TEXT: Frog God 
  Games
  By Tom Knauss
  By Tom Knauss
  The Hunter’s Game
  The Hunter’s Game
  
  Frog  
  God 
  Games
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick N. Pilgrim
  Art Director
  Charles A. Wright
  Developers
  John Ling and  
  Patrick N. Pilgrim
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Final Boss
  Skeeter Green
  FROG GOD GAMES IS
  Author
  Tom Knauss
  Developers
  Patrick N. Pilgrim
  Producer
  Bill Webb
  Editor
  Jeff Harkness
  Swords & Wizardry Conversion
  Jeff Harkness
  Layout and Graphic Design
  Charles A. Wright
  Front Cover Art
  Artem Shukaev
  Interior Art
  Artem Shukaev
  Cartography
  Robert Altbauer
  Adventures 
  Worth  
  Winning
  ©2017 Frog God Games. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden. Frog God Games and the 
  Frog God Games logo is a trademark of Frog God Games. All characters, names, 
  places, items, art and text herein are copyrighted by Frog God Games, Inc. 
  The mention of or reference to any company or product in these pages is not a 
  challenge to the trademark or copyright concerned.
  Product Identity: The following items are hereby identified as Frog God Games 
  LLC’s Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are 
  not Open Game Content: product and product line names, logos and identifying marks including 
  trade dress; artifacts; creatures; characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark 
  or registered trademark clearly identified as Product Identity. Previously released Open Game 
  Content is excluded from the above list.
  Quests of Doom 4
  The Hunter’s Game
  
  2
  Quests of Doom 4
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest (pdf only) PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  The hunter's game
  Table of Contents
  Credits ........................................................................ p. 1
  The Hunter’s Game ........................................................p. 4
  Map Appendix ............................................................. p. 20 
  Legal Appendix .............................................................p. 25
  
  4
  Quests of Doom 4
  In my opinion, crocodiles sprang from the warped imagination of a 
  deranged god on his worst day. Brutal and supremely cunning, these 
  ruthless predators are the swamps’ ultimate killing machines. Still, there 
  is something about the beast’s primeval savagery that belies a creature 
  infinitely more fascinating than its outward appearance leads one to 
  believe. While the primitive animal contorts its victim during a terrifying 
  death roll, the cruel reptile’s remorseless eyes pierce the mortal veil and 
  callously watch as the soul slips its surly bonds, commencing the timeless 
  journey to the Great Beyond, creating an intimacy unmatched in the 
  animal kingdom.
   
  — Brock Answin, Dyrgalas naturalist
  The Hunter’s Game is a Swords & Wizardry Complete adventure for 
  4th-level characters that leads them into the foreboding Dyrgalas Fens, 
  a temperate swamp in the Harwood Forest nestled between the Wolf 
  Hills and Low Hills. Dyrgalas Fens is overrun by an eclectic collection 
  of malevolent monsters, xenophobic humanoids, and foul beasts. When 
  some of the region’s finest gentlemen and ladies never return from their 
  excursions to the Answin Hunting Lodge, the characters must investigate 
  their mysterious disappearances. The journey leads them into the figurative 
  heart of darkness, taking them not only deeper into the dreadful Dyrgalas, 
  but also plunging them into the harrowing abyss of hatred and greed.
  Adventure Background
  Brock Answin had long been fascinated by the crocodiles and other 
  reptilian life of the Drijoc Delta as he grew up. His father, older brothers, 
  and uncles were all fishermen of the nearby Tywyl Bay, but Brock’s heart 
  lay among the languid channels and still pools of the delta. As he sat at the 
  knee of the local bokor, listening to his teachings about the world and the 
  Loa, he learned that the Drijoc Delta was but a smaller reflection of the 
  wetlands that were its source. For upriver in the depths of the Harwood 
  Forest where the Drijoc River found its source was the great Dyrgalas, a 
  vast wooded swampland through which the river flowed on its journey to 
  the sea.
  When Brock came of age, he resolved to make his way up the Drijoc 
  and see the Dyrgalas for himself. But the journey upriver was perilous; it 
  passed through the Coredor Belt, the stretch of land between the shore and 
  the forest — a 50-mile-wide band of badlands inhabited by lawless men, 
  diseased outcasts, and feral animals. It was no trip for a young man to be 
  taking on his own. However, Brock was in luck because before long a holy 
  man arrived in his tiny village. Quantinimus was a cleric of Sefagreth out 
  of Cerediun Province. He had been hired to minister to the workers in the 
  lumber camps of the upper Harwood and had taken ship to travel upriver 
  to his new parish.
  Unfortunately for Quantinimus, his frugality in hiring a ship out of the 
  port of Banis had resulted in a ship’s captain of less than exceptional skill. 
  And when a storm on Tywyl Bay blew them off course, the holy man’s 
  ship landed at the mouth of the Drijoc River instead of the mouth of the 
  Hyon River farther to the east as intended. Rather than wait for a ship 
  making the long journey around Pruden Point back to the port of Tuller at 
  the Hyon’s mouth or making a danger-fraught overland journey along the 
  long axis of the Coredor Belt, Quantinimus elected to hire a boat to take 
  him upriver on the Drijoc instead. Its length past near the town of Carson’s 
  Mill where he was expected and would serve as a suitable secondary 
  route. Finding no local boatmen planning on heading upriver any time 
  soon, the cleric’s gaze fell upon a young man who had recently outfitted a 
  raft for just such a journey. Quantinimus liked the fire in the young man’s 
  eyes and hired him to take him upriver as far as the drop off near Carson’s 
  Mill. They would share the journey’s dangers and the security of having 
  an extra pair of eyes to watch for them.
  The trip up the Drijoc passed without major incident, though as Brock 
  made passage through the Dyrgalas at last, he was awestruck by the 
  waterlogged world he found and its infinite variety of animals, reptiles, 
  and birds. At one point along the route, he spotted the perfect location 
  to build a lodge that he could use as a base camp to study the amazing 
  diversity of life he had seen. He talked of little else for the remainder of 
  the journey, and when he finally dropped Quantinimus off on the forested 
  bank, the two wished each other well and carried fond memories of their 
  weeks spent traveling together through the amazing wetlands.
  Brock never returned to the delta, choosing instead to establish his 
  encampment at the spot he had chosen and begin his study on the swamp. 
  Despite numerous close calls with vicious predators and aggressive 
  humanoids over his tenuous first few months, he developed into a 
  respectable naturalist. He honed his keen powers of observation, devised 
  innovative survival techniques, and expanded his breadth of knowledge 
  about his adopted habitat. Yet the burgeoning entrepreneur also saw an 
  opportunity to share his passion for nature with others and simultaneously 
  earn a handsome profit. Brock shrewdly forged an arrangement with a local 
  band of lizardfolk he had maintained peaceful contact with for several 
  years, offering them fresh meat, weaponry, and minor magical trinkets in 
  exchange for their protection and cooperation with the monumental task 
  of building a hunting lodge within the Dyrgalas. 
  With his labor force in place, Brock traveled to the cathedral city of 
  Biltscrough lying at the border of the duchies of Mains and Saxe. There 
  he managed to secure financing from an investor named Joffrey Ium, 
  a local captal (one of the old noble families of Foere), landowner, and 
  inheritor of a small fortune. The project broke ground less than a month 
  later and, within ten months, Answin Lodge opened to tremendous fanfare 
  and interest. Those interested in visiting the lodge could book their stay 
  through Ium in Biltscrough and then make the journey through the Wolf 
  Hills to the small village of Fornlar at the edge of the Harwood. From 
  there, Brock had commissioned the building of a road leading into the 
  forest and directly his lodge in the Dyrgalas.
  For the next eight years, Brock’s lodge flourished. Every week, his 
  lizardfolk allies rendezvoused with the lodge’s guests at the bend in the 
  Loggers’ Road where it forked off toward the Dyrgalas and escorted 
  them to the hunting lodge proper for a formal tour and two nights’ 
  accommodations. Several years into his business, Brock found it useful 
  to build several small enclosures on the property to house a bask of 
  crocodiles and several other native beasts such as toads, lizards, snakes, 
  and swamp rats. To further supplement his income, the explorer also 
  offered personally guided safaris to an elite handful of clients, allowing 
  them to hunt some of the wetlands’ fiercest game. Despite an isolated 
  mishap or inexplicable disappearance here and there, guests and their 
  coins steadily poured into Answin Lodge.
  The Hunter’s Game
  Swamp or Fen?
  The Dyrgalas Fens are technically a swamp rather than a fen. 
  Much like the modern world, residents of the Lost Lands who have 
  the chance to name geographic features often don’t know, or care, 
  about technicalities like the differences between a swamp, marsh, 
  or fen. The distinction means little to the folk who are forced to live 
  in its proximity and contend with the many challenges to survival 
  it produces. However, the swamp is usually just referred to as the 
  Dyrgalas anyway, so the discrepancy rarely comes up even in 
  scholarly circles.
  
  5
  The hunter's game
  Life in Hell
  While Brock’s fortunes were rising, the fates were not as kind to the 
  traveling cleric who accompanied him. Carson’s MillGoD turned out to 
  be a rough, surly, oppressive place. A company town for the loggers of 
  the forest, its mayor and local watch captain kept the peace with a harsh 
  fist and kept the employees indebted through exorbitant rent fees and 
  costs. The loggers, many of whom were little more than ne’er-do-wells, 
  drunks, and ruffians, lived almost as indentured servants in the bleak 
  place and cared little for Pastor Quantinimus and his messages of faith 
  and perseverance through hard work. In fact, they rarely spoke to him 
  except when in need of his healing gifts from the many, many hazards that 
  presented themselves daily in their hardscrabble lives. The injuries were 
  often too severe or too many in number for Quantinimus to keep up with, 
  which only painted him in a darker light in the eyes of the loggers.
  Finally, the term of the holy man’s contract with the mining company 
  expired, and he longed to return to his native Cerediun to seek some more 
  peaceful and less-hostile parish to serve. Rather than take the dangerous 
  log floats downriver to Tuller, he opted to travel overland back to the 
  Drijoc River to seek passage down its languid length. He and Brock had 
  exchanged correspondence over the years, and Quantinimus longed to 
  see his old friend’s dream of a Dyrgalas lodge in all its reality. To make 
  the trip overland to the Drijoc and then secure a means of passage down 
  its length, he turned to a pair of logger brothers, Ruland and Reginald 
  Grayharst, who had recently quit their logging jobs, discharged their debts 
  to the company, and were looking to travel to the Drijoc Delta (where they 
  claimed to have family) rather than take the usual Hyon River route. They 
  claimed to have already arranged passage down the Drijoc and allowed 
  Quantinimus to accompany them for only a modest fee.
  The short overland journey to the banks of the Drijoc was uneventful, 
  and soon the brothers’ means of transportation arrived in the form 
  of a lizardfolk who was poling a raft along the river’s bank. The party 
  boarded the raft and set out downriver as Quantinimus regaled them 
  with tales of his old friend Brock Answin and his marvelous Dyrgalas 
  lodge. Unfortunately for Quantinimus, he never saw his friend again 
  or his lodge. For what Brock didn’t know was that the logger brothers 
  were actually werecrocodiles and secretly members of a vile cult of the 
  parasite god Rachiss that had set up operations in the abandoned ruins of 
  an old asylum several miles upriver on the banks of the DrijocGoD. The 
  brothers had not resigned their jobs and repaid their company debts, but 
  had rather murdered their hated foreman and devoured his body. They 
  were leaving town quickly before the disappearance was traced back to 
  them but couldn’t simply head downriver on the Hyon because they knew 
  the town watch would never let them leave without first paying off their 
  debts (which of course they lacked the funds to do). 
  When the Grayharst brothers overheard Quantinimus talking about his 
  intentions to travel down the Drijoc, they quickly formulated a plan. They 
  sent word to their cult mates at the not-too-distant ruins and arranged 
  for another cult member, the lizardfolk bard Shashana, to pick them and 
  another passenger up on the banks of the Drijoc and carry them down to 
  the Dyrgalas. They had heard of Answin’s Lodge before and thought this 
  represented an excellent opportunity to pay a visit to the swamp interloper 
  and teach him to know the wrath of Rachiss. Shashana picked them up as 
  planned, and by the time the logging bosses noticed that the brothers were 
  gone, they were already well on their way down the Drijoc and beyond 
  the logging company’s reach. Once they had pumped Quantinimus for all 
  the information he possessed about the lodge, they revealed to him their 
  crocodilian forms as well, and he soon joined their former foreman as a 
  meal for the savage creatures.
  As they neared the lodge, the trio ditched their raft and began their 
  plan to infiltrate the lodge and destroy it from within in honor of their 
  god, Father Host, whose parasitic children killed their victims in much the 
  same way. Ruland and Reginald took on their crocodile forms and posed as 
  troublesome reptiles infringing on the lodge’s territory. The herpetologist 
  did what came naturally to him and soon subdued the aggressive crocs 
  to add to his exhibit. Shashana likewise found work among the other 
  indigenous lizardfolk as a guide and escort. No longer outsiders, they 
  could now move about the hunting lodge with impunity, granting them 
  access to the business’s wealthy clients.
  At first, the trio acted in concert to abduct, rob, and kill their victims 
  near the end of the guests’ return trip through the Harwood Forest. 
  They zeroed in on visitors from distant lands with no ties to the local 
  communities. However, they soon realized they could double their profits 
  if they sold these humanoids to the Dyrgalas’ monstrous denizens as 
  slaves, food, or to obtain ransoms from their distant families. Over the 
  past 11 months, they have kidnapped 24 wealthy visitors. They initially 
  exercised tremendous care selecting their targets. Yet avarice eventually 
  trumps caution. They took more risks, leading to sloppy mistakes that 
  now command the attention of distraught family members searching for 
  missing loved ones, anxious government officials, and Brock’s small 
  but vocal legion of detractors. The greedy perpetrators also sense others 
  have caught onto their murderous schemes, making the former prisoners 
  even more unbalanced and impulsive. The adventurers investigating this 
  delicate matter must sort through the clues and unmask the culprits behind 
  these dastardly crimes. Only then can they save their unwilling captives 
  from the clutches of the swamp’s most depraved monstrous denizens.
  GoD See Glades of Death by Necromancer Games for more information.
  QoD See Quests of Doom: Death in Dyrgalas by Frog God Games for 
  more information.
  Adventure Synopsis
  The cathedral city of Biltscrough to the north of the Dyrgalas is a 
  logical starting point for this adventure, but any other locale in the region, 
  including the towns of Lortsbar to the west, Fornlar to the north, and 
  Tuller to the southeast, also fits the bill. Alternatively, with a few minor 
  adjustments the Referee may set the adventure in any other location of his 
  choice, though the primary scenes still take place in a swamp. Regardless 
  of the Referee’s decision in the preceding matter, the story begins when a 
  worried family member or a government official contacts the characters 
  and asks them to investigate the events transpiring at Answin Lodge within 
  the Dyrgalas. The adventure’s initial foray takes them toward the swamp, 
  either via the Loggers’ Road from Fornlar or an alternative overland route 
  if necessary.
  Based upon the information they gathered before leaving, the heroes 
  may rendezvous with Brock’s lizardfolk escorts, including the treacherous 
  Shashana, just inside the Harwood, or they may attempt to find the hunting 
  lodge themselves. Whether they go it alone or accompany the lizardfolk, 
  the journey through the untamed wetlands proves difficult. The Dyrgalas 
  teems with hungry predators and monstrous denizens who beset the 
  adventurers and their guides. After enduring the arduous hike through the 
  Dyrgalas, the characters arrive at Answin Lodge, where Brock Answin 
  and his small staff await them.
  The gregarious Brock eagerly greets the new arrivals, yet the characters’ 
  allegations regarding the unexplained disappearances perplex him and 
  his employees. The renowned naturalist cannot explain these events and 
  gladly offers his assistance in their investigation. Inquiries and clues 
  gathered at the scene point toward the conclusion that at least several 
  malevolent creatures infiltrated the hunting lodge. With the characters and 
  Brock bearing down on them, the Grayharst brothers and Shashana act 
  quickly to neutralize the threat. That night, Shashana uses her illusory 
  magic to lure the characters into an isolated location where the vicious 
  werecrocodiles await. To make matters worse, the natural lycanthropes 
  recently spread their curse to two of Brock’s lizardfolk employees. These 
  werecrocodiles, led by Ruland and Reginald and joined by Shashana, 
  descend on the characters, Brock, and his staff, who with their combined 
  forces must fend off the assault.
  In the aftermath of the vicious attack, the characters discover that the 
  siblings and their associate did not act alone. The rapacious trio sold the 
  captives to three of the Dyrgalas Fens’ most sinister denizens: Grizzelda 
  a vile annis hag, Berseus a swamp ogre outcast, and a pair of cruel harpy 
  sisters. Using a crude map found among the conspirators’ personal 
  possessions along with Brock’s knowledge of the terrain and rumors 
  about the creatures’ whereabouts, the characters venture deeper into 
  the Dyrgalas, where they must liberate the unfortunate souls from their 
  captors and return them to safety.
  
  6
  Quests of Doom 4
  Starting the Adventure
  The adventure begins with the characters in Biltscrough or some other 
  suitable locale where they learn of the trouble in the Dyrgalas and are 
  hired to investigate the matter. The cathedral city of Biltscrough is the 
  most advantageous location to start the adventure. The sprawling city 
  boasts a large population, giving the characters ample opportunities to 
  gather information about Answin Lodge, the vast swamp surrounding it, 
  and the man who built and oversees the wilderness operation. Down the 
  Loggers’ Road from Biltscrough is the town of Fornlar, which lies on the 
  northern fringe of the Harwood Forest and provides the most direct route 
  to the lodge in the Dyrgalas. 
  Hooks
  The characters are likely drawn into the adventure’s events in one of two 
  ways. The distressing news regarding the disappearances from Answin 
  Lodge worries its primary financier, Joffrey Ium, who fears any negative 
  publicity about the business may jeopardize the long-term viability of his 
  only profitable venture. Alternatively, one of the missing persons’ family 
  members contacts the characters and asks them to locate their loved one. 
  With these interests in mind, the Referee may use one or more of the 
  following hooks or create one of his own to set the adventure into motion.
  Protecting My Investment
  Eight years ago, the jocular Brock Answin convinced the young scion 
  of the Ium family, Joffrey Ium (Neutral male human aristocrat 4) to make 
  him a substantial loan in order to construct Answin Hunting Lodge. The 
  unsavory rumors swirling around his prized investment greatly worry the 
  debt-laden aristocrat. Using his influence, he arranges a meeting with the 
  characters and approaches them with a tantalizing proposition. He offers 
  the equivalent of one year of payments on Brock’s loan note (1800gp), 
  payable in three payments, in exchange for them venturing to Answin 
  Hunting Lodge and resolving the controversy troubling the establishment. 
  As a seasoned businessman, Joffrey is open to negotiating the fee with 
  two caveats: If the characters demand more money, he agrees to repay 
  them over a longer period of time, up to a maximum of 2700gp payable 
  over 3 years. Conversely, Joffrey offers characters who insist on getting 
  an immediate lump sum payment a smaller amount, beginning at 600gp 
  — the amount of the first payment — up to a maximum of 1000gp. When 
  the parties come to terms on their arrangement, the nobleman tells the 
  adventurers that six noteworthy people that he is aware of have never 
  returned from Answin Lodge. These guests included most recently one 
  of the city’s Listeners Shanga Halfshin (Lawful female halfling expert 
  3) and Marafoy Stadli (Chaotic male human thief 3), the prodigal son of 
  the sheriff at Fornlar. Joffrey directs characters who make further inquiries 
  about either individual to Wangard Halfshin, Shanga’s concerned father 
  (see Family Closure below).
  Family Closure
  On the edge of entering his second century, Wangard Halfshin (Lawful 
  male halfling cleric of Mick O’Delving 5), a well-known and beloved 
  priest of the Halfling God, knows his mortal life is coming to a close. 
  However, he cannot bear to think his precious daughter, Shanga Halfshin, 
  four decades his junior, may depart this world before him. Though shaken 
  in his faith, Mick’s downtrodden servant offers the characters a divine 
  scroll containing 4 1st-level cleric spells of their choice in exchange for 
  finding out what happened to Shanga and returning her home, if possible. 
  Wangard is willing to negotiate, of course, and offers as much as 2 3rd-
  level spells, 3 2nd-level spells, or some combination with a total number 
  of spell levels not greater than 6. (For example, 2 3rd-level spells, or 1 
  3rd-level spell and 3 1st-level spells, or 3 2nd-level spells, and so on.)
  If the characters have already struck a bargain with Joffrey (see 
  Protecting My Investment), the venerable cleric reduces his initial 
  payment offer to 2 spells instead of 4, with a maximum negotiated 
  price of 4 total spell levels. If the characters attempt to fool Wangard 
  by concealing or otherwise lying about their arrangement with Joffrey, 
  Wangard rescinds his offer in its entirety and tells them he plans to look 
  elsewhere for assistance. He immediately becomes unfriendly toward 
  the characters and refuses to discuss the matter any further unless they 
  somehow can convince him they were wrong. He firmly believes they 
  were trying to take advantage of him in his time of need and resents them 
  for it.Wangard tells characters on good terms with him that Shanga left for 
  the Answin Lodge about 2 months earlier and was scheduled to return 7 
  days ago. The 8 other visitors who accompanied her returned home safely 
  without incident, though he quickly adds he does not personally know 
  any of them well. After making several inquiries of them, they relayed the 
  same tale. Shanga disappeared after they left the hunting lodge and before 
  their arrival at the edge of the Dyrgalas Fens. None of her companions 
  noticed anything out of the ordinary during the journey, and no one saw 
  Shanga go off on her own at any point during the trip back.
  Alternatively, if they begin the adventure in Fornlar, Sheriff Olson 
  (Lawful male human fighter 3) may contact the characters to locate his 
  missing son. His terms and conditions are identical to Wangard, but unlike 
  his ecclesiastical counterpart, the sheriff can offer no details about his 
  son’s disappearance.
  Part One:  
  The Dyrgalas Fens
  Located along the main thoroughfare between the duchies of Mains and 
  Saxe, the cathedral city of Biltscrough sits in the epicenter of trade and 
  information within the southern Kingdoms of Foere. Traveling merchants, 
  loggers, miners, adventurers, and pilgrims bring a plethora of tales and 
  stories ranging from the mundane to the ridiculous. These rumors freely 
  circulate throughout the city (or any other suitable locale of the Referee’s 
  choice) on a constant basis. Merely conversing with Biltscrough’s 
  residents and visitors is sufficient to obtain 1d4 of these rumors per day 
  spent asking around about the subject of the lodge. 
  • Since its creation eight years ago, roughly 1500 visitors have made 
  the trek to Answin Hunting Lodge. Every week at dawn on Mootsdag 
  (Wednesday), a contingent of lizardfolk guides lead guests from the road 
  at the edge of the Dyrgalas to Answin Lodge. The journey lasts about 8 
  hours, and visitors remain at the hunting lodge for two nights before de-
  parting at dawn on Sisterstag (Friday).
  • A stay at Answin Lodge costs guests 100gp. Brock charges 250gp for a 
  private, one-day safari with him. Stays can be extended for a week for a 
  considerable additional charge.
  • Common game hunted at the lodge includes crocodiles, otters, giant 
  frogs, and giant constrictor snakes. When escorting visitors on a private 
  safari, the potential prey includes shocker lizards, slurks, goblin dogs, and 
  goliath frogs.
  • Brock will consider leading an expedition against other, more dangerous 
  game within the swamp though he never hunts lizardfolk to avoid offend-
  ing his workers.
  • Lizardfolk, bugbears, and other vicious humanoids — including bands 
  of outlaws — inhabit the Dyrgalas, though other foul denizens, most no-
  tably black dragons, also live there.
  • Brock and his staff routinely beat their animals to make them docile for 
  visitors. He even removes the crocodiles’ teeth to make them harmless. 
  (This is a false.)
  • Six confirmed visitors never returned from Answin Hunting Lodge over 
  the last several months, including the daughter of a prominent halfling 
  cleric who also happens to be one of Biltscrough’s Listeners, as well as 
  the son Fornlar’s sheriff. Many suspect the true number of disappearances 
  is actually much higher.
  • The Loggers’ Road Branch is moderately maintained and sparsely trav-
  eled for the first part of the journey out of Fornlar. It quickly falls into 
  disrepair when it reaches the edge of the fens.
  
  7
  The hunter's game
  • The disappearances are a ruse perpetrated by rich families to conceal the 
  fact their spoiled children really were sent to lumber and mining camps 
  in the Harwood Forest to serve out sentences of hard labor for seditious 
  intent against the government. (This is false.)
  Greater Details
  Biltscrough in particular bustles with rumors, but some tales 
  require more legwork than others. Characters intent on gathering more 
  detailed information may interact with the local residents or recall tales 
  they overheard or personally experienced at some point during their 
  adventuring career. The Referee must exercise judgment when doling 
  out these additional details. The average citizen may be a good source 
  of information about local establishments and famous people, but is less 
  likely to know anything about the Dyrgalas and other adventuring locales. 
  Characters can acquire this information from the locals in 1d3+1 hours for 
  each rumor, and requires spending 1d3gp for each hour beyond the first to 
  purchase rounds of drinks, grease palms, and so forth. 
  The Dyrgalas Fens
  The characters may learn the following information about the Dyrgalas:
  • Answin Hunting Lodge’s crocodile exhibit attracts the most visitors. 
  The ornery reptiles are kept inside a stone enclosure. As part of the show, 
  Brock sometimes wrestles one of the massive beasts. The exhibit has prov-
  en popular enough that Brock now has a reduced-rate fee for those who 
  wish to visit the lodge but forego the hunting expedition into the swamp.
  • One of the swamp’s resident black dragons does not take kindly to 
  Brock keeping his distant kin prisoner for prolonged periods of time. He 
  is gathering allies among the indigenous creatures to assault the hunting 
  lodge and liberate his fellow reptiles. (This is a plausible rumor but false.)
  • Brock Answin, the lodge’s owner, is a handsome, talkative and friendly 
  chap from the southern delta who flaunts a well-earned reputation for bed-
  ding some of the business’s many female guests over the years. His roving 
  eye has gotten him into trouble on a few occasions when he set his sights 
  on the wives and fiancés of Biltscrough’s most powerful figures.
  • The accounts regarding the disappearances are universally consistent. In 
  every case, the missing person left the hunting lodge on the return journey 
  and then was nowhere to be found shortly after the group exited the Dyr-
  galas. Four lizardfolk accompanied them on this leg of the journey, and no 
  one recalls seeing anything amiss about their behavior or actions during 
  the trek. (This check requires 1d3+1 days, rather than hours, and requires 
  the characters to specifically speak with those returning from the lodge 
  during the fateful trips.)
  Further Investigation
  In addition to gathering some of the preceding rumors, thorough 
  investigators may insist on speaking directly to one or more witnesses 
  in the hopes of discovering something everyone else missed about the 
  trip, Answin Lodge, and its inhabitants. The characters’ success in this 
  endeavor depends largely upon their starting point. Firsthand accounts are 
  not hard to find in Biltscrough. The same cannot be said of any other 
  locations in the Harwood Forest and beyond.
  At the present time, five people are readily accessible to adventurers. 
  They are: 
  • Maximilian Pourell (Chaotic male human thief 4), who can often be 
  found at the Sleeping Dragon Tavern.
  • Miram Stumblefoot (Neutral male halfling expert 5), who owns a tex-
  tiles shop. 
  • Jacques D’Amberge (Lawful male human cleric of Mithras 3), an aco-
  lyte at the Temple of Mithras. 
  • Penelope Trutess (Lawful female human aristocrat 5), the daughter of 
  one of the Archdeacon’s closest advisers. 
  • Haltarmie Spindlefist (Neutral male halfling magic-user 3), who is fre-
  quently found at the Temple of Dre’uain the Lame.
  • Witnesses are much scarcer in outlying areas such as Fornlar or Lorts-
  bar. These are: 
  • Cravan Kanaer (Neutral male human warrior 2) one of Fornlar’s 
  guardsmen. 
  • Jenna Ezreki (Neutral female half-elf expert 3) is currently performing 
  in Fornlar at The Cloak and Candle Inn.
  • Aven Hogledier (Neutral male human druid 4) resides in a small glade 
  just outside the town limits of Lortsbar in the Harwood Forest.
  Each of the witness’s statements, regardless of their alignment or 
  outlook, follows an almost identical pattern. The four lizardfolk escorts 
  met their party at dawn on the Loggers’ Road Branch at the edge of 
  the Dyrgalas Fens. The quartet led them into the swamp along a crude 
  trail. They arrived at Answin Lodge shortly before dusk. Brock and his 
  staff greeted them, led them to their accommodations, and met them the 
  following morning for a tour of Answin Lodge before journeying into the 
  swamp to hunt game. They shared dinner then retired to their quarters 
  for the evening. At dawn the following morning, they mustered in the 
  hunting lodge’s courtyard. Brock bade them farewell, and they set out for 
  the Loggers’ Road Branch accompanied once again by their lizardfolk 
  guides. It was not until they left the Dyrgalas and proceeded some way 
  down Loggers’ Road Branch that they noticed one of their party missing. 
  By then, the lizardfolk were gone. A few daring visitors made a cursory 
  effort to double back and search for the lost guest yet they found nothing.
  Despite the nearly uniform similarities, a few pointed questions about 
  Answin Lodge’s details yield some useful clues. If asked about the 
  highlight of their trip, the visitors universally agree the crocodile exhibit 
  stood out the most, aside from the actual hunt, but they disagree about 
  the number of crocodiles they saw. The majority are certain there were 
  six reptiles in the enclosure. However, several others who ventured out 
  to the exhibit at night or early in the morning counter there were only 
  four. In addition, a few witnesses also report at least two lizardfolk staff 
  members sported fresh wounds on their legs they attributed to the hungry 
  beasts being “feistier” than usual. Estimates regarding Brock’s staff also 
  vary. Everyone distinctly remembers meeting the hunting lodge’s owner 
  and his business manager, Bhanda Jasanapur, though a few people 
  recall briefly glimpsing a human assistant on the grounds during the early 
  morning and late evening before he abruptly disappeared. When pressed 
  for details about the fleeting encounter, no one provides more than a vague 
  description of a burly, unkempt man. Though initially reluctant under 
  direct examination, the female visitors also grudgingly admit Brock made 
  unwelcome overtures during their stay. However, none made a major issue 
  of his crude gestures and double-entendres because he quickly apologized 
  and ceased his boorish behavior for the rest of the trip. The witnesses 
  begin the inquiries as being indifferent to the characters’ requests, yet 
  if they manage to sway one to being helpful, there is a 50% chance the 
  person tells them they experienced an odd tingle when interacting with 
  one of the lizardfolk on the journey back as they neared the edge of the 
  Dyrgalas Fens.
  The werecrocodiles’ assumption of their animal form during the daylight 
  hours accounts for the disparate numbers seen in the enclosure. At night, 
  the Grayharst brothers transform into humans, allowing them to climb out 
  of their pen and escape into the surrounding wilderness to plan their next 
  Divination Magic
  The characters may resort to some form of magic to aid in their 
  search for clues, either during their initial information-gathering 
  stage or later in the adventure. The Hunter’s Game is low enough 
  in level to make potential magic characters have available a useful 
  tool for them, but not likely enough to ruin the buildup of the 
  mystery behind the investigation. 
  ESP may allow a character to have an easier time dredging 
  hidden information from an NPC, while speak with animals might 
  allow for easier discovery of what happened to victims if a character 
  happens to cast it near where an abduction occurred.
  
  8
  Quests of Doom 4
  abduction and to strike a bargain with one of their wicked clients. The 
  werecrocodiles also do not return to their pen on the morning when the 
  visitors depart from Answin Lodge. Instead, they remain in the wilderness 
  at a designated spot to abduct their next victim (see the upcoming section 
  Crime Scene and Clues for further details). The odd tingle the witness 
  experienced resulted from that individual resisting Shashana’s charm 
  person spell. To swell their numbers, they also deliberately bit Brock and 
  two of the lizardfolk staff members in the hopes of infecting them with 
  lycanthropy in order to tighten their grip over Answin Lodge. With each 
  passing month, the brothers and their lizardfolk ally grow increasingly 
  paranoid that Brock, Bhanda or Biltscrough’s authorities are closing in 
  on them.
  Traveling to Answin Lodge
  After conducting their inquiries with cooperative witnesses, gathering 
  important information from the locals, and procuring the equipment and 
  supplies necessary to delve into the foreboding swamp, the next stage of 
  the characters’ investigation takes them to Answin Lodge. The first leg of 
  the journey takes them down the Loggers’ Road to the hamlet of Fornlar 
  in the Wolf Hills at the very edge of civilized lands. Most of the journey 
  is through the pleasant rolling countryside of southern Foere, so no hostile 
  encounters occur. Likewise, Fornlar isn’t deep into the Wolf Hills, so no 
  encounters are likely to occur.
  However, once the party leaves Fornlar along the Loggers’ Road into 
  the Harwood Forest the way grows more treacherous. The characters will 
  take the Loggers’ Road Branch south from Fornlar into the forest. It runs 
  parallel to the Drijoc River for much of its length and peters out near the 
  edge of the Dyrgalas Fens where the lizardfolk guides are stationed to 
  meet incoming groups. From there, Brock’s poorly maintained extension 
  leads the rest of the way to the lodge. This rough trail runs for another 
  seven miles, where it culminates at the southern gate to Answin Lodge 
  proper. Alternatively, the characters can follow the same route but forego 
  the guides’ assistance, which requires them to find the trail on their own. 
  Finally, the characters can avoid the Loggers’ Road Branch altogether 
  and blaze an entirely new trail through the treacherous wetlands. With 
  this option, the chances of encountering natural hazards in the wilderness 
  increase significantly.
  Events in Harwood Forest
  The Referee may insert some or all of the following events to spice up 
  the opening foray of the characters’ expedition to Answin Lodge. These 
  events lack the lethality of an encounter, and are instead designed to break 
  up the monotony of the journey while providing some potentially valuable 
  information to the characters on their hike to the Dyrgalas. The first two 
  events detailed below take place only on Loggers’ Road Branch out of 
  Fornlar.
  The Loggers
  Four human loggers, Bran Toltsky, Kristo Ubaltus, Wes Cerpay and 
  Michael Youngsman (Neutral male human expert 2), on their journey 
  north to Fornlar tow 10 massive cypress logs on two horse-drawn wagons 
  along the Loggers’ Road Branch. The quartet of chatty fellows spent 
  the better part of the last week harvesting trees from the Dyrgalas Fens’ 
  eastern edge. One of the men boasts about finding a monogrammed gold 
  cufflink bearing the inscription “JRW” (25gp) atop a mound alongside 
  the Loggers’ Road Branch roughly 1 mile from the swamp’s edge. The 
  missing accessory belonged to Julius Robert Worthington, a traveling 
  merchant of Tuller the werecrocodiles abducted 6 months ago. Because 
  no one reported the foreigner missing with the local authorities, there is 
  no chance of linking the jewelry piece to its missing owner unless the 
  characters participate in the next event. The men refuse to allow the 
  characters to examine the cufflink unless they purchase it for 30gp or 
  are compelled by magic. Close scrutiny of the item uncovers the minute 
  presence of dried blood on the object.
  The Daughter’s Search
  Susana Worthington (Neutral female human aristocrat 3), daughter 
  of Julius Robert Worthington (see above), walks along the Loggers’ Road 
  Branch, along with her two escorts (Neutral male human warrior 3), 
  searching for any signs of her father. She tells anyone willing to listen 
  that her father left for a business trip to the lumber camps upriver from 
  Tuller 7 months earlier and never returned. After hearing rumors of a rash 
  of disappearances from the Answin Lodge, the 22-year-old Susana came 
  to believe her father made the trip to the remote wilderness sanctuary. If 
  the characters describe or show her the cufflink the loggers recovered, she 
  confirms the accessory belonged to her father. With that information in 
  hand, the brave-but-wise woman turns back for Tuller rather than proceed 
  to the dangerous Dyrgalas Fens. However, she asks the characters if 
  they would give her the cufflink as a sentimental piece and offers them a 
  100gp silver bracelet she wears in exchange for the item. Otherwise, she 
  continues toward the swamp searching for physical evidence or statements 
  from passers-by that may lead her to her missing parent.
  Traveling Minstrels
  Two halfling musicians, Millamar and Vanalor Soredtoe (Neutral 
  male halfling expert 2), dream of starting a band called Two-and-a-Half 
  Octaves. Millamar is the group’s lute player while his younger counterpart 
  plays percussion. They realize neither can carry a tune, thus forcing them 
  to recruit a singer for their musical trio. The flamboyant pair gladly offers 
  an audition to anyone with a high-pitched voice. The halflings always 
  steer a wide berth around the Dyrgalas, especially in light of the strange 
  rumors of events transpiring in the swamp’s hunting lodge.
  Encounters
  Nearly all of the ancient Harwood Forest remains largely unsettled 
  and little explored. The remoteness and isolation provide an ideal base of 
  operations for bandits and marauding humanoids. 
  Loggers’ Road Branch Encounters
  1d6
  Encounter
  1–3
  2d4 bandits
  4–5
  1d3+1 ghouls
  6
  Giant wasp
  Bandits (2d4): HD 1; AC 7[12]; Atk short sword (1d6); Move 
  12; Save 17; AL C; CL/XP 1/15; Special: none.
  Equipment: leather armor, short sword, 1d4sp. 
  Ghouls (1d3+1): HD 2; AC 6[13]; Atk 2 claws (1d3), bite (1d4); 
  Move 9; Save 16; AL C; CL/XP 3/60; Special: immune to 
  charm and sleep, paralyzing touch (3d6 turns, save resists).
  Giant Wasp: HD 4; AC 4[15]; Atk sting (1d4 plus poison), 
  bite (1d8); Move 1 (fly 20); Save 13; AL N; CL/XP 6/400; 
  Special: larvae (eat victim after paralysis ends, cure disease 
  destroys), paralyzing poison (1d4+1 days, save resists). 
  (Monstrosities 505)
  At the Swamp’s Edge
  Characters who make their way from the Harwood Forest’s border 
  ultimately arrives at the edge of the ominous Dyrgalas Fens, an expansive 
  swamp making up a swath of the region’s southeastern expanse. Countless 
  small streams bring runoff from the neighboring Wolf Hills and other 
  surrounding areas into the low-lying basin. In addition, the Drijoc River 
  feeds into the northeast corner of the swamp. Characters who arrive at this 
  point face three options — rendezvous with Brock’s lizardfolk escorts 
  and accompany them to Answin Lodge, venture without the guides along 
  
  9
  The hunter's game
  road and find the trail leading to Answin Lodge on their own, or plow 
  through the untamed wilderness and attempt to locate the hunting lodge 
  without the benefit of any landmarks. When the characters reach this 
  point, the Referee may read or paraphrase the following description of 
  this suffocating swamp.
  The stench of decaying organic matter and the constant 
  bubbling of pent-up natural gases seeping up from the 
  wetlands’ fetid bowels clings to the seemingly visible humidity 
  in the air. Refreshing streams of pristine water pour into the 
  depressed basin from a multitude of directions. Once in the 
  Dyrgalas Fens’ nauseating embrace, the pure waters turn 
  into a morass that congeals into foul-smelling mud. Massive 
  cypress trees tower over the inundated land below, basking 
  the foreboding swamp in a perpetual eerie twilight. The 
  sounds of snapping branches in the distance accompanied by 
  the closer noises of splashing water and footsteps trying to 
  escape the emulsified gooey floor steep the area in a shroud 
  of continual gloom.
  If the characters came here via the Loggers’ Road Branch, the Referee 
  may read or paraphrase the following added description.
  The word “road” hardly befits an elevated earthen 
  causeway built from a combination of raised mulch and sawn 
  tree trunks. Though obviously easier to negotiate than the 
  trackless expanses surrounding it, the road is more akin to a 
  crudely made plateau than an actual thoroughfare.
  Crime Scenes and Clues
  The characters’ information clearly points toward the fact that the 
  missing people vanished at or shortly after they entered the Harwood 
  Forest from the swamp. The culprits used Shashana’s magic to carry 
  out the abduction. The lizardfolk and her werecrocodile cohorts set up a 
  rendezvous point approximately 1 mile from the spot where the Loggers’ 
  Road Branch re-emerges into the Harwood Forest. Shashana then isolated 
  one of the guests by either deliberately lagging behind or wandering a 
  short distance off the trail. While alone, she discreetly cast charm person 
  on her designated victim and told that person to stay behind and walk 
  toward a designated spot, using a barely plausible cover story about 
  some unknown danger lurking ahead. When the hunting lodge party put 
  some distance between themselves and the lone straggler, the Grayharst 
  brothers quickly overpowered their victim. (This explains why some 
  visitors reported seeing only four crocodiles in the enclosure the morning 
  they departed Answin Lodge.) Meanwhile, Shashana rejoined the party 
  disguised as the missing visitor, using phantasmal force to temporarily 
  allay any suspicions. A few minutes after exiting the Dyrgalas Fens, the 
  lizardfolk waited until an opportune time to slink away back to the swamp 
  and dispel her illusion leaving the remaining travelers later scratching 
  their heads at the disappearance.
  Unlike the trail leading to Answin Lodge, finding the spot where the 
  missing persons left Loggers’ Road Branch proves virtually impossible. 
  Too much time has passed on the marshy ground for tracks to remain. 
  However, other clues may exist for diligent characters who are willing to 
  search carefully off of the track. If a character actively searches the area 
  1 mile from the edge of Dyrgalas Fens (perhaps in response to the clue 
  the loggers found in the Events section), that character discovers a torn 
  piece of what appears to be a woman’s coat, an ivory hairbrush worth 
  5gp, and a cracked, silver mirror bearing an etching of a candle in a cave 
  near the edge of a swampy pool. The etching is Mick O’Delving’s holy 
  symbol. These items belonged to Shanga Halfshin and can be identified 
  by her father back in Biltscrough. Further searches of this area produce 
  no other clues.
  Reptile Rendezvous
  Adventurers who opt for the most straightforward path to Answin Lodge 
  meet Brock’s four lizardfolk guides at dawn on Mootsdag (Wednesday). 
  A swaggering aristocrat named Lord Horatio Alastair Charlton (Lawful 
  male human aristocrat 2) also waits for their reptilian guides to arrive for 
  his own trip to the lodge. The gregarious nobleman is an avid follower 
  of Kamien, the goddess of rivers, springs and streams. He waxes poetic 
  about the beauty of the Dyrgalas Fens’ gentle, rolling streams and pristine 
  ponds despite its reputation as an abode for unsavory folk and insidious 
  monsters. In the face of danger, the haughty man stands his ground if 
  personally attacked, but shies away from taking the initiative and aiding 
  the characters or lizardfolk escorts during a confrontation.
  For their part, the 3 lizardfolk guides and Shashana demonstrate their 
  standard punctuality and arrive at the meeting point 15 minutes before 
  dawn. Shashana acts as the group’s fourth member, though she is really 
  there to size up the guests and determine whether they are prime targets to 
  rob or potential impediments to their scheme. The lizardfolk guides speak 
  with a smattering of simple commands in common such as “go,” “stay,” 
  “follow,” and “wait.” In the event the characters or their aristocratic 
  counterpart want to converse with their escorts, Shashana steps to the 
  forefront and acts as the quartet’s informal liaison.
  Lizardfolk Guides (3): HD 2+1; HP 15, 13x2; AC 5[14]; Atk 2 
  claws (1d3), bite (1d6); Move 6 (swim 12); Save 16; AL C; CL/
  XP 2/30; Special: breathe underwater. (Monstrosities 302)
  Shashana, Lizardfolk Shaman: HD 4; HP 28; AC 5[14]; Atk 
  2 claws (1d3), bite (1d6), mace (1d6), +1 light crossbow 
  (1d4+2); Move 6 (swim 12); Save 16; AL C; CL/XP 2/30; 
  Special: breathe underwater, spells (3/2). (Monstrosities 302) 
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  invisibility, phantasmal force.
  Equipment: +1 light crossbow, 20 bolts, mace, potion of 
  healing, crude map of surrounding area.  
   
  Development: If questioned, the three lizardfolk guides deny knowing 
  anything about missing guests. They are adamant everyone left Answin 
  Lodge together and arrived safely at the edge of the Dyrgalas before they 
  turned back for the swamp. The accusation comes as a total shock to them. 
  Shashana naturally tries to dodge the characters and may even resort to 
  using her illusory magic to appear like one of the lizardfolk they already 
  questioned. When pressed into a corner, the convincing liar gives the same 
  answers as her kin, feigning no knowledge about missing visitors. If the 
  characters confront her, she tries to flee into the Dyrgalas and meet up 
  with her werecrocodile conspirators later that evening outside of Answin 
  Lodge. She fights only when left with no other alternative. The Referee 
  must also take into account that any physical altercation between the 
  characters and a lizardfolk, regardless of their justification for doing so, is 
  certain to provoke a full-scale melee with Brock’s trusted escorts unless 
  the characters produce ironclad physical evidence of Shashana’s guilt or a 
  confession, even if they coerce one out of her.
  The lizardfolk guides lead their charges 7 miles down the track, which 
  has degraded into a raised earthen causeway resembling a mound more 
  than a viable thoroughfare. In general, it takes a moderately encumbered 
  party of humans roughly 3 to 3-1/2 hours to traverse through the Dyrgalas.
  Going It Alone
  Characters who forego the preceding routine and opt to venture to 
  Answin Lodge on their own via the Loggers’ Road Branch and the trail 
  leading to the hunting lodge or blaze a fresh path through the wetlands 
  face several difficulties the conventional route avoids. For those who opt 
  for the Loggers’ Road Branch route, locating the trail leading off toward 
  Answin Lodge poses the only significant obstacle. A non-ranger character 
  has a 60% chance to locate the trail diverging from the Loggers’ Road 
  Branch and follow it to Answin Lodge. 
  Characters who stray from the trail and those who completely bypass 
  any of the swamp’s roads must backtrack to locate the correct path. In 
  
  10
  Quests of Doom 4
  any event, trekking through uncharted swampland always reduces the 
  creature’s Movement by half. 
  Dyrgalas Encounters
  Unlike the journey through the Harwood Forest, there are no events 
  in the Dyrgalas. Characters traveling through the region via the Loggers’ 
  Road Branch and the trail leading to Answin Lodge have a 1-in-4 chance 
  of an encounter each hour spent in the swamp. These adventurers largely 
  avoid the wetlands’ natural hazards with the exception of contracting a 
  mosquito-borne or tick-borne disease (1d4 damage for 1d4+1 days, save 
  resists). Characters who venture through the Dyrgalas’ trackless terrain 
  have a 2-in-6 chance of an encounter each hour spent in the swamp. The 
  Referee is free to use any of the encounters presented below. 
  Blighted
  Not all pests are created equally. The overwhelming majority poses 
  no imminent danger to intrepid explorers, though this solitary carrion fly 
  represents a significant exception to the general rule. Nine months ago, 
  a fanatical worshipper of Rachiss died in a sickening morass within the 
  Dyrgalas, releasing the gestating monstrosity feasting within him. 
  Carrion Fly: HD 4; HP 27; AC 7[12]; Atk 4 tentacles (paralyze) 
  or spit (2d4); Move 3 (fly 18); Save 13; AL N; CL/XP 7/600; 
  Special: acid (1d4 damage per round after paralysis), 
  paralyze (1d4+1 rounds, save resists). (Monstrosities 56)
  Tactics: In most cases, Brock’s lizardfolk guides join the fight. However, 
  the carrion fly’s frightful appearance utterly terrifies the overmatched, 
  reptilian humanoids, leaving it solely up to the characters to deal with 
  the monster. Treasure: The carrion fly conceals its treasures roughly 20ft 
  above the ground in the hollowed-out nook of a dead cypress tree 80ft 
  west of the encounter site. The carrion fly keeps +1 chainmail and a pouch 
  containing a divine scroll (cure light wounds, purify food and drink, bless) 
  in this hiding spot.
  Blood in the Mist
  A solitary mist-man floats through the trees in its constant search for 
  blood. (Characters accompanied by Brock’s lizardfolk guides face 2 mist-
  men instead. The lizardfolk escorts battle against one of the monsters, 
  leaving the other to the characters.) The amorphous creature passes 
  through the tiniest cracks and flies between tightly packed trees and 
  undergrowth with ease in its quest for prey, though it cannot move through 
  water. Mist Man (1 or 2): HD 4; AC 3[16]; Atk fist (2d6); Move (fly 18); 
  Save 13; AL C; CL/XP 5/240; Special: exhale mist (15ft cone, blinded 
  for 1d4+1 rounds, save avoids). (Monstrosities 332)
  Natural Hazards 
  The Dyrgalas Fens abounds with other hazards, though sticking 
  exclusively to the Loggers’ Road Branch and Answin Lodge’s makeshift 
  trail minimizes many of these dangers. Still, creatures passing through 
  these areas are subject to mosquito-borne and tick-borne maladies (1d4 
  damage for 1d4+1 days, save resists). They might also run across areas of 
  marsh gas (open flames cause explosion for 4d6 points of damage), and 
  patches of quicksand. 
  Part Two: Answin Hunting 
  Lodge and Vicinity
  After completing their long journey, the characters finally arrive at their 
  destination — Answin Lodge and the true beginning of their investigation. 
  After the characters unmask the culprits and confront the lycanthropic 
  brothers and their lizardfolk accomplice, their attention then turns toward 
  possibly rescuing some of the abductees from the clutches of four malevolent 
  residents: a annis hag, an oafish swamp ogre and two sinister harpies.
  First Impressions
  When the characters arrive at Answin Lodge, they set eyes upon a 
  sprawling complex surrounded by a 5ft-high clapboard fence made from 
  water-resistant cypress wood. An arched gate along the southern wall is 
  the only visible entrance to the compound. The gate is typically kept open 
  during the day and secured at night. 
  Unlike the typical perimeter barrier, the hunting lodge’s wooden 
  walls and gates are primarily intended to keep the resident animals from 
  escaping rather than preventing intruders from getting in. The structure’s 
  posts and planks make it relatively easy to scale the walls and gate, though 
  bursting through the gate or barreling over the walls proves more difficult.
  When the characters gain access to the hunting lodge proper the Referee 
  may read or paraphrase the following description.
  The outer walls encircle a sprawling complex. Spread out 
  throughout the southern half of the compound are four large 
  buildings. Eight smaller cottages run parallel to the western 
  wall, while two slightly larger structures and a crude, earthen 
  mound stand adjacent to them along the north wall. Between 
  them and the main buildings is a sizable pen teeming with 
  small animals as well as numerous wild berries, several fruit-
  bearing trees, and legumes. 
  The attraction’s centerpieces lie along the east wall. An 
  enormous sunken pool of murky water spans much of 
  the hunting lodge’s southeastern corner. Numerous fish, 
  crustaceans, and mollusks are visible in the torpid pool, while 
  at least a dozen turtles and a giant tortoise leisurely bask 
  along the pool’s edges. A stone wall surrounds the perimeter 
  of a steeply sloped, semi-aquatic exhibit that protects visitors 
  from the crocodiles that roam the enclosure’s bottom. The 
  northeastern corner boasts a circular glass enclosure that 
  features a collection of native amphibians. Despite the 
  compounds obvious upkeep, the stench of rotting food and 
  excrement hangs heavy in the stale air.
  During the adventure’s investigative portion, events unfold in response 
  to the characters’ actions rather than in accordance with a preset plan. It 
  is critical for the Referee to read ahead and become familiar with how 
  each of the main antagonists responds to what the characters do during 
  their excursion to Answin Lodge. How Brock, Bhanda and the lizardfolk 
  guides answer questions about the mysterious disappearances appears in 
  the Answin Lodge Review section below. The next section addresses 
  what happens to characters who partake in the hunting lodge tour, while 
  the subsequent section details how Brock and his staff react to characters 
  who arrive unannounced at Answin Lodge.
  Answin Lodge Review
  Answin Lodge features a diverse cast of characters who act in accordance 
  with their own agendas. While Brock and Bhanda naturally want the best 
  for their business, they can also be a little guarded about revealing the 
  enterprise’s inner workings. The lizardfolk trust and admire the hunting 
  lodge’s management team, though their attitudes toward strangers range 
  from indifferent to hostile based upon the investigators’ actions during 
  their stay in the wilderness. This section provides additional details about 
  these individuals, focusing on their responses to the current crisis at 
  Answin Lodge. The adventure’s antagonists, Shashana and the Grayharst 
  brothers, appear in a later section, Crocodiles Rock.
  Brock Answin
  A cheerful-looking burly man with long sandy brown hair held in a 
  topknot, a dark olive complexion, and broad shoulders and chest always 
  
  11
  The hunter's game
  approaches with his hand extended in greeting. A juvenile crocodile 
  measuring 3ft from snout to tail waddles behind.
  Brock Answin is a crocodilian hunter, and the small crocodile mirroring 
  his every step is his pet Vicejaw. Answin Lodge’s owner is a chatty fellow, 
  especially in the company of attractive human, elf or half-elf women. In 
  this case, he immediately shifts his attention from the group at large to his 
  target audience. Brock comes on very strong, a trait that always raises one 
  of Bhanda’s disapproving eyebrows. Brock’s animals and the Dyrgalas 
  are his true passions, though. Even after 8 years of narrating the same 
  exhibits and leading excursions, his enthusiasm never wanes. He is an 
  animated speaker who uses signature catchphrases such as “closer than 
  a croc’s eyelash,” “unholy death roll,” “slower than a frigid turtle,” and 
  “toad slime” to keep his audience’s attention throughout his presentations. 
  Brock Answin (Rgr5): HP 41; AC 6[13]; Atk dagger (1d4) or 
  sling (1d4); Move 12; Save 10; AL L; CL/XP 5/240; Special: +5 
  vs. giants and goblin-types, alertness, tracking.
  Equipment: +1 leather armor, dagger, sling, 20 sling 
  stones, 16gp, keys to Areas K1, K2, K3 and chest within 
  Area K3
  Vicejaw (Normal Crocodile): HD 3; HP 20; AC 4[15]; Atk bite 
  (1d6); Move 9 (swim 12); Save 14; AL N; CL/XP 3/60;  
  Special: none.
  Development: Much to the characters’ surprise, dismay, or disbelief, the 
  affable hunter remains blissfully oblivious to the rash of disappearances 
  plaguing his attraction. Indeed, the surprising news about the missing 
  guests takes him aback and leaves the normally jovial Brock speechless. 
  From the outset, he insists that he personally accounted for everyone 
  during their stay at Answin Lodge. He adamantly avows that he saw 
  every guest who arrived at Answin Lodge also leave. Brock rigorously 
  defends his staff, particularly his lizardfolk allies, against any allegations 
  they are somehow involved in nefarious deeds. Naturally, he wants to get 
  to the bottom of the matter too, though he prefers to keep a tight leash 
  on the characters’ investigative activities. Questioning him, Bhanda and 
  the lizardfolk is acceptable. Blatantly accusing any member of his staff 
  without hard evidence angers him.
  Nonetheless, Brock provides useful information if the characters ask 
  him the right questions. He recalls names and faces with remarkable 
  accuracy, so telling him the victims’ names or descriptions prompts him 
  to respond that a cunning predator would have targeted those people in 
  preference to the others because of their size, naivety, lack of situational 
  awareness, an infirmity, or various other plausible reasons. Inquiries about 
  the number of crocodiles in the enclosure yields a baffled facial expression 
  accompanied by a curt reply of “6.” He cannot explain the accounts and 
  rumors of witnesses seeing only 4 crocodiles instead of 6, though he 
  suggests checking that evening to dispel the notion, which he describes as 
  “dafter than a six-legged gator.” The reports of mysterious men wandering 
  the hunting lodge’s perimeter also leave him at a loss, as he and Bhanda 
  are the only humans in the area. Once again, Brock is open to aiding the 
  characters in any surveillance operation.
  Brock’s most distressing feature is a scabrous wound on his left forearm 
  made when Ruland Grayharst bit him while in crocodile form. Unlike his 
  two lizardfolk workers, the seasoned outdoorsman shrugged off the curse, 
  but he remarks that two crocodiles he adopted from the wild roughly a 
  year earlier seem rather feisty lately, considering he and his staff suffered 
  3 bite wounds in the last 2 weeks while sustaining only around 10 or 12 
  over the last eight years.
  Bhanda Jasanapur
  An attractive woman in her mid-30s with long brown hair and an 
  athletic build holds a ledger book in one hand and a quill pen in the other.
  Bhanda Jasanapur (Lawful female human expert 3) is the Answin 
  Lodge’s meticulous manager and is the antithesis of her carefree boss. She 
  oversees every aspect of the business with clockwork precision, ensuring 
  that each tour sticks to a tight schedule and that every customer pays 
  his share down to the last copper penny. Bhanda frequently shudders at 
  Brock’s outrageous antics and sometimes-ribald comments, but she also 
  respects him tremendously for his ambition and love of nature. Though 
  she appears cold and standoffish in comparison to her over-the-top 
  counterpart, the determined woman is a charming conversationalist who 
  enjoys unwinding with several glasses of wine or other spirits after a hard 
  day’s work. Bhanda is the glue that keeps Answin Lodge together.
  Development: Bhanda confirms Brock’s account that every guest who 
  arrived at Answin Lodge also departed. However, unlike her less-detailed 
  counterpart, the business manager keeps spotless records concerning every 
  guest’s stay and each employee’s designated tasks on a particular day. 
  Bhanda trusts the lizardfolk employees far less than her naïve superior, 
  so she keeps close tabs on their activities. If the characters provide her 
  with a list of the missing people, she can match up their names with the 
  lizardfolk who accompanied them on both trips. While Brock gives the 
  impression that the same lizardfolk have been with him since the hunting 
  lodge opened 8 years ago, 5 of the hunting lodge’s 12 lizardfolk guides 
  came on board within the last year. These junior employees are typically 
  detailed to the less-desirable return trip. They include Gruk, Raza, Truz, 
  Zara, and Shashana.
  Four names appear on every return trip log. For each missing person 
  the characters mention beyond the first, they eliminate one name 
  from the next list. Thus, if the characters ask Bhanda to research who 
  accompanied Marafoy Stadli and Shanga Halfshin, they are left with three 
  names appearing on both lists. Shashana is the common denominator on 
  every return trip log where someone went missing. This method is likely 
  to winnow the suspects down to a precious few and perhaps focus the 
  characters’ attention solely on Shashana who also escorted them from 
  Answin Lodge. Bhanda is at a loss to explain the discrepancies in the 
  number of crocodiles seen in the enclosure as well as the reports of a 
  mysterious human around the hunting lodge’s perimeter. She defers those 
  questions to Brock.
  Lizardfolk
  The lizardfolk live in a crowded earthen mound along the hunting 
  lodge’s northern edge. Despite their deplorable living conditions — at 
  least by conventional human standards — the lizardfolk who work here 
  prefer their sedentary existence within the secure confines of Answin 
  Lodge to the great outdoors. They are efficient employees who diligently 
  perform their assigned duties, though they sorely lack interpersonal skills 
  when interacting with anyone other than their fellow lizardfolk, Brock, 
  or Bhanda. The reptilian humanoids prefer anonymity, doing their best 
  to blend into the background and remain unseen in the company of 
  guests. There are 11 lizardfolk guides and Shashana residing here with 
  a roughly equal mix of males and females. In order of seniority they are 
  Azzat, Varet, Sira, Dresk, Kuar, Hulat, Zrig, Gruk, Raza, Shashana, Truz 
  and Zara.
  Lizardfolk Guides (11): HD 2+1; HP 16, 15x3, 14x2, 13x2, 12, 
  10x2; AC 5[14]; Atk 2 claws (1d3), bite (1d6); Move 6 (swim 
  12); Save 16; AL C; CL/XP 2/30; Special: breathe underwater. 
  (Monstrosities 302)
  Shashana, Lizardfolk Shaman: HD 4; HP 28; AC 5[14]; Atk 
  2 claws (1d3), bite (1d6), mace (1d6), +1 light crossbow 
  (1d4+2); Move 6 (swim 12); Save 16; AL C; CL/XP 2/30; 
  Special: breathe underwater, spells (3/2). (Monstrosities 302)
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  invisibility, phantasmal force.
  Equipment: +1 light crossbow, 20 bolts, mace, potion of 
  healing, crude map of surrounding area.  
   
  Development: Despite their exposure to civilization and admiration of 
  Brock, their suspicion of other races still runs extremely deep. They do not 
  take kindly to questions from outsiders. They respond to the characters’ 
  inquiries with furtive glances, quizzical scowls and veiled hostility. Even 
  in the presence of Brock or Bhanda, the lizardfolk bristle at the possibility 
  a misunderstood statement could harm one of their brethren. Nonetheless, 
  if the characters can befriend the lizardfolk, the subject grudgingly admits 
  Shashana frequently wanders off on her own at night and on their treks to 
  
  12
  Quests of Doom 4
  and from the rendezvous point. The guide further states Shashana seems 
  to enjoy the company of humans more than her kin. The individual also 
  adds that the wily Shashana often mumbles to herself, carrying on an 
  entire conversation alone. If pressed, the lizardfolk reveals Shashana was 
  noticeably absent when the lizardfolk parted ways with their guests after 
  exiting the Dyrgalas. She caught up with them roughly 10 minutes later.
  Like Brock, two of the lizardfolk — Dresk and Hulat — sport fresh 
  wounds, though the werecrocodiles bit them on the upper thigh instead of 
  the forearm, which allows them to partially conceal the injury. Characters 
  have a 1-in-6 chance to spot the almost completely healed laceration. 
  When questioned about the slash, each party laments being too slow to 
  avoid a crocodile bite, but they dismiss it as a minor scratch that barely 
  drew any blood. Though their injury was less severe than Brock’s gash, 
  they contracted the curse of lycanthropy. The fledgling werecrocodiles 
  have not yet undergone the transformation into monstrous beasts, so they 
  display no symptoms of their affliction yet. See the upcoming section 
  Crocodiles Rock for details regarding their actions during the hunting 
  lodge’s climactic scene.
  Scheduled Tour
  Characters who arrive at Answin Hunting Lodge alongside Brock’s 
  lizardfolk guides on Mootsdag (Wednesday) evening receive a rousing 
  welcome from the naturalist and his staff. Brock Answin and his business 
  manager, Bhanda Jasanapur, enthusiastically greet the newcomers. 
  Meanwhile, the hunting lodge’s remaining lizardfolk attend to a variety 
  of duties in the background. The gregarious Brock immediately bombards 
  the characters with his sales pitch, telling the characters numerous facts 
  about the animals living in the hunting lodge pens. However, the itinerary 
  is highly regimented, so the polite yet assertive Bhanda typically pulls 
  Brock away from the guests and collects the hunting lodge’s entrance 
  fee from each guest in addition to trying to upsell them a 250gp private 
  safari with Brock. (The private safari takes place on Sisterstag unless all 
  the guests agree to participate in the personally led excursion into the 
  surrounding wilderness.) Nonetheless, the characters may freely wander 
  about the compound on their own or interact with the staff and other 
  guests until dinner is served.
  Dinner begins 1 hour after dusk in Area K2. Conversation and wine 
  freely flow during the evening’s festivities with Brock and Bhanda. The 
  meal consists of freshly picked swamp apples with a main course of 
  crawfish accompanied by watercress and swamp cabbage. Dinner generally 
  wraps up roughly 2 hours before midnight, when the lizardfolk guides 
  escort the visitors to their individual or jointly shared guest quarters in 
  Area K5. Bhanda gives each occupant a key to his accommodations. She 
  and Brock then retire for the evening, leaving a contingent of 4 lizardfolk 
  guides to keep watch over the hunting lodge during the overnight hours. 
  These guards take their duties very seriously, insisting the characters 
  immediately return to their quarters. However, they reluctantly relent 
  if the adventurers patrol the grounds with them, provided they do not 
  wander off on their own.
  Lizardfolk Guides (4): HD 2+1; HP 15, 14x2, 12; AC 5[14]; Atk 2 
  claws (1d3), bite (1d6); Move 6 (swim 12); Save 16; AL C; CL/
  XP 2/30; Special: breathe underwater. (Monstrosities 302)
  Manesdag (Thursday) morning commences with breakfast back in the 
  dining hall, followed by a short stop at the exhibit hall, Area K1, where 
  Brock gives a very animated and detailed tour of the current exhibits. 
  Guides then take the prospective hunters off the grounds and into the 
  swamp, where the group hunt smaller animals and birds. After returning 
  a few hours later, the group returns to the dining hall for a light lunch. 
  Brock then continues the exhibit tour with Area K11, the turtle exhibit. 
  Here, Brock points out the variety of turtles and fish dwelling in the pond. 
  The tour temporarily bypasses the adjacent crocodile enclosure and moves 
  onto Area K9, the amphibian exhibit. Once again, the energetic Brock 
  regales his subjects with remarkable details about these unusual animals. 
  The group then heads back into the swamp with the guides, this time 
  specifically hunting crocodiles. After a few hours hunting the reptiles, the 
  group returns to the lodge where Brock resumes his tour of the animal 
  exhibits by showing off the crocodile display.
  During this portion of the tour at Area K10, Brock and his lizardfolk 
  assistants feed the hungry beasts, hurling rodents, fish and carcasses found 
  outside the gates into the stone enclosure. The daring Brock and one of his 
  assistants then ventures down the steep walls and into the pen itself where 
  the brave naturalist has one of the animals perform a variety of tricks. 
  During this part of the show, Brock jokes that one of his captive beasts 
  accidently bit him about a week earlier, though he shows no obvious fear 
  of the voracious reptiles. After the demonstration and his presentation, 
  guests are given about an hour to clean up before Brock and Bhanda escort 
  the visitors back to the dining hall for a farewell dinner and an extensive 
  dialogue. The party winds down close to midnight, when Mootsdag’s 
  pattern once again repeats itself. The group then reconvenes again the 
  following morning on Sisterstag at the dining hall for breakfast before 
  setting out back to the Harwood Forest. On the other hand, if anyone paid 
  for the private safari, that excursion takes place today, followed by dinner 
  in the evening and a return trip home the next morning.
  Did You Know?
  The energetic Brock cannot stop talking, especially in the 
  presence of young ladies he wants to impress. The Referee may 
  use some of these obscure real world facts about crocodiles and the 
  hunting lodge’s other inhabitants to show off his knowledge.
  Crocodile Facts:
  • Crocodiles sweat through their mouths.
  • Their teeth are designed to grasp and hold their prey rather than 
  chew it. That is why they feverishly shake their victims in an effort 
  to dismember them. 
  • The beasts actually swallow stones that remain in their belly and 
  help grind up their food as well as act as ballast stones.
  • Less than one percent of all crocodile hatchlings make it to adult-
  hood. Other predators such as fish, birds, lizards and adult croco-
  diles eat most of the hatchlings.
  • The expression “crocodile tears” comes from the fact that croc-
  odiles wipe their eyes while feeding, not to express remorse for 
  devouring their meal, but because their eyes bubble and froth when 
  they eat. 
  • Crocodiles can exert tremendous pressure when biting down on 
  an object, yet a thin strand of rope wrapped around its jaws is all it 
  takes to prevent them from opening their mouths.
  Frog and Toad Facts:
  • A tiny speck of poison from the skin of a particular frog species 
  has enough venom to kill 100,000 people. (Of course, that species 
  is not kept here.)
  • A frog sheds its skin once per week and usually eats the sloughed 
  skin. 
  • When a frog swallows its prey, it blinks. This action pushes the 
  animal’s eyeballs onto the roof of its mouth, which aids in pushing 
  the food down the frog’s throat. 
  • Toads can change their skin color to match their surroundings.
  Turtle Facts: 
  • The animal’s shell is actually an extension of its spine and rib 
  cage rather than an exoskeleton. 
  • Turtles can live for more than a century.
  • Some turtle species can breathe through their skin. 
  
  13
  The hunter's game
  Impromptu Tour
  Brock and his staff are unaccustomed to receiving visitors when there 
  are no formal tours scheduled or special extended-length stays arranged, 
  thus the activity level within the complex is substantially lower on days 
  when the hunting lodge does not expect visitors. The lizardfolk guides, 11 
  in all plus Shashana, attend to the animals’ needs and other daily chores 
  such as cooking, cleaning the enclosures, and patrolling the grounds. 
  Brock ventures out into the wilderness to forage for food and ensure no 
  predators or monstrous denizens are encroaching onto the hunting lodge’s 
  grounds shortly after dawn. He generally returns close to noon to check on 
  the animals’ health and supervise their feeding until early evening when he 
  shares dinner with Bhanda and then retires for the night. Bhanda stays on 
  the hunting lodge’s grounds at all times, where she reviews and maintains 
  the attraction’s books and records as well as preparing the guests’ quarters 
  for the next round of visitors.
  If the characters show up unexpectedly, Brock (if he is on the premises 
  at the time) and Bhanda express some obvious reservations about their 
  unanticipated arrival. Neither is prepared to offer a full-scale tour of the 
  facility or a hunting excursion, but the cagey Bhanda is never one to pass up 
  a business opportunity, so she offers them one night of accommodations, 
  meals and access to the hunting lodge’s exhibits for 35gp each. Regardless 
  of the motivation for their visit, Bhanda never budges on her demand that 
  the characters at least make a modest donation of 10gp to the hunting 
  lodge for merely setting foot on the grounds, despite Brock’s objections. 
  During the characters’ stay at Answin Lodge, Brock, Bhanda and the 
  lizardfolk guides take turns monitoring the guests’ activities, making sure 
  they do no harm to the animals or commit any other acts that warrant 
  immediate expulsion from the hunting lodge or worse.
  Answin Lodge Locations
  The following section details each of the locales appearing on the 
  Answin Lodge map. There are 14 freestanding buildings on the grounds, 
  one earthen mound, an enclosed livestock pen and three permanent 
  exhibits. The freestanding buildings are all made from water-resistant 
  cypress. The ceiling height in each building is 10ft. The doors are made 
  from strong wood, and are always kept locked with the exception of Areas 
  K5 and K6, which are kept unlocked while unoccupied, and Areas K1 
  and K2, which are left unlocked during the day and then locked from dusk 
  until dawn.
  K1. Exhibit Hall
  Four circular, upright wooden pedestals occupy the center 
  of a crowded room. Oversized teeth, preserved hides, reptilian 
  skulls, and jagged claws rest atop each of these 3-foot-high 
  stands. Five sealed glassed cases affixed to the walls display 
  an assortment of insects, small lizards, amphibians, and tiny 
  skeletons carefully pinned onto a cork backing.
  Brock begins the tour in the exhibit hall, which includes an eclectic 
  collection of crocodilian, reptilian, amphibian, and insect items. The 
  pedestals contain crocodile teeth, claws, and skin harvested from animals 
  that died at the hunting lodge. The southeastern pedestal supports an adult 
  crocodile skull with the remainder displaying alligator, caiman, and gharial 
  skulls in clockwise order.The glass cases on the wall are a haphazard 
  display of indigenous insect specimens, small lizards, amphibians, and 
  almost cartilaginous frog bones. Brock is less interested in these creatures, 
  so he added interesting objects to the case without much forethought as to 
  how to organize this exhibit. Nonetheless, the collection includes several 
  noteworthy finds including enormous mosquitoes, dragonflies, midges 
  and poisonous frogs. Treasure: The only items of value here are the three 
  scraps of crocodile hide on the pedestals. Each is worth 25gp, though 
  stealing any of them is certain to provoke outrage from Brock and Bhanda.
  K2. Dining Hall
  Plates, utensils, cups, and candles rest upon two long 
  tables, each surrounded by ten chairs that offer plenty of 
  space for each diner. A freestanding wooden bar between 
  the far ends of the tables includes two chairs, a wine rack, 
  and storage space for crockery, cutlery, and glassware. Two 
  brick hearths that also double as grills occupy each of the 
  far corners. Against the far wall stands a food preparation 
  table with a single drawer. The tips of four sharp knives are 
  embedded into the wooden cutting surface, allowing them to 
  stand upright.
  During dinner, Brock and Bhanda sit at the head of each table, allowing 
  them to converse with a diverse variety of their guests. At least 3 lizardfolk 
  guides attend to the meal, with 2 prepping and cooking the food while 
  the third waits on the hungry guests. The dinnerware is rather ordinary 
  in terms of quality and its extensive use has taken a significant toll on 
  the objects. Despite the warm temperatures, vents above the grills do an 
  adequate job funneling heat and smoke out of the dining hall, keeping 
  them comfortable throughout the meal.
  Lizardfolk Guides (11): HD 2+1; HP 12, 10x2; AC 5[14]; Atk 2 
  claws (1d3), bite (1d6); Move 6 (swim 12); Save 16; AL C; CL/
  XP 2/30; Special: breathe underwater. (Monstrosities 302)
  Treasure: Brock’s wine collection is the dining hall’s most impressive 
  feature. Currently 24 bottles of wine worth 2d6gp each are stored in the 
  unlocked wine rack. Brock does not mind if a guest takes and drinks one 
  bottle for personal use, but stealing his precious wine for the purpose of 
  reselling it infuriates him. At best, he takes back his wine and permanently 
  bans the offender. On his worst day he hurls the perpetrator into the 
  crocodile enclosure, giving them a tasty treat.
  K3. Brock’s Personal Quarters 
  Brock always locks the door, regardless of whether or not he is inside 
  at the time.
  In stark contrast to the surroundings, these personal 
  quarters exude style, sophistication, and luxury. An 
  exquisitely carved, half-filled wooden bathtub sits in the 
  near corner adjacent to a full-length silver mirror. A circular 
  wooden table surrounded by four chairs rests in the other 
  near corner, where it stands next to a dresser table with three 
  drawers. The far wall features a comfortable, four-poster bed 
  adorned with silk sheets and an exotic fur. A fine mesh net 
  is draped over the bed. A locked iron chest and a wooden 
  armoire flank the bed.
  Brock spends little of his time in his personal quarters other than to sleep 
  or entertain an interested guest. Brock is very protective of his private 
  space, causing him to respond forcefully to unwanted intrusions. As a 
  formidable grappler, he prefers to incapacitate a trespasser over outright 
  killing him. Despite his rude upbringing and affinity for the outdoors, 
  he also enjoys the finer things in life, which is reflected in his choice 
  of furnishings and accessories. He stores his clothes in the dresser and 
  the closed armoire. He keeps his share of Answin Lodge’s profits in the 
  locked, iron chest alongside his bed. When he does occupy his quarters, 
  his animal companion Vicejaw typically sleeps in the bathtub.
  Treasure: Brock took personal interest in the design and creation of 
  his cypress bathtub, which lacquered on the inside to protect it from 
  immersion and weighs 130 lbs. (775gp). The silver mirror adjacent to 
  it is worth 50gp, though moving it is difficult because of its weight (25 
  lbs.) and delicate nature. When he is not out exploring the wilderness, 
  Brock keeps chest waders, a pair of hip waders, two pairs of swamp boots 
  
  14
  Quests of Doom 4
  (see Chapter 5), and three explorer outfits in the armoire. He stores his 
  undergarments, stockings, four shirts and three pairs of trousers in the 
  dresser. These pieces of apparel are worth 50gp. The bed’s silk sheets are 
  worth 100gp, while the moose fur is worth 125gp. The iron chest holds 
  1029gp, 855sp, and 4 potions of healing. Though primarily intended 
  for his own use, Brock taps into his reserves of healing potions in an 
  emergency situation. The meticulous Bhanda never forgets to add the cost 
  to the guest’s bill.
  K4. Bhanda’s Quarters and  
  Management Office
  Bhanda always keeps the door locked when she is not present.
  The aromas of perfume and talc fill the air in these 
  living quarters. The scents apparently originate from four 
  decorative bottles that rest atop a vanity table against the 
  far corner adjacent to a nearby mirror. Beyond is a cramped 
  office with a wooden desk, two chairs and a bookshelf. A 
  wooden dressing panel with inlaid mother-of-pearl partially 
  obscures the near corner a few feet away from a bed covered 
  with linen sheets and lace beneath a draping of fine mesh 
  netting suspended from the ceiling above. The near wall’s 
  furnishings include a wooden two-drawer dresser and a 
  wooden bathtub filled with clean water.
  Unlike her supervisor, Bhanda can usually be found in her quarters 
  when she is not occupied by hunting lodge functions. At most times 
  during the day, she spends her time pouring over Answin Lodge’s financial 
  records and guest log book in an attempt to drum up new leads for 
  potential visitors in Biltscrough as well as the major cities in neighboring 
  duchies. She is currently drafting a broadsheet-style advertisement about 
  the hunting lodge for prospective clients and a prospectus for investors for 
  a major expansion that she has not yet discussed with Brock. Of course, 
  Bhanda keeps a close watch over her records with the door always locked 
  when she is not present.
  Treasure: Bhanda enjoys pampering herself in the wild, so she 
  frequently bathes in her cypress bathtub worth 600gp (130 lbs.) and uses 
  perfumes and talc on her skin (worth 80gp total). The adjacent pewter 
  mirror is worth 10gp, which is the same value as her linen beddings and 
  lace. She keeps her three explorer’s outfits, one noble’s outfit and her 
  prized royal outfit in the dresser’s two drawers. Bhanda keeps the keys to 
  all of the guest quarters in a small drawer in her desk, and the key to her 
  chamber in her pocket at all times.
  K5. Guest Quarters
  A fine mesh canopy completely encloses a simple, yet 
  comfortable bed. A cypress dressing table with two drawers 
  rounds out the room’s furnishings. A single unlit oil lamp 
  hangs from a hook on the ceiling.
  When not in use, Brock and Bhanda keep the guest quarters unlocked. 
  The furniture is obviously worn and heavily used, rendering it valueless.
  K6. Larger Guest Quarters
  These are identical to Area K5 but have two beds rather than one and 
  are suitable for small groups or families.
  K7. Animal Pen 
  The foul stench of damp earth emanates from behind a 
  3-foot-high clapboard fence that surrounds an inundated 
  patch of soil overrun by swamp vegetation, a handful of fruit 
  trees, and wild grains. Swamp rats and several other rodents 
  scurry up and down the branches, while indigenous birds 
  perch within the canopies of the tallest trees, which reach a 
  height of 50 feet.
  The low fence poses no obstacle to the swamp rats and other small 
  wetlands animals that dwell within the pen. However, the abundance 
  of food and hiding places within this sequestered area give the hungry 
  animals little reason to leave their confines. Brock never eats the animals 
  found here and only occasionally picks fruit from the trees or harvests 
  the wild grains growing within the pen. Instead, he uses the swamp rats 
  and other small animals to supplement the crocodiles’ diet. Even for an 
  experienced naturalist such as Brock, venturing into the pen presents a 
  significant risk. For each minute spent in the pen beyond the first, there 
  is a 20% chance that 1d4 giant swamp rats or a rat swarm attacks the 
  trespassers. Regardless of how much time the characters spend within the 
  pen, intruders are not attacked more than 3 times over the course of any 
  24-hour period.
  Swamp Rat, Giant (1d4): HD 1d4hp; AC 7[12]; Atk bite 
  (1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are 
  diseased.
  Rat Swarm: HD 3; AC 7[12]; Atk swarm (1d8 plus disease); 
  Move 12; Save 14; AL N; CL/XP 3/60; Special: disease (1d4 
  damage per hour, save resists).
  K8. Lizardfolk Lair
  A low, oblong earthen mound covered with vegetation 
  occupies a section of the northern grounds. A square piece of 
  leather that acts as a crude flap serves as a makeshift entrance 
  into the side of this mound. The odors of roasting flesh and 
  bodily waste emanate from around this door flap.
  Inside six heaps of damp rags and poorly tanned skins cover the bare 
  ground in these crowded living quarters and serve as bedding. A circle of 
  stones surrounds a sunken fire pit near the center of the dwelling. Tendrils 
  of smoke belch and squeak off the charred flesh of a fat toad roasting on a 
  spit over the open flame. The lizardfolk live here in apparent squalor, but 
  the reptilian humanoids barely seem to mind. Brock’s workers sleep in 
  shifts, so 2 or 3 of them are asleep at any given time with another 1d4+4 
  lizardfolk guides present during the night. Like their supervisor, they 
  fiercely protect their abode against trespassers. They attack any creature 
  who ignores their stern warning to immediately leave their mound. The 
  lizardfolk, including Shashana, rush to the aid of their brethren regardless 
  of their location or their current task at hand. At this point, even Brock 
  and Bhanda cannot call off their assault, which continues until either side 
  is no longer able to fight. Characters who pick a fight with the lizardfolk 
  on their home turf find nothing of value other than the guides’ personal 
  possessions within the hut.
  Lizardfolk Guides (varies): HD 2+1; AC 5[14]; Atk 2 claws 
  (1d3), bite (1d6); Move 6 (swim 12); Save 16; AL C; CL/XP 
  2/30; Special: breathe underwater. (Monstrosities 302)
  Shashana, Lizardfolk Shaman: HD 4; HP 28; AC 5[14]; Atk 
  2 claws (1d3), bite (1d6), mace (1d6), +1 light crossbow 
  (1d4+2); Move 6 (swim 12); Save 16; AL C; CL/XP 2/30; 
  Special: breathe underwater, spells (3/2). (Monstrosities 302)
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  
  15
  The hunter's game
  invisibility, phantasmal force.
  Equipment: +1 light crossbow, 20 bolts, mace, potion of 
  healing, crude map of surrounding area.  
  K9. Amphibian Exhibit 
  Numerous loud croaks, grunts, and calls arise from behind 
  an 8-foot-high circular glass wall that surrounds a brackish 
  pool of stagnant water teeming with overgrown vegetation. 
  Several large shrubs grow along the barrier, partially blocking 
  the view into the exhibit. Small frogs, toads and salamanders 
  swim in the murky water, walk along the branches, feast 
  upon the leaves and insects, or sleep within the enclosure.
  Brock’s amphibian exhibit boasts an impressive collection of indigenous 
  animals that includes 30 species of frogs, 22 species of toads, and another 
  7 species of salamanders. The glass barrier has no door or ceiling and 
  stands 8ft tall. Its design allows water and insects to enter the exhibit. 
  Visitors peer through the glass, which rests upon a stone foundation. A 
  creature who breaks through the glass wall takes 1d6 points of slashing 
  damage from the shards.
  Almost all of the specimens within the exhibit are very common in the 
  region, though a handful qualify as rarities. None of the amphibians poses 
  a danger to the adventurers with one notable exception — the enclosure’s 
  resident rakklethorn toad that aggressively attacks any creature larger 
  than size Tiny that enters its lair. It sits quietly among the foliage. 
  Rakklethorn Toad; HD 2; HP 13; AC 8[11]; Atk thorn volley 
  (1d6 plus poison), bite (1d4); Move 4; Save 16; AL N; CL/XP 
  3/60; Special: poison (1d3 damage, save avoids), thorns 
  (50ft range). (The Tome of Horrors Complete 450)
  K10. Crocodile Exhibit 
  The following description assumes a day viewing. At night, there are 
  only 4 crocodiles present.
  Murky water fills the basin of a steeply sloped enclosure. 
  Grass and other aquatic plants grow along the stagnant 
  water’s edge and in the shallows. A 3-foot-high masonry wall 
  surrounds the pen’s outer perimeter, allowing observers a 
  clear line of sight into the crocodile exhibit. From there, the 
  stone walls descend 8 feet into the ground at a steep angle. 
  Six crocodiles lounge at the bottom, with some resting in the 
  water and others sunning themselves along the edge.
  There are 4 crocodiles dwelling in this enclosure, and during daylight 
  hours, the Grayharst brothers assume their crocodile forms and join 
  them for a free meal when Brock and his lizardfolk feed the hungry beasts 
  in the early afternoon hours. The brothers slip out of the exhibit shortly 
  after nightfall and return before dawn (see Crocodiles Rock for more 
  information on their tactics). Getting down to the bottom of the enclosure 
  is easy enough, but climbing back out again requires a non-thief character 
  to roll below his dexterity on 4d6 or take 1d4 points of damage from 
  the failed effort. The water reaches a depth of 4ft near the center of the 
  pool. The Grayharst brothers have hollowed out an elasmosaurus femur 
  they found in the swamp and sealed it with a watertight cork stopper at 
  one end. The 3ft-long, 4in-diameter bone blends into the pool’s murky 
  surroundings amid other smaller bones that protrude above the water’s 
  surface. 
  Crocodiles (4): HD 3; HP 21, 19x2, 18; AC 4[15]; Atk bite (1d6); 
  Move 9 (swim 12); Save 14; AL N; CL/XP 3/60; Special: none.
  Reginald and Ruland Grayharst (Werecrocodiles) (2): HD 4; 
  HP 30, 27; AC 4[15]; Atk bite (1d6 plus lycanthropy); Move 9 
  (swim 12); Save 13; AL C; CL/XP 6/400; Special: +1 magic or 
  silver weapons to hit, lycanthropy.
  Development: Brock trained these crocodiles to obey his commands, 
  but the same does not apply to other humanoids. They attack any 
  humanoids they do not recognize on sight. Killing Brock’s beloved 
  crocodiles earns his wrath and that of his staff. However, if the characters 
  have spotted the unusual bone and seek Brock’s assistance in retrieving 
  it, he happily aids them, keeping the crocodiles at bay while they pull 
  the bone from the water. The adventurers can also attempt to distract the 
  aggressive reptiles on their own, by either offering food or using magic to 
  placate or keep them at bay.
  Treasure: Within the elasmosaurus bone, the brothers have stored their 
  ill-gotten gains consisting of: 608gp, 9 pearls worth 100gp each, a potion 
  of plant control, a potion of gaseous form, a potion of fire resistance, a 
  jeweled dagger bearing the initials “MJ” on the hilt worth 450gp, and 16 
  +1 arrows.
  K11. Turtle Exhibit
  At least fifty turtles of varying shapes, sizes, and coloration 
  swim or rest within the shallow waters and along the edges 
  of a gently sloped, roughly oval stone-lined basin. Aquatic 
  vegetation grows from the waterlogged soil. Likewise, several 
  varieties of long-whiskered fish root up mud and other 
  organic matter from the bottom of the pool.
  The lethargic turtles lazily meander about the enclosure, often remaining 
  out of the visitors’ sight beneath the muddy water, which ranges in depth 
  from a few inches along the edges to 5ft at the center of the pool. Unlike 
  the crocodile enclosure, the walls descend only 3ft to the water’s edge at 
  a modest slope of 30 degrees. As in the case of the amphibians, all of the 
  turtles and catfish are common, local varieties that Brock captured and 
  added to the exhibit over the course of the last 8 years.
  Crocodiles Rock 
  The characters and the crimes’ perpetrators careen toward an inevitable 
  collision, but how the confrontation unfolds depends upon the characters’ 
  actions during their trip to and stay at Answin Lodge. The encounter 
  between the two sides has no set timetable. The Referee must weigh 
  the available options and take the actions that make the most sense for 
  Ruland, Reginald, and Shashana at the time. The appearance of characters 
  who ask a lot of questions tells the trio that Biltscrough’s authorities are 
  likely onto their game, so they act quickly to neutralize the threat. Flight 
  seems the most prudent option for the gang, but they already made a deal 
  to deliver another sentient creature to the annis hag Grizzelda in 3 days’ 
  time. Fearful of incurring the crone’s wrath if they renege on their bargain 
  with her, they realize they must deal with the newcomers and somehow 
  salvage a victim from among their ranks or abduct one of the hunting 
  lodge’s other non-lizardfolk guests or residents. With little time to spare, 
  the group almost certainly attacks on the first evening while Brock sleeps 
  off a hangover.
  If the characters managed to kill or capture Shashana during Part 1 of 
  the adventure, the Grayharst brothers face their foes without their valuable 
  spy, which prevents them from monitoring the characters’ activities. Still, 
  the wily predators have a few tricks left, most notably their crocodile allies 
  and potentially the afflicted lizardfolk. In the early morning hours after the 
  characters’ arrival, the werecrocodiles free the crocodiles by lugging them 
  out of the enclosure, giving observant characters an opportunity to catch 
  the lycanthropes off guard if they conduct surveillance on the crocodile 
  enclosure. In any event, Reginald and Ruland dispense with pretenses and 
  bring the fight to their adversaries, assaulting them in their quarters or 
  out in the open. They use their lycanthropic empathy and animal skills 
  to command the already aggressive beasts to attack the characters. If the 
  Referee wants an even more challenging combat, the full moon rises 
  over the swamp that evening, causing the afflicted lizardfolk Dresk and 
  Hulat to transform into werecrocodiles. Armed with reinforcements, the 
  
  16
  Quests of Doom 4
  quartet of bloodthirsty lycanthropes descends on the hunting lodge with 
  unbridled fury, leaving a wake of destruction. Regardless of the situation, 
  the Grayharst brothers always fight in hybrid or animal form. They change 
  into their human form only to climb out of the crocodile enclosure and to 
  move about the hunting lodge grounds. In the wilderness, they revert to 
  their hybrid form.
  On the other hand, if Shashana remains in play, her magical abilities 
  become a powerful tool. She keeps a watchful eye on the adventurers, 
  relaying information about current developments to her counterparts. 
  More importantly, the spell phantasmal force allows her to impersonate 
  Bhanda Jasanapur, giving her a multitude of options to deal with the 
  meddling adventurers. For instance, if Shashana overhears the characters 
  talking about the discrepancies regarding the number of crocodiles in 
  the enclosure, she discreetly disguises herself as Bhanda and tells the 
  characters to meet her there later that evening to investigate the matter. 
  When the characters meet with Shashana, again disguised as Bhanda, the 
  werecrocodiles lie in wait. The trio then attempts to push the unsuspecting 
  adventurers into the crocodile pit, giving the beasts the opportunity 
  for a surprise treat. Likewise, Shashana may use a similar ploy to lure 
  the characters out of the compound during the middle of the night to 
  investigate a mysterious disturbance in the surrounding swamp. She 
  leads them into the middle of a shallow stream where the werecrocodiles 
  wait in ambush. The trio is not averse to abducting and killing one of the 
  lizardfolk to act as bait to further one of their schemes. Tactics: When 
  combat breaks out, the siblings immediately fly into a rage, bolstering 
  their already formidable natural attacks. The Grayharst brothers single 
  out martial opponents, relying upon their damage reduction to lessen the 
  impact of their foes’ attacks. They direct their crocodile allies and their 
  new lizardfolk compatriots, if they are present, against spellcasters and 
  lightly armored foes. In stark contrast, Shashana avoids melee combat 
  whenever possible, and instead peppers her enemies with her spells. If 
  disguised as Bhanda before the battle, Shashana maintains the illusion 
  until the lizardfolk arrive at the scene, at which point she dispels the 
  glamer and reverts to her true form.
  On the first night, it takes the intoxicated Brock 1d4 rounds to react 
  to the din of battle. When he finally stirs, he engages either Ruland or 
  Reginald, attempting to grapple one of the burly monsters. However, the 
  hunting lodge’s startled founder refuses to attack Shashana out of fear 
  that an assault against a lizardfolk, regardless of the justification, may 
  cause her kin to turn against him. Likewise, he shudders at the idea of 
  adventurers killing one of his beloved crocodiles in the event that the 
  brothers free them from the enclosure, so he insists on tackling them 
  in nonlethal combat, leaving the characters to deal with the Grayharst 
  brothers alone. For their part, Bhanda and the lizardfolk do not directly 
  intervene in the combat. However, if Brock falls, Bhanda rushes to his 
  side and administers a potion of extra healing to her stricken friend, 
  regardless of the potential danger.
  Development: Reginald and Ruland fight until slain or incapacitated. 
  Shashana does not share their dedication. She surrenders if both of her 
  werecrocodile allies fall. In exchange for her life, she barters the fate of 
  those she and her friends sold into slavery or sacrifice to Grizzelda the 
  annis hag, Berseus the swamp ogre, and the two harpies. She also provides 
  a crude map of the area that details the locations of these respective lairs 
  (Player Handout). Shashana can also be grudgingly made to reveal that 
  they sold a halfling woman to the annis hag a few weeks earlier and had 
  a deal to deliver another captive to the annis hag by the end of the current 
  week. They have not delivered any prisoners to the harpies in a month and 
  the swamp ogre within the last 2 months. She says the giant oaf and the 
  harpies keep their slaves alive much longer than the annis hag, who tends 
  to devour them or use them for some ghastly experiment within weeks 
  of their delivery. If the characters subdue either or both of the Grayharst 
  brothers, they initially refuse to cooperate but can be made to talk. In this 
  instance, they turn over the crude map in their possession and relay the 
  same information as Shashana. They can also be made to divulge that they 
  hid their spoils in a hollow bone at the bottom of Area K10.
  Characters who kill all three perpetrators must discover this information 
  without the trio’s assistance. However, one carries a crude map that bears 
  three X’s at particular spots on the map (Player Handout). The characters 
  
  17
  The hunter's game
  can show the map to Brock, Bhanda or one of the lizardfolk, provided 
  they survived the encounter. The lizardfolk recognize one of the marks as 
  the “ogre’s copse,” as they call it. Brock and Bhanda confirm that all three 
  locations correspond to the abode of three of the swamp’s malevolent 
  denizens. Brock describes the creatures as “nasty business” and “crueler 
  than a hungry snapping turtle.” He tells the characters that anyone daring 
  to venture there is “battier than a dank cave.”
  Brock and Bhanda express their sincere gratitude for aiding the hunting 
  lodge and unmasking the culprits, but neither can accompany them into 
  the wilderness to try to save the abductees from a horrific fate. Instead, 
  he offers the charcters some of the alchemical substances he stores in his 
  chest as recompense for their services in this matter.
  Reginald and Ruland Grayharst (Werecrocodiles) (2): HD 4; 
  HP 30, 27; AC 4[15]; Atk bite (1d6 plus lycanthropy); Move 9 
  (swim 12); Save 13; AL C; CL/XP 6/400; Special: +1 magic or 
  silver weapons to hit, lycanthropy. 
  Dresk and Hulat (Lizardfolk Werecrocodiles) (2): HD 4; HP 26, 
  24; AC 4[15]; Atk bite (1d6 plus lycanthropy); Move 9 (swim 
  12); Save 13; AL C; CL/XP 6/400; Special: +1 magic or silver 
  weapons to hit, lycanthropy. 
  Shashana, Lizardfolk Shaman: HD 4; HP 28; AC 5[14]; Atk 
  2 claws (1d3), bite (1d6), mace (1d6), +1 light crossbow 
  (1d4+2); Move 6 (swim 12); Save 16; AL C; CL/XP 2/30; 
  Special: breathe underwater, spells (3/2). (Monstrosities 302)
  Spells: 1st—charm person, magic missile, sleep; 2nd—
  invisibility, phantasmal force.
  Equipment: +1 light crossbow, 20 bolts, mace, potion of 
  healing, crude map of surrounding area.  
   
  Rescue Mission
  With the culprits thwarted and Answin Lodge restored to normal, the 
  characters’ efforts now turn to saving those unfortunate travelers the 
  trio captured. None of the three locales is more than 3 miles from the 
  hunting lodge, but in the Dyrgalas, slogging through several hundred feet 
  of soupy goo and tangled vegetation can slow even the most seasoned 
  explorer to a figurative crawl. Once again, characters hacking through 
  untamed swamplands face a 2-in-6 chance each hour of encountering one 
  of the Dyrgalas Fens Encounters described in Part 1 of this adventure. 
  Likewise, they run across the same logistical travel difficulties they 
  contended with in Part 1 while moving across trackless terrain. The three 
  lairs listed on the map are Areas G, B, and H.
  G. Grizzelda’s Lair 
  The annis hag’s wretched abode lies roughly 2-1/2 miles west of 
  Answin Lodge in a remote, desolate patch of swampland dominated by 
  numerous bald cypress trees towering over tangles of thick weeds and 
  small, muddy streams. She leaves no trail or other sign of her presence 
  when moving through the surrounding area, so no paths lead to or from 
  her lair. Visibility is poor, so even with the assistance of the perpetrators’ 
  crude map Grizzelda’s residence cannot be seen until the characters come 
  within 100ft of it. The Referee may read or paraphrase the following 
  description of her sickening residence.
  Massive cypress trees, sluggish streams, and stagnant 
  ponds emitting foul odors surround an oddly shaped 
  structure crudely built from bundled branches, thatch, and 
  mud. Puffs of smoke belch from two stone chimneys that 
  protrude from what appears to be a bulb-shaped part of 
  the building adjacent to a bizarre abutment that looks like 
  a thick key. A swollen, wooden door is on the west face of the 
  building. A palpable feeling of dread lingers in the motionless 
  stale air.
  Grizzelda eagerly looks forward to receiving her next victim from the 
  Grayharst brothers. She remains at home until they and their captive arrive 
  at her doorstep. Despite her impatience, the wicked crone never lets her 
  guard down. Though the door presents the most readily accessible option 
  for getting into Grizzelda’s lair, bold adventurers may try to shimmy down 
  the chimney or smash through her wooden walls. Characters attempting 
  to climb down the stone chimney must make a saving throw to avoid 
  plummeting into a boiling kettle beneath for 1d6 points of damage per 
  round immersed. The chimney route otherwise deposits the character in 
  the smoldering hearth found in Area G2. On the other hand, smashing 
  through the wooden walls proves more difficult than it looks at first, as 
  Grizzelda magically strengthened them.
  G1. Grizzelda’s Antechamber
  Brackish water bubbles up from the ground covering most 
  of the dark, oblong-shaped chamber’s floor. A cracked, bronze 
  mirror hangs from the wall directly opposite the door. Thick 
  layers of dirt, decaying vegetation, and vines cover a chilly, 
  stone hearth that occupies the near corner. Two weathered 
  and badly damaged paintings of demonic creatures devouring 
  humanoid legs and arms cling precariously to knobs in the 
  branches that make up the wall.
  Grizzelda abandoned this dark chamber 5 years ago when the water 
  table rose. The pond is now 2d4 inches deep in all spots other than the 
  edges. In a fit of anger, the old crone smashed the mirror, leaving it as a 
  reminder to all that beauty fades over time. Debris and vegetation overtook 
  the hearth too, rendering it useless. Humidity and time took their toll on 
  Grizzelda’s tiny art collection, transforming the once vibrant oil paintings 
  into moldy, faded memories. However, a character has a 1-in-6 chance to 
  recognize the pieces as “The Demon Hordes Devouring Mitra,” part of 
  a once-valuable and controversial series of artworks made valueless by 
  the hag’s indifference. A door on the north wall connects this chamber to 
  Grizzelda’s living quarters.
  Treasure: Spells such as limited wish and wish can restore the painting 
  completely. In its current state, the painting holds no value; if a character 
  repairs the physical damage to the canvas and frame, each painting is then 
  worth 25gp to a collector despite the remaining damage. A character who 
  gains access to higher-level magic and succeeds at restoring the artwork 
  itself has a masterpiece worth 1000gp.
  G2. Grizzelda’s Living Quarters
  Desperate sobs emanate from an iron cage confining 
  a ragged halfling, while an emaciated middle-aged man 
  in another iron cage remains silent. The flames from two 
  hearths in the near corners illuminate and heat the room. An 
  iron cauldron filled with a simmering black, viscous goo roils
  The Swamps are Alive!
  While the murky water in Dyrgalas is mostly stagnant, it’s 
  important for the Referee to remember that the biome itself is not. 
  In outdoor areas in the below encounters, characters still must deal 
  with natural hazards. They may stumble upon a hungry crocodile or 
  other swamp creature. Play it by ear. Ultimately, these encounters 
  should be dynamic and entertaining, allowing the characters to 
  be the heroes who sweep in and save the captives, rather than a 
  harrowing fight to the death. Use natural hazards and wandering 
  animals to heighten the tension, not demolish the heroes.
  
  18
  Quests of Doom 4
  over each fire. A cracked stone statue of a beautiful female 
  warrior stands next to one of the hearths, and light reflects 
  off the tarnished surface of a mirror, cracked and missing 
  many shards, attached to the near wall. A group of vials 
  rest atop a large, flat-topped table, while more than a dozen 
  tattered books sit upon a crude shelf built into it. Four 
  wooden posts driven into the earthen floor against the far 
  wall support a rudimentary bed stitched together from 
  flayed skin and leather.
  Grizzelda turns invisible at the first sign of danger, but she cannot 
  silence her captives. Shanga Halfshin, the imprisoned halfling, feverishly 
  cries out to the characters as soon as they enter that the hag is still here and 
  hiding somewhere in the room. The other captive, Miro Dichambeurd 
  (Neutral male human expert 3), says nothing. A close inspection confirms 
  that Grizzelda’s sickening bed is made from flayed human skin and 
  assorted pieces of leather. She keeps a locked wooden chest beneath it. 
  The characters can identify the stone statue as a depiction of the goddess 
  Mitra. The fourteen books in the table are moldy and worthless treatises 
  on swamp poultices, folk remedies, and other assorted esoterica.
  Grizzelda, Annis: HD 5; HP 33; AC 3[16]; Atk claws (1d8), 
  bite (1d6); Move 12; Save 11 (+1, cloak); AL C; CL/XP 7/600; 
  Special: hug and rend, polymorph (human form), spells 
  (2/2). (Monstrosities 237)
  Spells: 1st—magic missile, sleep; 2nd—invisibility, 
  pyrotechnics. 
   
  Equipment: cloak of protection +1, key to cages
  Tactics: Unless the characters devise a means to locate her, the annis 
  hag patiently bides her time. She retreats to the corner behind her bed and 
  casts a pyrotechnics spell at the hearth, filling the chamber with smoke. 
  Grizzelda then waits 9 rounds for the smoke to finally dissipate or for a 
  character to wander into her before she wades into combat, flailing her 
  claws at her target. Grizzelda values her life more than her treasure. If 
  possible, she flees into the swamp when reduced to 10 or fewer hit points. 
  When retreat is impossible, she offers some of her treasures and her 
  prisoners in exchange for her miserable existence.
  Development: When freed, Shanga graciously thanks them and recounts 
  her terrifying ordeal. She tells the adventurers Grizzelda repeatedly drew 
  her blood, peeled off chunks of skin, and cut off her cuticles for some 
  unknown purpose. Shanga confirms Shashana cast a spell on her and led 
  her deeper into the swamp where the two crocodile men overpowered 
  her and sold her to Grizzelda. The starving and dehydrated Miro is in far 
  worse shape than Shanga. He can barely speak and is exhausted. Until 
  the characters remedy his exhaustion, he is too weak and feeble to travel.
  Treasure: The 8 vials atop the table include 4 potions: a potion of 
  animal control, a potion of diminution, a potion of fire resistance, and 
  potion of levitation). Grizzelda carries a pouch within her tattered robes 
  that holds an emerald worth 250gp, a bronze ring worth 5gp, and an ivory 
  comb worth 15gp. The locked chest contains 620gp and a pouch of dust of 
  sneezing and choking (3 pinches).
  B. Bruseus’s Lair 
  Twelve years ago, the dimwitted Bruseus commandeered an abandoned 
  waystation for pilgrims venturing to a ruined temple said to lie somewhere 
  in the swamp. The oaf’s stone residence lies 1-1/4 miles northeast of 
  Answin Lodge in an extremely low-lying portion of the Dyrgalas Fens 
  almost completely flooded. Indeed, cypress trees are the only plants 
  growing above the water’s surface, which averages 1d3 feet in depth. 
  Bruseus’ tiny island is the only exception, but even here the surrounding 
  pool occasionally washes over the saturated soil. In the absence of 
  pervasive vegetation, visibility is substantially better than in most parts 
  of the Dyrgalas with a maximum range of 150ft. When the characters 
  first spy the swamp ogre’s island, the Referee may read or paraphrase the 
  following description.
  Stagnant water and cypress trees encircle a small, elevated 
  island. Two 10-foot-tall stone columns rise up from the 
  soaked earth. Three badly sunburned men and one woman 
  sit or meander aimlessly around the pylons, tethered to the 
  structures by 20-foot-long iron chains attached to a metal 
  hoop ringing around the columns’ base. An uneven, 20-foot-
  high structure of roughly stacked stones stands behind them. 
  A pair of massive wooden doors on the south face appears to 
  be the only entrance.
  The giant’s slaves include Rees Nollton (Neutral male human aristocrat 
  4), Terence Nightfoot (Lawful male human cleric of Freya 3), Lucius 
  Albrecht (Chaotic male human expert [slaver] 3), and Stephanny 
  Gustaloff (Lawful female human aristocrat 4). The three men and one 
  woman wade into the water and harvest mollusks, crustaceans, fish, and 
  any other edible organic material they can find. They wear nothing other 
  than tattered rags to retain what remains of their modesty, leaving them 
  to bake daily under the glare of the midday sun. The quartet begs the 
  characters to free them and rid the world of their jailor, the sadistic swamp 
  ogre who dwells inside the converted residence. Naturally, the slaves are 
  anxious to leave the dank wetlands and return home, but the opportunistic 
  Lucius thinks he can profit from a fight between his oafish captor and the 
  characters, so he deliberately causes a boisterous scene demanding his 
  immediate release. He wants the combatants to slay each other or decimate 
  one side, leaving him to pick through the spoils. Unless the characters 
  somehow silence his racket, Bruseus and his 2 pet cottonmouths emerge 
  from the abode 1d4+1 rounds after the ruckus begins. When this happens, 
  the Referee may read or paraphrase the following description.
  Despite the impressive size and weight of their iron shackles, the 
  swamp ogre overlooked the fact the omnipresent water would eventually 
  turn the restraints to rust. Nonetheless, the shackles pose a formidable 
  obstacle. The characters can attempt to unlock the manacles wrapped 
  around the wearer’s neck or use brute force (Open Doors check) to break 
  the lock or sever the iron links. In the latter case, the noise draws Bruseus’ 
  attention bringing him out if he has not already done so. If the characters 
  successfully unlock or shatter the manacles without alerting Bruseus, the 
  slaves retreat into the swamp and await the characters’ return after they 
  leave or defeat the swamp ogre.
  None of the humans ever set foot in the structure, so they can provide 
  no intelligence about what lies within the walls. The swollen, wooden 
  double doors granting entry require force to open (Open Doors check at 
  –2).
  Bruseus, Swamp Ogre: HD 6+1; HP 42; AC 4[15]; Atk 2 claws 
  (1d6 each) and bite (2d6); Move 6 (swim 12); Save 11; AL C; 
  CL/XP 8/800; Special: surprise in swamp (1–5 on 1d6), and 
  swallow whole (bite, natural 20 to hit). (Monstrosities 357)
  Giant Cottonmouth Vipers (2): HD 4; HP 24, 21; AC 5[14]; Atk 
  bite (1d3 plus lethal poison); Move 12; Save 13; AL N; CL/XP 
  6/400; Special: lethal poison (save or die). (Monstrosities 440)
  Tactics: Bruseus attempts to drive that oppontent into the water. The 
  snakes immediately capitalize on a chance to attack an opponent in the 
  water but otherwise they fight at the giant’s side. Bruseus is also not averse 
  to using one of his slaves as a weapon. In this case, he grabs an iron chain 
  and then swings it, dealing 1d8 points of damage on a successful hit. The 
  slave affixed to the end of the chain takes half damage from the impact.
  Development: Bruseus equates defeat with slavery. Therefore, he 
  never surrenders. If the characters subdue him, they can compel him to 
  speak. Bruseus admits he purchased 6 slaves from the “gatormen” and the 
  lizardfolk over the course of the last year. He ate 2 of them, because he 
  only had 4 sets of shackles. He has no other useful information.
  Treasure: Bruseus carries the key to the iron chest in Area B1 his waist 
  pocket along with 3 pearls worth 100gp each and loose coins totaling 14gp 
  and 33sp.
  
  19
  The hunter's game
  B1. Bruseus’ Living Quarters
  A wide, stone antechamber proceeds 20 feet and then opens 
  into a large, spacious chamber with a 15-foot-high ceiling 
  supported by a fluted, stone column near the room’s center. 
  An enormous tapestry depicting an epic battle between 
  armored humans and a horde of demons hangs from the 
  near wall. Despite the damp conditions, the artwork seems 
  to have fared remarkably well through the years. Three large 
  beds covered in linen sheets and straw pillows rest against 
  the far walls. A locked iron chest sits on the floor between 
  two of the beds. A bronze statue of an attractive woman sits 
  against a curved wall in the back corner of the room adjacent 
  to a wooden dresser with two drawers.
  If Bruseus and the snakes did not already venture outside, the characters 
  encounter them here. The belligerent swamp ogre flies into a mad fury, 
  swinging at the nearest opponent. While indoors, he takes up a position, 
  with his pets by his side, at the end of the antechamber in the middle of 
  the corridor, effectively trying to bottle up the characters in that space. 
  He reacts to adversity in the same manner as described in the preceding 
  section.
  Built as a waystation for passing pilgrims, the beds emphasized 
  durability over luxury. Upon closer examination, holes and tears riddle 
  the linen sheets and straw pillows making them valueless. Bruseus keeps 
  his treasures in the iron chest abutting the far wall. The key never leaves 
  his waist pocket.
  The heavy tapestry hanging on the wall in the antechamber depicts 
  an epic conflict during the ancient Battle of Tsar. Despite its value, the 
  tapestry measures 30ft in width and 8ft in height. It also weighs 150 lbs., 
  making it extremely difficult to transport through the Dyrgalas.
  The bronze statue against the far wall once again depicts the goddess 
  Mitra, the patroness of this temporary abode for her followers. It is also 
  extremely heavy, weighing roughly 100 lbs. Tattered and foul smelling 
  giant-sized clothing and undergarments fill the neighboring dresser. They 
  are worthless.
  Treasure: The iron chest holds 294gp, 448sp and 600cp in addition 
  to a potion of plant control, a divine scroll (detect magic, cure disease, 
  find traps) and a heavy mace. The tapestry and statue, if they can be 
  transported, are worth 250gp and 150gp.
  H. Sounds of Sadism 
  The monstrous humanoids dwelling amid this tightly clustered pocket 
  of cypress trees roughly 1-1-1/2 miles southwest of Answin Lodge greatly 
  benefit from the terrain. The dense vegetation limits visibility to a mere 
  50ft, which plays to the advantage of the 2 harpies who live here. The 
  flying huntresses do not occupy an abode per se. Instead, they sit atop 
  two rudimentary perches carved into the intersection of multiple branches 
  roughly 15ft above the ground in two trees 20ft directly opposite from one 
  another. This location gives them an improved vantage point over ground-
  based opponents, allowing them to see 70ft in all directions. The vicious 
  monsters take great care to avoid being seen (1-in-6 chance to spot). Their 
  human captive, suspended 5ft above the ground in a wooden cage, does 
  not benefit from the same luxury. When the characters come within 50ft 
  of the gruesome scene, the Referee may read or paraphrase the following 
  description.
  Thick rope affixed to an enormous, overhanging limb from 
  a neighboring tree supports the weight of a wooden cage, 
  similar in shape to an ordinary birdcage. A filthy elf woman 
  clad in rags lies in a semiconscious heap at the bottom of 
  the cage, which hangs 5 feet above a pond of stagnant, foul-
  smelling water. Numerous small streams and brackish pools 
  cover the soggy ground throughout the area.
  The harpies delight in physically and mentally torturing their prize, 
  Selathior Vamani (Neutral female elf aristocrat 4). After 3 weeks of 
  starvation, savage beatings and cruel taunts, the exhausted woman teeters 
  on the brink of death. The harpies use their captive as bait, hoping to lure 
  curious creatures and do-gooders into their natural trap. The pond beneath 
  Selathior is 1ft deep. Like a conventional birdcage, a wooden door is on 
  one side.
  Harpies (2): HD 3; HP 21, 19; AC 7[12]; Atk 2 talons (1d3) and 
  mace (1d6); Move 6 (fly 18); Save 14; AL C; CL/XP 4/120; 
  Special: siren song (charm person, save resists).
  Equipment: mace.
  Tactics: The harpies carefully watch the characters’ activities from the 
  neighboring trees. 
  The harpies gloat and boast about the taste of their prey’s flesh throughout 
  the battle with the characters. However, the harpies are unwilling to die for 
  a meal, regardless of how delicious it may be. When they are both reduced 
  to fewer than 10 hit points, the pair or lone survivor attempts to fly off 
  to safety somewhere deeper in the Dyrgalas, abandoning their treasures, 
  which they stow atop their perches. Development: Selathior is too weak 
  and traumatized to aid the adventurers in any way. When freed and cured 
  of at least 1 hit point of damage, the battered elf tells the adventurers 2 
  crocodile men strong-armed her in the Dyrgalas on the return trip from 
  Answin Lodge and then sold her to the cruel harpies nearly a month ago. 
  The monstrous brutes devoured her predecessor, an older gentleman, 
  almost immediately after her arrival. (Selathior’s description of the 
  individual matches that of Julius Robert Worthington, if the characters 
  encountered his daughter Susana during the trek to the Dyrgalas Fens.) 
  They then took their anger out on her, senselessly attacking and demeaning 
  her. She tried to escape once, but the monstrous women pounded her into 
  submission and returned her to the cage.
  Treasure: One harpy keeps a pouch containing 4 pearls worth 100gp 
  each and the key to the cage on her person at all times. The first perch 
  holds 104gp, a light crossbow, and 16 +1 bolts. A luckstone and a ring of 
  protection +1 are on the second perch.
  Concluding the Adventure
  With order restored to Answin Lodge, the hunting lodge resumes its 
  normal activities within several weeks after the characters’ intervention. 
  The grateful Brock and the reluctant Bhanda offer the characters free 
  accommodations and tours for the next 10 years. Even the lizardfolk 
  express their reserved gratitude toward the adventurers, offering to escort 
  the victims back to Loggers’ Road Branch. Though the characters failed 
  to account for all of the missing guests, the survivors can piece together 
  the fate of those who did not make the return trip home. If the characters 
  return to Biltscrough with Shanga Halfshin, the jubilant halfling holds a 
  public ceremony where she gives each party member a key to the city 
  along with the title of “Honorary Listener.” If the characters wish to 
  continue adventuring in the Dyrgalas, their exploits at Answin Lodge may 
  lead them to investigate the old insane asylum now inhabited by cultists of 
  Rachiss (see Glades of Death, Timber Rivalry by Necromancer Games 
  for more details) or to search the swamp for any of its rumored monsters, 
  including a black dragon. Likewise, if you’d like the characters to have 
  a chance to rescue more of the kidnapped victims, perhaps some of them 
  are being held by the brigand Gavriil at a ruined hostel in the northern 
  reaches of the fens (see Quests of Doom, Death in Dyrgalas by Frog 
  God Games). The possibilities for adventure in the watery depths of the 
  Dyrgalas are limitless.
  
  20
  Quests of Doom 4
  
  21
  The hunter's game
  
  22
  Quests of Doom 4
  
  23
  The hunter's game
  
  24
  Quests of Doom 4
  
  25
  The hunter's game
  Designation of Product Identity: The following items are hereby designated 
  as Product Identity as provided in section 1(e) of the Open Game License: Any 
  and all material or content that could be claimed as Product Identity pursuant 
  to section 1(e), below, is hereby claimed as product identity, including but not 
  limited to: 1. The name “Frog God Games” as well as all logos and identifying 
  marks of Frog God Games, LLC, including but not limited to the Frog God logo 
  and the phrase “Adventures worth winning,” as well as the trade dress of Frog 
  God Games products; 2. The product name “The Lost Lands,” “Quests of Doom 
  4: The Hunter’s Game” as well as any and all Frog God Games product names 
  referenced in the work; 3. All artwork, illustration, graphic design, maps, and car-
  tography, including any text contained within such artwork, illustration, maps or 
  cartography; 4. The proper names, personality, descriptions and/or motivations of 
  all artifacts, characters, races, countries, geographic locations, plane or planes of 
  existence, gods, deities, events, magic items, organizations and/or groups unique 
  to this book, but not their stat blocks or other game mechanic descriptions (if 
  any), and also excluding any such names when they are included in monster, spell 
  or feat names. 5. Any other content previously designated as Product Identity is 
  hereby designated as Product Identity and is used with permission and/or pursuant 
  to license.
  This printing is done under version 1.0a of the Open Game License, below. 
  Notice of Open Game Content: This product contains Open Game Content, as 
  defined in the Open Game License, below. Open Game Content may only be Used 
  under and in terms of the Open Game License.
  Designation of Open Game Content: Subject to the Product Identity Desig-
  nation herein, the following material is designated as Open Game Content. (1) 
  all monster statistics, descriptions of special abilities, and sentences including 
  game mechanics such as die rolls, probabilities, and/or other material required to 
  be open game content as part of the game rules, or previously released as Open 
  Game Content, (2) all portions of spell descriptions that include rules-specific 
  definitions of the effect of the spells, and all material previously released as Open 
  Game Content, (3) all other descriptions of game-rule effects specifying die rolls 
  or other mechanic features of the game, whether in traps, magic items, hazards, or 
  anywhere else in the text, (4) all previously released Open Game Content, materi-
  al required to be Open Game Content under the terms of the Open Game License, 
  and public domain material anywhere in the text. 
  Use of Content from The Tome of Horrors Complete: This product contains 
  or references content from The Tome of Horrors Complete and/or other monster 
  Tomes by Frog God Games. Such content is used by permission and an abbre-
  viated Section 15 entry has been approved. Citation to monsters from The Tome 
  of Horrors Complete or other monster Tomes must be done by citation to that 
  original work.
  OPEN GAME LICENSE Version 1.0a The following text is the property of 
  Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. 
  (“Wizards”). All Rights Reserved. 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b) “Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an 
  existing work may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other-
  wise distribute; (d) “Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations and deriv-
  ative works under copyright law, but specifically excludes Product Identity; (e) 
  “Product Identity” means product and product line names, logos and identifying 
  marks including trade dress; artifacts; creatures; characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs 
  that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor; (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate 
  and otherwise create Derivative Material of Open Game Content; (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied to 
  any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity 
  in Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written permis-
  sion from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming 
  aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it enforce-
  able. 
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
  athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
  The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author Scott Green. 
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams. 
  Quests of Doom 4: The Hunter’s Game © 2017, Frog God Games, LLC;  
  Author: Tom Knauss.
  
  29
  The hunter's game
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-432-7
  The Hunter’s Game is a 4th-level adventure that leads the PCs into the foreboding 
  Dyrgalas Fens, a temperate swamp in the Harwood Forest nestled between the Wolf Hills 
  and Low Hills. Dyrgalas Fens is overrun by an eclectic collection of malevolent monsters, 
  xenophobic humanoids, and foul beasts. When some of the region’s finest gentlemen and 
  ladies never return from their excursions to the Answin Hunting Lodge, the PCs must 
  investigate their mysterious disappearances. The journey leads them into the figurative 
  heart of darkness, taking them not only deeper into the dreadful Dyrgalas, but also 
  plunging them into the harrowing abyss of hatred and greed.
  The Hunter’s Game
  The Hunter’s Game
  QoD4d
  QoD4d
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/Quests of Doom (SW)/Quests of Doom 4 (SW)/QoD4 Hunters Game (SW).pdf