TEXT: Edgewater's Folly
  by John E. Ling, Jr.
  Edgewater's Folly
  by John E. Ling, Jr.
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  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
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  Edgewater’s Folly
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  John E. Ling, JR.
  
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   Edgewater’s Folly, Copyright 2015, Gaming Paper LLC, Author Stephen Rowe
  
  Edgewater’s Folly
  prosperity dramatically. They hired silver-tongued agents to travel to 
  Deep Salt Bay. There, those agents got the ear of the city’s rulers and 
  convinced them to raise tariffs on most goods coming into the docks 
  there. It was easy money, the agents explained. All these captains want to 
  come to Deep Salt Bay, the agents argued. Edgewater is in shambles, and 
  can’t even boast stable leadership, they continued. Slowly, the words of 
  these silver-tongued agents (aided, no doubt, by judicious use of magic) 
  convinced the leaders of Deep Salt Bay to give in to their greed. Taxes 
  went up, slowly at first. But as the city’s coffers began to fill — along with 
  the pockets of the burgomaster — greed took over. The leaders of Deep 
  Salt Bay continued to raise their import tariffs and other taxes.
  At first, these increased fees meant little to ship captains. They certainly 
  weren’t going to dock in Edgewater and suffer a shakedown; they paid 
  the fees. But over the course of two years, a curious thing happened. 
  The reputation of Edgewater improved, while that of Deep Salt Bay 
  deteriorated. Word traveled quickly among captains and crews of the 
  various ships plying their trade along the coast, and soon Edgewater 
  became the go-to port in the region. Business, as they say, was booming 
  in Edgewater.
  The agents sent to Deep Salt Bay quietly left town after performing 
  their tasks. Now, that city’s residents are wondering what led their 
  leaders astray, what caused them to take such a good thing and throw 
  it away. Some have noticed that “advisors” of the city’s burgomaster 
  have disappeared, and are asking difficult questions. Among those 
  is the burgomaster’s own wife, Gertie Treadwater. Gertie has grown 
  accustomed to the lifestyle that can only be had as the wife of Deep Salt 
  Bay’s burgomaster, and she intends to do whatever is necessary to clean 
  up after her fool of a husband.
  Gertie has deduced that Edgewater was behind her husband’s 
  disappearing advisors. Not one to take such a slight while lying 
  down, she has escalated events against the rival community. Through 
  intermediaries, Gertie has hired a cabal of “blight druids.” Blight druids 
  are nature warriors intent on returning the earth to its most natural 
  state, one that does not include settlements larger than a small village. 
  Gertie understands full well that these rogue druids are not actually her 
  allies. In time they’ll turn their attention on Deep Salt Bay, but for now 
  she’s willing to use them to get the result she desires: Edgewater’s ruin.
  The druids have infiltrated Edgewater’s sewer system. From there, they 
  orchestrate the attacks on the community, inflicting the populace with a 
  new magical disease the cabal designed specifically for this situation. The 
  druids skulk in the sewer, using wild shape to hide among the natural 
  inhabitants. To their surprise, they have encountered a wererat warren 
  lead by Endie “The Rat” Talmot, a small-time crook on the outs with 
  Edgewater’s crime guild. Sensing a valuable resource at their disposal, 
  the druids use The Rat and his warren as middlemen, distributing 
  disease through them to the rest of the city.
  The druids realize they are in this for the long haul. Gertie pays them 
  well, and they plan on annihilating Edgewater within a few years. They 
  expect their disease will wipe out about half the town’s population over 
  the course of the next year. They also expect that by that time some do-
  gooder cleric or paladin will come to the town’s aid and stop the disease. 
  The next phase of their plan is to bring forth a different plague — a 
  plague of rats and other vermin. Talmot will make the perfect fall guy for 
  their plans, so the druids do all they can to keep the petty criminal safe.
  The city of Edgewater is under attack, though few realize it. Most just 
  assume the rats and other vermin in the sewers have started spreading 
  a new form of plague. They’re partially right — rats are spreading a 
  virulent new disease throughout the city. But for those willing to plumb 
  their filthy depths, the city’s sewer system holds many secrets. More is at 
  play than just some filthy rats and a new strain of disease. Edgewater’s 
  Folly is a 7th level Pathfinder Roleplaying Game adventure of heroic 
  proportions!
  AdvEntuRE BACkgRound
  The town of Edgewater has been growing in recent years. Edgewater has 
  an odd, symbiotic relationship with Deep Salt Bay — a much larger city 
  not far up the coast. Until recently, Deep Salt Bay received the majority 
  of ships seeking a port of call in the region. Extremely low import tariffs 
  in Deep Salt Bay coupled with a nefarious, greedy criminal element 
  in Edgewater drove most ships to the larger city up the coast. New 
  leadership in Edgewater has reversed that course — and those in power 
  in Deep Salt Bay have taken notice.
  Two years ago, Edgewater elected new leaders. Fed up with the docks 
  being drastically under-utilized and various criminal gangs having their 
  grubby fingers in everything, the citizens revolted. Despite threats from 
  crime lords, the citizens voted out the town’s lord-mayor along with 
  seven of the nine council members. In their stead, the townsfolk elected 
  a band of former adventurers who were looking for a place to settle 
  down comfortably. Upon winning the election, the new lord-mayor and 
  his council set about implementing two specific changes to sway the 
  tides in Edgewater’s favor.
  First and foremost, they immediately set about bringing the criminal 
  elements in line. As former adventurers, they recognized that completely 
  removing the criminal underbelly was neither feasible nor beneficial. 
  Like it or not, a city does reap rewards from a criminal element in some 
  ways — as long as that element is kept in check. A town can potentially 
  profit from gray markets; if certain goods and services can only be 
  acquired in your town, wealthy adventurers who seek those items will 
  come. And they will spend money. A lot of money. Criminals are also 
  somewhat self-regulating, in an odd way. If the criminal element were 
  completely wiped out in Edgewater, a new group would move in to fill 
  the void. The devil you know is oftentimes better than the devil you 
  don’t.
  The new lord-mayor and his council determined their best course of 
  action was to work with one specific thieves’ guild and give them an 
  unofficial endorsement. The guard began to turn a blind eye on some of 
  the guild’s activities, and in return the guild shifted its operations more 
  deeply into the shadows. The lord-mayor won an additional, crucial 
  concession from the thieves’ guild: they backed off on shakedowns of 
  ship captains. This move was critical to the success of the new leaders’ 
  plans for economic recovery. Cargo-laden ships had avoided Edgewater’s 
  harbor precisely because of the recurrent shakedowns by various thieves’ 
  guilds. The lord-mayor convinced the guild leadership that over time, 
  they would make more money by ending their shakedown practice so 
  ships would return to the harbor.
  The other action undertaken by the new lord-mayor and council was 
  far more subtle and underhanded, but affected Edgewater’s rising 
  3
  
  4
  
  Hooks
  A GM knows her players best, and so hopefully she knows how 
  to entice them into the action. However, should she need a bit 
  of inspiration to get her players to aid Edgewater, here are a 
  few ideas she can take whole cloth, or alter as necessary for 
  her group.
  Divine Intervention: Especially pious clerics, oracles, or paladins 
  of a deity dedicated to healing should have a particular interest 
  in events in Edgewater. Whether they are sent to investigate 
  and aid by their superiors, or they simply stumble upon events 
  on their own, these holy warriors of health and vitality should 
  be highly motivated to aid the sic – and solve the underlying 
  issue, once discovered.
  Crime Does Pay (Sometimes): Players with a more criminal 
  mindset may also have interest in Edgewater’s problem. A 
  player who is a member of Edgewater’s semi-sanctioned 
  criminal gang — or one looking to join — will have motivation 
  to keep ships rolling into Edgewater’s harbor. A player outside 
  of the gang in an unsanctioned group or working freelance also 
  could be motivated to help, and reap the benefits and accolades 
  from such work.
  Adversaries: If the GM spends a bit of time up front, she can work 
  events in her campaign to make the blight druids a recurring 
  adversary of the PCs. In this case, the PCs are motivated to help 
  Edgewater simply because it allows them to tangle with their 
  old foes once more. In this scenario, Edgewater’s Folly could 
  serve as the culmination of that specific campaign arc, or it 
  could be used to set the pieces in motion to lead to a conclusion 
  of your own design.
  Mercenaries: The easiest hook to lay on the players, of course, 
  is to simply pay them to do the job. As a former adventurer, 
  Edgewater’s lord-mayor is well aware that gold motivates. He 
  offers PCs 5,000 gp each to investigate and end the threat; he 
  expects, of course, for the PCs to negotiate, and 5,000 gp is 
  simply his starting point. He is willing to go higher as described 
  in the adventure, and could also be talked into adding special 
  perks such as official titles.
  AdvEntuRE summARy
  The action begins about 2 months after the blight druids have started the 
  spread of their disease. Whatever the reason for the characters’ interest, 
  they will need to work quickly to investigate events, uncover Talmot and 
  his warren, link from him to the cabal of druids, and eventually — if 
  they’re lucky — connect the dots back to Gertie.
  The adventure begins with the PCs interacting with the residents and 
  leaders of Edgewater. Act I provides various set pieces and random 
  encounters the GM can use to set the mood and distribute information 
  as she sees fit. At a minimum, in Act I PCs should run through You Look 
  Like Death Warmed Over, Panic in the Streets, and Thank you, Mr. 
  Mayor so they can see the effects of the plague first hand, and interact 
  with both the citizens and the city’s leadership. Other encounters in this 
  section are not required but can help the GM provide information, if 
  necessary, or further set the mood of the city.
  Act II takes the PCs into the town’s sewers. The PCs likely first enter 
  the sewers to confront The Rat and his warren in the northern half the 
  sewer. Several clues available to PCs point them toward the wererat as 
  somebody of interest. After dealing with Talmot, PCs will need to delve 
  into the southern half of the sewers where they are likely to encounter 
  the blight druids. It is here that PCs may get their first inkling that there’s 
  more going on than meets the eye. The blight druids prove to be highly 
  skilled at guerilla tactics, moving in and out of the sewers stealthily to 
  strike the PCs when it’s least convenient. Bringing down the druid cabal 
  ends the direct threat to Edgewater.
  Finally, should the PCs decide to take events to their full conclusion, 
  Act III provides the GM with the information she needs to have the 
  PCs confront Gertie Treadwater. The players have the option in Act 
  III to simply barge in and arrest or otherwise capture Gertie, or they 
  can opt to play it as a more diplomatic roleplaying encounter. Either 
  way, Gertie is a formidable foe with extensive resources at her disposal. 
  Whether PCs seek to draw blades against her or attempt to negotiate a 
  lasting settlement between the two communities, victory against Gertie 
  Treadwater will not come easy.
  spECiAL ConsidERAtions
  Magic, when unplanned for, quickly unravels the best-laid plans of GMs 
  and publishers alike. While it is impossible to account for every spell 
  or magic item your players may currently have access to, we can offer 
  you some general advice about two aspects of magic — divination and 
  healing — that have the potential to greatly affect events.
  Divination
  Divination magic, probably more than any other school, has the ability 
  to utterly crash a hidden-villain themed adventure such as Edgewater’s 
  Folly. It’s all but impossible to lay out guidelines for GMs that takes 
  into account every spell and magic item — even ignoring other 3rd 
  party material, there are simply too many options to offer step-by-step 
  5
  
  guidelines to deal with this school of magic. Instead, this section offers 
  some general guidelines to consider, taking into account the likely 
  abilities possessed by a 7th level character.
  General
  The general tenor of the information below can be summarized simply: 
  If PCs are willing to expend resources to use divination magic, reward 
  them rather than thwart them outright. Nothing is worse for a player to 
  have his character shot down simply by GM decree. Instead of saying, 
  “No” to a player who attempts to use divination magic, a GM would do 
  better to find a way to say, “Yes, but…” In other words, give the player 
  something for their trouble but not the keys to the answer … at least not 
  without a lot of work. “Yes, your spell was successful. But as you stare 
  into your crystal ball, you see that your target anticipated your action 
  and has cloaked the room in complete darkness.” A “Yes, but…” answer 
  gives the players some level of reward for their expenditure of resources 
  — spell slots, magic item uses, etc. — but doesn’t give them everything 
  at once.
  Take a quick look at the PCs’ character sheets prior to the start of play. 
  Take note of any items or spells available that offer divination magic, 
  then research those in particular detail. The players may surprise you 
  with the questions they ask, but at least you’ll have an idea what to 
  expect and can plan accordingly. Finding an in-game counter to their 
  divination is best. Instead of using GM fiat and saying, “Your spell fails,” 
  you can instead have firm ground upon which to build your rebuff of the 
  players’ efforts. Players may not be familiar with your countermeasures, 
  but once they realize you didn’t cheat them of their information, they’ll 
  more easily accept their defeat (this time!) and look for ways to get the 
  upper hand on you next time.
  Don’t spill all the proverbial beans; instead, give just enough to entice 
  them to keep digging (or to get back on track, if they were stuck) Keep 
  some secrets to yourself for later. Below are some considerations you 
  may need to ponder.
  ScryinG
  Once players have a clue about Talmot, they may opt to scry on the 
  wererat. Similarly, once players become aware of the blight druids’ or 
  Gertie’s involvement, each of those parties becomes a potential target 
  of scrying magic. In Gertie’s case, it is entirely reasonable to protect 
  her with nondetection, which makes scry and similar spells much more 
  difficult — though not impossible. A character who takes steps to boost 
  their caster level prior to attempting to scry should be rewarded with 
  some information, rather than thwarted out-of-hand.
  clairaudience/clairvoyance
  These spells — and ones like them — allow the players to see or hear 
  events in an area without being present. Generally speaking, these spells 
  create a sensor that others can detect with a Perception check. Also, 
  the duration on such spells is typically short: one minute per level for 
  clairaudience/clairvoyance, and similar durations on other spells of this 
  ilk. Those aware of the sensors could simply say or do nothing until the 
  spell expires.
  A similar category of spells turns an ordinary item or animal into a 
  “bug” that allows the players to see or hear events as though they were 
  present. While the mechanical implementation is different, ultimately 
  these spells are the same: something allows the players to spy on a 
  distant location. If their method of spying goes undetected, then the 
  players win that round and gain valuable information.
  Targets who detect the sensor might opt to feed the players false 
  information rather than keeping quiet or leaving the room. The target 
  needs to communicate to those in the immediate area that they intend 
  to lie, and also must convince the players that the information provided 
  is accurate. Communicating locally could be as simple as scrawling 
  a note on a piece of paper. If the players have the ability to see (and 
  the target knows), the target needs to find other non-verbal methods 
  to alert his cohorts of the presence of a spy. Allow the target a DC 15 
  Bluff check to inform his cohorts of the presence of the spy. For more on 
  this use of the Bluff check, see the “Secret Message” section of the Bluff 
  skill description in the Pathfinder Roleplaying Game Core Rulebook. 
  Delivering that information to others in the room is only half the battle; 
  the target also needs to convey their false message to the spying players. 
  Another Bluff check, opposed by the players’ Sense Motive, is a solid 
  way to handle this. Another option, if it’s better for the target, is to allow 
  the target a Perform (act) check with a DC of 20. Success allows the 
  target to fool the players into thinking the information being passed 
  along is legitimate.
  locate object / locate creature
  These spells allow PCs to pinpoint the location of a specific item or 
  creature. If players went to great effort to set up events — such as the 
  rogue using Sleight of Hand to hide a small object on a target — give 
  them their just rewards for a job well done. However, these spells aren’t 
  a panacea. The object or creature must be within range (400 feet plus 
  40 feet per level), and even then the spell simply informs the caster of 
  the general direction to the object or creature. Further, the duration is 
  only 1 minute per level. A clever target — one who identifies the PCs’ 
  intentions — could use the spell to lead the PCs on a wild goose chase. 
  For example, if the target realized the PCs planted a specific item, the 
  mark could in turn plant the item on another individual. PCs who then 
  spend time and resources to track the item find that their shiny marble 
  is in the position of some local rube, rather than the blight druid upon 
  whom the rogue planted the item. That said, if the target doesn’t realize 
  an item has been planted, PCs should be rewarded with some pertinent 
  piece of information.
  auGury and divination
  These spells allow PCs to ask questions of a higher power, often a deity 
  or functionary of a deity. Of course, there is always a chance the spell 
  fails. Even if it doesn’t, as GM you are well within your rights to give the 
  results in a cryptic clue. These spells work best if you can ascertain ahead 
  of time the questions players might ask. You can encourage your players 
  to willingly work with you and provide you this information ahead of 
  time, or you can try to guess their questions. Either way, if you can have 
  a cryptic rhyme on hand that offers the answer to their question(s), you 
  enhance the game for the players. 
  other SpellS
  Obviously, the PCs have a bevy of spells and magic items at their 
  disposal. Clerics and druids are especially fortunate in this regard, as 
  they can simply pick any spell they desire when they pray in the morning. 
  Therefore, the GM needs to be ready for whatever divination the PCs 
  may put into action. The worst case scenario would be if the players cast 
  a spell you weren’t expecting. If that happens, ask for a five minute break 
  so you can review the spell, along with the material in this adventure. 
  Unless the game just started, PCs may like the break anyway. Be honest. 
  Tell the players you need a few moments to gather your thoughts so you 
  can make the game as fun as possible. If it happens only once a session, 
  they’re likely to go along with it without any sort of argument.
  Healing
  Paladins can cure disease with their mercies and lay on hands. Clerics, 
  oracles, druids, and even rangers can cast remove disease; since this is a 
  3rd level spell, one could even make a wand at a relatively cheap cost and 
  enhance the healing power of a sufficiently motivated group of divine 
  champions. Of course, the plague druids are also aware of all these 
  measures, and have taken steps to limit or negate their effect.
  6
  
  The disease currently working its way through Edgewater is a modified 
  version of bubonic plague, which the druids have melodramatically 
  named civilization’s downfall. The blight druids have managed to add a 
  supernatural element to the disease, making it much harder — but not 
  impossible — to cure with magic. Similar to mummy rot, completely 
  curing civilization’s downfall requires casting remove curse followed by 
  remove disease. These spells must be cast within one minute of each 
  other, as with mummy rot. However, the druids have also taken steps to 
  make this less than obvious to those seeking to cure the city’s ill.
  If the afflicted subject is treated with just a remove disease, the caster 
  makes a caster level check as normal. If successful, the target appears 
  to be cured and the disease goes into remission for 1d3 days. After 
  the remission period, the disease flares again and the target resumes 
  suffering the full effects.
  City of EdgEwatEr
  Ng small city
  Corruption –1; Crime +0; Economy +1; Law –4; Lore –1;  
  Society +4
  Qualities academic, notorious, prosperous, strategic location
  Danger +10; Disadvantages plagued
  dEmographiCS
  Government council
  Population 8,378 (6,755 humans; 538 elves; 379 dwarves; 301 
  halflings; 405 other)
  Notable NpCs
   
  Lord Mayor Misk Maderal (N male human rogue 8/bard 3)
   
  Councilor Selin Jallas (NG female half-elf rogue 8)
   
  Councilor Jas Undrel (NE male human aristocrat 5)
   
  Councilor Loz Ruppet (CG female human fighter 8)
   
  Harro Havvenbish (CG male dwarf cleric 7)
  markEtpLaCE
  Base Value 6,000 gp; purchase Limit 50,000 gp; Spellcasting 7th
  Minor Items 4d4; medium items 3d4; major items 1d6
  Civilization’s Downfall
  the plague druids are well aware that simple diseases such 
  as bubonic or septicemic plague would have a devastating 
  effect on Edgewater — but the resulting chaos would also be 
  relatively quick, with churches in town rapidly mobilizing to 
  cure the ill. Spreading plague would no doubt have an effect on 
  Edgewater, but the effect would be brief. The druids are more 
  interested in causing a slow but steady downward spiral that 
  wipes Edgewater out completely. They know that after a certain 
  amount of time, word will spread of Edgewater’s fate; that 
  word will cause merchant ships to abandon Edgewater’s port 
  for safer shores, and merchants will simply move to whichever 
  ports import their goods.
  Symptoms of civilization’s downfall include fever, chills, 
  headache, fatigue, stomach pains, and vomiting. In addition, 
  internal bleeding often creates deep bruising on victims — it 
  was this symptom that lead to septicemic plague gaining the 
  nickname “black death” during the middle ages.
  Each day the PCs spend in Edgewater (not counting the sewers) 
  they must make a Fortitude save to avoid contracting the 
  disease, unless they take measures to make themselves immune 
  to disease — supernatural as well as natural. Characters who 
  take precautions can gain up to a +2 circumstance bonus on 
  their save. It is left to you, the GM, to decide if the measures 
  taken by the players is worthy of a +1 or +2 bonus. If you’re 
  unsure, err on the side of caution and grant a +2; after all, we 
  want the PCs to solve the problem, not die in a pool of their 
  own vomit.
  Civilization’s Downfall
  Type curse, disease, inhaled, injury; Save Fortitude DC 19
  onset 1 day; Frequency 1/day
  Effect 2d3 Con damage and 1 Cha damage and target is fatigued 
  and sickened; Cure 3 consecutive saves or treatment with a 
  remove disease spell causes the disease to go into remission 
  for 1d3 days; curing requires casting remove curse and remove 
  disease on the target within one minute of each other.
  act i: eDgewater is on eDge
  The blight druids arrived in town just over three months ago. They 
  spent their first month doing some basic reconnaissance. They quickly 
  latched onto the idea of using Endie “the Rat” Talmot as their fall guy. 
  Endie is an on-the-outs aspiring gangster. A wererat with little patience, 
  a terrible temper, and an axe to grind, Endie is known to many around 
  town. The druids sweet-talked Endie, with the aid of a bit of magic, and 
  endeared themselves to him quite easily. Endie is interested in ruining 
  the unofficial thieves’ guild in Edgewater, and the druids used this as 
  their opening.
  Two months ago the druids first unleashed their terrible disease, with 
  Endie’s help. Given the wererat’s antipathy toward the criminal in-
  crowd, it should come as no surprise that the first victims were members 
  of the thieves’ guild. The disease spread from there. The many temples 
  in the city have found the disease extremely difficult to fight. At first, 
  time and effort were wasted simply using remove disease. The priests and 
  clerics soon realized that civilization’s downfall wasn’t a normal version 
  of the plague. (See below for more details on the disease.)
  Now the disease is quickly approaching critical mass; a full quarter of the 
  population is infected. Instances of civilization’s downfall have also been 
  reported in nearby settlements, spread by those who left town, whether 
  they departed to escape the disease, or were just going about their daily 
  routines. Edgewater’s population has plummeted during the preceding 
  two months due to exodus and death. Prior to the blight druids’ arrival, 
  the city’s population was just under 12,000.  With about 2,000 residents 
  infected — about 750 of those asymptomatic at the moment — the lord-
  mayor and his council are contemplating a self-imposed quarantine on 
  the city, for the good of mankind everywhere.
  7
  
  encounters in eDgewater
  Whether PCs happen to be wandering through town and learn of the 
  issues, have lived here for some significant amount of time, or were 
  sent here to deal with the issue the following encounters should be run 
  sometime between their arrival in town and the moment when they 
  decide to delve into Edgewater’s sewers.
  you look like death Warmed over
  This encounter works best when you run it in a crowded public or semi-
  public location, such as a tavern, restaurant,  or popular merchant’s shop. 
  The PCs should be present, dealing with normal everyday business — 
  that is, not necessarily investigating the odd outbreak of disease. This 
  encounter works well as a way to introduce the players to the problem 
  if they’re not already aware of the outbreak. Read or paraphrase the 
  following to the players.
  As you conduct your business, the doors burst open with a loud 
  bang! A young man stumbles through the now open doorway. It’s 
  hard to say for certain, but the man looks as though he enjoyed 
  good	health	until	very	recently.	Tall	and	lean,	with	large	biceps,	a	
  barrel chest, and slender waist, his appearance speaks of a man 
  who likely made his living performing physical labor. Now, however, 
  the man is anything but a picture of health. His eyes have a glassy 
  far-away appearance. His nose and eyes seep with yellow puss. His 
  clothing	is	heavily	stained	and	reeks	of	vomit.	Most	disconcerting,	
  his face and arms are covered in patches of deep bruises, so dark 
  they almost appear black. The man stumbles a few steps, grabs the 
  shirt of the nearest patron and rasps, “Help… me!” He coughs twice, 
  spewing speckles of blood and who knows what else, and then 
  collapses to the ground.
  As the man — a member of the Muckraker’s Guild named Otis Fathern 
  (NG male human expert 3) — collapses to the ground, pandemonium 
  ensues. Customers drop whatever they were doing, shout obscenities, 
  and flee the property as quickly as possible. After reading the text, roll 
  a d20. On a 19 or 20 a young woman is tramped in the doorway in the 
  ensuing panic.
  Fathern, for his part, is in pretty bad shape. At this particular moment, 
  he’s actually dying — and will do so in 1d3+2 rounds without special 
  intervention from the PCs. If the players are unaware of the civilization’s 
  downfall plague outbreak at this point, they’re about to become 
  intimately familiar with it. A DC 15 Heal check is sufficient to recognize 
  that Fathern suffers from some sort of disease and his condition is 
  near-terminal. At this point, a PC making use of the Heal skill won’t 
  do Fathern any good; the man needs magical healing to have even a 
  chance at survival. A DC 27 Heal check allows a PC to better assess the 
  situation. In this situation, the PC believes Fathern is affected by plague 
  — a fair assumption, even, given the locale of his employment. Should 
  the PCs have the ability to cast remove disease or similar spells, they can 
  temporarily halt the progress of the disease (see the sidebar for details). 
  Otherwise, Fathern dies within the prescribed number of rounds.
  thank you, mr. mayor 
  This encounter is ideal after the PCs have seen firsthand the devastating 
  effects of the disease. GMs should only use this encounter, however, 
  if they actually want the city to offer the players a reward for solving 
  the problem. The GM can tweak this vignette if she wishes for another 
  group (such as the Muckrakers Guild) to offer a reward.
  SEtuP
  By the time this encounter runs, the PCs should be well aware of the 
  crisis unfolding before them in Edgewater. Lord Mayor Misk Maderal 
  could probably get most of his old adventuring group back together and 
  tackle the issue. But… well, he’s grown a bit lazy and accustomed to the 
  comfortable life afforded him in his current position. He finds it just as 
  easy to hire some new heroes for the dirty task. If they do well, he can 
  claim part of the glory — after all, he had the foresight to hire these 
  heroes. If they fail at the task, the Lord Mayor can either keep quiet 
  about hiring a band of heroes who failed miserably, or he can attempt to 
  turn them into martyrs after their failure. Whichever option plays best 
  with the current politics, of course.
  Lord Mayor Maderal is quite content to pay handsomely for the PCs to 
  take on this task. But that doesn’t mean he’ll offer his best price upon 
  first meeting the PCs. He can pay a very large sum of money, as well as 
  provide specific magic items as part of the payment. He can also bestow 
  titles (mostly honorary) upon the PCs, and if he’s pressed he can issue 
  a proclamation that effectively gives the heroes free run of the city — 
  Edgewater picks up their housing cost, meals, and so forth.
  IntroductIons
  the GM will need to devise some method of introducing the Pcs 
  to the Lord Mayor Maderal. they can share a common ally who 
  handles the introductions, for example. If the PCs have made 
  a home in Edgewater for some time, it is possible Lord Mayor 
  Maderal has heard tales of their exploits. Whatever works for 
  your campaign is a good hook. As a last resort, you can have the 
  Lord Mayor desperately select the PCs randomly from among all 
  the adventuring groups calling Edgewater home. Whatever your 
  hook, be sure to bring it to the PCs’ attention. If your group likes 
  a bit of intrigue, you can simply hint at the reasons why they 
  were chosen. If not, come right out and say why, in the voice of 
  the Lord Mayor. “I guess you’re wondering why I’ve called you 
  to my office. You’re probably well aware of the issues besieging 
  my fine city; Friar Cummings recommended you to me. He told 
  me how you’ve helped him immensely over the past year with 
  several problems. A fine man, Friar Cummings! A friend of his is 
  surely a friend of mine!”
  Remember two things when roleplaying the Lord Mayor. 
  First, he’s a former adventurer, so he knows the routines, the 
  language, and so forth. Second, he’s currently a politician. He’ll 
  say what he needs to say to win the job and get the PCs on 
  his side — even if that means making some promises he may 
  try and break later. Beyond that, how to play the Lord Mayor 
  is entirely up to you. We see him as a friendly, gregarious man, 
  but if you need him to be cold and calculating, that works just 
  as well.
  ActIOn
  Either the Lord Mayor can travel to the PCs, or he can summon them 
  to his chambers in City Hall. Regardless, the Lord Mayor spends a great 
  deal of time making small talk. He enquires about recent events, asking 
  specific questions and making comments that let the PCs know he’s 
  done his homework on them.
  After pleasantries and banter, Lord Mayor Maderal gets down to 
  negotiating, even if the PCs aren’t quite aware he shifts from one mode 
  to another. He begins by trying to ascertain just how much the PCs know 
  about the situation. In Maderal’s mind, the less they know, the better. He 
  assumes they’re aware of the plague striking the city, and probably even 
  that it seems to come from the sewers in one form or another. After 
  8
  
  digging into their knowledge, he offers the PCs 5,000 gp each if they’re 
  willing to head into the sewers and figure out what is going on. Maderal 
  is quite sure that Edgewater is under attack from some unknown entity, 
  though he keeps this information close to the vest.
  Maderal expects the PCs will negotiate, of course. The absolute most 
  he’s willing to pay is the equivalent of 20,000 gp per PC — whether that’s 
  as a flat fee or includes some form of equipment or gear is immaterial. 
  However, the Lord Mayor can sweeten the deal beyond the simple cash 
  reward. He can offer the PCs titles, keys to the city, proclamations that 
  effectively grant them free room and board in any of the cities hotels, 
  and similar perks. As GM, you should drive a hard bargain — Maderal 
  wants to pay as little as possible. Paying 10,000 gp and declaring the PCs 
  Heroes of Edgewater is a significantly better deal for Maderal than, for 
  example, paying 15,000 gp.
  Maderal is willing to pay up to 25% as an advance, but begins 
  negotiations at 5%.
  NegotiatiNg
  The simplest way to handle the negotiation is to just roleplay 
  the encounter and let the chips fall where they may. However, 
  if you have a group that prefers rolling dice over talking, you can 
  turn the matter into a series of opposed die rolls.
  For this purpose, Maderal has a total of +22 to Diplomacy, 
  including a +6 Charisma bonus. He also has a +19 Sense Motive 
  (+4 Wisdom), and +10 Profession (politician). If necessary, 
  assume his Bluff is equal to his Diplomacy.
  DEvELOPMEnt
  In the end, the ideal outcome would be for the mayor to hire the PCs to 
  delve into the sewers and figure out who or what is attacking Edgewater. 
  As GM, it’s better to make a bad deal than no deal. Making a deal with 
  the PCs gives them skin in the game in the sense that it encourages them 
  to have interest in a positive outcome for the adventure — even if that 
  outcome is just a large cash payment.
  If the PCs are generally clueless about where to go, this encounter also 
  serves to point them in the right direction. The Lord Mayor can provide 
  the PCs as much information as you deem necessary. Don’t overshare, 
  though. It’s better to leave them in the dark, at least a bit. The PCs can 
  always come back and talk to Misk again if they need to.
  brinG out yer dead!
  This encounter can serve as an alternate introduction point for the PCs. 
  As they stumble upon this horrible scene, they get their first inclination 
  that something is going on. Otherwise, you could also use this encounter 
  once the PCs are aware of the problem to drive home just how dire the 
  situation is for the city. Either way, run the encounter as the PCs walk 
  down one of the city streets.
  Eerily, the streets feel almost deserted. The normal bustle of the 
  day	—	housewives	beating	dust	from	a	throw	rug,	children	playing,	
  busy	pedestrians	trying	frantically	to	dodge	the	children	—	is	all	but	
  vanished. An uncovered wagon pulled by a pair of black horses sits 
  in front of a three-story ramshackle building. A pair of men emerges 
  from the run-down building bearing a stretcher. Upon the stretcher 
  lie the unmoving bodies of a young woman, probably no older than 
  25, and a toddler. Even from this distance, you can see that both 
  bodies are gaunt, and large dark bruises cover the faces.
  SEtuP
  The men bearing the stretcher are members of the Muckraker’s Guild, 
  and are none too happy with the task they’ve been assigned this day. 
  Seven more bodies, some dead for as long as a week and a half, remain 
  in the building. The cart already holds the body of a middle-aged male, 
  his skin also showing the telltale bruising of the plague.
  If the PCs attempt to chat or otherwise interact with the two workers, 
  they find them both to be in an incredibly sour mood. A PC must make 
  a DC 15 Diplomacy or Intimidate check to get one of the workers to 
  reply to any questions; alternately, PCs could also get in their way and 
  halt their progress as a means of getting them to speak up. If the men 
  are convinced to chat, they tell of a thoroughly gruesome scene inside 
  one of the apartments, where ten people have died within the last ten 
  days. If the PCs used Intimidate, the workers go out of their way to share 
  horrific details of the scene, such as the state of decomposition.
  Both workers are infected with the disease, though they haven’t yet 
  exhibited symptoms. Any PC who moves within 10 feet of the workers 
  or 15 feet of one of the three corpses must make a Fortitude save to avoid 
  becoming infected.
  This encounter should drive home a sense of dread and despair for 
  the players. Other than talking to the workers, and possibly becoming 
  infected themselves, there really isn’t much they can do here.
  no honor amonG thieveS
  This is another encounter that can either serve to introduce the PCs 
  to the situation, or to show them just how grim things have become 
  in Edgewater. The encounter runs best if it’s between dusk and dawn, 
  and when the PCs are in an alleyway — preferably in a not-so-pleasant 
  section of the city.
  9
  
  As	you	scurry	down	the	oddly	quiet	streets	toward	your	destination,	
  you catch an odd sight out of the corner of your eye. There, down a 
  narrow	side	alley,	you	see	a	man	sitting	on	the	ground,	his	back	and	
  head	leaning	against	the	wall.	A	second	man	appears	to	be	rifling	
  through the man’s pockets looking for something.
  SEtuP
  Both men are vagrants. The first is dead, a recent victim of the plague; 
  the second is hoping to acquire something of value so he can purchase a 
  couple drinks and maybe a bite to eat.
  woulD-Be tHief 
  cr 1
  XP 200
  hp 5 (Pathfinder Roleplaying Game GameMastery Guide, 
  “Pickpocket”)
  ActIOn
  Chances are good the PCs believe the thief killed the man, though that’s 
  not actually true. The man died just a few hours ago from civilization’s 
  downfall and the thief is just looking to take advantage of the situation. If 
  the PCs confront the thief, his eyes get wide with a panicked look before 
  he bolts down the alleyway looking to escape. If PCs wish to pursue 
  the would-be thief, you can use the “Pursuit” rules from the Pathfinder 
  Roleplaying Game Game Mastery Guide, which are summarized here.
  Appendix II contains a set of “chase cards” for use in this encounter. 
  Print these out and cut them apart, then lay them out in any order you 
  like (keeping rooftop obstacles after the “ascending to rooftop” cards). 
  This chase has no set finish line, so laying them out in a circle works best. 
  Next, find a miniature or other small token to use as a representative 
  of all the participants. Place all the PCs on a random card. If they did 
  not approach the would-be thief before startling him, place his token 2 
  chase cards ahead of the PCs. If the PCs approached, adjust accordingly 
  based on distance.
  Next, determine the baseline speed, which is equal to the movement 
  rate of the majority of the chase’s participants. In most cases, this is a 
  land speed of 30 feet. This base speed sets the distance of each chase 
  card, so in most cases each card represents 30 feet of space. At the start 
  of the chase, each participant makes an Initiative check to determine 
  the order in which he moves. Our would-be thief gets a surprise round 
  of movement if he can succeed on a Stealth check opposed by the PCs’ 
  Perception checks. If only some PCs pass the Perception check, they 
  also gain surprise round movement. If all PCs pass the check, there is 
  no surprise round.
  While a character’s actual speed doesn’t directly affect how often he 
  moves between cards, it does affect how quickly he navigates obstacles. 
  For each 10 feet slower than the chase’s baseline speed a character 
  moves, he suffers a cumulative –2 penalty on any check made to navigate 
  obstacles. Likewise, for every 10 feet faster than the baseline speed he 
  moves, he gains a cumulative +2 bonus on these checks. Significant 
  mobility advantages over the baseline speed type (such as flight) grant 
  an additional +10 bonus on checks made to avoid obstacles, simulating 
  the character’s use of enhanced movement to bypass obstacles entirely. 
  Used properly, extremely powerful effects (such as teleportation) allow 
  a character to instantly move forward a number of cards (use each card’s 
  distance to determine ranges).
  Using the base assumption of 30-foot cards, it takes a move action to 
  move through a single card. When a character exits from a card, he must 
  choose one of that card’s two obstacles to face as a standard action before 
  moving to the next card. Success means the character moves to the next 
  card, while failure means the character must face the obstacle again on 
  the next round. Instead of exiting a card, a character can choose to take 
  another action not directly related to navigating the chase’s course, such 
  as casting a spell or drawing a weapon.
  A character who wants to attempt to move three cards during his turn 
  can do so by taking a full-round action. That character must overcome 
  both obstacles on the card he is leaving. In this case, if a character fails 
  either obstacle check by 5 or less, he only moves one card forward and 
  his turn ends. If a character fails either obstacle check by more than 5, 
  he cannot move at all that turn. A character unfortunate enough to fail 
  two obstacle checks in a turn becomes mired in his current square (he 
  might have fallen from a ledge, gotten a foot stuck amid roots, or got 
  caught in a crowd, for example). A character who is mired must spend 
  another full-round action becoming un-mired and effectively loses his 
  next turn in the chase.
  A character can also choose to make a ranged attack or cast a spell 
  during his turn in a chase. If the action is a full-round action, he can’t 
  move at all. Use the number of cards and their established distances to 
  determine ranges as necessary. The terrain where the chase takes place 
  might provide the target partial or even full cover or concealment, as 
  you wish. A character can only choose to make melee attacks against 
  targets that are on the same card.
  This particular chase ends if the would-be thief is ever four cards ahead 
  of the PCs after the last participant’s initiative that round. Alternately, 
  the chase ends if at least one PC finishes a round in the same square as 
  the thief. In the former scenario the thief escapes, having slipped from 
  sight long enough to evade capture; in the latter scenario the PCs capture 
  the fleeing vagabond and prevent him from running off into the night.
  DEvELOPMEnt
  Any PC who makes even a cursory check of the dead body notices 
  the severe bruising on the face, neck, and arms. If the PCs have not 
  yet encountered any plague victims, they may very well confuse these 
  markings for signs of a physical altercation between the would-be thief 
  and the victim. If so, a DC 15 Perception check allows the PCs to notice 
  the would-be thief has no injuries (other than those sustained from the 
  chase, if appropriate).
  For his part, the thief vociferously proclaims his innocence. (“He 
  was dead when I got here, man! You gotta believe me!”) The thief is 
  not currently infected with civilization’s downfall — in fact, he’s oddly 
  immune to the disease, though nobody knows that yet. For his efforts, 
  he lifted a total of 7 cp and a dagger from the dead body.
  PCs who physically examine the dead body must make a Fortitude save 
  to avoid contracting the disease.
  AD-HOc XP ADjuStMEnt
  If the PCs capture the thief after a pursuit, award them XP as though 
  they overcame a CR 3 creature rather than a CR 1 creature.
  panic in the StreetS
  GMs should use this encounter only after the PCs have become well 
  aware of the situation. They don’t necessarily need to be “on the job” 
  just yet, but it should be obvious to even the most obtuse observer that 
  Edgewater is in crisis before you run this encounter. This encounter 
  should be run during daytime hours. Ideally, you place this encounter 
  near an important public location, such as city hall, the mayor’s 
  residence, City Square, or the Muckraker’s Guildhall.
  10
  
  The streets are more crowded than usual, and a palpable energy 
  crackles over the crowd. A shout rings out from the crowd. “I 
  thought this new Lord-Mayor and his cronies were supposed to help 
  us?” Another voice: “We’re dying out here, and you haven’t done a 
  damn thing!” And another: “They’re too busy, all safe and warm, 
  eating	their	fancy	meals!”	More	and	more	voices	shout	out	from	the	
  crowd,	the	din	deafening.	The	negativity	feeds	upon	itself,	and	the	
  comments	become	more	and	more	personal	—	and	more	sadistic.
  Just when you think things are about to boil over, a calm voice rings 
  out above all the others. “Friends! Listen to yourselves, would you?” 
  An older man you recognize steps to the front of the crowd. Perhaps 
  a high priest you’ve seen or respected merchant; you can’t quite 
  put	your	finger	on	it.	The	man	continues,	“This	is	not	what	makes	
  Edgewater a great city! Edgewater is a great city because we work 
  together, because we care for one another. Please. Go home to 
  your family, your friends. Grant them succor if they’re ill. Enjoy their 
  company either way.”
  The crowd mumbles, seemingly shaken from their daze by the man’s 
  speech. Just as the fringes of the crowd begin to melt away, a new 
  voice	yells	out,	“The	old	man	wants	us	to	die	like	cattle	led	to	the	
  slaughter!	Compliant	to	the	end	and	unaware	of	what’s	coming	until	
  it’s too late!” The crowd freezes, unsure now whether to leave or 
  continue	their	impromptu	protest.	Suddenly,	a	rock	flies	from	the	
  crowd and strikes the old man squarely on the temple. Immediately, 
  blood gushes from the wound, his eyes roll back in his head, and 
  he drops to the ground like a sack of potatoes. The new voice 
  continues,	“I	won’t	go	quietly,	Lord-Mayor!	Do	you	hear	me!”
  And then… anarchy.
  SEtuP
  The PCs have just witnessed the start of a riot. The palpable energy that 
  was nearly quelled explodes. All manner of objects — rocks, beer bottles, 
  bricks — fly through the air, striking randomly. The volume is so loud 
  that nobody could speak over the crowd now even if they wanted to, at 
  least not without the aid of magic. Storefront windows are smashed, fires 
  lit. Fights break out, while others run for cover.
  The old man can be anybody you need for your campaign. If you have 
  no particular use for the NPC, designate him the high priest of a minor 
  deity. He’s still alive, but barely. Others in the crowd are also down on 
  the ground with various injuries. The mob begins to spread quickly, and 
  threatens to engulf a large section of the city.
  ActIOn
  If the PCs wish to defuse the situation, they’ll need to act quickly. The 
  budding mob contains a few hundred people, and already it’s starting to 
  spread and grow. A bard or cleric with the enthrall spell has a very good 
  chance of being a hero in this moment, as the spell affects any number 
  of targets. The biggest downside to enthrall is that any violent act against 
  a target of the spell ends the effect immediately. Calm emotions can be 
  almost as effective, but is limited to a 20-foot radius spread. That can still 
  have a large impact on the mob, especially if multiple casters happen to 
  have it available.
  Restraining unruly citizens is another option. Spells such as entangle 
  and rainbow pattern can remove a significant number of rioters, though 
  it does nothing to soothe their aroused state. Spells such as deep slumber 
  can remove citizens from the mob, but only affect a small number of 
  targets (up to 10 HD in the case of deep slumber).
  Another option for spellcasters is using spells to divide the rioters into 
  smaller groups, perhaps even isolating smaller numbers. While this 
  tactic doesn’t prevent them from harming one another, it does serve to 
  reduce the size of the mob. The various wall spells can be highly effective 
  at this task, as can cleverly used illusion spells.
  Beyond magic, crowds can be dispersed through the use of nonlethal 
  damage. In the real world, riot police use items such as rubber bullets, 
  shotguns that propel beanbags, and firehoses for this sort of task. Your 
  players may come up with some creative ideas, or they may simply 
  choose to beat on townsfolk with the flat side of their sword, so to speak. 
  Allow creativity to flow; give every idea a chance. Non-combat options 
  should require some sort of skill check — whatever seems appropriate 
  for the attempted task.
  Ending the riot is a tough task; ending it quickly is even more difficult. 
  Assume the mob started off with 250 townsfolk. Every minute, adjust 
  this number by 2d6–5 (for a range of –3 through +7). This adjustment 
  is independent of the PCs’ actions. This adjustment accounts for new 
  rioters joining the fracas or existing rioters dropping out (knocked 
  unconscious, scared off, etc.). Adjust the number further by the number 
  of townsfolk removed by the PCs, regardless of the means. For the 
  purposes of a townsfolk who is only trapped (such as a tanglefoot bag or 
  the entangle spell) assume the NPC is removed as long as the effect lasts 
  3 or more rounds. If the number of active townsfolk participating in the 
  riot ever drops below 125, the crowd becomes too thin to sustain itself. 
  At this point, the crowd can shrink as a result of your 2d6–5 roll, but 
  cannot increase. Should the number of townsfolk ever drop below 100, 
  instead remove 2d4–2 participants each round. If the number drops 
  below 80, the crowd disperses and the riot ends.
  Good, Bad… I’m the Guy wIth the Sword
  of course, if your PCs aren’t good aligned, or don’t care 
  too much about an alignment shift, the number of options 
  available to them to quell the mob increases. Because ending 
  the riot requires removing townsfolk from the scene, PCs with 
  questionable morals could use tactics such as casting fireball 
  or opening up a full attack on nearby targets. Such strategies 
  would be brutal, but would likely prove highly effective at 
  ending the riot.
  However, such actions have strong consequences. Over the 
  coming days, broadsides throughout the city will decry the PCs’ 
  “vile” actions. Merchants and other service providers are likely 
  to turn the PCs away. the mayor and his council will not hire the 
  PCs to deal with the villains in the sewers — and if the PCs killed 
  more than 5 townsfolk, they go to the additional step of placing 
  a bounty on their heads. even if they “only” killed 5 townsfolk, 
  Edgewater’s officials will want nothing to do with them, and 
  may try to arrest them on sight for their crimes.
  In short, it has a good chance of changing the entire tenor of 
  your campaign. Give your players plenty of opportunities — 
  “Are you sure you want to cast that spell?” — to change their 
  mind. But if they insist on heading down that path, they simply 
  must deal with the consequences of their actions.
  DEvELOPMEnt
  If you opt to use this vignette, it needs to be an utterly chaotic scene. 
  (That’s a theme you’ll see a lot as you keep reading.) There is simply 
  no way we can detail what would happen. Throw all manner of smaller 
  encounters at your players within the larger context of the riot — a 
  crying child in the middle of the street; an elderly woman trapped by 
  a gang of four men; a young man lying in the middle of the street, his 
  11
  
  head bleeding profusely and his leg broken; a merchant’s store window 
  shattered followed by looters helping themselves to the merchandise. 
  A PC who has no effective method of crowd control in her repertoire 
  should still have plenty to do within the moment.
  Particularly heroic actions — saving the child or old woman, for 
  example, or preventing the store from being thoroughly looted — could 
  result in a reward, either monetary or just an owed favor. Improvise as 
  needed, but by all means allow the player to bask in his or her special 
  heroic moment.
  If a PC kills one or more townsfolk while performing a heroic action, 
  don’t hold that death against them as detailed above, as long as the player 
  tried other means first or had no other viable recourse. For example, if 
  a PC moves to defend a store after the windows are smashed, the PC 
  might choose to step between the store and mob while attempting a 
  Diplomacy check to quell the mob. When that fails, the PC could try 
  using nonlethal damage. As a last resort, she kills a rioter. This death 
  shouldn’t result in the PCs having a bounty placed on their head.
  AD-HOc XP ADjuStMEnt
  This encounter is extraordinarily tough – not just for the PCs, but for 
  you to run and for us to tell you how much XP to award. As GM, you’re 
  really going to have to play this one by ear. Some rough guidelines: The 
  faster the riot ends, the more XP players should get; ending the riot 
  with minimal collateral damage should also increase the amount of XP; 
  and bringing an end to events without the PCs causing the loss of life 
  should also be rewarded. At a minimum, award XP for this encounter 
  as though the PCs have defeated a CR 10 creature. For each “special” 
  accomplishment you wish to reward, you should consider granting XP 
  as though additional lower CR creatures were defeated. For example, if 
  the PCs ended the riot without killing anybody from the city and without 
  causing any significant property damage, you could award them XP for 
  the CR 10 creature as the base, then also award XP for an “additional” 
  two CR 5 creatures — one for each extraordinary achievement.
  Make the awards worth their efforts. And hopefully, this rag-tag 
  encounter leads to an epic gaming session your players talk about for 
  years to come!
  cloSed!
  This encounter should be used after the PCs are aware of the problem. 
  They don’t necessarily need to be “on the trail” so to speak, but they 
  need to know there is an outbreak of a deadly disease in Edgewater. 
  The encounter is only meaningful if the PCs have a connection to the 
  establishment. This can be the place they sell unwanted magic items, 
  where they get gems appraised, a tavern or restaurant, or any other 
  business they’ve gained an attachment to. You should paraphrase 
  the following read-aloud text, interjecting personal comments as 
  appropriate to make it more meaningful for your group.
  As	you	walk	down	the	street,	the	usual	activity	just	isn’t	present.	
  Those who are out move quickly and keep their head down — 
  almost seemingly afraid that if they make eye contact they’ll run 
  the	risk	of	getting	sick.	As	you	continue	down	the	road,	you	see	
  an old friend out in front of his shop, hammering boards into the 
  storefront.
  SEtuP
  This encounter should feel personal to at least one player, if at all possible. 
  The proprietor — and their friend — has made the decision to board up 
  the shop and move out. He has a series of 2x4 pieces of lumber, and is 
  using them to seal the door and window. The alley entrance is already 
  secured, and all the valuables have been removed from the building.
  ActIOn
  The proprietor and his spouse have decided Edgewater is no longer 
  a safe place to raise their family. They survived gang turf wars and 
  difficulty getting merchandise due to the infrequent use of the docks, 
  but this is just too much for them. They’ve made arrangements in Deep 
  Salt Bay or another nearby town.
  DEvELOPMEnt
  PCs cannot talk their friend out of leaving. However, they can convince 
  the family to make the move a temporary one rather than permanent. 
  With proper cajoling, the PCs can convince their friend to simply make 
  this a temporary trip out of town, no less than 2 weeks but not more 
  than one month. If Edgewater isn’t safe by that time, he insists the move 
  will become a permanent one.
  If the PCs were especially close to this vendor, for whatever reason, feel 
  free to have their friend bestow a small gift before riding off into the 
  sunset with his family. A necklace and pendant or ring, for example, 
  makes a nice token; it’s something that’s not too valuable, but easily 
  caries more than monetary worth at the same time.
  the dudGer hill GanG
  Use this encounter to help drive home the human side of a plague 
  ravaging a city. When they’re outside in a crowded location — a market, 
  for example — you can use this encounter.
  As you make your way through the crowd, your group is suddenly 
  accosted by a group of children — 4 boys and 2 girls. All six are 
  filthy,	as	though	they	haven’t	bathed	in	weeks,	and	wear	rags	for	
  clothing. The children move among your group, tugging on sleeves 
  and begging. “Mister, spare a copper?” “Lady, would you happen 
  to have any spare food?” “I’ll clean your boots for two copper.” The 
  pack	of	kids	shout	over	one	another,	trying	to	make	sure	their	offer	
  is the best-heard in the crowd.
  SEtuP
  Three of the children — two of the boys and a girl — are now orphans, 
  thanks to the plague. So far none have shown signs of infection on their 
  own though that may not matter if they can’t find enough to eat. The 
  other three children are friends of the first three. Two have sick parents 
  and the third has a sick younger sibling. The children range in age from 
  8 up to 13.
  The urchins have marked the PCs and other crowd-dwellers prior 
  to their foray into action. The children have observed the crowd and 
  picked a half-dozen or so targets to attempt to pick pocket, including 
  two of the PCs. The children expertly move among the crowd, bumping 
  into and grabbing hold of people while other members of the gang 
  attempt to lift purses and other unattended objects. Pick two PCs who 
  give off the appearance of being inattentive. Those two are among the 
  children’s marks.
  12
  
  street urcHin (6) 
  cr 1/2
  XP 200 each
  Male or Female young human expert 1
  N Small humanoid (human)
  Init +4; Senses Perception +3
  D E f E n s E
  Ac 16, touch 15, flat-footed 12 (+1 armor, +4 Dex, +1 size)
  hp 3 each (1d8–1)
  Fort –1, Ref +4, Will +1
  Offense
  Speed 30 ft.
  Melee sap +5 (1d4 nonlethal–3) or dagger +5 (1d3–3/19–20)
  s t a t i s t i c s
  Str 4, Dex 19, con 8, Int 11, Wis 9, cha 10
  Base Atk +0; cMB –4; cMD 10
  Feats Deft Hands, Weapon Finesse
  Skills Acrobatics +8, Appraise +4, Bluff +4, Disable Device +10, 
  Knowledge (local) +4, Perception +3, Sleight of Hand +10, Stealth +12
  Languages Common
  Other Gear padded armor, sap, dagger, belt pouch, 1d3 cp each
  ActIOn
  As the six urchins run amongst the crowd, their movements are highly 
  coordinated. A pick pocket attempt is only made when at least two other 
  children are talking to, tugging on, or otherwise distracting the mark. 
  The children are persistent, dreaming up all sorts of crazy questions to 
  ask their marks — whatever keeps the adults distracted.
  Lifting a small item from a person requires a DC 20 Sleight of Hand 
  check. The kids receive a +2 circumstance bonus due to the distraction 
  caused within the crowd. Success indicates the item was taken. The 
  target, however, gets an opposed Perception check. Success indicates 
  the thief’s attempted legerdemain was noticed — though if the urchin 
  scored a 20 or better, they still successfully take the item.
  After four successes, the oldest child yells, “Hey, I think I hear grandma 
  calling!” At that cue, the gang runs away down a narrow alley. If they’re 
  not pursued, they stop less than 10 yards down the alleyway and admire 
  their score for the day.
  DEvELOPMEnt
  Odds are, one of the PCs will catch the urchins in the act. If so, the other 
  five kids attempt to scatter in different directions. The would-be thief, a 
  10-year-old girl named Marla, begs and pleads with the PCs to let her 
  go. The girl begins to cry and tells the PCs both her parents recently 
  died from the weird plague affecting Edgewater (true) and that she has 
  nobody to turn to except the street gang (false — she lives with her older 
  sister and her husband). She offers to do whatever the PCs want — run 
  errands, shine armor, clean their house, etc. — if they let her go. During 
  her babbling attempts to gain her freedom, have her say, “The Rat’s been 
  actin’ weird.” PCs may take this to mean “the rats are acting weird.” 
  However, she’s actually referring to Endie “The Rat” Talmot, a wannabe 
  gang leader.
  PCs at this point have a decision to make. They can, of course, turn the 
  urchin over to the authorities. The constable is well aware of the young 
  gang of miscreants, but obviously has more important things on his 
  plate recently. They could opt to give Marla a stern lecture about all that 
  is wrong with a life of crime (an option that’s highly likely if the group 
  contains an uptight paladin). They could also opt to show compassion 
  and make arrangements to provide Marla and her band of reprobates 
  with food and shelter. Of course, in this case Marla is going to have an 
  interesting time explaining her earlier lies once the PCs learn she has a 
  home (though others in the gang do not).
  AD-HOc XP ADjuStMEnt
  If PCs capture Marla, but let her go out of compassion, award the group 
  XP as if they had defeated a CR 2 monster. If the PCs opt to “adopt” 
  Marla and provide food and shelter, award XP as if they had defeated 
  a CR 4 monster. If the PCs opt to take care of Marla and the other five 
  members of her street gang — provide them with shelter, feed them, 
  get them clean clothing, etc. — award XP as if they had defeated a CR 
  6 monster. (Of course, in the latter case feel free to roleplay out the fact 
  that Marla and her friends are unlikely to trust the PCs. What will they 
  do to gain the trust of the kids?)
  In addition, if the PCs get totally bogged down later in the adventure 
  and they have in some way aided Marla, the girl can make a return 
  appearance to deliver a message, intentional or not. She could show 
  up and say, “Hey, I heard some guys on the corner talking about The 
  Rat and thought you’d be interested.” Or you could make her aid more 
  subtle; simply have Marla show up and talk. She can thank the PCs for 
  their aid, and tell them what’s been going on since they last saw her. 
  Marla has an attention span that’s typical for a 10-year-old, however, and 
  her story wanders all over the place. Somewhere in that story, though, 
  you can slip the PCs a valuable clue to get them back on track again.
  13
  
  act ii: tHe sewers
  Most of the action in Edgewater’s Folly should take place in the sewers. 
  Act I allows the PCs to learn of the plague and do some investigation. 
  Act II is where they take the information gained from the investigation 
  and turn it into action. This chapter is broken down into four main 
  sections.
  The first, Environment, provides general information about the sewer 
  environment. The information presented in this section applies to the 
  entire sewer complex unless otherwise noted.
  The second section details Patrols within the sewers. PCs have a chance 
  to bump into patrols sent out by both The Rat and the plague druids. In 
  many cases, the patrols are simply interested in gathering information 
  about the PCs and returning to their employers, but if cornered the 
  creatures in the patrols can put up one hell of a fight. Even worse, if 
  a patrol manages to catch the party off guard, they won’t hesitate to 
  attempt to deal with the threat in order to curry favor with their boss.
  Section three of this chapter details the rooms that roughly make up 
  the north chambers of the sewer complex. These chambers are under 
  the control of The Rat and his wererat cohorts. The plague druids hope 
  they’ve planted enough false evidence that any investigators would be 
  led to chase down the unpopular wererat thug and leave their operations 
  alone.
  Finally, the last section provides information on the South chambers of 
  the sewer complex, where the plague druids have established their base 
  of operations. PCs could simply stumble into things here while dealing 
  with the rat problem, or they could be on the prowl for the plague druids 
  themselves. Only by winning this final section can the PCs reverse the 
  course of events in Edgewater and save the city from the plague.
  The demarcation between “north” and “south” is fluid. Patrols for both 
  groups cross into the other’s territory, for example. Roughly speaking, 
  north and south are split evenly on the map, with rows 1–5 comprising 
  the north section and rows 6–10 comprising the south.
  Reading the Map tags
  through the adventure text below, each encounter is given 
  a number and a name, for example N1: Drainage. The first 
  character of the encounter number will tell you which section 
  it’s in: P for patrol, N for north, or S for south. The number after 
  the letter is simply a “running counter” of the encounters. After 
  the encounter’s name is an estimate of the Challenge Rating of 
  the encounter (if it has one), which takes into account all the 
  factors involved — monsters, environment, traps, and so on.
  The first line of an encounter will direct you to which page of 
  the mega-map to use for this encounter. Columns are lettered 
  a through J, and rows are numbered 1 through 10. some 
  encounters require more than one map tile; in a few cases 
  several encounters share the same map tile. For example, 
  encounter N1: Drainage says “Map Page: A1.” On the other 
  hand, encounter N21: The Lost Crypt says “Map Page E3, F3, G3, 
  H3, I3, E4, F4, G4.” This means to run that specific encounter, 
  you need to use all eight of those map tiles.
  At the start of Scene II you will find a copy of the mega-map 
  with each tile labeled, for reference. 
  It’s important to remember that the sewer depicted on the map is not the 
  entire sewer complex of Edgewater — not by a long shot. Rather, what 
  is depicted on the map is simply where the characters are able to travel. 
  The majority of the pipes — the ones that connect to buildings and even 
  sewer grates on the streets — are inaccessible to characters.
  environment
  Several important environmental factors affect game play in the sewers. 
  Unless a room or area indicates otherwise, these guidelines apply 
  throughout the complex.
  tideS
  The sewers of Edgewater rely upon the natural currents of the tides to 
  first flood the sewer chambers, and then wash everything out to sea. 
  Assume the tides cycle through from low to high and back again every 
  12 hours. Unless the players specifically plan the time of day when they 
  enter the sewers, roll 1d6. This result is how many hours into low tide 
  it is when they enter. For example, if you roll a 5, high tide arrives in 
  only 7 hours.
  Remember that the tide doesn’t just suddenly roll in and flood 
  everything; it’s a gradual process. High tide is the point in time when the 
  water is deepest, and low tide is the point in time when it’s shallowest. 
  Between these two points in time, the water level either rises (when 
  moving from low to high) or falls (when moving from high to low). 
  The map shows the sewer at low tide. During high tide, the depth of 
  the water rises 1d3+3 feet, except as detailed in the next paragraph. The 
  sewers are designed for this water level, of course. The walkways around 
  the sewer become submerged during high tide — the ledges are typically 
  about 3-1/2 feet above the low tide water level. So during high tide, the 
  walkways are anywhere from a half-foot to 2-1/2 feet under water.
  Some areas of the sewer are designed to not flood during even the worst 
  high tides. The following rooms and areas remain dry during high tide: 
  n2: Access Room, n14: Fresh Water, n19: Wererat Warren (except 
  the eastern portion of n19a: Entryway), n20: Entry chamber, n23: 
  Storage, S2: Storeroom, S6: Warehouse, and S14: Druid command 
  (except S14e: Marrock’s chamber).
  StORM SuRGE
  If your players are having far too easy of a time moving around through 
  the sewer system, you have the option of hitting them with a “storm 
  surge” at high tide. Depending on the season, a severe thunderstorm, 
  tropical storm, minor hurricane, or similar storm batters the region. The 
  resulting heavy rains coupled with a natural high tide result in a deeper 
  high tide than normal. Add an additional 1d3+1 feet to the tide’s depth; 
  the subsequent high tide gains half this addition. The high tide after that 
  returns to normal.
  liGhtinG
  With the exception of the harbor (G9–j9 and G10–j10), there is no 
  natural light in the sewers. Hallways and rooms intended for use by 
  the sewer workers have torch sconces on the walls, though no torches 
  currently occupy them. (An area is intended for sewer worker use if the 
  area shows gridlines on the map. For example area A2 is intended for 
  sewer worker use, while area j5 is not.)
  General dimenSionS
  All tunnels within the sewer complex are rounded. The height in the 
  middle is 10 feet, while the height along the edges — typically where the 
  walkways are located — is 8 feet. Rooms and chambers vary, depending 
  on the purpose; entries for such will mention the room’s height.
  doorS
  Due to the humidity throughout the complex (see below) wooden doors 
  aren’t viable. Wood would quickly swell with the moisture in the air and 
  14
  
  become unusable. Likewise, making the doors of iron or steel would also 
  be a fruitless endeavor. Eventually, rust would render the doors useless. 
  To combat these problems, all the doors throughout the complex are 
  made of architectural bronze. Architectural bronze is actually an alloy 
  made from copper, zinc, and lead, which technically makes it a “brass” 
  even though it’s called “architectural bronze.” Architectural bronze is 
  relatively lightweight and, most importantly, does not rust. However, 
  architectural bronze does require maintenance or else the typical 
  “patination” will affect the metal’s appearance. Until recently, members 
  of the Sewer Workers’ Guild combated this reaction by regularly oiling 
  the metal, and applying a special lacquer to stave off the process. The 
  patina that forms on architectural bronze typically doesn’t affect the 
  integrity of the metal, only its appearance. As such, most of the doors 
  in the complex have a greenish hue to them, depending on the state of 
  patination.
  Real WoRld ChemistRy
  For those who care about fiddly details, here’s more information 
  on the chemistry of bronze and brass.
  Traditional bronze is 90% copper and 10% tin. This alloy proved 
  durable, and was a large factor in the real world moving out 
  of the Stone Age. There are three other copper alloys that are 
  commonly referred to as bronze. Statutory Bronze is made up 
  of 97% copper, 2% tin, and 1% zinc. As you can guess from the 
  name, this bronze is used to cast statues and similar objects. 
  Architectural Bronze (which is technically a brass, as it’s a 
  copper-zinc alloy) is made of up 57% copper, 40% zinc, and 3% 
  lead. This alloy is commonly used for door and window frames, 
  mailboxes, decorative chutes, and similar applications. If well-
  oiled or coated regularly in a special clear lacquer, architectural 
  bronze avoids developing a patina — the greenish “tint” 
  common to statutory bronze. The third common bronze alloy 
  is called Commercial Bronze and is comprised of 90% copper 
  and 10% zinc. Commercial bronze is often used to make screws, 
  chain links, screen cloth, and similar items.
  “Patination” is the development of patina on bronze. The patina 
  is an oxidation reaction — much like rust in iron alloys. Unlike 
  rust, however, patina can help protect the bronze alloy.
  humidity
  Simply put, everything in the sewer complex is wet. The air is saturated 
  with moisture, the walls and floors are slick with moisture, and the 
  ceiling drips foul-smelling moisture on the PCs’ heads. What we’re 
  trying to say here is that the sewer complex is wet.
  Due to the moisture, non-magical torches and lanterns have their light 
  radius reduced by 25%. (This means a torch only sheds light in a 15-foot 
  radius, a bullseye lantern sheds light in a 45-foot cone, and a hooded 
  lantern shed light in a 20-foot radius.) In addition, using flint and steel 
  to light a torch or lantern requires two full-round actions rather than 
  one.
  Moisture covers every surface of the sewer complex, making movement 
  treacherous. A creature can move up to half its listed speed (Swim 
  speeds are unaffected) without any trouble. Attempting to move further 
  in any given round, however, requires a DC 10 Acrobatics check. This 
  applies to standard movement as well as climb speeds.
  Unprotected clothing and equipment quickly become saturated, even if 
  a PC takes care to avoid trudging through the noxious liquid running 
  through the sewer’s channels. A character wet from the environment 
  suffers a –2 penalty against cold-based spells. A character who fails a 
  save against a cold-based spell while wet becomes lethargic — she 
  takes a –4 penalty to initiative checks, and a –2 penalty to Reflex saves. 
  (Assume a character who has spent 2 hours in the sewers is wet.) In 
  addition, anytime the character must make a save against an effect that 
  would leave her fatigued or exhausted, she suffers a –4 penalty.
  Stench
  To put it kindly, sewers smell bad. Very bad. All distances for the scent 
  ability are halved. In addition, once per hour spent in the sewers, 
  randomly select a single PC and require a Fortitude save (DC 15). 
  Failure indicates the unique smells of the sewer system overcame the 
  PC, and he or she loses his or her proverbial lunch. The character is 
  sickened for 1d3+1 rounds. Characters who are immune to poison or 
  who have a bonus against poison are immune to this effect or receive a 
  bonus to their save, respectively. (Note that characters who are immune 
  are still subject to be selected randomly. It just means nobody gets sick 
  that hour.)
  SeWer GaS
  Pockets of methane gas are a serious danger in any sewer system. For 
  this reason, members of the Sewer’s Workers’ Guild in Edgewater use 
  everburning torches when they enter the complex.
  Any open flame — magical or mundane — has a chance to ignite a 
  pocket of methane gas. Each area description will include a frequency 
  at which you should check as well as the result. In general, the lower 
  the grade the higher chance of gas accumulating — methane is denser 
  than air.
  15
  
  More Science!
  At sea level, our atmosphere is roughly 21% oxygen. introducing 
  a flammable gas into that atmosphere doesn’t automatically 
  guarantee an explosive reaction when an ignition source is 
  introduced. If the percentage of the gas is too low, there isn’t 
  enough to ignite; if too high, the mixture is too rich to burn. 
  These are called the Lower Explosive Limit (LEL) and Upper 
  Explosive Limit (UEL) (sometimes, Lower Flammable Limit [LFL] 
  and Upper Flammable Limit [UFL]).  For methane, the LEL is 
  about 5% and the UEL is about 15%. The Discovery Channel 
  show Mythbusters actually did a segment on exploding sewer 
  gases. They found a 9% mixture — more or less right in the 
  middle of the range — worked consistently well for their 
  experiments.
  All of that said, this level of science is probably unnecessary 
  in your campaign and it instead just serves as background 
  information and perhaps a bit of mostly useless trivia you can 
  use to astound your friends later.
  diSeaSe and contamination
  Any character with an open wound (any character who has suffered hit 
  point damage and has not healed to full) must make a Fortitude save 
  (DC 12) once an hour or contract filth fever.
  Unprotected food older than six hours becomes spoiled. Characters 
  who consume spoiled food run the risk of contracting blinding sickness 
  (Fortitude DC 16).Water in unsecured containers also spoil. Waterskins 
  and canteens are watertight; other containers require GM adjudication.
  sCEnE 1: pAtRoLs
  Both The Rat and the blight druids have patrols that scour the sewer 
  complex looking for meddlers — whether official law enforcement 
  or pesky adventurers. PCs can encounter either patrol regardless of 
  whether they’re in the “north” or “south” chambers of the map. The 
  two groups nominally work together; however, the druids also have an 
  interest in making sure Talmot and his gang are framed. As such, the 
  druids most often fight in dire rat form hoping interlopers assume them 
  to be lycanthropes rather than druids.
  P1: wererat Patrol (cr 4)
  The wererats are especially interested in keeping their lair (Map Pages 
  A3, A4, A5, B5) secure. They patrol the remainder of the north, and 
  make forays into the south to keep the druids honest.
  If the PCs are within one Map Page of the wererat lair (A2 or B4, for 
  example), there is a 50% chance of encountering a wererat patrol in 
  addition to whatever other encounters take place in those segments. 
  In any northern Map Page (rows 1–5) other than their lair or adjacent 
  pages, there is a 20% chance of encountering a wererat patrol. In any 
  southern Map Page (rows 6–10), there is a 10% chance of encountering 
  a wererat patrol.
  The sewer crawls with rats, snakes, lizards, and other small animals. If 
  the PCs spend their resources killing everything that moves, they are 
  going to be in for a long haul. (In such a situation, the druids will simply 
  not stand for such a slight against nature and will take stronger action 
  to intervene.) The GM would do well to desensitize the players to the 
  presence of rats and other such animals; ensure characters constantly 
  spot the vermin running down the path over their feet, swimming in the 
  muck of the channels, lurking in the shadows staring at them, and so on. 
  The GM should also regularly intersperse other animals — small snakes, 
  lizards, raccoons, catfish, etc. — into her descriptions.
  As PCs deal with the wererat patrols, keep track of the body count. 
  Talmot has a total of 18 wererats in his gang (not counting “named” 
  NPCs); the more the characters deal with as patrols, the easier the lair 
  will be. After a total of 6 wererat deaths Talmot recalls all the patrols 
  and hunkers in at the lair, readying his crew to withstand an assault. 
  If PCs enter the wererat lair early in the adventure, there are 1d2+1 
  wererats out on patrol, and another 1d3–1 out of the complex entirely. 
  The remainder of the crew are in the lair in various states of readiness.
  SEtuP
  When PCs encounter a wererat patrol in a Map Page, assume the wererat 
  and his swarm are attempting to remain unseen. The wererat lurks in 
  rat form, but will change to hybrid before combat if possible. If another 
  creature also occupies the Map Page, the wererat and his swarm wait, 
  looking for an opportune time to overwhelm the PCs. The wererat has a 
  +8 Stealth modifier, and the swarm has a +14.
  wererat 
  cr 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererat”)
  Except change to afflicted lycanthrope, which reduces DR to 5/silver
  rat swarm 
  cr 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Rat, Swarm”)
  ActIOn
  If given the opportunity, the wererat shifts into hybrid form before 
  attacking. If the PCs spot the patrol and move to attack, the wererat 
  instead fights in rat form, hoping to fool the PCs into thinking he and 
  the swarm are just regular rats looking to scavenge some food.
  The wererat directs the swarm to attack any character not wearing armor 
  on the assumption that such a character is a spellcaster and therefore 
  easily distracted. The wererat looks to flank whenever possible, whether 
  with the swarm or another combatant who just happens to be here.
  If reduced to 5 or fewer hit points, the wererat attempts to slip away; it 
  immediately seeks cover or concealment so it can use Stealth to hide 
  from the players. If successful, the wererat then attempts to shift into 
  animal form and slip through one of the myriad cracks and fissures in 
  the walls so it can warn Talmot of the intruders. If the wererat is unable 
  to flee for whatever reason, she will instead surrender and beg for her 
  life when reduced to 5 or fewer hit points. In general, the wererats have 
  minimal loyalty to Talmot; each aspires to murder their leader and take 
  his place anyway, so surrender in such a situation simply offers a chance 
  to make that happen. The wererats have absolutely no loyalty to the 
  druids, and will, well, rat them out at the drop of a hat.
  DEvELOPMEnt
  If the wererat escapes, Talmot becomes aware of the PCs’ presence in 
  the sewers 2d4 minutes later. He recalls all his patrols and prepares his 
  gang to make a stand at their lair. If Talmot is already dead, the escaped 
  wererat leaves the sewer complex and heads out of town.
  16
  
  If she is instead captured, regardless of whether she voluntarily 
  surrendered, roll a d20 and consult the following table to determine 
  how much this specific gang member knows about the overall plan. The 
  wererat knows everything on the row for its result, as well as everything 
  below that.
  Result
  Information Known
  1–8
  No information about the disease; will spill details about 
  petty crimes if he/she thinks it will help
  9–12
  Talmot was kicked out of the unofficial thieves’ guild, and 
  he wants revenge
  13–15
  Talmot recently met with some foreigners who offered 
  to help him get revenge if he would make his sewer and 
  minions available
  16–17
  The foreigners are druids who prefer the form of rats and 
  snakes. These druids hate large settlements, finding them to 
  be an affront to nature
  18
  The druids have been using the rats to spread plague 
  through the city
  19
  The druids have more plans beyond just spreading disease 
  — this is just the first stage of their assault
  20
  The strain of plague is special, one the druid leader devised 
  himself
  No more than two wererats know the information provided by a result 
  of a 18–20; if you roll a third 18–20, treat the result as though it were a 
  16 instead.
  Should the PCs capture one or more wererats, they will obviously need 
  to determine what to do with the criminals. Numerous options exist, 
  from dragging the prisoners around — bound and gagged, of course — 
  to turning them over to authorities, to executing them on the spot for 
  their crimes against Edgewater. PCs’ alignment should play a large part 
  in determining the results. A Lawful Good character, such as a paladin, 
  likely chafes at the idea of execution, and may even prevent his allies 
  from such a plan. Others may not mind the option, depending on their 
  personal moral compass. Similarly, highly tactical PCs likely resist the 
  idea of hauling prisoners with them through the sewers, whether for the 
  practical reason of the difficulty of protecting them, or simply because 
  they don’t want to offer chances for the prisoner to escape and re-engage 
  them, thereby making their task more difficult in the end.
  P2: DruiD Patrol (cr 6)
  Much like the wererats, the druids are interested in keeping meddling 
  interlopers out of the sewer as long as possible. The druids fully expect 
  adventurers to arrive at some point, knowing it’s not a difficult leap of 
  logic to connect the spread of plague to rats in the sewer. Unlike the 
  wererats, however, the druids are mostly content to observe and report 
  back to their leader. Druid patrols only engage the PCs if they believe 
  they’re ripe for elimination or if given no other choice.
  The druids maintain two lairs: on land (D10, E10, F10) as well as 
  the ship (H9, I9, j9). Within one Map Page of any of those locations, 
  the chance of encountering a Druid Patrol is 60%. Elsewhere in the 
  southern section (rows 6–10) the chance of encountering a Druid Patrol 
  is 30% unless stated otherwise. In the northern section (rows 1–5), the 
  chance is 15%.
  As PCs deal with the Druid Patrols, keep track of the druid body count. 
  There are a total of 14 druids on patrol in the sewer at any given time. 
  After a total of 5 druid deaths, Bogdani increases the strength of the 
  patrols by adding one more druid. After a total of 10 deaths, Bogdani 
  recalls patrols and arranges an ambush against the players. The location 
  of that ambush is up to the GM, but it should be in a location where the 
  druids can corner the PCs as best as possible, such as one of the tunnels 
  leading to the midden pit (A9, B9, A10, B10). In such a location, PCs 
  either have to stand and fight or flee into the muck — which the druids 
  have no qualms entering in pursuit, by the way. Choose your location 
  based on where the PCs are, where they’ve already explored, and so 
  forth.
  In addition to the druids on patrol, there are an additional 1d8+3 within 
  the land base (See S14: Druid command below). The druids use that 
  area as their base of operations, as it’s easier than making their way all 
  the way back to the ship. If PCs assault the Land Base or the ship before 
  encountering all the patrols, Bogdani (or another ranking leader, in the 
  case of the Land Base) sends an animal to recall the patrols. The druids 
  are less familiar with the crevices, tunnels, and pathways of the sewer; 
  while a fleeing or recalled wererat arrives at their lair in 2d4 minutes, it 
  requires 3d4+2 minutes for the druids to reach their base of operations.
  SEtuP
  Druid patrols are always first encountered in animal form, with rats, 
  constrictor snakes, giant rock-horned lizards, and dire raccoons being 
  the most likely. The latter two are found in The Tome of Horrors Complete 
  by Frog God Games. Stat blocks for those creatures appear in Appendix 
  I.
  BligHt DruiD worker (2) 
  cr 4
  XP 1,200 each
  Male or female human druid (blight druid) 5 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide, “Druid, Blight”)
  LE Medium humanoid (human)
  Init +4; Senses Perception +11
  D E f E n s E
  Ac 13, touch 10, flat-footed 13 (+3 armor)
  hp 31 (5d8+5)
  Fort +5, Ref +3, Will +7
  O f f E n s E
  Speed 30 ft.
  Melee mwk scythe +6 (2d4+3/x4)
  Ranged sling +3 (1d4+2)
  Special Attacks miasma (DC 15), touch of darkness (2 rounds, 6/day), 
  wild shape 1/day
  Druid Spells Prepared (CL 5th; concentration +8)
  3rd—deeper darknessD, poison (DC 16), snare
  2nd—blindness/deafnessD (DC 15) (blindness only), cat’s grace, pox 
  pustules† (DC 15), stone call†
  1st—entangle (DC 14), frostbite‡, longstrider, obscuring mistD, ray of 
  sickening‡ (DC 14)
  0 (at will)—detect magic, detect poison, light, mending
  † See Pathfinder Roleplaying Game Advanced Player’s Guide
  ‡ See Pathfinder Roleplaying Game Ultimate Magic
  D Domain spell (Darkness)
  s t a t i s t i c s
  Str 14, Dex 10, con 12, Int 13, Wis 16, cha 8
  Base Atk +3; cMB +5; cMD 15
  Feats Blind-FightB, Improved InitiativeB, Lightning Reflexes, Natural 
  Spell, Self-Sufficient
  17
  
  Skills Climb +7, Fly +8, Handle Animal +5, Heal +10, Knowledge 
  (nature) +11, Perception +11, Spellcraft +9, Survival +15, Swim +8
  Languages Common, Druidic, Sylvan, Terran
  SQ nature bond (Darkness domain), nature sense, vermin empathy +4, 
  woodland stride
  combat Gear one of (elixir of hiding, elixir of swimming, elixir of tumbling 
  elixir of vision), potion of bull’s strength, potions of bear’s endurance (2) 
  , silversheen, wand of cure light wounds (13 charges) , antitoxin (2), 
  bloodroot poison (1 dose), thunderstone; Other Gear +1 leather armor, 
  mwk scythe, sling, with 10 stones, healer’s kit, spell component pouch
  s P E c i a l  a b i l i t i E s
  Miasma (Ex) Starting at 5th level, if a blight druid is adjacent to a creature 
  at the beginning of its turn, the creature must succeed at a Fortitude save 
  with a DC of 10 + 1/2 the druid’s level + the druid’s Wisdom modifier 
  or become sickened for 1 round. A creature of the animal, fey, or plant 
  type that fails its save is nauseated for 1 round and sickened for 1 minute 
  thereafter. If the creature makes its save, it is immune to this effect for 24 
  hours, as are creatures immune to disease. This ability replaces trackless 
  step and resist nature’s lure.
  vermin Empathy (Su) A blight druid can improve the attitude of 
  vermin as a normal druid can with animals. Vermin have a starting 
  attitude of unfriendly. The blight druid can also improve the attitude of 
  animals and mindless undead creatures that were formerly animals, but 
  she takes a –4 penalty on the check unless the animal or undead has a 
  disease special attack. This ability replaces wild empathy.
  ActIOn
  The Druid Patrols prefer to observe from a safe distance whenever 
  possible, rather than engage the PCs directly. They skulk in shadows, 
  and do their best to act as an animals. This includes fleeing if approached 
  or having light shone directly on them. Prior to starting a patrol, a 
  blight druid casts longstrider, increasing his or her speed by 10 feet (not 
  included in the stat block above). Should combat seem inevitable, one 
  of the druids casts deeper darkness on a pebble while the other casts pox 
  pustules on any character who appears to be an arcane spellcaster (that 
  is, a target without armor who looks weaker than the others). If no such 
  target exists, the second druid instead casts blindness/deafness on the 
  target who appears to be the weakest (light armor, for example). Each 
  druid then makes a decision whether to remain in animal form or to 
  spend an action shifting back to human form. Regardless, the druids 
  both close on the area of darkness, relying on their Blind-Fight feat to 
  aid them in combat.
  The druids then alternate making melee attacks (hopefully from 
  concealment) with casting spells as appropriate for the situation. Most 
  spells prepared by the druids are single-target melee spells, so plan their 
  actions accordingly. As long as deeper darkness remains the druids will 
  hold their ray of sickening spell in reserve, since aiming requires a bit of 
  blind luck in magical darkness.
  DEvELOPMEnt
  If reduced to 10 or fewer hit points, the druids flee. They coordinate their 
  escape much as they coordinate their attack. One druid casts entangle 
  while the other begins to slip away; next round, they switch with the 
  druid who already made a withdraw casting entangle so his ally may slip 
  away easier. A druid still in animal form attempts to take advantage by 
  slipping into and through small fissures and such in the walls.
  If escape is not possible, the druids instead fight to the death. They 
  would prefer to die for their cause than risk capture and therefore being 
  forced through magical means to share information with their foes. If 
  captured anyway (such as by PCs opting to inflict non-lethal damage), 
  the druids are entirely uncooperative and seek to escape at the earliest 
  possible opportunity.
  If a wererat is present, it’s possible the druids will make a calculated 
  gambit to pin events on the wererats. The druids, as a whole, already 
  distrust the wererats (hence why they all carry silversheen). Read or 
  paraphrase the following should you opt to have a druid make such a 
  play.
  Him!	That’s	who	you	should	be	after!	He	and	his	ilk	are	the	ones	
  spreading the vile disease through Edgewater. We, the Order of 
  Druidical Balance, seek only to restore events to their natural 
  course. He	is	the	abomination	here,	our	common	enemy.	Let	us	take	
  AttAck of the clones
  space doesn’t permit us to make every blight druid encountered 
  different, unfortunately. With just a bit of work, though, you 
  as GM can do things to make each druid feel different to the 
  players. First and foremost, mix up the way you describe the 
  druids, including different genders and races. While an elf or 
  halfling has different overall stats from a human, the effects 
  aren’t so drastic that ignoring them will make a huge difference. 
  You can, of course, remove the human bonus feat (Improved 
  Initiative) and add other racial abilities as needed, but in the 
  end it’s really just not going to have an effect on game balance. 
  Describe each druid a bit differently, and you’ve set yourself 
  up to remove some of the “clone” feel that can happen with 
  repeated stat blocks.
  That said, if you only switch one thing on each individual druid, 
  it’s important to vary the equipment carried. Players will quickly 
  get bored if, after they defeat every druid they write down, “1 
  masterwork scythe, leather armor, a healer’s kit, some potions  
  … *yawn*” Mix it up when it comes to equipment, and the 
  players will hardly notice you’re using the same stat block over 
  and over. This druid has a scythe, that druid has a club, and the 
  one over there has a sickle. This one has leather armor, she has 
  hide armor (remember to increase her AC a bit — they could 
  use the boost), that one over in the corner has leather armor, 
  but it’s adorned with intricate carvings of vermin — rats, giant 
  centipedes, scorpions, etc. — and dyed various colors to ensure 
  the carvings stand out. Mix up the potions, too. We took some 
  liberty with this by saying the druids have one of four possible 
  elixirs, but not every druid needs to carry around one potion of 
  bull’s strength, two potions of bear’s endurance, and so on. Mix 
  it up, and give the players a change to pick up different loot.
  Lastly, every now and then you should feel free to simply add 
  something interesting to any given druid. Perhaps one has a 
  really intricate piece of jewelry; another carries a journal in a 
  water-tight belt pouch; another has a minor magic item (boots 
  of elvenkind, goggles of minute seeing, pearl of power, and 
  so on). Don’t give each druid some new magic item — they’re 
  just about at the amount of treasure they should provide. But 
  especially if you’re looking to get something specific into the 
  party’s hands, adding an item here and there is a great way to 
  mix it up each time.
  This idea, of course, also applies to the wererats. The standard 
  wererat listed in the Pathfinder Roleplaying Game Bestiary has 
  masterwork studded leather armor, a short sword, and a light 
  crossbow with 20 bolts; she also has unspent wealth to use for 
  other treasure. By all means, give one wererat a dagger in place 
  of a short sword, another a shortbow instead of a crossbow, 
  and so on.
  18
  
  up arms together so we may rid this world of their foul lycanthropic 
  presence	once	and	for	all.	After	the	filth	is	removed	from	the	sewer,	
  we can then work to cure the ill and return balance.
  The druid must make a Bluff check, should any of the players doubt 
  him (which of course is very likely). Grant a +5 circumstance bonus to 
  the check, since some of what is said above is true, and all of it is very 
  believable. All the druids really need is a moment of uncertainty on the 
  part of the PCs so they can attempt to slip away, leaving the wererat to 
  face the PCs’ anger alone.
  A druid compelled to speak the truth, such as with a zone of truth spell, 
  knows all the information listed on the table above under P1: Wererat 
  Patrol. Of course, the druid also knows information about the Blight 
  Druids’ guards, protections, and so forth. In such a scenario, the druid 
  attempts to remain silent as long as possible, and then provides the least 
  amount of information when silence is no longer an option.
  sCEnE 2: thE noRth ChAmBERs
  The northern half of the sewer complex is the domain of Endie Talmot, 
  a petty crook who also happens to be a wererat. Talmot —uncreatively 
  nicknamed “The Rat” — has gathered several other wererats and formed 
  a fledgling gang. The Rat is on the outs since the recent elections and 
  the new mayor and council convinced the thieves’ guild to change their 
  ways.
  Talmot and his thugs use their shapeshifting ability to slip in and out of 
  locations unnoticed. This allows them to do the dirty work — contract 
  murder, arson, abductions — the other crime groups in Edgewater 
  will no longer undertake. All known members of Talmot’s gang have a 
  bounty on their head, placed there by the thieves’ guild as a show to the 
  mayor. Talmot has lost more than one “family” member to a well-run 
  sting operation; as such, his paranoia level is high.
  n1: Drainage (cr 4)
  Map Page: A1
  This large pipe drains into the main sewer tunnel. The water here flows 
  west to east; off the map to the west are additional tunnels and similar 
  chambers. The landing opposite the pipe is 3 feet above the water level 
  — usually this is high enough to prevent backwash, but when the system 
  floods the landing here gets covered in water and worse.
  The	 current	 here	 picks	 up	 pace	 and	 flows	 to	 the	 east.	 A	 large	
  connector	 pipe	 constantly	 gurgles	 with	 filthy	 water,	 refuse,	 and	
  worse splashing to the water path below. A ledge opposite the 
  pipe	provides	a	safe	haven	from	the	muck	and	filth	below.	A	pair	of	
  closed doors leads to the south.
  SEtuP
  The doors that lead to the south are closed. Sewer workers use this ledge 
  to judge the system’s overall flow; as a primary juncture, it’s important 
  for the Muckrakers to keep things flowing here. Unfortunately for the 
  PCs, a gray ooze has taken up residence here on the ledge. Despite its 
  lack of intelligence, the ooze has “learned” this ledge provides a good 
  feeding ground. Rats, lizards, snakes, raccoons, and so forth use this 
  ledge as refuge from the foul water below.
  gray ooze 
  cr 4
  XP 1,200
  hp 50 (Pathfinder Roleplaying Game Bestiary “Gray Ooze”)
  The ooze waits in the southeast corner of the ledge. Over time it has 
  determined this is an excellent spot to sit and wait for prey to come 
  along, perhaps because of its distance from the door and water. 
  Remember even noticing a gray ooze requires a DC 15 Perception 
  check. Failure indicates the PC failed to notice the ooze and may blindly 
  stumble into it.
  Given the noise from the confluence of pipes here, Perception checks 
  based on sound suffer a –4 penalty.
  Action
  The ooze has no real tactics; it just wants to eat. It lies in wait in the 
  corner, content to allow the PCs to ignore if they so choose. If any 
  PC moves within the ooze’s reach, it lashes out with a pseudopod and 
  attacks, hoping to secure its next delicious meal.
  Development
  The doors to the south are closed, but not locked. The doors swing 
  inward from the perspective of standing on the ledge. Given the 
  proximity to the wererat warren, it is likely a patrol lurks nearby on 
  the other side of the door (See encounter P1: Wererat Patrol above for 
  chances of such an encounter).
  n2: access room
  Map Page: B1
  This chamber provides access for sewer workers. A ladder fastened to 
  the wall grants access to the streets above.
  The	 small	 chamber,	 roughly	 fifteen	 feet	 to	 a	 side,	 is	 located	 at	
  the	bottom	of	a	long	ladder.	On	the	north	wall,	a	rack	containing	
  numerous tools — wrenches, mallets, rakes, shovels, and the like — 
  is fastened to the wall. On the south wall, a small chest, open and 
  empty,	sits	invitingly.	A	closed	door	is	on	the	east	wall.
  SEtuP
  This room is one of the many access chambers through the complex. 
  The ladder leads up to the streets above — exactly where is probably 
  immaterial. Workers who descend the ladder stored their personal 
  items in the chest if their visit was only going to be a short one. The 
  muckrakers relied on an honor system for the security of these chests; 
  as one can imagine, it was extremely rare for anything of consequence 
  to be left in the chest.
  The construction of this chamber makes it less humid than the 
  remainder of the complex. PCs could opt to use this chamber as a base 
  of operations, given its easy access to both the world above and the rest 
  of the sewer complex.
  The door on the east wall swings inward from the perspective of 
  somebody standing within the chamber.
  n3: crossing Point
  Map Page: B1
  19
  
  For various bureaucratic reasons, the design of the sewer lacks crossings 
  across the filthy water. Workers improvise, using either boards or 
  ladders at numerous key points such as this one.
  A slick piece of lumber, probably about one inch thick, spans the 
  waterway. The board is roughly 8 inches wide, and appears sturdy 
  enough.
  SEtuP
  Traversing the board is relatively simple for the sure-footed. A DC 12 
  Acrobatics check allows a character to scurry across the plank with 
  no difficulty. The board is exactly as it appears — a sturdy, improvised 
  bridge.
  Instead of attempting an Acrobatics check, a character can opt to 
  crawl across the board on hands and knees. Doing so is automatically 
  successful, but requires a full-round action.
  DEvELOPMEnt
  This would be an ideal location for the PCs to encounter a wererat 
  patrol. We’re not saying you should fudge your die rolls, because that 
  would be wrong. We’re just pointing out the obvious.
  n4: amBusH! (cr 4)
  Map Page: C1
  A pair of rat swarms pour out of the walls as the PCs make their way 
  down the narrow path.
  As	you	trek	down	the	stone	path,	you	notice	multiple	fissures	and	
  holes in the stone surface of the tunnel wall. Small rats scurry along 
  the path, anxious to get away from you. They duck in and out of 
  the	fissures,	seeking	escape	from	your	intrusion	into	their	world.	
  Quickly, a rat that ducked into a hole reappears. Then another. And 
  another.	Then	another	fissure	erupts	with	rats.	Rats,	everywhere!
  SEtuP
  Spring this encounter on the PCs when they are exactly halfway down 
  the tunnel on Map Page C1. One swarm emerges on each side of the 
  path. If PCs are on only one side (highly likely) the rats plunge into the 
  water and arrive on the same side as the PCs one round later.
  rat swarm (2) 
  cr 2
  XP 600 each
  hp 16 (Pathfinder Roleplaying Game Bestiary “Rat, Swarm”)
  ActIOn
  This is a known trouble area, and experienced sewer workers actively 
  avoid this path. (If any of the PCs happen to be a member of the 
  Muckraker’s Guild, give them the chance to recognize they and their 
  peers never traverse this path with a Profession (muckraker) check, DC 
  12.)
  The rat swarms are interested only in a meal of delicious humanoid 
  flesh. They immediately seek to swarm the PCs, biting and scratching 
  as they do. Remember to have unprotected PCs make saving throws to 
  avoid contracting filth fever from the rats.
  The ledges here are as slippery as any other surface in the complex. A 
  PC who wishes to move more than half her speed in a round must make 
  a successful DC 10 Acrobatics check. If she fails, she in unable to move; 
  if she fails by 5 or more, she loses her footing and falls into the water 
  below. The fall itself is not enough to inflict damage to the character — 
  other than her pride, that is — but it is enough to expose her to disease, 
  as detailed above. The rats have no compunctions toward following such 
  a character into the water, to add a bit of insult to injury.
  AD-HOc XP ADjuStMEnt
  There is little to no room to maneuver in this corridor. Award a 20% 
  bonus to PCs for defeating both swarms.
  DEvELOPMEnt
  This encounter “resets” after one day. Whatever mystical reasons, rats 
  simply swarm out of the holes and fissures in the walls here whenever a 
  tasty meal happens to walk past.
  There is a 15% chance of a methane explosion in this corridor. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 3d6 
  fire damage to all creatures in a 20-foot radius spread, centered on the 
  source of ignition. A DC 14 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 48 hours.
  n5: untameD crossing (cr 2)
  Map Page: D1
  Unlike area n3, there is no board or other simple method across the 
  sewer here.
  The	foul-smelling,	awful-looking	sewer	water	flows	fast	around	the	
  bend.	All	manner	of	detritus	floats	past,	including	an	occasional	rat	
  seemingly out for a leisurely swim. No obvious method to cross the 
  10-foot-wide channel exists.
  SEtuP
  PCs will either need to get creative in finding a way across, or they’ll 
  need to reroute their trip through the sewers. They have several options, 
  which include (but certainly are not limited to):
  •	 Magic: They can fly or use floating disk creatively or whatever other 
  magical means are at their disposal to make their way across the 10 
  foot channel.
  •	 Swim: It’s not desirable, but they can opt to swim across. Given the 
  current, doing so requires DC 12 Swim check. (Characters with a 
  swim speed need not make this check.)
  •	 jumping: They can, of course, jump across the channel. The base 
  DC to do so is 12 (10 for the distance, +2 for the slick surface). 
  Remember movement is restricted, and failure to get a 10 foot 
  running start doubles the DC.
  20
  
  •	 take the Long Way: PCs could simply opt to go back to Map A1 
  and head south into the wererat warren. Doing so would allow them 
  to make their way to the lagoon where they can travel north from 
  map D5 back to the opposite side.
  •	 Scavenge: Resourceful characters can do a few things to scavenge a 
  bridge. First, they can head back to n3 and retrieve the board. As 
  another option, a bit to the south in area nX a ladder lies against the 
  wall. Alternately, if they approach this encounter from the east, they 
  can head back to area n6 and acquire a ladder there.
  Of course, this list is not exhaustive. Players have a knack for coming 
  up with creative solutions to simple problems. Barring magic, you will 
  likely need to familiarize yourself with the various skill descriptions 
  in the Pathfinder Roleplaying Game Core Rulebook for skills such as 
  Acrobatics or Climb to adjudicate their solution.
  DEvELOPMEnt
  There is a 20% chance of a methane explosion in this corridor. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 2d6 
  fire damage to all creatures in a 15-foot radius spread, centered on the 
  source of ignition. A DC 13 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 48 hours.
  AD-HOc XP ADjuStMEnt
  If PCs make it across, award XP as though they had defeated a CR 2 
  creature.
  n6: climBing tHe laDDer (cr 2)
  Map Page: E1
  This encounter is similar to n3, except instead of a board across the 
  channel, a ladder extends over the sewer’s sludge.
  This seems to be a recurring theme — no simple way across the 
  various	sewer	channels.	This	time,	the	10-foot-wide	stream	of	filth	
  and muck is crossed by a simple 15-foot ladder. The ladder is made 
  from wood, and quite slick with moisture and who knows what else.
  SEtuP
  The ladder itself is perfectly stable, though slick with water and waste. 
  A sure-footed PC can cross the ladder-bridge with a DC 15 Acrobatics 
  check while moving at half-speed. Alternatively, a PC can opt to crawl 
  across the ladder with a DC 5 Climb check.
  AD-HOc XP ADjuStMEnt
  If PCs make it across, award XP as though they had defeated a CR 2 
  creature.
  n7: oDD eDDy
  Map Page: E1, F1
  The sewer, like most others, relies upon gravity to move water and 
  everything else through the pipes. Unlike a lot of other sewer systems, 
  however, the one in Edgewater also relies on the tides to generate a brief 
  surge each day and wash refuse out as the tide recedes. The tide surge 
  has created a blockage (see n8 below), and that in turn has affected the 
  flow of water. Here, between the two southward tunnels on maps E1 and 
  F1, the result is a powerful eddy that swirls in the dark water.
  The	 disgusting	 water	 churns	 in	 the	 channel	 below,	 seemingly	
  sloshing against the sides of the tunnel more than previously.
  SEtuP
  PCs may attempt either a Knowledge (dungeoneering) or Knowledge 
  (nature) check to recognize the tell-tale signs of a dangerous eddy with 
  a strong undertow. Otherwise, the party is unaware of the extra dangers 
  presented by the waters in this area.
  For reasons long forgotten, the channel here is deeper than other 
  locations through the sewer, reaching a depth of 20 feet in the area right 
  where the two maps join together. The channel quickly slopes on both 
  sides back to the normal depth before reaching the southerly branch.
  Looking for an ambush Location?
  both the wererats and the druids are well aware of these 
  dangerous waters and the perils associated with falling into 
  the sewer. the wererats avoid the water here, while the druids 
  will only enter the water if they’re capable of shifting into an 
  aquatic animal.
  We’re not at all saying you should spring an ambush on the PCs. 
  But, if you were looking to do so…well, this would be a fantastic 
  location!
  ActIOn
  If the PCs avoid the water, this is merely a passing curiosity for them. 
  Should they enter the water for whatever reason — like, say, being 
  pushed in — they’ll quickly learn of the oddly strong current here. On 
  the surface, the current flows west to east. However, upon reaching the 
  terminus at the eastern edge, it immediately dives underwater, dragging 
  creatures and objects with it. The current dives to the bottom of the ditch 
  and comes back up again on the western side, where the cycle repeats. In 
  effect, the water current here is a whirlpool, except the water circulates 
  along a vertical axis rather than horizontal.
  A creature in the water must make a DC 15 Swim check to break free of 
  the current. Those who are successful have the option of staying in the 
  vortex (and thereby necessitating another Swim check next round) or 
  moving beyond the eddy’s cycle to the east. Those who fail are sucked 
  underwater and must begin holding their breath. The current will 
  return creatures to the surface 1d4+2 rounds later. A successful DC 15 
  Swim check as a full-round action can reduce the time underwater by 
  one round. For example, Gareth the barbarian succumbs to the water’s 
  power. The GM rolls a d4 and gets a result of 2, meaning Gareth will be 
  underwater for 4 rounds. On his next turn, Gareth attempts another 
  Swim check and this time he succeeds. He spent one round underwater, 
  and reduced his time by one round with a successful check.  This means 
  Gareth will only have 2 more rounds to go to briefly escape the eddy’s 
  pull, rather than 3 rounds. 
  AD-HOc XP ADjuStMEnt
  If the PCs deal with a random encounter here, such as an ambush, treat 
  the CR of that encounter as if it were one higher for the purposes of 
  determining XP.
  21
  
  DEvELOPMEnt
  Any creature caught in the eddy immediately runs the risk of catching 
  filth fever each round spent underwater.
  There is a 20% chance of a methane explosion in this corridor. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 4d6 
  fire damage to all creatures in a 20-foot radius spread, centered on the 
  source of ignition. A DC 15 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 48 hours.
  n8: anotHer crossing (cr 2)
  Map Page: F1
  This encounter plays exactly as n5 above.
  DEvELOPMEnt
  A DC 20 Perception check or DC 15 Knowledge (nature) check allows a 
  PC to notice the current here flows north rather than south. This oddity 
  is a major factor in the eddy at area n7.
  n9: Blockage (cr 4)
  Map Page: G1
  The water’s current, the tidal surge, and a bit of help from the otyugh 
  who lairs here have combined to create a blockage against the western 
  portcullis. This blockage appears almost like a beaver’s dam.
  If the PCs approach from the west, read or paraphrase the following.
  A thick tangle of branches, clothing, muck, and who know what else 
  is pushed against the other side of a portcullis. The water barely 
  flows	through	the	natural	blockade.
  Alternately, of PCs approach from the east, read or paraphrase this text.
  The water surface here expands from the typical width of 5 feet to 
  what appears to be 15 feet on either side of the sewer channel. 
  In	addition,	the	chamber	is	nearly	completely	flooded.	A	portcullis	
  to the west extends from the ceiling into the water. Perhaps it has 
  something	to	do	with	the	flooding?
  SEtuP
  The portcullis is intended to do just this — catch any debris pushed 
  along by the tidal surge. However, it is the task of the muckrakers to 
  come along and clear any blockages to prevent flooding or other 
  damage. The muckrakers have long since shirked their duties at this 
  portcullis, however, due to the presence of an ornery otyugh who opted 
  to make its lair here in this chamber.
  The clever otyugh interweaved branches, brambles, body parts, 
  discarded clothing and other assorted debris into a massive pile of refuse 
  attached to the eastern side of the portcullis. By flooding the chamber, 
  the otyugh ensures it has plenty of offal.
  otyugH 
  cr 4
  XP 1,200
  hp 39 (Pathfinder Roleplaying Game Bestiary “Otyugh”)
  ActIOn
  The otyugh tends to hang out in the northeastern corner of the chamber 
  when it’s not swimming in filth looking for an interesting meal. There is 
  a 20% chance PCs arrive while the creature is in the corner catching a 
  nap. Otherwise, it’s either in the water (50%) or wandering in the cross-
  pipe (20%; see encounter area n10 below).
  The creature is extremely territorial. When it first began weaving its 
  filth-trap, muckrakers mistakenly assumed it was just a simple clog and 
  moved in to clean up. The otyugh dispossessed them of that thought 
  rather quickly, and since that time the guild has steered a wide berth 
  around this chamber.
  The first order of business for the PCs is likely just to get into the 
  chamber. The mechanism for raising and lowering the portcullis is 
  inside the chamber — muckrakers would travel south and east before 
  heading up the cross-pipe. That said, the location of the mechanism 
  is a moot point, as the otyugh has removed the chain from the winch. 
  Due to the otyugh’s special design, lifting the portcullis requires a DC 
  28 Strength check, rather than the usual DC 25. Up to four creatures can 
  work together on the task without getting in each other’s way.
  If the otyugh spots the PCs on the other side of the portcullis, it uses its 
  extraordinarily long tentacles to attack through the bars. The portcullis 
  and detritus pile give the PCs a +4 cover bonus to their AC against the 
  otyugh’s tentacles, and likewise grant the same bonus to the otyugh from 
  any ranged spells or weapons the PCs may attempt to use. Once it begins 
  attacking, it yells and screams — perhaps surprising the PCs by the fact 
  it speaks Common, though with a very broken “pidgin” dialect. The GM 
  should channel her inner angry toddler, and that should suffice for the 
  otyugh’s level of vocabulary and disdain.
  If the otyugh is reduced to 5 or fewer hit points, it flees, yelling inane 
  phrases such as, “You hurt Grum Grum badly! Grum Grum leave and 
  not play anymore!” If prevented from fleeing, Grum Grum… er, the 
  otyugh will fight to the death to protect its home instead.
  AD-HOc XP ADjuStMEnt
  Due to the flooding and the portcullis likely being a serious impediment 
  to the PCs, grant a 20% XP bonus for this encounter.
  DEvELOPMEnt
  If the PCs manage to lift the portcullis, they encounter consequences 
  they weren’t expecting. The water, filth, and muck held back by the 
  otyugh’s dam rush down the passageway. All characters standing on the 
  ground or on the lower half of the walls must make a DC 18 Reflex 
  save. Failure indicates the creature was swept up in the wave and washed 
  down the channel 1d10x10 feet. PCs suffer 1d3 points of nonlethal 
  damage for every 10 feet travelled in this manner. PCs standing in the 
  water at the time of the flood receive a –2 to their save; those clinging to 
  the wall receive a +2.
  This chamber is one of the many with access to the streets of the city.
  treaSure
  All manner of items are scattered throughout the otyugh’s lair, most of it 
  underwater. PCs must succeed on a DC 12 Perception check to find the 
  creature’s treasure — which was collected more through happenstance 
  22
  
  than actual intention. PCs find 1d10x10 sp, 2d6x5 gp, a small white pearl 
  (actually a pearl of power [1st level]), and numerous rusty and useless 
  weapons (mostly daggers and short swords). With a successful DC 25 
  Perception check, a PC finds a thin gold band set with small rubies, 
  emeralds, and diamonds. The small stones completely encircle the band. 
  The ring is worth 2,000 gp.
  n10: cross-PiPe (cr varies)
  Map Pages: H1, H2 
  This channel, called the “cross-pipe” by the muckrakers, helps funnel 
  water and debris through the system. A tidal surge moves water uphill, 
  cleaning out the system. This channel, along with the flow gate found at 
  area n17, helps regulate that flow.
  This channel extends to the north, where it joins with smaller pipes 
  likely leading to businesses, or maybe even residences. It also 
  extends	to	the	south,	where	it	flows	under	an	over-walk	designed	to	
  ease	navigation	around	the	sewer.
  SEtuP 
  There is a 50% chance the otyugh from n9 is found wandering through 
  the water and muck in this channel. Of course, there is also a chance 
  of encountering a wererat or druid patrol here, as this section is rather 
  important to the navigation of the entire complex.
  If none of those random events occur, the PCs encounter nothing out 
  of the ordinary here.
  n11: turnaBout (cr 2)
  Map Page: I1 
  This smaller chamber was built into the complex to allow the muckrakers 
  room to turn around with their large sweeper poles. In addition, the 
  extra space was sometimes used for tool storage — why carry the rakes 
  and such when you can just leave them here? A dire raccoon has taken 
  up residence here now.
  The small open chamber sports a few hooks embedded in the wall, 
  likely	used	for	supporting	tools	and	such.	The	southeast	corner	is	
  packed with all manner of materials — fabrics, clumps of vines, 
  gobs of dried-out seaweed, and who knows what else. While the 
  chamber is a mess, the pile of junk in the corner is unmistakably a 
  nest of some sort.
  SEtuP 
  There is a 50% chance the chamber’s resident is present. Otherwise, she’s 
  out prowling for a meal or something shiny. She’s territorial, but not 
  suicidal. Upon noticing the PCs, she arches her back, hisses and spits, 
  and swipes with her foreclaws. All the while, her eyes dart around the 
  chamber looking for a quick exit should she need it.
  Dire raccoon 
  cr 2
  XP 600
  (Frog God Games, The Tome of Horrors Complete, 
  “Raccoon, Dire”)
  N Small animal
  Init +3; Senses low-light vision; Perception +11
  D E f E n s E
  Ac 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size)
  hp 17 (2d8+8)
  Fort +7, Ref +6, Will +3
  O f f E n s E
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d4+1 plus disease)
  Special Attacks disease
  s t a t i s t i c s
  Str 13, Dex 17, con 18, Int 2, Wis 16, cha 9
  Base Atk +1; cMB +1; cMD 14 (18 vs. trip)
  Feats Weapon Finesse
  Skills Climb +9, Perception +11, Stealth +11, Swim +5; Racial Modifiers 
  +4 Perception, +4 Swim
  s P E c i a l  a b i l i t i E s
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 15; onset 1d3 days; 
  frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 
  consecutive saves.
  ActIOn
  Should the PCs act timid, their attitude emboldens the raccoon and she 
  pushes the advantage to get the intruders out of her domain. However, 
  at the merest hint of aggression from the PCs, she looks to make a hasty 
  exit. She has no fear of jumping into the water if swimming away seems 
  the most expedient course.
  DEvELOPMEnt
  There is a 25% chance of a methane explosion in this corridor. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 5d6 
  fire damage to all creatures in a 30-foot radius spread, centered on the 
  source of ignition. A DC 16 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 48 hours.
  tREASuRE
  The raccoon is drawn to shiny objects like bees to flowers. All manner 
  of shiny and glittering objects lie scattered throughout her nest and 
  the surrounding area. A DC 15 Perception check, plus 10 minutes of 
  searching, turns up 1 pp, 2d4 gp, 3d8 cp, 27 pieces of colored glass 
  (worthless), and a small lapis lazuli worth 15 gp.
  n12: Drake lair (cr 4)
  Map Page: J1
  A pair of plague drakes makes their lair here. The room was originally 
  designed as an overflow control. Grates in the floor drain into a natural 
  pit 40 feet below the room. The entryway to the room is a steep slope, 
  effectively putting the door 5 feet further above the sewer level than 
  other doors in the complex.
  This oblong room is slightly less wet than other chambers in the 
  complex,	likely	due	to	the	slightly	increased	elevation.	A	trio	of	brass	
  grates	are	built	directly	into	the	floor.
  23
  
  SEtuP
  Approaching the doors requires a bit of effort, due to the steep slope. The 
  slope requires a DC 10 Acrobatics or Climb check. Flying characters, of 
  course, will have no problem making the approach.
  The drakes are on friendly terms with the otyugh. The pair are also 
  vaguely aware of the druids’ plans, and approve of the scheme though so 
  far have done nothing to actually aid their efforts.
  The elevation of the room relative to the rest of the complex reduces the 
  amount of moisture hanging in the air and gathered on surfaces. Light 
  sources function normally here, and creatures can move up to their full 
  speed without penalty; attempting to move more than full speed — for 
  example, attempting to charge — still requires a check. The drakes are 
  immune to this penalty.
  Plague Drake 
  cr 2 eacH
  XP 600 each
  (Gaming Paper, Sewer Bestiary, “Drake, Plague”)
  N Medium dragon
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
  D E f E n s E
  Ac 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 22 (3d12+3)
  Fort +6, Ref +5, Will +5
  Immune paralysis, sleep
  O f f E n s E
  Speed 30 ft., climb 30 ft., fly 30 ft., swim 30 ft.
  Melee bite +6 (1d8+3 plus disease), tail slap +0 (1d6+4)
  Special Attacks contagious breath
  s t a t i s t i c s
  Str 15, Dex 14, con 13, Int 5, Wis 14, cha 12
  Base Atk +3; cMB +5; cMD 17
  Feats Great Fortitude, Weapon Focus (bite)
  Skills Climb +14, Intimidate +4, Perception +8, Stealth +8
  Languages Draconic
  SQ carrier, speed surge
  s P E c i a l  a b i l i t i E s
  carrier (Ex) Plague drakes do not suffer the negative effects of any 
  disease they are exposed to but instead become carriers. They are able 
  to pass on diseases to those they damage, or those with whom they 
  spend long periods in close contact. All plague drakes have plague rot 
  (see below), but a plague drake has a 50% chance of having a second 
  disease, a 25% chance of having a third disease, and a 10% chance of 
  having a fourth disease. The most common diseases are filth fever, ghoul 
  fever, and zombie rot. A creature need only save against a single disease 
  (determined randomly) when injured by a disease-ridden plague drake, 
  but must save against a different disease with each injury.
  contagious Breath (Su) A plague drake can, as a standard action, spit a 
  pustule of diseased pus breath that bursts like a lanced boil. This attack 
  has a range of 120 feet and deals 3d6 points of acid damage (DC 12 
  Reflex half) to all creatures within a 20-foot-radius spread. All creatures 
  in the area must also save against the drake’s disease as if they had been 
  bitten. Once a plague drake has used its contagious breath, it cannot do 
  so again for 1d6 rounds. The save DC is Constitution-based.
  Disease (Su) Plague Rot: injury—bite or contagious breath; Save 
  Fortitude DC 14 Onset none; Frequency 1/day Effect 1d6 Str, Dex, Con 
  (determine randomly using 1d3) damage; Cure 1 save. Victims of plague 
  rot have boils and patches of rotting skin, and may lose muscle mass, 
  lose feeling in their limbs, or develop a terrible cough. Unlike most 
  diseases a creature may contract plague rot even if already infected by it, 
  up to three times. Each additional strain of plague rot affects a different 
  ability score.
  Speed Surge (Ex) Three times per day as a swift action, a plague drake 
  may draw on its draconic heritage for a boost of strength and speed to 
  take an additional move action in that round.
  virulent (Su) The diseases of a plague drake have a +2 bonus to their 
  save DCs. This is added into the plague rot disease, above, but also 
  applies to any other disease the plague drake carries.
  Each drake has an additional disease; one has filth fever, and the other 
  carries civilization’s downfall.
  ActIOn  
  The drakes are furious if their lair is entered. They have no interest in 
  parlaying and attack on sight. They charge the nearest foe and ferociously 
  bite. The next round, the drakes breathe; they aim their breath weapons 
  to cover the maximum number of characters possible. If the PCs happen 
  to be bunched, one drake will breathe while the other attacks normally, 
  and the third round the two switch tactics.
  The drakes do not surrender until both are reduced to 5 or fewer hit 
  points, or until one is dead and the other has fewer than 10 hit points. 
  Should a drake need to make a retreat, it makes use of its speed surge 
  ability to gain extra distance from the characters.
  DEvELOPMEnt
  PCs may find this room to be a suitable place to rest, and perhaps even 
  to use as a base of operations in the sewer. If the drakes are not dead, 
  however, they return after acquiring healing.
  treaSure
  The drakes have managed to accumulate a small hoard over time. In the 
  northeast corner of the room is their small stash. Here, the players can 
  find 39 pp, 1,027 gp, 2 bloodstones each worth 50 gp, pipes of sounding, 
  a ring of swimming, and a potion of enlarge person.
  24
  
  n13: fungal growtH (cr 7)
  Map Page: A2, B2
  A pair of basidironds lair in this tunnel, which was carved years ago by 
  a passing purple worm. While the creatures are mindless, the wererats 
  have managed to train them to an extent. Wererats, it seems, have a 
  unique scent that allows the plants to identify their “friends.” For their 
  part, the wererats often bring “treats” for the plants — mostly bodies 
  they need to dispose of, though occasionally the wererats bring other 
  creatures to feed the plants.
  These tunnels meander through the bedrock, carved by some 
  unknown force. It’s hard to say for sure, but it seems the tunnels 
  reside below the level of the rest of the complex. Filthy water pools 
  at various points through the tunnels.
  SEtuP
  The basidironds have free roam of the sewers, but stick to these tunnels. 
  If they encounter a lycanthrope, they expect to receive a “treat,” some 
  form of food. They can be found anywhere through the tunnel, but 
  if they detect another creature with their tremorsense they move to 
  investigate.
  BasiDironD (2) 
  cr 5 eacH
  XP 1,600 each
  hp 52 (Pathfinder Roleplaying Game Bestiary “Basidirond”)
  ActIOn
  The basidirond attack with their slam attack in the first round. In the 
  second round, each releases their hallucination cloud. Characters in 
  both clouds must save against each separately. The creatures will defend 
  their lair to the death, but will not pursue outside of their tunnels.
  DEvELOPMEnt
  There is a 10% chance of a methane explosion in this chamber, but only 
  in the squares in the center of the complex (those that “straddle” the 
  map pages). For open fire sources such as a torch or lantern, check once 
  per round; for fire spells, check when the spell first comes into existence. 
  If the spell has a duration beyond instantaneous, check again at the start 
  of the caster’s turn each round the flame exists. If the methane ignites, it 
  inflicts 2d6 fire damage to all creatures in a 5-foot radius spread, centered 
  on the source of ignition. A DC 13 Reflex save halves the damage. Once 
  one explosion has occurred here, another cannot happen for 36 hours.
  n14: fresH water (cr 7)
  Map Page: C2, D2
  When digging the original tunnels that eventually became the sewers, 
  early explorers happened upon an underground stream, independent 
  of the water in the caverns. The stream flows about ten feet below the 
  surface in this area, and dives through a natural fissure in the rocks 
  just south of this chamber. The dais-like structure around the water 
  pit was built to project the stream a bit from the muck and grime that 
  occasionally washes through the sewer complex. The room was also 
  turned into a minor shrine to a lesser water deity; the muckrakers would 
  pay homage whenever they came to the room to retrieve fresh water.
  This large chamber has an air of importance, almost temple-like. 
  Four rugged support columns hold up the roof above. To the west, 
  a	dais-like	structure	rises	above	the	floor.	What	appears,	at	least	at	
  first	glance,	to	be	a	pit	fills	the	center	of	the	dais.
  SEtuP
  As long as sound is not muffled in any way — such as from a silence 
  spell — characters can hear the underground stream clearly once the 
  doors are opened.
  Unfortunately for the PCs, a territorial gatorpede has taken up residence 
  here. The creature arrived about six months ago by traversing the natural 
  stream. Unable to travel any further south, it has decided this is the end 
  of its journey. It now guards the entrance to its water ferociously. The 
  muckrakers left the creature to its own devices, certain they could get 
  an adventuring party to come down and deal with the beast in due time. 
  Then the plagues hit, and other matters — such as not dying — became 
  more important.
  The wererats are aware of the creature’s presence and avoid this room.
  gatorPeDe 
  cr 7
  XP 3,200
  (Gaming Paper, Sewer Bestiary, “Gatorpede”)
  N Large magical beast (reptilian)
  Init +2; Senses darkvision 120 ft., low-light vision, scent; Perception +7
  D E f E n s E
  Ac 20, touch 11, flat-footed 18 (+2 Dex, +9 natural, –1 size)
  hp 85 (10d10+30)
  Fort +10, Ref +9, Will +4
  O f f E n s E
  Speed 30 ft., climb 30 ft., swim 40 ft.
  Melee bite +14 (1d8+5 plus grab) and 2 claws +14 (1d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks thrash
  s t a t i s t i c s
  Str 20, Dex 15, con 16, Int 1, Wis 12, cha 9
  Base Atk +10; cMB +16 (+20 grapple); cMD 28 (32 vs. trip)
  Feats Cleave, Combat Reflexes, Dodge, Mobility, Power Attack
  Skills Acrobatics +8, Climb +19, Perception +7, Swim +17
  SQ amphibious, sprint, vicious nature
  s P E c i a l  a b i l i t i E s
  Sprint (Ex) Once per minute a gatorpede may sprint, doubling any one 
  movement type for 1 round.
  Thrash (Ex) When a gatorpede successfully grabs a target with its bite 
  attack, as a swift action it undulates and thrashes along the length of its 
  entire body. It automatically makes a trip maneuver check against all 
  adjacent creatures that are at least one size category smaller than it is. 
  This CMB check does not provoke an attack of opportunity. A gatorpede 
  may thrash as a result of its vicious nature even if it does not have a foe 
  grabbed, but otherwise will never thrash without having a grabbed foe 
  (see below).
  vicious nature (Ex) The primitive, mutated brain of a gatorpede can 
  barely handle its own crude thoughts focused on hunting, eating, and 
  25
  
  claiming territory. Any foreign thoughts or feelings cause its mind to 
  shut down and pure instinctive drive to take over. If the gatorpede fails 
  to save against any mind-affecting ability, rather than have the normal 
  effect the gatorpede bursts into a frenzy of unthinking action. Roll on 
  the chart below at the beginning of each of the gatorpede’s rounds to see 
  what actions it takes:
  tABLE: vIcIOuS nAtuRE ActIOnS
  Roll
  Result
  01–65
  Attack nearest creature
  66–75
  Move to highest point it sees, and if possible attack a 
  target from there.
  76–83
  Take full defense action and thrash
  84–93
  Flee directly away from nearest foe for 1 round.
  94–100
  Move to farthest target is sees and (if possible) attack.
  ActIOn
  The gatorpede charges whenever the doors are opened. The creature has 
  no concept of parlay, nor of surrender. It fights to the death. If PCs flee 
  without closing the door, it will attempt to follow, as far as the corridor 
  leading out its door. It will not enter the sewer waters, or attempt to 
  maneuver around the corners.
  DEvELOPMEnt
  A wererat will only tell the party about the presence of the gatorpede if 
  compelled to do so with magic.
  n15: storage (cr 2)
  Map Page: E2
  This chamber is intended for storage of basic supplies — rakes, shovels, 
  work gloves, and so forth. Unfortunately for the heroes, a pair of spider 
  swarms has recently arrived.
  A thick layer of webs carpets everything; movement within the web 
  complex indicates these are spider webs. By your best guess there 
  must be hundreds of the arachnids — each about the size of a gold 
  coin — crawling around. Under the webs, you think you can make 
  out the outline of boxes and crates.
  SEtuP
  The swarms are hungry, having only fed on stray rats so far. Any PC 
  who approaches to the middle of the bridge or closer causes the spiders 
  to swarm and attack. The spiders have no tactics; they attack the nearest 
  creature, seeking to bury their sharp mandibles into tender flesh.
  sPiDer swarm (2) 
  cr 1 eacH
  XP 400 each
  hp 9 (Pathfinder Roleplaying Game Bestiary “Spider 
  Swarm”)
  ActIOn
  Fire, of course, is probably the best way to take care of the spiders under 
  normal circumstances. PCs can try it, though they run the risk of a 
  sewer gas explosion.
  Once they engage the PCs, the spiders pursue if the heroes flee; they 
  keep up their pursuit anywhere within one map segment of their lair.
  n16: filtration (cr 5)
  Map Page: G2
  This tunnel and portcullis combination — in conjunction with the flow 
  gate (see area n17) —allows the muckrakers to control the ebb and flow 
  of the tidal surge while filtering out larger debris.
  A Large constrictor snake lives in this chamber. It has fed on enough 
  rats, possums, and similar creatures to now be too big to pass through 
  the portcullises, and is stuck in the interior of this chamber. The 
  muckrakers are aware of the snake, and wary of it — though to date it 
  hasn’t given them any real trouble.
  The	water	here	flows	through	a	pair	of	portcullises,	spaced	about	30	
  feet apart. The walkway itself ends outside the portcullis, meaning 
  you’ll need to wade through the water and climb through the bars 
  to	get	in,	absent	a	more	creative	solution.	The	chamber	itself	seems	
  to	be	a	sort	of	elongated	“figure	eight”	shape,	with	a	10	foot	or	so	
  channel in the center, surrounded by an oval 5-foot-wide channel 
  around the outside.
  SEtuP
  Both portcullises are currently down. While the snake is trapped inside, 
  it is quite content as the tide sweeps enough food into the chamber for 
  it to have a veritable buffet of choices. More importantly, Grum Grum 
  the otyugh in area n9 becomes enraged if he finds the portcullises have 
  26
  
  been lifted or damaged. The current setup provides him the tastiest 
  morsels of garbage. Or at least, so he believes.
  aDvanceD giant constrictor snake 
  cr 7
  XP 3,200
  N Large animal
  Init +4; Senses scent; Perception +15
  D E f E n s E
  Ac 19, touch 13, flat-footed 15 (+4 Dex, +6 natural, –1 size)
  hp 73 (7d8+42)
  Fort +10, Ref +9, Will +5
  O f f E n s E
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +14 (1d6+13 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+13)
  s t a t i s t i c s
  Str 29, Dex 19, con 20, Int 1, Wis 16, cha 6
  Base Atk +5; cMB +15 (+19 grapple); cMD 29 (33 vs. grapple)
  Feats Blind-Fight, Skill Focus (Perception), Toughness, Weapon Focus 
  (bite)
  Skills Acrobatics +17 (+13 when jumping), Climb +17, Perception +15, 
  Stealth +10, Swim +17; Racial Modifiers +8 Acrobatics, +4 Perception, 
  +4 Stealth
  ActIOn 
  As a general rule of thumb, the snake is very willing to mind its own 
  business. However, it also has become lazy and does not go out of its 
  way to hide from humans. It has effectively been conditioned by the 
  muckrakers to believe humans will ignore it as long as it stays out of 
  the way. However, should the PCs insist on entering the chamber and 
  splashing around, the snake could mistake a PC — especially a smaller 
  PC such as a halfling, gnome, or dwarf — for a tasty treat.
  Should the snake attack, it attempts to grab, then constrict its foe. If 
  successful, the following round it submerges under the filthy water, 
  causing its foe to deal with both constriction and the risk of drowning.
  DEvELOPMEnt
  If reduced to under 15 hit points, the snake attempts to flee. If the 
  portcullises are closed, remember it must squeeze through the bars to 
  do so.
  There is a 25% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 5d6 
  fire damage to all creatures in a 20-foot radius spread, centered on the 
  source of ignition. A DC 16 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 36 hours.
  n17: flow gate
  Map Page: H2
  This chamber controls most of the flow of water through the entire 
  northern section. The wheel here controls the portcullises in n16 and 
  also controls the directional valve here in this chamber.
  A	 mechanical	 wall,	 not	 quite	 6	 feet	 in	 height,	 blocks	 the	 flow	 of	
  water here. A large wheel on the southern bank looks to be used to 
  move	the	wall.	Moisture	and	moss	cover	the	floor,	walls,	and	wheel	
  here.
  SEtuP
  Grum Grum, the otyugh in area n9, is fanatical about keeping the 
  wheel and wall in the current position. He believes this provides him 
  the choicest treats among the muck that flows through the sewers. 
  (Whether he’s right or wrong, really, is immaterial, unless you’re willing 
  to get into an argument with him.)
  ActIOn
  Turning the wheel is difficult, especially after the wall is partially moved 
  and the water begins to flow. Initially getting the wheel to turn requires 
  a DC 26 Strength check. Up to 8 Medium creatures can band together to 
  turn the wheel. In such a case, one person is designated as the primary 
  and all others must use the aid another action to grant a +2 bonus.
  The wall currently sits diagonally with the upper portion running 
  northwest to southeast. A successful Strength check moves the wall to 
  have a west-northwest by east-southeast alignment. Such an alignment 
  allows water to flow freely throughout the northern section. During 
  high tide, this reduces the maximum depth of the water in the entire 
  northern section of the sewers by 1d3 feet.
  The wall can continue to move so that it rests in a northeast to southwest 
  alignment. To do so, however, is more difficult than the task of simply 
  opening it due to the flow of water around both sides. Moving to a west 
  to east alignment requires a DC 32 Strength check. Moving further 
  to an east-northeast by west-southwest alignment requires a DC 23 
  Strength check — this is the easiest movement to make since the force 
  of the water on either side of the wall at this point is relatively equal. 
  Finally, closing off the wall in the final alignment requires another DC 
  26 Strength check.
  Each “step” through the compass requires 8 “man minutes.” That means, 
  assuming successful Strength checks, 8 Medium creatures can move 
  the wall in 1 minute. However, 4 Medium creatures would require 2 
  minutes. In addition, moving the wall is a noisy endeavor — especially 
  within the water. Any creature in map pages F1, G1, H1 I1, F2, G2, I2, 
  and J2 gain a +20 circumstance bonus to Perception checks to hear 
  the gate opening. Underwater, that bonus rises to +30. Any creature in 
  the room itself automatically succeed at Perception checks to hear the 
  movement.
  Finally, the wheel also controls the portcullises in n9 and n16, though 
  currently the mechanism to open the portcullis at n9 is broken. As 
  the wall moves, so do the portcullises. When the wall is in an east-to-
  west alignment, the portcullises are open 50%. When the wall is in a 
  northeast to southwest alignment, they’re completely open.
  DEvELOPMEnt
  If Grum Grum hears the wall moving, he flies into a rage and makes 
  his way here as quickly as possible to stop the stupid humanoids from 
  ruining his food supply.
  There is a 25% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  27
  
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 5d6 
  fire damage to all creatures in a 20-foot radius spread, centered on the 
  source of ignition. A DC 16 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 36 hours.
  n18: access cHamBer
  Map Page: I2
  This is a small access chamber from the street level. The rusty ladder 
  embedded in the wall is the only thing of interest here. The ladder itself 
  is sturdy enough for each rung to support up to 400 pounds.
  n19: wererat warren
  Map Page: A3, B3, A4, A5, B5, B6
  This complex of rooms was originally built as a safe haven of sorts for 
  the members of the muckrakers’ guild. Stashed behind concealed doors 
  that seal tightly, these rooms offer respite and shelter from the moisture 
  and stench of the sewer complex. Muckrakers who needed to be nearby 
  to clear clogs after the tides came in (or rolled out) would spend time 
  here. The occasional muckraker on the outs with his or her spouse could 
  also be found in these rooms.
  Now these rooms host a far more sinister occupant: Endie Talmot — aka 
  The Rat — and his brutal (if somewhat incompetent) gang of wererats. 
  The Rat and his band of miscreants use their ability to shapeshift to 
  keep the muckrakers at bay. Uncomfortable with the uncertainty of 
  when a rat might slip through a crack and attack, the muckrakers have 
  abandoned the complex to Talmot’s gang.
  When Edgewater’s new leaders were elected two years ago, one of their 
  first tasks was to get the rampant crime under control. To that end, the 
  Lord-Mayor and his closest advisors held secret meetings with some of 
  the most powerful criminal bosses in Edgewater. The Lord-Mayor made 
  it clear Edgewater would flounder and eventually collapse if crime drove 
  all ship traffic out of her ports. The Lord-Mayor insisted on changes 
  from the various gangs, and in exchange for their cooperation he would 
  make arrangements to turn a blind eye to other activity elsewhere in the 
  city. A thug known for shakedowns and similar activity protested the 
  arrangement and was slain by the Lord-Mayor on the spot.
  That show of strength was enough to encourage the other leaders to 
  capitulate, particularly since the Lord-Mayor also had a retinue of five 
  experienced adventurers; it was clear they could easily opt to remove 
  all the crime lords permanently if necessary. Since then, the docks of 
  Edgewater have flourished; so have gambling and prostitution, two 
  activities the Lord-Mayor was willing to accept as a part of the city’s 
  growing economy.
  Unfortunately for Endie Talmot, he and his crew of wererats made most 
  of their living down on the docks. There they were able to slip in and out 
  disguised as rats, with none the wiser regarding their presence. Endie’s 
  crew ran all manner of illicit activity: blackmail based on information 
  overheard from the shadows, theft of small but valuable items off ships, 
  “insurance” money paid by captains interested in protecting vital cargo, 
  and so forth. Endie was not the least bit squeamish about the occasional 
  murder or two. The Lord-Mayor’s plans swiftly brought an end to 
  Talmot’s burgeoning crime empire.
  Talmot seethed. He turned to narcotics and alcohol to bury the agony 
  of losing out on a small fortune, and he longed for the day he and his 
  rats could rise up and take control of the city. Then, like a blessing from 
  his twisted god, new rats — capable of casting magic and shifting into 
  other forms — arrived in the sewers. These new interlopers had a plan, a 
  plan that would make Talmot wealthy and powerful beyond his wildest 
  imagination.
  Talmot has fallen prey to the slick words of the plague druids, and 
  believes it is just a matter of time until the city of Edgewater capitulates. 
  When that happens he and his filthy rats will rule the city. He dreams of 
  torturing the Lord-Mayor, keeping his nemesis barely alive so he might 
  inflict the most horrible pain imaginable each and every day. Talmot 
  immediately agreed to allow the plague druids to have access to his 
  sewers — though not his “stronghold” within. He also agreed to allow 
  his minions to become carriers of their awful disease. Talmot assumed 
  incorrectly that he and the wererats would be immune to civilization’s 
  downfall.
  Chaos Reigns!
  it’s important for this adventure, but especially here and when 
  encountering the druid leaders later, to not treat this is a simple 
  dungeon crawl. Residents of a room will not sit idly by and 
  wait for the PCs to come along to deliver an ass-whooping. The 
  wererats are living, breathing people. They have fears, desires, 
  friends, family. They use hit and run tactics. They soil their 
  pants then run away in fear. They stand defiantly blocking an 
  entryway so others can mobilize and escape. They cower in the 
  corner begging for mercy.
  Rats run through the room. Are they regular, filthy rats? Or 
  wererats in disguise? A flask flies into the room and explodes in 
  a rain of glass shards and acid. Where did it come from? Have 
  combatants move from room to room. have spellcasters or 
  those with splash weapons make sniper attacks from a hiding 
  location. (Don’t forget the –20 on the Stealth check to remain 
  hidden after such an attack.) Use the wererat’s shapeshifting 
  ability as a tactical advantage to allow new combatants to easily 
  enter the fray or wounded gang members to slip away — up the 
  chimney, through a crack in the wall, or whatever convenient 
  egress exists.
  Chaos reigns! It’s up to you to make it come alive.
  n19a: entryWay (cr 4)
  Map Page: A3, B3
  The Rat always has two guards here. They spend most of their time in 
  the western half of the room, and keep the doors leading to the corridor 
  open.
  This odd room appears to be some form of storage. A drain 
  dominates	 the	 floor	 in	 the	 eastern	 area.	 A	 set	 of	 double	 doors,	
  opening into the room, are on the western wall.
  SEtuP
  This room provided the muckrakers a place where they could wash 
  off before entering the main chambers. Muckrakers would stand over 
  the grate and splash water as necessary to remove any muck (or worse) 
  stuck to their clothing. The western section of the room stored cleaning 
  supplies they could use as needed to avoid tracking filth into the living 
  chambers.
  Both guards spend their time here in rat form, and lurk in the shadows 
  in an attempt to remain out of sight. They prefer to mill about the 
  28
  
  29
  29
  3
  2
  4
  5
  A
  B
  
  western half of the room, so as to keep a better focus on the hidden door 
  leading to the south and into the warren. Assume both guards are taking 
  10 on their Stealth and Perception checks (+12 and +8, respectively). 
  The wererats distrust the druids, and so are generally alert and ready 
  for trouble.
  wererat (2) 
  cr 2
  XP 600 each
  hp 18 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererat”)
  Except change to afflicted lycanthrope, which reduces DR to 5/silver
  ActIOn
  The wererats primary action is to raise a ruckus and draw PCs away 
  from the hidden door. If possible, they move in for a sneak attack while 
  in rat form; after the sneak attack, or if it is not possible, they shift to 
  hybrid form. Once changed, they yell and scream obscenities and other 
  insults at the characters, while trying to get them to move toward the 
  eastern section of the room. If necessary, the wererats will bolt and 
  attempt to lead the PCs through the sewers. Guards are willing to head 
  into n13 (and risk the fungi living there) if doing so distracts the PCs 
  from the entryway.
  At the end of the long corridor running south from n1 is a concealed 
  door. The door was built in such a manner for practicality rather than 
  subterfuge. The design of the door forms a tight seal with the walls and 
  floor, which works to keep moisture and grime out of the complex. 
  Noticing the door requires a DC 17 Perception check.
  DEvELOPMEnt
  There is a 25% chance another wererat — either out on patrol or in the 
  warren — hears the noise and moves to help. There is a 10% chance a 
  druid patrol is nearby and hears the commotion; in that case, however, 
  the druids do not automatically aid the wererats. Instead, they observe. 
  If the PCs seem weak, the druids lend their aid. (They like to remind 
  Talmot and the others of their assistance on a regular basis.) If the PCs 
  clearly outmatch the rats, the druids slink away and report to their 
  leader. If the fight looks even, they wait and watch.
  If captured, the wererats do not willingly talk. If compelled to talk 
  (magically or otherwise), see the table in encounter P1: Wererat Patrol 
  for information the guards may have about civilization’s downfall. Of 
  course, they can also provide basic information about the layout of the 
  warren, strength and relative numbers of other members of the guild, 
  and so forth.
  n19b: Supply room (cr 5)
  Map Page: A3
  This room’s design originally allowed the muckrakers to keep their 
  supplies and filthy clothes away from their de facto living area. The 
  wererats use the room for similar purposes, though the supplies they 
  keep are different. The room stores dried foods and water in sealed 
  casks, along with a few other odds and ends.
  This wide hallway is illuminated by four torches in sconces, two on 
  the western wall and two on the eastern wall. The torches on the 
  eastern	wall	flank	a	short	corridor	leading	to	a	bronze	door;	the	
  door’s hinges are visible. To the south, a double-bronze door leads 
  further into the complex.
  SEtuP
  Barring a streak of bad luck by the PCs, there are no wererats in this area. 
  However, the door leading south is trapped. The trap has a password, 
  known by all the wererats.
  fireBall traP 
  cr 5
  type magic; Perception DC 28; Disable Device DC 28
  E f f E c t s
  trigger proximity (alarm); Reset none
  Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half 
  damage); multiple targets (all targets in a 20-ft.-radius burst)
  ActIOn
  Theoretically, PCs could hide in the closet unseen for a period of time 
  ranging from a few hours to a full day. The wererats rarely make use of 
  the space, so the odds of anybody actually entering the room are small 
  — unless, of course, they’re on the lookout for the PCs.
  DEvELOPMEnt
  Any significant noise in this area — say, for example, the sounds of a 
  fireball trap being detonated — is enough to get the attention of the 
  wererats in area n19c.
  tREASuRE
  Talmot’s wererats are fairly well supplied. In the closet off the hallway, 
  PCs will find 5 sealed casks of fresh water, 1 sealed cask of cheap wine, 
  2 sealed casks of cheap ale, 1 sealed crate of dried meat, 1 crate of root 
  vegetables (mostly potatoes and carrots), 3 “bricks” of lard, a large 
  bronze cooking pot, 250’ of rope, 22 pitons, 3 rakes, 2 spades, 6 pounds 
  30
  
  of soap (cut into 1/4 pound blocks), and 17 pairs of rubber hip boots.
  n19c: Greatroom (cr varieS)
  Map Page: A4
  The muckrakers used this chamber to relax and the wererats saw no 
  reason to improve on such a simple plan. The room contains a large 
  fireplace that vents to the surface, a small table and chairs, an ill-used 
  writing desk, and a bookcase loaded with cheap (and mostly trashy) 
  novels.
  This large room could easily be the greatroom of an inn, or even a 
  comfortable	manor	house.	A	fireplace	in	the	southeast	corner	is	lit,	
  giving	the	room	a	soft	glow	and	providing	a	comfortable	warmth.	
  In	 the	 corner	 next	 to	 the	 fireplace	 is	 a	 bronze	 kettle.	 A	 wooden	
  table with six sturdy chairs occupies the northeast corner. The 
  northwest	corner,	just	below	the	double	doors,	is	filled	by	a	writing	
  desk. A throw rug covers the ground immediately in front of the 
  fireplace.	On	the	edge	of	the	rug	furthest	from	the	fireplace	is	an	
  odd mannequin. It wields a longsword and short sword, standing 
  facing	the	fireplace.	Another	pair	of	double	doors,	its	hinges	visible	
  on this side of the room, leads further to the south.
  SEtuP
  PCs who barge into this room are likely to find they get more than they 
  bargained for. There are at all times a minimum of 4 wererats lounging 
  around the room. There are an additional 1d3–1 wererats, bringing the 
  total potential wererats present to a range of 4–6.
  Three wererats sit at the table playing dice, each with a bowl of warm 
  stew and a flagon of ale. The fourth wererat lounges in front of the fire in 
  dire rat form. Others are ranged around the room.
  One of the wererats playing dice at the table has a chimerette “familiar.” 
  The creature perches on his shoulder, and makes rude and degrading 
  remarks to the others. They’re all quite used to verbal abuse from the 
  tiny creature, and ignore its verbal assault.
  Torches in sconces line the walls at regular intervals.
  wererat (4–6) 
  cr 2
  XP 600 each
  hp 18 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererat”)
  Except change to afflicted lycanthrope, which reduces DR to 5/silver
  wererat master 
  cr 2
  XP 600 each
  hp 18 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererat”)
  Except change to afflicted lycanthrope, which reduces DR to 5/silver; 
  Replace Dodge with Chimerette Familiar, which reduces AC to 15, 
  touch AC to 12, and CMD to 14. The chimerette grants a +3 bonus to 
  Intimidate, bringing the wererat master’s total to +6.
  cHimerette 
  cr —
  XP —
  (Gaming Paper, Sewer Bestiary, “Chimerette”)
  NE Tiny magical beast
  Init +3; Senses Darkvision 60 ft., low-light vision; Perception +11
  D E f E n s E
  Ac 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
  hp 9 (2 HD; 1/2 master’s total for hp)
  Fort +4, Ref +6, Will +2
  Special Defenses improved evasion
  O f f E n s E
  Speed 20 ft., fly 40 ft. (average)
  Melee 2 bites +6 (1d3-1), bite +6 (1d2-1 plus poison) and 2 claws +6 
  (1d3-1)
  Space 2 1/2 ft.; Reach 0 ft.
  s t a t i s t i c s
  Str 9, Dex 16, con 12, Int 9, Wis 15, cha 12
  Base Atk +2; cMB +3; cMD 11
  Feats Weapon Finesse
  Skills Acrobatics +8, Bluff +3, Climb +4, Fly +7, Intimidate +3, 
  Knowledge (local) +1, Perception +11, Sense Motive +4, Stealth +16, 
  Swim +4; Racial Modifiers +4 Perception
  Languages Aklo, Common, Sphinx; empathic link
  s P E c i a l  a b i l i t i E s
  Familiar: The master of a chimerette familiar gains a +3 bonus to 
  Intimidate checks.
  Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 1 save.
  31
  
  ActIOn
  After the PCs enter the room, the wererat lounging in front of the 
  fire slips into a crack behind the fireplace. She takes 1d3 points of fire 
  damage in doing so, as she must get close enough to the flames to 
  scorch her hide. She arrives in n19d 1d3+1 rounds later, shifts to hybrid 
  form, and shouts a warning about intruders in the greatroom. She then 
  rushes through halls and rooms to n19g to Talmot’s chamber to warn 
  the leader of the PCs’ arrival in their warren. When moving through 
  the tunnel between the greatroom and the common room, she must 
  squeeze, reducing her movement to 15’ per round. Of course, if PCs are 
  fortunate enough to somehow prevent her from fleeing during the first 
  round of combat (a web spell, for example), she cannot escape to raise 
  the alarm. If the wererats detected the PCs’ presence while they were in 
  n19b, the wererat on the carpet has already made her move to exit this 
  room and travel to the common room. (As such, if she moved quickly 
  enough and the PCs moved slowly enough, it is entirely possible there 
  are almost double the number of wererats present in this room.)
  The wererats playing dice react quickly, rising immediately and 
  drawing their weapons. The chimerette is unable to hide its disdain 
  for spellcasters, and if one is present among the PCs the creature turns 
  its vile invectives in his or her direction. Nothing is out of bounds for 
  the creature’s insults — assumed family history, attire, and so on. If the 
  character has a familiar of its own, the chimerette implores it to leave its 
  master and run away, interlaced (of course) with deep-cutting insults 
  about the PC.
  InsultIng the CharaCters
  Just a quick word on the insults the chimerette tosses around. 
  Obviously, you know your players and we don’t. This encounter 
  with the chimerette should be amusing, even while the 
  creature attempts to cut to the bone with its insults. Nothing 
  is out of bounds — except what is normally out of bounds for 
  your group. It is important, as GM, that you do not run this 
  encounter in a way such that it hurts feelings for the player. The 
  character’s feelings, of course, are fair game.
  The dice players act as a fairly well-organized fighting group. They 
  maneuver to grant one another flanking bonuses whenever possible, 
  and gang up on a single target with the hopes of removing him or her 
  from combat quickly. They make as much noise as possible in the hopes 
  of drawing the attention of their allies to the south.
  DEvELOPMEnt
  Unless the PCs are incredibly silent in their slaughter or capture of the 
  wererats present, noise of combat likely travels into the common room 
  (n19d). The PCs have the advantage of a 15-foot corridor, with closed 
  doors on either end, between them. Each round, all wererats present 
  in the common room should receive Perception checks to hear the 
  commotion. The base DC to hear the sounds of combat is –10. Each 
  closed door adds +5, bringing the base DC to +0. Consider everybody in 
  the common room distracted, which brings the DC to +5. Lastly, the DC 
  increases by +1 for every 10 feet between the wererat and the combat. 
  Assuming combat takes place around the table in the greatroom, a 
  wererat sitting at the table in the common room would need to make a 
  DC 11 Perception check; the DC can vary, of course, based on distance.
  If captured and compelled to talk, the wererats here have the same 
  knowledge as the others. See area P1: Wererat Patrol for a table 
  providing information the wererats can provide.
  tREASuRE
  Along with all the gear and equipment carried by the wererats, there 
  are several items of interest to the PCs in this room. The table where 
  the wererats were playing dice contains two bone dice, 29 sp, 1 gp, 
  and a small red gem (actually just a piece of colored glass, though the 
  wererat convinced his friends it was a small garnet). The table and chairs 
  themselves are sturdy, but of plain design and abused. As a set, they’re 
  worth 40 gp if PCs can somehow get them out of the room. (Also, they 
  technically belong to the muckrakers, not the wererats; this fact may 
  matter later.) There are three pewter bowls, each containing various 
  amounts of stew and each having a pewter spoon. In addition, there are 
  three pewter tankards. A cask of cheap ale sits in an unoccupied chair at 
  the time the PCs entered the room.
  The writing desk is sturdy and of good design; it’s worth 50 gp. The desk 
  contains 53 pages of vellum, several ink bottles of different colored inks, 
  and a few quills. Thanks to the fire, the room is dry enough that the 
  vellum will not rot. In addition, several large blocks of wax are on the 
  desk. These blocks are intended to be rubbed over vellum and paper 
  before it leaves the room, to help protect them from the environment of 
  the sewer until they can reach the surface. As with the table and chairs, 
  these items are actually the possessions of the Muckrakers’ Guild — 
  though that fact hasn’t prevented the wererats from making use of them.
  The throw rug in front of the fire depicts images of magical creatures: 
  unicorns, dragons, mermaids, and the like. The rug has seen better 
  days, and is ripped and tattered. Repairing the rug requires 25 gp of 
  materials and a successful DC 25 Craft (clothing) or similar skill. When 
  repaired, the rug is worth 250 gp. The mending spell has no effect, as all 
  the “pieces” of the rug are not present (there are threads missing, eaten 
  by various rats).
  Two bronze kettles occupy the corner closest to the fireplace. These 
  kettles have the same price and properties of a standard iron pot, but 
  resist corrosion caused by the air in the sewers. One pot (the larger 
  of the two) contains a cheap but edible stew. The second is empty. In 
  addition to the kettles, there are also 7 pewter bowls, 11 pewter spoons, 
  9 pewter forks, and 4 pewter mugs here.
  The last item of note in the room is a sparring dummy of defense, a magic 
  item detailed in Appendix I.
  n19d: common room (cr varieS)
  Map Page: A5
  The common room is similar to the greatroom, designed for residents to 
  relax. The biggest difference is that the common room is generally more 
  subdued, primarily because of the bedrooms to the south.
  This large room is clearly designed as part of the living quarters. A 
  round table with four chairs is in the northeast corner. There are two 
  doors on the south wall. Torches line the room at regular intervals.
  SEtuP
  As above in the greatroom, the number of wererats present here varies. 
  Azilina, a sorcerer with her eye on taking out Talmot to gain control, 
  is always encountered here. Besides Azilina, there are 1d3 additional 
  wererats present in the room.
  If Azilina has any advance warning (such as the wererat from n19c 
  coming to raise the warning, or simply hearing the sounds of combat 
  32
  
  elsewhere) she casts mage armor, raising her AC to 17 and her flat-
  footed AC to 15 while in human form, or 19 and 17 while in hybrid 
  form. If time permits, she then casts blur on herself.
  Assuming forewarning, the other wererats present move to positions 
  near the door. They hope to catch the PCs by surprise as they enter.
  wererat (1–3) 
  cr 2
  XP 600 each
  hp 18 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererat”)
  Except change to afflicted lycanthrope, which reduces DR to 5/silver
  azilina (Human form) 
  cr 6
  XP 2,400
  Female human afflicted wererat sorcerer 6
  CE Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +4
  D E f E n s E
  Ac 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 35 (6d6+12)
  Fort +6, Ref +5, Will +7
  O f f E n s E
  Speed 30 ft.
  Melee mwk sickle +6 (1d6–1)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—touch of destiny (+3)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—fireball (DC 16)
  2nd (6/day)—blur, hideous laughter (DC 15), see invisibility
  1st (7/day)—alarm, grease (DC 14), mage armor, ray of enfeeblement 
  (DC 14), sleep (DC 14)
  0 (at will)—acid splash, detect magic, light, mending, prestidigitation (DC 
  13), ray of frost, read magic
  Bloodline destined
  s t a t i s t i c s
  Str 8, Dex 14, con 13, Int 12, Wis 12, cha 16
  Base Atk +3; cMB +2; cMD 14
  Feats Brew Potion, Eschew MaterialsB, Great Fortitude, Stealthy, 
  Weapon Finesse
  Skills Bluff +12, Escape Artist +4, Knowledge (arcana) +7, Knowledge 
  (local) +4, Perception +4, Spellcraft +10, Stealth +7
  Languages Common, Sylvan
  SQ bloodline arcana (gain luck bonus on saves when casting personal-
  range spells), change shape (human, dire rat, hybrid; polymorph), fated 
  (+1)
  combat Gear potion of invisibility, potion of cat’s grace, scroll of wall 
  of ice; Other Gear mwk sickle, amulet of natural armor +1, cloak of 
  resistance +1, silver ring with small onyx (30 gp), 14 gp
  azilina (HyBriD form) 
  cr 6
  XP 2,400
  Female human afflicted wererat sorcerer 6
  CE Medium humanoid (human, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +4
  D E f E n s E
  Ac 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 41 (6d6+18)
  Fort +7, Ref +5, Will +7
  DR 5/silver
  O f f E n s E
  Speed 30 ft.
  Melee mwk sickle +6 (1d6), bite +5 (1d6)
  Bloodline Spell-Like Abilities (CL 6th; concentration +9)
  6/day—touch of destiny (+3)
  Sorcerer Spells Known (CL 6th; concentration +9)
  3rd (4/day)—fireball (DC 16)
  2nd (6/day)—blur, hideous laughter (DC 15), see invisibility
  1st (7/day)—alarm, grease (DC 14), mage armor, ray of enfeeblement 
  (DC 14), sleep (DC 14)
  0 (at will)—acid splash, detect magic, light, mending, prestidigitation (DC 
  13), ray of frost, read magic
  Bloodline destined
  s t a t i s t i c s
  Str 10, Dex 14, con 15, Int 12, Wis 12, cha 16
  Base Atk +3; cMB +3; cMD 15
  Feats Brew Potion, Eschew MaterialsB, Great Fortitude, Stealthy, 
  Weapon Finesse
  Skills Bluff +12, Escape Artist +4, Knowledge (arcana) +7, Knowledge 
  (local) +4, Perception +4, Spellcraft +10, Stealth +7
  Languages Common, Sylvan
  SQ bloodline arcana (gain luck bonus on saves when casting personal-
  33
  
  range spells), change shape (human, dire rat, hybrid; polymorph), fated 
  (+1), lycanthropic empathy
  Combat Gear potion of invisibility, potion of cat’s grace, scroll of wall of ice; 
  Other Gear mwk sickle, amulet of natural armor +1, cloak of resistance 
  +1, silver ring with small onyx (30 gp), 14 gp
  ActIOn
  The wererats in this room do all they can to avoid PCs discovery of 
  the concealed door to the east. Azilina looks to stay out of melee and 
  uses her spells as the situation dictates. She prefers to hit an obvious 
  arcane caster with ray of enfeeblement, knowing the Strength penalty 
  might make the character too weak to stand. Barring that, she targets 
  any character in heavy armor with hideous laughter. She prefers not to 
  use fireball in such tight quarters, but if she believes casting the spell 
  will take out several of her enemies she’ll do so; of course, she aims it in 
  such a way as to avoid including herself in the spell’s area of effect. She 
  isn’t too concerned about other wererats. She knows they have a knack 
  for completely avoiding her spells; beyond that, she simply doesn’t care 
  about their lives enough to allow any such concern to meddle with her 
  combat tactics.
  DEvELOPMEnt
  Any rats in the sleeping quarters to the south who hear the fight arrive 
  in 2d3+1 rounds, as they must don armor, grab gear, and so on. If the 
  wererat from n19c was able to get away to warn the others, Endie Talmot 
  arrives 8–12 rounds after she raised the warning in this room. (That is 
  the amount of time for the wererat to make it to Talmot’s chambers, 
  explain the situation, and for the pair of them to make it back.)
  tREASuRE
  The table and chairs are good quality — better than those in the 
  greatroom — and are worth 100 gp. As before, however, these are the 
  property of the Muckrakers.
  n19e: bedchamberS (cr varieS)
  Map Page: A5
  Though the layout of these two rooms is slightly different, the purpose 
  and contents are roughly the same. These rooms housed muckrakers on 
  long shifts, and now house wererats. All beds are bunk beds.
  Clearly, this room is a sleeping quarter for the masses. Bunk beds 
  line the walls, with small chests at the foot of the bed or occupying 
  empty	locations	around	the	room.	The	floor	is	covered	in	straw;	in	a	
  few places the straw seems to be piled up into nest-like structures, 
  but for the most part the straw seems to be present simply as 
  ground cover.
  SEtuP
  Each room has 1d4+1 wererats present. When the PCs first enter the 
  warren, none of the occupants of these rooms is combat-ready. Each 
  requires 2d3+1 rounds to prepare: wake, dress, don armor, etc. It’s 
  possible for the players to arrive here to find empty rooms, for example 
  if they made significant noise previously and all the occupants in here 
  rushed elsewhere to help. If PCs manage to progress silently to this 
  point, they find the occupants entirely unaware and unprepared.
  wererat (1–3) 
  cr 2
  XP 600 each
  hp 18 (Pathfinder Roleplaying Game Bestiary “Lycanthrope, 
  Wererat”)
  Except change to afflicted lycanthrope, which reduces DR to 5/silver
  ActIOn
  If combat occurs in these rooms, the wererats attempt to shift to hybrid 
  form (70% chance) and fight to the best of their ability, or to animal 
  form (30%) and flee, making use of cracks or holes in the wall to aid 
  their escape. None of the wererats present here will fight to the death. 
  They’re clever enough to realize if PCs are assaulting this room, it means 
  their brethren elsewhere are likely dead. Those who originally opt to 
  fight will either flee or surrender upon being reduced to 9 or fewer hit 
  points. Alternately, if the occupants of these rooms are fighting the 
  PCs elsewhere, follow the general tactics and guidance listed for that 
  encounter.
  A wererat in hybrid form grabs his or her melee weapon — it’s never far, 
  even when sleeping — and fights furiously. They work together, if more 
  than one is present, to flank targets and gang up on dangerous foes. The 
  wererats are comfortable maneuvering in tight confines, making use of 
  their Acrobatics skill to leap from bed to bed, sliding through the straw 
  to avoid a foe, and so forth.
  DEvELOPMEnt
  As with other wererats, those who surrender or are captured do not 
  easily volunteer information. If compelled or convinced to do so, they 
  have the same general knowledge as other wererats present in the sewers.
  If PCs slaughtered wererat patrols to the extent that Talmot recalled all 
  remaining wererats, all occupants who would have been in this room are 
  awake, armored, armed, and stationed elsewhere in the Warrens.
  While the door to the east is concealed, it’s possible it may be open when 
  the PCs arrive depending on the timing of events. If the door is closed, 
  finding it requires a DC 22 Perception check.
  tREASuRE
  Between the two bedchambers there are a total of 18 locked chests. Each 
  wererat has a key to his or her personal chest, and several chests are 
  trapped as well. (There is no honor among thieves, after all.) Each chest 
  contains clothing and personal items. The contents of the 12 chests are 
  detailed below. Place six chests in each bed chamber. Each chest requires 
  a DC 22 Disable Device check to open; information about individual 
  traps is outlined below.
  chest #1 (no trap): 37 sp, 23 gp; 2 potions of cure light wounds, gold 
  ring (20 gp).
  chest #2 (poison gas trap): 58 cp, 33 sp, 42 gp; alchemical silver dagger, 
  gold chain with red topaz pendant carved into the rough shape of a 
  dragon breathing fire (400 gp).
  Burnt otHur fumes traP 
  cr 11
  type mechanical; Perception DC 22; Disable Device DC 
  22
  E f f E c t s
  trigger touch; Reset none
  Effect poison gas (burnt othur fumes); never miss; onset delay (1 round); 
  34
  
  multiple targets (all targets in a 10-ft.by-10-ft. area in front of the chest)
  Burnt Othur Fumes (poison—inhaled): save Fort DC 18; frequency 1/
  round; duration 6 rounds; effect 1 Con drain/1d3 Con damage; cure 2 
  saves
  chest #3 (poison dart trap): 38 cp, 22 sp, 3 gp; tanglefoot bag, 
  thunderstone; sterling silver snake ring (snake swallowing its own tail) 
  (50 gp).
  PoisoneD Dart traP 
  cr 1
  type mechanical; Perception DC 20; Disable Device DC 
  20
  E f f E c t s
  trigger touch; Reset none
  Effect Atk +10 ranged (1d3 plus greenblood oil)
  Greenblood oil (poison—injury): save Fort DC 13; frequency 1/round; 
  duration 4 rounds; effect 1 Con dmg; cure 1 save
  chest #4 (no trap): 23 cp, 38 gp, 1 pp; silk shirt with gold thread 
  embroidery depicting images of rats (200 gp).
  chest #5 (no trap): 78 cp, 23 sp; iron key (GM can determine purpose).
  chest #6 (acid arrow trap): 38 sp, 29 gp, 2 pp.
  aciD arrow traP 
  cr 3
  type magic; Perception DC 27; Disable Device DC 27
  E f f E c t s
  trigger touch; Reset none
  Effect spell effect (acid arrow, atk +2 ranged touch, 2d4 acid damage 
  for 4 rounds)
  chest #7 (no trap): 7 cp, 38 sp, small gold hoop earrings (25 gp, in 
  hidden compartment [DC 26 Perception])
  chest #8 (no trap): 38 cp, 21 sp.
  chest #9 (no trap): 29 cp.
  chest #10 (energy drain trap): 39 sp, 48 gp, 7 pp, moonstone (25 gp), jet 
  (30 gp), jade frog statue (200 gp).
  energy Drain traP 
  cr 10
  type magic; Perception DC 34; Disable Device DC 34
  E f f E c t s
  trigger touch; Reset none
  Effect spell effect (energy drain, Atk +10 ranged touch, 2d4 temporary 
  negative levels, DC 23 Fortitude negates after 24 hours)
  chest #11 (no trap): 23 cp, 2 pp, blue quartz (15 gp).
  chest #12 (no trap): 77 sp, 3 gp.
  chest #13 (flame strike trap): 78 cp, 29 sp, 38 gp; 2 vials alchemist’s fire; 
  amber (100 gp), chrysoberyl (125 gp).
  flame strike traP 
  cr 6
  type magic; Perception DC 30; Disable Device DC 30
  E f f E c t s
  trigger touch; Reset none
  Effect spell effect (flame strike, 8d6 fire damage, DC 17 Reflex save for 
  half); multiple targets (all targets in a 10-ft.-radius cylinder).
  chest #14 (no trap): 23 gp, 7 tindertwigs, 7 +1 crossbow bolts.
  chest #15 (bestow curse trap): 78 cp, 3 gp, +1 throwing axe.
  Bestow curse traP 
  cr 4
  type magic; Perception DC 29; Disable Device DC 29
  E f f E c t s
  trigger touch; Reset none
  Effect spell effect (bestow curse, –6 decrease to an ability score 
  [determine randomly], DC 16 Will save negates).
  chest #16 (no trap): 23 gp, 2 sunrods, 2 smokesticks.
  chest #17 (no trap): 87 cp, 3 sp; malachite (15 gp).
  chest #18 (insanity mist trap): 38 gp; disguise kit; bottle of elven fire-
  water ale (50 gp); 2 crystal glasses (10 gp each); +1 kukri.
  insanity mist traP 
  cr 8
  type mechanical; Perception DC 25; Disable Device DC 
  20
  E f f E c t s
  trigger touch; Reset none
  Effect poison gas (insanity mist); never miss; onset delay (1 round); 
  multiple targets (all targets in a 10-ft.by-10-ft. area in front of the chest)
  Insanity Mist (poison—inhaled): save Fort DC 15; frequency 1/round; 
  duration 6 rounds; effect 1d3 Wis damage; cure 1 save
  n19f: the lab (cr 5)
  Map Page: B5
  This room is the home for two of the more powerful wererats, Azilina 
  (introduced in n19d) and Alti, a natural lycanthrope alchemist. The 
  two women serve as Talmot’s trusted lieutenants. Both laired in this 
  room until recently, when Alti fell victim to a terrible accident while 
  performing an experiment. While she survived, the ensuing explosion 
  was enough to blow a hole in the wall. Alti still uses this room as her 
  quarters, but Azilina refuses to make her lair in such an unsecure 
  location and has taken to camping out in the common room.
  This	chamber	is	split	into	two	halves.	The	northern	section	is	long	
  and	thin,	punctuated	by	a	large	hole	in	the	east	wall.	A	table	littered	
  with	beakers,	flasks,	tubes,	and	more	lies	just	north	of	the	gaping	
  hole. The southern chamber is the opposite, squat and wide. In the 
  southwest	corner	of	the	room	a	flight	of	stairs	leads	up,	presumably	
  to the surface. Supply crates and barrels dominate the southeastern 
  corner.
  SEtuP
  Alti continues to make her lair here in this room, confident in her 
  ability to detect any threats that may wander through the opening in 
  the eastern wall. Fortunately for her, the actual opening is a rather tight 
  squeeze, choked with rubble and debris. Moving through it requires a 
  Small creature to squeeze; a Medium or larger creature cannot access 
  the room through here. Also of note, the opening is right above a sewer 
  channel, with no place for intruders to stand before making their way 
  into the hole.
  Alti is the only natural lycanthrope in Talmot’s gang. In fact, Alti inflicted 
  several members with the curse of lycanthropy as a means of expanding 
  the group’s powerbase. She has aspirations of taking control of the gang, 
  35
  
  but thoroughly lacks the leadership skills necessary to successfully run 
  the gang. Her already high-pitched voice squeaks and cracks when she 
  gets nervous (which is most of the time), so those around her are unable 
  to take her seriously.
  If given time to prepare, she consumes her potion of cat’s grace and potion 
  of spider climb. She also uses her keen senses and bomber’s eye extract. 
  If she doesn’t have time, she skips the keen senses extract; she always 
  consumes the bomber’s eye last due to its short duration. The effects of 
  these potions and extracts are not included in her stat block below, as it’s 
  possible to catch her unaware and therefore leave her no time to prepare.
  alti (Human form) 
  cr 5
  XP 1,600
  Female human natural wererat alchemist 5 (Pathfinder 
  Roleplaying Game Advanced Player’s Guide)
  NE Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +9
  D E f E n s E
  Ac 17, touch 12, flat-footed 15 (+5 armor, +1 Dex, +1 dodge)
  hp 36 (5d8+10)
  Fort +6, Ref +5, Will +4; +4 vs. poison
  O f f E n s E
  Speed 30 ft.
  Melee mwk morningstar +5 (1d8+1)
  Ranged bomb +6 (3d6+4 acid)
  Special Attacks bomb 11/day (3d6+4 acid, DC 16)
  Alchemist Extracts Prepared (CL 5th)
  2nd—detect thoughts (DC 14), invisibility, see invisibility
  1st—bomber’s eye†, cure light wounds, expeditious retreat, keen senses†, 
  shield
  † See Pathfinder Roleplaying Game Advanced Player’s Guide
  s t a t i s t i c s
  Str 12, Dex 13, con 14, Int 18, Wis 12, cha 6
  Base Atk +3; cMB +4; cMD 16
  Feats Brew PotionB, Dodge, Extra Bombs, Iron WillB, Throw AnythingB, 
  Weapon Focus (bomb)
  Skills Craft (alchemy) +17, Disable Device +8, Knowledge (arcana) +10, 
  Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +9, 
  Perception +9, Sense Motive +6, Spellcraft +12, Stealth +5, Survival +9, 
  Use Magic Device +6
  Languages Common, Draconic, Elven, Gnome, Orc
  SQ alchemy (alchemy crafting +5, identify potions), change shape 
  ((humanoid, hybrid, dire rat); polymorph), discoveries (acid bomb, 
  precise bombs [4 squares]), lycanthropic empathy, mutagen (+4/–2, +2 
  natural, 50 minutes; currently has a Constitution mutagen prepared), 
  poison use, swift alchemy
  combat Gear potions of cure moderate wounds (2), potion of cat’s 
  grace, potion of spider climb, acid (3), alchemist’s fire (3), smokestick, 
  tanglefoot bag (2), thunderstone (2), elixir of truth; Other Gear +1 chain 
  shirt, mwk morningstar, universal solvent (x2), sunrod, silver chain with 
  dragon-shaped topaz pendant (100 gp), silver ring (three snakes braided 
  together, their heads forming a triangle on top) (50 gp), 45 gp
  alti (HyBriD form) 
  cr 5
  XP 1,600
  Female human alchemist 5 (Pathfinder Roleplaying Game 
  Advanced Player’s Guide)
  NE Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +9
  D E f E n s E
  Ac 19, touch 12, flat-footed 17 (+5 armor, +1 Dex, +1 dodge, +2 natural)
  hp 41 (5d8+15)
  Fort +7, Ref +5, Will +4; +4 vs. poison
  DR 10/silver
  O f f E n s E
  Speed 30 ft.
  Melee mwk morningstar +6 (1d8+2), bite +5 (1d6+2 plus disease and 
  curse of lycanthropy [DC 15])
  Ranged bomb +6 (3d6+4 fire)
  Special Attacks bomb 11/day (3d6+4 acid, DC 16), disease
  Alchemist Extracts Prepared (CL 5th)
  2nd—detect thoughts (DC 14), invisibility, see invisibility
  1st— bomber’s eye†, cure light wounds, expeditious retreat, keen senses†, 
  shield
  † See Pathfinder Roleplaying Game Advanced Player’s Guide
  s t a t i s t i c s
  Str 14, Dex 13, con 16, Int 18, Wis 12, cha 6
  Base Atk +3; cMB +5; cMD 17
  Feats Brew PotionB, Dodge, Extra Bombs, Iron WillB, Throw AnythingB, 
  Weapon Focus (bomb)
  Skills Craft (alchemy) +17, Disable Device +8, Knowledge (arcana) +10, 
  Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +9, 
  Perception +9, Sense Motive +6, Spellcraft +12, Stealth +5, Survival +9, 
  Use Magic Device +6
  Languages Common, Draconic, Elven, Gnome, Orc
  36
  
  SQ alchemy (alchemy crafting +5, identify potions), change shape 
  ((humanoid, hybrid, dire rat); polymorph), discoveries (acid bomb, 
  precise bombs [4 squares]),lycanthropic empathy, mutagen (+4/–2, +2 
  natural, 50 minutes), poison use, swift alchemy
  combat Gear potions of cure moderate wounds (2), potion of cat’s 
  grace, potion of spider climb, acid (3), alchemist’s fire (3), smokestick, 
  tanglefoot bag (2), thunderstone (2), elixir of truth; Other Gear +1 chain 
  shirt, mwk morningstar, universal solvent (x2), sunrod, silver chain with 
  lion-shaped topaz pendant (100 gp), silver ring (three snakes braided 
  together, their heads forming a triangle on top) (50 gp), 45 gp
  s P E c i a l  a b i l i t i E s
  Disease (Ex) Filth Fever: Bite—Injury; save Fort DC 15; onset 1d3 days; 
  frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 
  consecutive saves.
  ActIOn
  Alti is likely encountered in her human form, and odds are she’ll stay 
  in that form for most of the fight. She makes use of acid bombs; she’s 
  deathly afraid of an incendiary device setting off a pocket of sewer gas. 
  If she was able to consume her potion of spider climb, Alti makes her way 
  to the ceiling in an effort to put some space between her and the PCs. 
  During combat, she’ll make use of her tanglefoot bags or thunderstones 
  if she thinks the situation warrants it tactically. She prefers to use 
  thunderstones in the vicinity of spellcasters, so as to potentially interrupt 
  their spellcasting ability.
  If she feels the need to flee, she uses her invisibility extract and makes her 
  way toward the gaping hole in the wall. She then shifts to rat form and 
  squeezes through the rubble before diving into the filthy water below.
  DEvELOPMEnt
  If Alti escapes she is both grateful to the PCs, and furious with them. 
  She’s grateful because she views their intervention as her best chance 
  to remove Talmot from power, allowing her to take over the gang — 
  even if that means she needs to fill some recently acquired vacancies 
  by inflicting a few other people with lycanthropy. However, her pride 
  is severely wounded by the indignity of having to jump into icky sewer 
  water to flee. She holds a grudge against the PCs, and if they remain in 
  Edgewater they should encounter her again at some time in the future.
  Alternatively, if the PCs capture Alti they may be able to convince her to 
  “turn evidence” against Talmot if they can somehow discern her strong 
  desire to lead the gang. A PC who learned this (perhaps via spells such 
  as detect thoughts) could easily manipulate Alti into providing all the 
  details of the plot as she knows them. And, it just so happens, she knows 
  the entire plot.
  The secret door in the southeast corner leading to the closet in Talmot’s 
  chamber is well concealed. It requires a DC 28 Perception check to 
  locate.
  tREASuRE
  In addition to the lab itself (well-stocked and worth 300 gp [consider 
  it masterwork], but weighing 65 pounds), this room contains several 
  other items of note. There are a total of 7 masterwork arrows (Alti 
  was experimenting with delivering alchemical substances with them), 
  12 masterwork crossbow bolts, good invisible ink (see Pathfinder 
  Roleplaying Game Ultimate Equipment), and 7 vials of alchemist’s fire. 
  Also, all the ingredients necessary for brewing 10 doses of civilization’s 
  downfall lie scattered around the table; without help, it’s unlikely the 
  PCs piece together the ingredients. Lastly, ingredients for numerous 
  common alchemical items (sunrods, alchemist’s fire, tindertwigs, 
  smokesticks, etc.) also lie about the room, mixed with the reagents for 
  civilization’s downfall.
  n19G:talmot’S room (cr 7)
  Map Page: B6
  This room is the relatively posh bedchamber of the wererat gang leader, 
  Endie “The Rat” Talmot. He considers himself a sophisticated master 
  criminal, clear evidence of an over-inflated sense of self-worth. Though 
  he’s certainly more than just a petty street thug, he’s not anywhere near 
  the conniving mastermind he thinks he is.
  Thick	animal	skin	rugs	cover	the	floor	in	a	haphazard	pattern.	A	large	
  four-post bed with a canopy veil sits in the northwest corner, while 
  a	sturdy	table	surrounded	by	five	chairs	fills	the	southeast	corner.	
  Much	 like	 the	 rugs	 on	 the	 ground,	 a	 hodgepodge	 of	 paintings,	
  murals, and tapestries decorate the walls of the room.
  SEtuP
  Odds are, the PCs don’t actually encounter Talmot here. There are only 
  two ways for that to realistically happen. The first is if the PCs manage 
  to make their way stealthily through the entire wererat warren; that task 
  is possible, but not very likely. The other potential way the PCs could 
  encounter Talmot here in his bedchamber is if they enter through the 
  main door in the south wall. That is, if they start with Talmot’s room, 
  rather than ending here.
  If provided time to prepare, Talmot consumes one of his potions of 
  invisibility. Whether encountered here or elsewhere, he uses this 
  advantage to seek out the weakest target available for his first strike.
  37
  
  enDie “tHe rat” talmot (Human form) cr 7
  XP 3,200
  Male human afflicted wererat fighter (mobile fighter) 2/
  rogue 5 (Pathfinder Roleplaying Game Advanced Player’s 
  Guide, “Mobile Fighter”; Pathfinder Roleplaying Game Bestiary, 
  “Lycanthrope”)
  CE Medium humanoid (human, shapechanger)
  Init +8; Senses Perception +11
  D E f E n s E
  Ac 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge, +1 dodge 
  vs. traps)
  hp 45 (7 HD; 2d10+5d8+12)
  Fort +6, Ref +9 (+1 vs. traps), Will +5
  Defensive Abilities agility +1, evasion, uncanny dodge
  O f f E n s E
  Speed 30 ft.
  Melee +1 dagger +8 (1d4/19–20), mwk dagger +8 (1d4–1/19–20)
  Ranged +1 dagger +10 (1d4/19–20)
  Special Attacks sneak attack +3d6
  s t a t i s t i c s
  Str 8, Dex 18, con 13, Int 14, Wis 12, cha 10
  Base Atk +5; cMB +4; cMD 19
  Feats Combat ExpertiseB, Dodge, Improved Feint, Improved Initiative, 
  Iron Will, Skill Focus (Stealth), Two-Weapon Fighting, Weapon FinesseB
  Skills Acrobatics +13, Appraise +9, Bluff +10, Climb +8, Disable Device 
  +13, Knowledge (local) +8, Linguistics +7, Perception +11, Sense 
  Motive +6, Sleight of Hand +13, Stealth +16, Survival +6, Swim +4
  Languages Common, Gnome, Goblin, Halfling, Terran
  SQ change shape (human, dire rat, hybrid; polymorph), rogue talents 
  (finesse rogue, ledge walker), trap sense +1, trapfinding +2
  combat Gear potions of cure light wounds (2), potion of cure moderate 
  wounds, potions of invisibility (2); Other Gear +1 chain shirt, +1 dagger, 
  mwk dagger, cloak of resistance +1, ruby and sapphire signet ring (a 
  forgery of a distant noble’s crest) (125 gp), 21 gp
  enDie “tHe rat” talmot (HyBriD form) cr 7
  XP 3,200
  Male human afflicted wererat fighter (mobile fighter) 2/
  rogue 5 (Pathfinder Roleplaying Game Advanced Player’s 
  Guide, “Mobile Fighter”; Pathfinder Roleplaying Game Bestiary, 
  “Lycanthrope”)
  CE Medium humanoid (human, shapechanger)
  Init +9; Senses Perception +12
  D E f E n s E
  Ac 22, touch 15, flat-footed 17 (+5 armor, +4 Dex, +1 dodge, +2 natural, 
  +1 dodge vs. traps)
  hp 52 (7 HD; 2d10+5d8+19)
  Fort +7, Ref +10 (+1 vs. traps), Will +6; +1 vs paralyzed, slowed, or 
  entangled
  Defensive Abilities agility +1, evasion, uncanny dodge; DR 5/silver
  O f f E n s E
  Speed 30 ft.
  Melee +1 dagger +9 (1d4+2/19–20), mwk dagger +9 (1d4/19–20), bite 
  +5 (1d6 plus disease) or bite +10 (1d6+1 plus disease)
  Ranged +1 dagger +11 (1d4+2/19–20)
  Special Attacks disease, sneak attack +3d6
  s t a t i s t i c s
  Str 12, Dex 20, con 15, Int 14, Wis 15, cha 10
  Base Atk +5; cMB +6; cMD 22
  Feats Combat Expertise, Dodge, Improved Feint, Improved Initiative, 
  Iron Will, Skill Focus (Stealth), Two-Weapon Fighting, Weapon Finesse
  Skills Acrobatics +14, Appraise +9, Bluff +10, Climb +10, Disable 
  Device +14, Knowledge (local) +8, Linguistics +7, Perception +12, 
  Sense Motive +7, Sleight of Hand +14, Stealth +17, Survival +7, Swim +6
  Languages Common, Gnome, Goblin, Halfling, Terran
  SQ change shape (human, dire rat, hybrid; polymorph), rogue talents 
  (finesse rogue, ledge walker), trap sense +1, trapfinding +2
  combat Gear potions of cure light wounds (2), potion of cure moderate 
  wounds, potions of invisibility (2); Other Gear +1 chain shirt, +1 dagger, 
  mwk dagger, cloak of resistance +1, ruby and sapphire signet ring (a 
  forgery of a distant noble’s crest) (125 gp), 21 gp
  s P E c i a l  a b i l i t i E s
  Disease (Ex) Bite—Injury (Filth Fever); save Fort DC 15; onset 1d3 days; 
  frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves.
  ActIOn
  Talmot prefers to enter combat while in hybrid form; he enjoys the 
  adrenaline rush that comes from the monstrous form. If Talmot had 
  a chance to consume his potion of invisibility prior to encountering the 
  PCs, he takes a moment to observe his foes, and picks out the target he 
  feels is the most vulnerable to a knife in the kidney. An arcane spellcaster 
  is a likely target for this attack, if one is obviously in the group.
  After his initial blow, Talmot deftly maneuvers around the combat, 
  seeking flanking bonuses with his minions as much as possible. If 
  possible, he will even order them to move into favorable locations. If 
  he is unable to gain a flanking position as a means to deliver sneak 
  attacks, Talmot instead will attempt to feint as a move action (remember 
  he has Improved Feint), and use his standard to deliver a single attack 
  augmented by sneak attack damage.
  Talmot is a smart combatant. If he is getting hit too much, he makes use 
  of his Combat Expertise feat to augment his defenses. He keeps a potion 
  of invisibility in reserve in case he needs to make an escape. Talmot flees 
  if reduced to 12 hit points or fewer.
  If captured, Endie Talmot turns into a sniveling, begging weasel of a 
  man. He willingly sells out anybody and everybody in exchange for his 
  life, and with the merest of threats. Talmot spills his guts, implicating 
  the druids as well as Gertie Treadwater. (The druids are unaware that 
  Talmot knows their employer’s name.) If either Alti or Azilina have 
  fled, Talmot views this as an opportunity to make either of the ladies a 
  scapegoat, and he attempts to position his blithering confession in such 
  a way as to portray them as the true mastermind behind the plot, and 
  he, poor helpless Endie, was simply coerced into going along with the 
  sickening plan.
  The door to the south is obvious from within the room. From outside 
  the room, it is concealed and requires a DC 26 Perception check to 
  locate. The door is 10 feet above the ground level, and as such any player 
  searching the area needs to explicitly search up along the wall to have 
  a chance.
  DEvELOPMEnt
  Talmot, of course, knows the entire sordid plot as well as who is behind 
  events. His penchant for cowardice makes him an ideal source of 
  information if PCs can capture him rather than kill him.
  38
  
  tREASuRE
  There are a total of five animal skin rugs — 3 deer (50 gp each), 1 
  aurochs (125 gp), and 1 dire wolf (300 gp). Talmot considers the latter 
  symbolic, showing his dominance over werewolves. The rugs are filthy, 
  but if carefully cleaned and restored fetch the listed prices. The four-post 
  bed is made of cheap pressboard and carefully stained to look higher 
  quality. It fetches around 100 gp on the open market, but weighs a total 
  of 100 pounds and is, of course, large and bulky. The table and chairs 
  are simple but sturdy. The table is worth 15 gp, and each chair is worth 
  about 5 gp — though like the bed, they’re large and bulky making them 
  difficult to transport.
  Lastly, Talmot has a taste for fine art. Unfortunately, he doesn’t have 
  much of an eye for it. There are a total of 9 removable pieces of art 
  hanging on the walls — 4 paintings and 5 tapestries — as well as two 
  frescoes. The artwork pictures fantastic creatures such as mermaids, 
  gryphons, and a rock lizard the artist assured him was actually a dragon. 
  The paintings fetch on average 15 gp each, and the tapestries fetch on 
  average 50 gp each.
  n20: entry cHamBer
  Map Page: C3
  This small chamber allows muckrakers easy access from the street level 
  to roughly the middle of the complex.
  This small 10-foot by 10-foot room is clearly an access point. A door 
  to the south and a ladder leading up in the northwest corner are the 
  only	entry	and	exit	points	of	the	little	chamber.
  SEtuP
  There is nothing of particular interest here, though if PCs need to secure 
  a way in or out this little chamber could serve the purpose. The room 
  itself is probably too small to serve as a camp for all but the smallest of 
  parties.
  n21: tHe lost cryPt
  Map Page: E3, F3, G3, H3, I3, E4, F4, G4
  When engineers constructed the sewers, they stumbled upon an ancient 
  burial chamber accessed by natural caverns leading from the bay. Not 
  wishing to disturb a burial chamber for fear of upsetting the spirits, 
  they carefully built the complex around the chamber’s main features. 
  In particular, they took great care to raise up the daises upon which 
  the coffins and sarcophagi were laid. The engineers knew the chamber 
  would flood; their goal was to prevent the flooding from reaching any 
  of the burial chambers. They were generally successful, until the walls of 
  the southern access chamber began to crumble a few years ago allowing 
  water and sewage to seep in during the biggest of the high tides. Perhaps 
  it was coincidence, but soon after the water breached the chamber, 
  muckrakers began reporting odd occurrences in the region. Rumors 
  spread that the chambers were haunted.
  Calling the chambers “haunted” might be a stretch, though it’s a tale 
  Talmot and his gang seized upon to help keep the muckrakers out of 
  the sewers. The truth of the matter is that there are undead in these 
  crypts, but their existence is a relatively new occurrence brought forth 
  by the volatile cocktail of dead bodies, foul energy (all the death and 
  such from the plague will do that), tainted sewer water seeping in, and 
  just bad luck.
  n21a: main chamber (cr 10)
  Map Page: E3, F3, E4, F4
  This extremely large chamber consists of six raised daises above the 
  water, and ten daises off to the sides of the chambers. Each dais is 10 feet 
  above the water’s surface, which keeps even the high tide from touching 
  the tops and fouling the coffins and sarcophagi. The same, however, 
  cannot be said for looters and grave robbers, who have picked most of 
  the contents of this chamber clean of valuables. However, a few burial 
  boxes remain untouched…whether it’s because they were sealed shut or 
  for some other unknown reason is a mystery.
  This	grandiose	chamber	would	be	beautiful	if	not	for	the	muck	and	
  filth	floating	in	the	water.	Six	daises	are	raised	out	of	the	water,	and	
  another	10	are	splayed	around	the	room	at	regular	intervals.	Coffins	
  and sarcophagi rest atop each dais; while many pried or smashed 
  open,	 some	 still	 appear	 to	 be	 intact.	 The	 largest	 dais	 —	 and	
  correspondingly, the largest sarcophagi — is on the southern wall. 
  Two	stone	statues	garbed	as	mighty	warriors	flank	this	spectacular	
  sarcophagus.	The	stagnant	water	in	the	chamber	is	filthy.	It	appears	
  to	be	about	3	feet	deep.	Bones	float	in	the	fetid	soup.
  SEtuP
  Experienced PCs likely focus on either the many broken burial chambers 
  or the two humungous stone statues to the south. Unfortunately for 
  them, neither is the actual threat in this chamber. Scattered throughout 
  the chamber are the many bones of those interred here. The foul 
  energy birthed by the plague has gathered here in this chamber. This 
  energy binds the bones of the dead together, making them into terrible 
  guardians: bone golems. Should any creature enter the fetid water, the 
  two bone golems immediately coalesce. The water churns as the bones 
  and other detritus fly together to create the pair of creatures acting as the 
  guardians of this chamber.
  Small PCs will have particular difficulty dealing with the flooding in 
  the chamber, as the water is around 3 feet deep. Such creatures must 
  make Swim checks every round to move half their speed unless they 
  have some other means of moving about the room. A Medium creature 
  instead treats the flooded areas of the chamber as difficult terrain. Large 
  or larger creatures are unimpeded by the water.
  Bone golem (2) 
  cr 8
  XP 4,800 each
  hp 90 (Pathfinder Roleplaying Game Bestiary 3 “Golem, 
  Bone”)
  ActIOn
  Once the golems are brought into existence, they fight to the death. 
  Golems do not pursue creatures out of this room, and 1 minute after the 
  last creature leaves the golems de-animate and return to being just a pile 
  of bones and refuse in the water.
  Each bone golem begins combat by tossing its bone prison at a nearby 
  target. The golems are unintelligent, and as such simply pick the closest 
  target. If two targets are equidistant, choose randomly. If the golem’s 
  victim ever escapes the bone prison, the golem creates a new one the 
  next round, again targeting the nearest creature. Note this could result 
  in the golem targeting a familiar or animal companion, but not an 
  ordinary sewer rat.
  39
  
  After making use of its bone prison, the golems thrash in combat, each 
  attacking the nearest non-caged party member furiously with slams and 
  bite attacks. Each golem focuses attacks on a single target, and neither 
  coordinates actions with the other. If a PC being targeted by a golem 
  moves away, the golem simply picks a new target next round, again 
  choosing the closest potential target to itself.
  DEvELOPMEnt
  As mentioned above, the golems do not pursue out of this chamber. If 
  there are no creatures present here after one minute, the golems dissipate 
  back into their building blocks scattered around the room.
  Noise of combat in this room alerts Shar-ra and Mark-ra, the mummies 
  in n21d.
  There is a 10% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 3d6 
  fire damage to all creatures in a 20-foot radius spread, centered on the 
  source of ignition. A DC 14 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 48 hours.
  tREASuRE 
  PCs who dig through the muck and filthy water on the ground can find 
  a pearl necklace (DC 24 Perception check, 10 minutes of searching; 150 
  gp value) and a ruby brooch carved into the shape of the sun god’s holy 
  symbol (DC 32 Perception check, an additional 20 minutes of searching; 
  200 gp value).
  n21b: antechamber (cr 5)
  Map Page: G3, G4
  The energy cocktail caused all the remaining bodies in this chamber to 
  rise as zombies. Shar-ra and Mark-ra find this phenomenon fascinating, 
  and have found they can exert some semblance of control over the 
  zombies, both here and in the next chamber. The two mummies are able 
  to exert the barest of control over the zombies, and so for now have 
  given the simple command of, “Guard” to the creatures in both these 
  rooms.
  This chamber has been hit hard by both looters and the environment. 
  Shattered	remnants	of	coffins	lie	about	the	room.	Hollows	in	the	
  natural	rock	that	clearly	were	carved	to	house	the	coffins	now	lie	
  empty. Muck and grime from the sewer system covers most of the 
  surfaces of the chamber.
  SEtuP
  This room housed several bodies and their coffins. A total of 12 zombies 
  now shuffle about this room. The mummies in n21d maintain a tenuous 
  control over the creatures, and use them to guard the antechamber. The 
  mummies’ primary goal is to have the zombies make enough racket 
  during combat to serve as a forewarning of impending attackers.
  zomBie (12) 
  cr 1/2 eacH
  XP 200 each
  hp 12 (Pathfinder Roleplaying Game Bestiary “Zombie”)
  ActIOn
  The zombies, of course, are mindless and attack without any 
  coordination. If combat lasts more than one round in this room, the 
  mummies in n21d automatically hear the combat and can prepare 
  accordingly. If combat somehow only lasts one round, the mummies get 
  Perception checks as normal to hear it. The zombies move en masse to 
  40
  E
  F
  G
  H
  I
  3
  4
  
  trap the players, and then beat them to a pulp.
  The chamber to the south is an ideal location for the PCs to attempt to 
  trap the zombies — or for the zombies to accidentally trap the players. 
  Those who are Small or smaller in size (such as a wererat in animal 
  form) are capable of slipping through the cracks in the wall into the 
  sewer channel to the southeast.
  DEvELOPMEnt
  If combat lasts longer than 1 round, the mummies in n21d are aware 
  of the PCs’ presence. They attempt to observe from a distance, to 
  determine the threat they face. If they feel the PCs are weakened, or 
  simply unaware, they either send the skeletons from n21c or attack 
  themselves.
  There is a 15% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 3d6 
  fire damage to all creatures in a 20-foot radius spread, centered on the 
  source of ignition. A DC 14 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 48 hours.
  tREASuRE
  One zombie wears a gold ring inlaid with small emeralds and diamonds 
  worth 500 gp.
  n21c: burial mound (cr 3)
  Map Page: H3
  A total of eight skeletons have risen in this room. As with the zombies in 
  the previous room, the mummies have slight control over the otherwise 
  free-willed creatures. They have commanded the creatures to “guard” 
  this chamber, which has resulted in the skeletons simply shuffling about, 
  before attacking whatever enters the chamber, including rats and other 
  vermin.
  Out of all the rooms encountered thus far in this odd burial complex, 
  this chamber seems to be the hardest hit by environmental factors. 
  Erosion	has	destroyed	the	smooth	stones	used	to	cover	the	coffins,	
  and any markings have been obliterated by water, grime, and likely 
  looters.
  SEtuP
  The skeletons mill about the room. Faster than their undead brethren in 
  the previous chamber, these minions of the mummies still fight with a 
  total disregard for tactics or their own well-being.
  skeletons (8) 
  cr 1/3 eacH
  XP 135 each
  hp 4 (Pathfinder Roleplaying Game Bestiary “Skeleton”)
  except, no scimitars
  ActIOn
  Unless ordered otherwise by the mummies, the skeletons all wait in this 
  chamber for the PCs to arrive. Once they do, they attack as a group, 
  rushing the entrance to attack the fleshy creatures with their claws.
  DEvELOPMEnt
  As with the previous chamber, the mummies are aware of any combat 
  here lasting longer than one round. (A successful Perception check 
  grants awareness of a combat lasting as little as one round.). The 
  mummies are intelligent enough to decide whether or not to enter the 
  fray, or allow the PCs to come to them in their domain.
  There is a 20% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 6d6 
  fire damage to all creatures in a 20-foot radius spread, centered on the 
  source of ignition. A DC 17 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 48 hours.
  n21d: mummieS (cr 10)
  Map Page: I3
  The same bizarre cocktail of energy that lead to the creation of the bone 
  golems in the primary chamber as well as the zombies and skeletons in 
  the antechambers also recently caused two long-dead warriors buried 
  in this inner chamber to rise as mummies. These two warriors were 
  renowned for their ability to fight without an actual weapon, though 
  each had a very different style. Fortunately for the sewer workers, until 
  very recently these two were sealed away from the outside world.
  Now, however, the activity of the plague druids and rats has caused the 
  walls between n21a and n21b to crumble away, and Shar-ra and Mark-
  ra have access to the outside world whenever they desire. The pair spends 
  most of their time here in their inner sanctum, participating in deep 
  philosophical discussions — about their state of being, their different 
  fighting styles, and so forth. The pair views themselves as friendly rivals, 
  each believing their own fighting style is best.
  This smaller room appears to be the end of the complex and has no 
  obvious exits. A total of 5 sarcophagi are aligned around the room; 
  two	of	the	five	are	open.	In	the	center	of	the	room,	a	large	symbol	
  —	about	10	feet	square	—	is	carved	into	the	ground	and	filled	with	
  what appears to be silver.
  SEtuP
  The symbol carved into the ground is an ancient symbol from a now-
  dormant god of war. Identifying the symbol requires a successful DC 30 
  Knowledge (religion) or DC 35 Knowledge (history) check.
  The mummies who reside here despise the living, but do not necessarily 
  attack on sight. Despite their Intelligence scores, the two are interested in 
  meaningful discussion, in particular about their current state of being. 
  Why have they risen as mummies? Why haven’t the other occupants 
  of the room? Why did those in the antechambers rise as mindless 
  zombies and skeletons? If the PCs don’t come in swords swinging, Shar-
  ra welcomes them. “Ah, we have guests! Perhaps they can answer our 
  questions.”
  sHar-ra 
  cr 8
  XP 4,800
  41
  
  Female mummy monk 6 (Pathfinder Roleplaying Game Bestiary 
  “Mummy”)
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +19
  Aura despair (30 ft., DC 16, paralyzed for 1d4 rounds)
  D E f E n s E
  Ac 28, touch 18, flat-footed 26 (+1 Dex, +1 dodge, +1 monk, +10 
  natural, +5 Wis)
  hp 111 (14 HD; 8d8+6d8+48)
  Fort +9, Ref +8, Will +16; +2 vs. enchantments
  Defensive Abilities evasion; DR 5/—; Immune disease, undead traits
  Weaknesses vulnerable to fire
  O f f E n s E
  Speed 40 ft.
  Melee slam +20 (1d8+13 plus 1d6 acid damage and mummy rot) or 
  unarmed strike +19/+14 (1d8+9 plus 1d6 acid damage) or flurry of 
  blows +19/+19/+14/+9 (1d8+9 plus 1d6 acid damage)
  Special Attacks flurry of blows, stunning fist (8/day, DC 18)
  s t a t i s t i c s
  Str 28, Dex 12, con —, Int 8, Wis 20, cha 15
  Base Atk +10; cMB +21 (+23 bull rush); cMD 37 (39 vs. bull rush)
  Feats Combat Reflexes, Dodge, Extra Ki, Improved Bull Rush, Improved 
  Unarmed Strike, Power Attack, Skill Focus (Perception), Stealthy, 
  Stunning Fist, Toughness, Weapon Focus (slam)
  Skills Acrobatics +14 (+24 when jumping), Escape Artist +3, Intimidate 
  +11, Perception +19, Sense Motive +18, Stealth +14; Racial Modifiers 
  +10 Acrobatics when jumping
  Languages Common
  SQ fast movement, maneuver training, ki pool (10 points, magic), slow 
  fall 30 ft., high jump, purity of body
  Other Gear deliquescent gloves
  s P E c i a l  a b i l i t i E s
  Despair (Su) All creatures within a 30-foot radius that see a mummy 
  must make a DC 16 Will save or be paralyzed by fear for 1d4 rounds. 
  Whether or not the save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 hours. This is a 
  paralysis and a mind-affecting fear affect. The save DC is Charisma-
  based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 
  minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy 
  rot is both a curse and disease and can only be cured if the curse is first 
  removed, at which point the disease can be magically removed. Even 
  after the curse element of mummy rot is lifted, a creature suffering from 
  it cannot recover naturally over time. Anyone casting a conjuration 
  (healing) spell on the afflicted creature must succeed on a DC 20 caster 
  level check, or the spell is wasted and the healing has no effect. Anyone 
  who dies from mummy rot turns to dust and cannot be raised without a 
  resurrection or greater magic. The save DC is Charisma-based.
  mark-ra 
  cr 8
  XP 4,800
  Male mummy fighter 3 (Pathfinder Roleplaying Game 
  Bestiary “Mummy”)
  LE Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +22
  Aura despair (30 ft., DC 19, paralysis 1d4 rounds)
  D E f E n s E
  Ac 31, touch 11, flat-footed 30 (+7 armor, +1 Dex, +10 natural, +3 
  shield)
  hp 110 (11 HD; 8d8+3d10+58)
  Fort +9, Ref +6, Will +10 (+1 vs. fear)
  Defensive Abilities bravery +1; DR 5/—; Immune undead traits
  Weaknesses vulnerable to fire
  O f f E n s E
  Speed 20 ft.
  Melee slam +19 (1d4+13 plus mummy rot) or unarmed strike +18/+13 
  (1d3+13)
  s t a t i s t i c s
  Str 28, Dex 12, con —, Int 6, Wis 17, cha 19
  Base Atk +9; cMB +18 (+20 bull rush); cMD 29 (31 vs. bull rush)
  Feats Ability Focus (aura of despair), Improved Bull Rush, Lightning 
  Reflexes, Lunge, Power Attack, Skill Focus (Perception), Toughness, 
  Weapon Focus (slam)
  Skills Perception +22, Sense Motive +7, Stealth +11
  Languages Common
  SQ armor training 1
  Other Gear +1 mithral deathless breastplate, +1 heavy steel shield
  s P E c i a l  a b i l i t i E s
  Despair (Su) All creatures within a 30-foot radius that see a mummy 
  must make a DC 19 Will save or be paralyzed by fear for 1d4 rounds. 
  Whether or not the save is successful, that creature cannot be affected 
  again by the same mummy’s despair ability for 24 hours. This is a 
  paralysis and a mind-affecting fear affect. The save DC is Charisma-
  based.
  Mummy Rot (Su) Curse and disease—slam; save Fort DC 16; onset 1 
  minute; frequency 1/day; effect 1d6 Con and 1d6 Cha; cure —. Mummy 
  rot is both a curse and disease and can only be cured if the curse is first 
  removed, at which point the disease can be magically removed. Even 
  after the curse element of mummy rot is lifted, a creature suffering from 
  it cannot recover naturally over time. Anyone casting a conjuration 
  (healing) spell on the afflicted creature must succeed on a DC 20 caster 
  level check, or the spell is wasted and the healing has no effect. Anyone 
  who dies from mummy rot turns to dust and cannot be raised without a 
  resurrection or greater magic. The save DC is Charisma-based.
  ActIOn
  The mummies are unsure why they exist, but know they have a seething 
  hatred for the living. They have brief moments of flashback where 
  they see previous tomb raiders pillaging their sacred burial grounds. 
  These moments cause their deep-seated hatred to rise to the surface, 
  and powers them on to attack the living with a cold callousness neither 
  would have believed possible while alive.
  DEvELOPMEnt
  It’s possible the PCs encounter the mummies in one of the preceding 
  chambers, depending on what Shar-ra and Mark-ra feel is the best 
  course of action.
  There is no rhyme or reason as to why these two rose as mummies while 
  the other corpses in the chamber remain undisturbed.
  n22: overflow control (cr 2 or cr 4)
  Map Page: B4, C4, D4
  This set of two smaller, circular chambers and a much larger rectangular 
  42
  
  one are designed for overflow control. The sewer system relies on the 
  tides to clean itself, and sometimes the tides are higher than necessary 
  for this function. When a large volume of water rushes into the complex, 
  these chambers take on the excess water to prevent the whole system 
  from flooding.
  These chambers are deeper than other water-covered areas of the sewer, 
  extending to a depth of 30 feet. They also have a higher concentration 
  of sewer gas, due to the sheer volume of muck and refuse. Small drains 
  carved into the bottom of each tank allow the water to slowly drain away, 
  restoring the system back to its natural state soon enough — though an 
  excessive amount of offal and trash are left behind after the water drains 
  away. The task of cleaning these chambers after they drain is left to the 
  newest member of the muckrakers’ guild, who shovels it all out and 
  removes it to the midden pit (see area S10 for details).
  There is a 30% chance in each tank of encountering a rat swarm. In 
  addition, the powerful fumes have a chance to overwhelm anybody who 
  spends more than 5 rounds in the room.
  This	chamber	is	utterly	filth-ridden,	and	the	smell	is	even	worse.
  SEtuP
  PCs probably don’t want to go wading into this mess. Unless, of course, 
  they catch sight of something shiny in the muck and water below. A 
  DC 27 Perception check allows a PC to catch a glimpse of something 
  interesting below.
  There is a 30% chance in each chamber of encountering a rat swarm in 
  the pit.
  rat swarm 
  cr 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Rat, Swarm”)
  In addition, any character who spends longer than 5 rounds in the 
  chamber has a chance to be overcome by noxious vapors and contract 
  cackle fever. Treat this as a trap. A character who succeeds on the 
  Perception check to spot the “trap” recognizes the danger. Survival or 
  Knowledge (dungeoneering) can be substituted for the Perception check 
  if the character is more skilled in one of those. In order to “disable” the 
  trap, the characters must find some way of filtering the air they breathe 
  (assuming they simply don’t leave the chamber, of course). Placing a 
  handkerchief or similar cloth object over one’s nose and mouth is 
  effective enough to grant a +2 bonus to the Fortitude save; however, 
  that character then effectively only has one hand. Doing anything that 
  requires two hands necessitates removing the makeshift filter from in 
  front of one’s face. If a PC has a thicker cloth object available, use your 
  best judgment as to the bonus received from the item. A character who 
  is immune to disease, of course, can disregard the chance of inflicting 
  cackle fever — though they still may retch and gag from the fumes.
  sickening fumes traP cr 10
  type natural (treat as mechanical); Perception DC 15; 
  Disable Device DC 15
  E f f E c t s
  trigger location; Duration while in room, after 5 rounds; Reset 
  automatic
  Effect save or contract cackle fever (disease—inhaled; save Fortitude 
  DC 16; onset 1 day; frequency 1/day; effect 1d6 Wis damage; cure 2 
  consecutive saves)
  ActIOn
  PCs who notice a shiny object may very well be lured into the filth to 
  hunt for a treasure. If a rat swarm is present, it attacks as soon as one 
  PC reaches the middle of the circular pits or 15’ from any edge of the 
  rectangular pit. The rats are quite hungry, and happy with their luck that 
  a meal wandered into the pit for them. The swarm attacks mercilessly 
  and does not retreat or surrender.
  The water and muck level currently sits at 15’ below the edge; entering 
  the sludge requires dropping 15’ (no damage). The water and muck 
  combined are 15’ deep. Due to the thickness of the material, characters 
  can effectively “tread water” with a DC 0 Swim check as a free action. If 
  she’s not in combat with the rat swarm, she can take 10 on this check.
  tREASuRE
  For each PC who “succeeded” on the initial Perception check to catch a 
  glimpse of a shiny object, secretly roll a d20. On a roll of 1–14, the PC 
  found a meaningless object: a copper piece, a piece of colored glass, and 
  so on. On a roll of 15 or 16, the PC finds a gold piece. On a roll of 17, he 
  finds a platinum piece. On a roll of 18, he finds a thin gold band with a 
  cubic zirconium worth 25 gp. On a roll of 19, he finds a silver braided 
  necklace; after it’s been cleaned, closer examination of the necklace 
  shows each strand of silver in the braid is exquisitely etched to appear 
  like dragon scales. The necklace is worth 200 gp once it’s been cleaned. 
  On a roll of a 20, the character finds a potion of a second level spell 
  (determine randomly). The container, obviously, is filthy but the seal is 
  perfectly intact and the contents remain pure. Only one roll each of 17 
  and higher is possible. If more than one PC rolls the same number, reroll 
  or adjust the value up or down by one (your choice) to get a new result.
  n23: storage 
  Map Page: H4
  This is one of many storage areas around the complex, designed to make 
  the muckrakers’ job easier by putting supplies in key locations.
  Six	doors	along	the	edge	of	the	channel	appear	to	be	sealed	tightly.
  SEtuP
  Each room contains supplies. The doors seal tighter than most others 
  in the sewer, to help keep out the water when the tide rises. In addition, 
  the first five feet inside the doorway and the small “lip” outside the door 
  rise at a steep angle. These measures combine to keep the tide out and 
  the supplies dry.
  ActIOn
  Opening the door requires a DC 7 Strength check. Muckrakers, of 
  course, are aware of this and always take 10 on the task. Should a PC 
  attempt to open a door and fail the Strength check, she must make a DC 
  12 Reflex save to avoid losing her balance and falling backward into the 
  muck and water.
  DEvELOPMEnt 
  Due to the special design elements of these rooms, they make an ideal 
  43
  
  location for PCs to rest, as long as they can find some way to secure the 
  doors.
  tREASuRE
  Any sort of basic supplies the PCs might want can be found in these 
  rooms. One chamber has a large supply of lime powder. Other equipment 
  includes rakes, shovels, picks, rope, pitons, buckets, ladders, 10-foot 
  poles, hip wader boots, and similar. Technically speaking, everything in 
  these six chambers belongs to the City of Edgewater.
  n24: smaller tunnel (cr 4)
  Map Page: I4, I5
  This tunnel was not part of the original sewer complex. Unlike the larger 
  tunnels added later by a purple worm burrowing through the complex, 
  most believe a wayward bulette carved this smaller passage.
  This	relatively	short,	twisting	tunnel	has	a	different	appearance	than	
  the	rest	of	the	complex	so	far.	It’s	pretty	obvious	this	passage	was	
  carved by some creature, rather than dug out as part of the sewer 
  complex.
  SEtuP
  Together with the larger tunnel into which it leads (see area S5), these 
  passages have had an interesting (and adverse) effect on the ecology of 
  the sewer system. The presence of the extra tunnels has caused the water 
  level to drop significantly. In fact, the island appearing in the middle of 
  the lake (see area S4) was not originally present. The water level is low 
  enough that the tides are unable to thoroughly do their job. Previously, 
  the high and low tides did an admirable job sweeping the filth and muck 
  out of the sewer. Now, the relative strength of the tidal surge sometimes 
  means the sewers don’t get cleaned completely, and extra refuse and offal 
  remain behind. This, in turn, has led to an increase in the rat population, 
  as well as other vermin.
  As it so happens, this tunnel is inhabited by a relatively recent addition 
  to the local vermin population. A dire midge swarm has taken up 
  residence in this tunnel, content to feed on rats and other pests, as 
  well as the occasional druid or wererat who happens by. When not 
  feeding upon the living, the midges have plenty of waste material upon 
  which they can feed. Their natural invisibility coupled with the dark 
  and twisting passage makes this tunnel an especially effective hunting 
  ground for the midges.
  Dire miDge swarm 
  cr 4
  XP 1,200
  (Gaming Paper, Sewer Bestiary, “Dire Midge Swarm”)
  N Fine vermin (swarm)
  Init +1; Senses darkvision 60 ft.; Perception +1
  D E f E n s E
  Ac 17, touch 15, flat-footed 14; (+3 Dex, +4 size)
  hp 31 (7d8)
  Fort +5, Ref +5, Will +3
  Defensive Abilities natural invisibility, swarm traits; Immune weapon 
  damage
  Weakness swarm traits
  O f f E n s E
  Speed 5 ft., fly 20 ft. (perfect)
  Melee swarm (2d6 plus itching)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction (DC 13), itching (DC 13)
  s t a t i s t i c s
  Str 1, Dex 16, con 11, Int —, Wis 12, cha 8
  Base Atk +5; cMB —; cMD —
  Skills Fly +11, Perception +1
  SQ swarm traits, vermin traits
  s P E c i a l  a b i l i t i E s
  Blood Feed (Ex) Swarms of dire midges are driven into a feeding frenzy 
  at the scent of blood. A creature that is suffering bleed damage, or that 
  has failed a saving throw against a dire midge swarm’s itching ability, is 
  targeted in preference of other creatures by a dire midge swarm. Further, 
  such creatures take double damage from midge swarms, and suffer a 
  –4 penalty to saving throws against the swarm’s distraction and itching 
  abilities.
  Itching (Ex) Dire midge swarms take dozens of tiny bites out of their 
  victims, and cause terrible, distracting itching. When a creature takes 
  damage from a dire midge swarm it must make a Fortitude save or 
  suffer a –2 penalty to all attack rolls and skill checks, and a -4 penalty 
  to concentration checks. Once a creature fails this save, it has these 
  penalties until it is both healed of all damage and 1d4 hours have passed. 
  A DC 25 Heal check can reduce the penalties to –1.
  natural Invisibility (Ex) This ability is constant — a dire midge swarm 
  remains invisible at all times, even when attacking. As this ability is 
  innate, it is not subject to the invisibility purge spell. Against foes that 
  cannot pinpoint it, the dire midge swarm gains a +20 bonus on Stealth 
  checks (it is always considered to be moving). This bonus is not included 
  in the statistics above.
  Welts (Ex) The bites of a dire midge swarm raise terrible welts and red 
  blotches, marring the skin. Once a creature has taken damage from a 
  dire midge swarm, it suffers a –4 penalty to all Diplomacy checks until 
  it fully heals, or the blotches are covered or concealed (DC 15 Disguise 
  check).
  ActIOn
  PCs are likely to blunder into this encounter blindly. Factoring in the 
  +20 from natural invisibility, the dire midge swarm has a +39 to Stealth 
  checks. For simplicity, assume the swarm has taken 10, for a total of 49. 
  PCs who fail their Perception check to notice the swarm walk right into 
  the area that could effectively be considered the creature’s nest. Once the 
  PCs stumble into the swarm, it attacks relentlessly, raising hundreds — 
  or even thousands — of tiny red, itchy welts on the PCs as the members 
  of the swarm feast on their blood.
  The water in this tunnel hinders any Small (or smaller) PCs. The depth 
  is about 2 1/2 feet. Small creatures treat all squares in the tunnel as 
  difficult terrain. Creatures that are Tiny or smaller must swim if they 
  have no other form of movement. Creatures who are Medium or larger 
  are unaffected by the water’s depth.
  DEvELOPMEnt
  There is a 10% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 2d6 
  fire damage to all creatures in a 20-foot radius spread, centered on the 
  source of ignition. A DC 13 Reflex save halves the damage. Once one 
  44
  
  explosion has occurred here, another cannot happen for 48 hours.
  n25: crossing (cr 2)
  Map Page: C5
  Originally, this flow-pipe had an actual bridge spanning the distance. 
  That bridge was damaged long ago, and has since been replaced by a 
  piece of discarded lumber. This area serves as one of the main entryways 
  of water from the lake into the sewer system.
  Clean	water	flows	out	of	the	pipe	to	the	east.	The	water	splashing	
  into the ditch below the pipe makes everything in the area slick with 
  moisture. What appear to be the remnants of a stonework bridge 
  spanning the chamber are visible on the north and south ends, but 
  now	only	a	rotted	piece	of	lumber	spans	the	chasm.
  SEtuP
  As with area n3 above, traversing this plank is relatively straightforward 
  and mostly safe. A DC 12 Acrobatics check allows a character to cross 
  the wet plank without slipping and falling in.
  Instead of attempting an acrobatics check, a character can opt to 
  crawl across the board on hands and knees. Doing so is automatically 
  successful, but requires a full-round action.
  n26: circle Drain (cr 4)
  Map Page: G5
  Prior to purple worms and bulettes carving their own passageways 
  through the bedrock, this drain helped control the flow of water in and 
  out during the tides. The drain’s water level now is much lower, only 
  about 4 feet deep. During especially powerful high tides, the water level 
  rises to near-normal levels here. When that happens, the water flows in 
  a powerful clockwise pattern that has the ability to trap even the best of 
  swimmers.
  This is a large circular chamber with a pipe spilling out water to the 
  south. The chamber has exit points to both the west and the north. 
  The	water	here	flows	clockwise,	creating	a	weak	whirlpool.
  SEtuP
  A crab swarm makes their nest here. The creatures have no particular 
  beef with the PCs, other than they view the appearance of the PCs as 
  an intrusion into their lair. The crabs have an interesting symbiotic 
  relationship with the sewer itself, feasting upon all manner of fish, toads, 
  rats, and other small creatures that happen to get caught in the eddies 
  here.
  The water is just deep enough here that PCs need to make Swim 
  checks to avoid being swept up in the current while fighting the crabs. 
  A successful DC 10 Swim check allows a PC to tread water as a move 
  action; a successful DC 15 Swim check allows the character to move at 
  one-quarter speed as a move action.
  craB swarm 
  cr 4
  XP 1,200
  hp 38 (Pathfinder Roleplaying Game Bestiary “Crab 
  Swarm”)
  Action
  The crabs are mindless creatures, and view the PCs as either food or 
  threat. In either case, they move in and attack relentlessly.
  sCEnE 3: thE southERn ChAmBERs
  The southern portion of the sewer complex is mostly under the purview 
  of the blight druids. The druids have used their control of this section 
  to spread civilization’s downfall throughout Edgewater. After arriving in 
  the bay and working their way into the sewers, the druids were quite 
  surprised to find a cabal of wererat crooks. It was quickly obvious to the 
  druids that the wererat leader had significant issues with the established 
  rulers of Edgewater. Sensing they could use the wererat and his gang to 
  both spread their plague and serve as scapegoats, the druids struck up a 
  faux friendship with The Rat, and recruited him as their “partner.”
  The druids patrol the sewer complex disguised as native animals such 
  as rats and toads. While the druid patrols span the entire complex — 
  to keep an eye on the wererats, watch for intruders, and so on — they 
  especially focus their efforts on the southern half. That’s the area closest 
  to their ship and the chambers their leader, Bogdani, has taken over.
  As mentioned in Scene I: Patrols there are a total of 25 druids present 
  in the sewer, not counting their leader. After five druids have died, 
  whatever the cause, Bogdani adds one additional druid to each patrol 
  (bringing the total number of druids per patrol to three. After a total 
  of 15 druid deaths, Bogdani recalls all patrols and prepares an ambush 
  near S14. That scenario is described in the “Development” section of 
  that encounter.
  s1: worm Hole
  Map Page: A6
  This chamber used to feed other sections of the city’s sewers. Several 
  years ago, however, a purple worm delved through the complex, 
  indiscriminately carving new tunnels as it went. Here, the effects on the 
  sewer’s functioning were devastating. The muckrakers were forced to 
  seal off this section of the sewer by closing the pipe that fed into the 
  lake. They also opted to pile a large amount of debris at the base of the 
  worm hole. The debris does not completely seal off the passage, and on 
  occasion horrific things have crawled up out of the deep recesses of the 
  world. The blockage does serve to keep the lesser critters at bay…most 
  of the time. The stone crossing bridge is described below in area S3. 
  This section focuses on the worm hole and the barricade built around it.
  A	large	pile	of	rocks	and	debris	fill	the	western	end	of	this	empty	
  channel. The channel itself is dry — some muck remains behind, 
  but it has clearly been dried out for months, if not longer. The pile 
  of	rocks	doesn’t	extend	to	the	ceiling.	An	odd	draft	emanates	from	
  the other side.
  SEtuP
  PCs will need to scramble up the rock pile to see the worm hole on the 
  other side. The rock pile offers more than enough hand and foot holds 
  45
  
  to make the task something easily completed — a DC 0 Climb  check is 
  sufficient to scramble to the top. Once the PCs reach the top, read the 
  following additional text.
  On the other side of the massive rock pile is a gaping hole, leading 
  deep into the ground. While you’re no expert on the subject, this 
  sort of hole likely was made by a purple worm or similar creature 
  delving through the rock. An oddly warm breeze blows up and over 
  the rock pile.
  Exploring the worm hole is beyond the scope of this adventure. 
  Discourage PCs from taking such an excursion; doing so requires 
  spelunking gear. Of course, if they insist of delving into the hole, you 
  should allow them to do so. Piecemeal together some encounters until 
  you can find a suitable adventure to occupy them in the deeper recesses 
  of the underground.
  s2: storeroom (cr 5)
  Map Page: B6
  This room is opposite the chamber Talmot has claimed as his personal 
  bedchamber. In the past this secure room was used for extra supplies for 
  the muckrakers, when the storage in their fortified rooms became too 
  full. Here they kept all manner of supplies, from materials necessary for 
  the job (shovels, rakes, lime, waterproof clothing, goggles, and so on) to 
  dried food and clean water.
  Talmot was paranoid about having an access point so close to his 
  chambers also open to the realm above. As a preventative measure, he 
  purchased and stashed a pair of adamantine cobras in this chamber.
  Large	 crates	 and	 barrels	 fill	 this	 chamber,	 tossed	 around	 in	 a	
  haphazard manner. Many of the crates are ripped open — sewer-
  worker’s clothing, safety goggles, rope, and similar supplies spill out 
  of those crates. A ladder leads up to the surface, and a door stands 
  in the middle of the north wall.
  SEtuP
  The adamantine cobras (a variant of the iron cobra) hide among the 
  refuse of the room, waiting for any who do not utter the pass phrase 
  (“Talmot for mayor.”) The cobras have a +12 to Stealth; assume they 
  always take 10, for a total of 22. The cobras remain hidden until the 
  round after the PCs enter and then attack, assuming the PCs haven’t 
  somehow stumbled onto the pass phrase.
  aDamantine coBra (2) 
  cr 3
  XP 600
  N Small construct
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  D E f E n s E
  Ac 25, touch 13, flat-footed 23 (+2 Dex, +12 natural, +1 size)
  hp 20 (1d10+15)
  Fort +0, Ref +2, Will +0
  DR 10/—; Immune construct traits; SR 13
  O f f E n s E
  Speed 40 ft.
  Melee bite +3 (1d6+1 plus poison)
  s t a t i s t i c s
  Str 12, Dex 15, con —, Int —, Wis 11, cha 1
  Base Atk +1; cMB +1; cMD 13 (can’t be tripped)
  Skills Stealth +12; Racial Modifiers +6 Stealth
  SQ find target
  s P E c i a l  a b i l i t i E s
  Find target (Su) Once per day, an adamantine cobra’s creator can order 
  it to find and kill a specific creature within 1 mile, which it does as if 
  guided by discern location. The creator must have seen or be holding an 
  item from the specified creature for this order to function.
  Poison (Ex) An adamantine cobra’s bite injects poison from a hidden 
  reservoir within its body. Because it is a construct, the cobra does not 
  naturally produce this poison, and its creator must refill this reservoir 
  manually. The reservoir holds enough poison for 3 successful bite 
  attacks, after which the creature merely deals bite damage. Refilling 
  the reservoir takes 5 rounds and provokes attacks of opportunity. The 
  creator can fill the reservoir with any injury poison (typically black 
  adder venom), though acid, alchemical substances, and even stranger 
  liquids have been used. Black Adder Venom: Bite—injury; save Fort DC 
  11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
  ActIOn
  Those who enter this room have 1 round to utter the pass phrase. 
  Otherwise, the cobras attack the following round. They mindlessly 
  attack until either their foes are dead (or flee) or they themselves are 
  destroyed.
  tREASuRE
  PCs could scavenge supplies left in this chamber. If they spend 10 
  minutes searching the already-opened crates, they find a total of 400 
  feet of hemp rope, 7 pair of safety goggles, 14 pair of water-resistant 
  overalls, 9 spades, 7 rakes, 5 pounds of dried meats (now moldy), and 
  1 pound of salt. Still-sealed crates contain a total of 10 more spades, 
  another 200 feet of hemp rope, 50 iron pitons, 20 pounds of (moldy) 
  dried meat, and 25 pounds of lime. In addition, there are 5 casks, each 
  holding 7 gallons, of water. The water is still potable, though it does have 
  a funny aftertaste to it.
  s3: crossing BriDge
  Map Page: C6
  This bridge was more important when water and sludge flowed freely 
  through this channel. However, after a purple worm came through 
  the bedrock and destroyed the area to the west, this drainage pipe was 
  sealed and the channel no longer used.
  This bridge rises above the dry channel below, crossing from north 
  to south. To the east, a sealed pipe appears as though it used to 
  deliver water or sludge to this channel; the dryness below indicates 
  the	seal	has	been	in	place	for	quite	a	long	time.
  SEtuP
  PCs are free to explore through the channel, over the bridge, and around 
  46
  
  the pipe. The pipe is sealed by a steel plate affixed over the mouth, then 
  welded into place. There’s nothing of particular interest in the area — 
  though of course the longer they hang around here and make noise, the 
  more likely they are to catch the attention of either a wererat or (more 
  likely) a druid patrol.
  s4: lake
  Map Page: D5, E5, F5, D6, E6, F6, D7, E7, F7
  This large lake originally worked to control the incoming and outgoing 
  flow of the tides. However, the random meanderings of a purple worm 
  forever changed the landscape here. The large tunnel to the east (see 
  area S5 below) and the downspout to the south (see area S11 below) 
  have worked to drain the lake of much of its volume. Where the lake was 
  once easily 20 feet deep, it is now barely 6 feet deep at its deepest (the 
  southeast heading out toward the bay). 
  The island in the center of the lake wasn’t originally present. Likewise, 
  the “shore” points north, west, and southwest were not visible prior to 
  the purple worm’s rearranging of the geography. The net effect is the 
  tides no longer have the power to flush the sewers as they once did, and 
  the muckrakers must work harder to keep the channels clear and the 
  muck flowing.
  S4a: north Shore (cr n/a or 6)
  Map Page: D5, E5, F5
  This beachhead was present previously, though not nearly as large. The 
  area leading to the north on map page D5 slopes steeply; originally, this 
  door allowed entry during low tide. Water pressure prevented the door 
  from opening — and flooding the sewers — during high tide. Now, the 
  door opens except during the largest of super tides.
  This beach might be pleasant if raw sewage didn’t coat the surface 
  of everything . The land slopes steeply to the south. A corridor to 
  the northeast appears to be carved from the bedrock, but much 
  rougher than the workmanship in the rest of the chambers.
  SEtuP
  The rough corridor to the northeast was carved by the bulette who also 
  carved the tunnel further to the east (see area n24). This tunnel has 
  a profound effect on the current in the circular drain (see area n26 
  above), causing water to rush in during a super tide.
  The druids use this beachhead as a staging ground for patrols heading 
  off to the north. They leave their small rowboat here, unconcerned 
  about anybody stumbling upon it. The chance of encountering a druid 
  patrol here is 40%, rather than the standard 30% in the remainder of the 
  southern half.
  BligHt DruiD worker (2) 
  cr 4
  XP 1,200 each
  hp 31 (see encounter P2: Druid Patrol above for details.)
  ActIOn
  If a patrol is encountered here, they are more likely to aggressively attack 
  the PCs, rather than stay hidden in animal form. The druids prefer to 
  remain at range for as long as possible. If the PCs are conveniently 
  clumped together, one of the druids will cast entangle to further their 
  goal of remaining at range. Depending on the nature of their targets, 
  the druids make use of their spells such as pox pustules, stone call, and 
  blindness/deafness to assault the PCs from range.
  These druids are just heading out on patrol, and as such have not made 
  use of the wild shape ability yet today. Should one be reduced to 10 or 
  fewer hit points she’ll attempt to jump into the water and wild shape 
  into an aquatic form. If successful, she swims immediately to the ship 
  to warn Bogdani.
  DEvELOPMEnt
  The druids are fanatical about their cause, but not to the extent they 
  fight to their dying breath. If unable to escape, a druid will surrender, 
  especially if a PC wears a holy symbol of a good deity or one of the 
  party otherwise appears to be a sucker who would take pity. The druid 
  cooperates as little as possible under such conditions until such time as 
  she can plan her escape.
  A pipe embedded in the western wall of the beachhead feeds water into 
  area n25. The flow moving through this pipe used to be much higher; 
  it’s now barely a steady stream.
  tREASuRE
  The rowboat is in excellent condition, and is worth 50 gp, but weighs 
  100 pounds.
  S4b: WeSt Shore (cr 5)
  Map Page: D6
  Prior to the burrowing creatures’ rearranging the features, the water 
  level on this beach consistently reached the wall and created a constant 
  flow of water to the chamber to the left. However, after the purple worm 
  devastated that section of the sewers (see S1 above), and the pipe was 
  sealed, the water level here has dropped significantly. The beach is 
  covered in a mix of moss and seaweed.
  This small beach on the western shore of the lake abuts what was 
  clearly once a drainage pipe. The pipe’s opening remains, however 
  even	the	most	cursory	of	inspection	reveals	it	is	now	sealed	from	
  the opposite end. The beach itself is covered in a carpet of green 
  —	a	mixture	of	moss,	other	fungus,	and	seaweed	that	has	drifted	
  in	with	the	tides.
  SEtuP
  This beach is much more deadly than it appears at first glance. It is home 
  to a pair of assassin vine variants; this variant grows underground rather 
  than in a jungle, and therefore resembles moss, lichen, or other fungus. 
  The creature is in all ways the same as its jungle-born cousin, except 
  characters can identify it with Knowledge (dungeoneering) rather than 
  Knowledge (nature).
  The pair of vines covers most of the surface of this small beach. They can 
  move slowly, but they’ve found simply lying here and letting the tide do 
  its work brings them plenty of food — rats, crabs, and so forth.
  47
  
  48
  48
  5
  6
  7
  D
  E
  F
  
  assassin vine (2) 
  cr 3
  XP 800 each
  hp 30 (Pathfinder Roleplaying Game Bestiary, “Assassin 
  Vine”)
  ActIOn 
  The vines are content to lounge on the beach and wait for the tide to 
  bring them meals twice a day. However, should the PCs decide to go 
  ashore here, the vines have no hesitation about turning the occasion 
  into a feast. While the vines lack intelligence, and therefore fight without 
  thought to tactics, they instinctually understand the benefits of allowing 
  any potential prey to walk onto the beach before moving to attack. As 
  such, the vines will not attack until at least 2 PCs are five or more feet 
  from the water’s edge. Once that happens, the vines cause the massive 
  amounts of seaweed and the natural lichen to entangle the PCs, before 
  attempting to bludgeon with their slam attacks.
  The creatures will fight to the death, incapable of comprehending the 
  concept of surrender and lacking the means of locomotion to retreat.
  DEvELOPMEnt
  The druids occasionally dump bodies here, some dead, some barely alive. 
  They view the vines as a wonderful means of disposing of the overly-
  inquisitive, as well as an effective means of torture for those who cross 
  them. Should the druids capture the PCs, there is a chance (depending 
  on how events have played out, and left to the GM’s discretion) the 
  druids dump them here rather than at sea. If they do so, the PCs are left 
  here bound and naked.
  tREASuRE
  While the assassin vines don’t keep treasure, it does accumulate in their 
  lair as a matter of course. Buried just below the surface of the beach 
  (DC 23 Perception) is a +1 short sword, a masterwork sling, and an opal 
  worth 400 gp.
  S4c: iSland (cr 8)
  Map Page: E6
  The island is a natural formation that wasn’t visible until the landscape 
  was altered and the water level significantly reduced. Nature is nothing 
  if not opportunistic, however, and the island is now home to a giant 
  dragonfly and her recently hatched nymphs.
  This		relatively	large	island	appears	to	be	natural.	On	the	western	
  edge,	several	rock	formation	jut	upward	out	of	the	sand,	reaching	as	
  high as 20 feet into the air. Water constantly laps at the shoreline, 
  which is more pebble-like than sandy.
  SEtuP
  This island is a convenient home for a giant dragonfly family. The muck 
  and filth from the sewer is just sufficient here to mimic a fetid swamp, 
  and the mother deemed the island worthwhile for laying her eggs. The 
  abundance of crabs, rats, and similar food sources allow her to maintain 
  a constant vigil over her quickly growing nymphs.
  giant Dragonfly 
  cr 4
  XP 1,200
  hp 45 (Pathfinder Roleplaying Game Bestiary 2, “Dragonfly, 
  Giant”)
  giant Dragonfly nymPH (4) 
  cr 3
  XP 800
  hp 32 (Pathfinder Roleplaying Game Bestiary 2, “Dragonfly, 
  Giant, Nymph”)
  ActIOn
  The giant dragonfly is extremely territorial and protective of her young. 
  She swoops off her nest in the rocks as soon as she notices the PCs 
  coming ashore. The entire island is within range of a charge attack from 
  her rock nest, so her first attack always gains the +4 advantage from her 
  darting charge ability. She seeks to bite her foe, grab hold, and carry it 
  upward into the air. On the start of her next turn, she bites the grappled 
  foe again, then drops it over the rocks.
  The nymphs lurk either in the water at the edge of the shoreline, or 
  in tide puddles further up the beach. This brings their total Stealth 
  modifier to +18; assume they each take 10, for a total of 28. If they gain 
  surprise, and a PC is within range, the nymphs gain a +4 bonus on their 
  attack as a result of their extended jaw ability.
  The family continues to attack in this manner, never relenting. The 
  mother seeks to grab and smash any foes to protect her young, while the 
  nymphs are simply interested in a delectable meal of humanoid flesh.
  DEvELOPMEnt 
  The druids steer clear of this island. While they venerate nature, and 
  are especially pleased to see such a creature spawning on the edge of 
  the sewers, they know enough to keep well away from these dangerous 
  predators.
  S4d: SouthWeSt Shore (cr 6)
  Map Page: D7
  Prior to the purple worms, this beach didn’t exist. The flow of the tide, 
  coupled with the downspout tunnel almost due south, manages to keep 
  the beach somewhat clean, at least considering the environment. Now, 
  this beach is the lair of a pair of flail snails.
  This beach appears to be cleaner than the others, though odd fungi 
  grow on the walls and up toward the ceiling.
  SEtuP
  The druids avoid this beach, not wanting to deal with the territorial 
  and ill-tempered pair of flail snails that have decided to make their 
  home here. The snails, for their part, are content to be left here to their 
  own devices. They immediately move to defend their beach from any 
  intruders — including the PCs.
  49
  
  flail snail 
  cr 4
  XP 1,200 each
  hp 30 (Pathfinder Roleplaying Game Bestiary 3 “Flail Snail”)
  ActIOn
  The snails defend their beach at all costs. They (slowly) move to strike 
  with their slam attacks, preferring to corner a foe against a wall if at 
  all possible. Each round, the flail snail uses its retraction ability after 
  attacking, increasing its defenses. At the start of its own turn, it returns 
  to normal as a free action, move and attacks, and then retracts again.
  Should they need to flee, the flail snails will move to the nearest wall 
  and start climbing, knowing they likely can out-climb all but the most 
  dogged of pursuers.
  s5: worm tunnel (cr 7)
  Map Page: G6, H6, H5, I5, J5
  The same purple worm that caused the rest of the damage through 
  the complex carved this tunnel. In a somewhat interesting twist, a few 
  months before the plague set in and took over Edgewater, the town had 
  hired a band of dwarven engineers to repair this area of the sewer. The 
  dwarves planned on using the curvature of the tunnel to regulate the 
  speed of the water flow in and out of this sewer section. However, the 
  dwarves never had a chance to get started on their work, and they’ve 
  long since left town.
  This	 long,	 twisting	 tunnel,	 easily	 25–30	 feet	 wide,	 makes	 its	
  way through the natural rock surface through which the sewers 
  themselves were carved many years ago. Unlike the sewer tunnels 
  and	channels,	however,	this	tunnel	is	not	at	all	refined,	yet	oddly	
  smooth.
  SEtuP
  Moisture, mildew, mold, and offal make the surface of this tunnel 
  dangerously slippery. Treat the entire surface of this tunnel — including 
  walls and ceiling — as though it were coated in ice. (Characters must 
  spend 2 squares of movement to enter a square, and all Acrobatics DCs 
  are increased by +5.)
  The ceiling of the tunnel is not as smooth as the ground and walls, due 
  to the start of stalactite formations. The overall conditions — relative 
  darkness, humidity, etc. — have made this tunnel the ideal domain for 
  flight of bat swarms. Five such swarms live in this tunnel, their guano 
  adding to the slickness of the surface.
  As a rule of thumb, the bats have absolutely no interest in the PCs. If the 
  PCs encounter the bats at sunset or sunrise, they’re just obstacles for the 
  bats as they search for food. If the PCs find them roosting, the bats are 
  wary but otherwise uninterested. However, loud noises or a direct threat 
  to the animals (throwing rocks, an errant fireball, etc.) will rouse the 
  animals from their sleep and cause them to panic, attacking all creatures 
  in the cavern as they swoop and careen through the tunnel. A simple 
  light source at ground level (torch, lantern, light spell, etc.) is not enough 
  to rouse the bats by itself.
  Bat swarm (5) 
  cr 2
  XP 600 each
  hp 13 (Pathfinder Roleplaying Game Bestiary, “Bat Swarm”)
  ActIOn
  There is a cumulative 10% chance each round the bats are engaged in 
  combat that one of the swarms flees. If one swarm flees, the chance of 
  another swarm fleeing does not reset, but continues to increase by 10%.
  If the bats are attacking, rather than the PCs simply being in the way as 
  they try to exit to hunt, it is because the PCs were viewed as a threat to 
  the roost. The bats swarm, creating chaos as a cover to allow the majority 
  of the colony to escape the “threat.”
  tREASuRE
  The heaps of guano on the ground are a valuable resource. Used by 
  gunsmiths in the manufacture of gunpowder and farmers as fertilizer, 
  intrepid entrepreneurs would travel to this tunnel to harvest the 
  sulfurous material. Wizards, too, value the material — though not 
  nearly in the volume preferred by gunsmiths and farmers. The presence 
  of the druids and the rise of Talmot’s gang have dissuaded guano 
  gatherers from trekking into the sewer recently. PCs who can find a 
  way to transport the foul-smelling substance will find a ready market, 
  whether taken to a gunsmith or the farmers on the outskirts of the city.
  s6: wareHouse (cr sPecial) 
  Map Page: I6, J6
  This is a storage room under normal circumstances, used to keep large 
  reserves of lime and other supplies so muckrakers don’t need to haul 
  A Living Dungeon
  The sewer under edgewater is a living, breathing ecology. While 
  creatures such as the bat swarms have specific locations to 
  which they are keyed — because those locations are the most-
  likely place to encounter them — these creatures do not sit 
  around twiddling their proverbial thumbs all day waiting for 
  the PCs to come in, kill them, and take their stuff. They hunt 
  for food, they stalk their territory, and the more intelligent 
  denizens might even communicate with one another, possibly 
  even forming bonds and alliances.
  In the introduction to the sewer section, we talked about the 
  importance of tracking time so the tides can come and go. The 
  bat swarms in S5 are another reason to track time; at sunset 
  every evening, the flight of swarms set off to hunt mosquitos 
  and other such insects. (If you’ve never experienced the sight 
  of a bat swarm exiting a cave at sunset to hunt for food, 
  you’re missing out on one of Mother Nature’s most interesting 
  spectacles!) The bats fly through the lake, and out to the bay en 
  masse. PCs and other creatures caught in the exodus take swarm 
  damage each round for 2d3+2 rounds. Dropping prone under 
  these conditions grants immunity to this damage. Likewise, the 
  opposite migration occurs a few hours before sunset, with the 
  bats returning to roost and digest their evening’s meal.
  Tracking time allows you, the GM, to bring the Edgewater 
  Sewers to life — the tide rolling in and out (and the dangers 
  that poses), bats migrating, other creatures seeking food, and 
  so forth. It’s far more interesting than a static dungeon where 
  monsters twiddle their thumbs waiting for the heroes!
  50
  
  it across vast distances. The druids have determined this room serves 
  no purpose for them; more importantly, they’ve determined they do 
  not wish for anybody to gain access to the lime, so as to destabilize the 
  sewers. As such, they have heavily trapped the room. There are a total 
  of 16 traps in the room — 8 of which cast entangle and 8 of which cast 
  summon monster II.
  This large room — 40 feet by 80 feet — is clearly used to store 
  important	chemicals	and	other	supplies.	Piles	of	lime	fill	the	room,	
  and several crates and barrels hint at other supplies necessary for 
  the proper working of a sewer. A thin veneer of moss covers the 
  floor	and	other	surfaces.
  SEtuP
  As indicated on the map, there are a total of 16 trapped squares in this 
  room. Eight of the traps cast entangle, while the other eight cast summon 
  monster II. Entangle traps are indicated on the map with the letter E, 
  while summon monster II traps are indicated with the letter S.
  entangle traP 
  cr 2
  type magic; Perception DC 26; Disable Device DC 26
  E f f E c t s
  trigger proximity (alarm); Reset none
  Effect spell effect (entangle, Reflex DC 11, or become entangled); 
  multiple targets 40-foot radius
  summon monster ii 
  cr 3
  Type magic; Perception DC 27; Disable Device DC 27
  E f f E c t s
  trigger proximity (alarm); Reset none
  Effect spell effect (summon monster II, see table for results)
  Die Roll
  Result
  1
  Small earth elemental
  2
  Small air elemental
  3
  Giant frog
  4
  Giant spider
  5
  1d3 vipers
  6
  1d3 dire rats
  7
  1d3 poisonous frogs
  8
  1d3 fire beetles
  ActIOn
  The druids have abandoned this room, leaving traps to prevent others’ 
  access to the lime and other supplies. In the worst case scenario, the 
  PCs stumble into all 16 traps and must fight the results of the summon 
  monster traps while stuck in the results of the entangle spells. More 
  likely, the PCs simply trigger one or two traps at a time and deal with 
  the results. In such a scenario, it’s possible they trigger a few traps, 
  deal with the results, then stumble into a few more — either because 
  of carelessness, or because they make the false assumption they’ve 
  triggered all the traps. Regardless, it’s highly likely PCs become paranoid 
  in this room and abandon it as soon as possible.
  Summoned monsters fight to the death — remember that they’re only 
  around for 3 rounds at a time. Individual creatures use their abilities as 
  best as possible; tactics are left to the GM’s discretion.
  DEvELOPMEnt
  There is no chance of encountering a druid patrol in this room.
  AD-HOc XP ADjuStMEnt
  Award XP for each trap individually.  For example, if the PCs triggered 
  2 entangle traps and 3 summon monster traps, award XP for overcoming 
  two CR 2 encounters and three CR 3 encounters.
  s7: waste tank (cr 4)
  Map Page: A7, B7, C7
  This large tank — 30 feet by 100 feet — serves to control overflow water 
  in the sewer complex. While the tank is capable of holding a 30-ft depth 
  of water, the water level is typically closer to 20 feet deep (but see below). 
  This tank flows to the west, and exits through a natural fissure into the 
  ocean about 2 miles away; the tank serves to gather overflow water in 
  the sewer complex, and funnel it through a gently downward-sloping 
  tunnel out to the ocean.
  Unfortunately for the PCs, a foul-tempered 5-headed hydra has taken 
  up residence here.
  51
  
  This tank is clearly designed to hold a large volume of water. More 
  than half full at the moment, the water seems to exit to the west in 
  a somewhat controlled manner.
  SEtuP
  There is a 65% chance the tank is at its normal level of 20 feet; a 25% 
  chance the water is at 25 feet. And a 10% chance the tank is completely 
  full at 30 feet.
  An especially foul-tempered 5-headed hydra has managed to make its 
  way into this tank. If the muckrakers were still actively patrolling the 
  sewers, a bounty would certainly have been placed on the creature long 
  ago. As it stands, the druids are content to allow chaos and entropy to 
  rein supreme here in the tank, and the wererats — for their part — have 
  no interest at all in coming to this chamber.
  5-HeaDeD HyDra 
  cr 4
  XP 1,200
  hp 47 (Pathfinder Roleplaying Game Bestiary, “Hydra”)
  ActIOn
  The hydra ferociously defends its territory — which it defines as this 
  particular tank, plus whatever other territory it can pursue PCs through 
  should they opt to run away. This hydra is especially aggressive, and 
  pursues PCs wherever they may go in the complex. There is a good 
  chance that if the PCs’ fight against the hydra spills into an area outside 
  of this tank, a druid patrol may join the fight seeking to eliminate the 
  PCs.
  s8: eastern flow tunnel
  Map Page: G7, H7, I7, J7
  This channel brings wastewater from the eastern portion of Edgewater 
  into the sewer. Beyond the channel visible on the map, the channel 
  narrows quickly before becoming too narrow for anything more than a 
  rat to pass through. Several rooms and other features off the tunnel are 
  of possible interest for the PCs, however.
  S8a: unnatural tunnel
  Map Page: G6, G7
  The bulette that was responsible for carving the tunnel at n24 also carved 
  this tunnel here, exiting the purple worm tunnel rather than sliding 
  into the lake. The bulette, however, found itself trapped in the channel. 
  (Muckrakers would enter the channel by crawling through the pipe 
  during low tide; no one ever said a muckraker’s job was glamourous.)
  Now, this entire section of sewer floods during high tide. The water rises 
  in the lake until it spills into the worm tunnel. As it slowly rises in the 
  tunnel, the water begins to trickle, then pour, through this opening. The 
  pipe to the west does an admirable job of draining most of the water. 
  However, during high tide, the walkways in this channel are covered in 
  about a foot of water, making the surfaces constantly slick. In addition, 
  the bulette carved yet another tunnel to the south, once it realized there 
  was no natural exit here. (See S8d). That chamber gathers about a foot 
  of standing water during high tide, with a somewhat powerful current 
  pulling unattended objects to the south.
  This tunnel was clearly not part of the original complex, instead 
  crudely carved from the bedrock.
  S8b: Small Store room
  Map Page: G7
  Muckrakers used this small 10’ x 20’ room as a tool storage closet. It 
  houses dozens of rakes, spades, picks, and similar tools. Currently, 
  1d3+1 of each tool is present, but is coated in rust. Until the item is 
  repaired, whenever it is used roll a d20. On a result of a 1, the item gains 
  the broken condition.
  This small room appears to have once been a storage closet for tools 
  used by muckrakers. A few rusty rakes, spades and picks remain, but 
  otherwise this room appears to be empty.
  Nothing else of interest is present in this chamber.
  S8c: bunkroom
  Map Page: H7
  This 10’ x 25’ chamber was originally designed as another storeroom 
  for the complex. However, the muckrakers converted the room to an 
  odd out-of-the-way bunkhouse. They used the chamber for taking naps 
  while on the job, or sometimes for other non-work-related activities 
  requiring a bed. The room has a set of doors at the entryway, with a 
  5’ antechamber between them. This, coupled with the slight elevation 
  of the tunnel here, managed to keep the room oddly dry unless the 
  drainage pipe to the west became clogged.
  52
  
  PCs find a moldy mattress here, but nothing else of interest.
  This room was likely designed for storage of some sort, but the 
  trappings of the room suggest it was instead used as an odd 
  bedroom	of	some	sort.	A	mattress	covered	in	mold	and	who	knows	
  what	else	lies	moldering	in	the	corner	of	the	room.	Graffiti	on	the	
  wall	 offers	 an	 interesting	 peek	 into	 the	 past,	 with	 all	 manner	 of	
  comments ranging from the names of “easy” women to complaints 
  about	mayors	or	councilmembers	long-since	removed	from	office…
  and everything in between.
  DEvELOPMEnt
  Should the players ask for more detail about the graffiti, feel free to 
  add whatever tales you like. Names of hookers (perhaps long-dead) 
  willing to enter the sewer to turn a trick; political commentary, possibly 
  indicting the current mayor; nonsensical poems; complaints about 
  bosses; moments of extreme braggadocio; and anything else you can 
  conjure up.
  “For a good time, seek Avayah at Mackelman’s Pub.”
  “Mayor Ganabough sucks more than a giant leech!”
  “Roses are red; violets are blue; I’m using my hand, but I’m thinking of 
  you.”
  “Oh, sure! I didn’t have plans for my day off! Screw you, Rabis!”
  “Four at one time! A new muckraker record!”
  S8d: emerGency exit (cr 5)
  Map Page: H7, H8
  This is the chamber the bulette carved to escape the sewer channel, 
  rather than reversing course and heading back the way it came. Since 
  then, the bulette’s handiwork, erosion, and probably some vandalism 
  have caused the tunnel to expand from the original dimensions.
  During low tide, or near low tide, read the following.
  This	rough	chamber	widens	quickly.	Numerous	puddles	of	foul,	fetid	
  water	cover	the	floor.	A	trickle	of	water	runs	from	north	to	south	
  down the center of the room.
  Alternately, during high tide, or near high tide, read this alternate text.
  This rough chamber widens quickly. Along the very edges of the 
  room,	where	the	floor	seems	slightly	higher,	small	puddles	of	fetid	
  water dot the landscape. Down the center of the chamber, a roughly 
  2-foot wide stream of foul water rushes from north to south.
  SEtuP
  The humidity in this room is very high; as such, lichen, mushrooms, 
  and other fungi grow on the walls in thick carpets. The mushrooms that 
  grow here are poisonous, but are weak and only inflict nausea on the 
  victim for 1d4+1 minutes on a failed DC 11 Fortitude save. A creature 
  native to underground environments, such as a dwarf, can automatically 
  identify the mushrooms as dangerous.
  Of more concern, an infestation of boilborns has taken up residence 
  in this chamber. The creatures skulk to the outsides of the chamber, 
  particularly during high tide. These oozes feast upon whatever delectable 
  meat sources wander into the room. They’re quite used to dining upon 
  rats and similar creatures, but have no qualms attempting to chow down 
  upon a humanoid.
  BoilBorn (5) 
  cr 1
  XP 400 each
  hp 15 (Pathfinder Roleplaying Game Bestiary 4 “Boilborn”)
  Except: instead of leprosy, these boilborn potentially inflict 
  civilization’s downfall
  ActIOn
  A boilborn attacks without tactics, and without care about provoking 
  attacks of opportunity for entering an opponent’s square. It moves as 
  quickly as possible to the nearest target, enters his or her space, and 
  attempts to attack with its slam. Killing a boilborn isn’t difficult, but its 
  death throes are dangerous enough to warrant caution for those who 
  recognize the creatures.
  DEvELOPMEnt
  The oozes will not leave this chamber to pursue foes, nor will they ever 
  surrender. As mindless creatures, they simply wish to remain in their 
  lair and wait for food to come to them.
  There is a 10% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 3d6 
  fire damage to all creatures in a 10-foot radius spread, centered on the 
  source of ignition. A DC 14 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 36 hours.
  s9: flow PiPes (cr sPecial [see Below])
  Map Page: A8, B8, C8
  These pipes help regulate the flow of water, sludge, and solid waste 
  through the channels. When the sea level in the bay rises, such as during 
  a storm surge, water flows into the Surge Pipes (see area S12) before it 
  flows here and to the Midden Pit (see area S10). From here, it can easily 
  flow into the Waste Tank (see area S7). On occasion when the Waste 
  Tank overflows, these pipes allow for excess water and sludge to run off, 
  ending up either in the Midden Pit or the bay. In that scenario, water 
  also runs off deeper into the complex through a series of narrow pipes 
  to the west.
  These	narrow	pipes	and	shallow	channels	drip	with	fetid	moisture.	
  The stench carried on the slight breezes here is horrendous, even as 
  the	breeze	seems	to	change	directions	from	time	to	time.
  53
  
  SEtuP
  Any dwarves automatically notice the pipe leading to the Midden Pit 
  and the one leading to the Surge Pipes angle slightly uphill until they 
  reach the apex in the middle of the pipe, whereupon the grade then 
  slopes downhill. This design feature prevents water and other waste 
  from gathering in the pipes. Non-dwarf characters can notice the feature 
  with a DC 20 Perception check; alternately, anybody who succeeds on 
  a DC 25 Knowledge (engineering) check can deduce such is likely the 
  design of these pipes.
  The chance of encountering a druid patrol in these pipes is the same as in 
  their lairs, 60%. The druids use these pipes as the main “thoroughfare,” 
  travelling north to the Crossing Bridge (see area S3 above) before 
  heading off to wherever they need to be.
  BligHt DruiD worker (2) 
  cr 4
  XP 1,200 each
  hp 31 (see encounter P2: Druid Patrol above for details.)
  ActIOn
  Any blight druids encountered here will be encountered in animal 
  form, most likely rats or small lizards. If the PCs stumble upon a party, 
  the druids attempt to scurry away back toward the lair, where they can 
  raise the alarm. If your PCs have reached a stage of paranoia where they 
  attack every rat on site, one druid attempts to flee while the other lingers 
  to try and hold off the infidels. First, she casts entangle, relying upon the 
  moss and mildew growing in the pipes. Next, she casts deeper darkness. 
  The plan is to immobilize as many PCs as possible, either by forcing 
  them to become entangled in out-of-control plants, or taking away their 
  vision with magical darkness — preferably both, of course. She then 
  shifts back to human form and attempts to close to melee combat range. 
  Remember that the blight druids have Blind-Fight.
  s10: miDDen Pits (cr 9)
  Map Page: A9, B9, A10, B10, C10
  This large pit full of muck, filth, trash, offal, and who knows what else is 
  present by design. Occasionally the muckrakers would work with local 
  farmers to pull material from the pit for use as fertilizer. Otherwise, this 
  excessive dung heap exists simply because it has to go somewhere — not 
  everything can flow out to sea.
  This	 large	 lake	 of	 filthy	 waste	 smells	 even	 worse	 than	 it	 looks.	
  Thousands	of	flies	—	and	who	knows	what	other	vermin	—	buzz	
  around	the	pit,	giving	an	odd	shimmer	to	the	room	as	their	chaotic	
  movement gives the illusion of light shimmering in the heat.
  SEtuP 
  Three otyughs, one of whom is exceptionally large — and called “Bubba” 
  by the muckrakers — make their comfortable living here. The otyughs 
  are all intelligent enough to recognize anybody in a muckraker uniform 
  as a ‘friend” and so do not attack. Others are not so fortunate, especially 
  if Bubba spots them. The exceptional specimen didn’t live long enough 
  to be so huge by being timid about protecting his territory.
  Coming within 10 feet of the midden pit requires a Fortitude save (DC 
  14). Failure leaves the character sickened for 1d2 rounds. Characters 
  who remain at this distance or move closer must make a new save every 
  5 rounds; previous success does not inoculate one from needing future 
  saves. If a character is already sickened and he fails the saving throw, 
  he instead becomes nauseated. Characters who are immune to poison 
  gain a +4 circumstance bonus on this save; those who receive a bonus to 
  saving throws against poison (such as dwarves) gain the bonus on this 
  save, up to a total of +4.
  The midden pit is 3 feet deep in the channels leading into it, and for 
  the first 5 feet within the pit. After that, the ground quickly slopes 
  downward, increasing the depth of the pit by 2’ for every 5 feet of 
  horizontal distance (7’deep after 10 feet; 9’ deep after 15 feet; and so on). 
  The pit reaches a maximum depth of about 20’ or so in the center area.
  otyugH (2) 
  cr 4
  XP 1,200 each
  hp 39 (Pathfinder Roleplaying Game Bestiary, “Otyugh”)
  BuBBa 
  cr 8
  XP 4,800
  Advanced giant otyugh (Pathfinder Roleplaying Game 
  Bestiary, “Otyugh”)
  N Huge aberration
  54
  7
  G
  H
  I
  J
  
  Init +5; Senses darkvision 60 ft., scent; Perception +20
  D E f E n s E
  Ac 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size)
  hp 115 (10d8+70)
  Fort +9, Ref +4, Will +12 
  Immune disease
  O f f E n s E
  Speed 20 ft.
  Melee bite +13 (2d6+8 plus disease), 2 tentacles +9 (1d8+4 plus grab)
  Space 15 ft.; Reach 15 ft. (20 ft. with tentacle)
  Special Attacks constrict (1d8+4), disease
  s t a t i s t i c s
  Str 26, Dex 12, con 22, Int 9, Wis 17, cha 10
  Base Atk +7; cMB +17 (+21 grapple); cMD 28 (32 vs. grapple)
  Feats Alertness, Improved Initiative, Iron Will, Toughness, Weapon 
  Focus (tentacles)
  Skills Climb +21, Perception +20, Sense Motive +5, Stealth +6 (+14 in 
  lair); Racial Modifiers +8 Stealth in lair
  Languages Common
  s P E c i a l  a b i l i t i E s
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 21; onset 1d3 days; 
  frequency 1 day; effect 1d3 Dex and 1d3 Con damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
  ActIOn
  Bubba in particular is territorial. If the characters happen to be wearing 
  muckraker uniforms, he and the lesser otyughs mostly ignore them. In 
  that case, they only attack if the PCs move aggressively toward any of the 
  three. Without uniforms, the PCs have a much harder time if they (for 
  whatever reason) want to enter this chamber. Bubba does not tolerate 
  anybody coming further than 5’ from any of the pathways entering the 
  pit. Should anybody attempt to do so, the overgrown otyugh flies into a 
  rage and attacks, charging if possible.
  The two normal-sized otyughs come to Bubba’s aid if he enters combat, 
  hoping to curry favor with the alpha. They’re clever enough to use basic 
  tactics such as flanking, and will do so if the opportunity easily presents 
  itself.
  None of the otyughs have a death wish, however. Should combat go 
  poorly, they dive beneath the surface of the muck, holding their breath 
  and hoping this is enough to shake loose from their attacker. The otyughs 
  cannot breathe while under the surface, but their high Constitution 
  allows them to hold their breath for quite some time. They hope the 
  disdain humans have for excrement, coupled with their “underwater” 
  swimming to get away, is enough to at least buy them some space.
  If the standard otyughs are reduced to 10 or fewer hit points, they 
  attempt to flee. They use the method detailed in the previous paragraph, 
  except they move toward one of the exits — generally the one furthest 
  from their attacker. Once it reaches the exit, it hightails it out of the 
  midden pit and seeks a hiding spot elsewhere in the sewer. Bubba, on 
  the other hand, will never flee — in large part because he can’t actually fit 
  through the passageways any longer. When he’s reduced to 30 or fewer 
  hit points, Bubba will take evasive action as described above; if he is 
  further reduced to 15 or fewer hit points, he again takes evasive actions, 
  hoping to hide “underwater” long enough for his foes to lose interest. 
  Should these tactics prove unsuccessful, Bubba panics and rushes 
  headlong toward his attacker, a burst of adrenaline pumping through 
  his very large veins. During such an event, the adrenaline grants Bubba 
  a +10 enhancement bonus to his speed, and +2 enhancement bonuses 
  to his Strength and Constitution. These bonuses last for 1 minute; after 
  that time, the bonuses fade away and Bubba becomes fatigued until he 
  can take a rest of at least one hour.
  AD-HOc XP ADjuStMEnt
  This environment is especially foul. If PCs defeat the otyughs while 
  fighting in the midden pit, award a 25% bonus for each otyugh to 
  compensate for the tough conditions.
  DEvELOPMEnt
  There is a 45% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 8d6 
  fire damage to all creatures in a 40-foot radius spread, centered on the 
  source of ignition. A DC 19 Reflex save halves the damage. Each map 
  page can have a separate explosion (for a total of 4 explosions here in the 
  midden pit). Once an explosion has occurred, another cannot happen in 
  that quadrant of the midden pit for 12 hours.
  s11: worm DownsPout (cr 4)
  Map Page: D8, E8
  When the purple worm finally left the area, it burrowed downward here, 
  just south of the lake. The dwarven engineers intended to fill this tunnel 
  and seal off access to the hole as their first step toward repairing the 
  damage. As mentioned above, recent events prevented them from ever 
  getting started on that work. In the meantime, this tunnel floods every 
  high tide, pouring thousands of gallons of salt water down the “drain.”
  This wide tunnel slopes sharply. The ground is a muddy mess, and 
  an	oddly	warm	breeze	wafts	up	through	the	tunnel.
  SEtuP
  Until the PCs move around the corner (or investigate with magical 
  means) they have no way of knowing about the deep hole into the earth 
  that awaits them. Unfortunately, the ground becomes exceptionally 
  slippery right about where the curve to the west begins. Coupled with 
  the steep incline, PCs run the very real risk of sliding down the hole 
  — likely falling to their death. Once the hole dives into the ground, it 
  continues straight down for 250’. The terrain at the bottom is unlikely 
  to be especially hard, given the deluge of water that falls onto it twice 
  per day. That, however, may not be in the PCs’ favor. They could find 
  themselves face planting into deep, thick mud — as if suffering 10d6 
  points of falling damage wasn’t enough.
  ActIOn
  Any PC walking on the ground beyond where the tunnel bends must 
  make a DC 5 Acrobatics check to avoid sliding in the mud. For every 10’ 
  closer to the hole, the DC increases by +2. Any character who fails the 
  check falls prone and begins sliding toward the gaping hole at a speed 
  of 10’ per round. A prone character can attempt a new Acrobatics check 
  as a standard action each round, but at a –5 penalty. A rope secured to 
  a sturdy base and tossed to the PC negates this penalty, and the GM is 
  free to adjust or remove it for other clever uses of teamwork, of course.
  55
  
  The Underworld
  If your campaign setting doesn’t have an underworld (by 
  whatever name you prefer), this hole can instead simply drop 
  off into a deep pit where the worm, for whatever reasons, 
  decided to dive straight down before levelling off its decent. 
  In this case, its tunnel continues onward at the bottom of the 
  pit, but has no real destination — other than, perhaps, a purple 
  worm lair.
  If your setting does have some form of an underworld, this 
  tunnel can serve as an access point for your PCs should you wish 
  to allow them to delve into such places. Alternately, this can 
  also serve as an access point for those denizens to reach the 
  surface. PCs who stay in Edgewater may need to defend the city 
  from a drow raiding party, for example.
  Either way, this hole is incredibly dangerous. Hopefully your PCs 
  explore — either on their own, or with a little help from gravity.
  AD-HOc XP ADjuStMEnt
  PCs only gain XP for “defeating” this encounter if they actually explore 
  beyond the bend and must make at least one Acrobatics check. If so, 
  treat the terrain as though it were a CR 4 encounter.
  s12: surge PiPes (cr 6)
  Map Page: C9, D9, E9, F9
  These pipes were designed to contain a surge of water, whether from the 
  bay or from rainwater washing through the sewer from above. These 
  pipes connect to the bay, the Midden Pits, and the Waste Tank. These 
  multiple connections allow the pipes here to help control overflow 
  and keep the sewer running efficiently. Now, however, it serves as the 
  entryway to the druids’ base of operations.
  This channel has numerous smaller pipes around the outside. These 
  smaller pipes are angled downward toward the channel, and water 
  slowly	trickles	out.	Larger	pipes	run	off	to	the	north	and	east,	and	
  the	channel	continues	off	to	the	west.
  SEtuP
  This chamber is always patrolled by a guardian and 2 archers (see area 
  S14 below for full stats and additional information). The three work 
  together on their patrol, doing their best to avoid regular patterns or 
  clustering together. For simplicity, assume they continuously take 10 on 
  their Perception checks while on patrol here.
  The guardian spends the majority of his or her time patrolling the area 
  closest to S14. This allows the guardian to move into the complex to 
  summon aid should trouble arise. The archers move to either side of the 
  guardian, one on each side of the channel.
  guarDian 
  cr 3
  XP 800
  hp 38 (see Area S14)
  arcHer (2) 
  cr 3
  XP 800
  hp 28 (see Area S14)
  ActIOn
  At the first sign of trouble, the guardian attempts to move through 
  the nearest door into area S14 to raise the alarm. Ideally, the guardian 
  prefers to go through the door leading to S14b, as there are more soldiers 
  bunked in that region. However, “any port in a storm” necessitates that if 
  S14a is the only option, then the guardian takes what is available.
  The archers, meanwhile, use full-attack actions while making as much 
  noise as possible.
  DEvELOPMEnt
  If the guardian slips into S14a, one guardian will remain in that room 
  to guard the stairway. The other guardian and both archers will join the 
  original guardian to fight off the PCs the next round. If possible, one 
  of the three guardians will then attempt to move into S14b to alert the 
  others.
  If the guardian slips into S14b instead, she’ll need to take a bit more 
  time to summon help. Barring the PCs having slaughtered guardians 
  or archers prior to entering here (such as by destroying the ship, for 
  example), S14b and S14c will have a total of 4 archers and 5 guardians 
  in various states of ready. The first helpers arrive 1d3 rounds after the 
  guardian raises the alarm. At that time, 1d2 guardians and 1 archer 
  arrive. An additional 1d2 guardians and 1 archer arrive every other 
  round after that.
  s13: feral caves (cr 7)
  Map Page: I8, J8
  This cave is home to a yaoguai — an odd amalgam of a creature made 
  up of a bear’s torso and head, clawed ape legs, and a furred tentacle arm. 
  The druids have managed to befriend the beast — at least, as much as 
  such a task is possible. The yaoguai is quite territorial over its cave, and 
  has adopted a similar mindset for the druids’ ship as well. The druids 
  cultivate this relationship, bringing the creature food and helping it 
  protect its domain.
  This cave appears to be a natural structure, and older than any other 
  aspect of the sewer region. The walls are rough-hewn, and extend 
  to	a	height	of	about	12	feet.	A	foul	stench	fills	the	air,	a	mix	of	urine,	
  death and something unspeakable.
  SEtuP
  The yaoguai spends most of its time in the eastern section of the cave, 
  given it contains a water source and is generally roomier. If necessary, 
  it moves into the western section of the cave, but doing so requires the 
  creature to squeeze through the narrow tunnel connecting the two 
  caves. The yaoguai here has “pounce and rake” as its maker’s gift ability, 
  rather than “grab and constrict” as appears in the standard stat block.
  The creature has made its lair here in this cave for quite some time. Its 
  creator was an insane summoner who lived in Edgewater. As is typically 
  the case, the yaoguai murdered its creator and fled, finding itself here in 
  the sewer. Because muckrakers have no reason to travel here, this natural 
  56
  
  cave formation was isolated. Food was plentiful, with an abundance of 
  crabs and fish. The yaoguai was able to find some semblance of normalcy 
  and peace over the past several years.
  When the druids arrived, they quickly decided they were better off 
  befriending the odd beast than slaying it (despite it not being a natural 
  creature and therefore anathema to their overall beliefs). The druids 
  fully recognize that at some point, they’ll need to destroy this foul 
  abomination that mocks nature. For now, though, they’re content to 
  keep the creature on their side and serving as a guardian.
  yaoguai cr 7
  XP 3,200
  hp 84 (Pathfinder Roleplaying Game Bestiary 4, “Yaoguai”)
  Replace “constrict” special attack with pounce and rake (2 
  claws +14, 1d8+7)
  ActIOn
  The yaoguai defends its territory ferociously. In addition, it considers all 
  the plague druids to be “friends” and defends them and their ship with 
  equal fervor. If any PC enters its lair (defined in the creature’s mind as 
  anywhere within this small cave complex as well as the rocky shore line), 
  it charges if possible, and otherwise moves to intercept. The creature is 
  incapable of speech, but bellows and grunts as it attacks — much like a 
  feral dog growls, barks, and yips. PCs who managed to sneak past the 
  druid sentries on the ship are likely to be found out by the creature’s 
  noises during combat (DC –15 Perception check, modified by distance).
  Within its caves, the creature does not back down, flee, or surrender in 
  any way. This is its cave, and it is prepared to die defending its home. 
  Outside of the cave (including along the rocky coastline as well as the 
  druid ship) the creature flees into the caves if its hit points drop below 8.
  DEvELOPMEnt
  Druids who hear the sound of combat from the ship move to investigate, 
  sending out a party consisting of 2 druids (see area P2: Druid Patrol) 
  and 1 ranger (see area S14: Druid command below). This investigative 
  party attempts to stealthily assess the situation. If the yaoguai appears to 
  have matters under control, the party stays back, perhaps simply buffing 
  the creature from range. The moment it appears the creature is struggling 
  in combat with the PCs, the investigative party moves to help. One of the 
  two druids returns to the ship to inform the commanders of what is 
  occurring. The other druid and the ranger move to aid the creature as 
  best as possible; they move into flanking positions with it, cast offensive 
  or defensive spells, use ranged attacks to pick off stragglers, etc.
  s14: DruiD commanD
  Map Page: D10, E10, F10
  This set of rooms is the “forward” command center for the druids and 
  their activity in the sewers. While the main druid leadership for the 
  operation remains aboard the ship, those entrusted with the day-to-day 
  tasks of orchestrating Edgewater’s downfall use these rooms as their 
  main base of operations.
  Whenever the chambers below indicate there is a “guardian” present, 
  there is a 50% chance of that guardian being either of the stat block 
  formats presented below. While these chambers have a few access points 
  to the surface world, the druids felt these were the best rooms (aside 
  from the muckrakers’ rooms already occupied by the Talmot’s gang, of 
  course). Access control to each chamber is described where appropriate 
  below. Overall, however, numerous guardians, archers, and patrol 
  druids roam these rooms in addition to a few mid-level druid “bosses.”
  SEtuP
  Whenever the chambers below refer to a “guardian” or “archer” use the 
  following stat blocks.
  guarDian 
  cr 3
  XP 800
  Male or female human ranger 4
  NE Medium humanoid (human)
  Init +1; Senses Perception +8
  D E f E n s E
  Ac 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
  hp 38 (4d10+12)
  Fort +7, Ref +6, Will +5
  O f f E n s E
  Speed 20 ft.
  Melee mwk longsword +7 (1d8+4/19–20), mwk short sword +7 
  (1d6+4/19–20)
  Ranged mwk longbow +6 (1d8/x3)
  Special Attacks favored enemy (dwarves +2)
  Ranger Spells Prepared (CL 1st; concentration +2)
  1st— longstrider
  s t a t i s t i c s
  Str 18, Dex 13, con 14, Int 10, Wis 12, cha 8
  Base Atk +4; cMB +8; cMD 19
  Feats Acrobatic, Double Slice, Endurance, Iron Will, Two-Weapon 
  Fighting
  Skills Acrobatics +5 (+1 when jumping), Climb +7, Handle Animal 
  +4, Knowledge (geography) +5, Knowledge (nature) +5, Perception +8, 
  Stealth +6, Survival +8, Swim +9; Racial Modifiers –4 Acrobatics when 
  jumping
  Languages Common
  SQ favored terrain (underground +2), track +2, wild empathy +3
  combat Gear potions of cure light wounds (2), acid (2); Other Gear mwk 
  hide armor, mwk longsword, mwk short sword, mwk longbow, cloak of 
  resistance +1, random jewelry (necklace, ring, etc.; 100 gp), 15 gp
  arcHer 
  cr 3
  XP 800
  Male or female elf fighter 1/ranger 3
  NE Medium humanoid (elf)
  Init +4; Senses low-light vision; Perception +10
  D E f E n s E
  Ac 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
  hp 28 (4 HD; 1d10+3d10+7)
  Fort +6, Ref +7, Will +2; +2 vs. enchantments
  Immune sleep
  O f f E n s E
  Speed 30 ft.
  Melee mwk rapier +6 (1d6+1/18–20)
  Ranged mwk composite longbow +10 (1d8+1/x3)
  Special Attacks favored enemy (dwarves +2)
  57
  
  s t a t i s t i c s
  Str 12, Dex 18, con 12, Int 12, Wis 13, cha 8
  Base Atk +4; cMB +5; cMD 19
  Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon 
  Focus (composite longbow)
  Skills Handle Animal +5, Intimidate +6, Knowledge (engineering) +6, 
  Knowledge (local) +3, Perception +10, Spellcraft +0 (+2 to  identify 
  magic item properties), Stealth +11, Survival +8, Swim +5; Racial 
  Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
  Languages Common, Elven, Sylvan
  SQ elven magic, favored terrain (water +2), track +1, wild empathy +2, 
  weapon familiarity
  combat Gear potion of cure light wounds, potion of cure serious wounds, 
  potion of invisibility, alchemist’s fire (2), tanglefoot bag, thunderstone; 
  Other Gear mwk studded leather, mwk rapier, mwk composite longbow, 
  random jewelry item (necklace, ring, earring, etc.; 100 gp), 35 gp
  At the GM’s discretion, a very small number of these foot soldiers may 
  have +1 weapons. It would be wise, however, to limit such weapons to 
  no more than 2 total through the entire complex, including the ship.
  ActIOn
  Guardians work as combat units, moving into flanking positions as the 
  opportunity presents, and covering for an ally (including a druid) who 
  needs to withdraw from combat. An archer opts to stay at the back of 
  the combat as much as possible, using his or her skills to pick off targets. 
  The archers are quite comfortable working in confined spaces and firing 
  into melee in support of their allies.
  Both guardians and archers are fully on board with the plan and goal 
  of the plague druids. These underlings don’t necessarily know the finer 
  details of the plot (most don’t, actually) but they’re quite comfortable 
  with the idea of destroying civilization from within. That said, none are 
  insane; if they’re reduced to under 10 hit points, they flee if possible and 
  surrender of flight isn’t viable.
  S14a: StoraGe (cr 7)
  Map Page: D10
  The plague druids use this chamber for storage, especially for the 
  various ingredients used to make civilization’s downfall. They’re smart 
  enough not to keep all the ingredients here, however; a primary catalyst 
  in the foul concoction is kept aboard the ship.
  This neat and orderly room appears to be some sort of storehouse. 
  Boxes, barrels, and crates line most of the walls. Shelves with jars, 
  vials,	beakers,	and	small	containers	fill	the	rest	of	the	walls.	A	large	
  staircase leads up to the south.
  SEtuP
  The druids place four guards in this room at all times — 2 archers and 2 
  guardians. A pair covers the stairs, while the other pair ensures the door 
  is secure. Shifts change roughly every 6 hours. The guardians take their 
  job seriously, but the work here is boring and tedious. As such, all four 
  receive a –4 penalty to any Perception checks made to detect the party’s 
  approach due to inattention.
  As a whole, the group is far more concerned about the staircase. (Where 
  it leads in the city is left open for the GM to determine based on her 
  needs. That location should be somewhere either long-forgotten, or 
  infrequently accessed. So for example, this stairway likely wouldn’t lead 
  to the Muckraker’s Guildhall; but it might lead to a long-forgotten sealed 
  chamber in the sub-basement of city hall.) The druids believe they can 
  maintain control of the area outside the door well enough, but are 
  concerned about the lack of control to the area that accesses the stairs.
  guarDian (2) 
  cr 3
  XP 800
  hp 38 (see Area S14)
  arcHer (2) 
  cr 3
  XP 800
  hp 28 (see Area S14)
  58
  10
  D
  E
  F
  
  ActIOn
  The guards are tasked with protecting the important supplies stored in 
  this room. They take the task seriously, and view guard duty here as 
  an honorable position. The quartet work together as a seamless unit, 
  moving in coordinated fashion. The guardians move to occupy positions 
  to best keep their enemies away from the archers, while the archers 
  provide ranged cover for the guardians.
  DEvELOPMEnt
  If things go poorly during combat, the guards in this chamber attempt 
  to flee out into the main area. As they do so, they seek help — though 
  they also realize that if the PCs came in through the door, there may not 
  be any help in the corridors. Any of these guards who flee make as much 
  noise as possible in the hopes of alerting the guards and druids in the 
  other chambers.
  S14b: common room (cr varieS)
  Map Page: E10
  Guardians and archers use the northern half of this chamber as a 
  barracks and common room.
  This 20-foot square chamber appears to be some sort of barracks. 
  Sleeping	mats	litter	the	floor,	and	more	than	a	dozen	hammocks	are	
  secured	to	the	walls	with	pitons;	additional	pitons	are	hammered	
  into	the	wall	near	these	hammocks	as	makeshift	ladders.	A	narrow	
  staircase to the south leads upward into darkness. A 5-foot-wide 
  hallway	leads	off	to	the	east.
  SEtuP
  The guardians and archers all share this room and the room to the south 
  (S14c). They live and eat in these chambers. Despite the large number 
  of soldiers living in here (up to 22, in total, share these rooms — 11 
  each of guardians and archers) the chamber is fairly neat and organized. 
  The druid leadership does not tolerate disorder here, recognizing that 
  slovenly chambers will just attract the vermin so commonly found in 
  the sewer.
  Seven sleeping mats are spread out on the floor. Fifteen hammocks are 
  hung from the walls throughout the remainder of the room, with piton-
  ladders serving as access points to the hammocks. Each individual 
  sleeping area is tiny, but kept neat. Very few personal effects are left 
  here, with the soldiers opting to carry their possessions — thieves 
  among their ranks aren’t uncommon, and the easiest way to secure one’s 
  belongings is to always have them close.
  Most times, two guardians and two archers are in room S14a. Three 
  more — 2 archers, 1 guardian — are patrolling S12. Under normal 
  circumstances, four archers and five guardians are here or in the room 
  directly to the south. Even when sleeping, they remain in their armor 
  (the Endurance feat prevents them from becoming fatigued from 
  doing so), and so are ready to fight as soon as they awaken. For each 
  of the potential eight occupants here, 1d4–1 guardians are in one of the 
  sleeping quarters, as are 1d3+1 archers. The remainder are in the south 
  chamber of this room.
  guarDian (numBer varies) 
  cr 3
  XP 800
  hp 38 (see Area S14)
  arcHer (numBer varies) 
  cr 3
  XP 800
  hp 28 (see Area S14)
  ActIOn
  It’s possible the PCs find themselves in over their heads here. Even if 
  the GM rolls the minimum number of sleeping soldiers, the remainder 
  are just a few steps to the south. In order to avoid being overwhelmed, 
  PCs will need to have a solid plan or ridiculous luck — possibly both. 
  If they opt to simply barge in, their best hope is probably to dispatch all 
  the occupants of this chamber before those in the southern room move 
  to join their comrades.
  Soldiers bunked here are asleep when the PCs enter, unless some prior 
  event woke them from their slumber. As such, the PCs will effectively 
  get a surprise round automatically. If they can dispatch the sleeping 
  guards during that surprise round, they have a good chance to survive 
  the entire encounter. A guard who isn’t killed on the first strike screams 
  — either in pain or terror. Such a noise brings the guards from the 
  southern chamber running into this room, and they arrive in 1d2+1 
  rounds.
  DEvELOPMEnt
  On the east wall of the hallway heading south to S14c is a hidden door. 
  The druids, guardians, and archers all know of its existence. Locating the 
  secret door requires actively searching the wall and succeeding at a DC 
  22 Perception check. The door leads to S14d.
  S14c: meSS hall (cr varieS)
  Map Page: E10
  This room is the second half of the soldiers’ common area, and is used 
  by the group to eat their meals. Two large wooden tables with benches 
  dominate the room. The soldiers all have a gentlemen’s agreement to 
  only use the northern chamber for sleeping. As such, any guard who 
  is awake and not on patrol can likely be found here, even if he or she 
  is not eating. Guards pass the time here by playing games (mostly dice 
  and cards, though there is also a chess set), maintaining equipment, or 
  simply swapping stories.
  A quick assessment tells you this room is a mess hall. Two large 
  wooden	tables,	partially	rotted,	dominate	the	center	of	the	room.	
  Pewter tankards, dice, cards, and a chess set are strewn around the 
  table’s surface. An open cask sits in the southwest corner, with a 
  copper	ladle	hanging	off	the	edge.
  SEtuP
  Unless the PCs were exceptionally quiet in the previous room, this 
  room is likely empty when they arrive. The “setup” section of room 
  S14b determines how many guardians and archers are originally in 
  this room. At the first sound of combat, however, the occupants of this 
  room rush to the northern chamber. Should the PCs manage to move 
  stealthily through that encounter in some fashion, they encounter those 
  guardians and archers here.
  The cask in the southwest corner contains potable water and is about 
  2/3 full.
  59
  
  Sweet, Sweet ChaoS!
  The battle in rooms S14b and S14c will almost certainly be one 
  of the more chaotic fights in this adventure. The battle has the 
  potential to pack up to 8 soldiers into the smaller northern 
  chamber, plus all the PCs. Add to that the vertical nature of the 
  room — the hammocks and piton-ladders, plus the stairs — and 
  there is plenty of room to sow chaos.
  The biggest challenge for the GM is to keep the fight interesting. 
  One would think that wouldn’t be an issue with a fight this 
  large; however, with the GM running up to 8 NPCs, it’s possible 
  her “turn” in the initiative takes a significant amount of time. 
  Even if she decides to roll initiative separately for each of the 
  eight NPC combatants, with +1 and +4 modifiers, odds are 
  the GM will be taking actions for several NPCs consecutively. 
  Frankly, that is often a boring endeavor for the players since it 
  boils down to watching the GM roll a bunch of dice over and 
  over, all while asking, “What was your AC again?”
  This battle should feel chaotic, with enemies closing in from all 
  sides. It should never feel boring. GMs should take special care 
  to avoid letting things devolve into just dice rolling. One way 
  to avoid that is to pre-roll a d20 50 times prior to running this 
  encounter. She can then just pick the next number off the list 
  during combat for attacks, saves, skill checks, and so on. Focus 
  on describing the action — arrows whizzing past the characters’ 
  heads, swords clanging off walls creating a shower of sparks 
  nearby, and so on. These “extra” description items don’t need 
  a source; they’re simply to lay the framework for the chaos. 
  Immersing the players in strong descriptions of the battle helps 
  alleviate some of the boredom caused by waiting for the GM to 
  resolve the actions of three or four NPCs in a row. As the last 
  bit of advice, if the GM is struggling to keep things moving and 
  interesting, she can opt to have two NPCs effectively remove 
  themselves from combat each round by doing something sub-
  optimal. Drink a healing potion, climb higher up a ladder, spend 
  an entire action questioning a character’s parentage, attempt to 
  flee even if not seriously injured, and so on. By giving a couple 
  of NPCs these quick-to-resolve actions, she can focus on the 
  remainder of the combatants.
  Let chaos reign supreme over this battle! And maybe even have 
  a PC or two start to worry about their mortality!
  guarDian (numBer varies) 
  cr 3
  XP 800
  hp 38 (see Area S14)
  arcHer (numBer varies) 
  cr 3
  XP 800
  hp 28 (see Area S14)
  ActIOn
  Should combat occur here, the tight quarters potentially hinder the 
  archers. They move in such a way as to gain as much firing room as 
  possible. If at all possible, they attempt to move toward the hallway, so 
  they have room to continuously take 5-foot steps backward before firing 
  their bows. If such tactical movement isn’t possible, each individual 
  assesses whether or not he or she wishes to provoke an attack of 
  opportunity for firing while in melee range. The GM should decide for 
  each NPC as the decision becomes necessary; factor in the appearance 
  of the PC threatening the archer (a wizard with a dagger isn’t too 
  threatening; a raging barbarian with a greataxe is). If the archers deem 
  ranged combat is too risky, they draw their melee weapons.
  The guardians, for their part, recognize their compatriots are 
  uncomfortable making use of their specialization while a foe is waving 
  a sharp pointy stick in their face. Guardians move so as to position 
  themselves between the PCs and the archers if at all possible. They 
  take opportunities to flank if they are presented with one. Otherwise, 
  guardians simply attempt to keep the PCs occupied enough to allow the 
  archers to turn them into pincushions.
  tREASuRE
  In addition to the gear on the NPCs, the cask of water is a potential 
  valuable resource down here. On the table is a carved wooden chess set; 
  the craftsmanship is only fair, with the pieces lacking much in the way 
  of detail. The set is worth 25 gp. A pair of dice carved from bone also 
  lies on the table, and is worth 1 gp. Lastly, there are a total of 3 worn and 
  well-used decks of cards around the table (and possibly on the floor, if 
  the occupants fled in a hurry). The decks of cards are worth 5 sp each.
  The easternmost table has a total of 23 sp and 51 cp scattered about in 
  various piles, while the westernmost table has 1 gp, 13 sp, and 47 cp.
  S14d: hallWay (cr 8)
  Map Page: E10, F10
  This short hallway connects the common area to that of the commander 
  of the land-based forces. The chamber is trapped; the druids and soldiers 
  know the proper path to avoid trouble.
  This 15-foot by 10-foot chamber appears to be nothing more than 
  a hallway.
  SEtuP
  From within the chamber, the door on either side is obvious; in other 
  words, the door is only concealed from the outside. The center square of 
  the northernmost row contains a pressure plate trap. While both squares 
  in the center of the corridor fall away, only the northern square is 
  configured to trigger the trap; the southern square is safe to walk upon.
  camouflageD sPikeD Pit traP 
  cr 8
  type mechanical; Perception DC 25; Disable Device DC 
  20
  E f f E c t s
  trigger location; Reset manual
  Effect 50-ft deep pit (5d6 falling damage); pit spikes (Atk +15 melee, 1d4 
  spikes per target for 1d6+5 damage plus disease  each); DC 20 Reflex 
  save avoids; multiple targets (all targets in the center row of squares [5’ 
  x 10’ area)
  Due to the nature of the environment, each spike that damages a target 
  has a chance of inflicting filth fever.
  Filth Fever (injury)—save Fortitude DC 12; onset 1d3 days; frequency 
  1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive 
  saves.
  60
  
  ActIOn
  To move safely around the room, PCs must avoid the trigger square. 
  They can climb or jump over it, or simply walk around to the southern 
  side of the corridor. Inspection of the southern section of the corridor 
  (and a DC 17 Perception check) reveals that the floor is designed to fall 
  away. If the same check exceeded DC 25, the character also becomes 
  aware that the despite the nature of the design, the section is safe to 
  walk upon.
  S14e: marrock’S chamber (cr 6)
  Map Page: F10
  Marrock, the half-elf druid put in charge of the land expedition, makes 
  his lair in this chamber. In practice, Marrock does very little to lead his 
  charges; instead, he spends most of his time high on the effects of pesh, 
  a narcotic known to imbue targets with strength but to weaken their 
  minds.
  This room is longer than it is wide, and appears to be some sort of 
  tank	for	overflow	sewage.	A	campsite	of	sorts	is	in	the	southwestern	
  corner	of	the	room.	The	camp	consists	of	a	bedroll	and	a	small	fire,	
  the	smoke	escaping	through	a	natural	fissure	in	the	ceiling.	Typical	
  gear	lies	scattered	about	the	camp.
  Pity on the Players
  if there were some reason the GM wished to take pity on her 
  players, she could easily hamper Marrock. there are two quick 
  way to do so.
  The first option requires she alter Marrock so he is currently 
  suffering the debilitating effects of pesh. She should apply 
  1d2 damage to both Constitution and Wisdom, and then alter 
  his stats accordingly (including potentially removing bonus 
  spell slots). In addition, as a “moderate” addiction substance, 
  Marrock will also suffer a –2 penalty to his Strength and 
  Constitution. (The Strength penalty from addiction will cancel 
  any Strength bonus from a recent dose of the drug.)
  If she doesn’t wish to impair Marrock to that degree, her second 
  option is to have him just recovered from a bout of addiction. 
  In this instance, she’ll need to remove two 2nd level spell 
  slots — used by Marrock for lesser restoration spells to remove 
  ability damage to Wisdom and Constitution — and a 3rd level 
  slot — used for a remove disease spell. She can opt to remove 
  whichever prepared spells she likes (other than domain spells). 
  Barkskin and bear’s endurance are good choices for 2nd level, 
  and stone shape is a good 3rd level option. Doing so, of course, 
  requires altering his planned tactics as presented.
  SEtuP
  Unless one of his underlings specifically came here and demanded 
  Marrock take charge during the battle, he is oblivious to the sounds of 
  battle raging two rooms over from his lair. The once wise and powerful 
  druid began taking pesh for the effect many consider its drawback. 
  Marrock wanted to lower his mind’s defenses, to see “between the 
  colors” as he says to others. The druid is now hopelessly addicted to 
  the substance and spends the majority of his time meditating, whether 
  under the effects of the narcotic or not. Marrock is a powerful enough 
  druid to be mostly unaffected by the most crippling side effects of the 
  drug; when he suffers damage from his addiction, he prepares lesser 
  restoration to restore his Wisdom and Constitution. More than once, 
  Marrock has also cast remove disease on himself to completely remove 
  his addiction to the drug, only to again fall prey to its grasp later. 
  Currently, he is not actually addicted to the substance, nor does he have 
  any ability damage.
  If given time to prepare, Marrock casts the following spells (in this 
  order): longstrider, bear’s endurance, barkskin, and spider climb. Should 
  the PCs barge in on him without providing a chance to prepare, he casts 
  barkskin and bear’s endurance (in that order) as soon as convenient.
  marrock 
  cr 6
  XP 2,400
  Male half-elf druid (blight druid) 7 ((Pathfinder Roleplaying 
  Game Advanced Player’s Guide, “Druid, Blight”))
  NE Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +14
  D E f E n s E
  Ac 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 56 (7d8+21)
  Fort +7, Ref +5, Will +10; +2 vs. enchantments, +4 vs. fey and plant–
  targeted effects
  Immune sleep
  O f f E n s E
  Speed 20 ft.
  Melee +1 spear +6 (1d8+1/x3)
  Ranged sling +7 (1d4)
  Special Attacks destructive smite (7/day), miasma, wild shape 2/day
  Druid Spells Prepared (CL 7th; concentration +11)
  4th—inflict critical woundsD (DC 18), freedom of movement, ice storm
  3rd—cure moderate wounds, poison (DC 17) , rageD, stone shape
  2nd—barkskin, bear’s endurance, heat metal (DC 16), shatterD, spider 
  climb
  1st—cure light wounds, entangle (DC 15), longstrider, obscuring mist, 
  produce flame, true strikeD
  0 (at will)—create water, detect magic, mending, read magic
  s t a t i s t i c s
  Str 10, Dex 14, con 12, Int 8, Wis 18, cha 13
  Base Atk +5; cMB +5; cMD 17
  Feats Natural Spell, Self-Sufficient, Skill Focus (Sense Motive)B, 
  Toughness, Shared Insight†
  Skills Climb +2, Heal +11, Knowledge (nature) +9, Perception +14, 
  Sense Motive +7, Spellcraft +7, Survival +14; Racial Modifiers +2 
  Perception
  Languages Common, Druidic, Elven, Sylvan
  SQ elf blood, nature bond (Destruction domain), nature sense, trackless 
  step, vermin empathy +8, woodland stride
  combat Gear potion of cure light wounds, potion of invisibility, 
  thunderstone; Other Gear +1 hide armor, +1 spear, sling, with 10 stones, 
  alluring golden apple‡, arrow magnet‡, cloak of resistance +1, antitoxin, 
  backpack, bedroll, healer’s kit, pesh (5 doses), spell component pouch, 
  silver chain (25 gp), 26 gp
  † See Pathfinder Roleplaying Game Advanced Player’s Guide
  ‡ See Pathfinder Roleplaying Game Ultimate Equipment
  61
  
  ActIOn
  Marrock is an addict who has forsaken his duties to his druid order so 
  he might explore the world within his mind. Still, should the PCs barge 
  into his chamber he views that as an affront to politeness and defends 
  himself to the best of his ability. Marrock uses his spells and abilities to 
  the best of his ability. He tosses his alluring golden apple at a character 
  who appears to have a weak Will save, such as a character in heavy 
  armor without a prominently displayed holy symbol or a character in 
  light armor who is dual-wielding. The goal is to remove that target from 
  combat, at least for a few rounds. In the next round, Marrock activates 
  his arrow magnet if the group has an archer or similar character. 
  Otherwise, he casts ice storm so as to affect as many targets as possible.
  As his next action, Marrock uses wild shape to assume the form of a 
  Large predatory animal. (Preferred forms are lion, grizzly bear, or 
  megaraptor.) While in animal form, Marrock makes decisions on a 
  round-by-round basis whether to attack or cast a spell with a range of 
  touch such as poison or inflict critical wounds.
  If he’s reduced to half or fewer of his normal hit point total, he casts cure 
  moderate wounds. If he’s reduced to one-quarter or fewer after having 
  already cast his cure spell, he uses wild shape to assume the form of 
  either a rat, viper, or raccoon — whichever he deems to be the best 
  option to escape (rat being the most likely). Marrock is familiar with all 
  the cracks and crevices within his chamber, as well as how to navigate 
  through the sewer itself. Once he assumes the form of a Tiny creature, 
  if he makes his way to a wall he should be assumed to have escaped the 
  combat.
  DEvELOPMEnt
  Marrock feels extreme guilt and shame about his addiction, but is unable 
  to stop using pesh even after “curing” himself. He believes he’s an utter 
  failure to his druid order. As such, if he is unable to escape as described 
  above, he fights to the death.
  There is a 10% chance of a methane explosion in this chamber. For open 
  fire sources such as a torch or lantern, check once per round; for fire 
  spells, check when the spell first comes into existence. If the spell has a 
  duration beyond instantaneous, check again at the start of the caster’s 
  turn each round the flame exists. If the methane ignites, it inflicts 2d6 
  fire damage to all creatures in a 10-foot radius spread, centered on the 
  source of ignition. A DC 13 Reflex save halves the damage. Once one 
  explosion has occurred here, another cannot happen for 48 hours.
  s15: tHe Bay (cr varies)
  Map Page: F8, G8, H8, G9, H9, I9, J9, G10, H10, I10, J10
  This natural cove has deep waters and a surprisingly strong current. As 
  the primary terminus point of the sewer system, it should come as no 
  surprise that the water here is terribly polluted. The pollution, in turn, 
  caused the bay’s ecosystem to evolve. The deep waters here are extremely 
  dangerous — not just because of the risk of contracting diseases from 
  the filth, but also from the chance of becoming a snack for the many 
  creatures calling this mess their home.
  This large natural cove seems to be the terminus of the sewer 
  system. What was once likely a spectacular bay within a cavern is 
  now	filthy	with	pollution	and	may	actually	smell	worse	than	it	looks.	
  The fouled water laps at the rocks along the shore, the current 
  bringing	in	wave	after	unending	wave.
  SEtuP
  Any PC or NPC in the water has a 10% chance of contracting filth 
  fever, even though that illness normally only spreads through infected 
  injuries. If the PC or NPC talks at all while in the water — including 
  verbal components for spells — the chance increases to 35%.
  Illness, however, is the least of concerns for anybody in the bay’s dark 
  water. The foul waters have caused the ecology of the bay to rapidly shift, 
  with predators capable of surviving the harsh conditions vying for any 
  food (such as a tasty human or elf). For each round spent in the water, 
  roll a d20 and consult to the table to determine which creature(s) come 
  to visit. If the same result is rolled twice, treat subsequent rolls as “no 
  encounter.”
  s15: Bay — ranDom encounters
  Roll
  Result
  1–10
  No encounter
  11–13
  Slimy hagfish
  14–15
  Devilfish
  16–17
  Incutilis
  18
  Reefclaw
  19
  Giant octopus
  20
  Giant catfish
  Creatures in the water could quickly find themselves overwhelmed with 
  predators of the bay. If three or more predators are present, there is an 
  equal chance a predator attacks a PC, NPC, or another predator. A lucky 
  PC or NPC could use such a free-for-all event as a means to make an 
  62
  
  escape from the fight — but if they remain in the water the following 
  round, they’re still potential targets for all creatures involved, as well as 
  any new predators who investigate.
  filth fever
  type disease, injury or ingested; Save Fortitude DC 12
  Onset 1d3 days; Frequency 1/day
  Effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves
  slimy HagfisH (3) 
  cr 1
  XP 400
  N Tiny animal (aquatic) (Pathfinder Adventure Path #56: 
  Raiders of the Fever Sea)
  Init +2; Senses low-light vision; Perception +1
  D E f E n s E
  Ac 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 17 (2d8+8)
  Fort +7, Ref +7, Will +1
  O f f E n s E
  Speed 30 ft., swim 30 ft.
  Melee bite +4 (1d3+1)
  s t a t i s t i c s
  Str 12, Dex 15, con 18, Int 1, Wis 12, cha 11
  Base Atk +1; cMB +1 (+5 grapple); cMD 12 (can’t be tripped)
  Feats Lightning Reflexes
  Skills Escape Artist +6, Swim +14; Racial Modifiers +4 Escape Artist
  SQ slime cloud
  s P E c i a l  a b i l i t i E s
  Slime cloud (Ex) While underwater, as a free action, a hagfish can 
  secrete slime that transforms a 5-foot cube of water into a transparent 
  cloud of viscous slime. This slime is the aquatic equivalent of rough 
  terrain, and creatures swimming through it expend 2 squares of 
  movement. The slime cloud remains for 10 rounds before dissipating. 
  Hagfish are unaffected by these slime clouds. The slime also grants the 
  hagfish a +4 bonus on grapple checks.
  DevilfisH 
  cr 4
  XP 1,200
  hp 42 (Pathfinder Roleplaying Game Bestiary 2, “Devilfish”)
  incutilis (2) 
  cr 2
  XP 600
  hp 18 (Pathfinder Roleplaying Game Bestiary 4, “Incutilis”)
  reefclaw (4) 
  cr 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary 2, “Reefclaw”)
  giant octoPus 
  cr 8
  XP 4,800
  hp 90 (Pathfinder Roleplaying Game Bestiary, “Octopus, 
  Giant”)
  giant catfisH 
  cr 6
  XP 2,400
  N Huge animal (aquatic) (see “Appendix”)
  Init +3; Senses low-light vision, scent; Perception +11
  D E f E n s E
  Ac 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 68 (8d8+32)
  Fort +10, Ref +5, Will +3
  Resist cold 5
  O f f E n s E
  Speed 5 ft., swim 40 ft.
  Melee bite +11 (2d6+9 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks swallow whole (1d6 bludgeoning and 1d4 acid damage, 
  AC 16, 6 hp)
  s t a t i s t i c s
  Str 23, Dex 8, con 19, Int 1, Wis 12, cha 6
  Base Atk +6; cMB +14 (+18 grapple); cMD 23 (27 vs. grapple)
  Feats Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), 
  Weapon Focus (bite)
  Skills Perception +11, Stealth +1 (+9 muddy or cloudy water), Swim 
  +14; Racial Modifiers +8 Stealth muddy or cloudy water
  E c O l O g y
  Environment any aquatic
  Organization solitary, pair
  treasure none
  ActIOn
  Creatures in the water (other than PCs and NPCs) are simply looking 
  for a meal. The filth flowing into the bay on a daily basis from Edgewater 
  has long since killed most of the aquatic plants and driven off the other 
  fish that were once bountiful. In fact, it is this very abuse of the bay’s 
  ecosystem that brought Edgewater to the attention of the druids in the 
  first place.
  The incutilis is exceptionally intelligent, especially when compared to 
  the other potential predators in the bay. The pair work together, seeking 
  to pick off stray targets — those who have drifted from their primary 
  group and so forth. Their Tiny size does mean they need to be careful in 
  combat, as they must enter an opponent’s square in order to attack. Once 
  safely in the same square as an opponent, it lashes with its tentacles and 
  seeks to grab hold to prevent escape. This pair currently has no puppets. 
  They retreat if both are reduced to one-quarter or fewer hit points, or if 
  one has died and the other is reduced to one-third or fewer.
  The quartet of reefclaw viciously attacks any foes, lashing with their 
  claws and seeking to grab hold so they can constrict. These baleful 
  creatures attempt to drag humanoids under the waves if they manage 
  to get a grasp. Once combat begins, the reefclaw enter a frenzy and fight 
  to the death.
  The devilfish begins combat by using its unholy blood ability, hoping to 
  obscure the vision of its intended prey as well as any other predators in 
  the area. Once the black cloud of blood has filled the water, the creature 
  moves to attack with its tentacles; if any hit, it attempts to grapple that 
  foe so it can make use of its savage bite the following round. It retreats if 
  reduced to 8 or fewer hit points.
  63
  
  The giant octopus also lashes with its tentacles, which have extended 
  reach (up to 20’). Any creature struck by a tentacle is possibly ensnared; 
  the creature attempts to drag such creatures toward its mouth, so it can 
  feast upon the tasty flesh. If it is reduced to 9 or fewer hit points, it uses 
  its jet ability to make an escape back out toward the deeper sea.
  The giant catfish spends the majority of its time at the bottom of the 
  bay, feeding off whatever floats down to it. On occasion, however, the 
  gigantic omnivore swims the bay’s murky waters looking for something 
  other than refuse and smaller scavengers. The bay’s waters count as 
  “muddy or cloudy” for purposes of the creature’s racial bonus to Stealth. 
  When it finds a target it wishes to consume, it’s surprisingly nimble as it 
  moves in for the kill. It attempts to bite and grab hold of its chosen meal; 
  if successful, it attempts to swallow the creature the following round. It 
  flees if reduced to 15 or fewer hit points.
  Druids and their guardians aboard the ship are likely to take pot shots 
  at the PCs in the water. PCs who are otherwise engaged with the various 
  denizens of the sea are easy pickings for an archer or spellcaster to nail. 
  The druids are well aware of the creatures lurking in the bay, having 
  explored it thoroughly while in animal form. They know these predators 
  are mean and nasty once combat begins, so if at all possible they stay 
  away and allow the PCs to tangle with them alone. If a druid is in the 
  bay and unable to escape when a creature attacks, there is a 50/50 chance 
  he continues to fight the PCs or wild shapes into an aquatic animal and 
  attempts to escape. Each round the druid takes damage, whether from a 
  PC or a creature, reroll the percentage dice, increasing the chance of the 
  druid fleeing by 10% each time. (So, 50% chance of fleeing at the start 
  of combat; 60% chance the first time he takes damage; 70% chance the 
  second time; and so forth.)
  DEvELOPMEnt
  If the druids were somehow unaware of the PCs’ presence prior to 
  combat occurring in the bay, the noise that’s likely to result from the 
  thrashing, splashing, and so forth automatically draws their attention to 
  the PCs and their current predicament.
  sCEnE 4: dRuid CommAnd vEssEL
  The Damnation is an old sailing ship meticulously maintained by the 
  druids, and modified to also use an alchemical fuel source (see below). 
  Currently, it’s docked in Edgewater’s “sewer bay” and serving as the 
  command point for the campaign of death and terror against the port 
  city. While at sea, the Damnation has a crew of 82, including six named 
  officers and NCOs. Currently, the six officers and named NCOs remain 
  aboard the ship, along with a small retinue of guards; the remainder are 
  patrolling the sewers, stashed in the “Druid Command” chambers (see 
  area S14 above), or working reconnaissance in and around Edgewater.
  Running encounters on the Damnation should be similar to running 
  them in the sewers. Everything should be extremely dynamic, and utter 
  chaos breaking out is highly likely. PCs need to use their wits and guile, 
  rather than simply kick down the door and react if they wish to survive 
  a boarding mission onto the ship. With that in mind, the descriptions 
  that follow infrequently list sailors or officers in specific locations. For 
  example, the crow’s nest is always occupied by three, so that description 
  includes that information; the main deck, however, can have any 
  number of sailors — especially once combat begins. The GM, instead, 
  must use her judgment to determine who is where as combat unfolds. 
  Which officers rush to the combat? Which sailors slink away, hoping 
  to avoid a fight? Any encounters aboard the Damnation are fluid and 
  potentially chaotic, rather than static.
  baSic Ship deScription
  The Damnation is a modified galliot design, much longer than a 
  typical galliot (or any other two-masted ship, for that matter). The 
  aft mast (called a “mizzen mast”) is smaller, used to help provide 
  maneuverability. The mizzen mast stands 25 feet above the deck; the 
  main mast, by comparison, stands 60 feet above the deck and is topped 
  with a crow’s nest to allow observation at greater distances.
  The main mast is rigged for square sails; the mizzen mast is rigged with 
  “spanker” sails. The main mast has several staysails which run along the 
  stays from the mast to the figurehead and prow. The main mast supports 
  rigging for four sails: the main course (the lowest), two topsails (“main 
  upper” and “main lower”), and a main royal. The mizzen mast also 
  supports three sails, from top to bottom: lower spanker, upper spanker, 
  and spanker topsail.
  SailS and Rigging
  There is, of course, a metric ton of information about sails, 
  rigging, and sailing ships on the internet. If you’re interested in 
  learning more about the basics, a site I found incredibly useful 
  was http://sailing-ships.oktett.net/square-rigging.html. That 
  page has a lot of great but simplified information about how 
  a ship is rigged, the names of the sails and rigging, and how it 
  all actually works. Beyond that page, the site has a database 
  containing information about 1,106 different sailing ships (as of 
  this writing) as well as a long list of articles that go into depth 
  about nautical terms beyond just describing square sails.
  The front of the ship features a prominent figurehead depicting a 
  unicorn. The creature’s horn is more pronounced than is typical, 
  extending well beyond the bow of the ship.
  64
  
  The lower deck features 8 portals for cannons. This is, for all intents and 
  purposes, a design flaw of the ship. This puts the cannons extremely 
  close to the water’s edge. In rough seas, the captain needs to decide 
  whether to keep the cannon portals closed or risk having water pound 
  the interior of the ship. Each cannon requires a minimum of two crew 
  members to operate, has a range increment of 100 ft., inflicts 6d6 points 
  of bludgeoning and piercing damage, and inflicts x4 damage on a 
  critical hit. Reloading a cannon on the Damnation requires 3 full-round 
  actions, and requires 1 full-round action to aim. It misfires on a roll of 
  a 1; if this happens, the cannon gains the broken condition. A cannon 
  with the broken condition adds four to the misfire range in addition to 
  all the other penalties imposed by the condition. If the cannon misfires 
  again, that attack roll automatically misses and the cannon explodes. 
  The explosion deals 6d6 damage to all creatures and objects within 20 
  ft., allowing a DC 20 Reflex save for half damage.
  propulSion
  In addition to its impressive rigging and sails, the Damnation also has 
  the ability to augment the natural wind with wind generated from an 
  alchemical engine room (see Area v10 below). The main mast is actually 
  hollow, and a series of levers in the engine room abut small ports along 
  the various edges of the mast. The alchemical reaction produced in the 
  engine room results in wind channeling into the hollow mast. This wind 
  then exits the open ports along the mast which in turn add wind to 
  the sails. The engineer in the engine room can open or close ports as 
  necessary to affect the direction of this added wind.
  v1: the poop deck 
  This raised deck at the aft of the ship contains the wheel used to steer 
  the ship with the rudder. The raised deck affords a good view of the ship 
  as a whole, and gives the captain and navigator a good indication of 
  the prevailing wind speed and direction. There are always 3–5 (1d3+2) 
  crewmembers on the poop deck. It is likely the captain, navigator, or first 
  officer is also here (80% chance of one being present; if one is present, 
  40% it’s the captain, 20% navigator, 20% first officer).
  Two cannons are positions on the poop deck, aimed aft. The cannons are 
  mounted on a swivel, allowing for a range of 75 degrees in a sweeping 
  arc.
  v2: croW’S neSt
  The crow’s nest sits atop the main mast and affords a spectacular view of 
  the ship’s surroundings when it’s out at sea. The crow’s nest always has 
  three lookouts: 2 archers and 1 guardian. Crew take shifts in the crow’s 
  nest for 4 hours at a time. The three crewmembers work as a unit, each 
  scanning the horizon for a minute or so before moving to a different 
  angle. The rotation is always counterclockwise. When the Damnation’s 
  full complement of crew are aboard, shifts in the crow’s nest are instead 
  2 hours long.
  v3: foredeck
  This large foredeck is strategically important for a few reasons. When the 
  Damnation was used for other means, this space was often used to help 
  carry large cargoes. Additionally, five sturdy bitts are embedded into 
  the deck here, to help secure the ship to a dock. Finally, the Damnation 
  currently has four cannons positioned on this deck for defense; a pair 
  is aimed off the port and starboard sides, and a mounted swivel gives 
  each a 75 degree range of motion. There are always 2–5 crewmembers 
  (1d4+1) milling about on this deck performing various tasks: swabbing 
  the deck, cleaning or otherwise maintain the cannons, checking the 
  rigging that extends to the figurehead, and so forth.
  v4: chart room
  This large room is used by the officers to plot courses and reference 
  various charts: tidal, current, etc. All four walls are plastered with 
  various maps, including a full map of the city of Edgewater indicating 
  all the tactically important locations such as the mayor’s residence. 
  (If the PCs have a long history in Edgewater, by all means feel free to 
  indicate that their residence is also tagged.) A sturdy oak table secured 
  in the center of the room has additional maps and charts spread out on 
  its surface. Short bookcases sit along the walls in several location, each 
  heaped with rolled up maps and charts. Sextants, compasses, and other 
  implements for charting a course litter the table on top of the maps and 
  charts. A smaller wooden table and three chairs sit off to one corner.
  The room contains a door that leads out to the ship’s main deck. Typically, 
  this door is kept closed but unlocked. However, in an emergency the 
  door can be locked from the inside; a wooden bar placed across the 
  door in such a situation makes it difficult to force open. A stairwell leads 
  down into the captain’s quarters.
  Bogdani currently uses this room as a war room, holding briefings with 
  returning agents and strategy discussions with his crew as needed.
  If the captain is not on the poop deck, during the day there is a 40% 
  chance of finding him here. Similarly, if the first officer or navigator are 
  not on the poop deck, there is a 20% chance of either being present. (It 
  is possible all three are present in this room.)
  v5: main deck
  This is the main deck of the Damnation. At any given time, 2d3+1 
  crewmembers move about the deck, either performing some chore 
  (cleaning cannons, running messages, attending sails and rigging, etc.) 
  or moving between areas of the ship. Currently, six cannons are on the 
  main deck, three to each side. These cannons are fixed in location with a 
  range of only 20 degrees horizontally.
  At the fore and aft, two sets of stairs lead up to the foredeck and poop 
  deck respectively. In addition to the door at the aft leading into the 
  chart room, another door at the fore leads into S6, and it is through this 
  door that most of the crew moves to access various aspects of the ship. 
  Captain Bogdani recognizes that this bottleneck is a tactical weakness 
  of his ship, but is resigned to the fact that he can’t do too much about it 
  at this stage.
  v6: StoraGe and acceSS
  This room is used for storage as well as to grant access to lower levels of 
  the ship. Through his first officer, Captain Bogdani insists that this room 
  be kept exceptionally neat and ordered. If the captain cannot do anything 
  to remove the bottleneck, he at least intends to make movement through 
  this chamber as fluid as possible. Crates, bins, and shelves are used to 
  great effect here to keep supplies ordered and neat.
  This room is used to store the ship’s sails when they’re not in use. In 
  addition, other supplies needed topside are stored here, such as rope, 
  pitch, and buckets. In the center of the room, an area is set aside for the 
  storage of black powder and cannon fuses. The black powder caskets are 
  kept under a waterproof and flame-resistant tarp.
  The door at the aft of the room leads out to the main deck. Under normal 
  circumstances this door is left open; however, it can be both locked and 
  barred to prevent passage. To the fore, another door leads to the officer’s 
  quarters. This door is always kept locked. All the officers have a key to 
  the room. Two flights of stairs lead down into room v13.
  v7: officer’S QuarterS
   This chamber at the fore of the ship is where the first officer, navigator, 
  and chief engineer reside. The room contains four comfortable bunks, 
  locked chests, and two chest-of-drawers. The fourth bunk is intended 
  for the ship’s surgeon, a position currently left unfilled intentionally, 
  65
  
  given all the druids running around the ship. Each officer has his or her 
  own chest, and carries the key to such at all times. In addition, a chest-
  of-drawers is shared among two officers. They typically use this space for 
  storing common items such as undergarments, leggings, and the like. 
  Two sturdy but small wooden desks sit on either side of the chamber.
  v8: captain’S QuarterS
  This large chamber is luxuriously appointed and used by the captain as 
  his private chambers. A door was recently installed at the base of the 
  stairwell leading down from the chart room; a second door leads out to 
  the deck, granting the captain access to the mess hall, engine room, and 
  crew’s chambers.
  The floor in this chamber is covered in a magical carpet that has the 
  look and feel of a forest floor. The effect is produced with illusory magic, 
  but is sufficient for Captain Bogdani to feel more at home. A large four-
  post bed sits in the center of the chamber, with silk scarves and curtains 
  draped over the posts to provide privacy for those on the bed. Bookcases 
  line the starboard wall, and a large mahogany desk dominates the port 
  wall. A sturdy oak table with four comfortable but practical chairs sits 
  near the aft of the room. Under the table is a trap door that leads down 
  into the ship’s smuggling chamber.
  Much to Captain Bogdani’s chagrin, Gertie Treadwater insists they 
  communicate frequently via the animal messenger spell. Bogdani 
  would prefer little to no communication; however, if communication is 
  necessary he believes animal messenger is among the least secure methods 
  — enemies could easily intercept messages, or just an act as simple as a 
  hunter picking the wrong target could lead to communications failing. 
  To this end, there are seven scrolls of animal messenger in one of the 
  desk drawers. This way, Bogdani does not need to prepare the spell in 
  order to fulfill his communication requirements with Gertie.
  Bogdani has become sloppy with his disposal of notes received from 
  Gertie, however. Originally, he would shred them and then burn the 
  pieces; now, he keeps the shredded remains in his desk drawer, with 
  plans to “eventually” burn the whole pile. PCs who find these shreds 
  have a few options to reassemble the notes. A simple mending spell, cast 
  once for each note in the pile, will return the parchment to its original 
  state. Otherwise, PCs can assemble the notes by hand. Doing so requires 
  a base DC 11 Intelligence check; increase the DC by 2 for each note you 
  opt to add to the pile beyond the first. That is, if you decide to add 5 
  notes to the pile, the DC would be 19; if you have only two notes, the DC 
  is 13. Sorting the notes by hand requires one minute for the first note. 
  Each additional note adds one minute for every note in the pile. That 
  is, a second note adds 2 minutes, a third note adds 5 minutes (2 for the 
  second, 3 for the third), a fourth note adds 9 minutes, and so on.
  GMs should determine the number and content of the notes included 
  in the pile based on her game group. Suggestions for the notes appear in 
  the sidebox to help guide the GM. If your group likes mysteries, feel free 
  to go with more cryptic messages; if your group despises mysteries and 
  simply wants information after restoring the notes, pick contents that 
  are far more incriminating.
  Hidden and locked trap door: hardness 5; 20 hp; break DC 20; 
  Perception DC 25; Disable Device DC 30.
  v9: meSS hall
  Unlike other chambers of the ship, this room has no doors; instead, an 
  archway in each wall allows entry. Numerous long wooden tables with 
  benches dominate this room. The aft starboard corner contains a small 
  cooking area. Smoke from this area is magically funneled out a vent in 
  the top of the mizzen mast.
  v10: enGine room
  This chamber controls the alchemical contraption that powers the main 
  mast. A secret door hidden in the aft wall (DC 22 Perception to locate) 
  grants access to the chamber. Within the room, the engineer and his 
  staff work to keep the ship sailing even when wind is light. The chief 
  engineer has an alchemist and two junior engineers working under her, 
  and the foursome work to keep this chamber clean and operational at all 
  times. Senisa spent some time ashore, teaching Alti (see Area n19f) how 
  to concoct civilization’s downfall. The druids still maintain control of the 
  necessary reagents to concoct the deadly virus, but are quite content to 
  have the wererats actually making the substance — they believe it adds 
  an additional layer between them and whoever comes to investigate.
  66
  9
  H
  I
  J
  
  v11 & v12: creW QuarterS
  The long, narrow chambers house all the crew. Hammocks in here 
  are strung at least three high floor to ceiling, oftentimes at odd angles 
  relative to the floor or wall. In total, the two chambers contain over 100 
  hammocks. Small lockboxes, about 2 feet to a side, line the outside walls 
  of the chamber, and are stacked 2 high on small shelves built specifically 
  to hold the boxes. Each sailor is assigned a box, and it contains all 
  their worldly possessions with them aboard the ship: clothing, stashed 
  valuables, mementos from home, and so forth. Each sailor has a key 
  to their own box; in addition, the captain and first officer possess a 
  “master” key capable of opening all the boxes in these chambers.
  Several wooden tables and chairs fill the interior section of each chamber, 
  giving sailors a place to sit and chat, play dice, maintain their equipment, 
  and perform other similar tasks. Under normal circumstances, both 
  chambers are abuzz with activity, even during the middle of the night. 
  At any given time, 10–40 (1d4x10) sailors are in these rooms, in total. 
  Of those here, about half are asleep in their hammock, while the other 
  half either lays quietly or performs some task (oftentimes not so quietly) 
  at the tables.
  Steel Lockbox: hardness 5; 30 hp; break DC 25; Disable Device DC 20
  v13: StoraGe
  This chamber is used for storage, mostly supplies. This is where the 
  Damnation keeps its food and water supplies, for example. Organized 
  neatly through the room are several dozen casks of fresh water, a half-
  dozen crates containing bottles of elven wine (valued at 20 gp per bottle; 
  33 bottles in total), and dozens of crates and barrels with dried fish, 
  jerky, fresh mushrooms, citrus fruits, dried oats, nuts, and similar foods.
  A locked door in the fore walls leads to the ship’s brig. This door is always 
  locked, even if the brig is empty. The captain and first officer have the 
  key to the chamber. A door in the aft wall leads to the hall near the crew’s 
  quarters. This door is typically left open but can be locked and barred 
  from this side in an emergency. Two flights of stairs lead up to v6, and a 
  trap door in the aft starboard corner leads down to the gun deck.
  v13a: briG
  The walls of this chamber are reinforced with iron, and also contain a 
  thin layer of lead to prevent scrying or most dimensional travel. The 
  room contains a total of three cells, each with a separate lock. Only the 
  captain and first officer have keys to the cell locks. Each cell is small, 
  about 5 feet by 7 feet; they were never intended for long term prisoners, 
  but rather a short term location to keep a drunk sailor from hurting 
  himself or others, or for housing a criminal aboard ship until such time 
  as they could make port. Currently, all cells are empty.
  Steel Bars: hardness 10; hp 60; break DC 28
  jail Locks: Hardness 5; hp 30; break DC 28; Disable Device DC 25
  v14: SmuGGlinG chamber
  This small chamber at the rear of the lower deck can only be accessed 
  via the trap door hidden in the captain’s chamber. The room is lined 
  with a thin layer of lead embedded in the walls to prevent scrying and 
  dimensional travel. Currently, the chamber is empty. Prior to arriving 
  in Edgewater, this chamber was used to store supplies needed to make 
  civilization’s downfall.
  v15: Gun deck
  As described above, this chamber is the ship’s primary gun deck. The 
  gunny mate makes his quarters here, with a hammock hung on the aft 
  wall of the chamber. Each cannon has three open crates nearby: one 
  with 12 cannonballs, one with 20 rounds of grapeshot, and a third with 
  14 rounds of chain shot. Additional crates of ammunition are stacked 
  through the middle of the ship. In addition, each cannon has a water 
  tight cask of gunpowder nearby, as well as a box of fuses. Unless the 
  captain or first officer orders otherwise, the gunny mate is always 
  found here, as are 20 sailors. During combat, additional sailors arrive 
  to aid with the loading and firing of the cannons, bailing water, or 
  extinguishing fires.
  creW
  The crew of the ship reacts quickly to attacks, and moves as needed 
  throughout the ship. In some cases (for example, the crow’s nest [Area 
  v2]) areas above will always have the listed crew unless the PCs have 
  actively removed them. In other cases, the denizens of the room are 
  fluid, such as the case of the crew’s quarters (Areas v11 and v12). In 
  all cases, unless a room says otherwise, any occupants of a room react 
  as quickly as possible to the sounds of an attack on the ship. Each 
  crewmember has a specific task in such a situation, whether it’s manning 
  cannons, rushing to the deck to engage potential boarders, or moving to 
  secure stairwells.
  Sample NoteS
  Below are 10 samples the Gm may either select or use as a 
  guidance when writing her own.
  “Bogdani — I am most pleased with your progress so far! Keep 
  me informed as the plan progresses! Gertie”
  “B: Continue as we discussed. Things are going well. G”
  “those fools will pay for the embarrassment they caused my 
  husband! Poison them all!”
  “The plague seems to be more effective than we imagined. 
  Amazing!”
  “Make sure the filthy rats appear guilty. We don’t want any 
  snoops here in DSB.”
  “You are ruthlessly efficient, Captain. Continue as planned.”
  “How soon until the next phase of our plan? I long to see 
  Edgewater annihilated.”
  “I have not received messages as scheduled. Please confirm all 
  is well on your end.”
  “You cannot murder indiscriminately. Edgewater must be made 
  aware why they are under attack and granted the opportunity 
  to surrender and make amends.”
  “I will not make my next scheduled payment to you until such 
  time as you demonstrate the level of suffering in Edgewater is 
  as high as you claim in your notes. Proof, not tales, Bogdani!”
  Of course, determine as needed for your group how (if at all) 
  Gertie signs off her notes, how she addresses Captain Bogdani, 
  and so forth. Some of these notes have a ruthless tenor, 
  while others have a softer edge. Tailor your notes accordingly 
  depending how you wish to play Gertie Treadwater to your 
  group.
  67
  
  SHIP’S cAPtAIn
  The Damnation’s captain is also the leader of the druid expedition, a 
  human male named Bogdani. He is not an especially experienced 
  captain, but recognizes this limitation. He leaves much of the day-to-
  day operations and decision making in the hands of his first officer 
  and navigator. He is far more interested and invested in the effects of 
  civilization’s downfall on Edgewater.
  In combat, he doesn’t shy away from using his scimitar, though prefers 
  relying on his spells for maximum effect. If given time to prepare before 
  combat, he casts longstrider, barkskin, and death ward, in that order. If 
  he decides he lacks time for three spells, he drops longstrider first and 
  barkskin next — meaning he views death ward as his most important 
  preparatory spell, and longstrider his least. In combat, his spell selection 
  relies heavily upon the situation. He likes casting baleful polymorph on 
  obvious arcane spellcasters; he also enjoys casting rusting grasp and 
  then wading into combat against a heavily armored foe (though he only 
  attempts this tactic if he can also use detect magic to determine if the 
  intended victim’s armor or primary weapon is nonmagical).
  BogDani 
  cr 9
  XP 6,400
  Male human druid (blight druid) 10 (Pathfinder Roleplaying 
  Game Advanced Player’s Guide, “Blight Druid”)
  LE Medium humanoid (human)
  Init –1; Senses Perception +17
  D E f E n s E
  Ac 14, touch 9, flat-footed 14 (+5 armor, –1 Dex)
  hp 78 (10d8+30)
  Fort +9, Ref +4, Will +12
  Immune disease, sickened, nauseated
  O f f E n s E
  Speed 20 ft.
  Melee +1 scimitar +9/+4 (1d6+2/18–20)
  Ranged mwk sling +7/+2 (1d4+1)
  Special Attacks destructive aura (+5, 10 rounds/day), destructive smite 
  (+5 damage, 8/day), miasma (DC 20), wild shape 4/day
  Druid Spells Prepared (CL 10th; concentration +15)
  5th—baleful polymorph (DC 20), death ward, shoutD (DC 20), wall of 
  thorns
  4th—blight (DC 19), dispel magic, inflict critical woundsD (DC 19), repel 
  vermin, rusting grasp
  3rd—call lightning (DC 18), contagion (DC 18), meld into stone, rageD, 
  spike growth (DC 18)
  2nd—barkskin, chill metal (DC 17), hold animal (DC 17), shatterD, 
  spider climb, summon swarm
  1st—charm animal (DC 16), entangle (2) (DC 16), faerie fire, longstrider, 
  speak with animals, true strikeD
  0 (at will)—detect magic, flare (DC 15), light, read magic
  D Domain spell (Destruction)
  s t a t i s t i c s
  Str 12, Dex 8, con 14, Int 10, Wis 21, cha 13
  Base Atk +7; cMB +8; cMD 17
  Feats Acrobatic, Augment Summoning, Lightning ReflexesB, Natural 
  Spell, Skill Focus (Stealth), Spell Focus (conjuration)
  Skills Acrobatics –1, Craft (alchemy) +13, Fly +8, Handle Animal +8, 
  Knowledge (nature) +15, Perception +18, Stealth +0, Survival +20
  Languages Common, Druidic, Sylvan
  SQ nature bond (Destruction domain), nature sense, vermin empathy 
  +11, woodland stride
  combat Gear potion of cure serious wounds, wand of cure moderate 
  wounds (20 charges); Other Gear +1 hide armor, +1 scimitar, mwk 
  sling, with 10 stones, headband of inspired wisdom +2, spell component 
  pouch, key, 2,420 gp
  s P E c i a l  a b i l i t i E s
  Blightblooded (Ex) At 9th level, a blight druid gains immunity to 
  all diseases, including natural and supernatural diseases. She also 
  becomes immune to effects that would cause her to become sickened or 
  nauseated. This ability replaces venom immunity.
  Miasma (Ex) Starting at 5th level, if a blight druid is adjacent to a creature 
  at the beginning of its turn, the creature must succeed at a Fortitude save 
  with a DC of 10 + 1/2 the druid’s level + the druid’s Wisdom modifier 
  or become sickened for 1 round. A creature of the animal, fey, or plant 
  type that fails its save is nauseated for 1 round and sickened for 1 minute 
  thereafter. If the creature makes its save, it is immune to this effect for 24 
  hours, as are creatures immune to disease. This ability replaces trackless 
  step and resist nature’s lure.
  vermin Empathy (Su) A blight druid can improve the attitude of 
  vermin as a normal druid can with animals. Vermin have a starting 
  attitude of unfriendly. The blight druid can also improve the attitude of 
  animals and mindless undead creatures that were formerly animals, but 
  she takes a –4 penalty on the check unless the animal or undead has a 
  disease special attack. This ability replaces wild empathy.
  FIRSt OFFIcER
  Senlan is, quite simply, a hired hand. He is vaguely aware of the druids’ 
  overarching plans, both here in Edgewater and beyond. He’s not 
  particularly bothered about the idea of wiping out civilization, though 
  he intentionally distances himself from the plot and refuses to be 
  68
  
  brought in on all the details. Senlan is a skilled naval officer, very capable 
  of running the Damnation. He keeps the crew on their toes, constantly 
  running drills — fire drills, attack drills, sea monster defense drills, and 
  whatever else he can devise to plan for the uncertainties of life at sea. 
  He’s a tough taskmaster, and not afraid to dish out stern punishment 
  — flogging, keelhauling, being lashed to the mast, and more are all 
  standard punishments in his repertoire.
  In combat, he seeks to gain a flanking position whenever possible so he 
  can make use of his sneak attack. Barring that, he’s not opposed to using 
  Stealth to gain the upper hand during a battle; he moves into and out of 
  shadows, ducks behind crates, and uses whatever other methods he can 
  to gain the brief moment he needs to avoid detection.
  senlan 
  cr 6
  XP 2,400
  Male half-elf fighter 3/rogue 4
  NE Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +12
  D E f E n s E
  Ac 19, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 dodge, +1 shield, 
  +1 dodge vs. traps)
  hp 66 (7 HD; 3d10+4d8+32)
  Fort +7, Ref +8 (+1 vs. traps), Will +4 (+1 vs. fear); +2 vs. enchantments
  Defensive Abilities bravery +1, evasion, uncanny dodge; Immune sleep
  O f f E n s E
  Speed 30 ft.
  Melee +1 dagger +8/+3 (1d4/19–20), +1 light hammer +8 (1d4)
  Special Attacks sneak attack +2d6
  s t a t i s t i c s
  Str 8, Dex 16, con 16, Int 13, Wis 10, cha 12
  Base Atk +6; cMB +5; cMD 19
  Feats Dodge, Iron Will, Skill Focus (Profession [sailor])B, Stealthy, 
  Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon 
  Finesse
  Skills Acrobatics +13, Bluff +7, Climb +9, Escape Artist +5, Intimidate 
  +8, Knowledge (geography) +2, Perception +12, Profession (sailor) +13, 
  Stealth +13, Swim +6; Racial Modifiers +2 Perception
  Languages Aquan, Common, Elven
  SQ armor training 1, rogue talents (finesse rogue, ledge walker), trap 
  sense +1, trapfinding +2, elf blood
  combat Gear potions of cure light wounds (3), potion of protection from 
  good; Other Gear +1 studded leather, +1 dagger, +1 light hammer, key, 
  gold hoop earring (10 gp), 12 gp
  nAvIGAtOR
  Hannah always had a thirst for travel and a knack for finding her way 
  even in the most distant of lands. It just made sense for her to combine 
  those two traits and book passage aboard a freighter when she was a 
  teen, trading her knack for navigation for free passage. For the twenty 
  years since that time, she has spent more time aboard ships than on 
  land. For the last three, Hannah has been employed by Senlan as his 
  navigator. The half-elf trusts her implicitly to get his ship wherever it 
  needs to go. So far, she’s never failed to deliver.
  Hannah is thoroughly selfish, and extraordinarily cowardly. She has no 
  taste for combat whatsoever, and opts to lock herself in the chart room 
  if necessary to avoid a fight. If forced into combat, she fights defensively, 
  using her dagger to (hopefully) keep her foes at bay until help can 
  arrive. If a menacing look and firm defense don’t appear to be enough, 
  she uses her wand of magic missiles to go on the offensive, moving and 
  maneuvering to gain a defensible position — all the while yelling and 
  screaming for help from whoever is nearby.
  HannaH 
  cr 5
  XP 1,600
  Female human expert 7
  NE Medium humanoid (human)
  Init +4; Senses Perception +13
  D E f E n s E
  Ac 15, touch 11, flat-footed 15 (+4 armor, +1 deflection)
  hp 31 (7d8)
  Fort +5, Ref +3, Will +7
  O f f E n s E
  Speed 30 ft.
  Melee dagger +4 (1d4–1/19–20)
  Ranged dagger +5 (1d4–1/19–20)
  s t a t i s t i c s
  Str 8, Dex 10, con 10, Int 15, Wis 12, cha 11
  Base Atk +5; cMB +4; cMD 15
  Feats Alertness, Great Fortitude, Improved Initiative, Magical Aptitude, 
  Skill Focus (Knowledge [geography])
  Skills Acrobatics +2, Climb +1, Diplomacy +1, Knowledge (geography) 
  +17, Knowledge (local) +8, Knowledge (nature) +9, Perception +13, 
  Profession (sailor) +11, Sense Motive +13, Spellcraft +14, Survival +11, 
  Swim +8, Use Magic Device +12
  Languages Aquan, Common, Elven
  combat Gear potion of cure light wounds, potion of barkskin, wand of 
  gust of wind (8 charges), wand of magic missile (29 charges); Other Gear 
  mwk chain shirt, dagger, cloak of resistance +1, ring of protection +1, 
  masterwork sextant, 12 gp
  cHIEF EnGInEER
  Senisa is technically the owner of the Damnation, and is also a member 
  of the blight druid cult — though obviously not a blight druid herself. 
  She performed the extensive modifications to the ship to install the 
  engine room, and devised the alchemical formula necessary to power 
  the engine. Senisa despises the large cities built by the humans: cities 
  that pollute the land and water, strip the world of forests and grasslands, 
  and promote crime, disease, filth, and poverty. She has been waiting for 
  an opportunity to lay low a filthy human city for decades.
  If dragged into combat, the alchemist either makes use of a concussive 
  bomb or draws forth one of her many wands and scrolls. She particularly 
  enjoys using wand of enfeeblement on arcane spellcasters. More than 
  once, the damage to the target’s Strength has left him too weak to hold 
  even a simple dagger. She has no qualms using her tanglefoot bag or 
  thunderstone if even half an opportunity presents itself.
  senisa 
  cr 5
  XP 1,600
  Female middle-aged elf alchemist 6
  NE Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +11
  69
  
  D E f E n s E
  Ac 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
  hp 36 (6d8+6)
  Fort +6, Ref +7, Will +4; +2 vs. enchantments, +4 vs. poison
  Immune sleep
  O f f E n s E
  Speed 30 ft.
  Melee mwk dagger +3 (1d4–2/19–20)
  Ranged bomb +7 (3d6+4 fire)
  Special Attacks bomb 12/day (3d6+4 fire, DC 17)
  Alchemist Extracts Prepared (CL 6th)
  2nd—barkskin, detect thoughts (DC 14), protection from arrows, see 
  invisibility
  1st—comprehend languages, endure elements, expeditious retreat, reduce 
  person (DC 14), shield
  s t a t i s t i c s
  Str 7, Dex 14, con 12, Int 18, Wis 11, cha 13
  Base Atk +4; cMB +2; cMD 14
  Feats Brew Potion, Extra Bombs, Improved Initiative, Iron Will, Throw 
  Anything
  Skills Acrobatics +4, Appraise +10, Climb +0, Craft (alchemy) +13, 
  Disable Device +10, Knowledge (arcana) +13, Knowledge (nature) +13, 
  Perception +11, Spellcraft +13 (+15 to identify magic item properties), 
  Swim +0, Use Magic Device +10; Racial Modifiers +2 Perception, +2 
  Spellcraft to identify magic item properties
  Languages Aquan, Common, Elven, Goblin, Sylvan, Undercommon
  SQ alchemy (alchemy crafting +6, identify potions), discoveries 
  (concentrate poison, concussive bomb [3d4+4 sonic plus deafness], 
  precise bombs [4 squares]), elven magic, mutagen (+4/–2, +2 natural, 60 
  minutes), poison use, swift alchemy, swift poisoning, weapon familiarity
  combat Gear potions of cure light wounds (2), scroll of faerie fire, scroll 
  of obscuring mist, scroll of chill metal, wand of acid arrow (22 charges), 
  wand of ray of enfeeblement (37 charges), acid (2), alchemist’s fire, 
  tanglefoot bag (2), thunderstone (2); Other Gear +1 chain shirt, mwk 
  dagger, antitoxin, 13 gp
  GunnY MAtE
  Most seafarers are surprised to see a dwarf serving aboard a ship 
  captained by an elf. Andrei just laughs, gives a hearty slap on the back, 
  and offers to share a drink while discussing the benefits of working 
  for an elven crew. Andrei doesn’t have the first clue as to what the 
  Damnation is doing here, nor does he care one whit. As long as the 
  pay keeps coming, allowing him to purchase ale and mead, he has no 
  intention of ever learning.
  In combat, Andrei is formidable, at least as long as he’s able to keep his 
  target at range. The dwarf is a master marksman with both his revolver 
  and rifle and also has a knack for getting the most out of the ship’s 
  cannons. He despises the working conditions aboard the Damnation, 
  but the captain recently agreed to up his pay by 50%, which is good 
  enough for the boisterous dwarf to keep his mouth shut about the 
  constant flooding on the gun deck.
  anDrei 
  cr 5
  XP 1,600
  Male dwarf gunslinger 6
  N Medium humanoid (dwarf)
  Init +5; Senses darkvision 60 ft.; Perception +11
  D E f E n s E
  Ac 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, +4 dodge vs. giants)
  hp 49 (6d10+12)
  Fort +8, Ref +9, Will +3; +2 vs. poison, spells, and spell-like abilities
  Defensive Abilities nimble +2
  O f f E n s E
  Speed 20 ft.
  Melee mwk warhammer +7/+2 (1d8/x3)
  Ranged +1 revolver +11/+6 (1d8+4/20/x4) or mwk rifle +10/+5 
  (1d10/20/x4)
  Special Attacks grit (3), gun training (revolver, +3), +1 on attack rolls 
  against goblinoid and orc humanoids
  s t a t i s t i c s
  Str 10, Dex 16, con 14, Int 13, Wis 10, cha 12
  Base Atk +6; cMB +9; cMD 22 (26 vs. bull rush, 26 vs. trip)
  Feats Agile Maneuvers, Extra Grit, Gunsmithing, Skill Focus 
  (Perception), Weapon Focus (revolver)
  Skills Acrobatics +9 (+5 when jumping), Appraise +2 (+4 to 
  assess nonmagical metals or gemstones), Climb +6, Heal +6, Intimidate 
  +10, Perception +11 (+13 to notice  unusual stonework), Profession 
  (sailor) +6, Sense Motive +3, Survival +9, Swim +6; Racial Modifiers 
  +–4 Acrobatics when jumping, +2 Appraise to assess nonmagical metals 
  or gemstones, +2 Perception to notice unusual stonework
  Languages Common, Dwarven, Goblin
  SQ deeds (deadeye, gunslinger initiative, gunslinger’s dodge, pistol-
  whip, quick clear, utility shot), gunsmith
  combat Gear potions of cure moderate wounds (2), potion of invisibility, 
  acid, tanglefoot bag; Other Gear +1 mithral chain shirt, mwk 
  warhammer, +1 revolver, mwk rifle, with 50 bullets, cloak of resistance 
  +1, gold chain with sea turtle-shaped sapphire pendant (100 gp), 28 gp
  OtHER cREW
  The following descriptions and stat blocks apply for the crew of the 
  Damnation.
  GEnERAL SAILORS
  The Damnation has hired 30 sailors to serve as general crewmembers. 
  These men and women are unaware of the overarching plot; they believe 
  the druids are in Edgewater to negotiate a treaty on behalf of the Elven 
  Kingdoms to grant logging rights to the nearby forest. The sailors are 
  well-paid to perform the basic tasks aboard the ship — maintaining the 
  sails and rigging, helping bail water from the hold, and so forth.
  Most of the sailors have no desire to die should a fight break out aboard 
  the ship. If reduced to 8 hit points or fewer, they flee or surrender 
  (50/50 chance of either). If they witness the captain or first officer fall in 
  combat, they immediately surrender regardless of how many hit points 
  they have remaining.
  sailors (30) 
  cr 1
  XP 400 each
  Male or female human expert 3
  N Medium humanoid (human)
  Init +1; Senses Perception +5
  D E f E n s E
  Ac 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
  hp 16 each (3d8+3)
  70
  
  Fort +3, Ref +2, Will +2
  O f f E n s E
  Speed 30 ft.
  Melee dagger +3 (1d4+1/19–20)
  Statistics
  Str 13, Dex 13, con 10, Int 12, Wis 9, cha 8
  Base Atk +2; cMB +3; cMD 14
  Feats Athletic, Great Fortitude, Toughness
  Skills Acrobatics +7, Climb +9, Escape Artist +7, Knowledge 
  (geography) +6, Knowledge (local) +6, Knowledge (nature) +6, 
  Perception +5, Profession (sailor) +5, Survival +5, Swim +9
  Languages Aquan, Common
  combat Gear potion of cure light wounds; Other Gear leather armor, 
  dagger, antitoxin, small gem or minor jewelry (20 gp), 38 gp (in various 
  coins and small [5 gp or less] gems)
  ARcHERS
  Fifteen archers remain aboard the Damnation to help provide security. 
  They man the crow’s nest and stand guard over the poop deck. 
  Occasionally, a pair or trio will get bored and have a contest to see who 
  can hit a faraway target, or who can be the first to place an arrow into the 
  hide of the now-legendary giant catfish.
  As a whole, the archers consider a ship-based assignment a cushy job, 
  especially compared to having to patrol the sewers. Those lucky enough 
  to draw such an assignment wish to keep it, and so take their lookout 
  and protection tasks quite seriously.
  arcHer (15) 
  cr 3
  XP 800
  hp 28 (see Area S14)
  GuARDIAnS
  Similar to the archers, a small number (10) of guardians remain aboard 
  the ship, while the majority patrol the sewers and guard the land-based 
  operations. Also like the archers, these soldiers feel quite lucky to garner 
  a ship-based assignment. They work hard, and they fight harder if 
  necessary.
  guarDian (10) 
  cr 3
  XP 800
  hp 38 (see Area S14)
  DRuIDS
  Lastly, a half-dozen druid foot soldiers remain aboard the Damnation. 
  These druids perform any number of tasks from helping with guard 
  duty, to taking shifts serving as ship “doctor,” to being the first officer’s 
  lackey. Unlike the archers, guardians, and sailors, these troops are 
  fanatically loyal to the cause. After all, these are actual members of the 
  blight druid group rather than hired hands. They defend the ship and 
  her captain with all their power, and their lives if necessary.
  BligHt DruiD worker (6) 
  cr 4
  XP 1,200 each
  hp 31 (see encounter P2 above)
  junIOR EnGInEER
  Senisa has an underling who is a protégé of sorts. Mennix is charged 
  with making sure the engine never runs out of fuel. He’s also charged 
  with making sure Senisa is very satisfied.
  mennix, Jr. engineer 
  cr 3
  XP 800
  Male human alchemist 3/expert 3
  NE Medium humanoid (human)
  Init +6; Senses Perception +10
  Have We Mentioned…  CHaos?
  We’ve mentioned the chaotic battles elsewhere in sidebars 
  through the adventure. Needless to say, it’s a running theme 
  throughout Edgewater’s Folly. This entire section takes that 
  concept to another level — PCs could very well find themselves 
  facing off in a battle against 61 nameless NPCs plus the ship’s 
  officers. That’s a tall order, even for the most optimized groups.
  Players can survive an attack on the Damnation a few ways. 
  They can opt for hit-and-run tactics, making a quick foray 
  against the ship before disappearing into the darkness. Do this 
  enough times, and they can whittle down the crew to a more 
  manageable number. Should they go this route, though, the 
  officers and crew don’t just sit around waiting for their next 
  wave of attack. They’ll prepare for the encounter — changing 
  spells prepared, loading cannons with grapeshot instead of 
  cannonballs, setting traps, and so forth. Players who opt for 
  this method can certainly find success, as long as they proceed 
  carefully.
  Another way the players can survive an all-out assault on the 
  Damnation is by taking advantage of the natural bottlenecks 
  inherent to a battle about a ship. The main deck effectively has 
  just two access points: the doors on either end of the deck. If 
  the players can control those access points, they can limit the 
  number of enemies in a fight. Again, the crew and officers won’t 
  simply act as proverbial cows in a slaughterhouse, moving 
  slowly through the doorways to their inevitable doom. As it 
  becomes clear to the crew that the PCs control the main deck, 
  they alter their strategy and take up positions of strength within 
  the belly of the ship, forcing the PCs to come to them.
  Another way the PCs could opt to handle the crew is to attack 
  the ship itself. Sinking the Damnation effectively handles 
  the problem without having to get personal. The monstrous 
  creatures in the bay should make it difficult — but not 
  impossible — for the PCs to assault the ship from underwater. 
  Whether the plan is to disable the rudder, cut a hole in the hull, 
  or toss explosives through a porthole designed for a cannon (or 
  a thousand other potential plans), the PCs have myriad ways 
  to take out the Damnation without having to directly battle 
  through the scores of bodies aboard the ship.
  Whatever the method the players choose, these large scale 
  battles throughout Edgewater’s Folly should create plenty of 
  crescendo moments during the campaign. And if a PC or two 
  dies along the way? Well… that’s the life they signed up for, isn’t 
  it?
  71
  
  D E f E n s E
  Ac 16, touch 13, flat-footed 14 (+3 armor, +1 deflection, +2 Dex)
  hp 32 (6 HD; 3d8+3d8+6)
  Fort +5, Ref +6, Will +4; +2 vs. poison
  O f f E n s E
  Speed 30 ft.
  Melee mwk dagger +4 (1d4–1/19–20)
  Ranged bomb +7 (2d6+4 fire) 
  Special Attacks bomb 9/day (2d6+4 fire, DC 15)
  Alchemist Extracts Prepared (CL 3rd)
  1st—disguise self, endure elements, reduce person (DC 14), touch of the 
  sea†
  † See Pathfinder Roleplaying Game Advanced Player’s Guide
  s t a t i s t i c s
  Str 8, Dex 14, con 13, Int 18, Wis 10, cha 12
  Base Atk +4; cMB +3; cMD 16
  Feats Alertness, Brew Potion, Deft Hands, Extra Bombs, Improved 
  Initiative, Throw Anything
  Skills Acrobatics +8, Climb +5, Craft (alchemy) +13, Disable Device 
  +14, Knowledge (arcana) +12, Knowledge (local) +10, Knowledge 
  (nature) +10, Linguistics +8, Perception +10, Sense Motive +10, Sleight 
  of Hand +12, Spellcraft +13, Stealth +10, Survival +8, Swim +5
  Languages Aklo, Aquan, Common, Draconic, Elven, Sylvan
  SQ alchemy (alchemy crafting +3, identify potions), mutagen (+4/–2, 
  +2 natural, 30 minutes), discoveries (frost bomb), poison use, swift 
  alchemy
  combat Gear potion of cat’s grace, potions of cure light wounds (2), potion 
  of invisibility, acid (2), smokestick, tanglefoot bag, thunderstone; Other 
  Gear +1 leather armor, mwk dagger, ring of protection +1, universal 
  solvent, antitoxin (2), masterwork thieves’ tools, silver chain with heart-
  shaped pendant (50 gp), silver ring with leaf etchings (25 gp), 43 gp
  act iii: comeuPPance
  If the PCs have made their way to Deep Salt Bay to bring justice — in 
  whatever form — to Gertie Treadwater, it likely means that Edgewater 
  is safe and the plague druids have been defeated, their plans in ruins. 
  Events in this act are dictated by what the PCs know and what they 
  intend to do about it. They may be in Deep Salt Bay to arrest Gertie, 
  or to do battle with the burgomaster’s wife to ensure she never brings 
  such a plague of ruin upon another city. Gertie is not going to go 
  quietly, regardless of what plans the PCs have. She is more than capable 
  of putting up a fight, and her spells and bardic abilities ensure she has 
  plenty of allies on her side.
  This section breaks out into three major parts: how to handle the 
  encounters if the PCs come looking for (or stumble their way into) a 
  fight; the second section covers how to handle encounters if they seek 
  to negotiate, whether a truce, Gertie’s arrest, or some combination. The 
  final section provides the stat blocks necessary for either encounter.
  Odds are good Gertie is aware of the PCs and their overall meddling 
  in her affairs in Edgewater. At least one missive sent by Bogdani was 
  likely to mention their involvement. As such, Gertie is well-prepared 
  for their arrival.
  tHe figHt is on!
  If the PCs come to Deep Salt Bay looking for a fight, Gertie and her 
  minions are more than capable of providing a good one. As the 
  burgomaster’s wife, Gertie has two bodyguards at all times. These 
  bodyguards are normally loyal, but Gertie has taken no chances and 
  has used dominate person on both, making each fanatically devoted to 
  her safety. In addition, if she’s encountered at her home an additional 
  four guards are present on the perimeter, and two additional guards are 
  at each door. These additional guards are not dominated or charmed, 
  though they are very loyal to the burgomaster and his wife.
  Dominate Person
  Dominate person is a powerful spell, but has some important 
  limitations. The most important to remember: if you give the 
  subject orders normally against its nature, the subject gains a 
  new saving throw with a +2 bonus. Wily casters are, of course, 
  aware of this and so couch all but their most desperate orders 
  in careful terms.
  Some other quick tips to remember:
  • A DC 15 Sense Motive check is sufficient to recognize the 
  subject is affected by an enchantment effect (rather than 
  the usual DC 25).
  • a protection from evil spell (or similar) temporarily prevents 
  the caster from exerting control over the subject, but does 
  not actually end the dominate person spell.
  • Dominate person has a duration of 1 day per caster level — 
  10 days in the case of Gertie.
  • Commands can be given telepathically at any distance once 
  the spell is cast, as long as the caster and subject are on the 
  same plane.
  Spellcasting is prohibited at the Burgomaster’s mansion, as well as in the 
  presence of the Burgomaster, such as at public appearances.  Judicious 
  use of the Silent Spell and Still Spell feats (and a few other options, 
  depending on supplements used in your game) is the best opportunity 
  for surreptitiously casting spells in such situations. Of course, should 
  the PCs need to resort to blatant spellcasting to defeat Gertie, they likely 
  aren’t too concerned about being arrested for such an action.
  Gertie stays out of the way in a fight as much as possible, supporting her 
  bodyguards from a safe location. She feigns shock at the events as they 
  take place. (“Oh. Oh my! Is that...  is that blood on Jeffrey? I do think 
  I’m going to faint…”) This is just another ploy on her part to try and 
  gain the upper hand. With a Perform (act) of +29, there’s a very good 
  chance she fools even the most diligent observer. Don’t forget that her 
  versatile performance ability allows her to substitute Perform (act) for 
  Bluff checks, as well.
  tHem’s figHtin’ worDs!
  Of course, it’s entirely possible the PCs arrive in Deep Salt Bay with 
  intent to talk — maybe arrest Gertie, or at the very least learn more of 
  her motives and see if a truce can be negotiated. Gertie is a skilled orator, 
  even without the influence of her considerable magic.
  Whether it be to form a truce or to arrest Gertie Treadwater, the first 
  step to negotiating is to gain access to Burgomaster Rem and Gertie. As 
  mentioned in the previous section, Gertie has made extensive use of her 
  dominate person spell to influence numerous guards. All six guards who 
  take turns serving as her bodyguards are under her magical influence, 
  though only two are ever on duty at any given time. There is nothing the 
  PCs can say to these specific guards that would grant them access. All 
  72
  
  other guards are subject to Bluff, Diplomacy, and Intimidate as normal 
  for those skills.
  Once PCs gain an audience, Gertie plays dumb so she can figure out 
  exactly how much they know. She denies any and all involvement. 
  (“Don’t be ridiculous. Why would I try to ruin Edgewater? It’s such a 
  small, backward little town; I’m sure it’s doing the job just fine on its 
  own!”) If she can make use of her magic, such as slipping in a glibness 
  or suggestion, she takes the risk. Otherwise, she puts on a performance 
  for the ages. Her skills are sufficiently high that there isn’t much she can 
  claim within the realm of possibility that others won’t believe.
  It is under this scenario that Burgomaster Rem Treadwater is most likely 
  to get involved in the plot. PCs would do well to try to speak to the 
  man in private, without his wife present. This gives them the greatest 
  chance to use their own influence on events. Rem isn’t the smartest man 
  in the room, but he’s willing to listen if the PCs can give him a reason 
  to do so. If they lay out the evidence and convince him of his wife’s foul 
  deeds, he’s horrified about the acts she committed. After laying out their 
  evidence, it’s up to the PCs to seal the deal. Rem will not permit his wife 
  to be arrested if she has been found guilty in absentia. Further, he will 
  not allow the PCs to arrest her if there is a strong chance his wife will 
  face execution for her crimes. Outside of these two scenarios, the man 
  is willing to listen.
  Another non-combat option the PCs could pursue is to take their tale 
  to the people, rather than attempting to negotiate with Rem or Gertie 
  Treadwater. A DC 20 Diplomacy check allows a PC to influence a crowd 
  of Deep Salt Bay citizens, assuming he’s presenting facts about Gertie’s 
  shenanigans in Edgewater. Doing so requires at least one minute of 
  continuous speaking, and possibly as long as five minutes. By traveling 
  to various inns, taverns, and public squares the PCs have a chance to 
  broadly influence the citizens of Deep Salt Bay. PCs must make 4d6+6 
  successful Diplomacy checks in a 36 hour period to have an effect on 
  the overall situation. If they do so, the citizens of Deep Salt Bay are 
  appalled at the actions undertaken by their leader’s wife, and demand 
  change. Regardless of how quickly the PCs achieved their required 
  number of successes, after 36 hours the city begins to buzz with gossip. 
  All anybody cares to talk about is what happened in Edgewater, and 
  what their leaders did to influence it. Large crowds gather outside the 
  Burgomaster’s residence and city hall, all demanding the same thing — 
  that Rem Treadwater resign immediately, and that he and Gertie leave 
  town. Exile.
  imPortant Players
  gertie treaDwater 
  cr 10
  XP 9,600
  Female middle-aged half-elf bard 10
  NE Medium humanoid (elf, human)
  Init +1; Senses low-light vision; Perception +15
  D E f E n s E
  Ac 20, touch 12, flat-footed 19 (+6 armor, +1 deflection, +1 Dex, +2 
  natural)
  hp 58 (10d8+10)
  Fort +6, Ref +10, Will +9; +2 vs. enchantments+4 vs. bardic 
  performance, language-dependent, and sonic
  Immune sleep
  O f f E n s E
  Speed 30 ft.
  Melee +1 flaming dagger +9/+4 (1d4–1/19–20 plus 1d6 fire)
  Special Attacks bardic performance 35 rounds/day (move action, 
  countersong, dirge of doom, distraction, fascinate, inspire competence 
  +3, inspire courage +2, inspire greatness, suggestion)
  Bard Spells Known (CL 10th; concentration +17)
  4th (2/day)—dominate person (DC 22), hold monster (DC 22)
  3rd (5/day)—blink, glibness, major image (DC 20), see invisibility
  2nd (6/day)—blur, calm emotions (DC 20), cure moderate wounds, 
  enthrall (DC 20), suggestion (DC 20)
  1st (7/day)—charm person (DC 19), expeditious retreat, hideous laughter 
  (DC 19), sleep (DC 19), unnatural lust† (DC 19)
  0 (at will)—dancing lights, daze (DC 18), detect magic, ghost sound (DC 
  15), message, read magic
  † See Pathfinder Roleplaying Game Ultimate Magic
  s t a t i s t i c s
  Str 7, Dex 12, con 13, Int 13, Wis 11, cha 24
  Base Atk +7; cMB +5; cMD 17
  Feats Extra Performance, Magical Aptitude, Skill Focus (Perform 
  [oratory]), Skill Focus (Perform [act])B, Spell Focus (enchantment), 
  Weapon Finesse
  Skills Knowledge (arcana) +16, Knowledge (geography) +14, 
  Knowledge (local) +14, Perception +15, Perform (act) +29, Perform 
  (comedy) +23, Perform (oratory) +29, Spellcraft +18, Stealth +7, Use 
  Magic Device +27; Racial Modifiers +2 Perception
  Languages Common, Elven, Sylvan
  SQ bardic knowledge +5, elf blood, jack-of-all-trades (use any skill), 
  lore master 1/day, versatile performance (act, comedy, oratory)
  combat Gear wand of cure light wounds (41 charges); Other Gear +2 
  mithral chain shirt, +1 flaming dagger, amulet of natural armor +2, circlet 
  of persuasion, cloak of resistance +2, decoy ring‡,  headband of alluring 
  charisma +4, ring of protection +1, 1,200 gp worth of jewelry, 133 gp
  ‡ See Pathfinder Roleplaying Game Ultimate Equipment
  73
  
  s P E c i a l  a b i l i t i E s
  Extra treasure (Ex) Due to her station, Gertie has treasure as a PC 
  of her level, rather than NPC. Her CR has been adjusted up by +1 to 
  account for this extra equipment.
  ConCLusion
  How events ultimately wrap up in this adventure depend in large part 
  on the actions of the PCs. Assuming all the PCs weren’t killed, they’ll 
  have earned new allies and created new foes based on those actions. 
  This section attempts to give a quick summation of the possibilities, but 
  of course as GM you may need to adjust based on events in your actual 
  game. This section is broken out by the person or faction, and discusses 
  how they may feel about the PCs going forward under several different 
  scenarios. Use this as a guide, especially if the outcome of this adventure 
  isn’t quite as cut and dried in your campaign.
  citizens of eDgewater
  If the PCs saved the day, they’re quite simply heroes for life in the city of 
  Edgewater. They become instant celebrities, with all the pros and cons 
  that entails. The finest restaurants and hotels vie for their attention and 
  patronage, eager to claim the title of “favorite eating establishment” or 
  “preferred hotel” for the new heroes. Shop owners lavish the PCs with 
  gifts and discounts, eager to claim that the new saviors prefer their 
  business over all others.
  The downside of the attention is, well, the attention. Gossipmongers 
  would love nothing more than to spread stories about the heroes, 
  whether true or not. Every misstep by the PCs is likely to be trumpeted 
  on a broadside (or whatever serves to deliver news in your campaign). 
  Even aside from your campaign’s version of the paparazzi, all the 
  attention lavished on the PCs means they lose all anonymity. There is 
  likely no such thing as a quiet dinner out or a relaxing evening at the 
  pub. They will always be the focus of attention whenever out in public. 
  Autograph seekers, hangers on, con artists, and more are very likely at 
  least on the periphery of their existence.
  leaDersHiP of eDgewater
  This very likely plays in a similar fashion to the citizens of the city, but 
  with less fawning. If the PCs failed to save the city, the leaders will want no 
  part of the PCs going forward — assuming Edgewater survives as a city 
  at all. The PCs will forevermore be blacklisted, unable to get any official 
  work for the city, whether dealing with ne’er-do-wells inhabiting the 
  sewers, an impending goblin invasion, a giant sea monster threatening 
  the port, or any other task the leadership might seek heroes such as 
  the PCs to resolve. In a worst case scenario for the PCs, if leadership 
  deemed them to be negligent or having acted intentionally against the 
  best-interests of the city, they could put a price on their heads.
  On the more pleasant side of that scale, if the PCs were successful in 
  saving Edgewater, the city’s leadership is likely to turn to them again 
  when new problems arise. If your players have a more mercenary 
  mindsight, Edgewater can become a cash cow for them in this this 
  regard; should your players bend toward the more altruistic side, 
  Edgewater instead becomes a city they can serve as needed. Of course, 
  myriad options exists between those two ends of the spectrum,
  tHe muckraker’s guilD
  How the guild, and particularly the guild’s leadership, views the PCs 
  depends more on their demeanor and tactics than their success or 
  failure. If the PCs are critical of the sewer’s conditions (for example, 
  if they question why the purple worm or bulette tunnels weren’t yet 
  repaired), the muckrakers take it personally. If the PCs are given the 
  heroes’ treatment in the city, the muckrakers might run a slander 
  campaign against them … digging up dirt, hiring thugs to put them 
  in compromising positions, etc. If, however, the PCs focus that sort 
  of derision on the city’s leadership, the muckrakers pounce on the 
  opportunity, proclaiming far and wide that the city’s new heroes think 
  more needs to be done to rebuild the sewers.
  Designer’s ADvice: How MucH Bounty 
  on Me?
  Be wary setting a price on the PCs’ heads. Players often have 
  egos a mile wide. I once had a PC who did something or other 
  that was terrible, and I decided there would forever after be a 
  price on his head. In game, when the character learned how 
  little he was worth, he was appalled. To prove just how low the 
  price on his head was, the character murdered every bounty 
  hunter who came after him, and delivered the dead bounty 
  hunter’s head to the town leader’s doorstep. The head was 
  always accompanied by a note: “I’m worth more than that!”
  Alternately, there was also a time when one of the characters 
  had a pretty significant price on his head. Significant enough, 
  in fact, that the rest of the characters decided to cash in. They 
  killed their supposed colleague, took his stuff, and collected the 
  bounty.
  If nothing else, it made for interesting party dynamics going 
  forward.
  enDie talmot’s gang
  If the Rat and his gang are still functional at the end of the events, they 
  could become active players in the characters’ future. Whether PCs were 
  ultimately successful or not is probably meaningless to Talmot and his 
  cronies. All they’ll care about is seeking revenge against the PCs for 
  driving them from their sewer home. The wererat gang is clever enough 
  to recognize that if the PCs are deemed the city’s champions, then they’ll 
  have to wait patiently on the sidelines to gain revenge. In this way, the 
  Rat or any of his underlings could become interesting recurring villains 
  later on for the PCs to encounter. This becomes especially true if you’re 
  able to set up various machinations for the gang behind the scenes, such 
  as “acquiring” new members, stockpiling specific equipment, and so on.
  otHer criminal gangs
  If the Rat and his gang are eliminated, it has ripple effects on the other 
  organized crime gangs within the city of Edgewater. In this case, it’s 
  important to remember that Talmot was working even further from 
  the edges of society than is typical for a crime gang. In Edgewater, 
  the majority of the crime organizations banded together with the 
  city’s leadership in order to increase the activity in the docks. The 
  only renegade was Endie Talmot. If Talmot is eliminated, one of two 
  events can occur. First, nothing happening is a viable possibility here. 
  Edgewater’s leadership has been willing to turn a bit of a blind eye 
  toward gambling, prostitution, shakedowns, and so on. They only asked 
  gangs to not shake down incoming ships so as to increase business in the 
  city. Talmot refused; with his removal, it’s possible (maybe even likely) 
  that the other gangs adhere to their prior arrangements. If so, business 
  in Edgewater is likely to boom once the world at large is convinced 
  the plague is no longer a threat. Crime on the docks becomes virtually 
  nonexistent, and in the long run Edgewater increases business. The 
  alternative scenario is that another gang — either an existing criminal 
  element, or somebody new — steps up to fill the void left by the removal 
  of the Rat. This new gang will be just as much of a pariah as the wererat 
  crew; however, if the new band is more competent, it could have drastic 
  effects on Edgewater.
  74
  
  BligHt DruiDs
  This should be a delicious option for GMs, should they wish. Whether 
  PCs are successful or not in thwarting the blight druids’ plans for 
  Edgewater, this rogue group of druids can serve as a larger “boss” villain 
  for the GM. Blight druid groups can easily be active throughout the 
  fringes of society, working to topple other cities and towns. If the PCs 
  thwarted their plans for Edgewater, the blight druid leadership likely 
  takes a keen interest in the PCs, keeping tabs on their whereabouts, 
  and perhaps even hiring assassins to remove them from the world. The 
  organization can easily become a primary threat to the heroes, or a 
  background menace that rises up once in a while as needed.
  If the PCs failed to stop the druids in Edgewater, but still survived, the 
  druids may become emboldened by their success and accelerate their 
  plans throughout the world. The PCs could use this as an opportunity 
  to atone for their failure in Edgewater; they may have lost the battle, but 
  they can still win the war.
  Once nice aspect for GMs wishing to extend this organization deeper 
  into their campaign world is group’s leadership easily scales in power 
  with the PCs. This particular group was ideal for a level 7–9 party, 
  but later in the campaign the PCs can encounter a stronger cell with 
  more diabolical plots; further along, they can track down the top of 
  the hierarchy, and face off against a truly terrifying villain: a high-level 
  druid with countless underlings and bodyguards at his or her disposal.
  gertie treaDwater anD DeeP salt Bay
  Gertie is an interesting opportunity as well. If the PCs thwarted her plan 
  without confronting her, she seethes at their hubris for interfering. She 
  has the financial means to hire assassins, but she also has the magical 
  prowess to compel others to attempt the assassination without pay. A 
  well-placed dominate person or even glibness could be enough for Gertie 
  to gain revenge against the PCs. That said, Gertie also possesses the 
  intelligence and patience to play the long game in her quest for revenge. 
  Much like the blight druids, Gertie could very easily become a “boss” 
  villain in the lives of the PCs. Again, she has the financial, political, and 
  magical means to put in motion elaborate plots that could require years 
  to play out
  Deep Salt Bay, on the other hand, is likely unaware and uninterested 
  in events that have transpired. The residents there certainly know their 
  burgomaster made some foolish political decisions in regards to taxing 
  ships and such. Many even know his most trusted advisors have skipped 
  town. None, however, are aware the burgomaster’s wife has escalated 
  events to such an extreme. Should residents learn of such events, it 
  could lead to turmoil in that city. At the bare minimum, it would mean 
  the end of Burgomaster Treadwater’s political career. It’s possible, too, 
  that the events that led up to the start of this adventure could become a 
  catalyst for closer relations between the two rival cities. If PCs play their 
  cards right and utterly embarrass Gertie and her husband, residents are 
  likely to be highly sympathetic to the residents of Edgewater, who have 
  suffered so much at Gertie’s machinations. Support for rebuilding, and 
  even pledges of cooperation from new leadership, are possible if the 
  residents feel ashamed about the actions of their leaders.
  AppEndix i
  This appendix gathers all the new “crunchy” bits through this adventure, 
  and also provides full stat blocks for monsters we referenced that appear 
  in other third-party publisher’s products.
  new monster
  catfiSh, Giant
  This monstrous fish has an elongated, flat body clearly designed for 
  skimming along the surface under the water. Long whisker-like fronds 
  project from around the creature’s mouth. It’s large mouth appears to be 
  perpetually open, and rows of sharp teeth prove this fish is more than just 
  a scavenger on the bottom.
  giant catfisH 
  cr 6
  XP 2,400
  N Huge animal (aquatic)
  Init +3; Senses low-light vision, scent; Perception +11
  D E f E n s E
  Ac 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 68 (8d8+32)
  Fort +10, Ref +5, Will +3
  Resist cold 5
  O f f E n s E
  Speed 5 ft., swim 40 ft.
  Melee bite +11 (2d6+9 plus grab)
  Space 15 ft.; Reach 15 ft.
  Special Attacks swallow whole (1d6 bludgeoning and 1d4 acid damage, 
  AC 16, 6 hp)
  75
  
  s t a t i s t i c s
  Str 23, Dex 8, con 19, Int 1, Wis 12, cha 6
  Base Atk +6; cMB +14 (+18 grapple); cMD 23 (27 vs. grapple)
  Feats Improved Initiative, Skill Focus (Perception), Skill Focus (Stealth), 
  Weapon Focus (bite)
  Skills Perception +11, Stealth +1 (+9 muddy or cloudy water), Swim 
  +14; Racial Modifiers +8 Stealth muddy or cloudy water
  E c O l O g y
  Environment any aquatic
  Organization solitary, pair
  treasure none
  Giant catfish are very much like their normal-sized cousins. They possess 
  a long, flat body ideal for skimming along underwater surfaces. Unlike 
  their cousins, however, giant catfish are highly aggressive predators in 
  addition to capable scavengers. Experts in such matters are unsure if the 
  giant catfish is just a mutated fish, or if these are truly their own species. 
  Regardless of their origin, they are indeed a whole species now and quite 
  capable of breeding.
  The typical giant catfish is 12–15 feet in length and about half that in 
  width. The fish weighs around 1,200 pounds. Females are slightly larger 
  than males. Typically, giant catfish are various shades of brown, to allow 
  it to blend into the muddy ground upon which it dwells.
  new magic item
  SparrinG dummy of defenSe
  Aura faint abjuration; cL 1st
  Slot none; Price 22,000 gp; Weight 50 lbs.
  D E s c r i P t i O n
  The sparring dummy of defense requires commitment from its user if the 
  benefits are to be realized. The user must spend eight hours per week 
  using the device. Each time she practices, she must spend a minimum 
  of one hour but a maximum of two hours. (So, for example, four 2-hour 
  sessions would be appropriate, as would six 1-hour sessions plus a 
  2-hour session.) Those willing to dedicate themselves to such rigorous 
  training gain several defensive benefits.
  First, she gains a +1 luck bonus to her AC. Second, whenever she fights 
  defensively (whether as a standard or full-round action), she only suffers 
  a –3 penalty to her attack rolls, rather than the usual –4; she also gains a 
  +3 dodge bonus rather than a +2 dodge bonus. Last, whenever she uses 
  the total defense standard action, she gains a +8 dodge bonus to her AC 
  instead of the standard +4. These bonuses last for one week.
  c O n s t r u c t i O n
  Requirements Craft Wondrous Item, Combat Expertise, shield of faith; 
  cost 11,000 gp
  referenceD monsters
  The following monsters appear in 3rd party sources and are referenced 
  in this adventure. The full stat block and description is reproduced here 
  for your convenience.
  lizard, Giant rock-horned (blood lizard)
  This giant lizard has small horns protruding from its wedge-shaped head. 
  Its scales are dark reddish-brown or gold in color.
  BlooD lizarD  
  cr 3
  XP 800
  (Frog God Games, The Tome of Horrors Complete, “Lizard, 
  Giant Rock-Horned”)
  N Medium animal
  Init +2; Senses low-light vision; Perception +8
  D E f E n s E
  Ac 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
  hp 30 (4d8+12)
  Fort +7, Ref +6, Will +2
  O f f E n s E
  Speed 30 ft., swim 20 ft.
  Melee bite +8 (1d6+6)
  Special Attacks spit blood (20 ft. line, 2d8 acid, Reflex DC 15 half, 
  usable every hour)
  s t a t i s t i c s
  Str 18, Dex 14, con 17, Int 2, Wis 12, cha 2
  Base Atk +3; cMB +7; cMD 19 (23 vs. trip)
  Feats Skill Focus (Perception), Weapon Focus (bite)
  Skills Climb +12, Perception +8, Stealth +10 (+14 in forests and 
  undergrowth), Swim +16; Racial Modifiers +4 Climb, +4 Stealth (+8 in 
  forests and undergrowth)
  E c O l O g y
  Environment warm forest
  Organization solitary
  treasure none
  The rock-horned lizard is commonly referred to as the blood lizard 
  because of its ability to shoot a stream of blood from its eyes when 
  threatened. The rock-horned lizard grows to a length of eight feet.
  The rock-horned lizard fires a stream of blood from the corners of its 
  eyes at its foes before rushing in to attack with its bite.
  raccoon, dire
  This animal is about the size of a large dog. Its fur is brownish-grey, and its 
  bushy tail is ringed in black. Its paws and ears are black as well, and it has 
  a black and white mask-like marking on its face.
  Dire raccoon 
  cr 2
  XP 600
  (Frog God Games, The Tome of Horrors Complete, 
  “Raccoon, Dire”)
  N Small animal
  Init +3; Senses low-light vision; Perception +11
  D E f E n s E
  Ac 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size)
  hp 17 (2d8+8)
  Fort +7, Ref +6, Will +3
  O f f E n s E
  Speed 30 ft., climb 30 ft.
  Melee bite +5 (1d4+1 plus disease)
  Special Attacks disease
  s t a t i s t i c s
  Str 13, Dex 17, con 18, Int 2, Wis 16, cha 9
  Base Atk +1; cMB +1; cMD 14 (18 vs. trip)
  Feats Weapon Finesse
  Skills Climb +9, Perception +11, Stealth +11, Swim +5; Racial Modifiers 
  +4 Perception, +4 Swim
  76
  
  s P E c i a l  a b i l i t i E s
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 15; onset 1d3 days; 
  frequency 1 day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 
  consecutive saves.
  E c O l O g y
  Environment temperate forests and urban
  Organization solitary, pair, or family (1 adult plus 1–4 young)
  treasure incidental
  Ever the opportunists, these giant procyonids tend to move out of their 
  native habitat in the forests to the compost heaps and refuse piles of large 
  cities. Food is easier to find there, and in good supply. Dire raccoons 
  are not picky, and like their smaller cousins they are omnivorous. Rats, 
  rotten food, and even the occasional corpse are all parts of an urban dire 
  raccoon’s diet. Because of its unsanitary lifestyle and questionable eating 
  habits, dire raccoons that live in city trash heaps often carry filth fever.
  In its natural habitat, a dire raccoon eats the same foods as a normal 
  raccoon, although in greater amounts. They are fond of shellfish, berries, 
  and any small lizards or frogs they can catch. Dire raccoons have the 
  same mating habits and rear the same number of young as their normal 
  counterparts (see the raccoon entry).
  In combat a dire raccoon engages in an intimidating display of shrill 
  growls, stamping feet, and puffed up fur. Dire raccoons have sharp, 
  strong teeth and use them well if cornered.
  77
  
  Gaming Paper Adventures Maps can be used to build 
  thousands of unique dungeons in practically any shape 
  or configuration. The Mega Dungeon 3 set features:
  •	 100 unique highly detailed dungeon geomorphs created 
  by fantasy cartographer extraordinaire Christopher West 
  and can be arranged in virtually any pattern you like!
  •	 Two sided design with one side showing unfurnished 
  dungeon rooms that you can fill with details for your 
  home-brewed adventures, while the other side shows 
  the same rooms furnished as imagined and rendered 
  by Christopher West himself!
  •	 Permission to photocopy the tiles for personal use, 
  so you can re-use the designs over and over again and 
  customize them however you’d like. There are literally 
  thousands of possible layouts that can be used with 
  published adventures or your own!
  •	 The ability to use all the sheets to form a massive single mega-
  dungeon – 10 sheets tall by 10 sheets wide – nearly 65 square feet of 
  playing surface!
  •	 Totally compatible with the Mega Dungeon 1 and 2. 
   
  Title: Gaming Paper 
  Mega Dungeon 3 - 
  Sewers
   
  Code: GGP6122
   
  Price: $24.99
   Origin: USA
  * Below is a detail from the full 
  85” x 110” mega-dungeon.
  
  AppEndix ii
  This page contains “chase cards” to use in the “No Honor Among Thieves” encounter. Simply print these out, cut out each square, and lay them out in 
  any order you wish — with a few exceptions. Note that some cards lead to the rooftop and other cards provide obstacles while on the rooftop. Cards 
  with rooftop-themed obstacles should only come after a card that leads the group onto a rooftop. Feel free, of course, to make up your own cards to use 
  in place of, or in addition to, these choices. We’ve included three blank cards at the end for your use.
  Cluttered	Alley
  (Acrobatics	DC	10)
  Pothole — don’t trip!
  (Reflex	DC	13)
  Ladder	to	the	rooftops
  (Perception	DC	10)
  rough bricks to climb
  (Climb	DC	15)
  gap between buildings
  (Acrobatics	DC	15)
  skulking cat burglar
  (Stealth	DC	20)
  narrow ledge
  (Acrobatics	DC	15)
  steeply sloped roof
  (Climb	DC	10)
  Jump	back	to	ground	(15’)
  (Acrobatics	DC	10)
  Jammed Door leading to stairs
  (Strength	DC	12)
  foul-smelling garbage
  (Fortitude	DC	12	or	sickened)
  collapsing Wall
  (Reflex	DC	16	avoids)
  narrow Path
  (Escape	Artist	DC	20)
  Hidden shortcut
  (Perception	DC	15)
  Zealous Do-gooder stops you
  (Bluff	DC	15	or	Intimidate	DC	10)
  Dead-End
  (Climb	DC	15)
  Partially	Extended	Rope	Ladder
  (Acrobatics	DC	8	&	Climb	DC	5)
  tool to lower the fire Escape
  (Perception	DC	10)
  feral Dog
  (Stealth	DC	12)
  large crowd
  (Escape	Artist	DC	17)
  clothesline tightrope
  (Acrobatics	DC	25)
  slippery roof tiles
  (Climb	DC	20)
  slick cobblestones
  (Reflex	DC	16)
  garbage tossed into alley
  (Acrobatics	DC	15)
  
  ogL infoRmAtion
  James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob 
  McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, 
  Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, 
  Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, 
  Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game ultimate Magic. © 2011, Paizo 
  Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin 
  McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game ultimate combat. © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. 
  Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean 
  K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game ultimate Equipment. © 2012 Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, 
  Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, 
  Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
  Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, 
  and Russ Taylor.
  Sewer Bestiary, Copyright 2015, Gaming Paper LLC, Author Owen 
  K.C. Stephens
  Pathfinder Adventure Path #56: Raiders of the Fever Sea © 2012, Paizo 
  Publishing, LLC; Author: Greg A. Vaughan.
  Lizard, Giant Rock-Horned (Blood Lizard) from the Tome of Horrors 
  Complete, Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Greene.
  Racoon, Dire from the Tome of Horrors Complete, Copyright 2011, 
  Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author Scott Greene.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, 
  and Greg A. Vaughan, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. 
  Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross 
  Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- 
  MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo 
  Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, 
  Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Gaming Paper - Edgewaters Folly.pdf