TEXT: Frog God 
  Games
  By Tom Knauss
  By Tom Knauss
  Fishers of Men
  Fishers of Men
  
  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
  Developer
  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
  Fishers of Men
  
  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
  Fishers of Men
  Table of Contents
  Credits ........................................................................ p. 1
  Fishers of Men ...............................................................p. 4
  Map Appendix ..............................................................p. 19
  Legal Appendix .............................................................p. 24
  
  4
  Quests of Doom 4
  Why would someone pry open an animal that looks like a grotesque, 
  filthy stone and devour the slimy, amorphous goo inside the misshapen 
  carapace? I cannot give a reason, but I only regret that I cannot personally 
  thank that courageous gastronomical explorer for bestowing the world’s 
  most heavenly culinary delight to its appreciative admirers.
  — Irvin Latali, head chef at The Proud Snail Eatery in Endhome
  Fishers of Men is an adventure for 6th-level characters that takes them 
  into the Dragonmarsh Lowlands, a forsaken land blighted by the vile demon 
  lord Tsathogga and countless foul denizens. When Quaywright Fishery 
  inexplicably falls silent, it takes those of stout heart to determine what dire 
  fate befell the former inhabitants and what monstrosity now lords in their 
  place. The grisly carnage leaves even the most seasoned adventurers shaken 
  to the core, as they witness firsthand and may personally experience what it 
  feels like when the tables turn against humanity.
  Adventure Background
  Fishermen are a breed apart from most people. Their craft is an 
  art rather than a staid profession. For them, success depends upon the 
  angler’s mastery of subtleties. Timing and location are everything in 
  this challenging business. Knowing where and when to drop one’s hook 
  into the murky depths are what separate the experts from the amateurs. 
  Nonetheless, no one can control the type of fish and animals that inhabit 
  a particular area. The average fisherman cannot afford the luxury of 
  being finicky when it comes to selecting what particular species of fish 
  or marine animal lands on the dinner plate. However, some wealthy 
  individuals can afford to forego the ordinary and instead indulge their 
  refined palates. These elite connoisseurs gladly pay any sum to dine on the 
  finest delicacies the seas can produce, and one enterprising man eagerly 
  caters to their every whim.
  Born into extreme privilege, Oliver Quaywright, a renowned food critic 
  and gourmet chef from Endhome, saw an opportunity to fill an underserved 
  niche. Blessed with astounding culinary abilities, the demanding Oliver 
  serves only the best ingredients in his kitchen, a trait he shares with other 
  gastronomists. His eclectic pantry teems with rare meats and exotic spices, 
  but one fare tops all others — mollusks. The simple animals’ succulent 
  meat captures his imagination. Indeed, during his youth he remembered 
  a tantalizing flavor above all others, a particular species of oyster culled 
  from the backchannels of the Dragonmarsh Lowlands along the northern 
  branch of the Canyon River in Eastreach Province. From the moment he 
  tasted the delicious delight, he vowed one day to return to the dangerous 
  locale, where he would harvest and sell this remarkable gift to those who 
  appreciated such marvels. When he inherited his father’s vast fortune 
  at the age of 33, Oliver’s dream became reality. Alongside a retinue of 
  men-at-arms, engineers, fishermen, and laborers, the aristocrat leveled the 
  unkempt wetland and then constructed a fishery atop a slightly elevated 
  mound along the marsh’s fertile banks. Within a year’s time, Oliver was 
  exporting his product throughout the region. Profits quickly soared, and 
  many took notice of his success. They called him a visionary in some 
  circles and a mad prophet in others. Yet one detractor viewed him in an 
  entirely different light.
  Oliver built his fishery, but an undying evil permeates the black earth 
  throughout the Dragonmarsh Lowlands. Although his temple may lie miles 
  away from here, the dark god Tsathogga’s cloister bathes this domain in 
  a veil of depravity. His mindless hatred held sway in the heart of Quattu, 
  a chuul-ttaen raised to intelligence by the black-hearted depravity of 
  the region. The chuul-ttaen harbors a deep hatred for man, and recently 
  acquired one of Oliver’s shipping labels from an unfortunate victim. It had 
  an epiphany that the shipping label would lead it to the site where humans 
  had infiltrated the swamp, defiling it with their structures. Over the course 
  of the next several months, Quattu rallied others to its side, including a 
  clan of crabmen and a coven of sea hags.
  With its followers in place, the chuul-ttaen set its plan into motion. 
  On that fateful night ten weeks ago, Quattu and its loyal supporters 
  systematically overran the facility’s defenses, confirming the aberration’s 
  uncanny intelligence. Yet its tactical prowess belied its barbarism. 
  Quattu and its minions tore through the fishery and savagely filleted its 
  overmatched humanoid defenders, turning the once vibrant men and 
  women into listless slabs of bloody, boneless flesh, and rotting organs 
  they lustily devoured. Naturally, Quattu saved his pièce de résistance for 
  Oliver Quaywright. Quattu gutted the businessman with its serrated claws 
  and dropped his nearly lifeless body into a pool of boiling water to finish 
  the deed.
  Pleased by its display of butchery, the new master of Quaywright 
  Fishery now takes great delight converting the mollusk fishery into a 
  humanoid slaughterhouse. Its allies frequently patrol the neighboring 
  branch of the Canyon River and the surrounding marshlands for fresh 
  victims. The aquatic predators capsize passing vessels and drag their 
  unfortunate crews ashore to face a miserable fate. Quattu’s debauchery 
  whets the voracious appetite of the twisted land’s vile divine patron, 
  Tsathogga, who sent several of his minions to aid the chuul-ttaen. For the 
  time being, Quattu’s autonomy remains intact, as it entertains the demon 
  lord’s persistent overtures. Still, it is only a matter of time before Quattu 
  falls under the Frog God’s spell and ratchets up the violence.
  Adventure Synopsis
  Being that the Dragonmarsh Lowlands are virtually uninhabited 
  by civilized folk, the adventure likely begins in a more populated area 
  somewhere else in the Lost Lands, such as Zelkor’s Ferry, Rendersby 
  further upriver, or one of the larger towns or cities in a coastal region, 
  including Eastgate or Endhome. The characters may be drawn into 
  investigating the events at Quaywright Fishery either traveling to or from 
  another destination, with the fabled dungeons of Rappan Athuk or Barakus 
  being the most noteworthy venues. Alternatively, a concerned third party 
  contacts them for assistance regarding the controversy surrounding the 
  distant facility. The almost-certainly lengthy trek to the isolated locale 
  gives the characters an ideal opportunity to gather information about their 
  remote destination and engage in several encounters with fellow travelers 
  and the region’s monstrous denizens along the way.
  When the adventurers finally reach the Dragonmarsh Lowlands, they 
  face several choices. Those who opt to sail directly toward Quaywright 
  Fishery via the Canyon River must brave a mischievous pack of 
  gremlins and their sea hag mistresses who attempt to flip their vessel 
  and butcher the craft’s occupants. Alternatively, the characters may forgo 
  the straightforward route and steer a wide berth away from the scene of 
  the carnage, beaching their boat farther inland or upriver. From there, 
  they must make an overland approach, contending with the indigenous 
  beasts and monsters who inhabit the desolate tidal marshes as well as the 
  natural hazards blocking their path to Quattu’s newly established base of 
  operations.
  With their goal now in sight, the characters first lay eyes upon the 
  aftermath of the chuul-ttaen’s rampage. Humanoid ribcages, vertebrae, 
  and long bones bake in the sun alongside scraps of discarded offal the 
  voracious eaters tossed aside during their rampage. Meanwhile, Quattu’s 
  minions roam the grounds in search of more victims and leftover scraps 
  from the eviscerated carcasses strewn about the area. The characters 
  who step onto this macabre stage realize the butchery is more than a 
  spontaneous, animalistic feast. They discover the aberration converted 
  Oliver’s fishery into an open-air humanoid slaughterhouse. The sickening 
  sights and overwhelming stenches of rotting men being gutted, filleted, 
  Fishers of Men
  
  5
  Fishers of Men
  shucked, smoked, and brined like oysters, mussels, and fish revolts even 
  the hardiest stomachs.
  Despite the pervasive odor of death, the characters must press onward 
  into the fishery proper where it becomes obvious Quattu stamped its 
  imprint upon this hellish place. Still, the Frog God’s corruptive whispers 
  resonate within its heart as it dabbles in the deranged deity’s forbidden 
  rites. The characters must overcome the chuul-ttaen’s servants, who 
  are aided by the demon lord’s reinforcements, before they can directly 
  confront the monster responsible for unleashing the maelstrom of 
  violence. In this final climactic battle, the adventurers must defeat Quattu 
  and prevent Tsathogga’s influence from spreading throughout the region.
  Starting the Adventure
  Unless the characters concluded their previous adventure within the 
  unfriendly confines of the Dragonmarsh Lowlands, they first become 
  involved in the events at Quaywright Fishery while at another location, 
  such as the village of Zelkor’s Ferry or the distant town of Rendersby. 
  It is also possible the heroes are en route to one of the preceding locales 
  via the Canyon River when fate intervenes and steers them toward the 
  wetlands’ unwelcoming banks. Naturally, the preceding comments apply 
  to adventures taking place in the Lost Lands campaign world from Frog 
  God Games. With just some minor alternations, the Referee can set the 
  story in her own campaign setting. In this case, the opening segment can 
  take place anywhere, though the bulk of the action is intended to unfold 
  in the Dragonmarsh Lowlands or any other suitable wetlands’ locale of 
  the Referee’s choice. However, the adventure focuses on the events at 
  Quaywright Fishery and its environs rather than recount the details of a 
  long sea voyage or overland march.
  Hooks
  The characters can be drawn into the action in one of several ways. For 
  adventurers not ready to tackle the rigors of Rappan Athuk, this adventure 
  offers an opportunity for them to hone their skills before delving into the 
  massive dungeon. In a similar vein, characters traveling to or from one 
  of the settlements along the Canyon River may find themselves suddenly 
  embroiled in the unsettling incidents taking place at the Quaywright 
  Fishery while making their way down the waterway. In the case of 
  characters farther afield, a worried third party actively seeks the assistance 
  of adventurers to find out why shipments from Quaywright Fishery 
  suddenly stopped. As an alternative to offering the characters payment 
  in exchange for their assistance, one of the characters may have a close 
  personal relationship with an interested party that spurs their involvement. 
  The Referee is free to use one or more of the following hooks or create her 
  own in order to get the adventure’s action underway.
  Dragonmarsh Lowlands’ 
  Encounters
  Deadly encounters abound within the marsh, regardless of the terrain 
  features found in a particular area. Mosquitoes and midges are everywhere 
  in this damp, grassy environment. In addition to these more mundane 
  dangers, on a roll of 1 or 2 on 1d6 the characters cross paths with at least 
  one hostile denizen for each hour spent moving through these wetlands. 
  The Referee may use any of the following encounters. Alternatively, she 
  may use the encounter tables that appear in the “Dragonmarsh Lowlands” 
  section found in the Wilderness Areas chapter of Rappan Athuk by Frog 
  God Games, or create new ones.
  Frog God’s Disciples 
  Clad in distinctive green and violet robes, the vile god’s followers slog 
  through the region to spread their deity’s influence throughout the region. 
  This particular band includes 6 acolytes of Tsathogga and 2 Tsathoggan 
  under-priests who have waded into the marsh to also look into the strange 
  occurrences at Quaywright Fishery.
  They claim to be pilgrims traveling to the site of a purported miracle. 
  They profess no allegiance to any specific deity or dogma, declaring that 
  they are “lumps of clay waiting to be shaped into something divine.” It 
  is their contention that the wondrous marvel — which they describe as a 
  newly formed sinkhole filled with pristine water and heavenly spirits — 
  has the power to bestow immortality to any pure-hearted creature who 
  drinks even a single drop of the liquid. After telling their tale, the clerics 
  expect the characters to reciprocate and tell them the reason for their trek 
  into the Dragonmarsh Lowlands. If the characters mention the fishery, the 
  topic piques their interest. They casually try to inquire further about the 
  locale, but their clumsy efforts at subtlety are virtually transparent. They 
  grasp at straws trying to keep the conversation moving forward, only to 
  grow increasingly flustered by their obvious lack of success. In the end, 
  Tsathogga’s violent devotees cannot suppress their true nature indefinitely. 
  When the characters catch them in a lie or utterly fluster them, the cultists 
  launch a wild assault. The acolytes swarm their foes, while the priests turn 
  the battlefield into a foggy haze.
  Acolytes of Tsathogga (Ftr2) (6): HP 15, 14x2, 13, 12x2; AC 
  7[12]; Atk flail (1d8); Move 12; Save 13; AL C; CL/XP 2/30; 
  Special: multiple attacks (2) vs. creatures with 1 or fewer HD.
  Equipment: leather armor, flail, dark green felt robes 
  with face-covering cowls, symbol of Tsathogga.
  Tsathoggan Under-Priests (Clr3) (2): HP 17, 15; AC 9[10]; Atk 
  heavy mace (1d6); Move 12; Save 13; AL C; CL/XP 3/60; 
  Special: control undead, +2 save versus paralyzation and 
  poison, spells (2).
  Spells: 1st—cause light wounds (x2).
  Equipment: heavy mace, potion of gaseous form, 3 
  doses of unholy water, dark green felt robes with face-
  covering cowls, symbol of Tsathogga. 
  Development: The Frog God’s disciples fight to the death, revealing 
  nothing unless forcibly compelled to speak against their will. In that case, 
  the worshipper grudgingly admits they were on their way to the fishery to 
  convert the current occupants to their faith. They have no knowledge about 
  the events at the fishery. If the characters attempt to force them to accompany 
  the heroes to the fishery or fight alongside them, the distraught worshippers 
  flee into the marsh at the first opportunity. Disciples who cannot retreat 
  commit suicide, praising their deranged demon lord with their dying breath.
  Marsh Patrol
  Despite their hulking size, these 3 swamp trolls are remarkably nimble 
  and stealthy predators. The giants use their coloration and moss-like skin 
  texture to blend into their surroundings, allowing them to sneak up on 
  game and humanoids. The nomadic monsters typically loiter in areas 
  animals and humanoids regularly frequent such as fresh streams and tall 
  patches of grass that grant them concealment. When the brutes’ sensitive 
  noses pick up another creature’s scent, the cunning hunters gingerly step 
  through the fetid water and mud until they can run up and attack their 
  victim in a single round.
  Though the hungry predators can regenerate like their more common 
  cousins, self-preservation tops their list of priorities. The giants retreat 
  deeper into the marsh when faced with superior opposition unless they 
  cannot safely retreat. In their haste to get away, the massive creatures 
  drop their leather sacks of goods and flee as fast they can. The dimwitted 
  humanoids know nothing about Quaywright Fishery or the disappearances.
  Swamp Trolls (3): HD 3; HP 23, 21, 20; AC 3[16]; Atk 2 claws 
  (1d6), bite (1d8); Move 12; Save 14; AL C; CL/XP 3/60; 
  Special: surprise (1–2 on 1d6), swamp dependent (suffocate 
  after 10 hours). (The Tome of Horrors Complete 572)
  Treasure: Each swamp troll’s sack contains six chunks of gold they 
  took from a prospector panning for the precious metal from a nearby 
  stream. Each large nugget is worth 2d6 x 10gp.
  
  6
  Quests of Doom 4
  Pluff the Dragonmarsh Hazard Lurks by the Sea
  As the characters make their way through the tidal marsh, they may 
  encounter several natural occurrences of quicksand — also known as pluff 
  mud. A character moving at a normal pace has a 2-in-6 chance to spot the 
  quicksand. Those traveling at a faster speed walk right into it. 
  Snake and Shake 
  When the characters run afoul of the land’s indigenous snakes, they 
  face off against 1d6+2 venomous snakes. 
  Vipers (1d6+2): HD 1d6hp; AC 5[14]; Atk bite (1hp plus lethal 
  poison); Move 18; Save 18; AL N; CL/XP 2/30; Special: lethal 
  poison (+2 save). (Monstrosities 438)
  If the characters complete the last mile of their trip to Quaywright 
  Fishery by trudging through the marsh proper, then the Referee can skip 
  the following Three if by Sea encounter and proceed directly to the next 
  section. On the other hand, characters who opt for a water route up the 
  fishery’s wharf over that final mile face Quattu’s underwater guardians.
  Three if by Sea 
  Quattu’s water guards consist of 3 sea hags who formed a coven. They 
  attack the crews of passing ships, and 8 gremlins retrieve the dead and 
  comatose victims of the hags’ attacks to lug them ashore and then scuttle 
  the vessel. These two groups constantly patrol the waters within 1 mile of 
  the fishery’s central dock, staying within several hundred feet of each other 
  at all times. There is a 40% chance of encountering either group for each 
  1000ft traveled within the monsters’ territorial waters. The two groups 
  alert one another whenever one of them detects an oncoming vessel. They 
  then take up positions around the craft, being careful to remain more 
  than 60ft away from each other. The sea hags begin the assault, while the 
  gremlins lag a safe distance behind them. When this occurs, the Referee 
  may read or paraphrase the following description.
  The surrounding waters momentarily churn as three 
  hideous crones with grotesquely wrinkled faces, stringy, kelp-
  like hair, and bulging, hate-filled eyes emerge from the river. 
  Sickly green skin sags off the creatures’ emaciated frames.
  The sea hags surround the vessel or swimmers, causing everyone 
  within 60ft of a hag to immediately resist their horrific appearance 
  ability. They next direct their death gaze against a suitable, visible 
  target. The creatures stay mostly submerged within the river, 
  giving them a +1 AC bonus against land-based opponents. They 
  work to weaken the characters before they finally board the ship 
  and engage their remaining opponents in melee combat. Otherwise, 
  they continue to pepper their foes with their death gaze from the 
  comparative safety of their aquatic surroundings. Meanwhile, the 
  gremlins keep their distance from the battle as they wait for the sea 
  hags to disable the crew.
  The hags retreat only when the characters slay or incapacitate a member 
  of the trio. When this occurs, the survivors attempt to flee underwater and 
  regroup in another stretch of the river where they await an opportunity 
  for revenge. The gremlins trail behind the ship and sabotage it when the 
  characters disembark. Otherwise, the gremlins attack while the characters 
  are onboard if they kill all three sea hags and fight to the death. They 
  currently reside in a small, underwater cave near Quaywright Fishery’s 
  dock with their monstrous leaders. 
  Sea Hags (3): HD 3; HP 23, 21x2; AC 6[13] (5[14] in water); 
  Atk bite (1d4); Move 6 (swim 18); Save 14; AL C; CL/XP 
  5/240; Special: death gaze (3/day, 30ft range, save resists), 
  weakness gaze (1d6 turns, strength halved). (Monstrosities 
  239)
  Gremlins (8): HD 1d6; HP 6, 5x2, 4x3, 3x2; AC 9[10]; Atk 2 
  claws (1d2), bite (1d2) or dagger (1d4); Move 10; Save 18; 
  AL C; CL/XP B/10; Special: +1 or better magic weapons to 
  hit, invisibility (at will), magic resistance (15%), vulnerable 
  (bright light, blinded 1 turn). (Monstrosities 308)
  Treasure: One of the hags carries a potion of flying on her person. The hags 
  and gremlins keep their remaining valuables in a stone chest within their lair. 
  This device contains 204gp, 2409sp, and six pearls worth 100gp each.
  Quaywright Fishery
  After a grueling land or sea voyage, the characters finally reach 
  their intended destination of Oliver’s overrun fishery. Characters who 
  overcame Quattu’s underwater guardians enjoy an unobstructed view 
  of the immense facility. Those who opted for the land route see nothing 
  unless they climb over or can otherwise look past the 10ft-high wooden 
  barrier protecting the perimeter. Regardless of their vantage point, 
  the Referee may read or paraphrase the following description of the 
  enormous compound.
  An immense complex consisting of a massive wharf, 
  fishponds, conveyer belts, a processing house, and living 
  quarters sprawls across several acres of reclaimed marshland. 
  A 10-foot-high wooden fence protects the compound. The 
  seaside portion includes several lines of wooden cages 
  floating atop the surface adjacent to numerous inverted poles 
  running from the water’s surface to the riverbed. Mooring 
  ropes lie unattended atop three wooden piers positioned at 
  the far ends of the facility. Even in the brackish water, the 
  exposed ribs of several capsized boats can be seen below the 
  murky depths. Two massive wooden conveyer belts, each 
  powered by a wheelhouse, connect the riverside part of the 
  facility to its dry land counterpart to haul harvested fish to 
  a large central building standing atop an elevated mound 
  farther inland. A main door occupies the wall between the 
  two conveyer belts. Signs of an intense and violent struggle 
  are visible everywhere as decaying, dismembered bodies, 
  pools of dried blood, and scattered weapons litter the entire 
  area. Six decapitated skeletons serve to warn trespassers of 
  the fate awaiting them.
  No impediments stand in the way of seafaring adventurers, though 
  characters who opted for the land route must overcome the wooden barrier 
  that surrounds the entire complex.
  Arriving at Quaywright Fishery 
  When the heroes make landfall on the wharf or set foot on the grounds 
  proper, the characters must contend with the locale’s living guardians. The 
  4 retch hounds who continuously roam the grounds act as the facility’s 
  first line of defense. These beasts benefit from extremely keen senses that 
  allow them to see well at night and also detect the scents of unwanted 
  intruders. When one of them spots a trespasser, the beast barks loudly, 
  alerting the other pack members along with their current masters, a 
  team of 6 crabmen who supervise their activities. These slower, larger 
  monstrous humanoids lag behind, preferring to leave the fighting to their 
  trained dogs. When this occurs, the Referee may read or paraphrase the 
  following description.
  Four oversized, muscular dogs with matted and torn 
  brownish-yellow fur rush forward. Sickening pus oozes 
  from countless sores and abscesses covering their grotesque 
  skin, while pointed yellow teeth, many of which are broken
  
  7
  Fishers of Men
  and serrated, fill its mouth. Four bulging, yellow eyes are 
  spread evenly across its canine forehead. Meanwhile, six 
  large bipedal humanoids with crab-like heads, splayed 
  feet, and hands that end in vicious pincers accompany the 
  vicious beasts. Like ordinary crustaceans, a reddish-brown 
  exoskeleton protects their bodies. Two smaller humanoid 
  arms protrude from their upper torso below their armored 
  set of limbs.
  It is important to note that these creatures are spread out across an 
  extremely large area, so it may take as long as 1 minute for all of them to 
  finally arrive on the scene. The aggressive retch hounds first engage their 
  enemies with their breath weapon, blasting their opponents with sickening 
  acid before lunging at them with their jaws. Whenever possible, the pack 
  hunters surround and simultaneously attack a single foe. The crabmen 
  attack with their claws, attempting to grab and constrict their enemies. 
  Oddly, neither unit feels any compulsion to call for reinforcements or 
  otherwise alert the facility about the presence of intruders. If the battle 
  turns against them, the crabmen flee back to the river, leaving the retch 
  hounds to fight to the bitter end. Captured crabmen compelled to speak 
  against their will reveal only that Quattu, the great crustacean lord, vowed 
  to slaughter as many “soft skins” as possible. They can provide no details 
  about the main building or Quattu’s ultimate plans.
  Retch Hounds (4): HD 3+2; HP 23, 21, 19x2; AC 5[14]; Atk bite 
  (1d8); Move 18; Save 14; AL N; CL/XP 4/120; Special: breath 
  weapon (1/round, 10ft cone, 2d6 damage, save for half), 
  stench (30ft radius, save or nausea). (Monstrosities 462)
  Crabmen (6): HD 3; HP 23, 22x2, 20, 19x2; AC 3[16]; Atk 2 
  claws (1d6); Move 12 (swim 9); Save 14; AL N; CL/XP 3/60; 
  Special: none. (Monstrosities 111)
  Treasure: The retch hounds carry nothing, but the crabmen keep a total 
  of four conch shells worth 25gp each with them at all times and a bag 
  containing 45 seashells worth 1d4gp each.
  Quaywright Fishery 
  After dealing with the complex’s outer defenses and inhabitants, the 
  characters are free to explore the grounds, provided of course that they do 
  so in an expeditious manner. Every 10 minutes thereafter, there is a 25% 
  chance that 2d4 crabmen or 1d8 gremlins emerge from the waters to feast 
  on scraps of dead humanoids. Likewise, for each hour spent exploring the 
  area, there is a 40% chance 1d3 giant toads leap over the fence or make 
  their way out of the main building in search of intruders. The large map of 
  Quaywright Fishery details the complex’s seaside and outdoor areas, while 
  more-descriptive maps outline the features of Areas G, L and Q. Although 
  not listed on the map, the ground slopes at a gentle 10-degree angle from 
  the shoreline to Area Q. Overgrown rushes and grasses dominate the 
  landscape. Nonetheless, the fishery’s extensive dredging operations and 
  drainage capacity allow the characters to treat all of the grounds as dry 
  land. The following section describes the outdoor areas in greater detail.
  Crabmen (2d4): HD 3; AC 3[16]; Atk 2 claws (1d6); Move 
  12 (swim 9); Save 14; AL N; CL/XP 3/60; Special: none. 
  (Monstrosities 111)
  Gremlins (1d8): HD 1d6; AC 9[10]; Atk 2 claws (1d2), bite 
  (1d2) or dagger (1d4); Move 10; Save 18; AL C; CL/XP B/10; 
  Special: +1 or better magic weapons to hit, invisibility (at 
  will), magic resistance (15%), vulnerable (bright light, blinded 
  1 turn). (Monstrosities 308)
  Giant Toads (1d3): HD 3; AC 6[13]; Atk bite (1d8); Move 6 
  (hop 30ft); Save 14; AL N; CL/XP 3/60; Special: hop (30ft). 
  (Monstrosities 475)
  F1: Riverbank
  Muddy water laps against the shore. The waterlogged 
  frames of sunken vessels along with the skeletal remains of 
  their crews litter the riverbed.
  Characters exploring the riverbed discover the remnants of five 
  different ships, including all three of Oliver’s transport ships (the Smug 
  Snail, the Brawny Mussel, and the Oyster’s Shell), a small rowboat with 
  no identification, and the Flighty Amalie a missing fishing vessel out of 
  the Amrin Estuary. Unfortunately the horrible circumstances surrounding 
  the deaths of these ships’ sailors left some of them hungry for revenge. 
  A draug captain with his remaining crewmembers serving as his 2 
  draug mates hide within the wreckage of the Flighty Amalie, emerging 
  to attack encroaching humanoids. The trio focuses their attacks on one or 
  two individuals. They try to keep their opponents underwater, but if the 
  characters move onshore, the undead monstrosities follow. On dry land, 
  the captain uses his call storm ability to disorient the characters.
  Tyler Ebbensflow, Draug Captain: HD 6; HP 45; AC 2[17]; Atk 
  short sword (1d6) or 2 claws (1d4); Move 12 (swim 12); Save 
  11; AL C; CL/XP 8/800; Special: call storm (1/day as control 
  weather), control ship, resist fire (50%). (The Tome of Horrors 
  Complete 217)
  Equipment: short sword.
  Draug Mates (2): HD 3; HP 21, 19; AC 2[17]; Atk short sword 
  (1d6) or 2 claws (1d4); Move 12 (swim 12); Save 14; AL C; 
  CL/XP 5/240; Special: resist fire (50%). (The Tome of Horrors 
  Complete 217)
  Equipment: short sword.
  Treasure: Tyler and his crew wear leather armor and carry short 
  swords. In addition, Tyler has a diamond pendant worth 500gp. Searching 
  the wrecks of the five ships yields 2d4 x 10gp of salvageable sundry items 
  per vessel. 
  F2: Oyster Farm
  Hundreds of bone cages attached to enormously long wooden 
  poles float atop the water’s surface. The containers’ doors were 
  forcibly opened, and their former contents removed.
  Quattu and its crabmen followers placed some of their victims’ skulls 
  within the oyster cages. If the characters examine the skulls, they discover 
  the remains are human and the victims suffered severe head injuries 
  before death, most likely from a powerful, serrated pincer or bite wounds.
  More importantly, if the characters wade into the waters searching 
  for clues, there is a 10% chance each minute the commotion attracts the 
  interest of either the sea hags or the gremlins from the Three if by Sea 
  encounter above, if the characters avoided these combatants earlier. The 
  sea hags approach first, resorting to the same tactics they use against those 
  encountered aboard a vessel. The monstrous humanoids continue to chase 
  after their enemies when they retreat farther inland, keeping their gremlin 
  allies at a safe distance throughout the combat.
  F3: Mussel Farm
  Vertical wooden poles attached to stabilizing horizontal 
  poles rise out of the riverbed. They stretch from the shoreline 
  up to 120 feet into the river. Clusters of mussels cling to isolated 
  portions of the structures that resemble a stair’s banisters.
  
  8
  Quests of Doom 4
  Oliver’s mussel farm consists of interconnected wooden poles the 
  mussels use to attach themselves to a stable structure. The mussels are 
  an extremely rare variety native to this part of Akados. They are a species 
  connoisseurs refer to as “blue magic.” They are renowned for their sweet 
  taste, firm texture, and remarkable juiciness. As in the case of Area F2, 
  spending more than 1 minute underwater attracts the hags from Three if 
  by Sea.
  F4: Wharf
  Coils of thin rope and a gangplank sit atop a wooden 
  pier that juts out into the river. Massive pylons presumably 
  pounded deep into the riverbed support the sturdy platform. 
  Congealed pieces of baked flesh, skeletal appendages, broken 
  shields, chitinous plates, scraps of armor, and bloodstains 
  mar the dock’s surface and confirm that a ferocious battle 
  raged across the wharf.
  Quattu’s crabmen allies attacked the fishery from the water, where they 
  met and ultimately defeated Oliver’s outnumbered men-at-arms. The 
  remnants of the clash lie strewn about the pier, as silent testimony to the 
  brave souls who lost their lives defending the fishery against the chuul-
  ttaen and its minions.
  Treasure: The two mooring ropes on each dock are 50ft lengths of silk rope.
  F5: Staging Area
  Wooden decking covers the ground connecting the 
  wharf and pools with the conveyer belts. Two well-made, 
  unattended longswords rest atop the bloodstained planks 
  clustered near the central wharf. A barely visible message 
  written in dried blood covers several large planks.
  Oliver’s employees used this expansive, alder wood deck as a staging 
  area, where they gathered oysters and mussels from the farm and loaded 
  them onto the conveyer belts. They also transported shipping crates from 
  the main facility to the ships for transport to various ports throughout 
  the region. The fishery’s guards made their last major stand against the 
  invaders here. When the struggle ended, Quattu used the blood of its 
  enemies to scrawl its dire message on the wooden surface. Written in 
  common, it reads, “Manlings shall be meat!”
  Treasure: The garrison’s commanders fought to the bitter end. Quattu 
  cared little for the manling equipment and left their two +1 longswords 
  where they fell.
  F6: Fish Ponds
  Twelve pools of water teeming with different fish species 
  flank the conveyor belts.
  Quaywright Fishery specialized in shellfish delicacies, yet Oliver raised 
  fish as well. The water is remarkably clean, and observers can peer down to 
  the bottoms of these 15ft-deep reservoirs during the daylight hours. Each 
  pond is segregated by species allocated in accordance with popularity. 
  
  9
  Fishers of Men
  There are three pools each of salmon and trout, two pools each of catfish 
  and bass, and one pool of pike and another of perch.
  The pool filled with pike also contains the earthly remains of the scuttled 
  rowboat’s only occupant, William the Mad Crawdad — a notorious 
  saboteur, sailor and murderer on the run from distant Endhome. Confident 
  he shook his dogged pursuers, the fugitive blissfully set sail for the shores 
  of the Dragonmarsh Lowlands only to come face to face with a greater 
  horror than a hangman’s noose. The scoundrel ran afoul of the disgusting 
  sea hags, but even their revolting appearance and dread curse could not 
  overcome his evil. He swam toward the wharf and climbed onto dry land, 
  where he outran his enemies straight into Quattu’s waiting tentacles. The 
  aberration and its allies finally meted out justice to William, but even 
  death could not suppress his despicable spirit. The lifelong mariner longed 
  to be buried at sea, a fate the chuul-ttaen foolishly denied him. Instead, the 
  despicable William’s spirit rose from the grave as a bhuta.
  Sunlight renders the undead monstrosity powerless, meaning the 
  characters encounter him only at night. Oddly, the miserable sailor harbors 
  no ill will toward Quattu and the crabmen who killed him. Nonetheless, 
  they steer a wide berth around his fishy grave during the overnight hours. 
  Instead, he directs his ire toward other humans. If the characters vanquish 
  William and search the pike pool, they spot his skeletal remains at the 
  bottom of the pool.
  William the Mad Crawdad, Bhuta: HD 7; HP 50; AC 4[15]; Atk 
  2 claws (1d6); Move 12; Save 9; AL C; CL/XP 8/800; Special: 
  death grip (2 claw hits, automatic 1d6+1 damage). (The 
  Tome of Horrors Complete 57)
  Treasure: Despite being submerged beneath the water for 5 weeks, 
  William’s mortal body still has a ring of protection +1 on his left hand, a 
  suit of +1 chainmail, and a battle axe that has not yet rusted.
  F7: Conveyer Belt
  Powered by a wooden wheel large enough to accommodate 
  two men, this simple contraption made from wood and rope 
  spans a distance of 300 feet, connecting the riverbank to the 
  complex’s main building. The device’s massive belt consists of 
  wooden boards with attached baskets that are held together 
  by strands of rope wrapped around two pulleys positioned at 
  opposite ends of the belt. The belt’s northern section opens 
  into a hole built into the south face of the main building on 
  each side of the structure’s main door.
  Oliver’s employees used the massive conveyor belt to move oysters 
  and mussels from the wharf into the processing house. Likewise, the 
  engineering marvels can be reversed, allowing them to also move 
  packaged products from the facility to the wharf for transport onto the 
  fishery’s fleet of vessels. The conveyor belt consists of 20ft-wide and 6in-
  long planks with a basket attached to the bottom of each unit. They are 
  held together by thin strands of rope, allowing the beveled and grooved 
  edges to flip over smoothly when they reach the end of the device. In 
  addition to the support structures on both ends, support posts and rods are 
  also positioned at 20ft intervals along the way.
  The conveyor belt ascends from the wharf at a gradual 10-degree 
  angle. The wheelhouse has an open design, so a humanoid can easily step 
  into the wheel and start the conveyor belt simply by walking. Of course, 
  starting the conveyor belt immediately attracts the interest of Quattu’s 
  minions inside Area Q1, causing them to react to the unexpected event as 
  described in that area. In a similar vein, the characters may also attempt 
  to enter Area Q1 through the openings in the main building’s south wall. 
  However, these openings were built to allow the mussel- and oyster-
  carrying baskets to pass through the barrier rather than passengers. The 
  tight space is 20ft wide, but only 18in high. Human-sized creatures must 
  crawl through the opening on their belly to get inside the building. Larger 
  creatures are too big to squeeze through the opening.
  F8: Fishery Grounds
  Overgrown grasses and rushes dominate the grounds, 
  though a few well-worn paths connect the outer buildings 
  to the central building and the riverbank. The soil here is 
  comparatively drier than the saturated earth outside the 
  fence. There is a gradual but noticeable incline from the 
  riverbank to the northern fence. Six inverted humanoid 
  skeletons planted into the ground deliver an ominous 
  warning to unwelcome guests.
  The crabmen pounded the vertebrae into the ground like sinking a 
  pylon for a pier. The neck bones function as the base, while the limbs 
  dangle like tree branches in the breeze. The exact cause of death cannot 
  be determined from the skeletal remains. The ground’s overgrown and 
  unkempt state has no effect on movement through the area, but the lack 
  of proper maintenance let an invasive fungus known as purple rot and 
  mosquito swarms take root in the area; the fishery’s dry conditions aid in 
  the fungus’s reproductive cycle. Characters wandering the grounds have a 
  cumulative 10% chance of encountering this hazard for every 10 minutes 
  spent wandering the grounds.
  In addition to this hazard, colonies of mosquitoes also inhabit the 
  area. For every 10 minutes spent in this area, there is a 20% chance of 
  encountering 1d3 mosquito swarms.
  Mosquito Swarm (1d3): HD 3; HP 21, 19; AC 5[14]; Atk swarm 
  (1d4 plus disease); Move 12 (fly); Save 14; AL N; CL/XP 3/60; 
  Special: disease (malaria, 1d4 damage per day, death in 
  1d4+3 days). 
  Area G: Garrison
  Oliver constructed this wooden, one-story structure to provide 
  comfortable housing and living space for the resident wizard and his 
  security detail of 10 men-at-arms including the unit’s two commanders. 
  Most of the fishery’s defenders died on the wharf in a futile effort to 
  fend off Quattu’s attack. However, a handful of the guards and the hired 
  spellcaster, made their last stand within the garrison.
  Built for durability and functionality, this one-story 
  wooden building has two entrances on both the east and the 
  west walls, although all four wooden doors are currently ajar. 
  A stale, musty odor emanates from inside the structure.
  Hazard
  Purple Rot
  The fungus known as “purple rot” affects the respiratory tracts 
  of humanoid creatures only. Despite its colorful moniker, the 
  parasitic species actually looks like a gooey, brown slime. Indeed, 
  the name actually comes from its ability to cause hypoxia, which 
  turns the victim’s skin blue or purplish in extreme cases. It releases 
  its destructive spores throughout the day and night. Though a 
  prolific reproducer, the fungus quickly dies when exposed to too 
  much water. The minute spores are invisible to the naked eye and 
  fill the air within 1d6 x 10ft of the fungus. Anyone breathing the 
  spores must make a saving throw or take 1d6 points of damage. 
  Any creature killed by purple rot decomposes into a new patch of 
  the fungus.
  
  10
  Quests of Doom 4
  The ceilings are 10ft high throughout the building. The walls, floor, and 
  ceiling are made from wood. There is no illumination inside other than 
  natural sunlight peeking through the open doors on the eastern and western 
  face. Lamp sconces built into the walls at 10ft intervals are either unlit or 
  unoccupied. The portals are strong wooden doors that are currently ajar.
  Free access into the building has allowed unwanted pests and scavengers 
  to take up residence within the now-abandoned structure. While moving 
  through the garrison, there is a 25% chance the characters encounter one 
  of the following creatures scavenging on carrion or rotting leftovers. 
  Check once every 10 minutes that they remain in the building.
  Garrison Wandering Monsters
  1d3
  Result
  1
  1d3 rat swarms
  2
  2d3 giant flies 
  3
  1d3 cockroach swarms
  Cockroach Swarm (1d3): HD 3; AC 7[12]; Atk swarm (1d6 
  plus disease); Move 9; Save 14; AL N; CL/XP 4/120;  
  Special: disease (1d3 damage per day, save avoids), 
  immune to all but blunt weapons.
  Giant Flies (2d3): HD 3; AC 5[14]; Atk bite (1d6); Move 12 (fly 
  24); Save 14; AL N; CL/XP 4/120; Special: none. (The Tome of 
  Horrors Complete 251)
  Rat Swarms (1d3): 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).
  G1: Armory/Training Room
  Dozens of splintered spears and javelins are strewn about 
  the floor around two weapons racks closest to the entrance. 
  Conversely, ten longswords and eight chain shirts remain 
  in their slots and on their hangers on the next weapons 
  rack. Two wooden swords lie in front of two badly damaged 
  wooden combat dummies.
  Oliver’s troops trained in this chamber, using the wooden weapons to 
  strike their wooden targets in combat drills. While Quattu and its minions 
  destroyed the spears and javelins, they oddly spared the practice weapons 
  and left the metal weapons and armor intact.
  Treasure: Quaywright Fishery’s armory has 9 longswords and a +1 longsword. 
  Likewise, there are 7 suits of chainmail and a suit of +1 leather armor.
  G2: Wizard’s Quarters and Laboratory
  Spattered blood coats large portions of the far wall along 
  with an adjacent bed, ransacked wooden dresser and sundered 
  iron chest. The fully stocked bookshelf and a crowded cabinet 
  filled with beakers, vials, and jars on the near walls as well as 
  a small workbench and hearth in the near corner escaped the 
  struggle unscathed.
  The physical evidence confirms Oliver’s hired wizard fought to the bitter 
  end within the cramped confines of his quarters. Despite the copious amounts 
  of blood in the confined chamber, the body is nowhere to be found. After 
  the battle ended, Quattu took the wizard’s corpse to the processing house, 
  while its minions looted his personal belongings. They neglected to pilfer his 
  extensive supply of spell components and books which remain on the shelf. 
  The clothing and undergarments spilling out of the drawers are stained with 
  blood and riddled with holes from the colony of moths feeding on them.
  Although the wizard’s body is no longer here, his horrific demise left 
  its lasting impression on his quarters, giving rise to a sinister haunt. The 
  haunt terrorizes the entire chamber; characters attempting to recover the 
  laboratory equipment or magical supplies must withstand the frightening 
  encounter with the traumatized soul.
  Eaten Alive Haunt: HD 5; HP 34; AC 5[14]; Atk ghostly touch 
  (1d4 plus 1d3 dexterity); Move 9 (fly 12); Save 12; AL C; CL/XP 
  8/800; Special: +1 or better magic weapon to hit, alternate 
  form (ball of light), dexterity damage (touch, magic jar at 
  0), immune to turning, rejuvenation (1d4 days after death), 
  strangle (Lawful possessed victim, 1d4 damage per round). 
  (The Tome of Horrors Complete 319)
  Treasure: The collection of spell components and equipment functions 
  as an alchemist’s laboratory. In addition, four potions — ethereality, frozen 
  concoction, invulnerability, and treasure finding — are also on the cabinet. 
  The wizard’s library contains an eclectic collection of works from diverse 
  fields of study. There are 16 books worth an average of 2d4gp each.
  G3: Barracks
  Two beds with ripped sheets and pillows rest against the 
  far wall, while an overturned wooden footlocker lies on the 
  floor at the foot of each bed. The contents of two dressers, 
  including their broken drawers, litter much of the floor.
  Two men-at-arms shared each of these rooms. Quattu and the crabmen 
  searched their quarters for valuables, leaving the battered rooms in 
  shambles after their departure. Worthless clothes and sundry items are all 
  that remain in their aftermath.
  G4: Commander’s Quarters
  This bedchamber appears to have once been as luxurious 
  as any found in a country estate. An upholstered chair and 
  candle stand upon a soft carpet that covers much of the 
  floor. A wooden dresser with its two drawers removed stands 
  against the opposite wall. Clothing and other personal effects 
  are strewn about.
  Oliver spoiled his commanders with accommodations fit for nobility, 
  though the angry chuul-ttaen ruined much of the furnishings. Neither 
  commander was present to witness Quattu’s rampage, as both died fighting 
  on the wharf in a heroic defense of Oliver and his terrified employees.
  Treasure: The gold candle stand, upholstered chair, and carpet are 
  worth 50gp, 75gp, and 100gp respectively.
  G5: Common Room
  Four painted wooden columns support the ceiling of a large 
  common room. Two tapestries depicting epic sea battles cover 
  the entirety of the far wall and one of the near walls, while 
  another tapestry lies in a heap against the other wall. Two long 
  wooden, overturned tables are positioned between the rear 
  columns. Shards of broken glass and pottery litter the area 
  along with several stray cutlery pieces, gnawed fish bones, 
  and empty mussel shells. The remnants of broken javelins 
  and spears, as well as copious pools of dried blood and several 
  decomposing fingers confirm a desperate battle took place 
  here. An extensive bar on the near wall between two archways 
  still contains an impressive collection of wines and spirits.
  
  11
  Fishers of Men
  The last three surviving guards and a handful of fishery workers waged 
  a furious combat here in a failed effort to beat back Quattu’s forces. In a 
  last gamble, they turned the tables on their sides and hurled their remaining 
  ammunition at their armored foes to no avail. Though they ultimately lost 
  the battle, they took consolation in slaying four crabmen. As in previous 
  instances, the enemy removed the corpses from the scene and hauled them 
  to the processing plant.
  The characters’ more immediate concern is the ochre jelly that now 
  lives beneath the tapestry that fell from the wall. The monster moved in 
  shortly after the fishery’s demise and subsists on a steady diet of vermin, 
  rodents, and scavengers who wander into its lair. The mindless ooze waits 
  for a target to approach within 10ft of its hiding spot before it emerges 
  from underneath the heavy cloth and lashes out with its pseudopods. The 
  monster fights until destroyed.
  Ochre Jelly: HD 6; AC 8[11]; Atk acid-laden strike (3d4); 
  Move 3; Save 11; AL N; CL/XP 6/400; Special: lightning 
  divides creature. (Monstrosities 353)
  Treasure: There are 4 bottles of gin, 3 bottles of absinthe, 2 bottles of 
  brandy and 25 bottles of wine behind the bar with a total value of 450gp. 
  The tapestry that spans the length of the far wall measures almost 40ft in 
  length and weighs 350 lbs., and is worth 250gp. The smaller tapestry is 
  half that size and weight. It is worth 100gp.
  G6: Kitchen
  Scraps of rotting food, dust, and rust cover a charcoal-
  filled grill with iron grating and a hardwood cutting surface 
  that also doubles as a storage cabinet for utensils, cookery, 
  crockery, and glassware. Congealed oil and globules of 
  decaying meat float atop the stagnant water in a sink stuffed 
  with unwashed dishes and cutlery. A rusty iron kettle hangs 
  over a stone hearth.
  At the height of the fishery’s operations, three cooks prepared meals 
  here. The dinnerware, cooking equipment and drinking vessels stored in 
  the island are functional but worthless.
  G7: Pantry
  Swollen oak barrels and crates line the walls and most of the 
  floor. The reek of rancid fish bombards the senses as entrails 
  and oils ooze from them onto the floor. More disturbing, 
  however, is the presence of a scrawled word written in blood 
  on the wall.
  Quattu’s unwelcome intrusion prevented the cooking staff from timely 
  preparing the day’s catch from the fishpond, thus accounting for the 
  horrible odor wafting out of the barrels. Inside are hundreds of smoked, 
  brined, and salted fish products, along with wilted grains and vegetables.
  After slaughtering Oliver’s defense force, Quattu himself used human 
  blood to write the word “murderers” in common on the wall to indicate 
  its displeasure with the fishery operation. Deep scratches mar the wall’s 
  surface beneath the bloody etching, indicating that the author used a claw 
  or similar instrument to pen the macabre message.
  Area L: Living Quarters
  These accommodations include comfortable personal quarters in 
  addition to a lounge, dining hall, and a common room.
  The two wooden doors on the building’s western face are 
  smashed open, allowing some sunlight to pierce the shadows 
  within. The one-story building is made entirely from wood. 
  Its most distinctive feature is a hemispherical addition that 
  extends from the east wall.
  The one-story building is made entirely from cypress. The ceilings 
  are 10 feet high. Oil lamp niches appear at 10ft intervals and within 
  each room, but they are all unlit. The assailants smashed every good 
  wooden door in the complex; almost all of the doors, including the two 
  front portals, are ajar. The only exceptions are the two doors leading into 
  Area L4.
  As is the case of the garrison, intrusive vermin and rodents moved 
  into the unsecured living quarters searching for scraps of food and 
  refuse. While moving through the living quarters, there is a 20% 
  chance the characters encounter one of the following creatures 
  during the course of their exploration. Check once every 10 minutes 
  for encounters.
  Living Quarters Wandering Monsters
  1d3
  Result
  1
  1d3 rat swarms
  2
  2d3 giant flies
  3
  1d3 cockroach swarms
  Cockroach Swarm (1d3): HD 3; AC 7[12]; Atk swarm (1d6 
  plus disease); Move 9; Save 14; AL N; CL/XP 4/120; Special: 
  disease (1d3 damage per day, save avoids), immune to all 
  but blunt weapons.
  Giant Flies (2d3): HD 3; AC 5[14]; Atk bite (1d6); Move 12 (fly 
  24); Save 14; AL N; CL/XP 4/120; Special: none. (The Tome of 
  Horrors Complete 251)
  Rat Swarms (1d3): 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).
  L1: Employee Quarters
  The wooden door tenaciously clings to its bent hinges. An 
  overturned dresser with its drawers removed and contents 
  spilt onto the floor rests on the floor adjacent to a ransacked 
  bed stripped of its sheets and nearly reduced to splinters.
  During the attack, many of Oliver’s workers tried to barricade their 
  doors in a futile attempt to keep the intruders at bay. Their efforts 
  failed. When the characters explore these rooms, there is a 35% 
  chance the occupant died in the room with the attendant bloodstains 
  to show it.
  Quattu and its minions removed the mangled corpses and the 
  unfortunate soul’s valuables from every chamber, but they occasionally 
  missed a personal memento or a hidden object. There is a 40% chance 
  the occupant left behind one of the items from the following table 
  in his or her personal quarters. (Reroll any result the characters have 
  already encountered.) 
  
  12
  Quests of Doom 4
  Living Quarters Contents
  1d20
  Item Found
  1
  A leather pouch hidden under a loose floorboard 
  contains a pearl worth 100gp.
  2
  A stylus and scrap of parchment stuffed inside a 
  loose sock contains a message written in Common 
  that states, “The walking crabs are here! Their 
  monstrous leader calls us murderers! Why? Gods 
  preserve us.”
  3
  The words “Employee of the Month” written 
  in common are etched across the face of a 
  meticulously polished and flattened oyster shell.
  4
  A hollow bedpost conceals a small jar that contains 
  a potion of heroism. 
  5
  Splotches of glue carefully placed on each of 
  a sheet of vellum’s four corners attach it to the 
  bottom of a dresser drawer. This oyster recipe, 
  written in common, is one of Oliver’s proprietary 
  signature dishes and a well-kept secret in 
  gastronomic circles. It is worth 250gp in a major city.
  6
  Tucked among worthless scraps of clothing is a silk 
  bodice worth 10gp.
  7
  The attackers failed to spot a bag in the corner 
  containing three rubies worth 25gp each.
  8
  Some creature scrawled a phrase in crabman on 
  the far wall. Written in blood, the ominous warning 
  proclaims, “Death to men for slaughtering our 
  brothers.”
  9
  The glint of gold emanates from a small nugget 
  forcibly inserted between two knots in adjacent 
  floorboards. The gold nugget is worth 75gp.
  10
  The faint scent of perfume gently floats in the air. 
  The smell’s source is not apparent.
  11
  The upper appendage of a crabman’s large pincer 
  lies beneath the bed sheets.
  12
  Someone scratched a message onto the wall with 
  a sharp object. Written in common, the statement 
  reads, “They came from the water. There were so 
  many of them. I know death draws near, but I lived 
  a good life. Tell my wife Janie and my children that 
  I love them.” The author was Alpheus Clutterbuck, 
  a human laborer from Zelkor’s Ferry.
  13
  Two empty halves of a human skull rest atop the 
  bed with some pieces of blood and tissue still 
  attached. The jaw and teeth are missing.
  14
  The wooden door lies in splinters on the floor. 
  A wooden spear protrudes through a putrid 
  crustacean-like arm. The weapon is firmly 
  embedded into the wall. The appendage 
  belonged to a crabman killed during the fight.
  15
  When a human enters this room, a mouth suddenly 
  appears on the far wall. The booming voice says, 
  “Beware of the crabmen’s monstrous leader! Flee 
  here before you face him. The Frog God controls 
  him!” The effect is a magic mouth spell cast by the 
  room’s novice magic-user who died during the 
  struggle.
  16
  This clever occupant removed the lower part of 
  one bedpost and replaced it with a sturdy ceramic 
  vial that closely resembles a piece of wood. The 
  vial is actually a potion of slipperiness. 
  1d20
  Item Found
  17
  Dried blood smeared on the wall vaguely 
  resembles a bloated frog. This represents a 
  crabman’s feeble attempt to depict Tsathogga.
  18
  A valiant defender filled a bedsheet with small 
  sundry objects to create a makeshift sap. The jury-
  rigged weapon lies on the floor.
  19
  Quattu and the crabmen tortured and brutalized 
  Oliver’s devoted foreman, Thalius Degeneres. The 
  agonizing ordeal transformed the formerly genial 
  man into a seething pulp filled with hatred. When 
  he finally succumbed, the vengeful spirit arose as 
  a spectre that still haunts his bedchamber (see 
  Spectral Spectacle below for more details).
  20
  After witnessing the carnage around them, Joy 
  Montez and her sister Lily decided it would be 
  better to take their own lives than face a gruesome 
  demise. The act caused their souls to linger in this 
  place as 2 allips (see Suicide Solution below for 
  more details).
  Spectral Spectacle
  The ghostly, translucent outline of a badly beaten, burly 
  man suddenly materializes from the furniture. His swollen 
  face is twisted into a grotesque visage burning with unbridled 
  wrath.
  Thalius, the spectre, may converse with the characters if they ask him 
  about the circumstances surrounding his murder. Though he continues his 
  attack, he tells the characters that crabmen and a much-larger lobster-like 
  creature with writhing tentacles on its face killed him. He describes the 
  latter as the group’s leader. Thalius’s description of Quattu is vague. The 
  spectre has nothing else of value other than his important clue.
  Spectre: HD 6; HP 45; AC 2[17]; Atk touch (1d8 plus level 
  drain); Move 15 (fly 30); Save 11; AL C; CL/XP 9/1100; Special: 
  +1 or better weapon to hit, level drain (2 levels with hit).
  Suicide Solution
  Two wisps of roiling shadows emerge from the darkness. 
  Gibbering words drip from them as sinister claws manifest 
  from pure nothingness.
  Consumed with madness, the 2 allips babble incessantly throughout the 
  combat, attacking the nearest creature. Unlike Thalius, the insane sisters 
  are too deranged to convey any details about their deaths or the fishery’s 
  final moments. The vengeful spirits continue to fight until destroyed.
  Allips (2): HD 4; HP 29, 25; AC 5[14]; Atk strike (no damage, 
  1d4 points of wisdom lost); Move 6 (fly); Save 13; AL C; CL/
  XP 7/600; Special: +1 or better or silver weapons to hit, drains 
  wisdom (1d4 points with strike), hypnosis (as suggestion 
  spell). (Monstrosities 10)
  L2: Lounge
  Splintered barstools and broken bottles litter the floor. 
  Two wooden bars span roughly half the length of the near 
  walls, while the six seats that surrounded each lie in ruins. 
  Two overturned upholstered chairs and a sofa arranged in a
  
  13
  Fishers of Men
  defensive posture occupy the far end of the chamber. Only a 
  single bottle rests within the slots of an expansive wine rack 
  adjacent to the far wall. Pools of dried blood and shards of 
  broken glass almost completely cover the entire floor.
  Those who fled from their rooms attempted to rally in the lounge, where 
  they hurled bottles and furniture at their attackers. In the aftermath of 
  the battle, the sharp, jagged glass strewn throughout the room makes it 
  difficult to walk through here without getting cut (30% chance per 10ft, 
  1 point of damage). Marks on the floor indicate that at least some of 
  the victims were dragged into the adjoining chamber. The wooden door 
  connecting this room to Area L4 is jammed shut from this side.
  Treasure: The lone bottle of red wine on the rack is worth 5gp.
  L3: Mess Hall
  Plates, utensils, crockery, and ceramic drinking vessels 
  cover two tables surrounded by ten chairs apiece. Mussel 
  and oyster shells along with fruit rinds and bowls of water 
  sit upon another table at the far end of the dining hall. In 
  contrast to the rest of the building, the furniture here is 
  remarkably undisturbed.
  Because the mess hall served meals at scheduled times throughout the 
  day, no one was here or fell back to this location when the attack occurred. 
  Since the assault 10 weeks ago, the food already on the table in preparation 
  for the workers’ arrival has spoiled or fallen prey to the numerous scavengers 
  roaming through the building. Likewise, the dinnerware on the tables shows 
  signs of extensive use and marginal cleaning, rendering it worthless. The 
  fact that someone jammed shut the door to the adjoining room is the only 
  indication anyone set foot in the room since the carnage began.
  L4: Common Room
  The doors to this room have been jammed shut.
  The overpowering stench of decay saturates the stale air. 
  The sickening odor comes from three heaps of festering 
  entrails and decomposing flesh. A nearly intact humanoid 
  skeleton accompanies each of these ghastly piles of rotting 
  organs and offal. The bodily materials’ apparent sources 
  are three shambling humanoid abominations molded from 
  muscle, sinew and loose patches of excess skin. The crushed 
  and nearly pulverized remains of four crustacean-like 
  humanoids lie propped up against the curving far wall, which 
  also supports an extensive library of books resting upon two 
  sets of shelves. A pair of easels stands between the shelves, 
  while two thin palettes covered in dried paint sit upon a 
  pedestal between the two wooden frames. Chess pieces 
  carved from stone and bone are scattered about the floor near 
  two tables whose surfaces bear black-and-white chessboards 
  along with two small chairs tucked neatly beneath them. Six 
  chairs surround two wooden tables in the near corners.
  Quattu and the crabmen deliberately jammed the doors in order to 
  prevent the 3 human meat puppets they inadvertently created from 
  escaping their confines. During the struggle, Quattu ordered the crabmen 
  to subject three of the facility’s fish processors to the horrific fate of being 
  gutted and filleted alive. Unbeknownst to the chuul-ttaen, the revelry of 
  carnage infused the boneless corpses with the necromantic energy that 
  suffuses the marshlands here and animated them as revolting undead 
  creatures. Every time the crabmen beat the monsters into submission, they 
  mysteriously regenerated and continued the fight anew. The now-fearful 
  chuul-ttaen hastily jammed the doors shut, leaving four of its minions 
  alone with the relentless killers.
  Humanoid Meat Puppets (3): HD 4; HP 30, 27, 25; AC 7[12]; 
  Atk slam (1d6 plus throttle); Move 12; Save 13; AL C; CL/
  XP 5/240; Special: fleshknit (regenerate 1hp/round), resists 
  slashing and piercing weapons (50%), throttle (automatic 
  1d6 damage, save avoids). (Tome of Horrors 4 146)
  Treasure: The common room’s two handcrafted chess sets feature 
  pieces carved from onyx and bone. Though it takes some searching to find 
  all the pieces, each set is worth 150gp. The palettes, paints, art equipment, 
  and easels are worth a total of 50gp. The library’s books include a wide 
  range of topics ranging from the fantastical to the mundane. Of the 108 
  books in the collection, only 4 are worth much. These include A History 
  of Tsar, Marvels of Akados, Tales of Broadaxe the Adventurer, and the 
  extremely rare poetry work Woes of Suqri. The preceding books are worth 
  25gp, 35gp, 5gp, and 300gp, respectively. The remaining books each have 
  a value of 1d4+2sp.
  Area Q:  
  Quaywright Processing House
  In the aftermath of the epic struggle, the chuul-ttaen quickly set about 
  the task of transforming the shellfish processing plant into a humanoid 
  slaughterhouse.
  Stone walls rise from the marsh, giving shape to an 
  immense structure. Two conveyer belts stretching from the 
  river to the south wall grant entry to the building. These 
  crawlspaces flank a large wooden door in the center of the 
  building’s south face. A stone plaque hung above the door bore 
  the inscription, “Quaywright Fishery.” However, deep gouges 
  and scratches have nearly removed the word “Fishery,” while 
  adding the word “Mannery” beside the original moniker. 
  The building consists of two stories, though the upper floor 
  appears to be substantially smaller than the lower floor. In 
  addition, large portions of the first floor’s roof are shaped like 
  giant cisterns. A chimney built into the roof still belches out 
  foul-smelling smoke.
  The obvious entrances into the processing house are the front door 
  and the two conveyor belts, which are described in Area F7. A tiny 3in-
  diameter chimney on the first-floor roof opens into Area Q2, but is likely 
  too small for characters to shimmy through it. Likewise, trying to access 
  the main processing building through the plumbing pipes connecting 
  the rooftop cisterns filled with water in addition to circumventing the 
  watertight shutoff valves inside the piping.
  Quattu’s lackeys toiling inside the building do not lock or otherwise 
  secure the 10ft-wide front door, though the weather conditions and 
  humidity frequently cause the door to swell. It takes some effort to force 
  the portal open (Open Doors –2). Doors encountered in the first floor’s 
  interior share the same statistics as the front door, though they are only 5ft 
  wide rather than 10ft wide.
  Quaywright Fishery differs from the outlying buildings in several 
  important aspects. The ceilings here are 15ft high on the first floor, and 
  10ft high on the second floor. Likewise, torch sconces embedded into the 
  walls are unused or unlit. Open flames are the only light sources within the 
  structure. The processing plant emphasizes efficiency and ease of access; 
  hence, most chambers connect to adjoining rooms and corridors through 
  archways rather than doors. This open design allows creatures from 
  adjacent and nearby chambers to hear and possibly even see a commotion 
  taking place near their location. Therefore, a small combat can escalate 
  into a wild melee within the span of a few rounds as reinforcements 
  steadily join the fray. It is crucial that the Referee become familiar with 
  the first-floor layout in order to determine how the chuul-ttaen’s defenders 
  react to the characters’ intrusion into Quattu’s stronghold. Most creatures 
  
  14
  Quests of Doom 4
  simply wade into battle alongside their counterparts, but a few clever 
  adversaries may attempt to gather allies and muster a sizable force to fight 
  back against the trespassers. On the other hand, the organized activity 
  within the building coupled with the lack of easily accessible entrances 
  keeps vermin and rodents at bay.
  Q1: Processing Room
  The powerful smell of shellfish instantly bombards the 
  senses. The two gaps in the wall adjacent to the conveyor 
  belts spill into a roughly triangular-shaped receptacle in 
  close proximity to several long, metallic workstations. Two 
  stations parallel the west wall. Scrubbing implements rest 
  atop one station, while water slowly drips onto its surface 
  from eight overhanging brass pipes attached to the ceiling 
  before disappearing beneath metallic mesh built into the 
  surface. Two large, bipedal humanoids with crab-like heads 
  labor at the task of scrubbing flesh and hair from four 
  humanoid skulls. The neighboring workstation also has the 
  same overhead brass pipes and mesh surface, but it has flat, 
  stubby knives sitting on it instead of scrubbing implements. 
  In addition, the workstation slopes from south to north at 
  a 10-degree angle. The workstations on the opposite side 
  of the chamber mirror these with the scrubbing station 
  positioned closest to the south wall and its counterpart 10 
  feet away from it. A lengthy utility station is also near the 
  entrance, and another station farther away is covered with 
  discarded, oval black shells. Two enormous toads rest in two 
  of the three 4-wheeled carts scattered throughout the area. 
  Their membranous wings, mauve skin and bright, shining 
  eyes immediately reveal that these are not ordinary animals.
  Oysters traveled up the western conveyor belt, where they were 
  collected and first deposited on the scrubbing station. There, employees 
  cleaned their shells and passed them on to the next station where 
  expert workers carefully shucked the delicate animal. Mussels rolled 
  up the eastern conveyor belt where they underwent a similar cleaning 
  and shelling procedure. Employees then used the handcarts to move 
  the product to the next stage of processing. Rainwater from the roof 
  cisterns provides the water needed to clean and rinse the shells of any 
  unwanted debris. The water then drains through the metallic mesh and 
  into the ground beneath the floor. Rotating a small nozzle at the end of 
  the tube in a counterclockwise direction opens the spigot, and twisting 
  it in a clockwise direction cuts off the water supply. Quattu shut down 
  the fishery and converted it to a humanoid abattoir as evidenced by the 
  2 crabmen scrubbing flesh and hair from the heads of four men their 
  colleagues captured from a foolhardy hunting expedition several days 
  earlier. The skulls are human. When the crabmen notice the intrusion, they 
  immediately drop the skulls and rush into combat, rousing the 2 giant 
  toads from their catnaps. A combat that lasts 2 rounds or less does not 
  attract any attention from nearby colleagues as they attribute the ruckus to 
  the crabmen’s clumsiness. However, if the combat continues or spills into 
  a neighboring chamber, the occupants therein react accordingly.
  Crabmen (2): HD 3; HP 21, 20; AC 3[16]; Atk 2 claws (1d6); 
  Move 12 (swim 9); Save 14; AL N; CL/XP 3/60; Special: none. 
  (Monstrosities 111)
  Giant Toads (2): HD 3; HP 22, 19; AC 6[13]; Atk bite (1d8); 
  Move 6 (hop 30ft); Save 14; AL N; CL/XP 3/60; Special: hop 
  (30ft). (Monstrosities 475)
  Q2: Smoking/Brining Room
  Aromatic smoke rises from three stone pits filled with 
  smoldering wood. The smoke rises into a pyramid-shaped 
  hood and then departs the room through a tiny vent in the 
  ceiling. An iron grillwork is positioned several feet above the 
  smoldering wood, supported in place by four 5-foot stone 
  columns. Fat periodically sizzles and drips from four hunks 
  of meat slowly cooking atop the grill. Several large planks 
  of wood piled into the far corner are next to another mound 
  of smaller wood chips. Something bobs and floats near the 
  watery surface of two wide, oak barrels against the near wall.
  In order to facilitate the smoking process, the crabmen keep the door 
  closed at all times. The smoke is not dense enough to impair breathing 
  or vision, but it is warm enough to increase the temperature within 
  the chamber to just under 140° F, making a prolonged stay here very 
  uncomfortable. In addition, the hot stone surface deals 1d3 points of fire 
  damage each round to anyone touching it. The slabs of meat cooking 
  atop this material are deboned and strange to look upon. Any character 
  examining the meat confirms the obvious — they are the torsos of four 
  human males. Likewise, the deboned limbs of these same four individuals 
  soak in the brine barrels.
  Q3: Workshop
  Dozens of tools of varying shapes, sizes, and conditions rest 
  upon the shelves lining the walls. A pair of workbenches that 
  also double as sawhorses represents the only freestanding 
  pieces of equipment here.
  The workshop boasts a complete selection of tools for a variety of 
  trades. Oliver’s workers used these objects to repair the fishery buildings, 
  build barrels and packing crates, create shipping labels, and perform 
  countless other functions throughout the facility.
  Q4: Salt Depository
  A mound of salt that reaches a maximum height of 8 feet 
  almost entirely fills this oddly shaped niche.
  Oliver’s workers piled salt into this closet for later usage in the brining 
  process. It has no special properties and its exposure to air and moisture 
  has made it worthless as a commodity.
  Q5: Boiling Room
  Steam pours out of two of three 6-foot-high metal vats. 
  Two iron ladders are built into the opposing sides of each 
  vat. Two bulbous, massive frogs with blackish-green skin 
  bask in the warmth generated by the bubbling cauldrons. 
  The 12-foot-long beasts constantly ooze milky-white slime 
  from their skin, while a spark of intelligence glistens in their 
  glowing red eyes. A vent opens into the ceiling.
  The fishery’s architects used buried coal ovens to fuel these enormous 
  cooking vats. The vent pipe does not lead outside. Oliver’s engineers used 
  the escaping steam and heat to warm the water stores upstairs.
  When the fishery was operational, workers used these enormous vats 
  to boil spare oysters and mussels for broths and stews. Quattu and its 
  
  15
  Fishers of Men
  minions use the scalding water to strip the flesh from humanoid ribcages 
  and vertebrae, as demonstrated by the fact that two sets of human remains 
  roil in each of the boiling baths. The temperature in the remaining vat 
  is uncomfortable, but not hot enough to inflict damage. This balmy bath 
  makes for a refreshing bath for the 2 crabmen asleep inside it. Meanwhile 
  outside, 2 giant dire abyssal frogs soak in the invigorating vapors. 
  Quattu’s grudging allegiance to Tsathogga inspired the extraplanar pair to 
  partake in the ghastly festivities as well.
  They immediately react to the sight of intruders by attempting to knock 
  over at least one of the vats and deluge their enemies with boiling water. The 
  water deals 3d6 points of fire damage to any creature or object in its path.
  Crabmen (2): HD 3; HP 23, 20; AC 3[16]; Atk 2 claws (1d6); 
  Move 12 (swim 9); Save 14; AL N; CL/XP 3/60; Special: none. 
  (Monstrosities 111)Giant Abyssal Dire Frog (2): HD 6; HP 44, 
  40; AC 2[17]; Atk tongue (grapple), bite (2d6);  
  Move 12 (swim 15); Save 11; AL C; CL/XP 9/1100; Special: 
  +1 or better magic weapon to hit, grapple (–2 Open Doors 
  check to escape, automatic bite damage), leap (30ft), 
  magic resistance (10%), resistances (cold, fire) (50%), smite 
  Lawful (1/day, additional 6 points damage), swallow whole 
  (natural 20 to hit, automatic 1d6 damage per round). (The 
  Tome of Horrors Complete 256)
  Q6: Mussel Packaging Room
  Four long, metal workstations are scattered throughout 
  a spacious area. Eight scales rest upon the benches, along 
  with spools of twine and hempen bags. There is a 4-wheeled 
  handcart between two of the workstations.
  The fishery’s workers measured and weighed the mussels on the scales 
  before packing them into bags and sealing them with the twine. The 
  packaging room is otherwise empty.
  Q7: Fish Processing Center
  An immense wood-burning oven behind a carving station 
  stands cold and idle. An opening in the ceiling above the oven 
  vents excess heat out of the room.
  There 4 crabmen working at the station remove the entrails from 
  the unfortunate victims their tribe captured a few days earlier. They 
  immediately react to any intrusion or the telltale sights and sounds of a 
  scuffle in an adjacent chamber. They drop their small filleting knives and 
  race to the scene to aid their brethren.
  The grates at the foot of the filleting station open into a narrow sluice 
  that the fishery’s engineers designed for the purpose of flushing unwanted 
  garbage out of the facility. The vent above the oven connects with the pipe 
  from Area Q5, where the heat warms the water supply on the second-
  story roof.
  Crabmen (4): HD 3; HP 22, 19x2, 17; AC 3[16]; Atk 2 claws 
  (1d6); Move 12 (swim 9); Save 14; AL N; CL/XP 3/60; Special: 
  none. (Monstrosities 111)
  Q8: Metal Shop
  Soot stains the far wall and ceiling in close proximity to a 
  small cast iron forge and anvil that are next to a tool bench 
  covered with metalworking equipment. Several stacks of pig 
  iron rest upon the floor near the anvil.
  The fishery’s ironworkers and carpenters made wooden crates, barrels, 
  and tools. There are 504 lbs. of pig iron on the floor.
  Q9: Packing Room
  There are ten large, wooden shipping crates spread 
  throughout the room in five rows of two apiece. Unsettling 
  thumping sounds emanate from inside at least two of the 
  packing containers. Nine of the crates are tightly closed, but 
  one is a battered skeleton of its former self as large parts of 
  it were reduced to splinters. In addition, four of the crates 
  have a tube connected to a water bottle delicately threaded 
  through the crate’s lid. Four small frogs with sharp claws 
  scurry about the room. Two sets of steep stairs ascend to a 
  landing on the second floor.
  The chuul-ttaen subjected the five plumpest human captives to the 
  horrific fate of sealing them alive within the packing crates. Much 
  to Quattu’s chagrin and the crabmen’s terror, the first crate unsealed 
  three days ago created a frightful ghast who slew a crabman before 
  the disappointed aberration personally destroyed it. Unnerved by the 
  unexpected outcome, the crabmen refused to stay in the room, and instead 
  delegated the frightening assignment to the oblivious 4 killer frogs that 
  now dwell here. Though the animals lack sentience, their instincts and 
  keen sense of smell tell them to steer clear of the two crates closest to 
  the southeast corner of the room. The foul stench and thumping sounds 
  emanating from inside these containers are telltale signs the two former 
  occupants also underwent the hideous transformation into 2 ghasts. They 
  ferociously pound on the shipping crates in a desperate bid to escape. 
  Alternatively, the ghasts may burst out of the crate if they hear others in 
  the room. When freed, they immediately attack the closest humanoid and 
  continue fighting until they slay every humanoid in sight or the characters 
  destroy them.
  Meanwhile, two emaciated, nearly catatonic men reside within the two 
  crates closest to the northern wall. If the characters liberate them, the weak 
  and traumatized victim greets the characters with a vacant stare. Scabrous 
  wounds and bloody ooze cover their biceps and forearms, as the starving 
  humans literally ate their own flesh to stay alive. The harried victims, 
  Abraham Tapol (Lawful male human expert 4) and Simon Thalgrond 
  (Neutral male human commoner 3) suffer from ghoul fever and require 
  extensive rest and a cure disease spell or similar magic to bring them back 
  to responsiveness. Still, the ordeal’s effect on their minds is so potent that 
  both victims remember nothing about the initial attack or the complex 
  itself. They can only confirm that a hideous lobster-man imprisoned them 
  within the crates.
  The stairs against the north wall lead to the second-floor landing 
  designated as Area Q11 on the map of that particular floor.
  Ghasts (2): HD 4; HP 29, 23; AC 4[15]; Atk 2 claws (1d3), bite 
  (1d6); Move 15; Save 13; AL C; CL/XP 5/240; Special: stench 
  (10ft, –2 to hit, save avoids), paralyzing touch (3d6 turns, 
  save avoids). (Monstrosities 189)
  Giant Killer Frogs (4): HD 1+4; HP 11, 10, 9x2; AC 7[12]; Atk 2 
  claws (1d2), bite (1d4+1); Move 3 (leap 15); Save 17; AL N; 
  CL/XP 2/30; Special: leap. (Monstrosities 180) 
  Q10: Cold Storage
  Billowing clouds of chilly condensation instantly pour 
  out of the door when it opens. Strangely, ice and frost coat 
  the surfaces of eleven neatly arranged and closed shipping 
  crates. In an even odder twist, three men dressed in loose-
  fitting skins and furs are chained to separate walls. Each 
  wears a leather patch over one eye and has stringy, filthy hair.
  
  16
  Quests of Doom 4
  The 3 frost men shackled to the walls account for the storage room’s 
  unnaturally cold climate. The arctic-dwelling humanoids emit an aura 
  of cold out to 30ft, thus Oliver positioned each of his unwilling slaves 
  at precise locations, so they could keep the entire room at a constant 
  temperature of just above freezing. He purchased these creatures from 
  the slave pens of the north so they would radiate cold to preserve his food 
  products.
  Despite its hatred of humanoids, Quattu spared the frost men’s lives. 
  Indeed, Quattu even directs its crabmen underlings to provide food and 
  water regularly to the prisoners while deliberating its ultimate plans 
  regarding the cold-storage room. Meanwhile, the bitter captives long for 
  the chance to return home to the mountains of the Northlands. Naturally, 
  they hold a deep-seated grudge against the people who initially captured 
  and restrained them, so they treat humans and their kind with great 
  disdain. Still, they harbor no love for the chuul-ttaen and its minions 
  either. For their part, the frost men demand the characters immediately 
  free them, though they can offer the adventurers nothing in return. They 
  refuse to fight against the aberration and its cronies, and they can offer no 
  useful information about Quattu or the complex in general. The unarmed 
  humanoids’ only bargaining chip is their ability to generate an ice blast 
  that deals cold damage. If the characters ignore their pleas, the closest 
  frost man unleashes an ice blast at the ceiling as a warning. Characters 
  who opt to free them must overcome their manacles. In this case, the 
  ungrateful frost men hastily leave the complex on their quest back to the 
  Northlands. Characters who do not heed the frost men’s warning discover 
  that their bark is worse than their bite. They realize they cannot escape 
  without outside intervention, so killing their only hope for freedom is 
  intrinsically counterproductive. Rather than fight, they resort to begging 
  and pleading for their lives.
  Quattu’s uncertainty regarding the cold-storage room’s fate becomes 
  readily apparent if the characters unseal the packing crates, which have the 
  same game statistics as those encountered in Area Q9. Instead of finding 
  chilled oysters, mussels and fish fillets, the heroes discover refrigerated 
  and raw humanoid ears, noses, feet, and hands inside of four shipping 
  containers. The other seven containers are empty.
  Frost Men (3): HD 4; HP 24, 19, 16; AC 4[15]; Atk weapon 
  (1d8); Move 12; Save 13; AL C; CL/XP 6/400; Special: ice 
  blast (3/day, 30ft cone, 3d6 cold damage, save for half), 
  immune to cold, vulnerable to fire (200%). (The Tome of 
  Horrors Complete 257)
  Q11: Landing Corridor
  The landing opens into a 25-foot-long corridor. Five 
  wooden doors line the entire length of the east wall as 
  opposed to the lone door on the west wall.
  The simple wooden doors on the east wall open into the privies (Area 
  Q12), while the good wooden door on the west wall leads into Oliver’s old 
  meeting room (Area Q13).
  Q12: Privy
  A tiny stool rests in front of an elevated seat with a hole 
  cut into the center of it. A copper pipe built into the opposite 
  wall swivels so it can be positioned against the wall or directly 
  over the cavity in the seat.
  These privies are akin to a modern water closet. Water collected in roof 
  cisterns flows through the pipe to flush any refuse down a drain through 
  the floor and out to the exterior wall.
  Q13: Converted Shrine
  A child-like scrawl clearly written in blood covers most 
  of the entire far wall, presumably replacing a crumpled, 
  stained tapestry that now rests on the floor in the far corner. 
  The other artworks scattered throughout the room fared no 
  better as two exquisite oil paintings of marsh landscapes 
  and a bronze statue of a beautiful woman emerging from a 
  clamshell appear to have been deliberately damaged. Twelve 
  glass bottles are visible inside a liquor cabinet in the near 
  corner. A sofa, two chairs, and an upholstered divan placed 
  atop a thick carpet around a carven oval table. The revolting 
  sight and smell of a partially mummified and vivisected 
  human corpse lying upon the table overshadows everything 
  else in the room. To make matters worse, two clouds of sickly, 
  green mist contort into demonic faces that hover above the 
  grisly scene.
  Quattu and the crabmen transformed Oliver’s former meeting room into 
  a gruesome display worthy of Tsathogga. The chuul-ttaen’s depraved acts 
  captured the attention of at least one of the Abyss’ malevolent denizens, 
  as the wicked entity dispatched 2 demonic mists and 2 malcarnae (see 
  Area Q16) to the site of the brutal crimes. When living creatures first 
  encounter the mists in this shrine, they attempt to batter the mind of a non-
  spellcaster foe with their psychic crush ability. They bombard characters 
  with mental messages about Tsathogga’s thirst for carnage and Quattu’s 
  hatred for humanity. When faced with imminent defeat, the creatures slip 
  through the western door and join Quattu in Area Q16.
  The poor soul literally laid bare on what is now an examining table is 
  none other than Oliver Quaywright. Unfortunately, the Quattu decapitated 
  the renowned chef and removed most of his internal organs, making it 
  impossible to identify his decaying, mangled remains. The eviscerated 
  body is not the only disturbing image in the meeting room. The graphic, 
  bloody message covering the entirety of the western wall is written in 
  inexpert common. Quattu wrote the rambling message within hours of its 
  violent takeover. It reads as follows:
  “Manling meat for harvesting. Vengeance is ours. Death to humans!”
  Demonic Mists (2): HD 5; AC 3[16]; Atk touch (3d6); Move 0 
  (fly 18); Save 12; AL C; CL/XP 10/1400; Special: +1 or better 
  magic weapon to hit, gaseous, immune to acid and cold, 
  magic resistance (30%), magical abilities, psychic crush 
  (3/day, 40ft radius, 2d6 damage, save avoids), resist fire, 
  vulnerable to wind. (Tome of Horrors 4 54)
  Magical abilities: at will—detect magic; 1/day—
  confusion, fear. 
  Treasure: During his eventful lifetime, Oliver Quaywright amassed 
  a collection of artistic pieces that the envious abrikandilu demons 
  intentionally destroyed including the two oil paintings and tapestry. The 
  bronze statue depicts Freya, the goddess of love and fertility. It is now 
  worth only 10gp for scrap metal. Blood now stains the once-grand carpet, 
  slashing its worth to 25gp from 150gp. The large furnishings, including 
  the sofa, divan, and two chairs, are worth 150gp, 250gp and 50gp each. 
  The last treasure trove is Oliver’s personal collection of fine liquors. In all, 
  the twelve bottles of spirits are worth 150gp.
  
  17
  Fishers of Men
  Q14: Quaywright’s Office
  Two bookshelves nearly span the entire length of two walls 
  in this spacious office. A massive, cypress desk adorned with 
  carvings of mussels, oysters and fish occupies the center of 
  the room. Two golden candleholders shaped into the likeness 
  of a ship’s mast flank the oversized desk. An upholstered 
  wooden chair with arms resembling writhing eels faces two 
  smaller, less-exceptional chairs on the opposite side. Two 
  large, crab-like humanoids sharing a pair of spectacles stand 
  over the desk and pour through weathered ledger pages in 
  two enormous journals.
  With Quaywright Fishery firmly under its control, Quattu now considers 
  also taking out its revenge against Oliver’s largest shipping clients. The 
  2 crabmen thumbing through the fishery’s financial records meticulously 
  search for the names and locations of the individuals and businesses that 
  made bulk purchases. Eager to prove their worth to their chuul-ttaen 
  overlord, the two brutes charge headlong into battle. As noted in Area 
  Q13, the demonic mists completely bypass the crabmen and pass through 
  the secret entrance into Quattu’s personal abode.
  A cursory review of the books and records on the desk confirm they 
  detail the fishery’s financial transactions since its inception several years 
  earlier. Oliver made a fortune with his specialty seafood trade. The 
  desk has a single drawer containing parchment, quills, and vials of ink. 
  Unlike the two ledgers on the desk, the tomes and volumes occupying 
  the bookshelves contain no accounting entries or other business-related 
  information. Instead, they proudly display Oliver’s eclectic tastes in 
  fiction, knowledge, and the culinary arts. One particular book stands out 
  from all others. The unique work titled Recipes contains all of Oliver’s 
  trademark cooking techniques, making it extremely valuable in the 
  culinary world.
  Oliver concealed the entrance to his private chambers behind the western 
  bookshelf. In classic fashion, the secret door opens when someone pushes 
  a specific book, Folklore of Akados, into the back wall. Locating the door 
  itself is much easier than finding the mechanism to open it. 
  Crabmen (2): HD 3; HP 21, 19; AC 3[16]; Atk 2 claws (1d6); 
  Move 12 (swim 9); Save 14; AL N; CL/XP 3/60; Special: none. 
  (Monstrosities 111)Treasure: The crabmen carry four pearls 
  worth 100gp each. There are 128 books on the shelves worth 
  a total of 500gp. The unique work Recipes is worth 2500gp.
  Q15: Guest Quarters
  This roughly oblong bedchamber contains a luxurious 
  four-poster bed against the far wall, a dresser, a shattered 
  silver mirror and marble bathing vessel.
  Oliver’s guest quarters are the envy of any renowned inn. Originally 
  built to serve as his personal quarters, the chef later decided to reserve 
  this room for guests and also to give would-be thieves the impression they 
  found his personal quarters. To further this ruse, he stuffed the dresser’s 
  two drawers with magnificent clothing articles. Otherwise, nothing 
  significant is in this bedchamber.
  Treasure: The dresser contains the equivalent of three noble’s outfits 
  and one royal outfit. The bed’s luxurious linen sheets are worth 10gp. 
  The broken silver mirror, smashed by the two demons, weighs 30 pounds 
  and is worth 2gp for scrap metal. Likewise, the extremely heavy marble 
  bathing vessel weighs 200 lbs., and is worth 250gp.
  Q16: Quattu’s Quarters
  A singular flame dancing in the near corner’s hearth 
  illuminates the room in light and shadow. Two upholstered 
  chairs, placed at the edge of a massive fur rug covering most 
  of the floor, face each other in front of the stone fireplace. 
  A bronze standing mirror facing backward occupies the 
  opposing near corner next to a cypress armoire. The walls are 
  undecorated save for a shredded oil painting of a vast marsh 
  bathed in the sun’s dying rays. The breathtaking scene fails 
  to match the wonder of an extraordinary alabaster bathtub 
  shaped into the likeness of an oyster shell. A valve built into 
  the ceiling above the receptacle presumably provides its water 
  supply. In similar fashion, the neighboring bed resembles a 
  mussel shell with luxurious pillows and silk sheets. A pile of 
  items in the far corner includes a sword, shield, and crown, 
  along with an assortment of coins and other small objects. 
  An iron chest a few feet away from the treasures is left out in 
  the open.
  If Quattu expects the characters’ arrival, the outraged chuul-ttaen is 
  awkwardly relaxing in the alabaster tub, while the 2 malcarnae stand near 
  the entrance, vigorously debating their shared dislike of art. Any demonic 
  mist that retreated here from Area Q13 currently hides underneath the 
  rug, waiting to emerge when the characters make their entrance. Quattu 
  takes advantage of Oliver’s mistrust of others with a wicked trap installed 
  in the frame of the secret door that can be activated by a conspicuous 
  switch on the wall just behind the bathtub or one behind his bed. When 
  the characters enter the room, Quattu flips this switch to trigger the azure 
  lily pollen trap. Any character within 10ft of the secret door must make a 
  saving throw or inhale the poison. Characters failing the saving throw are 
  paralyzed for 2d4 hours.
  The alabaster tub is an artistic wonder. The valve built into the ceiling 
  above it connects to the roof cistern above the privy that provides its 
  water supply. The escaped heat from Areas Q5 and Area Q7 warm the 
  bathwater. If the characters examine the oyster-shaped tub, they find a 
  drain on the bottom that connects to the privy pipes from Area Q12. More 
  distressingly, they discover a glass bowl filled with brine that contains 
  a severed human head. The head belongs to Oliver Quaywright, thus 
  confirming his tragic fate. A hearth lights part of the room, though the 
  magical fire emits no heat.
  The wily and slightly paranoid Oliver built the iron chest as a decoy 
  to slay unwelcome intruders. He actually used the unlocked chest as a 
  stepping stool to reach his hidden treasure vault concealed within the 
  ceiling. A character who attempts to flip open the iron chest encounters 
  a nasty surprise as a poison cloud sprays out in a 20ft radius around the 
  chest. Anyone caught in the cloud must make a saving throw or take 2d4 
  points of damage for 1d4 rounds as they gasp and choke.
  Quattu, Chuul-Ttaen (Newly Manifested): HD 9; AC 1[18]; 
  Atk 2 claws (2d6 plus grab); Move 12 (swim 9); Save 6; AL C; 
  CL/XP 13/2300; Special: constrict (if 2 claws hit, automatic 
  1d8 damage), darkvision camouflage (invisible in darkness 
  to darkvision), darkvision (60ft radius), larvae spray (1/
  week, 1d8 damage, save or larvae implanted, death 
  in 10 days), paralytic tentacles (6 rounds, save avoids), 
  poison, vulnerable to light (–2 to hit). (Tome of Horrors 4 35)
  Malcarnae (2): HD 5; HP 37, 33; AC 3[16]; Atk tail (1d8) and 
  up to 3 longswords (1d8); Move 12; Save 12; AL C; CL/XP 
  8/800; Special: +1 magic or silver weapons to hit, magic 
  resistance (25%). (Monstrosities 313)
  Tactics: The malcarnae try to fight in the doorway. The destructive 
  creatures deliberately shattered the mirror and positioned it so the 
  reflective surface faces the corner. The vandals also shredded the painting, 
  but Quattu forbade them from damaging the alabaster tub. If the characters 
  confront them with any object that captures their reflection, the impulsive 
  demons feel an irresistible compulsion to destroy the mirror above all else.
  
  18
  Quests of Doom 4
  Throughout the battle, the loathsome aberration taunts the characters 
  in its odd, burbling dialect of common. It boasts about killing manlings. 
  Despite its intelligence and ego, Quattu never retreats or surrenders. 
  It dies content in the knowledge it took far more humanoids 
  with him into death. For their part, the demonic mist and the 
  malcarnae flee in the hopes of seeking revenge at a later 
  time if Quattu falls.
  Treasure: There are 6 noble’s outfits and 2 royal 
  outfits in the armoire. The bearskin carpet 
  covering the floor is worth 150gp, though it also 
  weighs 200 lbs. The oil painting depicting the 
  sun setting over the Dragonmarsh Lowlands 
  is a rare work worth a remarkable 50gp 
  in its mutilated state or 500gp if it is 
  somehow restored. The greedy 
  chuul-ttaen then piled up all of 
  the treasures it stole from 
  the fishery’s defenders and 
  others in the corner. These 
  items include 654gp, 4 
  rubies worth 250gp each, 
  6 pearls worth 100gp each, 
  and 22 agates worth 10gp 
  each. There are also a +1 
  longsword, a +1 steel shield, 
  a helm of fiery brilliance, a 
  wand of slow (5 charges) and 
  2 arcane scrolls (clairaudience, 
  clairvoyance, knock, and monster 
  summoning II) and (haste, water 
  breathing, ice storm, and wizard eye).
  Oliver’s personal cache hidden in the small 
  secret niche within the ceiling holds a locked 
  iron coffer that contains 2609gp. There is also a 
  divine scroll (cure disease, neutralize 
  poison, remove curse and restoration) 
  that Oliver kept in the event of a dire 
  emergency.
  Concluding 
  the Adventure
  With Oliver Quaywright permanently out of the picture, the fishery 
  bearing his name falls into ruin as the creeping vegetation and wildlife 
  surrounding it steadily reclaim the territory it ceded to the ambitious 
  chef. Of course, if someone steps into his place, the formerly thriving 
  business can be made operational once more with committed restoration. 
  Nonetheless, several threats still loom on the horizon. Tsathogga’s cultists 
  still control their forsaken cloister no more than a day’s travel from the 
  fishery. Deprived of an excellent opportunity to spread their influence 
  throughout the region, the god’s mad devotees may seek vengeance at 
  a later time. Likewise, other savage monsters may also set their sights 
  on the humanoid enclave, though likely for different, more banal reasons 
  than the demented chuul-ttaen who inflicted so much carnage over the 
  area.
  
  19
  Fishers of Men
  
  20
  Quests of Doom 4
  
  21
  Fishers of Men
  
  22
  Quests of Doom 4
  
  23
  Fishers of Men
  
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  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.
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  Quests of Doom 4: Fishers of Men © 2017, Frog God Games, LLC;  
  Author: Tom Knauss.
  
  25
  Fishers of Men
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-438-9
  Fishers of Men is a 6th-level adventure that takes the characters into the  
  Dragonmarsh Lowlands, a forsaken land blighted by the vile demon lord Tsathogga  
  and countless foul denizens. When Quaywright Fishery inexplicably falls silent,  
  it takes those of stout heart to determine what dire fate befell the former inhabitants  
  and what monstrosity now lords in their place. The grisly carnage leaves even the most 
  seasoned adventurers shaken to the core, as they witness firsthand and may personally 
  experience what it feels like when the tables turn against humanity.
  Fishers of Men
  Fishers of Men
  QoD4e
  QoD4e
  
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