TEXT: The Legend of Larnshans Wyrm (Pathfinder version). 
  A One Sheet Adventure, as part of the Cruellest Mistress of All Kickstarter 
  Content by John R Davis; Cartography by Ed Allen. For level 5-6 PCs. 
  
   
   
   
  Long time ago, under gibbous moon’s shine, 
  Stepped from the ness a fey form most fine. 
  To such beauty, beheld, all would fail swain, 
  Skin smooth as silk, hair cascading as rain. 
  This once not alone at full zenith of night, 
  Larnshan the Bold held most forbidden of sight. 
   
  His heart sundered fast, as lust took its hold, 
  He heedlessly plunged into hidden tarn cold. 
  Two as one twined in serpent’s embrace, 
  Till all passion spent they slumbered in place. 
  Then came the next dawn, the knight all alone,  
  No trace of the Nix, save ring made of bone.  
   
  Her face no more seen, he soon made to depart, 
  And back to his Fief went the errant frost heart. 
  Time passed till next moon again was so bright, 
  Now with whispers of children lost to the night. 
  He heeded them not, soul torn he yearned, 
  For fey love whose ring he had lustily earned.   
   
  Mischief continued with each wax to wane, 
  The people in fear as it happened again. 
  Deep in the forest, the Sprite was in bloom, 
  Her belly well full - fed by poor infants’ doom. 
  At last heard the knight of this woeful tale, 
  Rode out all in arms, hard bound in his mail.  
   
  Past wood, lake and hill he found his dark fey, 
  Nearing her time, still her beauty held sway. 
  He held her again as moon shone so bright, 
  She stayed now till dawn and sun’s early light. 
  Thus fell beast unmasked, the truth he can learn, 
  So swollen and bloated with virulent spawn. 
   
  Under the water he dragged it far down, 
  The terrible creature he sought now to drown. 
  Hands clasped in embrace as never before, 
  Eyes full of sorrow to see her no more. 
  But sunk to the depths, the belly did squirm, 
  Thus it was spawned, the foul dire Wyrm – 
  Of Larnshan the Bold.   
  
  INTRODUCTION  
  The legend of Larnshans Wyrm is outlined in the poem on the 
  next page! This adventure has very high CR for the PC level so 
  play with caution, an iron heart, or not at all!!! 
  BACKGROUND 
  A heroic knight spend a night of passion with a beautiful  
  water fey.  Unbeknownst to the knight she was a transformed 
  beast and fell pregnant to him. She fed on the children of 
  towns folk to nourish her unborn. The knight slew her in her 
  beast form and as he realised his error, he drowned 
  her….from her corpse sprang forth terrible forms. The Knight 
  is long dead, and the foul wyrms have reached maturity. The 
  creatures now raid the newly settled homesteads and the PCs 
  have been asked to slay them. 
  SET UP 
  Settlers have told of large wyrms that have sprung forth from 
  rivers. They have bitten boats in half, swallowed sheep whole, 
  and generally polluted the water. Some say the witch at the 
  edge of the marsh controls them, 
  other say they guard an  
  ancient temple from raiders and 
  looters. 
  THE WITCH 
  There is an old ‘woman’ who lives 
  near the marshes edge. She is ac-
  tually a Island Defender Druid 
  level 7 (NPC Codex) CR 6; xp 
  2400; hp (47).  She knows the po-
  em about the wyrms. For a 20% 
  share of any treasure she will sug-
  gest they fight the wyrms on dry 
  land as they have the power to 
  regenerate their wounds quickly 
  in water.   
  THE RIVERS END 
  A river begins to slow down and 
  meaner here. It seeps and ebbs 
  forming part of a black fetid 
  marsh. A marsh that by most 
  accounts is increasing in size.  
  Four Kelpie (Pathfinder Bestiary 
  2) have recently moved in here.  CR 4; XP:1200 (hp 38) 
  THE MARSH 
  Water barely flows, few birds sing, multitudes of annoying 
  insects fill your vision. Terrain is difficult and area is lightly 
  obscured (20% concealment).  Several hazards and sinkholes 
  form quicksand in this area.  
  Should anyone be take fall into one of these, they will risk 
  infection by blinding sickness. 
   
  THE LAIR 
  A series of small caves forms the beasts lair.  Bones of oxen, 
  sheep, people , lizards and birds have been regurgitated out 
  near the entry.  
  Entry ma ny  piles of bones. One huma noid a rm 
  wears a golden bracer (v:145gp). If a PC puts it on while in the 
  marsh a vengeful specter (Pathfinder Bestiary) rises from it 
  to surprise its victim.  
  CR 7; XP 3200 (hp 52) 
  Outer-Caves If the pcs a re not stea lthy  there foot-
  falls echo throughout the watery passageways. It will warn 
  the wyrms within. “Damp, natural cave systems. Smell of rot 
  and decay hangs everywhere, and moisture drips down of 
  strange dark yellow moss that clings to every surface”. It is 
  harmless, and actually rather nutritious if eaten fresh. 
  Inner-Caves “Archaic carvings decorate the walls, crudely 
  drawn green lizard creatures pay homage to large twisted 
  wyrms”. “The centre of the largest cave has a stone circle 
  about its base, keeping the mound relatively dry. A quick 
  look shows the bones of lizard people haphazardly strewn 
  about the mound. Piles of crude jewellery of silver and 
  bronze abound. A great bronze gong sits in the raised islets 
  centre A total of 24 pieces of crude gems and jewel works are 
  here, worth 30 gp each. Any less than light footfalls on the 
  mound will bring the savage wyrms this way. If the treasure 
  pile is thoroughly searched a locked box can be found. It con-
  tains the key to the Temple 
   
  THE WYRMS. 
  Not possessed of very good 
  sight, they have excellent hear-
  ing both above and below the 
  water. All three will attack onto 
  the island if they hear treasure is 
  being tampered with. Sounding 
  the gong loudly will stun them 
  each for d3 rounds automatical-
  ly. This will only work once. Any 
  PC will need to make a DC 15 
  fortitude save or also be stunned 
  for a single round. The wyrms 
  have the stat block of a Seugathi 
  Pathfinder Bestiary 2 
  CR 6; XP:2400 (hp 67) 
  Add the line Regeneration 5 
  (only if partially submerged).  
   
  THE TEMPLE 
  The keys opens a secret door 
  (DC 22) into a temple shaped 
  somewhat like a drinking tank-
  ard. In the base of the temple are 
  piled long since rotted sheets and tabards. The floor has mo-
  saics of phrases, praises and salutations to some very pagan 
  god of celebration. The ‘cup’ end of the shrine looks like its 
  splits into two sections. Knowledge history or Knowledge lo-
  cal (DC 20) will know that drinks should always be on the 
  right, and then passed to the left. So entering the right hand 
  side of the shrine, then walking into the left hand side will 
  reap great reward. Any other combination summons a loath-
  some Vrock demon. Pathfinder Bestiary CR 9; XP: 6,400 (hp 
  112) (It only has one claw attack as it covetous holds a bejew-
  elled golden cup in one claw. It is worth 500gp). 
   
  TREASURE. If the shrine is entered correctly the PCs 
  should fine two treasure amounts equivalent to CR 7 chal-
  lenges. Tie it to what the party can use. 
  Hopefully the PCs will share nicely with the ‘witch’! 
  The Legend of Larnshans Wyrm (Pathfinder version). 
  A One Sheet Adventure, as part of the Cruellest Mistress of All Kickstarter 
  Content by John R Davis; Cartography by Ed Allen. For level 5-6 PCs. 
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/The Legend of Larnshan's Wyrm.pdf