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Forgive and Regret

By Tom Knauss
Frog God
Games
Quests of Doom 4
Forgive and Regret
Author Editor Front Cover Art
Tom Knauss Jeff Harkness Artem Shukaev

Developer 5E Conversion Interior Art


Patrick N. Pilgrim Patrick N. Pilgrim Artem Shukaev

Producer Layout and Graphic Design Cartography


Bill Webb Charles A. Wright Robert Altbauer

FROG GOD GAMES IS


CEO Frog V Customer Service Manager
Bill Webb Patrick N. Pilgrim Krista Webb
Creative Director: Art Director Zach of All Trades
Swords & Wizardry Charles A. Wright Zach Glazar
Matthew J. Finch
Developers Final Boss
Creative Director: John Ling and Skeeter Green
Pathfinder Roleplaying Game Patrick N. Pilgrim
Greg A. Vaughan

©2017 Frog God Games. All rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden. Frog God Games and the Frog God Games logo is a
trademark of Frog God Games. All characters, names, places, items, art and text herein are
copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in
these pages is not a challenge to the trademark or copyright concerned.
Product Identity: The following items are hereby identified as Frog God Games LLC’s Product
Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game
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above list.
Quests of Doom 4

Other Products from Frog God Games


You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.
Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,
and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
GENERAL RESOURCES LL2: The Lost City of Barakus PF, S&W
LL3: Sword of Air PF, S&W
Swords & Wizardry Complete S&W LL4: Cults of the Sundered Kingdoms PF, S&W
The Tome of Horrors Complete PF, S&W LL5: Borderland Provinces 5e, PF, S&W
Tome of Horrors 4 PF, S&W LL6: The Northlands Saga Complete PF, S&W
Tome of Adventure Design LL7: The Blight 5e, PF, S&W
Monstrosities S&W LL8: Bard’s Gate 5e, PF, S&W
Bill Webb’s Book of Dirty Tricks LL9: Adventures in the Borderland Provinces 5e, PF, S&W
Razor Coast: Fire as She Bears PF
Book of Lost Spells 5e, PF
Fifth Edition Foes 5e QUESTS OF DOOM
The Tome of Blighted Horrors 5e, PF, S&W
Quests of Doom (Vol. 1) 5e
Book of Alchemy* 5e, PF, S&W
Quests of Doom (Vol. 2) 5e
Quests of Doom (includes the 5e Vol. 1 and 2, but for PF
THE LOST LANDS
and S&W only) PF, S&W
Rappan Athuk PF, S&W Quests of Doom 2 5e
Rappan Athuk Expansions Vol. I PF, S&W Quests of Doom 3 5e, S&W
The Slumbering Tsar Saga PF, S&W Quests of Doom 4 5e, PF, S&W
The Black Monastery PF, S&W
Cyclopean Deeps Vol. I PF, S&W PERILOUS VISTAS
Cyclopean Deeps Vol. II PF, S&W
Razor Coast PF, S&W Dead Man’s Chest (pdf only) PF
Razor Coast: Heart of the Razor PF, S&W Dunes of Desolation PF
Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W Fields of Blood PF
LL0: The Lost Lands Campaign Setting* 5e, PF, S&W Mountains of Madness PF
LL1: Stoneheart Valley PF, S&W Marshes of Malice PF
* (forthcoming from Frog God Games)

2
Forgive and Regret

Table of Contents
Credits......................................................................... p. 1
Forgive and Regret.......................................................... p. 4
Appendix A: New Creatures and NPCs................................. p. 13
Appendix B: Creature Templates........................................p. 19
Appendix C: Encounters, Diseases, Hazards, and Poisons..........p. 19
Appendix D: New Equipment and Magic Items...................... p. 21
Map Appendix............................................................... p. 23
Legal Appendix..............................................................p. 25

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Quests of Doom 4

Forgive and Regret


Forgive and Regret is an 8th-level adventure for 4 to 6 characters about matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her
unintended consequences. The sins that stained the blighted Wytch Bog corpse sank beneath the waters of a bog, no more than a handful of the
more than two centuries ago still linger as the villain who perpetrated a Viroeni had made it out of the swamp alive to tell the tale. But four of
genocidal act longs to free his tortured soul from his undead bonds. In those handful did not scatter and flee like the rest. Instead they made their
his warped mind, only more violence can garner his freedom, placing the own preparations and returned only a few weeks later.
innocent descendants of his long-deceased conspirators — and an entire The four sons of the Viroeni matriarch had managed to elude MacDuncan’s
region — in his crosshairs. murderous intent but were unable to stop his massacre of their people. When
they emerged from the swamp they swore their bond to one another to see
their mother’s curse completed. When they returned scant weeks later they

Adventure Background were penniless with only the clothes they wore upon their backs to their
names — and a new pine coffin carried between them.
The sons found MacDuncan drunk at his isolated home one night when
The wandering folk known as the Viroeni seldom find a warm welcome the moon was dark. They set upon the surprised warrior and overpowered
anywhere they go. Gypsies, vagabonds, thieves, and worse are the him before he could mount a resistance. With thick ropes they bound his
epithets hurled at them as they make their way in their endless travels, coffin closed and carried him deep into the Wytch Bog where he had taken
never stopping anywhere for long. The Viroeni earn a meager living the lives of their kinsmen and women. As MacDuncan sobered up and
working as tinkers, storytellers, and messengers, moving on in their found himself unable to break free from his confinement, the truth of the
caravan communities whenever they sense their presence has worn out situation began to seep into his gin-soaked mind. The last any outside the
whatever welcome it may have had in a given area. Long accustomed bog ever heard from him were his muffled cries begging mercy, cursing
to persecution, the Viroeni are not, however, prepared for being actively his captors, and promising eternal revenge. Neither he nor the Viroeni
hunted. Nevertheless, the sad history of Foere has seen just that on more youths was ever seen alive again.
than one occasion. But life — such as it was to become — was not entirely over for Hamish
Just over two centuries ago the infamous Archdeacon Bruća of the MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of
cathedral-city of Gurbynne (he that some years later revealed to be a Dark her sons, came to fruition when Hamish did not rest easy but awoke after
Cardinal of Lucifer and burned at the stake before his own cathedral) only a short time as a vampiric monster. His immersion in the bog waters
issued an edict of extirpation for the Viroeni of southern Foere for some, had not been kind to his physical body, so he emerged as a grotesque
likely falsified, reason. Most of the Viroeni tribes were able to flee the nosferatu, a foul caricature of the vitality he had known in life.
countries in question ahead of the pogrom, but one group encamped MacDuncan wandered the depths of the Wytch Bog for decades, just
within the Barony of Baile found its route of retreat cut off between the one more facet of its already-old legend. He preyed upon the swamp folk
Blackrock Mountains to the north and the Principality of Olduvar to the from time to time, but they soon learned to remain indoors after sunset,
south. They knew that to travel into Olduvar was to face their arrest and and their simple swamp cottages proved effective in warding off his
probable execution, but to remain in Baile was to court disaster as well. In depredations as long as they didn’t make the mistake to invite him in. In
the end after paying hefty bribes, the Viroeni were able to extract a deal time, these people came to recognize their vampiric predator for who he
from the commander of Westfort to allow them to sequester themselves was and connect his appearance for the foul deeds he had undoubtedly
along the treacherous borders of the swamplands known as the Wytch Bog performed in the swamp depths to dispose of the gypsy tribe, but even
until such time as the fervor of the archdeacon’s order had died down. as that knowledge came to light it was just as quickly hushed up to hide
However, the scattered swamp dwellers along the Wytch Bog were their own complicity in the atrocity that was committed. Until as years
not more welcoming of the strangers whose presence promised to stretch and even centuries passed, the vampire Hamish MacDuncan became a
already scarce resources to the breaking point. Finally, when it appeared bogeyman of the bog (albeit one that most everyone believed in), and the
all hope was lost, the Viroeni were approached by one of the local trappers. truth of his existence and actions was largely lost to common knowledge
He was a foreigner who did not feel the same loyalty to the edicts of an and comfortably forgotten by those few who remained aware.
archdeacon of Foere that the rest of the locals did, and in him it appeared All likely would have remained in this hellish purgatory in which
that they had found a non-hostile, if not exactly sympathetic, ear. Hamish now existed had he not run across another damned creature of the
Hamish MacDuncan, a grizzled veteran of distant wars and expatriate swamp — the Wytch of the Bog, for which it had been named countless
of the upper regions of far-off Eamonvale, told the Viroeni matriarch that generations ago. What befell in this encounter, none could say, but Hamish
he knew of a safe path through the accursed bogs that he could guide them left it with the belief that he had found the means of his own salvation,
on and allow them to escape the confines of the Kingdoms of Foere for the redemption from his past deeds, and new chance to walk among
the promised freedom of Cailin Lee to the west. A mercenary to the core, the living — a chance he intended to take him far, far away from his
though, MacDuncan told them he would do this only if the tribe paid him accursed bog home. The Wytch told Hamish that if he could bring justice
with all of the gold they had left. to those Viroeni he had murdered so long ago, then his own curse of unlife
Realizing that a better offer was unlikely to materialize, the matriarch might be lifted. However, to bring them their justice, Hamish must seek
agreed to the deal but promised a curse upon MacDuncan’s eternal soul vengeance upon the descendants of those who had first employed him to
if he betrayed them and turned the Viroeni over to the hostile locals. dispose of the Viroeni refugees.
MacDuncan swore an oath upon a holy book of Vanitthu he had never felt Even as the Wytch spoke to the nosferatu, he saw that the long dead
cause to read and promised he would see them delivered away from the corpses in the bogs where he had dumped them had begun to stir and that
folk they sought to flee. He did not tell them, however, that he had taken the incessant mosquitoes whose eggs hatched in those same pools began
gold from those same people to remove the gypsy problem from their to transform into larger, deadlier creatures whom he could command to do
midst or that no such safe path through the bog, in fact, existed. his bidding. Hamish had the beginnings of an army and now the means
Once in the depths of the Wytch Bog, it was a simple matter for the to operate indirectly during daylight hours through his servitor creatures,
woods-wise veteran to lead the Viroeni astray, cause them to become and a plan began to form in his mind. He didn’t even notice when the
separated, and use his swampcraft and battle experience to eliminate them Wytch took her leave as mysteriously as she had come, nor did he question
in small groups or one by one through treachery or outright murder. When the absurdity of his own salvation by meting out justice for the Viroeni
all was said and done, and the blood-spattered MacDuncan watched the victims when it was he himself who bore the greatest guilt, rather he was
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Forgive and Regret

Creator’s Note Starting the Adventure


Forgive and Regret is an event-driven rather than a location- The Wytch Bog, which is located in the interior region of the central
driven adventure. Hamish MacDuncan and several other NPCs do Kingdoms of Foere, is a desolate wasteland covered in stinking peat bogs,
not passively wait for the characters to find them. Instead, they take saturated earth, and hardy greenery. Encompassing more than 20,000
the fight to the adventurers, using their special abilities and network square miles of terrain, in the Lost Lands campaign setting the vast
of spies to locate the unwelcome visitors, monitor their activities, wetland is bordered by the Blackrock Mountains to the north, the Barony
and strike at the opportune moment. It is critical you carefully of Baile to the east, and most importantly the keep of Westfort and the
read the descriptions of these major players in the subsequent neighboring Principality of Olduvar to the south and west. Traveling to
Encounters section and have them take appropriate actions during the scene of this adventure from any destination other than the nearby
the course of the adventure. Using this format, it is very possible Keep of Westfort and the adjacent Principality of Olduvar is a long, hard
for the characters to meet Hamish multiple times while the story slog across miles of soggy, barren terrain populated by few inhabitants
unfolds. In fact, some of these encounters with the nosferatu may other than indigenous monsters and the unnaturally animated remains and
even take place in a social setting, where the competing parties ghosts of deceased residents and explorers. If the characters come here
exchange words and not blows. from any other location, they are most likely to take the long way around
the wetlands and enter the Wytch Bog from the southern border.

consumed with the thoughts of his escape and new lease on life.
MacDuncan was able to determine that eleven of the swampfolk still Hooks
living at the edge of the Wytch Bog were direct descendants of those who
had hired his despicable services so long ago, so they became the targets Considering the reality that the characters are unlikely to reside within
of his murderous intent. However, he did not want to tip them off to the the Wytch Bog proper, you must generally rely upon outside intervention
pattern of killings and potentially flee the area and beyond his limited reach, to draw the characters into the action. In this case, a concerned third-party
constrained as he was by his boggy grave. To that end he unleashed his contracts the adventurers’ service for a specific purpose intertwined with
growing swarm of skeeters indiscriminately upon the unsuspecting folk, the recent events plaguing the region. A government official in Olduvar or
creatures capable of attacking in broad daylight and negating any defenses Baile or a military official at Westfort may task one of the characters with
the people had developed against Hamish’s own vampiric weaknesses. the assignment of investigating the strange occurrences in the neighboring
Within two weeks, the monsters had slain twelve people, including three of wetland and prevent the monstrous incursions from spilling over into
the eleven direct descendants he sought. The ensuing carnage also piqued their territory. Perhaps a servant of the archdeacon in Gurbynne has
the interest of other dormant, restless spirits now roaming the land, seeking found records of Bruća’s terrible deeds and made the connection between
to avenge old grudges against the progeny of the humans who handed them and the disturbing whispers beginning to come from the region of
them over to an ignominious death and the individual directly responsible the Wytch Bog. If so, the High Church of Foere may think it prudent to
for their demise. Practically overnight, the Wytch Bog became a morass dispatch a group of investigators to the region to determine the source of
of competing desires for vengeance, bubbling over among the sparse the troubles and to set things aright if possible.
settlements along the bog’s borders. Soon word of this surge in attacks from

Traveling to the Wytch Bog


the swamp had begun to reach ears as far away as Westfort and beyond.
Rumors that might just be capable of drawing in a group of heroes willing
to step into the situation and rectify things.
Depending upon the characters’ starting point, it may take them several
weeks to reach the distant region. Prudent overland travelers forego any

Adventure Synopsis
land-based route through the bog proper and instead take the longer route
through more hospitable terrain bordering the mire. During the course of
their lengthy journey, you may sprinkle in several encounters that coincide
The sparsely populated wetland known as the Wytch Bog lacks any with the particular terrain or political entity they currently occupy. For
conventional settlements or government, lying as it does at the boundaries instance, dwarves hailing from the neighboring Blackrock Mountains
of both the Principality of Olduvar and Barony of Baile yet appealing to may cross paths with monsters or people indigenous to that particular
neither as a territorial expansion worth pursuing. However, the characters environment. For this purpose, you may rely upon the random encounter
come upon the small settlement, they find that fear overwhelms the tables found in Mountains of Madness and Fields of Blood from Frog
handful of hardscrabble residents who have withstood the wicked skeeters’ God Games, and Glades of Death Necromancer Games, or tables found
relentless attacks over the last several weeks, driving them exclusively in another sourcebook. Nonetheless, the adventure focuses primarily on
indoors, while mayhem runs rampant across the decomposing terrain. specific events taking place in a comparatively small rural area along the
From the moment the characters enter the Wytch Bog, they immediately southern edge of an immense, roughly oval-shaped wetland that stretches
command the attention of the terrifying beings who plague this land. 200 miles from the northwest to the southeast and 100 miles from the
The characters’ subsequent delve into the bog enters a haunted realm southwest to the northeast.
populated by shambling corpses, vengeful undead creatures, and pathetic No political entity claims dominion over the Wytch Bog. Almost every
spirits borne from Hamish’s genocide. While the characters’ encounters vestige of civilization, regardless of how insignificant, abruptly stops at
with these abominations are fraught with peril, the lost souls’ intense the first tract of boggy soil. However, a number of hardy families have
hatred of Hamish may supply them with useful information in their settled this land for centuries and eke out a living as farmers, peat cutters,
battle against the nosferatu responsible for their creation. Of course, the and eel hunters.
characters’ intrusion into his domain greatly troubles Hamish, and he uses
his spies to monitor their progress through the wetlands in order to strike
back against the trespassers.
However, characters who fight off these attacks gain only a temporary Wytch Bog
respite, as their vanquished foe retreats to regroup and regenerate. The
characters must locate Hamish’s concealed coffin and permanently After reaching the perimeter of the wetland north of the farthest Olduvari
destroy him while he rests or face his relentless assaults again and again. outpost at Westfort, the characters can finally enter the Wytch Bog.
The Wytch Bog map details the three most noteworthy terrain features.
These include the residents’ homes, pools of water consisting of a mix
of shallow and deep bogs, and typical trees and undergrowth. The most

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Quests of Doom 4
reliable means of traveling through the bog are by foot or, in the case
of high-level adventurers, by air. Mounts and vehicles are probably not
viable options, especially through the trackless terrain dominating the
region. The soft, spongy earth is too pliable to easily support the weight
of Large creatures and drawn vehicles without sinking into the ground.
Likewise, the pools of stagnant water are too shallow to keep watercraft
laden down with men and material afloat.
Although no formal roads travel through the bog, some trails reinforced
in places with elevated planking or half-buried logs are stable enough to
withstand the impact of a horse or wagon traverse a winding route across
the treacherous ground. These crude paths are found in close proximity
to the homesteads spread throughout the southern portion of the bog.
Characters who are within 1 mile of any residence have a 1-in-4 chance of
stumbling across one of these trampled down walkways for every 1,000
feet traveled. In a similar vein, adventurers within a half mile of any
residence have a 1-in-2 chance of stumbling across the same walkways.
Of course, characters who run across one of these crude roads must be able
to identify it as such, which requires a successful DC 5 Wisdom (Survival)
check. As a rule of thumb, one end of the trail always culminates at the
home, while the opposite end may intersect with other safe passages
through the bog or lead out of the wetland entirely. On the other hand,
adventurers who forego these trails and make their way across trackless
terrain on foot do so at half their movement speed because it is difficult
terrain. With the exception of areas containing trees or blanketed by
smoke from raging peat fires, the low-lying vegetation and undergrowth
grants clear visibility to a range of 6d6 x 10 feet.

Wytch Bog Encounters


Hamish MacDuncan undisputedly lords over his slice of the Wytch
Bog, but he is not the only malevolent denizen to stalk this blighted land.
The restless spirits of his victims and other foul creatures also inhabit this
bleak realm.
Wicked creatures are not the only hazards troubling adventurers who
explore this rugged terrain, though. Sinkholes, peat fires, noxious smoke,
and marsh gas often give unwary travelers no warnings. Local residents
intimately familiar with the region avoid these obstacles. Hence, despite
their prevalence, they are noticeably absent from the makeshift paths that
crisscross the Wytch Bog.
With the preceding considerations in mind, three types of encounters
occur within the Wytch Bog — freeform encounters, which detail how
adversaries respond to the characters’ actions; random encounters, which
are spontaneous incidents occurring anywhere; and set encounters, which
take place at a specified location on the map. In this adventure, freeform
encounters drive the story forward and are presented first, followed by
the random encounters, and lastly the set encounters, which are tied to a
specific location.

Freeform Encounters
Instead of passively waiting for the adventurers to discover their lairs and
fend off the characters’ assault on their home ground, Hamish MacDuncan
and several other powerful foes actively hunt down the characters as they
venture across their domain. In the nosferatu’s case, his network of animal
spies and skeeters continuously keep him apprised of the characters’
movements. Likewise, the bog’s other malevolent denizens monitor the
adventurers’ progress across their respective territories. The subsequent
sections separately detail the tactics and actions of the preceding creatures
during the course of the adventure.

Hamish MacDuncan
Unlike other intelligent creatures dwelling within the Wytch Bog,
the nosferatu moves about the region with total impunity, subject to the
restrictions of his undead condition. Hamish must remain within the dark
confines of his grave (area G on the map) or another site completely
shielded from the sun during daylight. He has constructed three redoubts

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Forgive and Regret
(area T on the map) spread throughout the area that protect him from the
sun’s harmful rays, eliminating the urgency to return to his distant grave
when dawn approaches. This system of enclosed shelters lets Hamish stay
in a remote area overnight without having to cut his travel short to fly back
Finding Hamish’s Grave
to his grave. Although the characters can kill Hamish by forcibly exposing
When the sun finally sets for the evening, he emerges into the darkness him to sunlight or submerging him in running water, driving a
and surveys the landscape from the skies in his bat swarm form, allowing wooden stake through the nosferatu’s heart while he rests in his
him to travel at a speed of 4 miles per hour. At this pace, he can reach coffin (area G1) is the most likely means of destruction. In order
any of his redoubts in 2 hours or less. His skeeters provide regular to accomplish this goal, the characters must first find his grave.
updates about humanoid and monstrous activities within his domain. Considering the resources and abilities available to them at their
Therefore, he almost certainly learns about the characters’ arrival in his current level, they have a variety of methods at their disposal to
domain on the first evening after their initial appearance, unless they took discover the secret location. The most straightforward is to follow
precautions to move about the area unnoticed. Though invisibility seems a defeated Hamish back to his grave after forcing him to assume
like the only option to avoid detection, the characters may also create swarm form. In a similar vein, the characters may also trail one or
magical or mundane disguises to look like the native residents or creatures more of his skeeters in the hope the flying monstrosity leads them
Hamish’s spies would not consider a threat, such as other small animals. directly to the nosferatu’s burial place.
Despite the preceding countermeasures, any action that leaves a trace of Alternatively, they may piece together some of the rumors and
the adventurers’ presence, such as slaying a random monster or beating clues they gathered during the course of their investigation. These
back one or more skeeters, immediately commands his interest. Under may include their interactions with the geriatric Lycelle Motté
these circumstances, Hamish conducts aerial surveillance of the Wytch at area D, young Willem Stuart at area S or a chance run-in with
Bog, concentrating his efforts on the humanoid residences scattered Blowhard found in the Random Encounters section. While none
throughout the southern portion of his domain, in search of the trespassers of these individuals can directly lead the characters to Hamish’s
and any telltale clues that may point to their current whereabouts. When tomb, the bits and pieces gathered from their stories can lead the
he finally tracks down his prey, Hamish formulates a plan to dispose of adventurers to surmise the terrain features in area G are consistent
the unwelcome visitors. with those described in the tales. They may then monitor the area for
As previously noted, Hamish cannot directly combat his adversaries at least several hours to confirm or refute their suspicions. Powerful
during the day, but the 1d2+1 skeeters (see Appendix A) who always divination spells, such as divination, commune or commune with
accompany him suffer no such restrictions. His monstrous allies closely nature, can also point the characters in the right direction.
monitor the characters’ movements and activities while the sun is out. When adjudicating what the characters learn, it is incumbent
When night falls, one of the winged beasts flies back to Hamish to alert him that you control the pace of information. When dealing with the
about the day’s events, potentially giving the characters an opportunity to adventure’s NPCs, you must be careful not to give too many or too
discover the vampire’s current whereabouts if someone follows. few precise details about Hamish’s grave and his behaviors during
Depending upon the characters’ location, Hamish arrives on the scene one conversation. If the players learn too much too quickly, they
several hours later to assess his options. If the heroes take refuge inside can bring the story to a premature ending. Conversely, starving their
another creature’s residence, Hamish cannot enter that home uninvited. curiosity can cause frustration and disinterest. Slow and steady is
Although he can direct the skeeters to batter down the door and enter the a good adage to keep in mind. Treat information like puzzle pieces
home, he attempts to lure his enemies out into the open. He may accomplish rather than a decoder.
this feat through several different means. For instance, he may threaten to
harm the residents’ neighbors if the characters refuse to face him or tell the
characters he plans to set the building ablaze. If he feels he is bargaining or simply hurl that opponent into a nearby natural hazard. If he fails in
from a position of weakness, he may appeal to their emotions, telling them this, he sends the skeeters to deal with that character while he focuses his
he desperately wants to escape the endless curse that torments him. At its attacks on a single target, preferably a lightly armored foe or a spellcaster.
core, Hamish’s statement is truthful, though he believes his destruction He never fights alone. When the characters slay or otherwise incapacitate
alone cannot achieve the end he desires. In any event, Hamish wants to his skeeter allies, he changes into a bat swarm and flees deep into the
observe the characters in action against the skeeters before joining into the bog, where he moves through the territories of the area’s other monstrous
fray. The grizzled veteran uses the opportunity to assess his adversaries’ inhabitants in the hopes of luring them out against the characters. If Hamish
combat strengths and weaknesses. When the characters first encounter cannot outrun his pursuers in this fashion, he searches for a subterranean
Hamish, you may read or paraphrase the following description. locale he can squeeze into as a spider swarm or centipede swarm to allow
his regeneration to repair at least some of the damage dealt to him. In the
event Hamish is forced to retreat to his grave, his actions are described in
Holes and tears riddle an overcoat hanging from the gaunt area G under Set Encounters below.
shoulders of a bald humanoid figure with pointed ears, rat-
like teeth, and filthy, elongated fingers ending in vicious
claws. The stench of fetid earth and decay accompanies the Will-O’-Wisps
creature, yet despite his emaciated appearance, he carries
the weight of his flail and wyvernhide breastplate with This pair of will-o’-wisps has little to fear from Hamish MacDuncan.
remarkable ease. Their alien mindset and bizarre physiology render them immune to
many of the nosferatu’s attacks, but the converse is also true. Despite the
stalemate, the aberrations defer to Hamish’s supremacy, taking no actions
Hamish is convinced the characters’ arrival is not a coincidence. Despite to directly harm the indigenous humanoids on his lands. However, this
this belief, the nosferatu nonetheless questions his adversaries about their restriction never applies to strangers who enter the Wytch Bog. Like
motives for traveling to his domain as much out of curiosity as caution Hamish, they are more active at night when their eerie luminescence
before committing fully to their destruction. If attacked, any curiosity is most advantageous. In addition, they also rely upon Hamish and the
about the characters is exchanged for blind rage. groaning spirit of Eladrian to aid them in their search for terrified prey.
Tactics: When the situation inevitably devolves into a fight, Hamish Tactics: The pair uses teamwork, waiting for the characters to walk
is fully aware that prepared adversaries are likely to use protection from across a comparatively dry, peaty area, where they periodically illuminate
evil and good and similar spells to prevent him from exerting control over in order to simultaneously distract and guide the characters along
their minds. The cunning undead also realizes the trespassers may use the supposedly safe path through the bog. During this ruse, one of the
garlic, holy symbols, and mirrors to keep him at bay, though telekinesis creatures acts as a distraction, where it intermittently lights up and goes
can potentially be used to wrest these objects from the owner’s grasp dark to frustrate the characters. This will-o’-wisp takes great care to ensure
it becomes invisible again at the end of its turn. Meanwhile, its invisible
7
Quests of Doom 4
counterpart functions as the literal spark, as its electric touch sets the peat If the characters encounter the trio near a residence, the monsters keep a
ablaze (see the “Peat Fire” in Appendix C to adjudicate its effects) which, watchful eye from afar then attack after the characters have set out again.
of course, at least momentarily renders the will-o’-wisp visible. Tactics: The bog beasts attack in a mad frenzy, lashing out at the characters
They disregard spellcasters and instead focus their attention on their with their claws. If they slay one of the adventurers, they drag that individual
fellow airborne adversaries and creatures armed with ranged weapons, away from the battle for later consumption. They fight ferociously, as long as
especially if either potential target can see invisible creatures. When faced all three are still alive. If one of the brothers falls in combat, the others flee
with imminent danger, the two monsters flee at top speed in opposite when they reach half their normal hit points; if two have fallen, the remaining
directions. The will-o’-wisps have no treasure and no permanent lair. bog beast flees if possible. Otherwise, it begs for its pitiful life. The trio barks
out indecipherable grunts throughout the combat.

Eladrian the Groaning Spirit


At first blush, it appears this undead spirit holds a significant combat
Bog Fish
edge over Hamish MacDuncan, but the calculating nosferatu has fifteen Unlike most of his kin, Blowhard the grodair (see Appendix A)
proverbial aces up his sleeve in the form of his +2 crossbow bolts. When prefers exploring the vastly more interesting — in his opinion, at least —
their paths first crossed years ago, the newly created pair of undead shallower channels and patches of soggy earth within the Wytch Bog to
combatants squared off against each other for supremacy over the deeper waters and jagged coastlines. Though his exact age is unknown,
region. Eladrian (groaning spirit, see Appendix A) prevailed in their many humanoid residents insist stories about the odd creature reach
initial encounter, forcing the nosferatu to flee to his grave. However, the back through the generations and may even predate Hamish’s arrival
insubstantial spirit’s inability to grasp physical objects prevented her on the scene. The nomadic beast aimlessly meanders across the land,
from finishing the deed. Hamish regenerated the following evening, and haphazardly displacing immense volumes of water during the course of
in a well-planned rematch several nights later, the sullen elf spirit felt his random travels. The domain’s denizens avoid the generally docile-but-
the burning sting of the vampire’s enchanted crossbow bolts. From that absentminded grodair. Blowhard leaves an unmistakable trail of shallow
moment forward, the pair settled into an unspoken truce. Eladrian accepts bogs and saturated ground in his wake, leading explorers who succeed on
her adversary’s supremacy and instead focuses her wrath on sentient, a DC 12 Wisdom (Survival) check to notice an unnatural cause for the
living creatures who wander into the Wytch Bog. soaking trail.
Tactics: The vengeful spirit attacks only living sentient creatures who Development: Blowhard blissfully frolics about in his muddy pool,
venture a quarter mile beyond the northernmost swamp dweller residences. oblivious to everything going on around him. If the characters attack the
Eladrian can move about during the day, but she prefers attacking at night grodair, he fights back with his water blast ability and then engages the
when she can use her keening ability. Whenever she spots a suitable characters in melee combat. Otherwise, adventurers who approach the
target during the day, she follows her prey from a distance and waits for creature in a non-hostile manner encounter an optimistic and shortsighted
darkness. She then swoops down from the skies and unleashes her keening conversationalist — provided the parties share a common language.
to affect the greatest number of targets. In addition to withstanding her Blowhard has a terrible short-term memory, so he constantly forgets
wail, her adversaries must also stave off her fear aura. She then wades the characters’ names or the overall gist of their discussion. However, the
into combat with her incorporeal melee attack. She never retreats and grodair’s long-term recollection dramatically improves when asked the right
continues fighting until destroyed. questions. He expresses reservations in regard to talking about Hamish,
yet if the speaker succeeds on a DC 14 Charisma (Persuasion) check, the
magical beast laments the resident nosferatu has physically deteriorated

Random Encounters over the years. He admits he was not present when Hamish perpetrated the
massacre centuries ago, but he warns characters that the restless spirits of
many victims haunt the brackish ponds in the Wytch Bog. Blowhard also
In contrast to the freeform encounters described above, the random recalls he once saw Hamish transform into a swarm of centipedes after a
encounters appearing here are spontaneous events that happen by chance hard-fought battle and then crawl through an old, hollowed out tree stump
rather than as the result of deliberate actions taken by an intelligent being. and into what he presumed was a subterranean cyst adjacent to a pond.
The characters have a 20% chance per mile traveled in the Wytch Bog of After this utterance, the easily distracted grodair realizes he divulged too
participating in one of the following encounters. If the characters travel much information and refuses to say anything else about Hamish or where
along a path made by the residents, there is no chance of stumbling across this incident took place. Characters who successfully intimidate Blowhard
a terrain hazard. In addition to the encounters presented below, you may or magically compel him to go into greater detail about that particular event
supplement them with, a random wetlands’ encounter table from another are disappointed to learn he cannot remember the precise location other than
source, or other encounters you create that are appropriate to the situation. somewhere in the Wytch Bog.

Aerial Assault Broken Soul


Hamish’s skeeters continuously soar above the decaying landscape Years of abuse at the hands of her husband battered the youthful Leila
in search of more victims. The marginally intelligent creatures Dumaio (see Appendix A) into a broken husk. The loving mother refused
indiscriminately attack anyone they see on the ground. They use their to risk harming her daughter, Emma, by leaving her behind with her
Flyby ability to quickly retreat after attacking. They continue the assault tyrannical father or by fleeing into the untamed Wytch Bog with the small
until they kill their opponents or their opponents slay them. child. The situation remained unchanged until 2 weeks ago, when skeeters
descended from the sky and attacked the young girl just outside her door

Beast or Famine in broad daylight. Suddenly robbed of the only source of joy in her life,
the distraught mother came to the conclusion that some god had cursed
her to endless suffering. She embraced agony in the same manner she
While the Wytch Bog teems with the malevolent spirits and animated
once held her only child, transforming her into a broken soul.
corpses of Hamish’s long-dead victims, 3 bog beasts also stalk the
She turned her wrath toward the man who subjected her to
desolate wetlands in search of game creatures and human prey. At first
immeasurable torment and began to lace his meals with certain poisonous
glance, the oafs look as though they would be no match for any of the
herbs she gathered in the swamp. Overcome with violent convulsions and
undead haunting the Wytch Bog. Despite their physical strength, they
continuous spasms, Leila’s husband eventually took his own life. Free
are susceptible to fear effects and have a limited ability to harm flying
from her weighty yoke, the broken soul abandoned her home to wander
opponents. Hamish uses the barely intelligent creatures to do his work
through the Wytch Bog on her quest to bring misery to all who cross her
during the daytime for tasks the skeeters are unsuitable to perform.
path. The woman lacks any stealth and possesses little knowledge on how
8
Forgive and Regret
to survive in the wild, thus virtually guaranteeing that the characters get
the drop on her. In the unlikely event Leila spots the characters first, she
casts alter self to alter her looks. It takes a successful DC 10 Wisdom
Restless Souls
(Perception) check to spot her, and a successful DC 12 Dexterity (Stealth) The ghastly reminders of Hamish’s infamous deed are visible
check to avoid her notice. throughout the Wytch Bog. Stray bones, personal mementoes, and shreds
Tactics: When the characters first see her, they must resist her Baleful of clothing line the edges of most stagnant ponds in the accursed parcel of
Gaze special attack. The newly born broken soul retains some of her wetlands. These objects, however, can never fully reveal the abject terror
mental faculties despite the intense pain wracking her shattered body. the victims experienced during their final moments. These raw emotions
Leila lies about the effects of her Baleful Gaze. She claims foul magic stir the dead back into existence as undead monstrosities. In this case, 4
taints the land causing her current appearance. If one of the characters fails swamp mummies (see Appendix A) rise from the peaty graves to batter
to make a successful DC 13 Wisdom (Insight) check the ruse works and the living. Their unearthly moaning frightens off the indigenous animals
she tells the adventurers she barely survived an attack by flying monsters in their surroundings, leaving that particular stretch of wetlands even
that took the lives of her daughter and husband. If the characters take her more barren than normal. They focus their attention on slaying any living
bait, Leila nonchalantly tries to place her hand on one of their shoulders in creatures who cross their paths. The mummies move across the bog with
an apparent gesture to seek comfort. Her real goal is to use her Torturous remarkable ease. It takes a successful DC 15 Wisdom (Perception) check
Touch attack on that individual. Regardless of whether she succeeds or to notice them, while the characters must succeed on a DC 17 Dexterity
not in any of the preceding ploys, the vicious monster then unleashes her (Stealth) check to avoid detection. The swamp mummies attack on sight.
Agonized Wail attack when the characters see through her charade. Tactics: In melee, they surround and gang up on one opponent in
Leila prefers to rely upon her Torturous Touch attacks, spells, and an attempt to beat their target into a bloody pulp. If they succeed, they
necklace of fireballs. If she gets an opportunity, she bolsters her defenses attempt to drag fallen foes into one of the many peat-filled ponds in the
by casting mage armor and will use shield as a reaction. The monster vicinity to let them join in their undeath. The swamp mummies fight until
can provide no additional useful information about Hamish or the Wytch destroyed.
Bog in general. If reduced to less than one-quarter her normal hit points, Treasure: One of the monsters wears a lapis lazuli necklace worth 250
Leila attempts to flee using expeditious retreat to increase her chances gp, and another keeps four pearls each worth 100 gp in a weathered pouch
of escape. Up until then, she revels in inflicting as many opponents as wrapped around an exposed rib. Finally, one carries a chime of opening.
possible with excruciating pain.

Sink, Sank, Sunk


Burning Bush Sinkholes are a constant menace in the wetlands, and the Wytch Bog
Peat fires are a constant danger in the Wytch Bog. The slowly is a prime example of the danger these hazards present to travelers. As
simmering conflagration can rage for decades, generating massive plumes described in Appendix C, it takes a successful DC 10 Wisdom (Survival)
of choking, black smoke that obscure vision and impairs breathing. The check to determine if a particular area is conducive to the creation of
flames alone pose a significant hazard to adventurers. However, when the sinkholes, and a successful DC 13 Wisdom (Survival) check to spot
intense heat chars the leaves and branches of the poison sumac shrub, the one before entering the dangerous, unstable terrain. Characters who
pairing makes for a deadly combination. As described in Appendix C, the fail to notice the sinkhole walk 1d6 feet past the edge before the ground
burning residue irritates the lining of the lungs as well as the skin, making gives way and tumbles into the subterranean abscess unless the creature
for a very painful and unpleasant experience. To make matters worse, the succeeds on a Dexterity saving throw (base DC 10 + 1 per foot beyond the
dense smoke makes it difficult to locate the fire’s source through the haze. sinkhole’s edge). It is possible for two or more creatures to simultaneously
It takes a successful DC 18 Wisdom (Perception) check to determine a fall into the same sinkhole. In this adventure, sinkholes measure 20 feet
shrub stands in the middle of the roaring blaze. If a character can see the in diameter and descend to a depth of 60 feet, thus dealing 6d6 points of
poison sumac shrub, it can be identified correctly with a successful DC falling damage.
10 Intelligence (Nature) check or appropriate Profession check, such as
gardener or herbalist. The poison sumac’s smoke extends to a maximum
range of 200 feet downwind and a mere 50 feet upwind. It reaches a Snake, Rattle, and Crawl
maximum range of 100 feet everywhere else.
Due to their acidic nature, bogs lack the biodiversity present in other
wetlands. Many of the reptile species present in warmer and more-
Giant Trouble hospitable environments cannot survive in this harsher and cooler climate.
Nonetheless, a handful of hardy snakes thrive in this damp terrain. When
The recent arrival of a nomadic marsh giant (see Appendix A) has the characters stumble upon one or more of the habitat’s native snakes
changed the power dynamic of this portion of the Wytch Bog somewhat. you may consult Table 1, which appears in Appendix C, to determine
Despite his enormous size, the marsh giant moves through the bog with the species of snake encountered. In general, the characters run into a den
tremendous agility. The giant is a natural hunter who can be detected only of 1d6+2 poisonous snakes, though in the case of the tiger snake, the
with a successful DC 17 Wisdom (Perception) check. Likewise, he is number is reduced to 1d6 poisonous snakes. Appendix C also contains
particularly adept at spotting a potential meal, so it takes a successful DC the precise effects of the venom from the snakes listed in Table 1. You
16 Dexterity (Stealth) check to move past him unnoticed. When he spots should use those to replace the standard poison that is associated with the
potential prey, the giant conjures a fog cloud around his foes’ allies and poisonous snake stat block.
then hurls a rock at his chosen target before wading into melee. Slain foes
are carried deeper into the bog where he can devour the meal at his leisure,
using fog cloud to cover his escape. If the characters thwart his plan to
divide and conquer, the savage giant fights until reduced to one-third his Set Encounters
normal hit points, at which time he attempts to flee, using fog cloud to
cover his route. The adventure’s set encounters take place at specific locations identified
on the map of the Wytch Bog. The residences scattered throughout the
southern portion of the region are addressed collectively rather than
individually with the exceptions of those homes that contain one or more
of Hamish’s specific targets. These locales appear as areas B, D and S.
Other set encounters not associated within a particular homestead are
described in the following section as well and correspond to an area on
the Wytch Bog map.

9
Quests of Doom 4
the only hope for her progenies’ continued success. She tells the characters
B. Banquo Residence her grandfather told her Hamish’s grave lies beneath a peat-filled pond in
a remote corner of the Butcher’s Bog and the subterranean mausoleum
After the untimely disappearance and presumed death of her husband is accessible only through the hollowed-out stump of a petrified tree. If
Montague, Serena St. Worte née Banquo (CN female human commoner) the characters succeeded on their Charisma (Persuasion) check by 5 or
and her young daughter Sybelle St. Worte (N female human commoner) more, the matriarch also explains that three clusters of moss-covered trees
returned home to live with her brother Huc Banquo (LN male human surround the pond. Despite these details, she cannot tell the adventurers
scout). The terrible event transformed the formerly doting mother into a the pond’s exact location.
carefree hedonist who spends her nights seeking pleasure and company
in the homes of others. Her recent behavior lends credence to the false
rumors about her infidelity during her marriage. The stern Huc greatly
resents his sister, as the childrearing responsibilities for his 6-year-old F. Forested Copse
niece now fall squarely upon his shoulders. On those rare occasions when Small trees along with a mix of woody shrubs grow throughout the
she is home, the surly disciplinarian always clashes with the nonchalant
Wytch Bog. The copses typically cluster close to the open ponds, where
Serena in regard to Sybelle’s upbringing.
they provide a continuous source of moss for the ponds that collect and
The same attitudes also extend to other family matters. Huc proudly
boasts that the Banquo family predates all others in the area, making him, sequester rainwater. Each individual square within this particular area
at least in his mind, the pre-eminent authority in the region. By comparison, contains typical trees, light undergrowth, heavy undergrowth, or shallow
Serena has little interest in her living relatives, let alone dwelling upon her bog. There are no deep bog squares at these locations.
long-deceased kin. While most residents shun strangers, Huc Banquo loves

G. Hamish’s Grave
to tout his ancestors’ accomplishments, most notably their prominent role
in aiding Hamish MacDuncan to commit his infamous atrocity, and going
so far as to claim that his fourth-great-grandfather actually participated in
the slayings. Despite the glee in his voice when discussing his forebears’ Hamish’s final resting place lies in the northwest corner of the Wytch
deeds, the misguided bragging centers on his family’s close ties with Bog, shielded on three sides by trees and undergrowth. Though it would
Hamish MacDuncan rather than deriving any pleasure from his crimes. seem the nosferatu deliberately chose the isolated locale in the northeastern
If the characters indulge his fanciful musings, he divulges that Hamish corner of a stagnant pond, his grave’s placement is a wild stroke of luck.
uses several enclosed structures spread throughout the Butcher’s Bog as His vengeful killers hurled his coffin into the newly formed pond, where
waystations to avoid exposure to sunlight during his travels through the it sank to the bottom and settled beneath layers of accumulated peat. The
region. The crude stone buildings consist of an open entryway that leads subterranean grave is accessible only through the hollowed-out trunk of a
into a dark, windowless room, protecting the occupant from sunlight. A petrified tree. Hamish enters and exits the 4-inch-diameter wooden tunnel
black cloth curtain can be drawn across the portal to completely block all in his centipede or spider swarm form. There are always 2 skeeters flitting
light from entering the shelter. His recollection of their exact whereabouts about the stagnant water above his grave. When the characters happen
leads the characters to within a half mile of each redoubt. upon the scene, you may read or paraphrase the following description.

D. Dugier Residence Two flying abominations with translucent insect wings, a


The fraternal twins Aemoux Dugier (N male human commoner) and segmented body, and six legs buzz over a muddy pool of fetid
Synesse Dugier (CG female human commoner) share their residence with water. The monsters possess a barbed, spear-like proboscis.
the family’s wizened matriarch, their geriatric grandmother Lycelle Motté In addition to their insect features, they also have atrophied
(LE female human commoner). The siblings harvest peat from the land arms with gnarled humanoid hands, and a grotesquely
and fish for eels in the pond several hundred yards from their residence. twisted humanoid face with compound eyes, suggesting they
Despite her infirmity and mild dementia, the woman wields absolute are some strange amalgamation of insect and human. As if
authority over her grandchildren. The unfriendly and gruff senior never these monstrosities were not unsettling enough, skeletal
leaves her spacious bedchamber on the dilapidated second floor, leaving human arms and skulls covered with leathery, preserved
Aemoux and Synesse to act as her intermediaries. Conversations with the skin protrude from the muck beneath their flight path. The
socially awkward Aemoux can be tedious and frustrating. He displays no gnarled remnants of a hollow stump stand at the water’s edge.
knowledge of the outside world beyond his family’s little corner of the
Wytch Bog. On the other hand, his sister revels in procuring and spreading
local gossip, though Hamish’s archaic affairs and the recent emergence The skeeters immediately attack any creature approaching Hamish’s
of Hamish’s skeeters fail to capture her imagination. Instead, she dwells grave and fight to the death in its defense. When the characters defeat the
on rumors pertaining to alleged trysts between married and unmarried
nosferatu’s protectors, the characters must then devise a way to enter the
residents, including a supposed affair between Artur St. Worte and his late
underground crypt in order to vanquish Hamish. The pond is a mere 3
brother’s widow, Serena St. Worte.
While her younger grandchildren are oblivious to the recent attacks and feet deep, but the brown water filling the reservoir proves impenetrable to
their family’s connection to Hamish’s atrocity centuries earlier, the bond normal vision. If the characters extract any of the leathery cadavers from
between her ancestors and the land’s nosferatu are never far from Lycelle’s their final resting place, they are extremely old, though well preserved by
mind. Characters who request an audience with the family’s matriarch the bog, and consist of 15 bodies in total: 4 men, 6 women and 5 children.
must succeed on a DC 16 Charisma (Persuasion) check with Aemoux Finding Hamish’s grave isn’t enough. Gaining access to the subterranean
or a DC 12 Charisma (Persuasion) check with Synesse. In this case, the hollow is another matter. The vampire enters and exits through a narrow,
younger Dugier escorts the group into Lycelle’s personal quarters, where 4-inch-diameter wooden tree stump that descends 5 feet below the surface,
they meet with the elderly woman. However, gaining access is only half opening into a subterranean chamber. He can accomplish this feat only
the battle. Like most of her kin, Lycelle detests outsiders, thus it takes a while in centipede or spider swarm form. Likewise, the adventurers may
successful DC 20 Charisma (Persuasion) check to win her favor. If the use a gaseous form spell or similar magic to fit into the tight spot and then
characters gain some measure of her trust, Lycelle relays that her fourth- shimmy down the hollow. Despite the character’s diminished size, he or
great-grandfather, Patrick Motté, was an influential voice supporting she may still succeed on a successful DC 10 Strength (Athletics) check to
Hamish’s deportation plan. She strongly believes that the despicable avoid plummeting 10 feet to area G1.
Patrick encouraged Hamish to outright kill the refugees, which she insists
accursed her family for generations to come. She laments that Synesse and
Aemoux are the last of her line, claiming the nosferatu’s destruction offers
10
Forgive and Regret
bodies into these waters. Their suffering was so great, 3 unrequited (see
G1. Hamish’s Grave Appendix A) coalesced at the spot. Though these undead pose no threat
to Hamish, they attack living creatures on sight.
The stench of damp earth, fetid water, and rotting organic The monsters’ affinity for suffering and their corrupting influence
matter is almost overwhelming upon entering into this fouled the waters. However, Hamish was the missing ingredient that
cramped, 6-foot-high, dripping subterranean chamber. A finally gave rise to the skeeters. The combination of these two components
warped wooden coffin rests on the floor near the center of duplicates the effects of a hallow spell that affects the pond’s southeastern
the room. The casket’s lid lies propped up against its side. edge, turning the area unholy. The magical aura emitted by this potent,
Although partially filled with mud and peat, the glint of gold evil magic is an important clue that something untoward affects this
can still be seen beneath the dirt and debris. area. A dispel magic spell cast in the same area negates this effect and
prevents any more skeeters from springing to life as long as Hamish and
an unrequited do not return to the accursed site. If both come back here,
Hamish’s tactics depend upon the circumstances of his likely final the hallow effect is restored and the skeeters re-emerge from the pond at
encounter with the characters. If he arrives here within 1 hour after being a rate of 1d2 per week.
reduced to 0 or fewer hit points, his fast healing special ability does not Tactics: Like Eladrian, the tormented incorporeal spirits can use their
function until he rests in his coffin for 1 hour. The nosferatu is completely lifesense supernatural ability to locate any living creature within 60 feet.
helpless in this state and the characters can incapacitate him by driving When they detect any humanoid presence, the creatures immediately
a wooden stake into his heart. Otherwise, a rejuvenated yet cornered rush toward the source. Creatures that can see the unrequited are often
Hamish resorts to almost any means to survive and see his plan to fruition. overcome with feelings of sorrow and despair; therefore, any non-
His first line of defense, regardless of his predicament, is his mudlord undead creatures within 60 feet of an unrequited must succeed on a DC
ally. It fights to the death to defend Hamish. The creature is indistinguishable 15 Wisdom saving throw to avoid being incapacitated for 1 minute. The
from an ordinary pile of mud because of its False Appearance trait. unrequited then resort to Chilling Touch attacks, dealing cold damage and
Therefore, it takes a successful DC 25 Wisdom (Perception) check to slowing those that they touch. The vengeful apparitions have no concerns
notice something amiss about the muddy patch of earth adjacent to the regarding their personal safety, thus they continue to assault their enemies
coffin. When the characters approach within 10 feet of Hamish’s coffin, until one side completely falls.
the amorphous monster reassumes solid form and attacks. Treasure: The tainted pool also contains a forgotten treasure cache that
Tactics: The outsider hurls mudballs at his targets or bashes the lies in a murky section of shallow water near the pond’s southeastern edge.
trespassers with his slam attacks. The pair may work in concert to flank Locating the sealed stone jug partially buried in the thick mud requires a
common opponents or to focus their assaults upon a blinded or otherwise successful DC 17 Wisdom (Perception) check. The jar contains 1,508 gp, a
incapacitated foe. Likewise, Hamish leaves the mudlord to deal with scroll of dominate person and an devilish doorknocker (see Appendix D).
characters armed with garlic, mirrors, and other items that keep the
nosferatu at bay. The mudlord refuses to cede its territory to the interlopers,
thus prompting it to battle to the death. On the other hand, Hamish never N. Nixie Parade
demonstrates the same loyalty. If clearly losing the fight, Hamish attempts
to flee, if possible, by assuming swarm form and escaping back outside Three weeks ago, Hamish’s skeeters slew the reclusive Ewan Lacour
through the hollow tree trunk. When he reaches the surface, he tries to fly as he picked berries just outside his door. Over the years, the old man
away from the fray as a bat swarm if daylight doesn’t prevent him from succeeded wildly at only one endeavor — getting others to despise
doing so, though he will surely return to haunt the characters in the future. him. The crotchety septuagenarian rubbed everyone the wrong way. He
Treasure: Hamish’s coffin contains 3,985 gp, 2,089 sp, eight 250 gp constantly squabbled with his neighbors, making unfounded, paranoid
sapphires and two 1,000 gp diamonds. In addition, he also has a wand of accusations that they stole his stores of food while he slept and even
magic missiles, a staff of the woodlands, and a wand of the war mage +1. once claimed they magically compelled the indigenous birds to sing too
loudly outside his door. As a whole, the community shunned the hermit.
Therefore, when the skeeters killed him, no one took notice, which opened
H. Hail Hydra the door to 8 bog nixies (see Appendix A) from the nearby pond. With
Ewan dead, the malevolent fey moved into the residence, disguising
This nine-headed hydra (see Appendix A) splits its time between themselves as a jovial couple and their 6 children. All too familiar with
wading in its foul-smelling pond devouring the abundant fish and eels their human nemesis, the creatures claim they are Ewan Lacour’s long-
and hunting larger game animals in the trees and vegetation adjacent to its lost son Sian, Sian’s wife, and 6 orphans they have found and raised over
pool. The monster is too big and stupid to attempt to conceal its presence. the years. When the characters meet Sian and his family, they find them
On land, it lumbers through the undergrowth toppling and crushing every whistling and singing as they go about their chores, as if they had no cares
obstacle in its path, while in the pond its movement creates constant in the world.
splashing and ripples, making its location readily apparent. However, it Instead of perpetrating an elaborate ruse, the phony family’s patriarch
has a knack for spotting its prey. It takes a successful DC 20 Dexterity acts jubilant at the approach of visitors and calls his “family” out to gather
(Stealth) check to avoid detection. round and greet them. When the troupe musters around him, he extols
The hydra immediately attacks anything that looks even remotely them to entertain the newcomers with a cheery tune. Acting as the octet’s
edible. It lashes out with its multiple heads, concentrating its ferocious chorus leader, Sian leads the 8 bog nixies to unleash their Lure ability.
bites on one or two opponents. The monster fights until destroyed, The nixies attempt to lead captivated characters to the nearest bog pool
confident it will simply regenerate when its foes depart. This is especially to lure them into the deep bog by swimming out ahead of him. Unless the
true if the characters exclusively pummel the creature’s body but ignore its adventurer fears water, the pond does not appear to be a dangerous locale
multiple heads. However, if the characters use fire or acid, the creature’s that would entitle the entranced creature to a second saving throw against
survival instinct kicks in, and it does everything possible to flee when the effect. The nixies then attempt to leave the bogged-down character and
reduced to 3 heads or less. pepper him from afar with their light crossbows.
Treasure: A past victim of the hydra’s lost a leather pouch in its pool. Meanwhile, characters who successfully saved against the captivating
It can be located with a DC 17 Wisdom (Perception) check. It contains 8 song must next withstand a barrage of charm person spells to lead them
garnets (100 gp each) and a stone of good luck. into the treacherous terrain of the bogs as well. If these magical effects
fail, they flee to the nearest pond to hide in the murky depths until the
characters have gone away. They can remain underwater indefinitely.
K. Skeeter Breeding Pool Slain bog nixies revert to their true form.
Treasure: The bog nixies carry eight 100-gp pearls, a conch horn worth
On this spot centuries ago, the callous soldier systematically butchered 25 gp, a pearl of power and an amulet of health.
22 mothers and their children. After he finished the deed, he tossed their
11
Quests of Doom 4
from humanoid contact. Those who hunt these game animals must do so in
P. Pond the wilds of the Wytch Bog generally at least several hundred yards away
from the closest manmade structures.
The reservoirs of stagnant water spread throughout the Wytch Bog are Most homes consist of one floor with a partial stone foundation spread
the wetland’s defining feature. Thick layers of stratified peat along the over a wide area. Homes have only one entryway and no windows. Homes
pond’s underwater surfaces function like a modern pool liner. The ponds are lit by smoky peat-burning lanterns to keep the worst of the insects
collect precipitation and sequester the rainfall from entering groundwater at bay. There are 23 residences spread throughout the region, making it
systems while also preventing water runoff and groundwater from impossible to detail every one of them. Instead, you may populate any
seeping into the pond. The decaying organic material gives the water a given abode with one of the families briefly described in the accompanying
brownish tinge that impairs underwater vision. Furthermore, the acidity side box or create interesting individuals of his own design.
inhibits plant growth other than simple plant organisms, such as algae,
which often floats atop the water’s surface. The ponds contain light
undergrowth, shallow bog, and deep bog. There are no typical trees and
heavy undergrowth in these locales, though they may be encountered
S. St. Worte Residence
along the ponds’ edges. Life in the Wytch Bog is harsh, and tragedy takes a toll on every family
Hamish dumped many of his victims in these ponds. If the characters in this rugged environment. Yet even by the wetland’s brutal standards,
search any of these watery graves, they find 2d4 leathery corpses with a the St. Worte family seems especially unlucky. The 39-year-old Artur
successful DC 15 Wisdom (Perception) check. There is a 50% chance a St. Worte (N male human commoner) is the last surviving child of his
mummified body still has 5d6 gp worth of random items on its person, with parents’ 11 offspring. He watched as disease, accidents, and suicide
no more than 20% made up in actual coins. If the characters examine any decimated his siblings and parents over the years. His only remaining
of these cadavers, a successful DC 18 Intelligence (Investigation) check brother Montague disappeared and was presumed dead 7 months ago after
confirms they died a violent death. These injuries include stab wounds, straying into the deeper bog in pursuit of a deer. An exhaustive search
ligature marks around the neck, and slashing wounds to the throat. turned up only a severed forearm and hand bearing the elder sibling’s
distinctive physical feature, a deformed tip on his right index finger. Even
his beloved wife Mary could not escape calamity, as she died 8 years
R. Residences earlier after contracting a mysterious illness that ravaged her body for
nearly a year before finally taking her life.
The men, women, and children who troll the ponds for fish and cut The endless succession of heartbreak has left Artur a broken man. He
peat from the earth dwell in sturdy wooden and stone homes scattered wallows in his misery, spending his days tilling his fields for food and
throughout the southern portion of the Wytch Bog. A handful of these selling blocks of peat to Burgess Woolcroft, a traveling merchant whom
abodes date back several centuries, but most are less than 100 years old. he considers his only friend. After laboring on his land during the day, the
Wild berry patches and small animals such as raccoons, grouse, cranes, and elder St. Worte drinks himself into a stupor every evening. If not for his
myriad amphibians and reptiles are commonly found in close proximity to son Willem St. Worte (LN young male human apprentice mage), Artur
most of the homes. Larger game animals such as deer and moose shy away would almost certainly sink into a perpetual alcoholic haze. Artur’s love

Residents
Dunleve Family Ramsay Family
Orphaned 5 years ago, 15-year-old Maisie Dunleve (NG female Ian Ramsay (N male half-elf apprentice mage) (see Appendix
human commoner) and her 13-year-old brother Wallace Dunleve A) shares this residence with his younger siblings Creigton Ramsay
(NE male human bandit) live with their uncle Gervin Dunleve (CN (LN male half-elf commoner) and Sorcha Ramsay (N female half-elf
male human commoner). The lifelong bachelor is ill-suited to rear his commoner). The trio — all unmarried and approaching middle age
unruly niece and nephew, whom he mostly ignores and allows to run — lead a pastoral lifestyle hunting game and gathering wild berries
amok while he hunts grouse and other game birds. Maisie demonstrates and other edible plants. Their deceased parents, a male elf and female
some measure of restraint, stopping short of committing any overtly human, experienced racism firsthand when they married and started
criminal acts, unlike her temperamental and devious younger sibling their family five decades ago despite the fact they were both born and
who indulges nearly every mean-spirited whim that pops into his mind. reared in the Wytch Bog. Now the trio derives some guilty pleasure
Even Maisie fears her brother is spiraling out of control, prompting the from recent developments inflicting what they see as just deserts upon
young woman to beg her uncle to exert some discipline. To date her their bigoted neighbors.
efforts have been ignored.
Verien Family
Adoc Family In a strange coincidence, sisters Elise (NG female human commoner)
The 53-year-old Bertran Adoc (LG old male human scout) is the and Fiona (CG female human commoner) married brothers Errol
rigid yet loving head of this family. His older son Torqil Adoc (CG Verien (N male human scout) and Finlay Verien (LN male human
male human commoner) shares his father’s ideals on the topics of veteran). The couples, all in their twenties, share the home that
righteousness and respecting the land, but resists his father’s efforts to belonged to the women’s parents before their untimely demise 6 years
transform him from an unmotivated lad into a hard worker. Instead of earlier during an outbreak of plague. Elise is 6 months pregnant with
toiling in the fields, the whimsical young man prefers to turn ordinary Errol’s child, while Fiona and Finlay wed only a few weeks earlier.
clay into beautiful amphorae. Torqil’s younger brother Alec Adoc (LN The quartet harvests rare herbs from the surrounding vegetation, using
male human acolyte of Vanitthu) and his mother Collodena Adoc (LN the plants to concoct a variety of questionable poultices and brews.
female half-elf veteran) share the patriarch’s devotion to Vanitthu However, there is no doubting the efficacy of the pungent garlic bulbs
and stern authoritarian outlook. Bertran keeps the peace between growing in a small garden outside their door. Elise’s pregnancy spurred
his impulsive older child and his strict younger child and the man’s the idea of strategically positioning the plants to grant an added line of
equally firm wife. defense against the land’s unwelcome nosferatu, especially in light of
recent developments.

12
Forgive and Regret
foregoes combat and escapes into these tiny warrens where his swarm
form can spread out and sit tight to wait out any intruders. He remains
Luci St. Worte’s Diary Entry in swarm form underneath the surface until the sun sets. When darkness
falls, he returns to the surface through a drain or one of countless tiny
“Disgusting wretches. Heaving, moaning, crying, sobbing. vermin burrows scattered 2d20 feet outside the redoubt.
Hamish MacDuncan spoke with us yesterday about them and Hamish MacDuncan is a nosferatu (see Appendix A) with the
offered a noble solution. He would lead them somewhere out of following additional features and equipment that increases his challenge
our sight. Good riddance I say. They seem less than human in every rating to 11 (7,200 XP):
way. My husband and I offered to help him in his noble quest. I • Hamish wears a wyvernhide breastplate (see Appendix D) that increas-
told him about a pond and patch of land northwest of our home that es his AC to 18.
might be conducive for his purposes. He smiled and thanked me
• He has 143 (22d8 + 44) hit points.
for the assistance. They cannot be gone soon enough. I am carrying
my own child and cannot worry about those that refuse to help • He has a +6 bonus to the Charisma (Intimidate) skill.
themselves. I trust that Hamish will help us and bring this matter • He wields a baleful flail (see Appendix D) and a +1 heavy crossbow
to its just end.” with 15 +2 bolts.
• He possesses a potion of invisibility and a potion of flying.
for his only child is the only impetus keeping him going every day, albeit
in his diminished state.
Artur dwells more on the loss of his immediate family than on the
actions of his ancestors. The man has no interest in speaking with outsiders
about his distant lineage except to casually remark that some unforeseen
Ending the Adventure
blight hangs over his house. On the other hand, the well-read Willem takes Destroying Hamish ends the imminent threat to the people inhabiting
great interest in his parentage. He tirelessly scours through his extensive the Wytch Bog, but they remain in tremendous peril. If the characters
collection of dog-eared journals and crumbling diaries in his spare time. The did not defeat Eladrian or the will-o’-wisps, these monsters rush forward
youngster happily shares his discoveries with complete strangers despite his to fill the power vacuum Hamish left behind. Now free to move about
father’s protestations. One diary in particular greatly interests him. Written and attack the residents without restrictions, the monsters seemingly
by Luci St. Worte roughly 200 years ago, the battered book consists of mad release decades of pent-up frustration in violent fashion. Within mere
ramblings and indecipherable scrawls except for a single page that Willem hours of Hamish’s destruction, the now purposeless elf spirit makes her
happily shares with anyone who takes interest in his studies. It is impossible way across the land, mercilessly slaying anyone she encounters. On the
to note the date of the entry, but its subject matter and language indicates other hand, the pair of will-o’-wisps takes a less aggressive approach.
Luci wrote it contemporaneously with the massacre. Though they do not immediately attack the residents, the duo becomes
Willem concludes that the passage references Hamish’s atrocities more opportunistic with Hamish’s restrictions now lifted. They have no
in addition to implicating Luci and her husband in his despicable plan. love lost for Hamish, so they take no actions against the individuals who
Questions about the mysterious parcel of land Luci references in her diary destroyed him. However, everyone in the Wytch Bog is now a potential
passage go unanswered as neither Willem nor his father ever venture victim as the creatures step up their frightful attacks in the days and weeks
beyond their property lines, especially these days. Furthermore, they never ahead. Given this set of circumstances, it is almost certain the characters
interact with Hamish, so they can provide no direct knowledge about him. must deal with these threats, particularly Eladrian, before departing the
Wytch Bog for good.

T. Redoubt
Unable to travel about during daylight, long ago Hamish constructed
three solid stone structures that offer him temporary refuge from the sun’s
Appendix A:
rays. When the characters happen upon one of these buildings, you may
read or paraphrase the following description. New Creatures and NPCs
This squat 10-by-10 bunker has windowless walls made Apprentice Mage
from loose stone joined together by dried mud and crude
mortar. Wooden beams, reeds and dried mud rest atop the Apprentice Mage
stone walls to create a solid roof. A short opening on the south Medium humanoid (any), any alignment
face is the only visible entrance to the makeshift shelter. A Armor Class 10 (13 with mage armor)
thick, black curtain is drawn across the entrance. Hit Points 9 (2d8)
Speed 30 ft.
If the characters succeed on a DC 19 Wisdom (Perception) check, they
notice 5 small holes in the floor, covered by a metallic grid. STR DEX CON INT WIS CHA
If Hamish MacDuncan is unaware the characters entered his domain, 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 11 (+0)
there is a 10% chance of encountering him inside a redoubt while the sun
is in the sky. However, the 1d2+1 skeeters that always accompany him Skills Arcana +4, History +4
keep a vigilant watch on the surrounding area. When intruders approach Senses passive Perception 10
the redoubt, they swoop down from the heavens and attack the trespassers. Languages any one language (usually Common)
Adventurers who slay the skeeters and enter the redoubt have the startled Challenge 1/4 (50 XP)
vampire at a significant disadvantage. Unable to flee outside, Hamish
initially stands and fights, taking up a defensive position in one of the near Spellcasting. The apprentice mage is a 1st-level spellcaster.
corners to prevent any accidental exposure to sunlight. When the battle Its spellcasting ability is Intelligence (spell save DC 12, +4
turns against him, the vampire transforms into a swarm of centipedes and to hit with spell attacks). It has the following wizard spells
makes for one of the drains. He then descends into a pipe and flees into prepared:
countless vermin warrens spread beneath the redoubt. In similar fashion, Cantrips (at will): fire bolt, mending, prestidigitation
whenever the characters start to block up the pipes, he immediately 1st level (2 slots): burning hands, mage armor, shield
13
Quests of Doom 4
for the following spells:
Actions 3/day: augury, bestow curse, fog cloud
Marsh Camouflage. The giant has advantage on Dexterity
Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach (Stealth) checks made to hide in marshy terrain.
5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) piercing
damage.
Actions

Bog Beast Multiattack. The marsh giant makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft.,
This creature appears as a large, shaggy, fur-covered humanoid with one target. Hit: 18 (3d8 + 5) bludgeoning damage.
clawed hands and feet. Two, long, upright tusks protrude from its mouth. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft.,
Its eyes are dull brown and its fur is brownish-yellow. one target. Hit: 28 (4d10 + 5) bludgeoning damage. If the
target is a creature, it must succeed on a DC 15 Strength
saving throw or be knocked prone.
Bog Beast
Large monstrosity, neutral
Armor Class 13 (natural armor) Groaning Spirit
Hit Points 76 (8d10 + 32)
Speed 30 ft. This translucent figure resembles a beautiful elven female with delicate
features. Her eyes burn with a crimson flame and her hair is a tangled
mess of its former beauty.
STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 18 (+4) 5 (-3) 12 (+1) 9 (-1)
Groaning Spirit
Skills Perception +5, Survival +5 Medium undead, chaotic evil
Senses darkvision 60 ft., passive Perception 16 Armor Class 15
Languages — Hit Points 136 (21d8 + 42)
Challenge 3 (700 XP) Speed fly 30 ft.

Keen Smell. The bog beast has advantage on Wisdom STR DEX CON INT WIS CHA
(Perception) checks that rely on smell.
6 (-2) 17 (+3) 15 (+2) 16 (+3) 16 (+3) 18 (+4)
Actions Saving Throws Wis +6, Cha +7
Skill Perception +6, Stealth +6
Multiattack. The bog beast makes two attacks with its claws. Damage Immunities cold, lightning, poison
Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one Condition Immunities exhaustion, poisoned
target. Hit: 12 (2d6 + 5) slashing damage. If the target Senses darkvision 60 ft., passive Perception 16
is a creature, it must succeed on a DC 14 Constitution Languages Common, Elven, Sylvan
saving throw against disease or become poisoned until Challenge 6 (2,300 XP)
the disease is cured. Every 24 hours that elapse, the
target must repeat the saving throw, reducing its hit point Dispel Evil Vulnerability. If a dispel good and evil spell is
maximum by 5 (1d10) on a failure. The disease is cured used on a groaning spirit, and the spell attack successfully
on a success. The target dies if the disease reduces its hit hits the spirit, it must succeed on a Charisma saving
point maximum to 0. This reduction of the target’s hit point throw (versus the spell DC of the caster) or be destroyed
maximum lasts until the disease is cured. immediately.
Incorporeal Movement. The groaning spirit can move
Giant, Marsh through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends its
Cold, black eyes stare out from the fish-like face of this hideous green- turn inside an object.
skinned, web-fingered, and obese giant. Life Sense. The groaning spirit can innately sense all living
creatures within a 5-mile radius of it.

Marsh Giant Actions


Huge giant, chaotic evil
Armor Class 16 (scale armor) Chilling Touch. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Hit Points 147 (14d12 + 56) one target. Hit: 11 (2d8 + 3) necrotic damage and the
Speed 40 ft., swim 20 ft. target must succeed on a DC 13 Dexterity saving throw or
be knocked prone.
Keening Wail (1/Day). The groaning spirit releases a
STR DEX CON INT WIS CHA
terrible, keening wail, provided that she isn’t in sunlight.
21 (+5) 16 (+3) 19 (+4) 8 (-1) 15 (+2) 8 (-1) This wail has no effect on constructs and undead. All other
creatures within 60 feet of her that can hear her must
Saving Throws Dex +5 Con +7, Wis +5 make a DC 13 Constitution saving throw. On a failure, a
Skills Perception +6, Stealth +8 creature drops to 0 hit points. On a success, a creature
Senses passive Perception 16 takes 21 (6d6) psychic damage.
Languages Giant
Challenge 7 (2,900 XP)

Innate Spellcasting. The giant’s spellcasting ability is Wisdom


(spell save DC 15), and requires no material components
14
Forgive and Regret
Multiple Heads. The hydra has nine heads. While it has more
Grodair than one head, the hydra has advantage on saving
throws against being blinded, charmed, deafened,
Several water-dripping tentacles sprout from this four-eyed fish’s belly, frightened, stunned, and knocked unconscious.
while long fins protrude from its back. Whenever the hydra takes 25 or more damage in a single
turn, one of its heads dies. If all its heads die, the hydra
dies.
Grodair At the end of its turn, it grows two heads for each of its
Medium monstrosity, chaotic neutral heads that died since its last turn, unless it has taken fire
Armor Class 12 (natural armor) damage since its last turn. The hydra regains 10 hit points
Hit Points 68 (8d8 + 32) for each head regrown in this way.
Speed 30 ft., swim 60 ft. Reactive Heads. For each head the hydra has beyond
one, it gets an extra reaction that can be used only for
STR DEX CON INT WIS CHA opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its heads is
18 (+4) 8 (-1) 19 (+4) 12 (+1) 13 (+1) 15 (+2) awake.
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Sylvan
Actions
Challenge 4 (1,100 XP)
Multiattack. The nine-headed hydra makes as many bite
attacks as it has heads.
Amphibious. The grodair can breathe air and water.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Death Flood. When the grodair dies, it explodes, and each
target. Hit: 10 (1d10 + 5) piercing damage.
creature within 15 feet of it must make a DC 14 Dexterity
saving throw, taking 21 (6d6) slashing damage on a failed
save, or half as much damage on a successful one.
After the explosion, a successful DC 17 Wisdom (Survival) Leila Dumaio
check allows a creature to recover a cluster of strange
organs from the remains. This cluster functions as a Leila Dumaio
decanter of endless water for 2d6 hours, but can only Medium humanoid (human, broken soul), chaotic evil
produce a “stream” or “fountain” effect. Failing the Armor Class 13 (16 with mage armor)
Wisdom (Survival) check by 5 or more causes the cluster Hit Points 97 (13d8 + 39)
to burst, dealing an additional 7 (2d6) slashing damage to Speed 30 ft.
that creature and destroying the organs completely.
STR DEX CON INT WIS CHA
Actions
9 (-1) 16 (+3) 17 (+3) 17 (+3) 10 (+0) 9 (-1)
Multiattack. The grodair makes three attacks: one with its
bite and two with its tentacles. Damage Resistances acid, cold, fire, lightning, thunder;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one bludgeoning, piercing, and slashing from nonmagical attacks
target. Hit: 13 (2d8 + 4) piercing damage. Senses passive Perception 10
Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one Languages Common, Draconic, Elven
target. Hit: 9 (2d4 + 4) bludgeoning damage. Challenge 9 (5,000 XP)
Water Blast. Ranged Weapon Attack: +6 to hit, range 60
ft., one target. Hit: 12 (2d8 + 4) slashing damage and the Spellcasting. Leila Dumaio is a 9th-level spellcaster. Her
target must succeed on a DC 14 Strength saving throw or spellcasting ability is Intelligence (spell save DC 15, +7 to
be pushed up to 10 feet away and knocked prone. hit with spell attacks). Leila has the following wizard spells
prepared:
Cantrips (at will): chill touch, fire bolt, mage hand, shocking
Hydra, Nine-Headed grasp
1st level (4 slots): expeditious retreat, mage armor, magic
Multiple angry snake-like heads rise from the sleek, serpentine body of missile, shield
this terrifying monster. 2nd level (3 slots): alter self, darkness, misty step
3rd level (3 slots): bestow curse, fear, lightning bolt
4th level (3 slots): black tentacles, dimension door
Nine-Headed Hydra 5th level (1 slot): arcane hand
Huge monstrosity, chaotic neutral
Armor Class 15 (natural armor) Actions
Hit Points 207 (18d12 + 90)
Speed 30 ft., swim 30 ft. Torturous Touch. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage and the
STR DEX CON INT WIS CHA target must succeed on a DC 13 Dexterity saving throw or
be knocked prone.
21 (+5) 12 (+1) 20 (+5) 2 (-4) 11 (+0) 7 (-2)
Agonized Wail (1/Day). The broken soul releases an agonized
wail. This wail has no effect on constructs or undead. All
Skills Perception +7
other creatures within 30 feet of the broken soul that can
Senses darkvision 60 ft., passive Perception 17
hear it must make a DC 13 Wisdom saving throw or be
Languages —
overcome by the agony the broken soul has endured
Challenge 12 (8,400 XP)
(stunned condition) for 1 minute. A stunned target can
repeat the saving throw at the end of each of its turns, with
Hold Breath. The hydra can hold its breath for 1 hour.

15
Quests of Doom 4
disadvantage if the broken soul is within line of sight, ending
the effect on itself on a success. If a target’s saving throw is
successful or the effect ends for it, the target is immune to
Mummy, Swamp
the broken soul’s Agonized Wail for the next 24 hours. Clad in the shreds of its original garments, this withered and leathery
Baleful Gaze. Each non-undead creature within 60 feet of corpse has dark, empty eye sockets.
the broken soul that can see it must succeed on a DC 13
Constitution saving throw. On a failed save, the target
is weakened and deals only half damage with weapon Swamp Mummy
attacks that use Strength for 1 minute. The target can Medium undead, lawful evil
repeat the saving throw at the end of each of its turns, Armor Class 14 (natural armor)
ending the effect on itself on a success. Hit Points 60 (11d8 + 11)
Speed 20 ft.

Mudlord STR DEX CON INT WIS CHA


This fluid creature’s roughly humanoid form is composed entirely of 20 (+5) 12 (+1) 13 (+1) 6 (-2) 12 (+1) 15 (+2)
thick gobbets of soggy, brown mud.
Saving Throws Wis +4
Damage Resistances bludgeoning, piercing, and slashing
Mudlord from nonmagical attacks
Medium elemental, neutral Damage Immunities necrotic, poison
Armor Class 15 (natural armor) Condition Immunities charmed, exhaustion, frightened,
Hit Points 130 (20d8 + 40) paralyzed, poisoned
Speed 30 ft., swim 30 ft. Senses passive Perception 16
Languages the languages it knew in life
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 7 (-2) Actions
Damage Resistances bludgeoning, piercing, and slashing Multiattack. The swamp mummy makes two slam attacks.
from nonmagical attacks Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Damage Immunities poison target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10
Condition Immunities exhaustion, frightened, paralyzed, (3d6) necrotic damage. If the target is a creature it must
petrified, poisoned, unconscious succeed on a DC 12 Constitution saving throw or be
Senses darkvision 60 ft., tremorsense 30 ft., passive cursed with bog rot. The cursed target can’t regain hit
Perception 11 points, and its hit point maximum decreases by 10 (3d6)
Languages Terran for every 24 hours that elapse. If the curse reduces the
Challenge 4 (1,100 XP) target’s hit point maximum to 0, the target dies, and the
body melts into a noisome sludge. The curse lasts until
Amorphous. The mudlord can move through a space as removed by the remove curse spell or other magic.
narrow as 1 inch wide without squeezing. Drowning Dread. The swamp mummy targets one creature
it can see within 60 feet of it. If the target can see the
Actions swamp mummy, it must succeed on a DC 12 Constitution
saving throw or be silenced and unable to breathe until
Multiattack. The mudlord makes two slam attacks. the end of the mummy’s next turn. If the target fails the
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one saving throw by 5 or more, it is also stunned for the same
target. Hit: 13 (3d6 + 3) bludgeoning damage and the duration. A target that succeeds on the saving throw is
target is grappled (escape DC 14). immune to the Drowning Dread of all swamp mummies for
Mudball. Ranged Weapon Attack: +5 to hit, range 30/120 ft., the next 24 hours.
one target. Hit: 8 (1d10 + 3) bludgeoning damage and the
target must succeed on a DC 14 Dexterity saving throw or
be blinded. On their next turn, the creature can use their
action to wipe the mud from their eyes, restoring their vision.
Nixie, Bog
Engulf. The mudlord most up to its speed. While doing so, it Bog nixies are the evil cousins of the nixies that guard ponds, rivers,
can enter Medium or smaller creatures’ spaces. Whenever and lakes. They relish in tricking unsuspecting travelers or hunters into
the mudlord enters a creature’s space, the creature must entering dangerous waters where the bog nixie can torment their victim
make a DC 14 Dexterity saving throw. or watch them drown.
On a successful save, the creature can choose to be
pushed 5 feet back or to the side of the mudlord. A
creature that chooses not to be pushed suffers the Bog Nixie
consequences of a failed saving throw. Small fey, neutral evil
On a failed save, the mudlord enters the creature’s space, Armor Class 13 (16 with mage armor)
and the creature takes 10 (3d6) bludgeoning damage Hit Points 33 (9d6 + 9)
and is engulfed. The engulfed creature cannot breathe, Speed 30 ft., swim 30 ft.
is restrained, and takes 21 (6d6) bludgeoning damage at
the start of each of the mudlord’s turns. When the mudlord STR DEX CON INT WIS CHA
moves, the engulfed creature moves with it.
An engulfed creature can try to escape by taking an 6 (-2) 16 (+3) 12 (+1) 12 (+1) 16 (+3) 19 (+4)
action to make a DC 14 Strength check. On a success the
creature escapes and enters space of its choice within 5 Saving Throws Con +3, Cha +6
feet of the mudlord. Skills Deception +6, Perception +5, Stealth +5

16
Forgive and Regret
Senses darkvision 60 ft., passive Perception 15
Languages Aquan, Common, Sylvan Nosferatu
Challenge 1 (200 XP) Medium undead, neutral evil
Armor Class 16 (natural armor)
Amphibious. A bog nixie can breathe air and water. Hit Points 99 (18d8 + 36)
Innate Spellcasting. The bog nixie’s spellcasting ability is Speed 20 ft., fly 60 ft.
Charisma (spell save DC 13), and requires no material
components for the following spells:
STR DEX CON INT WIS CHA
3/day: charm person, speak with animals
1/day each: suggestion 16 (+3) 23 (+6) 15 (+2) 16 (+3) 16 (+3) 16 (+3)
Shapechanger. A bog nixie can use her action to polymorph
into a Small or Medium aquatic creature, or back into her Saving Throws Dex +9, Wis +6, Cha +6
true form. Her statistics, other than her size, are the same in Skills Perception +6, Stealth +9
each form. Any equipment she is wearing or carrying isn’t Damage Resistances cold, lightning, necrotic, thunder;
transformed. She reverts to her true form if she dies. bludgeoning, piercing, and slashing from nonmagical
attacks
Actions Senses darkvision 90 ft., passive Perception 16
Languages Common, Deep Speech, telepathy 60 ft.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one Challenge 10 (5,900 XP)
target. Hit: 6 (1d6 + 3) piercing damage.
Light Crossbow. Ranged Weapon Attack: +5 to hit, range Innate Spellcasting. The nosferatu spellcasting ability is
80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Charisma (spell save DC 16), and requires no material
Lure. A bog nixie sings a magical melody. Every humanoid components for the following spells:
and giant within 300 feet of her that can hear her song At will: telekinesis
must make a DC 13 Wisdom saving throw or be charmed Regeneration. The nosferatu regains 15 hit points at the start
till the song ends. Violet must use a bonus action on her of its turn if it has at least 1 hit point and isn’t in sunlight.
subsequent turns to continue singing. She can stop at any If the nosferatu takes radiant damage or damage from
time. The song ends if the bog nixie is incapacitated. holy water, this trait doesn’t function at the start of the
While charmed by the bog nixie, a target is incapacitated and nosferatu’s next turn.
ignores the songs of other bog nixies. If the charmed target Shapechanger. If the nosferatu isn’t in sunlight or running
is more than 5 feet away from the bog nixie, the target must water, it can use its action to polymorph into a swarm
move on its turn toward her by the most direct route, trying of bats, centipedes, rats, or spiders, or back into its
to get within 5 feet. It doesn’t avoid opportunity attacks, but true form. While in swarm form, the nosferatu can’t
before moving into damaging terrain, such as lava or a pit, speak, its speed and size are that of the swarm, and it
and whenever it takes damage from a source other than gains the Swarm characteristic. All of its other statistics
the bog nixie, the target can repeat the saving throw. A are unchanged. Anything it is wearing transforms with
charmed target can also repeat the saving throw at the end it, but nothing it is carrying does. It reverts to its true
of each of its turns. If the saving throw is successful, the effect form if it dies. It has advantage on Strength, Dexterity,
ends on it.A target that successful saves is immune to the and Constitution saving throws, and it is immune to all
bog nixie’s song for the next 24 hours. nonmagical damage, except the damage it takes from
sunlight.
Sneak Attack (1/Turn). The nosferatu deals an extra 17
Nosferatu (5d6) damage when it hits a target with a weapon
attack and has advantage on the attack roll, or when
Nosferatu are savage undead who may be the progenitors of the the target is within 5 feet of an ally of the nosferatu that
common, more refined vampires. The curse of the nosferatu lacks the isn’t incapacitated and the nosferatu doesn’t have
elegance and romance of its modern form, harkening to a forgotten age disadvantage on the attack roll.
of verminous hunger and eerie powers. Granted immortal life but not Spider Climb. The nosferatu can climb difficult surfaces,
immortal youth, nosferatu are withered, embittered creatures unable to including upside down on ceilings, without needing to
create others of their kind, as they somehow lost that ability long ago. make an ability check.
Their ancient sensibilities still reflect the cruelty of epochs past, and their Nosferatu Weaknesses. The nosferatu has the following flaws:
age-spanning plots are untethered by the modern affliction of morality. Fear of Holy Symbols. The nosferatu will shield itself from a
Nosferatu resent common vampires (which they call “moroi,” an ancient presented holy symbol and is unable to touch or make
term from a lost language) for their beauty, whereas those vampires scorn attacks against the creature with the symbol.
the nosferatu as bestial relics of an earlier age, best hidden away in remote Forbiddance. The nosferatu can’t enter a residence without
ruins so as not to sully the charismatic reputation of “true” vampires. an invitation from one of the occupants.
Because nosferatu can’t create spawn, any nosferatu in existence are Garlic Revulsion. A nosferatu cannot tolerate the strong odor
very old—created long ago in a time before they lost the ability to infect of garlic and will not enter an area that is laced with it.
others with their undead curse. Most nosferatu live in isolated places with Harmed by Running Water. The nosferatu takes 20 acid
few visitors and are commonly the strongest apex predator for miles. damage if it ends its turn in running water.
When a nosferatu is brought low, it doesn’t turn into mist and attempt Hatred of Mirrors. The nosferatu recoils from mirrors and must
to escape, rather it becomes incapacitated but is not destroyed. To destroy stay at least 5 feet away from the mirror.
a nosferatu, it must be exposed to sunlight, be immersed in running water, Stake to the Heart. If a piercing weapon made of wood
or after a wooden stake is driven into its heart, its head must be severed is driven into the nosferatu’s heart while the nosferatu
and anointed with holy water. is incapacitated in its resting place, the nosferatu is
Intense and pale as death, the somberly dressed man stands rigidly, paralyzed until the stake is removed.
his arms crossed over his chest, his eyes wide and intense, and his nose Sunlight Hypersensitivity. The nosferatu takes 20 radiant
wrinkled in an expression of extreme distaste. Yellow teeth bared, his damage when it starts its turn in sunlight. While in
overly large incisors jut forward, not like those of a man, but of some sunlight, it has disadvantage on attack rolls and ability
filth-hungry vermin. checks.

17
Quests of Doom 4
of the skeeter. The creature can repeat the saving throw
Actions at the end of each of its turns, ending the effect on itself
on a success. The creature can still take actions but has
Multiattack (Nosferatu Form Only). The nosferatu makes two disadvantage on attacks and ability checks while under
attacks with its claws. the influence of the skeeter’s Cursed Proboscis.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one The hallucination lasts until the creature is no longer
target. Hit: 13 (2d6 + 6) slashing damage. Instead of impaled, succeeds on a saving throw, or a remove curse
dealing damage, the nosferatu can grapple the target is cast on it.
instead (escape DC 16).
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing
creature, or a creature that is grappled by the nosferatu,
incapacitated or restrained. Hit: 9 (1d6 + 4) piercing
Unrequited
damage plus 7 (2d6) necrotic damage. The targets hit Wispy, malodorous vapors coalesce into the likeness of an angry child
point maximum is reduced by an amount equal to the that glows with a bright crimson luminescence.
necrotic damage taken, and the nosferatu gains hit points
equal to that amount. The reduction lasts until the target
finishes a long rest. The target dies if this effect reduces its Unrequited
hit point maximum to 0. Medium undead, neutral evil
Charm. The nosferatu targets one humanoid it can see Armor Class 14
within 30 feet of it. If the target can see the nosferatu, the Hit Points 65 (10d8 + 20)
target must succeed on a DC 16 Wisdom saving throw Speed 0 ft., fly 60 ft.
against this magic or be charmed by the nosferatu. The
charmed target regards the nosferatu as a trusted friend
STR DEX CON INT WIS CHA
to be heeded and protected. Although the target isn’t
under the nosferatu’s control, it takes the nosferatu’s 6 (-2) 19 (+4) 15 (+2) 12 (+1) 15 (+2) 16 (+3)
requests or actions in the most favorable way it can, and it
is a willing target for the nosferatu’s bite attack. Damage Resistances acid, fire, lightning, thunder;
Each time the nosferatu or the nosferatu’s companions do bludgeoning, piercing, and slashing from nonmagical
anything harmful to the target, it can repeat the saving attacks
throw, ending the effect on itself on a success. Otherwise, Damage Immunities cold, necrotic, poison
the effect lasts 24 hours or until the nosferatu is destroyed, Condition Immunities charmed, exhaustion, frightened,
is on a different plane of existence than the target, or grappled, paralyzed, petrified, poisoned, prone, restrained
takes a bonus action to end the effect. Senses darkvision 60 ft., passive Perception 12
Languages Any languages it knew in life
Challenge 5 (1,800 XP)
Skeeter Ethereal Sight. The unrequited can see 60 feet into the
This dwarf-sized flying abomination has insect wings, a segmented Ethereal Plane when it is on the Material Plane, and vice
body, six legs and a wicked, bony proboscis that functions more like a versa.
spear than a syringe. A pair of prehensile humanoid hands and a grossly Incorporeal Movement. The unrequited can move through
contorted human face with reflective compound eyes is indicative of some other creatures and objects as if they were difficult terrain.
humanoid parentage. It takes 5 (1d10) force damage if it ends its turn inside an
object.
Skeeter Actions
Medium monstrosity, neutral evil
Armor Class 16 (natural armor)
Chilling Touch. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Hit Points 45 (6d8 + 18)
one target. Hit: 11 (2d6 + 4) cold damage and the target
Speed 20 ft., fly 60 ft.
must succeed on a DC 15 Constitution saving throw or be
slowed (as the slow spell) until the end of the unrequited’s
STR DEX CON INT WIS CHA next turn.
16 (+3) 20 (+5) 17 (+3) 4 (-3) 13 (+1) 7 (-2) Etherealness. The unrequited enters the Ethereal Plane from
the Material Plane, or vice versa. It is visible on the Material
Skills Perception +3, Stealth +7 Plane while it is in the Border Ethereal, and vice versa, yet
Senses darkvision 60 ft., passive Perception 13 it can’t affect or be affected by anything on the other
Languages Common (can’t speak), telepathic link 240 ft. plane.
(with creator only) Mask of Sorrow. Each non-undead creature within 60 feet
Challenge 3 (700 XP) of the unrequited that can see it must succeed on a DC
15 Wisdom saving throw or be overcome with sorrow
Flyby. The skeeter doesn’t provoke an opportunity attack and regret, incapacitating the creature for 1 minute. An
when it flies out of an enemy’s reach. incapacitated target can repeat the saving throw at
the end of each of its turns, ending the incapacitated
condition on itself on a success. If a target’s saving throw is
Actions successful or the effect ends for it, the target is immune to
this unrequited’s Mask of Sorrow for the next 24 hours.
Cursed Proboscis. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 14 (2d8 + 5) piercing damage and the
target is impaled (as grapple, escape DC 13). If the target
is a creature, it must succeed on a DC 13 Wisdom saving
throw or be tormented by visual, auditory, and tactile
sensations of the horrifying, sickening, nightmarish birth

18
Forgive and Regret
saving throw at the end of each of its turns, ending the effect on itself on

Appendix B: a success.
c. Torturous Touch. The broken soul can make a melee attack to cause
hideous, painful wounds to open on the target’s body. This touch deals 2d6
Creature Templates slashing damage and causes the target to be wracked by intense pain. The
target must succeed on a DC 13 Dexterity saving throw or fall prone from
the convulsions caused by the pain.
Broken Soul The NPC, Leila Demaio in Appendix A, can be used as an example of
A broken soul is torment and pain made manifest. Tortured to the the application of the broken soul template.
extremes of both physical and mental endurance, and then taken beyond

Appendix C:
those barriers, a broken soul gains extraordinary reserves of fortitude and
resilience as well as the ability to inflict a measure of its own terrible
suffering on others.

Encounters, Diseases,
Each broken soul has a unique appearance, the torture it has endured
plainly visible on its body. Its skin is a mass of scar tissue, marred with
bruises that do not fade and scored with countless scars. In some cases, a
broken soul’s flesh has been flayed away, revealing the musculature and
bone underneath. Weeping sores and open cuts cover a broken soul’s body,
wounds that never fully heal. Its limbs are often twisted, the result of broken
Hazards, and Poisons
bones that were never set properly, and it might be missing fingers, toes,
ears, or other appendages. A broken soul’s existence is one of unending Encounters
suffering, and the constant pain often drives the creature irrevocably mad.
In their insanity, these unfortunates hate all other creatures and seek to
inflict their wounds and their agony on all they encounter.
The creation of a broken soul can happen in a number of ways. Some Table 1: Bog and Fen Snakes
broken souls arise spontaneously, the result of horrific treatment at Snake Type Encounter Chance
the hands of cruel abusers. With no way to escape their torment, these
creatures embrace the pain and anguish and transcend them, making them Copperhead 01-35
a part of their very being. In so doing, they become something both more Rattlesnake, Diamondback 36-95
and less than they were. Other broken souls are purposefully created out
of helpless prisoners by sadistic torturers through a harrowing gauntlet Tiger Snake1 96-00
of mental and physical torments. By breaking a creature’s mind and
body, these torturers hope to create guardians or servants whose loyalty
1
Add +1 to the creature’s base Challenge.
is ensured by the constant pain they must endure. Even more harrowing,
some broken souls take it upon themselves to create more of their kind,
fashioning gruesome works of living, mutilated art in an effort to share Hazards
their suffering. These “artists” often turn on their own torturers first,
perfecting their skills on those who created them before turning their Peat Fire
attention to any other unfortunate creatures they can find. In today’s vocabulary, the term fossil fuel almost always refers to oil,
The broken soul template can be applied to any living creature, using coal and natural gas. These complex hydrocarbons power our vehicles,
the base creature’s statistics, traits, and actions with the addition of the heat our homes and generate electricity for countless other uses. However,
following changes: in an era before the advent of drilling rigs and heavy machinery, people
1. Creature size and type remains the same. harvested peat, a lesser-known fossil fuel, to meet their energy demands.
2. Alignment shifts to chaotic evil. Peat is the product of decaying organic matter, just like its more famous
3. AC increases by 2. kin. Though it typically accumulates in a moist, acidic environment, peat’s
4. Hit Dice increase by 4. high concentration of carbon and several other combustible elements
5. Dexterity increases by 2, Constitution increases by 6, Wisdom and makes it extremely flammable. The peat accumulating in the chilly
Charisma decline by 2. bogs and fens is normally too damp and waterlogged to easily ignite.
6. Gains resistance to acid, cold, fire, lightning, and thunder damage, Humanoids culling this material from the ground leave it out to dry for an
and bludgeoning, piercing, and slashing from nonmagical attacks. extended period of time before using it to warm their hearths and stoves
7. CR increases by 3. during the long winters. Yet under the right conditions, most notably
8. Proficiency bonus increases to match the new CR of the creature. during times of extended drought, the peat encountered in bogs and fens
For example, a creature that is CR 3 has a proficiency bonus of 2. The can be a conflagration waiting to happen.
application of the template would raise the creature to CR 6, increasing its Fire keeps shrubs and trees at bay in many biomes. Bogs and fens are
proficiency bonus to 3. no exception. Lightning, intense heat, carelessness, and arson can provide
9. Gains the following special abilities: the spark that sets peat ablaze. Once lit, peat can burn indefinitely. In fact,
a. Agonized Wail (1/Day). The broken soul releases an agonized wail. there are recorded instances of peat fires lasting for decades and even
This wail has no effect on constructs or undead. All other creatures within centuries. In some instances, these steady burns originate and continue
30 feet of the broken soul that can hear it must make a DC 13 Wisdom to smolder underground, where they are shielded from the elements. Peat
saving throw or be overcome by the agony the broken soul has endured infernos release astounding volumes of methane and carbon dioxide. The
(stunned condition) for 1 minute. A stunned target can repeat the saving blinding, choking smoke generated by the flames travels miles downwind,
throw at the end of each of its turns, with disadvantage if the broken soul irritating the noses, mouths, and lungs of any living creatures breathing
is within line of sight, ending the effect on itself on a success. If a target’s the suffocating air.
saving throw is successful or the effect ends for it, the target is immune to Peat fires spread slowly, often burrowing underground in a vertical
the broken soul’s Agonized Wail for the next 24 hours. direction rather than traveling outward in a more conventional horizontal
b. Baleful Gaze. Each non-undead creature within 60 feet of the broken manner. Despite their slow speed, they can burn for very long periods of
soul that can see it must succeed on a DC 13 Constitution saving throw. time, spewing gigantic plumes of noxious smoke high into the air. The flat
On a failed save, the target is weakened and deals only half damage with terrain combined with the enormous columns of smoke make it easy to
weapon attacks that use Strength for 1 minute. The target can repeat the spot a peat fire from a greater distance than a forest fire. A character who
19
Quests of Doom 4
succeeds on a DC 10 Wisdom (Perception) check can spot a peat fire from can be recognized by its red stems and green leaves that bear a reddish
as far away as half a mile provided their view is not obscured. Characters tint. It takes a successful DC 10 Wisdom (Survival) or DC 10 Intelligence
within 5 miles of a peat fire and that have a passive Wisdom (Perception) (Nature) check to identify the distinctive plant. Poison sumac grows only
of 10 or higher, or succeed on a DC 10 Wisdom (Perception) check will in saturated soil; thus, it is found exclusively in swamps, bogs and fens.
smell the caustic smoke of a peat fire. Whenever the plant’s leaves, stems or fruits are injured, it releases a
The leading edge of a peat fire (the downwind side) moves steadily toxic concoction of oils known as urushiol. Injury occurs whenever a
when stoked by a breeze. Stronger winds can dramatically increase the creature brushes against any part of the plant. The oil clings to skin, fur and
rate at which a peat fire spreads. clothing, though it irritates only skin. Removing and thoroughly washing
any clothing or fur that came in contact with the poison eliminates any
Effect of Wind Speed on Peat Fire Movement possibility of future contamination. If these items are not removed in a
timely manner, transferring the urushiol to the skin becomes a foregone
Movement conclusion. Poison sumac causes a severe rash and blisters to develop on
Wind Rating Wind Speed (mph)
(feet per hour) the skin. In spite of its ugly appearance, the rash and blisters cannot be
Light >10 1d4 x 10 spread from person to person unless the second individual comes in direct
contact with any urushiol residue still present on the first person.
Moderate 10 – 24 2d4 x 10 Poison Sumac (Contact). A creature that comes into contact with the
Strong 25 – 39 3d4 x 10 poison sumac plant must succeed on a DC 13 Constitution saving throw or
be poisoned for one week. The saving throw can be repeated at the end of
Gale 40 – 54 4d4 x 10
each day until two consecutive successful saving throws are made, ending
Gale+ 55+ 5d4 x 10 the condition.
The severe rash and blisters caused by the plant begin to appear within
As previously mentioned, peat fires can burn almost indefinitely. Once 4d6 hours. Each day this condition goes untreated, the creature will have
a particular portion of peat catches fire, it remains ablaze for 2d4 weeks disadvantage on Dexterity checks and saving throws.
unless another creature intervenes to extinguish the raging flames or A successful DC 15 Wisdom (Medicine) check can treat the condition,
prolong its existence. with the rash and blisters disappearing within 24 hours. A lesser restoration
Being exposed to the extreme heat of a peat fire can have dire spell will relieve the condition immediately.
consequences. For each hour of exposure to the heat of a peat fire, a Burning poison sumac to eradicate it is an awful idea. Inhaling the
creature must succeed on a Constitution saving throw at the end of each smoke has the same effects on the lining of the lungs as it does on the
hour or gain one level of exhaustion. The DC is 10 for the first hour and it skin. In addition to the effects detailed above, inhaling poison sumac also
increases by 3 for each additional hour. Creatures that are wearing medium deals 7 (2d6) points of poison damage.
or heavy armor, clad in heavy clothing, or carrying a heavy load have
disadvantage on the saving throw. Creatures with resistance or immunity
to fire automatically succeed on the saving throw. Quicksand
Inhaling the smoke from a peat fire can have dire consequences, Quicksand, also known as pluff mud in some circles, usually appears
including burning the inner line of the mouth, nose, and lungs, and possible in marshes near rivers, lakes and other bodies of water. This variety
suffocation. To negate the effects of inhaling the thick, intense smoke, a of quicksand is known as wet quicksand. Because deserts lack wet
creature must succeed on a DC 15 Constitution saving throw every turn quicksand’s primary component, water, it is rarely found in arid regions.
or take 3 (1d6) fire damage. If the creature fails the saving throw by 5 or Instead, its counterpart, dry quicksand, is the substance generally seen
more, they take 7 (2d6) fire damage and are poisoned. A lesser restoration in works of fiction. To date, there are no known natural instances of dry
spell or avoiding exposure to the smoke from a peat fire for at least 4 hours quicksand, though it has been successfully replicated in a laboratory under
will clear the poisoned condition. highly controlled conditions. However, in the wetlands where water is in
If a creature is engulfed by a peat fire, they are at risk of catching on great abundance, dry quicksand is just a part of pulp fiction.
fire and will sustain 7 (2d6) fire damage each turn that they do not succeed Quicksand is an imperfect amalgamation of water and sand. It
on a DC 15 Constitution saving throw. If the creature fails the saving forms when fine, granular particles such as sand or silt become overly
throw by 5 or more, any combustible clothing or items the creature is saturated by a swell of groundwater, which remains hidden below a
wearing begin to smolder and will catch fire on the next turn if the creature layer of sand. Whenever a creature steps onto the surface and exerts
does not actively try to extinguish the fire. If this happens, the sustained enough pressure on the unstable soil, the loose grains of sand and water
damage increases to 10 (3d6) fire damage per turn that the creature does quickly separate and transform the mess into a soupy liquid. In short,
not succeed on the saving throw. falling into quicksand is more akin to stumbling into a previously
The preceding discussion relates to peat fires caused by unseen forces. hidden pool of water than plummeting through a crack in the earth.
Characters and their enemies may intentionally or accidently ignite a peat Experienced wetlands’ travelers are adept at spotting the telltale signs
fire while fighting in the wetlands. A dropped torch, a neglected campfire, of this lurking danger.
a flaming sword, and many spells that create fire can set the peat ablaze. Characters moving at their normal movement speed notice quicksand
The risk of starting a deadly inferno is a significant consideration when with a successful DC 8 Wisdom (Survival) check or with a passive
battling foes outdoors, especially during the dry season. As a general Wisdom (Perception) of 8 or higher. For those traveling faster than their
rule of thumb, wet peat exposed to an instantaneous flame does not catch normal movement speed barrel right into the quicksand and sink 1d4 + 1
fire, whereas desiccated peat has a 50% chance of igniting. Fires lasting feet into the quicksand. At the beginning of each turn after sinking into
for 1 round or more always ignite dried peat. On the other hand, each quicksand, the creature will sink another 1d4 feet. Provided the creature
round there is a cumulative 5% chance wet peat exposed to an open flame is not completely submerged, they can escape from the quicksand on a
catches fire. Once a fire starts, the wind direction determines where it goes successful Strength check. The Strength check has a base DC of 10, then
unless the characters or their adversaries use other means, such as a gust of increases by one for each foot the creature has sunk. If the creature has
wind spell, to steer the blaze in a direction of their choice. Whether caused sunk 5 feet, the DC of the Strength check would be 15.
by nature or the actions of living creatures, no natural force can stop a peat If another creature is assisting the creature out of the quicksand, the
fire if the flames can safely retreat to a subterranean location. base DC for the Strength check is 5 and increases in the same manner
mentioned previously – for each foot sunk, the DC increases by 1.
Poison Sumac
Though its notoriety pales in comparison to the ubiquitous poison ivy Sinkhole
and the more common poison oak, this species of the toxicodendron genus In almost every case, water eventually gives birth to sinkholes. The
is the most potent and toxic of its kin. Poison sumac appears as a woody invasive fluid dominates the wetlands. It slowly seeps through the
shrub or small tree that reaches a maximum height of 30 feet. The plant saturated soil and into the limestone, dolomite, gypsum and other layers
20
Forgive and Regret
of porous, easily soluble stone underneath the inundated earth. Over time, Immersion Foot Syndrome (Contact). A creature that develops
the relentless invader bores into the underlying structure, carving out immersion foot syndrome must make a DC 10 Constitution saving
cracks and fissures that slowly grow into gaping cavities. Scholars refer throw. On a failed save, the creature takes 1d4 points of necrotic damage
to this as karst topography. Contrary to popular belief, these subterranean for each day the condition goes untreated and is considered poisoned
abscesses are not the sinkholes surface dwellers actually see when the (disease) during this time. If the condition goes untreated for more than
ground suddenly and violently collapses. Instead, sinkholes are created 3 days, the damage increases to 2d4 points of necrotic damage per day.
in a manner similar to marking the passage of time with an hourglass. A lesser restoration spell will remove the immersion foot syndrome
The original underground cavity works much like the lower bulb in the condition. Additionally, a successful DC 15 Wisdom (Medicine) check
timekeeping device. Water penetrates through the surface, where it then and keeping the feet dry, elevated, and uncovered removes the condition
pushes loose dirt, soil, clay, and other organic material in the upper bulb
through the hourglass’s neck and into the lower bulb. The process is slow,
taking years and sometimes decades to reach critical mass. However, when Poisons
enough material pours into the lower bulb, the upper bulb weakens to the
point where it can no longer support the weight of the soil, vegetation, and Copperhead Venom (Injury). A creature subjected to this hemotoxic
water above it. The ground immediately collapses, spawning a massive poison must succeed on a DC 11 Constitution saving throw, taking 10
crater in its wake. (3d6) poison damage on a failed save, or half as much damage on a
While natural processes are responsible for the creation of most successful one.
sinkholes, irresponsible humanoid activities may also create or at least Diamondback Rattlesnake Venom. A creature subjected to this
contribute to a sinkhole’s genesis. Mining and agriculture are the two hemotoxic poison must succeed on a DC 15 Constitution saving throw,
primary culprits. Subterranean mines extract minerals and metals from the taking 21 (6d6) poison damage on a failed save, or half as much damage
earth, leaving manmade cavities in their wake duplicating the structure of on a successful one.
karst topography. The agricultural industry drains aquifers of water for the Tiger Snake Venom (Injury). A creature that is subjected to this
purpose of irrigating surface crops. Removing water from the underground extremely potent poison must make a DC 17 Constitution saving throw
cavities makes it easier for soil and clay to fill in the abscesses. In addition, or take 17 (5d6) poison damage and become poisoned. The poisoned
pouring massive quantities of water in a small, concentrated area forces creature must repeat the saving throw every 10 minutes, taking 17 (5d6)
any excess runoff to sink into the ground and dissolve soluble layers of poison damage on a failed save. Until the poison ends, the damage the
bedrock beneath the farm. poison deals can’t be healed by any means. After five successful saving
The typical sinkhole measures 4d6 feet in diameter and descends to a throws, the effect ends and the creature can heal normally. The creature
depth of 2d4 x 10 feet, though they can be larger or smaller depending dies if the poison reduces its hit points to 0.
upon the circumstances surrounding their creation. Terrain conducive A successful DC 20 Wisdom (Medicine) check can slow the effects of
to creating a natural sinkhole can be spotted with a successful DC 10 the venom, reducing the frequency that the saving throw must be repeated
Wisdom (Survival) check, though a successful check does not verify the to an hour.
presence of a sinkhole or pinpoint one’s exact location. It merely tells
the character a sinkhole is more likely to be found in a given region
than elsewhere. Likewise, a character moving at their normal movement
speed can notice a potential sinkhole with a successful DC 13 Wisdom Appendix D:
New Equipment and
(Survival) check. Creatures who fail to detect the sinkhole walk 1d6 feet
past the edge before the ground suddenly collapses. A creature can avoid
falling into the sinkhole by succeeding on a Dexterity saving throw (base

Magic Items
DC 10 + 1 per foot beyond the sinkhole’s edge). Those who fall into the
sinkhole suffer the appropriate falling damage (1d6 points of bludgeoning
damage per 10 feet fallen).

Water Magic Items


In general, living creatures thrive in a warm, humid environment. Baleful Flail
The inside of a waterlogged shoe or boot exemplifies this principle in a Weapon (flail), very rare (requires attunement)
microcosm. The damp, warm and dark conditions encountered inside of
soaked footwear and socks encourage the growth of bacteria and fungi. When you swing this weapon, a shadowy haze and a keening wail
As long as the skin remains healthy and intact, the body keeps these follow it. You gain a +1 bonus to attack and damage rolls made with this
unwelcome invaders at bay. Over time, however, water takes a heavy toll magic weapon. While wielding this weapon, you can add its +1 bonus to
on the outer epidermis regardless of the temperature. The exact causes for Charisma (Intimidate) checks made against foes that can see you wielding
why this occurs remain a subject of debate among scholars, but there is no the weapon. The weapon must be in your hand for this bonus to take effect.
disputing that prolonged exposure to a damp, dark environment causes the When you roll a natural 20 on an attack roll made with this weapon,
feet to suffer from numbness, maceration and blisters. In its early stages, the target must succeed on a DC 13 Wisdom saving throw or be frightened
immersion foot syndrome, as it is commonly called, makes walking an for 1 minute.
extremely painful endeavor, thus limiting the creature’s mobility. As the
affliction progresses, cracks in the skin and ulcerated blisters provide
Devilish Doorknocker
bacteria and fungi a window of opportunity to infiltrate through the skin
and invade the damaged tissue. Left untreated, gangrene becomes a Wondrous item, very rare
foregone conclusion.
There is a 10% chance of developing immersion foot syndrome for each This devilish green face holds an iron ring in its mouth. If you place the
consecutive day the creature continuously wears waterlogged boots, shoes flat back of the devilish face against a wall, ceiling, or floor, it will fuse to
and socks. For instance, a creature wearing the same soaked shoes and the surface. Speaking the command word will create a usable door that is
socks for three straight days would have a 30% chance of contracting up to 5 feet wide, 8 feet tall, and 20 feet deep (as the passwall spell). This
immersion foot syndrome. If the cycle of dampness is broken, i.e. the passage does not affect the integrity of the surrounding structure.
character removes the soaked footwear and allows his feet to “air out” in Speaking the command word again ends the passwall effect, returns
an elevated position overnight, the chances of contracting immersion foot the surface to its previous state, and returns the item from the surface to
syndrome are lowered by 20%. Likewise, removing the soaked footwear your hand. Any creatures or objects in the passage when it disappears are
and replacing it with dry clothing reduces the chances of developing safely ejected to an unoccupied space nearest the surface on which the
immersion foot syndrome by 10%. doorknocker was placed.
21
Quests of Doom 4
Once the doorknocker has been used it cannot be used again until 24
hours have elapsed.

Wyvernhide Breastplate
Armor (leather), very rare (requires attunement)

Wyvernhide armor is made from the tough, leathery skin of a wyvern


and is considerably tougher and more durable than leather armor. It is
highly sought after for its light weight and durability.
While wearing this armor, you gain a +2 bonus to AC and you have
resistance to poison.

Spectacles of Understanding
Wondrous item, very rare (requires attunement)

While wearing these spectacles you can read all writing. The glasses are
also good at detecting falsified documents, giving the wearer advantage
on checks to identify forged and counterfeit items.

Unguent of Timelessness
Wondrous item, rare
This small, dark glass jar contains 2d4 + 4 applications of thin, oily
substance that smells faintly of well-oiled leather. A single application
is enough material to coat a Small object. Two applications would be
required to coat a Medium object, three applications for a Large object,
and so on.
When applied to something that was once living, such as a body, wood,
or paper, allows the matter to resist the passage of time. Each year of
actual time has the effect as if only a single day had passed. The coated
object has advantage on all saving throws, and the unguent never wears
off unless magically removed by a spell such as dispel magic.

22
Forgive and Regret

23
Quests of Doom 4

24
Forgive and Regret
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indicate compatibility or co-adaptability with any Trademark or Registered Trademark

25
Forgive and Regret

QoD4f

Quests of Doom 4
Forgive and Regret
Forgive and Regret is an 8th-level adventure about unintended consequences.
The sins that stained the blighted Wytch Bog more than two centuries ago still linger as
the villain who perpetrated a genocidal act longs to free his tortured soul from
his undead bonds. In his warped mind, only more violence can garner his freedom,
placing the innocent descendants of his long-deceased conspirators
— and an entire region — in his crosshairs.

Frog God
ISBN 978-1-62283-442-6
Games
29

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