comprise this ragtag band of raiders and murderers.  Brothers of the bog troll Nimbit, these five have adopted an evil lifestyle which has served them well.  They consistently find their bellies full and their hidden treasure horde well stocked.  The brothers roam the swamp in search of travelers and boats to attack.  They kill, cook, and eat humanoids after stripping them of all valuables.  The brothers hide their treasure somewhere deep in the swamp.

The Bog Troll Brothers stop by Big Rock from time to time, both to pick on their youngest brother Nimbit and steal his finds to add to their own hoard.

 

Nimbit

The youngest of seven brothers and sisters, Nimbit is a bog troll.  Generally bog trolls lure travelers to their doom by using mimicry and other tricks and treachery.  Nimbit is more docile than the average bog troll, due to the fact that he was the youngest sibling and came from a life of constant ridicule and torture by his older brothers.

Goron, Nimbit's eldest brother, has alluded to Nimbit joining the Bog Troll Brothers, but only if he can prove that he has "toughened up" and is willing to kill a humanoid without a second thought.  Since Nimbit has reservations about harming humanoids, he has thus far shown no interest in joining his brothers, and instead chooses to hunt eels and mud crabs and gather food from the swamp for his infamous "swamp stew".

 

Sandalia

Sandalia is an honest maiden from the city of Cherrian's Rest.  Sandalia's beauty and charismatic attitude recently garnered the attention of the Black Gold Consortium.  They offered her a position as a negotiating agent for new territories and locations that it seeks to acquire.  Her first job was to familiarize herself with the operations of the Black Gold Island extraction facility, in order to paint it in a good light using her way with words.  Unfortunately, the boat which took Sandalia and some others to the facility never returned; it was attacked by a gang of bog trolls which has been preying on travelers in the region.  The bog trolls sank the ship and killed everyone on board, save for the maiden Sandalia, who managed to escape.

 

Locations

 

Cherrian's Rest (medium city)

Loyalty: Black Gold Consortium
Alignment: LG
Export: Oil, Black Stone
Import: Tools, Clothing, Specialty Goods, Specialty Foods, Prisoners
Assets: 100,000 gp
Population: 17,000
Authority figure:  Grand Consol Osardo Tanel, CG Human Aristocrat 6 Expert 3
Authority: 
Kambel’s Mercenary-for-hire
Important Characters: 
Grand Consul Osrado Tanel (BGC),  Consulette Merlin Celfal (BGC),  Consul Eleian Aslody, Magistrate Alexander Gelmar (BGC), Sandalia Tanel
Population: 17,000

A medium sized city which originally started as an inn and stop for travelers on their way elsewhere.  When black gold (oil) was discovered here, the Black Gold Consortium (BGC) moved in and helped build up the population and support to the area.  Over time, a small city sprang up and was subsequently walled off to protect against wandering monsters and foul beasts from the swamp.  A pair of  long docks host local fishing vessels and visiting ships alike.  While black gold is the primary source of income in Cherrian’s Rest, a steady supply of mud crabs and swamp eels has provided a rare and interesting export to food connoisseurs in distant cities. However, some of the major families of the BGC have been trying to expand their interests by secretly embezzling the BGC’s funds and using the wealth to build and house the "worst of the worst" prisoners from all over the world. By housing prisoners for a fee in the prison know as Moaning Fort, the Aslody family has become quite rich.

 

 

Cherrian's Rest Inn and Tavern

Once a quaint establishment, it is still an inn that tolerates no roughhousing of any kind.  A slow-paced, relaxing venue with good ale and plenty of tales from the swamp.  These days,  the place feels more like a large, Venetian, Renaissance -style mansion than an inn and tavern, but its inner charm has been maintained.  1 main room, 1 bar,  10 rooms, stables, cellar, tool shed.

 

Black Gold Consortium Warehouse (BGC)

This warehouse holds oil scheduled to be shipped out to neighboring towns and cities.  The largest building in town, it employs a massive workforce of local residents.  Magistrate Alexander Gelmar is responsible for all BGC operations in Cherrian's Rest.

The Black Gold Consortium is an extremely wealthy, powerful, and influential company which manages oil extraction facilities at numerous locations throughout the region.  The oil is then sold to be used in lamps and other household items as well as being used by military organizations in the field of battle and in defense of keeps and castles.  The Consortium owns and operates both the extraction facility on Black Gold Island and the massive warehouse in Cherrian's Rest.

The Black Gold Consortium employees over 80% of the population in Cherrian's Rest.  Obviously, this company holds great sway over public opinion in this city. It frequently has more money coming into it than it knows what to do with, and has left itself open to unscrupulous types.

 

Kambel's Mercenary-for-hire

A local guild of mercenaries started by Consul Kambel Celfal soon after the Black Gold Consortium moved into town.  Kambel died fighting bog trolls in the swamp a couple years ago, but the business continues to operate under his sister Merlin's watchful eye.  Since Cherrian's Rest is such a small town, the mayor has contracted with Kambel's Mercenary-for-Hire to provide protection and law enforcement when needed.  At any given time there are between 20-40 mercenaries on duty within the city and at least 12 keeping watch swamp-side at the docks.

 

 

Vast Swamp

The Vast Swamp spans hundreds of miles/kilometers and dominates this region with foul smelling, stagnant water.  The swamp is a breeding ground for vermin, disease, monsters and other even less healthy elements.  However, the rare-but- seemingly-endless supply of oil brings humans to the region, humans who must deal with the constant stream of vile creatures and putrid filth spawned from the depths of the swamp.

Common Illness and Disease in the Swamp

Trench foot

Any PCs that spend more than one hour at a time with their feet immersed in the water of the swamp have the potential of contracting trench foot, unless for every hour spent in the swamp they dry out their feet by a fire or other heat source for an equal period of time.

Initially caused by prolonged exposure to damp unsanitary conditions, affected feet become numb and then turn red or blue.  As the condition worsens, they may swell.  Advanced stages include blisters and open sores, which lead to fungal infections (jungle rot).  If left untreated, the condition usually results in gangrene which can require amputation.  If treated properly and kept dry, complete recovery is normal, though marked by severe short term pain when feeling returns.  Once you have trench foot you are more susceptible to getting it again.

Statistically trench foot may cause the following:

Movement cut in 1/2 then in 1/4

All physical checks and saves at -2, then -4 as condition worsens.

Eventual loss of feeling in foot or feet makes walking impossible and PC is unable to partake in any physical activity which requires use of their feet or lower legs until healed.

If left for too many days, trench foot will result in the loss of the affected foot or feet and the PC will be bed-ridden the rest of their lives.

 

Infestation

There are so many vermin and bugs within the confines of the swamp that infestation of a PCs belongings, rations, or even their flesh are possible.

For every day of travel in the swamp roll d%

1-80 = Normal problems with bugs and vermin

81-90 = Vermin or bugs infest PCs food

91-96 = Vermin or bugs infest PCs food, water, and belongings

97-100 = Vermin or bugs infest PC as they sleep.  When they awake there are bulges and red marks across their skin, most with tiny pin-prick entry points.  These parasites will slowly spread, causing PC to receive a -1 penalty on all checks, attack rolls, and saves after 3 days, until removed.  If left untreated for more than 7 days the penalties increase to -2, then -3 after 9 days. Finally, after 20 days, the PCs will die if this condition has continued left untreated for this long.

 

Bug Bites

Many bugs and spiders throughout the swamp carry disease and poison with their bites.  For every evening hour spent away from a roaring and smoky campfire roll a d%

1-20 = Bug bites are a minor annoyance and itch, causing all attacks and reflex saves the following day to receive a -1 penalty.

21-40 = Bug bites are slightly more severe, causing itching, rashes, irritation and a distracted PC.  All checks across the board are rolled with a -1 penalty.

41-60 = Mosquitoes carrying disease bite the PC.  After 1d4 days the PCs will grow violently ill, vomiting with a high fever.  All checks will be undertaken with a -2 penalty with an additional cumulative -1 for every day which passes untreated.  After 2 weeks the PC will die.

61-80 = One party member becomes infested with fleas or lice.  In 1-2 days the entire party is affected.  All affected party members roll all checks with a -1 penalty and begin to scratch their itchy skin which causes small abrasions.  Time spent in the swamp exposing these open sores to swamp water will cause infection which causes 1d4 damage per day which cannot be healed until the disease is cured.

81-90 = A tick or ticks sneak into a PC's underarms, crotch, or ears and begin sucking their blood.  The tick stays attached until carefully removed using fine tweezers or through magical means.  After 1d4+3 days the tick will become engorged with blood and will drop off on its own.  There is a cumulative 10% chance per tick that the individual will contract Lyme disease which causes the following:

Symptoms of early localized Lyme disease (Stage 1) begin days or weeks after infection. They are similar to the flu and may include:

  • Body-wide itching
  • Chills
  • Fever
  • General ill-feeling
  • Headache
  • Light-headedness or fainting
  • Muscle pain
  • Stiff neck

There may be a "bull's eye" rash, a flat or slightly raised red spot at the site of the tick bite. Often there is a clear area in the center. It can be quite large and expanding in size.

Symptoms may come and go. Untreated, Lyme disease can spread to the brain, heart, and joints.

Symptoms of early disseminated Lyme disease (Stage 2) may occur weeks to months after the initial tick bite. They may include:

  • Paralysis or weakness in the muscles of the face
  • Muscle pain and pain or swelling in the knees and other large joints
  • Heart problems, such as skipped heartbeats (palpitations)

Symptoms of late disseminated Lyme disease (Stage 3) can occur months or years after the initial infection. The most common symptoms are muscle and joint pain. Other symptoms may include:

  • Abnormal muscle movement
  • Muscle weakness
  • Numbness and tingling
  • Speech problems

91-95 = The individual is bitten by a rare poisonous bug.  Roll a Fortitude DC 15 check, failure means the PC has fallen into a coma which can only be cured by neutralizing the poison within the PC's veins.  If this poison is not cured within 24 hours the PC will die.

96-99 = The PC is bitten by a rare insect which causes the loss of 1 point from a random ability score.  Roll 1d6 = 1 STR, 2 DEX, 3 CON, 4 INT, 5 WIS, 6 CHA.  The only way to get the ability score back is to locate and carefully capture the bug, keep it alive and take it to an expert in etymology, alchemy, or a renowned wizard specializing in the crafting of complex and rare potions and cures.  The poison can be extracted and an antidote concocted.  This process may take between 10-30 days and cost well over 1,000 gp.  As long as the PC is cured within 3 months their ability score will return to normal.

100 = The PC is the victim of Rot Grubs which begin to burrow to their heart.

Rot Grubs (5-20)
Fine Vermin
Hit Dice:
 1/4d8 (1 hp)
Initiative: +1 (Dex)
Speed: 5 ft
Armor Class: 18 (+8 size)
Attacks: Slam +4 melee
Damage: Slam 0
Face/Reach: 1/2 ft by 1/2 ft/0 ft
Special Attacks: Burrow
Special Qualities: Vermin, tremorsense
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 2, Dex 10, Con 10, Int —, Wis 10, Cha 1
Skills: Jump +3, Hide +19
Climate/Terrain: Any land and underground
Organization: Swarm (5-20)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
Advancement Range1 HD (Fine)Rot grubs are 1-inch long vermin found in carrion, dung, and other such garbage and organic material. Their skin color is white or brown.
COMBAT
When a living creature contacts an area (dung heap, offal, etc) infested with rot grubs, a successful Spot check (DC 15) can be made to notice and completely avoid the grubs. If failed, the grubs contact the victim’s skin and burrow into the flesh.
   Burrow (Ex): A rot grub secretes an anesthetic when it bites. A burrowing grub can be noticed if the victim succeeds at a Wisdom check (DC 15). If successful, the victim sees strange rippling beneath his skin. If failed, the creature does not notice the grubs.
   A burrowing grub deals 2d6 points of temporary Constitution damage each round. At Constitution 0, the victim dies. The grubs then look for a new host. During the first two rounds, a burrowing rot grub can be killed by applying fire to the infested skin or by cutting open the infested skin with any slashing weapon. Either method deals 2d6 points of damage to the victim, but kills the grubs. After the second round, only a remove disease can kill the grubs as they burrow to the victim’s heart and devour it (still dealing 2d6 points of temporary Constitution damage each round).
   Tremorsense (Ex): Rot grubs can automatically sense the location of anything within 20 feet that is in contact with the ground.
   Vermin: Immune to all mind-influencing effects.
The Rot Grub first appeared in the 1e MM (Gary Gygax, 1977).

 

 

Travel in the Swamp

While traveling within the swamp, the PCs will encounter many dangers.  Depending upon which boat they chose to charter and their captain's skill level, the number and difficult of the encounters within the swamp will vary.

 

Use the following chart to randomly determine an environmental encounter, change in weather, or random bestial encounter.  You may alternatively download this Excel document which will randomly determine these factors for you:  Travel in the Swamp

 

Percentage(1) Environmental(2) Meteorlogical(3) Bestial
01-05Sink HolesSunnyAlligator
06-10QuicksandSunny, HotBog Strider
11-15FloodingSunny, HumidCrocodile
16-20Mud, ThickPartial Clouds, HumidDragonfly, Giant
21-25Plants: StickyCloudy, HumidFly, Giant
26-30Plants: WrappingPartial CloudsFrog, Giant
31-35Plants: PiercingCloudyFrog, Poison
36-40Plants: DraggingLight FogGrippli
41-45Plants: Alive (Moving)FogLeech, Giant
46-50Plants: Alive (Viper Vine)Thick FogLeech, Swarm
51-55Trees: Falling LimbsFog, HumidMaggot, Giant
56-60Trees: CollapsingFog and RainMosquito, Giant
61-65Bushes: ThornsLight RainMosquito, Swarm
66-70Bushes: StickyRainMosquito, Bloodhaze
71-75Bushes: PoisonousHeavy RainSnake, Constrictor
76-80Mushrooms: GasStorm, Heavy RainSnake, Emperor
81-85Mushrooms: PoisonousStorm, Heavy Rain and WindStirge
86-90Swamp: GasStorm, Wind, Rain, LightningTentamort
91-95Mud: AcidicStorm, Severe: Wind, Rain, LightningTroll
96-100Haunt: Lost Expedition?Storm, Dangerous: Wind, Rain, LightningTroll, Scrag

Note: Random Encounters are all statistically grouped at the end of this adventure module.  

 

 

 

Black Gold Island

Black Gold Island gets its name from the rare black oil which oozes to the surface. A work crew slaves day and night, pumping the oil and storing it in large barrels for transport. The barrels are routinely picked up by ship and transported to the city. Kambel's Mercenaries guard the operation, fighting off beasts and monsters from the swamp on a regular basis. It is rare, but at times the facility is attacked by trolls. The use of flaming oil to drive them back seems to infuriate both the trolls and the owners of the company. Many a supervisor has hesitated to use the oil, knowing the tongue-lashing they will receive for wasting the precious material, only to lose a worker and have to ignite an barrel of two to see off the bog trolls .

 

 

Lonely Isle

A small island with some barely-noticeable remnants of a fire. An adventurer died here over a year ago and his bones and belongings still remain. There is also evidence of a recent shipwreck survivor resting here before proceeding to the south.

 

 

Fire Fields

Sources of natural gas and oil build up below the surface here. Some of the sources have been sparked by fire bugs, lightning strikes, or other natural phenomena and now constantly burn. Creatures drawn to fire tend to congregate in this area, making a volatile situation even worse. This area is dangerous to travel through and some pockets of gas can erupt in flame without warning or through provocation by one of the many fire creatures which live here.

 

 

Big Rock

The Bog Troll "Nimbit" calls this large gray mound of rock his home. The crag reaches up and out of the muck and is covered in moss and pathetic looking trees. A precarious path winds up the rock to a huge cave, which can be seen from below. A large amount of smoke can be seen billowing from this entrance at all hours of the day.

 

 

Nimbit's Cave

This cave has a large entrance through which smoke constantly billows out. Nimbit keeps an enormous fire burning at all times, both to keep his brothers at bay and provide heat with which to cook. The fire is created using a mixture of oil and dried mud and dung, which explains the thick smoke created through its consumption. Although possessed of a terrible smell, the strange fuel keeps his fire burning hot and allows him to boil stew in his giant cauldron (found in this cave when he arrived).

Fearing retaliation from his brothers for his strange lifestyle, Nimbit has constructed many crude traps throughout his cave for protection.

The back section of the cave drops steeply down and into a hollowed out area which contains cool, soft muddy water. Nimbit frequently rests in his mud pit on especially hot or muggy days.

 

 

 

 

Adventure Hook

The adventurers are approached by Magistrate Alexander Gelmar of the Black Gold Consortium.  Alexander needs the PCs' help.  Alexander is concerned about a BGC boat which should have returned a couple days ago.  The boat carried five of his best employees and his secret love Sandalia Tanel.  He believes it may have been attacked by a gang of bog trolls which has been plaguing travelers for many months.

Alexander is particularly worried about a young woman named Sandalia, who was recently hired as the new negotiating agent for potential territorial acquisitions.  The boat the Black Gold Consortium employees were on was called the "Wasp" and was captained by Gealen Longshanks.  It left the city about 4-5 days ago to visit Black Gold Island and the oil extraction facility located there.  The boat has yet to return despite the fact that a delivery of oil recently arrived from Black Gold Island, where the workers claim the "Wasp" left days ago to return to the city.

Sandalia, the consortium's newest hire is the most beautiful maiden in the city, and people are already gossiping about her absence.  Magistrate Alexander Gelmar describes Sandalia's shapely figure, blonde hair, blue eyes, and outgoing personality, begging the PCs to find the ship and bring the passengers home.

Skill Check: Negotiation

The amount Alexander offers for this job varies depending on how many employees the PCs rescue and the PCs skill at negotiating for better pay.

Skill Check: Diplomacy

DC 30 = 150 gp per employee, 500 for Sandalia*

DC 25 = 50 gp per employee, 350 for Sandalia*

DC 20 = 30 gp per employee, 200 for Sandalia*

DC 15 = 15 gp per employee, 150 for Sandalia

None/Failed = 10 gp per employee, 100 for Sandalia

*Alexander also pays to charter a boat for the PCs.

Information

Missing BLACK GOLD CONSORTIUM Employees:

Captain Gealan Longshanks

Sandalia

Dolan

Micaran

Sven

Tholan

 

 

Chapter One

 

Gathering Information

Before the PCs attempt to charter a boat and captain, they may wish to gather some information around the city.  You may role-play this in various scenarios or skip right to the meat of the matter and have the players roll a Gather Information check.

Skill Check: Gather Information/Diplomacy

Gather Information/Diplomacy DC 15*

*Note: a separate skill check will be required for each member of the passenger manifest they seek information regarding.

 

1.  Captain Gealan Longshanks

Skilled captain whom makes routine cargo runs back and forth from Black Gold Island.

 

2.  Sandalia

The most beautiful woman in the city.  Blonde hair, blue eyes, shapely yet athletic.  Acts ditzy at times, but only to get her way, as she is actually quite sharp.  She knows what she wants and goes for it.

 

3.  Dolan

A simple man who enjoys working for the Black Gold Consortium and training to be an Oil Merchant for BGC.

 

4.  Micaran

A jolly fellow who enjoys his drink a bit too much and tends to get into trouble because of it.  He is visiting this facility as a potential new worker.  Residents of Cherrian's Rest know little else about Micaran.

 

5.  Sven

Transferring from a slower facility to Black Gold Island due to increased demand for additional skilled employees in the area.  Residents know little else about Sven.

 

6.  Tholan

Very knowledgeable in oil extraction practices and equipment.  Scheduled to take over mechanical duties for the night shift at the Black Gold Island extraction facility.


 

Chartering a Vessel

The following vessels are available for charter to transport the PCs to Black Gold Island.  The regular BGC ship, the "Wasp", recently disappeared in the marsh, thus these are the PCs' only options.

 

Choice #1: The Mud Crab

Fishing boat

This is a medium sized fishing boat with room for 3-5 passengers.  Equipped with nets and crab pots.

Owner: Belladore Toovan

Cost: 10 gp/day

Speed: 3 Knots

Battle Worthiness: 5

Swamp Points: 4

Captain's Skill: 8/10

 

Choice #2: The Phoenix

Exploration Ship

A large ship suited to exploration is docked here temporarily, as her crew relaxes before the next big adventure.

Owner: Timoth Stormsail

Cost: 50 gp/day

Speed: 2 Knots (15-20 in open water)

Battle Worthiness: 8

Swamp Points: 2

Captain's Skill: 4/10 (8/10 in non-marsh conditions)

 

Choice #3: Swamp Skipper

Primitive Navigation Raft

A small flat raft-type boat perfect for navigating the swamp.

Owner: Chester the Swampman

Cost: 15 gp/day (mainly for captain's knowledge)

Speed: 1 Knot

Battle Worthiness: 2

Swamp Points: 6

Captain's Skill: 9/10

 

The vessel which the PCs choose will either help or hinder their journey through the swamp.  While a ship with a high speed will make their journey faster, the captain's skill level will assist in avoiding potential dangers, thereby saving time.  The vessel's battle worthiness is how many direct hits by medium or larger creatures the vessel can take before becoming too damaged to continue.  Finally, swamp points can be spent by players to avoid potential dangers.

Swamp points and how they work

Swamp points work in the following way. For instance, imagine you roll a random encounter in the swamp and note that 3 alligators are headed for the PCs location.  At this point you can warn the PCs that a potential danger approaches.  The PCs may then choose to spend 1 swamp point to avoid the danger.  You don't tell the players specifically what the danger is, just that it exists.  The best way to explain this is through the type of vessel combined with the captain's knowledge of the swamp.  "You avoid confronting 3 alligators because the captain is aware that this area is home to many of these creatures and therefore backs the vessel out and finds an alternative route."  A potential danger could be as simple as a bog swarming with disease-infested mosquitoes or as complex as a hidden sandbar on which the vessel could run aground and become permanently stuck.

Enter the Swamp

You board your boat and head off into the swamp.  The black, murky water surrounds your vessel and as the captain pushes off; you can already hear the cacophony of birds, insects, and animals dominating your auditory senses.  It envelopes you as you pass between two gigantic weeping willows and make your way off into the thick of the swamp.  Swarms of insects float above the water, causing you to get a mouthful as the boat passes by them.  The entire place smells of mud and rotting vegetation, and the hot, temperate and humid air make the heat nearly unbearable.  You feel like stripping out of your already sopping wet clothes, but hesitate in fear of the disease infested insects and arachnids living within the confines of the swamp.  Looking above, massive tree limbs hang down, from which trails thick hair-like moss.  The moss is teeming with tiny bugs, which at times fall onto the boat.  As the boat pushes onward you begin to wonder what you have got yourself into.

For the rest of the journey to reference "Locations: Vast Swamp" further along in the adventure.

The PCs may choose to start their search in the water between the city and Black Gold Isle, in which case it is possible that they will locate the shipwreck on their own.  If they attempt this, proceed directly to "Finding the Shipwreck".  If the PCs decide to continue on their way to Black Gold Island continue below.

 

 

Arrival at Black Gold Island

A large island of dirt and tall grasses reaches up above the slick water of the swamp.  A few men in boats nearby work hard digging at something in the murky water with long poles.  A gigantic pipe is stuck into the water here and held aloft with buoys. It carries oil from under the water back to a large facility located on the island.

At the end of a lonely dock awaits Equet Nels, the lead supervisor of the facility.  He is here to meet the PCs and introduce them to his men so that they might gather additional information.

Equet Nels is a tall man with a thick accent (similar to British). He was hired by the BGC to head up this plant and guarantee the maximum extraction of black gold from the area.  Over the past 5 years his efforts have proved quite lucrative, and the site is now one of the top 5 facilities in the known world.

The Black Gold Island Extraction Facility hosts a crew of 30 workers, all of whom slave day and night on an 8 hour on-off rota to extract, barrel, and transport black gold (oil) back to the city where it is filtered, bottled, and shipped out by the Black Gold Consortium to merchants and governments throughout the land.

The facility gets a lot of visitors, but when the PCs ask about Sandalia, a lot of eyebrows raise.  She attracted no small amount of attention with her beautiful looks and curvacious figure.  The men are not quick to forget a visit by such a vivacious young woman, one with a personality that set many men's hearts ablaze to boot!  Most of the workers have the same story; the group came and visited for a day, then boarded the ship and headed back to the city.  There were no strange incidents or accidents while the group stayed at the facility, and all has been well ever since.

Skill Check

Gather Information/Diplomacy DC 15

Success = Kole and Iarnen, two mercenary guards, recall which direction the ship took when it left:

"The day they left there was a bit of a storm a brewin' wit a strong wind blowin' against 'em.  So dey took a different way back 'stead of the normal one.  Went further south I guess, captain was gonna circle back up ta da city when da wind calmed down."

The men don't recall the wind being intensely strong, just enough to prevent the captain from making it back to the city before dark, hence the course change.

Once the PCs receive this information they should have enough to go on to continue their search.  Just before they leave, a couple of the mercenaries warn the PCs that a gang of bog trolls has been attacking folks in the swamp as of late, and to keep a wary eye trained in all directions at all times.  "Them trolls be baaaaad news I tell ya!  Keep yer eyes and ears open!"

 

Finding the Shipwreck

As the PCs near the wreckage there is a cumulative -2 reduction in the DC per hour spent searching the area.  If the PCs received directions from the mercenaries at Black Gold Island this is changed to a cumulative -4 reduction per hour.

Searching for the "Wasp" Shipwreck

Spot/Perception DC 25 

DC reduces for -2 (-4 with mercenary info) for every 1 hour spent searching the correct area on the map.

Success = Read aloud below:

Read Aloud

At first you notice a piece of processed wood bobbing by, then a few more, then you begin to see barrels stamped with the letters "BGC" on the side.  Then you spot the bodies.  Most are simply bloated and already rotting from the unsanitary conditions of the stagnant swamp water.  Some have huge battle wounds, with chests torn open and disgusting squirming maggots and worms feasting upon the rotten innards.  Other have entire limbs missing!

Spot/Perception DC 14

Success = Read aloud below:

It appears that whatever killed this crew and these travelers also feasted upon parts of their bodies. Clear, jagged teeth marks over some of the bodies, along with snapped, marrowless bones strewn about, suggest this was a site of frenzied feasting

Knowledge: Swamp, Geography: Swamp, Knowledge: Troll, DC 15 / Racial Enemy: Troll Auto

Success = This appears to be a troll attack.

The bodies are the crew of the "Wasp".  The bodies are all male and Sandalia is not among them.  If the PCs continue to search the area, they (Spot/Perception DC 14) find footprints in a tiny mud island just to the south.  From here, the "Lonely Isle" can be seen a little further to the south, and the prints lead that way.

Continue the story with Chapter Two.

 

 

Chapter Two

 

Arrival at Lonely Island

A small island rises out of the swamp like the shell of an enormous tortoise.  A couple of sad-looking trees droop down as if the hot humid air itself weighs heavily upon them.  The remnants of the campfire are found nearby, beside which lies a stained human skeleton, one which is still complete, although the skull has a number of small splits in it as it something has tried, but failed, to crush it.

Spot/Perception DC 12

Success = Small rodent gnaw marks line these bones.  It appears this man died here, then vermin devoured his corpse after his death.

 

The Potion

A metal potion bottle rests on the ground nearby the remnants of the campfire.  (Spot/Perception DC 12)  Small finger marks are left upon the outside which have brushed away part of the filth this bottle has acquired sitting in the swamp for a time.

If the bottle is inspected by someone skilled at brewing potions, arcana, or alchemy, additional information may be gleaned from it.

Knowledge: Arcana, Craft: Potion, Knowledge: Alchemy, + Spellcraft DC variable depending on skill used (GM's discretion)

Success = You are able to discern that this potion was a variation of a Philter of Love. If the DC is beaten by 5 or more, the PC checking the potion momentarily realizes just how wonderful the next person they look at is; brave, wise, caring, just the kind of person to spend the rest of your life with.

The sensation passes as soon as someone else speaks to the PC.

Two sets of prints can be seen leaving this island heading south before disappearing into the water.  One set is clearly human, whilst the other is unknown but appears monstrous.

Survival or Tracking DC 20

Knowledge: Swamp DC 18

Knowledge: Trolls DC 10

Success = Second set of prints is definitely from a troll, possibly the "bog troll" variant the locals continue to speak of as raiding local travelers.

If the PCs spend extra time examining the prints in the mud in great detail, they may attempt a Survival/Track Skill Check DC 25 to determine that the human prints follow the troll prints, not the other way around!

If the PCs spot the island "Traveler's Rest", continue with "Travel in the Swamp" and then proceed to that location listed below, otherwise continue with "Travel in the Swamp" until the PCs reach the Fire Fields and Big Rock.

 

Visit to Traveler's Rest

A wide, flat island dotted with dying trees, this island has signs of human settlement.  An old dock, now in disrepair and partially sunk in the swamp, juts out from one end of the island.  An even older log cabin is hidden amongst trees and underbrush.  The area is overgrown, with vines climbing the sides of the cabin and plants growing out from between some of the logs.  Moss dangles from the rooftop and over the door, most of which appears to be hanging on for dear life.

The ground on this island is dry, amazingly, and completely devoid of mud or muck of any sort.

The abandoned cabin appears to be a good place to rest out of the elements and away from the pesky mosquitoes and other pests, which incessantly bother the party.

The Old Cabin

Moss hangs over the front door and must be pushed aside to proceed.  If a PC uses her sword or a stick she should be fine, but if she reaches out and physically comes into contact with the moss, she will obtain a new parasitic companion as follows:

Roll 1d4

1 = Felp Lice: Within 1-2 days, constant itching of scalp and body hair results in -1 to all checks due to the persistant nature of these particularly vigilant lice.

2 = Ragundar Ticks: Within 1-2 days, -1 to Fortitude Saves, -1 to all other checks.  3-4 days -1 CON, 5-6 days -2 Fortitude and -2 CON, 7-14 days fatigued permanently until removed and healed.  Possibly of Lyme disease (see sickness and disease in the swamp).

3 = Chiggers: Within a few minutes PC develops itchy patches of skin which raise up into small pimple-like bumps which swell and burst in the coming days.  -1 to all checks for the first 2-3 days then infection sets in.  If traveling in the swamp the infection becomes life threatening.  If not cured within 1 week the PC may die (GM discretion).

4 = Rot Grubs (See Common illness and sickness in the Swamp: Bug Bites; Rot Grubs)

 

In sharp contrast to immediately outside the cabin, the inside of it is filthy, and contains many more pests.  There are four beds, all of which have lice (as described above), a table with six stools around it, old food being eaten by swamp rats, and a couple buckets of water infested with squirming larvae sitting in the corners.

A family was murdered inside this cabin and their corpses hidden beneath the floorboards.  1-4 hours after the party goes to sleep they will awaken to an undead family of six, still wearing the clothes they were murdered in, stained with blood and soil.  Some of the family members have knives or axes sticking out of their chests or backs.  One is missing an entire leg and half the other; it crawls like a filthy worm to eat the flesh of the PCs. Initially they are sitting at the table, the "mother" serving from one of the buckets of worms. The moment the first PC stirs, the "father" turns and faces the player and say, "Won't you join us for our meal?" This is acue for all of them to leap at the PCs! After the undead begin to attack, cackling can be heard outside and the sound of a big axe chopping logs upon the stump.  In actuality it's not a log, but the head of their captain being chopped off by the murderer that killed this family.  The murderer is now undead as well, killed by the undead family as a form of exacting revenge.

Combat: Undead Family of Six

Ghouls (6)

CR 1

XP 400
CE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +7

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +2, Will +5
Defensive Abilities channel resistance +2; Immune undead traits

OFFENSE

Speed 30 ft.
Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)

STATISTICS

Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 14
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3
Languages Common

SPECIAL ABILITIES

Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day;effect 1d3
Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid
who becomes a ghoul in this way retains none of the abilities it possessed in life. It is
not under the control of any other ghouls, but it hungers for the flesh of the living
and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

ECOLOGY

Environment any land
Organization solitary, gang (2–4), or pack (7–12)
Treasure standard

Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease—the true source of these undead scavengers is unclear.

Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These “civilized” ghouls are no less horrific in their eating habits, and in fact the concept of a well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.

Section 15: Copyright Notice - Classic Horrors Revisited

Classic Horrors Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: James Jacobs, Rob McCreary, F. Wesley Schneider

Combat: Undead Murderer

Ghast

CR 2

XP 600
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 17 (2d8+8)
Fort +4, Ref +4, Will +7
Defensive Abilities channel resistance +2

OFFENSE

Speed 30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5 (1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 15, affects elves normally), stench

STATISTICS

Str 17, Dex 19, Con —, Int 17, Wis 18, Cha 18
Base Atk +1; CMB +4; CMD 18
Feats Weapon Finesse
Skills Acrobatics +6, Climb +8, Perception +9, Stealth +9, Swim +4
Languages Common

SPECIAL ABILITIES

Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 15; onset 1 day; frequency 1 day;effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Paralysis (Su)

Creatures damaged by a ghast's natural attacks must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike ghouls, a ghast's paralysis even affects elves.

Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Stench (Ex)

Ghast's exude an overwhelming stink of death and corruption in a 10-foot radius.  Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes.

ECOLOGY

Environment any land
Organization solitary, gang (2–4), or pack (7–12)
Treasure standard

A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming.

After the blood of the party has been spilled, all manner of beasts appear, scenting fresh blood.

Roll randomly on the random monster encounter table.  If you don't like the results, simply roll again or choose a monster at your discretion.

 

After all of the combat has ended, the PCs will find that their captain has been slain by the murderous ghast.  This island has been a waste of time, energy, resources, and now the captain is dead.  Really drive the point home that stopping here was a mistake and promote the feeling of helplessness within the party.  They must find a way to lift their own spirits and morale, now that it is at an all time low.

If the PCs did stay the night and the captain is dead, they will have to find a way to pilot the vessel themselves.  Does anyone in the party have the necessary skills, or will the next part of the journey also be a complete disaster?

 

 

 

Chapter Three

 

Journey Through the Fire Fields

Travel through this area is extremely dangerous.  One never knows when a massive pocket of gas may rush to the surface.  Sometimes the gas harmlessly dissipates, other times is may envelope the unlucky traveler in noxious fumes, or, sparked by the tiniest provocation, explode into flames.

There are also monsters that dwell here, ones normally not found in this climate or even on the prime material plane of existence at all.  The creatures find themselves at home among the hot flames of the Fire Fields.

Read Aloud

1st:  A large campfire can be seen on the horizon.  Perhaps you have located a survivor!

2nd:  As you grow closer to the fire, others appear burning in the middle of mud and muck within the swamp.  You must leave the boat and travel this area on foot.

The PCs must travel on foot from here on out.

Description of Big Rock when viewing it from the Fire Fields:

A massive crag of gray rock rises out of the muck.  The rock appears to be protected by sheer cliffs on all sides save one, where a precarious path meanders up its side.  A thick cloud of white smoke billows out of a gigantic cave atop the crag.

The ground is thick, muddy, and covered in animal and humanoid footprints which crisscross every which way.  A massive ball of flame suddenly erupts nearby and without warning, causing you to jump!  The heat in this area is unbearable.

The human and troll tracks are jumbled and hard to follow through this area.  The heat also does strange things to the mud, twisting and contorting the surrounding soil as it heats and cools then heats up again.

Survival/Tracking DC 25

Survival/Tracking DC 20 (Closer to Big Rock)

Success = "You are able to locate a set of smaller human prints along with the larger monstrous prints you found at Lonely Isle.  Another group of five sets of similar monstrous prints, these even larger than the first, crisscross with this pair, and all seem to head back and forth to the large mountainous mound of rock ahead."

Dangers of the Fire Fields

For every 30 minutes of travel through the Fire Fields roll d%.

01-30% = Nothing happens

31-60% = An existing fire sets a neighboring gas pocket ablaze.  2d6 fire damage / Reflex DC 15 for 1/2.

61-80% = The PCs walk into an existing pocket of noxious gas.  Fortitude DC 15 = Hold breath in time to avoid effects.  Failure = Poisoned: -2 CON for 2 days.  Secondary exposure to this same noxious gas will cause another -2 to CON, now lasting a total of 4 days AND effects are cumulative!  Each exposure causes vomiting for 1-4 rounds.  After 4 such exposures vomiting repeats every 30 minutes for a duration of 1d4 rounds during which the PC can take no other action.

81-95% = A pocket of gas leaks out(as above), but this time movement of metal armor or weapons rubbing against each other or another piece of the PCs' gear produces a spark which ignites the gas and creates a ball of fire directly where the PCs stand.  4d6 fire damage or Reflex DC 18 for 1/2.

96-00% = Quickmud (similar to Quicksand): a PC steps into Quickmud.  May roll a Reflex DC 20 to quickly jump out (add a +2 bonus to roll if PC has "acrobatics" and an additional +2 for possessing the "Jump" skill.)  If PC fails save they begin to sink at the rate of 1 ft. per round.  Other PCs may assist by creating a human chain, tossing out a rope, or by using spells or other ingenious ideas.

 

The Fire Fields are home to all manner of strange fire based creatures.   Most originally hail from the Elemental Plane of Fire and have found their way here through portals.  These portals were opened by the magic of an ancient wizard, combined with the fire naturally created in this region.  The wizard brought these creatures here in hopes of breeding them with native creatures and thereby to craft new beings.  The wizard's tower sank long ago, succumbing to the ever rising rotten, stagnant water of the swamp.

Planned'em Encounters

Planned'em Encounters

A GM may choose an appropriate encounter for the party.  All statistics are located at the end of the adventure under "Fire Fields Random Encounters".

Fire Elemental, Small (1-3)

Fire Elemental, Medium (1-2)

Fire Elemental, Large (1)

Mephit, Fire (1-2)

Salamander, Flamebrother (1-2)

Thoqqua (1-2)

 

Climbing Big Rock

A muddy and precarious path leads up the side of Big Rock, switching back and forth as it works its way to the top.  The switchbacks are slippery and treacherous, with awkward footing.  As the PCs progress,  ask for the occasional Balance/Acrobatics check.

Skill Check

Balance/Acrobatics DC Varies (10-15)

Initial Failure = Slip and fall off edge, allow a Reflex Save DC 20 to catch a ledge before falling to their doom.  (Not really their doom, but come now... let's play this up shall we?)

Final Failure = Fall 1d10x10 feet into mud below.  Mud cushions fall and adjusts damage to 1d4 per 10 feet fallen.

After the switchbacks the ground becomes more firm and levels out a bit, climbing the last 100 feet gradually to the entrance of Nimbit's Cave.

 

Approaching Nimbit's Cave

Nimbit and Sandalia have been preparing for the arrival of the Bog Troll Brothers for a couple days now.  This has granted Nimbit the time to prepare TRAPS which he has become intimately familiar, what with his hunter-gatherer mentality and all.  With Sandalia's help, the two moved rocks and debris to force the brothers into following specific paths through the cave.  The two have set up all manner of traps, and have carefully practiced a retreat through the cave where they are least likely to fall victim to their own machinations.  Nimbit plans on using his bathing and recovery room, hidden in the depth of his cave, as place where he and Sandalia will make their last stand.  Sandalia has convinced Nimbit that he is an intelligent troll and should stand up against his brothers and teach them a lesson once and for all.  Nimbit has grown quite attached to Sandalia and has even begun to have feelings for her.   She is quite happy with this turn of events and hopes that they will be able to marry soon!

Enter the Bog Troll Brothers

Just as the PCs reach the top of Big Rock, they glance back and notice a group of bog trolls moving up the path in the distance, heading directly for this cave.  The PCs may choose to:

  1.  Kill all of the Bog Trolls (including Nimbit) and take Sandalia kicking and screaming back to the city.

  2.  Kill the Bog Troll Brothers and let Nimbit and Sandalia live happily ever after.  (After Sandalia convinces the party's cleric to wed the couple.)

  3.  Hide and let the Bog Troll Brothers and Nimbit fight over Sandalia, thereby causing the death of Nimbit and weakening the brothers after a run through the traps.  (Three have 1/2 total hp, one has 3/4, and the leader is still at full.)  Sandalia will attack the brothers if this outcome is allowed, in which case the brothers will quickly slay her unless the PCs intervene.

  4.  Perhaps the PCs have an ingenious fourth option.  Of course, allow the PCs to do as they will and plan accordingly.  Use the internal cave map layouts to your advantage and just have fun running this encounter.  There are so many different potential outcomes, so feel free to improvise and just go with it.

 

 

Nimbit's Cave: Final Confrontation

Nimbit's Cave is a veritable mine field of traps.  Nimbit and Sandalia really gave it their all when preparing for the inevitable visit by the Bog Troll Brothers, and their work shows.

*Note: Contrary to traditional map keys the following numbers correspond to the specific traps used in each area.

1.  Tripwire Trap

Nimbit has wrapped two dead tree trunks in spiky bramble bushes and coated everything in giant wasp poison.  He has then secured them using a rope and pulley system designed by Sandalia.  Finally, he ran a trip wire across each opening separately, making each trap independent.  Whoever fails to spot the tripwire and stumbles over it will have a massive dead tree trunk slam into them, the bramble bushes will break their skin and poison them whilst throwing them back and out of the cave proper.

Trap Type: Snare/Log Trap
Construction Type:
Simple Mechanical
Activation Type:
Instant
Trigger:
Local; tripwire
Mechanism: Gravity
Effect:
Injury/Poison/Slowed
Attack Bonus:
+8 melee
Damage:  
Log: 1d6+4; Brambles: 1d4+1+stick to clothing slowed until removed; Poison
Save:
Reflex Save DC 16 avoids; Giant Wasp Poison: see below
Search DC:
22
Disable Device DC:
20
Challenge Rating:
2

Giant Wasp Poison

Type poison (injury); Save Fortitude DC 18

Frequency 1/round for 6 rounds

Effect 1d2 Dex damage; Cure 1 save

 

2. Cauldron Trap

Nimbit's famous cauldron has been filled with highly flammable and volatile ingredients including oil and chemical secretions from a rare plant, amongst others.  He has also added thick, sticky swamp mud so when the flammable mixture explodes it thoroughly coats anyone in the area of effect.  When the PCs and/or Bog Troll Brothers charge into this area, Nimbit drops a flaming log into the pot and dives for cover over trap 3 and into the caves beyond.  In 1-2 rounds the entire cauldron belches its flaming contents onto anyone within the area of effect, coating them in thick, flaming liquid.  Since it sticks to everything, it is not easily extinguished, and normal means such as rolling on the ground are not effective.  The only way to completely put out the flame is to either cease the flow of oxygen to the flames completely or use magic.

Trap Type: Explosive Fire
Construction Type:
Primitive 
Activation Type:
Fire
Trigger:
Manual by Nimbit
Mechanism: Highly flammable and volatile ingredients
Effect:
Explosion coating everything in flaming goo.
Attack Bonus:
N/A
Damage:
4d6 initial fire damage, round 2: 2d6, round 3: 1d6, round 4: 1d4
Save:
Reflex DC 20 for 1/2 initial damage and no additional burning damage
Search DC:
15 (although no time to do so.)
Disable Device DC:
35 (The only way to disable this trap would be to haul the massively heavy cauldron out of the cave and shove it down the hill.  If one was to tip the cauldron within the cave the liquid would spill and the fire beneath it would set everyone ablaze from the ground up.)
Challenge Rating:
3

 

3. Razor Snare

With Sandalia's help, Nimbit has used salvaged bits of metal and debris that he has collected from shipwrecks in the swamp to build these unique nets.  When someone trips the wire, the net is dropped from above and lands on the individual.  The net itself is woven from razor sharp wire tied with sharp bits of metal and glass.  Given the close proximity of the debris piles, there is a 1-in-10 chance that struggling within the razor sharp net will also trigger the collapse of a debris pile onto the already trapped PC.  The nets are positioned in such a way as to remain hidden among the dark and rough walls of the cave ceiling.  Even if a rogue was to spot the traps, finding a way to climb and disable them is another matter.  Simply spotting the actual tripwire and taking precautions not to trigger it is the only way past these nasty little traps.

Trap Type: Net Snare
Construction Type:
Complex Mechanical
Activation Type:
Instant
Trigger:
Local; tripwire
Mechanism: Gravity
Effect:
 Ensnarement*, injury
Attack Bonus:
+5 melee
Damage:
2d6
Save:
None
Search DC:
21
Disable Device DC:
23
Challenge Rating:
3

*Additional Damage: If a PC is snared by a net roll 1d10.  10 = A nearby pile of debris collapses on the PC causing 2d6 damage and requiring additional checks to dig free (at the GM's discretion).

 

4. Simple Pit Traps

Nimbit worked hard to dig these deep pits and line them with jagged metal debris recovered from shipwrecks.  He had actually already begun work on these prior to this current situation arising.

Trap Type: Pit
Construction Type:
Simple Mechanical
Activation Type:
Instant
Trigger:
Location
Mechanism: Gravity
Effect:
Fall (anyone within square or in 5 ft. adjacent square)
Attack Bonus:
+10
Damage:
2d6 from fall, 1d4 spikes per target for 1d4 damage per spike
Save:
Reflex DC 20 avoids
Search DC:
18
Disable Device DC:
15
Challenge Rating:
2

 

5. Javelin Traps

Nimbit had already begun construction on these simple, spring loaded javelin traps, designed to slow down intruders or kill giant rats who wandered into his cave from time to time.  The way they work is quite simple: a large spear or javelin is sharpened and bound to a flexible branch using rope or twine.  The branch is then driven into the ground or rigged between stalagmites and bent back as far as possible.  Nimbit then ties a string to the stick to hold it in place and pulls the string across the path through the cave.  Then when someone trips the string the branch straightens out quickly, impaling the unlucky person with a sharpened spear or javelin.

Since these traps are of crude construction, there is a 30% chance that when a trap is sprung the spear or javelin either misses, doesn't go off, or the PC simply trips over the string, thereby not even setting off the trap but revealing its location.

Trap Type: Impaling
Construction Type:
Primitive Mechanical 
Activation Type:
Trigger
Trigger:
Tripwire
Mechanism: Pressure
Effect:
Javelin launches at PC
Attack Bonus:
+16
Damage:
1d6+4, javelin
Save:
Reflex DC 25 avoids
Search DC:
20
Disable Device DC:
15
Challenge Rating:
2

 

Nimbit's Bathing Cavern

6. Death by Gravity Trap

Nimbit had already begun to construct nets which would drop down on unsuspecting intruders in this area by utilizing the ledges above to drop the nets on those below.  Sandalia improved his idea by adding nets full of debris, strategically placed and automatically deployed by trip wires to drop the entire net filled with debris upon anyone on the path below, thereby potentially knocking them over the edge and to their death.  Nimbit is very excited to see how these traps work and, in his excitement rushing down the paths, he may (10% chance) trip one of his own traps.

Trap Type: Snare/Collapsing/Gravity
Construction Type:
Complex Mechanical
Activation Type:
Trigger
Trigger:
Tripwire
Mechanism: Gravity
Effect:
Net full of rubble drops from above, potentially knocking PC over edge
Attack Bonus:
+8 melee
Damage:
2d6
Save:
Reflex DC 15 for 1/2 and avoid fall, Reflex DC 20 for complete avoidance
Search DC:
25 (tucked under above ledge, unlikely to be looking this way unless being trailed by someone in which case DC reduced to 18.)
Disable Device DC:
15 (May be disabled easily by moving back on the path and triggering the tripwire with a sword or stick then backing up to let debris fall past.)
Challenge Rating:
3

 

7. Quickmud

A naturally occurring pond of quickmud (similar to quicksand) has formed in a small depression in the cave floor over many decades.  Just beyond the quickmud lies Nimbit's wondrous bathing pools, which are simply water and mud.  Before one can reach that area, they must pass over this quickmud which blocks their path.  As far as a PC can tell this mud appears just as normal cave mud ,with the occasional drips of water falling from above and into the muck.  As soon as someone sets foot into the mud, they will realize their mistake as they begin to sink and struggle to break free.

Nimbit has set up a few boards tied together with rope (once again retrieved from a shipwreck) across the muck so that he may quickly run across, then pull the boards to the other side with him.  He will then proceed into his pond and hide in the murky water with Sandalia at his side (if possible, depending on the way prior events unfold.)

Quickmud

Patches of quickmud present a deceptively solid appearance (appearing as undergrowth or open land) that may trap careless characters. A character approaching a patch of quickmud at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect a hidden bog before blundering in. A typical patch of quickmud is 20 feet in diameter; the momentum of a charging or running character carries him or her 1d2×5 feet into the quickmud.

Effects of Quickmud

Characters in quickmud must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description).

Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).

Rescue

Pulling out a character trapped in quickmud can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.

 

 

How things unfold

If the PCs have killed the Bog Troll Brothers and then pursued Nimbit and Sandalia through the cave, they will finally confront them here.  Nimbit refuses to give up Sandalia, who throws herself protectively in front on Nimbit and calls out to the PCs, "Can't you see I'm happy here?  Nimbit is my one true love and he and I shall be wed in the days to come.  If you try and stop us we will fight you to the death if need be!  Because true love conquers all!"

If the PCs agree to back down, Sandalia apologizes and then requests that the PCs cleric be the officiant in their wedding, asking for it to take place immediately, just outside Nimbit's Cave.

 

If the PCs let the Bog Troll Brothers charge into Nimbit's cave, then the brothers will have pursued Nimbit and Sandalia, which brings them down into Nimbit's Bathing Cavern.  If the PCs follow, they will see which of the brothers survived and overcame the wretched traps to make it to the end.  (At least the traps have been sprung for the PCs to bypass!)  The PCs may let the remaining brothers and Nimbit battle it out, retrieving Sandalia once everyone is dead, or they may have a change of heart and decide to kill the brothers and save the two lovers in the end.

 

In either case, if Nimbit is killed, the PC will find a small treasure hoard hidden in a tiny alcove in the cave (Spot/Perception DC 15).

Treasure Alcove

350 pp

562 gp

1,211 sp

3,546 cp

15 small red gems worth 10 gp each

dagger +1


If Sandalia is dragged back to Cherrian's Rest, she may be cured of the Philter of Love's effects.  After she has been cured she will thank the PCs, reward each one with a kiss, 100 gold, and the two magical items she found on the dead adventurer on Lonely Isle.  Both Sthorin's Circlet and Sthorin's Dagger are described in detail in the magical items section of this adventure.

There are many potential outcomes to this adventure, so have some fun with it and make it your own.  The best part about running a game is the freedom you are given to change things as you see fit.  Every adventure is a template for you to insert your own acting, sense of humor, and spontaneity.  I highly encourage you to think outside the box and let your players do so as well.  This adventure does not have any proper set ending, only what your players want it to be.

 

 

Conclusion

The PCs may return to the city and claim their reward if they retrieved Sandalia.  If not, no reward will await them.  Magistrate Alexander Gelmar of the Black Gold Consortium will be quite confused as to why in her right mind Sandalia would want to wed a bog troll; he will visit the mayor and council members to request that something be done about this.  The officials will contact the PCs and request that they retrieve Sandalia from the bog troll lair at once, even if it is against her will.  They will reward the PCs will 500 gold if this task should be done and a small home within the city.  It is up to the PCs whether they wish to take this path, or whether to  simply allow Sandalia to stay with the bog troll Nimbit.  If they do pass on the offer, the council will work with Kabel's Mercenary-for-hire, sending eight men off to locate this bog troll.  Some of the men may pay the PCs a visit and ask for directions.  The PCs now have the chance to lead them astray if they wish.

There is still the matter of the Bog Troll Brothers' treasure hoard.  Somewhere far to the west in the Vast Swamp is an ancient ruin protected by traps and guardians the brothers put in place.  Buried deep within the ruins are hidden the hoard of the Bog Troll Brothers.  It contains many ship loads of wealth and riches and may finance the PCs for quite some time if they can locate it.

 

 

Player Maps

 

 

 

Magical Items

Sthorin's Circlet

Aura faint transmutation; CL 5th

Slot head; Price 9,000 gp; Weight 

DESCRIPTION

This silver headband grants a +3 competence bonus on the wearer's Charisma-based checks.

CONSTRUCTION

Requirements Craft Wondrous Item, eagle's splendorCost 4,500 gp

 

Sthorin's Dagger

Transmuter's Athame

Aura moderate transmutation; CL 11th

Slot none; Price 20,000 gp; Weight 2 lbs.

DESCRIPTION

This long athame functions as a dagger +1 in combat, but this bonus is a mere decoy
to this athame's true power.  A transmuter who selects this athame as his bonded object
can use it to spontaneously convert any prepared wizard transmutation spell into any
other wizard transmutation spell he knows; the desired spell must be of the same level
or lower than the prepared spell.

CONSTRUCTION

Requirements Craft Wondrous Item, animate objects, creator must be a transmuter;
Cost 10,000 gp

 

Philter of Love

Aura strong enchantment; CL 15th

Slot none; Price 3,000 gp; Weight —

Description

This potent preparation causes a creature who drinks it to fall madly in love with the
first creature he or she perceives after consuming it. The drinker's attitude toward
that creature becomes helpful. If a romantic attraction is possible toward the first
person viewed, the drinker falls in love with that person. Otherwise, the drinker's
love is a platonic adoration. The effects of the philter are permanent unless removed
by a break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.

Construction Requirements

Craft Wondrous Item, charm monster, permanency; Cost 1,500 gp

 

 

 

Important Characters: Stat Blocks

 

Bog Troll Brothers (5)

It was the sound of your comrades calling for help that led you this deep into the bog, but the cooking pot filled with their heads was the last thing you expected to find…

CR 3
XP 800
CE Large humanoid (giant)
Init: +2; Senses: darkvision 60 ft, low light vision, scent; Perception: +4

 


DEFENSE


AC: 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp: 44 (4d8+20)
Fort +9, Ref +3, Will +2
Weaknesses: bog dependent

 


OFFENSE


Speed 30 ft.
Melee: bite +6 (2d6+4), 2 claws +6 (1d6+4)
Special Attacks: rend (2 claws, 1d6+6)
Space: 10 ft.; Reach: 10ft.

 


TACTICS


Before Combat: Bog Trolls use their sound mimicry ability to attempt to lure targets deeper into the bog or to advantageous ambush points before combat.
During Combat: Bog Trolls prefer sneak attacks to direct confrontation, but if forced the Bog Troll will use it’s rend and bite fiercely.
Morale: If lowered to within 10 of it’s HP, a Bog Troll will attempt to flee, using it’s peat walk ability to try and evade pursuers.

 


STATISTICS


Str: 18, Dex: 14, Con: 20, Int: 6, Wis: 10 Cha: 4
Base Atk: +4; CMB: +9; CMD: 21/19Fl
Feats: Improved Natural Attack, Iron Will, Skill Focus (Perception), Intimidating Prowess
Skills: Perception +7, Stealth +4 (+8 bog or swampy area), Survival +3, Swim +12
Racial Modifiers: +4 Stealth (+8 Stealth in bog or swampy area)
Languages: giant, common, see mimicry below
SQ: regeneration 3 (fire or acid), bog dependent

 


ECOLOGY


Environment: temperate bogs
Organization: solitary or gang (2-4)
Treasure:standard

Bog trolls are large, stocky, mottled gray or green hued humanoids. Their flesh is slick and typically encrusted with peat mosses. Bog trolls make their homes deep in the peat beds of bogs, far from civilization, but close enough to lure humanoids when other food sources run low. Bog trolls are 7-foot tall hunched humanoids and weigh about 400 pounds.

 


SPECIAL ABILITIES


Bog Dependent: Just like the Swamp Troll, bog trolls keep their bodies covered in a thick coating of mud and bog water. Without such a coating, they lose their regeneration ability and eventually suffocate. They can survive away from their murky home for 1 hour /2 points of Con. They cannot regenerate while subject to suffocation from being away from their bog for too long.

Mimicry: The bog troll is unique amongst his kin, as he has the ability to mimic to near perfection (DC 22 – Perception based) the voice and cries for help of his victims. Oft times a bog troll will lurk amongst the peat, just barely breaking the surface, utilizing his peat walk ability to stalk and learn the voices of a group before attempting to separate them. They may, at any time encountered already have 1d4 “voices” already reserved from previous encounters.

Peat Walk: The unique bond the troll has with its bog allows it to pass through the peat beds below the surface without disturbing them or becoming entangled within the moss. (DC 30 Perception to notice movement).

 

Monster Art and Concept by Tim Tyler
Monster Statistical Information by Joshua Gullion 

 

Nimbit the Bog Troll

CR 3
XP 800
CE Large humanoid (giant)
Init: +2; Senses: darkvision 60 ft, low light vision, scent; Perception: +4

 


DEFENSE


AC: 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp: 44 (4d8+20)
Fort +9, Ref +3, Will +2
Weaknesses: bog dependent

 


OFFENSE


Speed 30 ft.
Melee: bite +3 (2d6+1), 2 claws +3 (1d6+1)
Special Attacks: rend (2 claws, 1d6+1)
Space: 10 ft.; Reach: 10ft.

 


TACTICS


Before Combat: Bog Trolls use their sound mimicry ability to attempt to lure targets deeper into the bog or to advantageous ambush points before combat.
During Combat: Bog Trolls prefer sneak attacks to direct confrontation, but if forced the Bog Troll will use it’s rend and bite fiercely.
Morale: If lowered to within 10 of it’s HP, a Bog Troll will attempt to flee, using it’s peat walk ability to try and evade pursuers.

 


STATISTICS


Str: 10, Dex: 14, Con: 20, Int: 13, Wis: 12 Cha: 7
Base Atk: +1; CMB: +2; CMD: 13/11Fl
Feats: Improved Natural Attack, Iron Will, Skill Focus (Perception), Intimidating Prowess
Skills: Perception +9, Stealth +4 (+8 bog or swampy area), Survival +3, Swim +8
Racial Modifiers: +4 Stealth (+8 Stealth in bog or swampy area)
Languages: giant, common, see mimicry below
SQ: regeneration 3 (fire or acid), bog dependent

 


ECOLOGY


Environment: temperate bogs
Organization: solitary or gang (2-4)
Treasure:standard

Bog trolls are large, stocky, mottled gray or green hued humanoids. Their flesh is slick and typically encrusted with peat mosses. Bog trolls make their homes deep in the peat beds of bogs, far from civilization, but close enough to lure humanoids when other food sources run low. Bog trolls are 7-foot tall hunched humanoids and weigh about 400 pounds.

 


SPECIAL ABILITIES


Bog Dependent: Just like the Swamp Troll, bog trolls keep their bodies covered in a thick coating of mud and bog water. Without such a coating, they lose their regeneration ability and eventually suffocate. They can survive away from their murky home for 1 hour /2 points of Con. They cannot regenerate while subject to suffocation from being away from their bog for too long.

Mimicry: The bog troll is unique amongst his kin, as he has the ability to mimic to near perfection (DC 22 – Perception based) the voice and cries for help of his victims. Oft times a bog troll will lurk amongst the peat, just barely breaking the surface, utilizing his peat walk ability to stalk and learn the voices of a group before attempting to seperate them. They may, at any time encountered already have 1d4 “voices” already reserved from previous encounters.

Peat Walk: The unique bond the troll has with its bog allows it to pass through the peat beds below the surface without disturbing them or becoming entangled within the moss. (DC 30 Perception to notice movement).

 

Sandalia (Pathfinder)

CR 1/3

Female Human Expert 1

NG Medium Humanoid (Human)

Init +0; Senses Perception +2


DEFENSE


AC 10, touch 10, flat-footed 10

hp 8 (1d8+2)

Fort +2, Ref +0, Will +3


OFFENSE


Spd 30 ft.

Melee Unarmed Strike +2 (1d3+2/20/x2)


STATISTICS


Str 14, Dex 10, Con 14, Int 13, Wis 13, Cha 17

Base Atk +0; CMB +2; CMD 12

Feats Acrobatic, Athletic

Skills Acrobatics +6, Appraise +5, Climb +4, Diplomacy +7, Heal +2, Perception +2, Sense Motive +2, Stealth +1, Survival +2, Swim +8

Languages Common


SPECIAL ABILITIES


None

Sandalia (3.5E)

Sandalia, Female, 1st Level Expert

Size/Type: Medium Humanoid (Human)

Hit Dice: 1d6+2 (6 hp)

Initiative: +0

Speed: 30ft. (6 squares)

Armor Class: 10, touch 10, flat-footed 10

Base Attack/Grapple: +0/+2

Attack: +1 Dagger +3 melee (1d4+3/19-20) or unarmed +2 melee (1d3+2) or +1 dagger +1 ranged (1d4+1/19-20)

Full Attack: +1 Dagger +3 melee (1d4+3/19-20) or unarmed +2 melee (1d3+2) or +1 dagger +1 ranged (1d4+1/19-20)

Space/Reach: 5 ft./5 ft.

Special Attacks: -

Special Qualities: -

Saves: Fort +2, Ref +0, Will +3

Abilities: Str 14, Dex 10, Con 14, Int 13, Wis 13, Cha 17

Skills: Appraise +6, Decipher Script +6, Diplomacy +6, Jump +4, Listen +4, Move Silently +3, Sense Motive +3, Spot +6, Survival +4, Tumble +2

Feats: Alertness, Diligent

Environment: Any

Organization: Solitary, pair (if with Nimbit), work party (1 + 2-5)

Challenge Rating: 1/2

Treasure: Sthorin's Circlet, Sthorin's Dagger

Alignment: Neutral good

Advancement: By character class

Level Adjustment: -

Languages: Common, rapidly learning Giant

Weapon and Armor Proficiency

The expert is proficient in the use of all simple weapons and with light armor but not shields.

 

Fire Fields Random Encounters

 

Fire Elemental, Small

CR 1

XP 400
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4

 DEFENSE

AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +3, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold

 OFFENSE

Speed 50 ft.
Melee slam +4 (1d4 plus burn)
Special Attacks burn (1d4, DC 11)

 STATISTICS

Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +1; CMD 13
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages
 Ignan

 SPECIAL ABILITIES

Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

ECOLOGY

Environment any (Plane of Fire)
Organization
 solitary, pair, or gang (3–8)
Treasure
 none

Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).

Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.

A small fire elemental is 4 feet long and weighs 2 pounds

 

 

Fire Elemental, Medium

CR 3

XP 800
N Medium outsider (elementalextraplanarfire)
Init +7; Senses darkvision 60 ft.; Perception +7

 DEFENSE

AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
hp 30 (4d10+8)
Fort +6, Ref +7, Will +1
Immune elemental traits, fire
Weaknesses vulnerability to cold

 OFFENSE

Speed 50 ft.
Melee slam +7 (1d6+1 plus burn)
Special Attacks burn (1d6, DC 14)

 STATISTICS

Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Base Atk +4; CMB +5; CMD 19
Feats DodgeImproved InitiativeBMobilityWeapon FinesseB
Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, Knowledge (planes) +1, Perception +7
Languages
 Ignan

 SPECIAL ABILITIES

Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

ECOLOGY

Environment any (Plane of Fire)
Organization
 solitary, pair, or gang (3–8)
Treasure
 none

Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).

Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.

A medium fire elemental is 8 feet long and weighs 2 pounds

 

 

Fire Elemental, Large

CR 5

XP 1,600
N Large outsider (elemental, extraplanar, fire)
Init +9; Senses darkvision 60 ft.; Perception +11

 DEFENSE

AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
hp 60 (8d10+16)
Fort +8, Ref +11, Will +4
DR 5/—; Immune elemental traits, fire
Weaknesses vulnerability to cold

 OFFENSE

Speed 50 ft.
Melee 2 slams +12 (1d8+2 plus burn)
Space 10 ft.; Reach 10 ft.
Special Attacks burn (1d8, DC 16)

 STATISTICS

Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +11; CMD 27
Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, Knowledge(planes) +5, Perception +11
Languages
 Ignan

 SPECIAL ABILITIES

Burn (Ex)

A fire elemental deals fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire. See Burn for more details.

ECOLOGY

Environment any (Plane of Fire)
Organization
 solitary, pair, or gang (3–8)
Treasure
 none

Fire elementals are quick, cruel creatures of living flame. They enjoy frightening beings weaker than themselves, and terrorizing any creature they can set on fire.

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it or the water is covered with a flammable material (such as a layer of oil).

Fire elementals vary in appearance—they usually manifest as coiling serpentine forms made of smoke and flame, but some fire elementals take on shapes more akin to humans, demons, or other monsters in order to increase the terror of their sudden appearance. Features on a fire elemental's body are made by darker bits of flame or patches of semi-stable smoke, ash, and cinders.

A large fire elemental is 16 feet long and weighs 4 pounds

 

 

Fire Mephit

CR 3

XP 800
N Small outsider (fire)
Init +6; Senses darkvision 60 ft.; Perception +6

DEFENSE

AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size)
hp 19 (3d10+3); fast healing 2 (while touching fire)
Fort +2, Ref +5, Will +3
DR 5/magic; Immune fire
Weaknesses vulnerability to cold

OFFENSE

Speed 30 ft., fly 40 ft. (average)
Melee 2 claws +5 (1d3+1)
Special Attacks breath weapon (15-foot cone, 1d8 fire, DC 13 half, every 4 rounds)
Spell-Like Abilities (CL 6th; concentration +8)

1/hour--scorching ray
1/day--heat metal (DC 14), summon (level 2, 1 fire mephit 25%)

STATISTICS

Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats DodgeImproved Initiative
Skills Bluff +8, Fly +10, Perception +6, Stealth +12
Languages Common, Ignan

SPECIAL ABILITIES

Breath Weapon (Su)

Each type of mephit can unleash a particular breath weapon every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus.

The breath weapon of a fire mephit is a cone of flames that deals 1d8 fire damage.

ECOLOGY

Environment any (elemental planes)
Organization
 solitary, pair, gang (3–6), mob (7–12)
Treasure
 standard

Fire mephits are commonly found on the Plane of Fire. Fire mephits are vengeful and quick to anger.

 

Salamander, Flamebrother

CR 3

XP 800
CE Small outsider (extraplanar, fire)
Init +2; Senses darkvision 60 ft.; Perception +11
DEFENSE

AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)
hp 25 (3d10+9)
Fort +6, Ref +5, Will +5
Immune fire
Weaknesses Vulnerability to cold

OFFENSE

Speed 20 ft.
Melee spear +5 (1d6+1/x3 plus 1d6 fire), tail slap +0 (1d8 plus 1d6 fire)
Special Attacks constrict (1d8+1 plus 1d6 fire), heat

 STATISTICS

Str 12, Dex 15, Con 16, Int 14, Wis 15, Cha 13
Base Atk +3; CMB +3 (+7 to grapple); CMD 15 (can’t be tripped)
Feats Iron Will, Skill Focus (Perception)
Skills Acrobatics +8, Bluff +7, Craft (weaponsmithing) +12, Intimidate +7,Knowledge (Planes) +8, Perception +11, Sense Motive +8, Stealth +12; Racial Modifiers +4 Craft (armorsmithing, blacksmithing, and weaponsmithing)
Languages Common, Ignan

SPECIAL ABILITIES

Heat (Ex)

A salamander generates so much heat that its mere touch deals an additional 1d6 points of fire damage. A salamander's metallic weapons also conduct this heat.

ECOLOGY

Environment Elemental Plane of Fire
Organization solitary, pair, or cluster (3–5)
Treasure standard (nonflammables only)

 

 

Thoqqua

CR 2

XP 600
N Medium outsider (earth, elemental, extraplanar, fire)
Init +1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +10
Aura molten body

DEFENSE

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d10+6)
Fort +5, Ref +4, Will +2
Immune fire, elemental traits
Weaknesses vulnerable to cold

OFFENSE

Speed 30 ft., burrow 20 ft.
Melee slam +4 (1d6+1 plus burn)
Special Attacks burn (1d6, DC 13)

STATISTICS

Str 13, Dex 13, Con 15, Int 6, Wis 12, Cha 10
Base Atk +3; CMB +4; CMD 15 (can’t be tripped)
Feats Nimble Moves, Skill Focus (Perception)
Skills Acrobatics +7, Perception +10, Stealth +7, Survival +7
Languages Ignan (cannot speak)

SPECIAL ABILITIES

Molten Body (Su)

A thoqqua’s body is hot enough to melt stone. Anyone striking a thoqqua with a natural weapon or unarmed strike takes 1d6 points of fire damage. A creature that grapples a thoqqua or is grappled by one takes 3d6 points of fire damage each round the grapple persists. A creature that strikes a thoqqua with a manufactured weapon can attempt a DC 13 Reflex save to pull the weapon away from the creature’s molten body quickly enough to avoid having the weapon take 1d6 points of fire damage—damage caused to a weapon in this manner is not halved as is normal for damage caused to items, and ignores the first 5 points of hardness possessed by the item. As a result, most metal weapons can generally safely strike a thoqqua without taking much damage, but wooden weapons have a significant chance of burning away if used against one of these creatures. The save DC is Constitution-based.

ECOLOGY

Environment any land (Plane of Fire)
Organization solitary or pair
Treasure none

Thoqquas are cantankerous creatures of fire and slag. Their bodies generate incredible heat that allows them to burrow or melt through most surfaces, even solid rock. Thoqquas are native to the vast ash deserts and lava fields where the Plane of Fire abuts the Plane of Earth. There they consume ore and minerals, which their furnace-like bodies then smelt into armor plates that grant the creatures their natural armor—as outsiders, these creatures have no need to eat to survive, but a “starving” thoqqua generally has a lower natural armor bonus than a healthy one.

A thoqqua’s frontmost body segment tapers into a straight, horn-like beak that glows with a blistering heat. Steam and smoke constantly hiss from its joints, and from a distance a thoqqua can be mistaken for a strange metallic Construct. Adult thoqquas are 5 feet long and weigh 200 pounds.

Their fiery tempers make thoqquas dangerous to approach—they attack without thinking when startled or frustrated. If a thoqqua does not immediately chase away humanoids within its territory, then it gradually comes to view that settlement as property, and even guards it.

Mephits seem to understand the thoqqua thought process, and occasionally broker deals with the simple-minded worms. The mephits say that the mountain-sized ancestors of modern thoqquas were servants of the Elemental lords, and dug the first volcanoes in the young worlds of the Material Plane. These progenitor worms then retired to the worlds’ cores, where their heat warms the planets even today. Thoqquas on the Material Plane do indeed congregate around volcanoes—though whether this is to protect a mineral-rich food site or a sacred place is unknown.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

 

 

 

Vast Swamp Random Encounters

 

Alligator

CR 2

XP 600
N Medium animal
Init +1; Senses low-light visionPerception +8

DEFENSE

AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +2

OFFENSE

Speed 20 ft., swim 30 ft.; sprint
Melee bite +6 (1d6+4 plus grab) and tail slap +1 (1d10+2)
Special Attacks death roll (1d6+6 plus trip)

Tactics If enraged or hungry, the alligator bellows and snaps at anyone within 5 feet of the edge of the water. The alligator has to make a DC 15 Climb check to clamber up high enough to bite at someone this close to the edge, and even then, the cover provided grants his target a +2 bonus to AC. If there’s more than one target, roll randomly to see who the animal tries to bite. Anyone who the alligator successfully grabs is automatically pulled down into the water below unless he’s strong enough to hold his footing (the alligator weighs 500 pounds). If reduced to 7 hit points or less, the alligator retreats into the water to hide.

STATISTICS

Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +6 (+10 grapple); CMD 17 (21 vs trip)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Perception +8, Stealth +9 (+17 in water); Racial Modifiers +8 Stealth in water, +8 Swim
Languages none
SQ hold breath

SPECIAL ABILITIES

Death Roll (Ex)

When grappling a foe of its size or smaller, an alligator can perform a death roll upon making a successful grapplecheck. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The alligator inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

Sprint (Ex)

Once per minute an alligator may sprint, increasing its land speed to 40 feet for 1 round.

 ECOLOGY

Environment warm rivers and marshes
Organization
 solitary, pair, or colony (3–12)
Treasure 
none

An alligator is a primeval reptile that dwells in swamps or along the banks of rivers, a habitat that often puts it in violent contact with unsuspecting prey that come to the water's edge to drink.

Section 15: Copyright Notice - Pathfinder 7: Edge of Anarchy

Pathfinder 7: Edge of Anarchy. Copyright 2008, Paizo Publishing LLC. Author: Nicolas Logue

 

Bog Strider

CR 2

XP 600
N Medium monstrous humanoid
Init +2; Senses darkvision 60 ft., tremorsense 120 ft. (in water); Perception +6

DEFENSE

AC 16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural)
hp 15 (2d10+4)
Fort +2, Ref +5, Will +4

OFFENSE

Speed 30 ft., water stride 50 ft.
Melee spear +4 (1d8+3/x3), bite –1 (1d6+1) or 2 claws +4 (1d4+2), bite +4 (1d6+2)
Ranged spear +4 (1d8+2/x3) or mwk net +5 ranged touch (entangle)

STATISTICS

Str 14, Dex 14, Con 14, Int 11, Wis 13, Cha 9
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Dodge
Skills Perception +6, Stealth +7, Survival +6, Swim +11; Racial Modifiers +4 Swim
Languages Aquan; tremor tap 120 ft.
SQ hold breath, water sprint

SPECIAL ABILITIES

Tremor Tap (Ex)

Bog striders can send and receive messages by creating and sensing silent vibrations on the surface of any body of water they currently tread. The range of communication extends outward 120 feet to all other bog striders within line of effect on or under the water. Because the ripples created on the water prove omni-directional, bog striders can communicate with multiple targets at the same time. Only bog striders can understand this form of communication. This ability also grants bog striders tremorsense in water at a range of 120 feet.

Water Sprint (Ex)

Once per hour, a bog strider can move up to 5 times its normal speed (250 feet) on water when making a charge or retreating from an enemy. Once it decides to increase its movement in this fashion, the effect lasts for up to 4 rounds, after which a bog strider becomes fatigued for as many rounds as it chose to move at a higher speed.

Water Stride (Su)

A bog strider can tread upon rivers, lakes, and flooded swamplands or marshes as if under the effects of the water walk spell. It also gains an increased movement rate by using the surface tension and its multiple legs to propel itself across the water.

ECOLOGY

Environment temperate or warm swamps
Organization solitary, pair, band (3–12), or tribe (13–60)
Treasure NPC gear (masterwork net, spear, other treasure)

Bog striders call themselves Ses’h in Aquan, but the first explorers to encounter them named the reclusive bug-men after their ability to stride on water like solid ground. Individual bog striders resemble upright beetles with four legs, two arms, and powerful mandibles. They depend on their waterborne speed to quickly chase down prey and flee from predators. Otherwise, they care little for civilizations other than their own, rarely venturing from the swampy rivers and lakes they call home.

The long, spindly legs of bog striders give the impression of a greater size then their relatively fragile frames actually account for. Although their limbs are in most cases more than double, even triple, the length of other humanoids, their inflexible joints grant them little more mobility, range of motion, and capability to reach than others. Regardless of gender, nearly all bog striders stand 5 feet tall and weigh approximately 150 pounds.

Ecology

Bog striders reproduce during specific seasonal and astrological cycles that occur only two to three times during their entire lifespan—detecting their moment of peak fertility through changes in the weather and tidal effects upon large bodies of water. Thereafter, pregnant females lay a clutch of four to 10 eggs, keeping them submerged and guarding against predators until they hatch 6 months later. The younglings then cling to their mother for the next 3 months as they learn the rudiments of survival and socialization within the tribe. Unfortunately, predators (intelligent or otherwise) often view bog strider eggs and younglings as easy prey. Hatcheries suffer attacks by crocodiles and giant frogs, while birds of prey, boggards, and human hunters pick off younglings who stray from their mothers on the open water. As a result of these reproductive challenges, bog striders struggle to keep pace with other swamp-dwelling cultures, suffering through periods of decline and nearextinction. These difficulties make them increasingly insular and territorial, meeting interlopers with spears more often than diplomacy.

A bog strider’s diet consists almost entirely of meat. They routinely hunt for fish, crustaceans, or snakes, and occasionally hunt for birds, giant wasps, or dragonflies. They particularly excel at spearfishing and snaring airborne prey with thrown nets.

The wide stance of a bog strider’s four legs displaces its weight over any body of water by maintaining the surface tension with a cushion of air trapped beneath several small ridges on each foot. While not dissimilar to the motion of minute water-striding insects, for bog striders the motion is aided by some manner of innate magic or other supernatural relationship with the water. Regardless of the source of this ability, it allows them to literally walk on water, though they can also fully submerge and hide below the surface if they desire. Bog striders who survive into adulthood can live up to 60 years. Each youngling develops a varied pattern of mottled gray and brown coloration across its carapace, uniquely distinguishing it from others. These spots tend to fade as bog striders age, causing their elders to all look much alike.

Habitat & Society

Bog striders can survive in all but the coldest of climes, living their entire lives on the rivers, lakes, and bogs where they make their homes. Their society focuses primarily on survival due to the depredations of natural predators and wars with lizardfolk and boggards. Each member of a bog strider tribe, both male and female, learns to defend the tribe at the earliest possible age. In addition, everyone must develop a skill that contributes to the community's prosperity, and by extension, the continued survival of their species.

Females serve as the builders of bog strider society. They weave large mats of reeds, rushes, and netting that they coat in waterproof tree sap to trap pockets of air below the water’s surface where they can safely build and hide their citys. When not looking after their young, the females continuously expand or replace flooded sections of these communities. Meanwhile, male bog striders act as hunters and gatherers, bringing back enough food to last through harsh winters and times of drought. They also scout the waterways for threats to their community, leaving those who pass through their territory unmolested but fighting off those who attempt to stay or exploit the same resources they depend upon. Frequently small bands also venture far from their native lands, seeking to find new, uninhabited waterways where their imperiled communities might be left in peace.

Seer-queens rule over multiple bog strider communities to form secluded tribal unions, acting as religious leaders and reading the river currents or tides to divine the will of Gozreh. Many become clerics or druids worshiping the nature god in its feminine form, though they interpret Gozreh more as a great body of water than a likeness of themselves. Because seer-queens lose their personal markings like any other elder, they are difficult to distinguish from the rest of their community. They often use this advantage to hide among their own people, both to thwart those who would target them and to mingle more freely among their subjects.

Section 15: Copyright Notice - Pathfinder 34: Blood for Blood

Pathfinder 34: Blood for Blood. Copyright 2010, Paizo Publishing LLC. Author: Neil Spicer

Crocodile

CR 2

XP 600
N Large animal
Init
 +1; Senses low-light vision; Perception +8

 DEFENSE

AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
hp
 22 (3d8+9)
Fort
 +6, Ref +4, Will +2

 OFFENSE

Speed 20 ft., swim 30 ft.; sprint
Melee
 bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2)
Space
 10 ft.; Reach 5 ft.
Special Attacks
 death roll (1d8+6 plus trip)

 STATISTICS

Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Base
 Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats
 Skill Focus (PerceptionStealth)
Skills
 Perception +8, Stealth +5 (+13 in water), Swim +12; Racial Modifiers +8 on Stealth in water
SQ
 hold breath

 SPECIAL ABILITIES

Death Roll (Ex)

When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapplecheck. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

Hold Breath (Ex)

A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.

Sprint (Ex)

Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

 ECOLOGY

Environment warm rivers and marshes
Organization
 solitary, pair, or colony (3–12)
Treasure 
none

A crocodile is a primeval reptile that dwells in swamps or along the banks of rivers, a habitat that often puts it in violent contact with unsuspecting prey that come to the water's edge to drink.

The typical crocodile is 14 feet long and weighs 1,400 pounds, but larger species exist. You can use these statistics for similar creatures, such as alligators.

 

Dragonfly, Giant

CR 4

XP 1,200
N Medium vermin
Init +2; Senses darkvision 60 ft.; Perception +1

DEFENSE

AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 45 (7d8+14)
Fort +7, Ref +4, Will +3
Immune mind-affecting effects

OFFENSE

Speed 20 ft., fly 80 ft. (perfect)
Melee bite +9 (2d8+6 plus grab)
Special Attacks darting charge

STATISTICS

Str 19, Dex 15, Con 14, Int --, Wis 12, Cha 9
Base Atk +5; CMB +9 (+13 grappling, or +17 grappling on a charge); CMD 21 (29 vs. trip)
Feats Flyby AttackB
Skills Fly +10

SPECIAL ABILITIES

Darting Charge (Ex)

A giant dragonfly is adept at swooping in to attack prey with a powerful bite and then, just as quickly, swooping back up out of reach. As a result, a giant dragonfly gains Flyby Attack as a bonus feat. In addition, if a giant dragonfly charges while flying, it receives a +4 bonus on CMB checks made to grapple foes.

ECOLOGY

Environment temperate or warm land
Organization solitary or flight (2–5)
Treasure incidental

Giant dragonflies are rare compared to other varieties of giant insects, and fortunately so, since they are voracious hunters of warm-blooded prey, including humanoids.

The creatures typically lair in overgrown or lightly wooded areas, using foliage as cover. When they spot potential prey out in the open, the dragonflies swoop to the attack, using their superior flight speed and maneuverability to run most prey to ground or carrying off smaller foes to eat them somewhere safe. Giant dragonflies feed on carrion when fresh prey is not available, and the scent of a fresh kill often attracts them.

Many swamp-dwelling cultures attach religious significance to brightly colored and ravenous giant dragonflies, particularly boggards. The frog-men attach particular significance to a giant dragonfly’s color, and their priest-kings often refuse to eat anything but specific colors of giant dragonflies.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Bristling with coarse hairs, this enormous fly’s legs twitch just before it launches into the air on buzzing wings.

Giant Fly

CR 1

 

XP 400
N Medium vermin 
Init
 +3; Senses darkvision 60 ft.; Perception +2

DEFENSE

 

AC 13, touch 13, flat-footed 10 (+3 Dex)
hp
 15 (2d8+6)
Fort
 +6, Ref +3, Will –2
Immune
 disease, mind-affecting effects

OFFENSE

Speed 20 ft., climb 20 ft., fly 60 ft. (good)
Melee
 bite +2 (1d6+1 plus disease)

STATISTICS

 

Str 12, Dex 17, Con 16, Int —, Wis 7, Cha 2
Base Atk
 +1; CMB +2; CMD 15 (21 vs. trip)
Skills
 Climb +9, Fly +7, Perception +2; Racial Modifiers +4 Perception

SPECIAL ABILITIES

Disease (Ex)

Filth Fever: Bite—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Some flies might carry other diseases, at the GM’s discretion. The save DC is Constitution-based.

 

ECOLOGY

Environment any temperate or tropical
Organization
 solitary, pair, or swarm (3–12)
Treasure
 none

Much like their tiny cousins, giant flies feed upon carrion. Wholly monstrous, these disgusting creatures have been known to sometimes attack still-living foes, particularly when they are hungry or living creatures disturb their meals. Some species of giant fly bear their larva live, ejecting piles of undulating giant maggots from their engorged abdomens rather than laying eggs in decaying corpses.

Additional Ecology

Grown to monstrous size within the fetid bowels of Golarion’s most disgusting swamps, giant flies—and their monstrously bloated maggot young—reach sizes of up to 7 feet from their barbed rear legs to their filthsucking proboscises. Although dozens of different types of monstrous flies have been recorded, the most common of Avistan’s varieties appear as gigantic, bloodthirsty gadflies. The sickening drone of these disgusting vermin’s flight taints the air as they circle sites of carnage and decay in search of smaller prey and spilled blood.

Ecology

Giant flies follow a lifecycle similar to their minute and infinitely less grotesque mundane cousins. As the hundreds of eggs laid by a female fly hatch, giant maggots are born. These ravenous larvae devour all they can, yet where the centimeter-long maggots of most flies must make do with dead flesh, giant maggots possess the strength and mobility to hunt more lively prey. Rather than flesh-scraping mouth hooks like those of smaller species, giant maggots possess maws filled with rows of spiny ridges, capable of gnawing through even the thickest hide.

Those giant maggots that survive and flourish—for approximately 2 weeks for most breeds—seek shelter or burrow into soft earth to pupate. After a matter of days, gigantic flies emerge, ready to feed, mate, and spawn more of their nauseating ilk.

While normal flies parasitically subsist alongside larger animals, giant flies are consummate predators. Forgoing the stealth of their smaller brethren, these monstrous insects are capable of overpowering creatures up to the size of a horse. Although the numerous varieties of giant fly have vastly differing tastes—some using scissor-like maws to chomp away at live flesh while others favor a slurry of predigested dead meat—these mindless hunters attack any fleshy creature they encounter, regardless of size or apparent strength.

Habitat & Society

Far too large to live among the filth of animals or men, giant flies flourish in places of natural rot or widespread ruin. Bogs and dense marshes sometimes host small swarms of giant flies. Mass numbers of bodies left to rot as the result of a large battle, massacre, or natural disaster sometimes lead to explosions in giant fly populations near such sites, with corpses still serving as a favorite food of the monstrous insects. Unsurprisingly, some of the Outer Planes’ more horrific extremes serve as fetid paradises for giant flies and their larvae, most notably the expanse of Abaddon known as Sheol, the Common Grave, which is home to sky-darkening swarms of the horrifying vermin.

Variant Giant Flies

Although each of the thousand species of flies do not have their own monstrous counterparts, there are still a number of regional variations between types of giant fly. Listed below are three of the more common ones.

Giant Housefly: Where the giant gadfly uses scissorlike mouthparts to obtain its liquid meal, the giant housefly dissolves its food by retching an acidic slurry over its meal and lapping up the dissolved nutrients. These giant flies are in all ways exactly like the typical version, but their bite attacks deal an additional 1d4 points of acid damage.

Giant Hoverfly: As their name suggests, giant hoverflies have great control over their aerial movement, having a flight speed of 70 feet and perfect maneuverability. Most giant hoverflies resemble giant wasps or bees, but are typically less deadly than those overgrown pests.

Giant Tsetse Fly: With long legs and a pronounced proboscis, the giant brown tsetse fly can be found in various tropical regions, particularly throughout the southern Mwangi Expanse. These bloated, mosquito-like vermin spread only sleeping sickness with their bites, although—like typical giant flies—they might spread other diseases as well.

Additional Ecology Section 15: Pathfinder 8: Seven Days to the Grave. Copyright 2008, Paizo Publishing LLC. Author: F. Wesley Schneider.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Giant Frog

CR 1

XP 400
N Medium animal
Init +1; Senses low-light visionscentPerception +3

DEFENSE

AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +6, Will -1

OFFENSE

Speed 30 ft., swim 30 ft.
Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab)
Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
Special Attacks pull (tongue, 5 feet), swallow whole (1d4 bludgeoning damage, AC 10, 1 hp), tongue

STATISTICS

Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6
Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim +10; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth

SPECIAL ABILITIES

Tongue (Ex)

A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.

 
ECOLOGY

Environment temperate or warm marshes and aquatic
Organization solitary, pair, or army (3–8)
Treasure none

Giant frogs have razor-sharp teeth lining their mouths. They are 6 feet long and weigh 200 pounds.

Section 15: Copyright Notice - Pathfinder RPG Bestiary
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Grippli

CR 1/2

XP 200
Grippli ranger 1
N Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1

OFFENSE

Speed 30 ft., climb 20 ft.
Melee short sword +3 (1d4+1/19–20)
Ranged dart +5 (1d3+1) or net +5 (special)
Special Attacks favored enemy (vermin +2)

STATISTICS

Str 12, Dex 17, Con 13, Int 12, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Self-Sufficient
Skills Acrobatics +4, Climb +13, Handle Animal +3, Heal +7, Perception +5, Stealth +11 (+15 in forests or marshes),Survival +7; Racial Modifiers +4 Stealth in forests or marshes Languages Common, Grippli
SQ swamp stride, trackwild empathy

SPECIAL ABILITIES

Swamp Stride (Ex)

A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

ECOLOGY

Environment warm forests or marshes
Organization
 solitary, gang (2–5), pack (6–11), or tribe (21–30 plus 1 cleric leader of 3rd level)
Treasure
 NPC gear (leather armor, 4 darts, net, short sword, other treasure)

These small, intelligent, humanoid tree frogs live in primitive societies deep in the forests and marshes of the world. They hunt giant insects and eat fruits and flowers from their tree homes. They often barter with more advanced creatures for metal and gemstone ornaments.

Grippli hatchlings develop into adults in less than a year. Unless they meet a savage end from a forest threat, they can live 60 years, their skin graying and losing its luster as they age. A grippli stands just over 2 feet in height and weighs 30 pounds.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.

Giant Leech

CR 2

XP 600

N Medium vermin (aquatic)
Init +1; Senses blindsight 30 ft., scent; Perception +0
DEFENSE

AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +1
Immune mind-affecting effects
Weaknesses susceptible to salt

OFFENSE

Speed 5 ft., swim 20 ft.
Melee bite +2 (1d6 plus attach)
Special Attacks blood drain

STATISTICS

Str 11, Dex 12, Con 14, Int —, Wis 10, Cha 1
Base Atk +2; CMB +2 (+10 when attached); CMD 13 (can't be tripped)
Skills Stealth +1 (+9 in swamps), Swim +8; Racial Modifiers +8 Stealth in swamps
SQ amphibious

SPECIAL ABILITIES

Attach (Ex)

When a giant leech hits with a bite attack, it latches onto its target and automatically grapplies. The giant leech loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity and automatically inflicts bite damage each round. A giant leech has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached giant leech can be struck with a weapon or grappled itself—if its prey manages to win a grapple check orEscape Artist check against it, the giant leech is removed.

Blood Drain (Ex)

A giant leech drains blood at the end of each turn it is attached, inflicting 1 point of Strength and Constitutiondamage.

Susceptible to Salt (Ex)

A handful of salt burns a giant leech as if it were a flask of acid, causing 1d6 points of damage per use.

ECOLOGY

Environment temperate or warm marshes
Organization cluster, pair, or brood (3–6)
Treasure none

These invertebrate parasitic relatives of the worm lurk in stagnant or slow-moving water, waiting for a suitable host.

 

Leech Swarm

CR 4

XP 1,200

N Diminutive vermin (aquaticswarm)
Init +4; Senses blindsight 30 ft.; Perception +0
DEFENSE

AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 39 (6d8+12)
Fort +7, Ref +6, Will +2
Immune mind-affecting effects, swarm traits, weapon damage
Weaknesses susceptible to salt (see giant leech)

OFFENSE

Speed 5 ft., swim 30 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks blood drain, distraction (DC 15)

STATISTICS

Str 1, Dex 18, Con 15, Int —, Wis 10, Cha 2
Base Atk +4; CMB —; CMD —
Skills Stealth +16 (+24 in swamps), Swim +12; Racial Modifiers +8 Stealth in swamps, uses Dexterity to modify Swimchecks

SPECIAL ABILITIES

Blood Drain (Ex)

Any living creature that begins its turn with a leech swarm in its space is drained of its blood and takes 1d3 points of Str and Con damage.

Poison (Ex)

Swarm—injury; save Fort DC 15; frequency 1/round for 2 rounds; effect 1d4 Dexterity drain; cure 1 save.

 

ECOLOGY

Environment temperate or warm marshes
Organization solitary, pair, or infestation (3–6 swarms)
Treasure none

This horrifying cloud of ravenous, blood-draining parasites eschews the stealth of a lone leech's methods in favor of swift and merciless feeding.

 

Giant Maggot

CR 1/2

 

XP 200
N Medium vermin
Init
 –1; Senses darkvision 60 ft.; Perception –3

DEFENSE

 

AC 9, touch 9, flat-footed 9 (–1 Dex)
hp
 7 (1d8+3)
Fort
 +5, Ref –1, Will –3
Immune
 disease, mind-affecting effects

OFFENSE

Speed 10 ft., burrow 5 ft.
Melee
 bite +0 (1d6)
Special Attacks
 regurgitate

STATISTICS

 

Str 10, Dex 8, Con 16, Int —, Wis 5, Cha 1
Base Atk
 +0; CMB +0; CMD 9 (can’t be tripped)

SPECIAL ABILITIES

Regurgitate (Ex)

Once per day, a giant maggot can empty its putrid stomach upon one creature within 5 feet. The target must make a DC 13 Fortitude save or be sickened for 1 minute (or until the target spends a full-round action with at least a gallon of water to wash off the filth). The save DC is Constitution-based.

ECOLOGY

Environment any temperate or tropical
Organization
 solitary or swarm (2–12)
Treasure
 none

Voracious scavengers, giant maggots feed constantly, gorging themselves on the dead in preparation for their transformation into giant flies. Their pallid, corpulent bodies are the size of human children, and their rasping teeth are capable of eating even the bones of a corpse. Giant maggots have no legs, and move with a disturbing undulation as they crawl over their meals. Giant maggots feed for 2 weeks (often moving from one corpse to another) before entering a pupal stage, after which they emerge as giant flies.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Giant Mosquito

CR 6

XP 2,400
N Medium vermin
Init +7; Senses darkvision 60 ft., scentPerception +9

DEFENSE

AC 19, touch 17, flat-footed 12 (+7 Dex, +2 natural)
hp
 60 (8d8+24)
Fort
 +9, Ref +9, Will +3
Immune
 mind-affecting effects

OFFENSE

Speed 20 ft., fly 60 ft. (good)
Melee
 bite +10 (1d8+6 plus bleeddisease, and grab)
Special Attacks
 bleed (2d4), blood drain (1d2 Constitution)

STATISTICS

Str 18, Dex 25, Con 17, Int —, Wis 13, Cha 6
Base Atk
 +6; CMB +10 (+14 grapple); CMD 27 (35 vs. trip)
Skills
 Fly +11, Perception +9; Racial Modifiers Perception+8

SPECIAL ABILITIES

Disease (Ex)

 

Malaria: Bite—injury; save Fortitude DC 17; onset 1d3 days; frequency 1 day; effect 1d3 Constitution damage and 1d3 Wisdom Damage; cure 2 consecutive saves.

The save DC is Constitution-based.

ECOLOGY

Environment temperate or tropical swamps
Organization
 solitary, pair, or swarm (3–12)
Treasure
 none

 

Horrifically enlarged versions of the common mosquito, giant mosquitoes bring death on swift wings. A single specimen can drain the blood from a human adult with shocking speed, while swarms of fist-sized mosquitoes can lay waste to herds of livestock or entire citys. In the wild, giant mosquitoes prey upon megafauna like dinosaurs and other huge creatures.

Giant mosquitoes grow to 6 feet in length, and weigh up to 150 pounds. Variant species of giant mosquitoes exist, although not in the great diversity seen in many other giant vermin. The most common variant is the smaller goblin mosquito (a giant mosquito with the young creature template), but stories of large jungle mosquitoes (giant mosquitoes with the advanced and giant simple templates) are not unheard of.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Mosquito Swarm

CR 3

XP 800
N Diminutive vermin (swarm)
Init
 +1; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp
 31 (7d8)
Fort
 +5, Ref +3, Will +3
Defensive Abilities
 swarm traits; Immune mind-affecting effects, weapon damage

OFFENSE

Speed 5 ft., fly 40 ft. (good)
Melee
 swarm (2d6 plus disease and bleed)
Space
 10 ft.; Reach 5 ft.
Special Attacks
 bleed (1d6), disease (malaria, DC 13), distraction (DC 13)

STATISTICS

Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
Base Atk
 +5; CMB —; CMD —
Skills
 Fly* +5, Perception +9; Racial Modifiers Perception +8

SPECIAL ABILITIES

Disease (Ex)

 

Malaria: Bite—injury; save Fortitude DC 13; onset 1d3 days; frequency 1 day; effect 1d3 Constitution damage and 1d3 Wisdom damage; cure 2 consecutive saves.

The save DC is Constitution-based.

ECOLOGY

Environment tropical swamps
Organization
 solitary, pair, fury (3–6 swarms), or scourge (7–12 swarms)
Treasure
 none

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.

Bloodhaze Mosquito Swarm

CR 6

XP 2,400
N Fine vermin (swarm)
Init +2; Senses darkvision 120 ft., scentPerception +9

DEFENSE

AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
hp 71 (13d8+13)
Fort +9, Ref +6, Will +5
Defensive Abilities swarm traits; Immune weapon damage
Weaknesses swarm traits

OFFENSE

Speed 5 ft., fly 30 ft. (average)
Melee swarm (1 Con damage and sleeping sickness)
Space 10 ft.; Reach 0 ft.
Special Attacks cling, Con damagedistraction (DC 17), disease

STATISTICS

Str 1, Dex 15, Con 12, Int —, Wis 13, Cha 2
Base Atk +9; CMB —; CMD —
Skills
 Fly +10, Perception +9; Racial Modifiers +8 Perception

SPECIAL ABILITIES

Cling (Ex)

If a creature leaves a bloodhaze mosquito swarm’s square, the swarm takes 1d6 points of damage as dozens of insects tenaciously cling to the victim. A creature with bloodhaze mosquitoes clinging to it takes 1 point ofConstitution damage at the end of its turn for the next 1d4 rounds. As a full-round action, the creature can remove the mosquitoes with a DC 18 Reflex save or by immersing itself in water. High winds or any amount of damage from an area-affecting effect destroys all clinging mosquitoes. The save DC is Dexterity-based. Once a group of clinging mosquitoes has dealt 4 points of Constitution damage, the mosquitoes detach and disperse to digest their meal.

Disease (Ex)

Bloodhaze mosquitoes are bearers of a terrifying and deadly disease common to the jungle, known to most locals as sleeping sickness.

Swarm (sleeping sickness)—injury; save Fort DC 17; onset 1d2 days; frequency 1 day; effect 1d4 Wisdom damageand target is fatiguedcure 2 consecutive saves or arsenic.

ECOLOGY

Environment warm forests and swamps
Organization solitary, pair, pestilence (3–6 swarms), or plague (7–12 swarms)
Treasure none

Thousands of species of insects make their home within the shelter of the Mwangi Expanse, but few elicit as much dread as the voracious bloodhaze mosquito. Migratory in nature, these ravenous insects amass in great numbers, forming swarms capable of feasting on the blood of humanoids and beasts alike. Perhaps worse, the crimson parasites carry a debilitating disease known for sapping the vitality of its victims. Because of this potent mix of teeming esurience and virulent pestilence, bloodhaze mosquitoes panick almost any community they threaten. Legends describe crimson clouds decimating entire populations on their flight from breeding pool to jungle interior. Only high winds, drought, and torrential rain consistently keep them at bay. Thankfully, the swarms also wax and wane with fluctuations in local prey populations. In combination with the mosquitoes’ relatively short lifespan, competition for food helps keep their numbers under marginal control.

A typical bloodhaze swarm contains more than 10,000 flying mosquitoes. Individually, each mosquito is smaller than a child's fingernail, yet together they form a terrifying assault. Their iridescent wings can refract light, creating a shimmering effect as they move in unison. This effect proves disconcerting to most animals, which wisely flee such clouds, their panick often alerting other jungle inhabitants to the swarm’s presence.

Ecology

Bloodhaze mosquitoes always sate themselves on the blood of other animals, using their darkvision and ability to detect pheromones to track prey. They typically lie in wait near water sources where they can both breed and feed on animals that come to drink. Warm-blooded creatures draw their attention more quickly than amphibians or reptiles, though even lizardssnakes, and frogs become food sources during leaner times.

Not only does blood provide sustenance to bloodhaze mosquitoes, but the females actually require it to reach egg-laying maturity. Females must also have water in which to lay their eggs, though even a sewage-filled mud puddle will suffice. A single female mosquito can lay up to 100 eggs, which hatch into larvae after 2 days. Many of these eggs suffer the predation of fish and other aquatic scavengers during this time of vulnerability. The surviving eggs hatch, releasing larvae that molt and shed their skins while feeding on organic matter and microorganisms in the water. Then they enter a pupal stage, conserving energy as they undergo a final transformation before finally emerging as fully grown adults. The entire hatching and growth process takes less than a single week.

After reaching maturity, bloodhaze mosquitoes swiftly take to the air, naturally drawn to one another through their pheromones and banding together in swarms strong enough to challenge any animal for territorial supremacy. The life of a typical bloodhaze mosquito spans only 3 months. They spend that time ravenously feeding in their swarms, consuming enough blood that their females can continue laying eggs. The mosquitoes possess no maternal or protective instincts, however, quickly abandoning their progeny before dying out to be replaced by them.

Habitat & Society

Bloodhaze mosquitoes live in tropical wetlands, only venturing farther away when hunting becomes scarce or high winds carry them into other regions. Unintelligent predators, the mosquitoes give off pheromones to maintain their swarm’s cohesion. Specific scent markers for distress, mating, and food rule most of their behavior. Powerful, false odors or thick and pungent smoke can sometimes mask or disrupt this communication, as can immersion in water, leading to traditions among many native peoples of coating themselves in sulphurous mud or burning reeking torches during the height of the mosquitoes’ feeding seasons.

Although bloodhaze mosquitoes don’t feed on other insects, they do prove highly territorial. While swarming, a group of the mosquitoes will attack and kill any other insects they encounter. Such ferocity can wipe out whole hives or nests of insectile jungle inhabitants, potentially having farther-reaching ramifications for other creatures speedy or canny enough to escape the swarms. In more dramatic instances, swarms might fell massive jungle insects or the populations of whole areas, leaving trails of crunching insectile corpses to mark their path.

Section 15: Copyright Notice - Pathfinder Adventure Path #38
Pathfinder Adventure Path #38: Racing to Ruin. © 2010, Paizo Publishing, LLC; Author: Tim Hitchcock.

 

 

Constrictor Snake

CR 2

XP 600
N Medium animal
Init +3; Senses scent; Perception +12

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 19 (3d8+6)
Fort +4, Ref +6, Will +2

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d4+4 plus grab)
Special Attacks constrict (1d4+4)

STATISTICS

Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can't be tripped)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4Stealth,+8 Acrobatics

ECOLOGY

Environment warm forests, swamps, and fresh water
Organization
 solitary or nest (2–6)
Treasure 
none

Be they jungle-dwelling pythons or swamp-dwelling boas like the anaconda, constrictor snakes are among the most deadly predatory animals of the tropical wilds. Fortunately, these large snakes are relatively passive, save for when they are preparing to shed their skins or are particularly hungry. Nevertheless, the sinuous creatures are held in fear by many societies who often ascribe fiendish qualities to them.

Section 15: Copyright Notice - Pathfinder RPG Bestiary
Pathfinder RPG Bestiary. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Emperor Cobra

CR 5

XP 1,600
N Large animal 
Init
 +6; Senses low-light visionscentPerception +13

DEFENSE

AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp
 51 (6d8+24)
Fort
 +9, Ref +7, Will +5

OFFENSE

Speed 30 ft., climb 30 ft., swim 30 ft.*
Melee
 bite +10 (2d6+9 plus poison)
Space
 10 ft.; Reach 10 ft.

STATISTICS

Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 2
Base Atk
 +4; CMB +11; CMD 23 (can’t be tripped)
Feats
 Improved InitiativeSkill Focus (Stealth), Weapon Focus (bite)
Skills
 Acrobatics +10 (+6 jump), Climb +14, Perception +13, Stealth +11, Swim +14; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth, +8 Swim

SPECIAL ABILITIES

Poison (Ex)

Bite—injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d3 Concure 2 consecutive saves.

ECOLOGY

Environment temperate or warm swamps
Organization
 solitary, pair, or nest (3–8)
Treasure
 none

 

Infamous among travelers for its deadly poisonous bite, the emperor cobra is a foul-tempered snake typically encountered in bogs. The snake’s scales are generally a dark green, with a pale green or even ivory underbelly. Its eyes are bright red and lack the distinctive serpentine slit most snake eyes possess. Emperor cobras are often trained to serve as guardians in temples. They are 16 feet long and weigh 200 pounds.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Stirge

CR 1/2

XP 200
N Tiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scentPerception +1

DEFENSE

AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 5 (1d10)
Fort +2, Ref +6, Will +1

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee touch +7 (attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks blood drain

STATISTICS

Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +3 (+11 grapple when attached); CMD 9 (17 vs. trip)
Feats Weapon Finesse
Skills Fly +8, Stealth +16
SQ diseased

SPECIAL ABILITIES

Attach (Ex)

When a stirge hits with a touch attack, its barbed legs latch onto the target, anchoring it in place. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity and inserts its proboscis into the grappled target's flesh. A stirge has a +8 racial bonus to maintain its grapple on a foe once it is attached. An attached stirge can be struck with a weapon or grappled itself—if its prey manages to win a grapple check or Escape Artist check against it, the stirge is removed.

Blood Drain (Ex)

A stirge drains blood at the end of its turn if it is attached to a foe, inflicting 1 point of Constitution damage. Once a stirge has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target.

Diseased (Ex)

Due to the stagnant swamps in which they live and their contact with the blood of numerous creatures, stirges are harbingers of disease. Any creature subjected to a stirge's blood drain attack has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease (See Afflictions). Once this check is made, the victim can no longer be infected by this particular stirge, though attacks by different stirges are resolved normally and may result in multiple illnesses.

ECOLOGY

Environment temperate and warm swamps
Organization
 solitary, colony (2–4), flock (5–8), storm (9–14), or swarm (15–40)
Treasure
 none

Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake.

Closer to mammals than insects, stirges carry their bodies through the air on four fleshy wings, searching out warm-blooded prey. They are fond of hiding near watering holes and waiting for travelers to drop their guard, then swooping out to attach and drink their fill by thrusting their long feeding tubes into unprotected veins. After feeding they flap heavily off into the mud and reeds to lay their eggs and rest until hunger drives them to hunt again.

Stirges are usually 1 foot long, with a wingspan of twice that, and weigh just under a pound. Their coloration is rust-red or reddish-brown with a dirty yellow underbelly, though stirges that have not fed in some time are often pale pink, their color deepening as they gorge.

 

 

Tentamort

CR 4

XP 1,200
N Medium aberration
Init +5; Senses all-around visionblindsense 30 ft., darkvision 60 ft.; Perception +11

DEFENSE

AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 39 (6d8+12)
Fort +4, Ref +5, Will +7

OFFENSE

 

Speed 20 ft., climb 20 ft.
Melee sting +6 (1d6+2 plus poison), tentacle +2 (1d6+1 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (1d6+1)

STATISTICS

Str 15, Dex 13, Con 14, Int 1, Wis 14, Cha 6
Base Atk +4; CMB +6 (+10 grapple); CMD 17 (can’t be tripped)
Feats Improved InitiativeLightning ReflexesWeapon Focus (tentacle)
Skills Climb +10, Perception +11; Racial Modifiers +8 Climb

SPECIAL ABILITIES

Poison (Ex)

Sting—injury; save Fort DC 15; frequency 2 rounds; effect 1d4 Con plus nausea; cure 1 save.

ECOLOGY

Environment any marshes or underground
Organization solitary, pair, or brood (3–6)
Treasure incidental

Tentamorts are eerie ambush predators, preferring to let prey come to them rather than seeking food out, and relying on their excellent senses to warn them of approaching meals. A tentamort possesses several tentacles, most of which are used for locomotion but two of which have evolved for singular purposes in securing food. One of these longer tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the other ends in a long, thin stinger. The tentamort’s method of attack is to grab its prey with its constricting tentacle and sting the grappled target with the other. Tentamort poison is particularly horrific, as it swiftly liquefies the creature’s internal organs into a rancid slurry the monster can then drink with the same stinger, siphoning out the fluid with foul sucking sounds. Larger creatures often require multiple stings (and multiple failed saving throws against the venom) before they can be fully absorbed by a tentamort. Tentamorts are almost mindless, possessing just enough intellect to make crude animal judgments about peril and food. Once a tentamort has grabbed prey, it tends to focus entirely on that creature, ignoring attacks upon it from other sources as long as its current victim remains a source of nutrition. After a tentamort finishes consuming a creature, all that typically remains are the bones and skin.

A well-fed tentamort uses the hollow corpse of its meal as a sort of incubator for its eggs, injecting the body with a caviar-like mass of black eggs that mature in the rotting carcass for several weeks until a dozen or so hand-sized tentamorts hatch and crawl out of their host’s orifices. Depending upon the availability of other prey, anywhere from one to six of these may survive, feeding on rats and tiny vermin, until they eventually grow to Adulthood. Tentamort young look like dark blue starfish with a single red eye in the center—they do not possess their longer, specialized tentacles until they mature. A young tentamort often attaches itself to a larger predator, clinging to it much the same way a remora clings to a shark, dropping off to feed innocuously on its host’s kills while the creature sleeps.

Some tentamorts grow much larger than their human-sized kin. Known as Greater tentamorts, these ogre-sized creatures have at least 10 Hit Dice and are Large sized. Their two specialized tentacles grow to 20 feet long, providing the creature with Greater reach than a Large monster normally possesses. Greater tentamorts are never found in groups, for these creatures can only achieve such Monstrous size through cannibalism, as if there were some key nutrient in another tentamort’s body that allows them to exceed their typical physical limitations. Some of these creatures have mutations giving them two tentacles and two stingers. Yet the most disturbing quality possessed by these monsters is their unexpected intellect—Greater tentamorts are often as intelligent as humans, or more so. They cannot speak, but possess an eerie form of telepathy that works only upon creatures they are in physical contact with—a feature they often use to “chat” with their food as they eat.

Section 15: Copyright Notice - Bestiary 2

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang

Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob
McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material
by Jonathan Tweet, Monte Cook, and Skip Williams.

 

Troll

Size/Type:LargeGiant
Hit Dice:6d8+36 (63 hp)
Initiative:+2
Speed:30 ft. (6 squares)
Armor Class:16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple:+4/+14
Attack:Claw+9 melee (1d6+6)
Full Attack:2 claws+9 melee (1d6+6) and bite+4 melee (1d6+3)
Space/Reach:10 ft./10 ft.
Special Attacks:Rend 2d6+9
Special Qualities:Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves:Fort +11, Ref +4, Will +3
Abilities:Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills:Listen+5, Spot+6
Feats:Alertness, Iron Will, Track
Environment:Cold mountains (Scrag: Cold aquatic)
Organization:Solitary or gang (2-4)
Challenge Rating:5
Treasure:Standard
Alignment:Usually chaotic evil
Advancement:By character class
Level Adjustment:5

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Trolls speak Giant.

Combat

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex)

If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex)

Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Scrag

These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water.