TEXT: Requires the use of the
  Dungeons and Dragons® Player’s Handbook,
  Third Edition,
  published by Wizards of the Coast®
  TG1
  Feast of the Gobbler
  Thanksgiving Special
  by Casey W. Christofferson
  Feast of the Gobbler is an adventure designed for 4-6 characters of levels 3rd-5th. The party should include 
  at least one divine spell caster, one arcane spellcaster, one rogue, and two or three fighter types to handle 
  the brunt of any full throttle combat that the party may face. It is recommended that the party have a ranger, 
  druid, or barbarian skilled in Tracking or use of Wilderness Lore to navigate the nettles and thorns of the 
  Greenhill Woods, or the molasses-like morass of the Maywood Sandpits. 
  If you enjoy this supplement, look for more releases for the D20 System by Necromancer Games
  Necromancer Games
  “Third Edition Rules, First Edition Feel”
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  Feast of the Gobbler
  Thanksgiving Special
  Author
  Casey W. Christofferson
  Additional Material and Monsters
  Erica Balsley and Kevin Walker
  Developer
  Bill Webb
  Producer
  Clark Peterson
  Editor
  Bill Webb
  Managing Editor
  Andrew Bates
  Art Director
  Casey Christofferson
  Layout and Typesetting
  Charles A. Wright
  Art
  Casey Christofferson
  Cartography
  Rich Oliver
  Playtesters
  Shane Shirley, Kathy Christofferson, 
  Clint Bennett and Mike.
  Special Thanks
  All of our great 
  Necromancer Games Fans!
  Credits
  This product requires the use of the Dungeons and Dragons®
  Player’s Handbook, published by Wizards of the Coast®.
  ©2002 Bill Webb and Clark Peterson, Necromancer Games, Inc. All rights reserved. All rights 
  reserved. Reproduction without the written permission of the publisher is expressly forbidden. 
  Necromancer Games, Necromancer Games, Inc. and the Necromancer Games logo, Feast of the 
  Gobbler is a trademark of Necromancer Games, Inc. All rights reserved. All characters, names, 
  places, items, art and text herein are copyrighted by Necromancer Games, Inc. “D20 System” and 
  the D20 System logo are trademarks owned by Wizards of the Coast and are used under the terms 
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  concerned. Dungeons and Dragons® and Wizards of the Coast® are trademarks of Wizards 
  of the Coast, and are used in accordance with the Open Game and D20 Trademark Licenses 
  contained in the Legal Appendix. Creature Collection and Relics and Rituals are trademarks of 
  Sword and Sorcery Studio.
  This book uses the supernatural for settings, characters and themes. All mystical and supernatural 
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  Introduction
  Feast of the Gobbler is an adventure designed 
  for 4-6 characters of levels 3rd-5th. The party 
  should include at least one divine spell caster, 
  one arcane spellcaster, one rogue, and two or 
  three fighter types to handle the brunt of any 
  full throttle combat that the party may face. It 
  is recommended that the party have a ranger, 
  druid, or barbarian skilled in Tracking or use 
  of Wilderness Lore to navigate the nettles and 
  thorns of the Greenhill Woods, or the molasses-
  like morass of the Maywood Sandpits. 
  After finding themselves in the area of the 
  Greenhill Woods, the PCs quickly become 
  embroiled in conflict. Locals believe that an 
  indigenous barbarian tribe has kidnapped and 
  murdered several hunters within the Greenhill 
  Woods. They are asked by a village elder to find 
  the truth before the locals fire up the soldiers at 
  Fort Buturbal and demand the destruction of the 
  peaceable Wattap Anon village of Elk Run. 
  Fate finds the PCs inexorably drawn into this 
  volatile situation where the answers they seek 
  may only be found somewhere within the tan-
  gles of the Greenhill Woods. Sure to face dan-
  gers fearsome and fowl, the intrepid band must 
  use all the skills at their disposal to survive 
  against the devious machinations of the Gob-
  bler and his nest of ultimate evil.
  Adventure 
  Background
  For many seasons settlers along the Greenhill 
  road have led a peaceful coexistence with the 
  Wattap Anon tribesmen who spend their fall 
  and winter on the north banks of Clear Lake. 
  Recently tensions have grown between the two 
  as settlers of Maywood have disappeared while 
  hunting within the Greenhill Woods. Exacerbat-
  ing this situation, search parties have found a 
  knife belonging to one of the hunters and feath-
  ers similar to those normally bound into the 
  headdresses of the Wattap Anon warriors near 
  pools of blood. 
  A Wattap Anon search party was fired upon by 
  hunters as it approached Maywood with news 
  that they too were missing some of their broth-
  ers and sisters. 
  Now the people of Maywood are howling 
  for the blood of the Wattap Anon. The Wattap 
  Anon, having assumed that it was the folk of 
  Maywood who made off with their people, are 
  in turn prepared for guerilla war against their 
  former allies and trade partners. 
  Behind it all is the sinister mind of Matar 
  Klukar. Matar, a worshipper of the demonic 
  force known only as the Gobbler, hides in the 
  caverns beneath Council Bluff, slowly gather-
  ing minions and breeding a new race of evil 
  with which to wipe out both.
  Rise of the 
  Temple of the Gobbler
  Matar Klukar has labored in secret for years, 
  working to complete the Temple of the Gobbler 
  within the caves beneath the Council Bluff, a 
  place sacred to the Wattap Anon. There amidst a 
  swampy backwater of the Turkey River, not far 
  from the shores of Clear Lake he has completed 
  the task set before him by the Gobbler. Care-
  fully choosing his victims he has kidnapped 
  or turned folk from both Maywood and the 
  encampment of the Wattap Anon to his service, 
  and now seeks others for a much more fiendish 
  purpose.
  Getting Started
  As the adventure begins the DM has two 
  options of how the party approaches their foray 
  into the Greenhill Woods.
  • The PCs find themselves in the Wattap 
  Anon villiage, and befriend the simple barbar-
  ian Tribesmen. Their holy man Sq’ Anto tells 
  them of their plight and begs their assistance in 
  making peace with the folk of Maywood
  • The PCs encounter a group of soldiers from 
  Ft. Buturbal turning away angry villagers bent 
  on attacking the Wattap Anon village. After 
  hearing the complaints they are pulled aside by 
  Hillshire, the local elder who begs the party to 
  look into the disappearances and prove that the 
  peaceful Wattap Anon are not behind the abduc-
  tions and suspected murders.
  Scaling the Adventure
  Feast of the Gobbler may be scaled for higher 
  or lower level PCs. Included in the monster 
  appendix are variations on axe beaks that can 
  make the adventure easier or harder, as well as 
  Feast of the Gobbler: Thanksgiving Special
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  Feast of the Gobbler: Thanksgiving Special
  un-classed dirty birds the DM may substitute 
  for classed dirty birds to make the adventure 
  easier for lower level parties. 
  Part 1
  Maywood and the 
  Greenhill Woods
  A: Lodge of the 
  Eternal Order of Orion
  A two-story log cabin, cinched with mud and 
  sporting a palisade wall is the first sight that 
  greets travelers heading west along the Green-
  hill road. 
  This hunting lodge just outside of Maywood 
  is a popular eatery and drinking hall for those 
  citizens who make their living stalking game 
  amongst the forests nearby. The lodge is cur-
  rently under the directorship of Levi, who was 
  elected to the position after the previous master 
  Hanze Pepperidge disappeared while hunting 
  bear somewhere in the area of the Turkeyfoot. 
  The Lodge usually has 2d4 hunters present at 
  all times either coming back from a hunt or get-
  ting ready to go out in search of game. They 
  stretch their own hides and in turn sell them to 
  the Hocolmb the tanner in trade for coin that 
  they use to replace old or broken camping and 
  hunting equipment. 
  The Lodge is well stocked with liquor and 
  dried goods, which were traded to the Wattap 
  Anon when they and the folk of Maywood were 
  on better terms. The booze now mainly fuels 
  wild talk of getting revenge upon the Wattap 
  Anon, and there is a 30% chance that any hunter 
  encountered here is drunk.
  Levi, Male Human Rgr3:  CR 3; Size M; HD 
  3d10+3; hp 24; Init +6 (+2 Dex, +4 Improved 
  initiative); Spd 30 ft.; AC 16 (+2 Dex, +4 
  Armor); Attack +3 melee, or +5 ranged; AL N; 
  SV Fort +3, Ref +3, Will +3; Str 10, Dex 15, 
  Con 12, Int 8, Wis 14, Cha 12.
  Languages Spoken:  Common, Giant, Gnoll.
  Skills: Animal Empathy +2, Hide +8, Jump +3, 
  Listen +3, Move silently +7, Speak language 
  +2, Wilderness lore +8. Feats: Dodge, Improved 
  initiative, Point Blank Shot, [Track].
  Possessions:  Masterwork battle axe, short-
  sword, masterwork composite longbow, (20) 
  silver arrows, +1 studded leather armor. 
  Ranger Spells Per Day:  None until 4th level.
  Hunters, Rgr1 (2d4): CR 1; Size M; HD 
  1d10+2; hp 12; Init +6 (+2 Dex, +4 Improved 
  initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack 
  +3 melee, or +3 ranged; AL N; SV Fort +4, Ref 
  +2, Will +1; Str 15, Dex 15, Con 15, Int 11, Wis 
  13, Cha 11.
  Languages Spoken: Common
  Skills: Climb +6, Hide +4, Knowledge (nature) 
  +4, Listen +3, Move silently +4, Spot +2, Swim 
  +6, Wilderness Lore +2. Feats: Improved initia-
  tive, Run, [Track].
  Possessions: Studded leather, longsword, hand 
  axe, longbow, (20) arrows. 
  Ranger Spells Per Day:  None until 4th level.
  Levi is somewhat of a bigot, believing the 
  Wattap Anon are up to no good and tends to 
  rabble rouse against them. Believing himself to 
  be more civilized than the barbarians, he con-
  siders their skill at woodcraft to be secondary 
  to his knowledge of forests and game. He is a 
  superstitious man who thinks that the Wattap 
  Anon were responsible for the disappearance of 
  his good friends Louis and Rich, telling anyone 
  who asks him that the Wattap Anon used witch-
  craft to beguile and murder his friends. 
  If there is a situation where guards are attempt-
  ing to break up a fight between the folk of May-
  wood and the Wattap Anon, it can be assured 
  that Levi is there, stirring up trouble.
  The Order of Orion is a fraternal society 
  comprised completely of human males whom 
  revere and revile the Goddess of the Hunt. In 
  their version of the story of the Goddess and 
  Orion, the Goddess seduced Orion to steal his 
  hunting skills, and in turn spread it out amongst 
  the animals of the forest and gifted it to the 
  sylvan races. It is thus their duty to slay and 
  consume the beasts of the wood thus gaining a 
  part of this prowess. In essence they are steal-
  ing back that which the Goddess took, and con-
  tinuing the cycle of seduction, consumption and 
  sacrifice. 
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  Feast of the Gobbler: Thanksgiving Special
  Thorpe of Maywood
  The folk of Maywood are mostly comprised 
  of settlers from a far off southern kingdom who 
  headed north to the fringes of the forest king-
  doms to seek their fortune, and to find freedom 
  from religious persucution in their homeland. 
  Most of the folk of the thorp make their living 
  through crafts which they trade to one another 
  and until recently to the Wattap Anon. Several 
  of the hard working folk are strictly religious 
  in their devotion to the teachings of St. Hari-
  zon, the patron of chastity and hard work. Of 
  course there are exceptions to every rule, and 
  their closed community is overseen and pro-
  tected by the nearby military garrison of Fort 
  Buturbal, which still owes its allegiance to the 
  fatherland.   
  B-1: Church of 
  St. Harizon the Chaste
  This large wooden structure is the cultural and 
  spiritual center of Maywood, dedicated to the 
  religious teachings of St. Harizon. Although not 
  every member of the community is a follower 
  of his strict brand of chaste living, tee-totaling 
  and hard work, and bathing with one’s clothes 
  on. Everyone in the Thorpe of Maywood knows 
  that at least paying the teachings some lip ser-
  vice keeps their name out of the local rumor 
  mill.
  Minister McMadden oversees the instruction 
  in the teachings of St. Harizon for his parishio-
  ners, which is to say that he spends an extraor-
  dinary amount of time taking confession from 
  the females of the community and listening in 
  on the gossip of the week.   
  Minister McMadden, male human Clr6 (of 
  St. Harizon): CR 6; Medium-size Humanoid 
  (Human); HD 6d8; hp 26; Init +0 (Dex); Spd 30 
  ft.; AC 10; Atk +4 melee (1d6, light mace); SA 
  Turn Undead; AL N; SV Fort +5, Ref +3, Will 
  +10; Str 11, Dex 12, Con 11, Int 13, Wis 16, 
  Cha 14.
  Languages Spoken: Common, Elven.
  Skills: Concentration +10, Diplomacy +11, Heal 
  +7, Knowledge (arcana) +3, Knowledge (reli-
  gion) +10, Spellcraft +5. Feats: Brew Potion, 
  Endurance, Iron Will, Skill Focus (Concentra-
  tion).
  Possessions: Clerical vestments, holy symbol of 
  St. Harizon.
  Divine Spells Prepared (5/4/4/3): 0- guidance, 
  light, mending, purify food and drink, virtue; 
  1st- bless, bless water, command, remove fear; 
  2nd- aid, calm emotions, cure moderate wounds, 
  zone of truth; 3rd- create foot and water, magic 
  vestment, remove curse.
  Domain Spells (Healing, Knowledge): 1st- cure 
  light wounds; 2nd- detect thoughts; 3rd- cure 
  serious wounds.
  McMadden knows enough about what is going 
  on to suspect that the Wattap Anon are not 
  behind the disappearances at all. He has heard 
  rumors of a feathered man stalking the outskirts 
  of town. One parishioner, the Widow Weldin, 
  even spoke of the feathered man sneaking into 
  her home one night and standing over her bed 
  watching her when he thought she was asleep.
  McMadden has thus far tried his best keep 
  these rumors to a minimum and even gone so 
  far as to dismiss these sightings and visions of 
  a feathered man as some form of mass hysteria, 
  or pointing out that it may have merely been a 
  Wattap Anon scout seen in the fog of morning 
  or the light of dusk. 
  McMadden fears that should his parishioners 
  become too spooked, they will abandon St. Har-
  izon, and Maywood, returning to the kingdom 
  from whence they came. 
  B-2: Hard Cider Tavern
  The Hard Cider Tavern is the only place in 
  Maywood outside of the Hunters lodge where 
  alcoholic spirits of any kind are served and even 
  here, they are frowned upon as something that 
  only the savages drink.
  O’Meyer, the innkeeper is friendly and a little 
  less uptight and reserved as some of the other 
  folk of Maywood, especially when it comes 
  to strangers. O’Meyer is assisted by Susan-
  Jean, his porcine daughter and Hester his maid. 
  O’Meyer is a member in good standing with the 
  Church of St. Harizon, which is to say he pimps 
  Hester the bar-maid to soldiers and travelers, 
  but not to local men, and attempts to marry 
  his fat daughter to any eligible looking stranger 
  that comes down the road, all in the name of 
  the teachings of St. Harizon.  The rooms are 
  of (Good) quality, and the food and beverage 
  served is also (Good/Excellent). 
  O’Meyer has heard the rumors of the “Feath-
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  Feast of the Gobbler: Thanksgiving Special
  ered Man” and believes it to be no more than 
  a savage Wattap Anon war party prowling and 
  looking to murder the men-folk and kidnap the 
  women.
  O’Meyer, male human Com3: CR 2; Medium-
  size Humanoid (Human); HD 3d4+6; hp 15; 
  Init -1 (Dex); Spd 30 ft.; AC 11 (-1 Dex, +2 
  leather apron); Atk +4 melee (1d6+1, club); AL 
  CN; SV Fort +5, Ref +0, Will +1; Str 12, Dex 8, 
  Con 14, Int 9, Wis 11, Cha 12.
  Skills:  Craft (brewing) +6,  Profession (bar-
  keep) +4, Spot +2. Feats: Great Fortitude, Skill 
  Focus (Brewing), Weapon Focus (Club).
  Possessions: Leather apron, masterwork oak 
  club which he calls “The Baster”.
  Hester, female human Exp1: CR 1⁄2; Medium-
  size Humanoid (Human); HD 1d6; hp 6; Init +1 
  (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk +0 melee 
  (1d4, dagger) or +0 melee (1d3 unarmed); AL 
  N; SV Fort +0, Ref +1, Will +2; Str 9, Dex 13, 
  Con 11, Int 8, Wis 11, Cha 14.
  Skills:  Bluff +6, Gather Information +6, Pick 
  Pockets +5, Profession (bar-maid) +3, Sense 
  Motive +4, Spot +4. Feats: Dodge, Improved 
  Unarmed Strike.
  Possessions: Serving tray, dagger.
  Susan-Jean O’Meyer, female human Com1: 
  CR 1⁄2; Medium-size Humanoid (Human); HD 
  1d4; hp 6; Init -1 (Dex); Spd 30 ft.; AC 9 (-1 
  Dex); Atk -1 melee (1d4-1, dagger); AL N; SV 
  Fort +2, Ref -1, Will +3; Str 8, Dex 9, Con 14, 
  Int 8, Wis 12, Cha 10.
  Skills:  Handle Animal +4, Profession (barkeep) 
  +1, Ride +1, Spot +3. Feats: Iron Will, Skill 
  Focus (handle animal).
  Possessions: Peasant’s dress, dagger.
  B-3: Hillshire’s Farm
  Hillshire is local acting barrister, reeve and 
  all around village elder to the folk of May-
  wood. Hillshire was the first to make friends 
  with the Wattap Anon chieftain Sq’Anto and 
  doesn’t believe a lick of the stories of a feath-
  ered man, nor that any murder has taken place. 
  He thinks that political forces like the new 
  merchant, Myles-who arrived from the king-
  dom-are attempting to stir up trouble for some 
  unknown political end as the problems and dis-
  appearances began shortly after Myles’s arrival 
  to town.
  Hillshire begs the PCs to look into the dis-
  appearances, hoping that sending outsiders to 
  deal with the dirty work will take some pres-
  sure off of the soldiers from Ft. Buturbal who 
  can then police the road and protect the thorpe. 
  He offers the PCs 100 gp each if they can 
  bring back information proving who or what is 
  behind the disappearances and end the danger-
  ous course his people are on once and for all.
  Reeve Hillshire, male human Ari3: CR 2; 
  Medium-size Humanoid (Human); HD 3d8+3; 
  hp 20; Init +0 (Dex); Spd 30 ft.; AC 10; Atk +3 
  melee (1d8 longsword) or +2 ranged (1d8, light 
  crossbow); AL NG; SV Fort +2, Ref +1, Will 
  +5; Str 11, Dex 1o, Con 12, Int 14, Wis 15, Cha 
  12.
  Skills: Diplomacy +8, Gather Information +6, 
  Knowledge (laws of Maywood) +8, Listen +7, 
  Perform (debate, legal diatribe, oratory) +4, 
  Ride +5, Sense Motive +6, Spot +5. Feats: 
  Expertise, Improved Disarm, Weapon Focus 
  (longsword).
  Possessions: Finely-made but modest clothing, 
  longsword, light crossbow, the Lawbook of 
  Maywood.
  B-4: Myles’s Blanket of the 
  Kingdom and Dried Goods 
  (EL 0 or 5)
  This trading post is a relatively new addition to 
  Maywood. Here Myles, a scarred and burly bear 
  of a man, sells blankets, dried goods, arrows, 
  camping gear, and provisions for every day life. 
  He also peddles some finer items such as cups 
  and plates imported all the way from the king-
  dom. Myles looks somewhat out of place behind 
  the counter, as he seems the sort of man who 
  would be more suited to bearing a greatsword 
  and leading soldiers in battle than selling can-
  dles to old ladies. 
  Myles at one point was even put in the stocks 
  at the behest of Hillshire, until divine magic 
  indicated that Myles was telling the truth and 
  that he knew nothing of the reason for any dis-
  appearances. 
  Myles, like Levi, is outspoken in his dislike of 
  the Wattap Anon, and often alludes that soldiers 
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  Feast of the Gobbler: Thanksgiving Special
  from Fort Buturbal had better get used to the 
  idea of killing savages. The kingdom is expand-
  ing after all and there will be no room for tree 
  hugging primates.
  Myles truly is a despicable character, sent by 
  a viceroy of the Kingdom as a special agent to 
  spy upon the folk of Maywood and their pecu-
  liar devotion to the teachings of St. Harizon. 
  He is actually disappointed that strife broke out 
  between the folk of Maywood and the Wattap 
  Anon, as he intended to trade blankets which 
  had been infused with a special form of con-
  tagion, designed to infect and wipe out their 
  entire tribe, thus opening the Greenhill woods 
  for woodcutting and timber operations.  
  Myles actually has seen the so-called “feath-
  ered man,” lurking about the outskirts of the 
  Thorpe but keeps this information to himself. 
  He was drunk at the time and doesn’t like to 
  admit seeing things such as humanoids with 
  sharp beaks when he has been into his cups.
  Myles the Merciless, male human Ftr4/Rgr1: 
  CR 5; Medium-size Humanoid (Human); HD 
  4d10+4 plus 1d10+1; hp 37; Init +5 (+4 
  Improved Initiative, +1 Dex); Spd 30 ft.; AC 
  14 (+1 Dex, +3 studded leather armor); Atk 
  +8 melee (2d6+4, greatsword) or +6 ranged 
  (1d8, composite longbow); SA Favored Enemy 
  (Humans); SQ Track; AL NE; SV Fort +7, Ref 
  +2, Will +0; Str 14, Dex 12, Con 13, Int 11, Wis 
  11, Cha 10.
  Skills: Climb +4, Handle Animal +2, Hide 
  +1, Jump +4, Listen +3, Move Silently +1, 
  Ride +6, Spot +3, Swim +7, Wilderness Lore 
  +1. Climb, Hide, Jump, and Move Silently 
  skills reduced by a -1 armor check penalty. 
  Feats: Alertness, Improved Initiative, Point 
  Blank Shot, Precise Shot, Weapon Focus (great-
  sword), Weapon Specialization (greatsword).
  Possessions: Studded leather armor, greatsword, 
  composite longbow.
  B-5: The Widow Weldin’s
  Minier, known as the widow Weldin, is a 
  young woman dressed in the garb of a mourn-
  ing wife. She is actually a witch, although she 
  keeps this fact a closely guarded secret from the 
  folk of Maywood for fear of being burned at 
  the stake. Because of her powers and mastery of 
  natural and arcane forces, Matar Klukar seeks 
  to turn her to his side. On more than one occa-
  sion she has espied the “feathered man” within 
  her home or observing her while she dances, by 
  firelight, lathered with sweat in a hidden forest 
  glade. 
  Minier keeps up her ruse of a devout follower 
  of the teachings of St. Harizon by continually 
  going to confession and prayer studies led by 
  Minister McFadden. In this way she hopes to 
  keep one step ahead of those who would burn 
  mystics at the stake, and possibly seduce the 
  oafish minister in the process. A follower of 
  Chernunnos, Minier enjoys nothing more than 
  sneaking off into the forests at night and dancing 
  naked under the full moon, performing fertility 
  rituals to her dark god of nature and magic.
  While in town, she makes good use of her 
  Silent Spell and Still Spell feats to conceal her 
  spellcasting.
  The Widow Minier Weldin, female human 
  Drd1/Sor1: CR 2; Medium-size Humanoid 
  (Human); HD 1d8+1 plus 1d4+1; hp 12; Init +1 
  (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atk -1 melee 
  (1d6-1, quarterstaff); SQ Nature Sense (can 
  unerringly identify plants, animals, and safe 
  drinking water), Animal Companion (orange 
  tabby cat named Punkin’ Pie); AL N; SV Fort 
  +3, Ref +1, Will +6; Str 9, Dex 13, Con 12, Int 
  11, Wis 14, Cha 16.
  Skills: Alchemy +2, Animal Empathy +6, 
  Concentration +5, Diplomacy +5, Heal +2, 
  Knowledge (arcana) +1, Knowledge (nature) 
  +4, Spellcraft +2, Wilderness Lore +5. 
  Feats: Silent Spell, Still Spell.
  Possessions: Black gown, quarterstaff.
  Divine Spells Prepared (3/2): 0- cure minor 
  wounds, mending, resistance; 1st- animal friend-
  ship, shillelagh.
  Arcane Spells Known (5/4): 0- daze, detect 
  magic, ghost sound, light, read magic; 1st- 
  alarm, charm person, shield, unseen servant.
  Punkin’ Pie, orange tabby cat: CR 1⁄4; Tiny 
  Animal; HD 1⁄2d8; hp 2; Init +2 (Dex); Spd 30 
  ft.; AC 14 (+2 size, +2 Dex); Atk +4 melee [×2] 
  (1d2-4, claw), -1 melee (1d3-4, bite); Face 21⁄2 
  ft. by 21⁄2 ft.; Reach 21⁄2 ft.; AL N; SV Fort +2, 
  Ref +4, Will +1; Str 3, Dex 15, Con 10, Int 2, 
  Wis 12, Cha 7.
  Skills: Balance +10, Climb +5, Hide +17, 
  Listen +4, Move Silently +9, Spot +4. 
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  Feats: Weapon Finesse (claw, bite). Cats receive 
  a +4 racial bonus to Hide and Move Silently 
  checks and a +8 racial bonus to balance checks.
  B-6: Holcolmb’s Tannery 
  and Furrier
  Holcolmb, a peaceable dwarven tanner, runs a 
  good business. He buys furs and skins from the 
  Wattap Anon and the local hunters, paying a fair 
  price and shipping the items back to the king-
  dom. Not a follower of Harizon or one to take 
  sides, Holcolmb knows nothing of any feath-
  ered men and only believes what he sees. 
  Holcolmb, male dwarf Exp3: CR 2; Medium-
  size Humanoid (Dwarf); HD 3d6+12; hp 25; 
  Init +0 (Dex); Spd 20 ft.; AC 10; Atk +3 melee 
  (1d6+1, hand axe); SQ Dwarven Traits; AL LN; 
  SV Fort +3, Ref +1, Will +3; Str 12, Dex 11, 
  Con 14, Int 11, Wis 11, Cha 9.
  Skills: Alchemy +6, Appraise +6, Craft (taning) 
  +6, Craft (leather working) +6, Profession 
  (tanner) +6, Sense Motive +6. Feats: Toughness 
  (×2).
  Possessions: Normal clothing, hand axe.
  C: Fort Buturbal
  Fort Buturbal sits on a rise above the tiny 
  thorpe of Maywood overseeing much of the 
  arboreal landscape of the Greenhill Woods. 
  From the tops of its wooden guard tower the 
  peak of Council Bluff (Area I), Clear Lake 
  (Area H), and smoke from the camp fires of the 
  Wattap Anon (Area F) can be viewed on a clear 
  day. 
  The garrison of Fort Buturbal consists of 40 
  men at arms of the Kingdom, and is admini 
  trated by a gruff military captain named Carver. 
  Carver is a good soldier who got into trouble 
  with his former command and ended up pulling 
  retirement duty out in a peaceful corner of the 
  frontier. Peaceful, that is, until citizens started to 
  vanish and hunters started taking shots at indig-
  enous barbarians.
   Captain Carver is reluctant to send troops 
  into the Greenhill Woods in pursuit of Wattap 
  Anon braves until he knows for sure they are 
  his true enemies. The Wattap Anon outnumber 
  his small garrison by 3 to 1. Even with better 
  equipment and four stout walls, he figures his 
  troops wouldn’t last a week against an onslaught 
  of angered barbarians. The folk of Maywood 
  wouldn’t stand a chance at all.
  Fearful of what the bigoted, superstitious 
  locals in Maywood might think, Captain Carver 
  does his best to conceal his ancestry.
  Captain Carver, male half-elf Ftr 6: 
  CR 6; Medium-size Humanoid (Half-Elf); HD 
  6d10+6; hp 43; Init +1 (Dex); Spd 30 ft.; AC 
  17 (+1 Dex, +4 chain mail shirt, +2 large steel 
  shield); Atk +11/+6 (1d10+5, masterwork bas-
  tard sword) or +7/+2 ranged (1d8, composite 
  longbow); AL NG; SV Fort +6, Ref +3, Will +1; 
  Str 16, Dex 12, Con 13, Int 10, Wis 9, Cha 11.
  Skills: Climb +3, Handle Animal +2, Jump +2, 
  Ride +8, Swim +5. Feats: Combat Reflexes, 
  Exotic Weapon Proficiency (Bastard Sword one-
  handed), Leadership, Mounted Combat, Power 
  Attack, Weapon Focus (Bastard Sword), Weapon 
  Specialization (Bastard Sword). Climb and Jump 
  skills reduced by -4 armor check penalty.
  Possessions: Masterwork bastard sword, large 
  steel shield, chain mail shirt.
  Soldiers, male and female human War1 (40): 
  CR 1⁄2; Medium-size Humanoid (Human); HD 
  1d8; hp 8; Init +0 (Dex); Spd 30 ft.; AC 13 (+3 
  studded leather armor); Atk +3 melee (1d10+1, 
  halberd) or +1 ranged (1d8, light crossbow); AL 
  N; SV Fort +2, Ref +0, Will +0; Str 12, Dex 10, 
  Con 11, Int 10, Wis 9, Cha 9.
  Skills: Climb +4, Ride +4, Swim +5. Feats: 
  Run, Weapon Focus (Halberd). Climb  skill 
  reduced by -1 armor check penalty.
  Possessions: Studded leather armor, govern-
  ment-issue halberd (the shaft automatically 
  breaks during an attack on a roll of natural 1).
  D: The Greenhill Woods
  The Greenhill Woods are lush, even in autumn, 
  where leaves seem to glow in every brilliant 
  shade of red, gold and fire orange. The ground-
  cover, still green before the first snow and not 
  yet choked by falling leaves is comprised of 
  grabbing vines, nettles and poison ivy. Walking 
  through this forest is at a reduced movement 
  rate of 1⁄2 speed due to the terrain conditions, and 
  moving silently through areas of fallen leaves 
  may prove to be difficult to all but those pos-
  sessed of a natural affinity to do so, such as 
  druids, and certain wild beasts. 
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  E: The Turkey River
  This small river branches into three streams 
  that feed the marshes of the Maywood Sand 
  Pits (Area G), before pouring into Clear Lake 
  (Area H). The river is fordable either through 
  the marshy wetlands that make up the three 
  branches of the turkey-foot area or in an area 
  of shallow cedar lined rapids to the north. This 
  crossing is plagued with mud pits, quicksand, 
  biting insect swarms, and beasts.
  The second crossing is several miles to the 
  north where large stones and shallower waters 
  allow easy passage. Otherwise the river may be 
  swam with a successful Swim check (DC 15).
  F:  Wattap Anon 
  Village of Elk Run
  The Wattap Anon live in a highland area along 
  the north banks of the Clear Lake called Elk 
  Run. Their village consists of several birch-bark 
  wikkiups and a central longhouse which serves 
  as a meeting place, communal dining hall and 
  the home of the Wattap Anon chieftain and his 
  family. The Wattap Anon are a tribe known for 
  their kindness in times of peace and ferocity in 
  times of war. They make a living by hunting 
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  Greenhill Woods  
  Random Encounters:
  Roll 1d20 on the following table for 
  each mile that the PCs travel through the 
  Greenhill Woods. 
  1. 
  2d4 Hunters, Rangers Lvl 1
  2. 
  2d6 Wattap Anon Braves, 
   
  Barbarians Lvl 1
  3. 
  1d4 Giant Honey Bees
  4. 
  Dire Boar
  5. 
  1d4 Dire Wolves
  6. 
  1d4 Harpies
  7. 
  1d2 Gobbler Bears
  8. 
  Dire Bear
  9. 
  1d2 Axe Beaks
  10. 
  1d4 Dirty Bird Rangers, Lvl 1
  11.  
  Yambling Mound
  12.  
  1d2 Archer Bushes
  13.  
  Assassin Vine
  14.  
  1d2 Killer Cranberry Bushes
  15-20.  No Encounter
  and trapping, trading and scouting. There are 
  around 100 Wattap Anon braves in the tribe and 
  at least 120 non-combatants, making up elderly, 
  children and those who nurture them. Recently 
  many of their braves have disappeared while 
  hunting and gathering in the area of the Turkey 
  Foot, where the turkey river breaks into three 
  smaller streams which weave their way through 
  the Maywood sand pits before filling Clear 
  Lake.
  The Wattap Anon are peaceful and friendly 
  to visitors to their tribe, and, although on edge, 
  hope to find skillful allies to help them recover 
  their missing tribesmen. This is not to say that 
  PCs coming into Elk Run with the intent to slay 
  and kill them should expect the Wattap Anon 
  to flee or roll over and die. Such invaders can 
  expect the Wattap Anon to savagely defend their 
  hunting grounds and sacred places. 
  The superstitious tribesmen blame a being 
  they refer to as the “Feathered Man” for steal-
  ing their people away and only know him by a 
  warbling call sometimes overheard beneath the 
  darkened boughs of the forest. The “Feathered 
  Man” is a seminal figure in the folklore of the 
  Wattap Anon, a being of darkness and destruc-
  tion, a ravenous beast that feeds upon anything 
  and everything in its path.
  If asked, Sq’Anto explains that the “Feathered 
  Man” is known as a trickter and gorger who 
  wears many faces and himself serves another 
  unspeakably evil master. Furthering Sq’anto’s 
  fears, his own son Quasqueton was sent to 
  search for answers and is now the most recent of 
  the Wattap Anon to have disappeared. 
  The Turkey Foot 
  Random Encounters: 
  Roll 1d12 on the following table for each 
  mile that the PCs travel through the river 
  and marsh area of the Turkey Foot.
  1. 
  1d2 Trolls
  2. 
  1d2 Dire Frogs
  3. 
  Wyvern
  4. 
  1d2 Giant Crayfish
  5. 
  Giant Lizard
  6. 
  Huge Spider
  7. 
  Gobbler Bear
  8. 
  1d2 Axe Beaks
  9. 
  1d4 Dirty Bird Rangers
  10. 
  Yambling Mound
  11-12. No Encounter
  
   Sq’Anto feels that a dire curse has befallen 
  the land that can only be removed if a holy man 
  can reach the Council Bluff and re-consecrate 
  the sacred stones there with holy water. This 
  holy water must be drawn from Clear Lake on 
  the night of a full moon and blessed immedi-
  ately, before storing it within one of Sq’Anto’s 
  sacred gourds.
  Sq’Anto, male human Bbn3/Drd 5: CR 8; 
  Medium-size Humanoid (Human); HD 3d12+6 
  plus 5d8+10; hp 63; Init +0 (Dex); Spd 40 ft.; 
  AC 10; Atk +8/+3 melee (1d8+2, shortspear) or 
  +6 ranged (1d8+2, shortspear); SA Rage (1/day, 
  +4 Str and Con, +2 bonus to Will saves, -2 to 
  AC, 6 bonus hp); SQ Animal Companion, Fast 
  Movement, Nature Sense (can unerringly iden-
  tify plants, animals, and safe drinking water), 
  Resist Nature’s Lure, Trackless Step, Uncanny 
  Dodge (Dex bonus to AC), Wildshape (1/day, 
  eagle), Woodland Stride; AL NG; SV Fort +9, 
  Ref +4, Will +7; Str 14, Dex 11, Con 15, Int 11, 
  Wis 12, Cha 12.
  Skills: Animal Empathy +6, Climb +8, Concen-
  tration +7, Handle Animal +2, Heal +4, Intuit 
  Direction +8, Jump +3, Knowledge (nature) +5, 
  Listen +8, Spellcraft +4, Swim +6, Wilderness 
  Lore +5. Feats: Cleave, Lightning Reflexes, 
  Power Attack, Tracking.
  Possessions: Shortspear, buckskin clothing.
  Divine Spells Prepared (5/4/2/1): 0- detect 
  magic, guidance, purify food and drink, virtue; 
  1st- animal friendship, calm animals, cure 
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  Page 10
  light wounds, goodberry; 2nd- barkskin, charm 
  person or animal; 3rd- summon nature’s ally II.
  Wattap Anon braves, male and female human 
  Bbn1 (100): CR 1; Medium-size Humanoid 
  (Human); HD 1d12+1; hp 13; Init +0; Spd 40 
  ft.; AC 10; Atk +2 melee (1d8+1, shortspear) or 
  +1 ranged (1d8+1, shortspear); SA Rage (1/day, 
  +4 Str and Con, +2 bonus to Will saves, -2 to 
  AC, 2 bonus hp); SQ Fast Movement; AL CN; 
  SV Fort +3, Ref +0, Will +0; Str 12, Dex 11, 
  Con 13, Int 9, Wis 11, Cha 11.
  Skills: Climb +3, Intuit Direction +3, Jump 
  +3, Listen +5, Swim +3, Wilderness Lore +3. 
  Feats: Alertness, Tracking.
  Possessions: Shortspear, buckskin clothing.
  G: Maywood Sand Pits
  The area of the lower Turkey Foot, known as 
  the Maywood Sandpits, is a quagmire of wet-
  lands. Pinworms, mallards, and various giant 
  fish make their living here within the swampy 
  morass of cold water and cattails. Larger chan-
  nels of clear water from the turkey river divide 
  the Sand Pits, but are easily crossed in this low-
  land area. Crossing this area could prove treach-
  erous and even fatal to those wearing heavy 
  armor or riding on horseback, as they could find 
  themselves quickly sinking into quicksand or 
  stepping into a deep spot amongst the marsh 
  grasses.
  Have PCs roll 1d6 for every mile they travel 
  through the Maywood Pits. On a roll of 1 the PC 
  must make a Reflex save (DC 15) or fall into a 
  patch of quicksand. PCs sink into the quicksand 
  in 1d4 rounds and begin to drown 1d2 rounds 
  after that. See the DMG for rules on drowning. 
  A Swim check (DC 15) is required to escape the 
  quicksand.
  H: Clear Lake
  Clear Lake is a small lake approximately 4 
  miles long and 2 miles wide surrounded by the 
  fens of the Sand Pits on its western shores and 
  with hardwood forests on its northern, eastern, 
  and western shores. A boathouse anchored in 
  the middle of the lake is home of Josiaphus 
  LaPorte. Josiaphus was the first of the “civilized 
  folk” to begin residence in this portion of the 
  northern reaches. He quickly learned the skills 
  and woodcraft of the Wattap Anon and soon 
  went native, stripping all accoutrements of civ-
  
  ilization from his speech and mannerisms. He 
  lives aboard this cabin on the water, and has 
  warned the Wattap Anon against the evils of civ-
  ilization and the course that their trades with the 
  southern immigrants will eventually lead them 
  to.
  Josiaphus is getting a bit long in the tooth to 
  aid the party directly, however if they promise 
  to remove the evils from the Council Bluff, he 
  offers to give them 20 silver longbow arrows 
  that he has crafted and prays that they strike true 
  to their mark.
  DM Note: Should the PCs find themselves in 
  a tight spot where their chances of survival are 
  about to drop off the charts, it is reasonable to 
  assume Josiaphus has followed them and may 
  attempt to come to their “rescue.” Such tactics 
  should be held as a last resort, as it is preferable 
  that the PCs are the heroes of the adventure and 
  not a DMs plot devices. 
  Josiaphus La Porte, male human Rgr3/Bbn1: 
  CR 4; Medium-size Humanoid (Human); HD 
  3d8+3 plus 1d12+1; hp 27; Init +1 (Dex); Spd 
  30 ft.; AC 14 (+1 Dex, +3 studded leather 
  armor); Atk +4 melee [two-weapon primary] 
  (1d8+2, longsword), +4 melee [1d6+2, short-
  sword] [two-weapon secondary] or +6 ranged 
  (1d8, longbow); SA Rage (1/day, +4 Str and 
  Con, +2 bonus to Will saves, -2 to AC, 2 
  bonus hp); SQ Fast Movement, Favored Enemy 
  (Beasts), Tracking; AL CG; SV Fort +6, Ref +2, 
  Will +1; Str 14, Dex 12, Con 12, Int 12, Wis 11, 
  Cha 11.
  Skills: Climb +5, Heal +2, Hide +4, Intimidate 
  +1, Intuit Direction +5, Jump +3, Knowledge 
  (nature) +3, Listen +5, Move Silently +5, Search 
  +2, Spot +4, Swim +4, Wilderness Lore +6. 
  Feats: Cleave, Power Attack, Weapon Focus 
  (light crossbow). Climb, Hide, Jump, and Move 
  Silently skills reduced by -1 armor check pen-
  alty.
  Possessions: Studded leather, longsword, short 
  sword, longbow, 50 longbow arrows.
  I: Council Bluff
  Council Bluff is a wooded outcropping of 
  rock which stands in the “talons” of the Turkey 
  Foot, where the turkey river splits into smaller 
  streams. Council Bluff affords the best view of 
  the Greenhill Woods and is a place considered 
  sacred to the Wattap Anon. Council Bluff is the 
  place where all treaties are signed and where 
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  Page 11
  Council Bluff 
  Random Encounters: 
  Roll 1d12 for each mile that the PCs travel 
  in the area of Council Bluff and consult the 
  following chart. 
  1.  
  1d4 Dirty Bird Rangers 
  2.  
  Gobbler-Bear
  3.  
  Assassin Vine
  4.  
  1d2 Axe Beaks 
  5.  
  Axetrice
  6.  
  Huge Spider
  7.  
  Harpy
  8.  
  1d4 Archer Bushes 
  9.  
  1d4 Killer Cranberry Bushes 
  10-12.  No Encounter
  Wattap Anon chieftains go to await their vision 
  quest. Recently, caverns within the bowels of 
  the stony hill have become the lair of Matar 
  Klukar and his strange experiments that can 
  only be categorized as crimes against nature. 
  I-A: Fens
  The fens that divide the Turkey Foot are filled 
  with uneven, spongy ground and deep water-
  filled pits that have become the grave of more 
  than one hunter or explorer who became lost 
  and exhausted by the hard trek.
  Have PCs roll 1d6 for every mile they travel 
  through the Fens. On a roll of 1 the PC must 
  make a Reflex save (DC 15) or fall into a patch 
  of quicksand. PCs sink into the quicksand in 
  1d4 rounds and begin to drown 1d2 rounds after 
  that. See the DMG for rules on drowning. A 
  Swim check (DC 15) is required to escape the 
  quicksand.
  I-B: Foot of the Bluff (EL 8)
  Tall grass, brambles and gnarled trees sur-
  round the foot of the Council Bluff. Hidden 
  amongst this plethora of foliage is a footpath 
  that leads to the top of the bluff itself, but 
  requires a PC to make a successful Search check 
  (DC 20) to discover. As the PCs explore the 
  base of the Council Bluff they are ambushed by 
  a squad of 4 dirty birds, who hide along the hill-
  side and fire arrows upon the party. The dirty 
  birds are bloated medium sized humanoids cov-
  ered in iridescent brown feathers tipped with 
  tinges of orange and white. 
  
  Dirty Bird, male dirty bird Bbn1/Rgr1 (4): 
  CR 4; Large Monstrous Humanoid; HD 2d8+6 
  plus 1d12+3 plus 1d10+3; hp 32; Init -1 (Dex); 
  Spd 50 ft.; AC 10 (-1 size, -1 Dex, +2 natural); 
  Atk +6 melee [×2] (1d6+3, claw) or +6 melee 
  (2d6+2, greatclub) or +3 ranged (1d8, longbow); 
  Reach 10 ft.; SA Favored Enemy (Humanoids), 
  Rage (1/day, +4 to Str and Con, +2 to Will 
  saves, -2 to AC, 2 bonus hp); SQ Fast Move-
  ment, Low-light Vision, Tracking; AL N; SV 
  Fort +7, Ref +2, Will +3; Str 14, Dex 8, Con 16, 
  Int 6, Wis 11, Cha 8.
  Skills: Intimidate +1, Knowledge (nature) -1, 
  Listen +6, Spot +6, Wilderness Lore +1. 
  Feats: Cleave, Power Attack.
  I-C: First Clearing (EL 4)
  The perimeter of this clearing has been re-
  planted with a dense thicket of killer cranberry 
  bushes. Anyone entering the clearing is instantly 
  attacked by these strange, carnivorous plants.
  Killer Cranberry Bush (3): CR 2; Small Plant; 
  HD 4d8+12; hp 30; Init +0 (Dex); Spd 10 ft.; 
  AC 14 (+1 size, +3 natural); Atk +3 ranged 
  (1d8, berry); SA Berry (range 30 ft., deals 1d8 
  points of force damage on impact, leaves behind 
  a purple stain that lasts 1d4+1 days, each plant 
  has 1d10 such berries but can only throw one 
  per round); SQ Plant, Tremorsense; AL N; SV 
  Fort +4, Ref +1, Will +1; Str 11, Dex 10, Con 
  16, Int 2, Wis 11, Cha 9.
  I-D: Top of the Bluff (EL 6)
  Several stones line the top of the bluff in a 
  semi circle. A PC making a successful Knowl-
  edge Religion check (DC 20) notices that the 
  stones relate in some way to nature worship. 
  The stones have recently been turned or pushed 
  out of place. A PC making a successful Search 
  check (DC 20) discovers that there are marks of 
  dried blood and some brown feathers with black, 
  orange and white stripes upon them lying about. 
  The area is a place used by the Wattap Anon 
  for manhood rites and vision quests by young 
  braves of the tribe. Recently Matar Klukar 
  has cast desecrate upon the area by sacrificing 
  a member of the Wattap Anon tribe and an 
  abducted citizen of Maywood to appease the 
  Gobbler. 
  From the top of the Council Bluff, PCs are 
  afforded a clear view of both the Wattap Anon 
  village of Elk Run, and the thorpe of Maywood. 
  On a successful Spot check (DC 25) one can 
  even note the floating shack of La Porte upon 
  the waters of Clear Lake. 
  While the PCs are exploring the top of Coun-
  cil Bluff, the yambling mound attacks. A yam-
  bling mound is a rare species of shambling 
  mound comprised of tubers such as sweet pota-
  toes. This yambling mound has no treasure.
  Yambling Mound (1): CR 6; Large Plant; HD 
  8d8+24; hp 60; Init +0 (Dex); Spd 20 ft.; AC 
  20 (-1 size, +11 natural); Atk +10 melee (×2) 
  (2d6+5, slam); Reach 10 ft.; SA Improved Grab 
  (the yambler must hit a Large or smaller oppo-
  nent with both arm attacks), Constrict 2d6+7 
  (only after successful grapple, can move but 
  take no other actions while grappling); SQ Plant, 
  Electricity Immunity (electrical attacks grant 
  1d4 points of bonus Constitution), Fire Resis-
  tance 30; AL N; SV Fort +9, Ref +2, Will +2; 
  Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9.
  Skills: Hide +0*, Listen +4, Move Silently +4. 
  Yamblers receive a +4 racial bonus to Hide, 
  Listen, and Move Silently checks. *They receive 
  a +12 bonus to Hide checks when in a swampy 
  or forested area.
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  Part 2
  Into the Temple
  of the Gobbler
  In Part 2, the PCs delve into the caverns 
  beneath Council Bluff in search for answers 
  behind the disappearances of folk from May-
  wood and the Wattap Anon village of Elk Run. 
  Here they discover the horrors of the Gobbler, as 
  forced upon these simple folk by Matar Klukar. 
  1: Backwater Entrance 
  (EL 0 or 4)
  The thumb of the Turkey River flows from a 
  concealed cave in the eastern shelf of the Coun-
  cil Bluff. There is a 1 in 6 chance that a turkey 
  bear is lurking within the cavern, hungrily for-
  aging for food and looking for a tasty meal of 
  stalwart adventurer. 
  2: The Waterfall (EL 0 or 4)
  The floor seems to ascend until it reaches a 
  natural waterfall. A PC making a successful 
  Search check of the waterfall (DC 20) discov-
  ers a hidden entrance that passes underneath the 
  waterfall on the southern bank of the stream. 
  This passage leads to Area 2 and the darkened 
  cavern beyond. PCs making a successful Spot 
  check (DC 20) also note a glint upon the north-
  ern shore of the stream. Crossing the stream 
  requires a successful Swim check (DC 15) to 
  avoid being swept out of the cavern. If failed 
  a second Swim check (DC 20) is required to 
  avoid drowning. See DMG for rules on drown-
  ing.
  Hidden amongst the muck and detritus of the 
  north shore is the broken skeleton of one of the 
  missing hunters from the Lodge of Orion. He 
  was eaten by a gobbler-bear that sometimes lairs 
  here (50% chance of encountering the bear as it 
  returns to its lair). The hunter’s gear includes a 
  +1 hand axe, a mighty composite longbow (+2 
  strength bonus), and two potions of cure light 
  wounds. 
  2a: Under the Falls
  A narrow stone pathway leads into Area 3. 
  The footing here is slippery and requires indi-
  viduals unfamiliar to the path to make a Reflex 
  save (DC 14) or slip and fall into the stream. 
  PCs falling into the stream must make a Swim 
  check (DC 15) to reach a shore, or be whisked 
  down stream and out into the Turkey River. 
  3: The Central Cavern 
  and Underground Pool
  Crossing through the waterfall reveals a large 
  dank cavern. A large pool of murky water fills 
  the center of the cavern. Underground springs 
  feed the pool. The pool in turn pours out into the 
  stream that curves around the base of Council 
  Bluff and eventually into the Turkey River. 
  3-A: Underground Pool (EL 6)
  The underground pool is approximately 30 
  feet deep and filled with warm water fed by a 
  hot springs bubbling up from cracks in the earth. 
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  Page 13
  Wandering Monsters: 
  Check once every 15 minutes on a 1d10 in 
  the cavern, and backwater entrance.
  1. 
  1d4 Axe Beaks
  2. 
  1d4+1 Dirty Bird Barbarians
  3. 
  1d2 Gobbler Bears
  4. 
  Axetrice
  5.  
  1d2 Axe Beak Crowers
  6.  
  Two Headed Axe Beak
  7-10.  No Encounter
  Standard Features:
  The walls and floor of the cavern and 
  Temple of the Gobbler are comprised of natu-
  ral and worked stone. All doors, unless oth-
  erwise noted, are locked ironbound wooden 
  doors (2 inches thick; Hardness 5; hp 20; 
  Break DC 23, Open Locks DC 20).
  Light: 
  The Main Cavern is unlit. Other areas are lit 
  with ever-burning torches, every 40 ft, which 
  are bolted into iron sconces on the walls.
  Cavern and Temple of the Gobbler 
  
  The water is murky and home to a giant gar that 
  feasts on giant crayfish that dwell near the warm 
  cracks in the bottom of the pool. These crea-
  tures seldom come near the surface, but attack 
  anything that falls into the water.
  The cavern seems to extend around to the 
  southwest along the edge of the lake. There are 
  passages leading to the south and west appears 
  to the west. It appears that passages to the north 
  may only be reached by circuitously navigating 
  the outer wall of the cavern.
  In the center of the pool is a small island 
  with a stone building built upon it (Area 3-B). 
  A successful Spot check (DC 14) reveals that 
  the building appears to be guarded by a pair 
  of rather large flightless birds that pace about 
  scratching at the mud and stone with their iron 
  hard talons. Should the birds make a successful 
  Spot check, they immediately begin a loud gob-
  bling and squawking. 
  Giant Gar: Huge Animal (Aquatic): CR 4; HD 
  10d8+20; hp 75; Init +2; Spd Swim 60 ft.; AC 
  15; Atk bite +10 (2d6+7); Face/Reach 10x20 
  ft./10 ft.; SQ Keen scent; AL N; SV Fort +9, Ref 
  +9, Will +4. Str 21, Dex 15, Con 15, Int 1, Wis 
  12, Cha 2.
  Skills: Listen +7, Spot +7.
  Monstrous Crayfish (2d4): CR 2; SZ L Vermin; 
  HD 4d8+8; hp 26; Init +0; Spd 20 ft., swim 
  40 ft.; AC 15; Atk +5 melee (1d6+3 [x2], 
  claws); SA improved grab (grapple bonus +10), 
  squeeze; SQ improved critical (19-20 with 
  claw), vermin; AL N; SV Fort +6, Ref +1, Will 
  +1; Str 16, Dex 10, Con 14, Int -, Wis 10, Cha 
  2.
  Skills: Hide +6, Spot +10.
  3-B: Incubator (EL 6)
  The incubator is reached by crossing the Foot-
  bridge in area 3-C. The stone surrounding the 
  incubator is guarded by a pair of trained axe 
  beaks. 
  Axe Beaks (2): CR 2; SZ L Beast; HD 3d10+9; 
  hp 24; Init +3 (Dex); Spd 60 ft.; AC 14 (-1 size, 
  +3 Dex, +2 natural); Atk +4 melee (1d6+3 [x2], 
  claws) and -1 melee (2d6+1, bite); Reach 10 ft.; 
  SQ darkvision (60 ft.), low-light vision; AL N; 
  SV Fort +6, Ref +6, Will +1; Str 16, Dex 17, 
  Con 16, Int 2, Wis 11, Cha 10.
  Skills: Listen +5, Spot +5.
  Inside the incubator, 12 eggs are warmed by 
  thermal activity from the hot springs beneath 
  the pool. The eggs are cared for by a pair of 
  dirty bird barbarians, who were once members 
  of the Wattap Anon tribe. The barbarians were 
  peaceful hunter-gatherers before Matar Klukar 
  exposed them to the corrupting powers of the 
  Gobbler, inducing the change to their current 
  state, and twisting their minds to evil.
   
  Dirty Bird, male dirty bird Bbn1 (2): CR 3; 
  Large Monstrous Humanoid; HD 2d8+6 plus 
  1d12+3; hp 24; Init -1 (Dex); Spd 50 ft.; AC 
  10 (-1 size, -1 Dex, +2 natural); Atk +5 melee 
  [×2] (1d6+3, claw) or +5 melee (2d6+2, great-
  club); Reach 10 ft.; SA Rage (1/day, +4 to Str 
  and Con, +2 to Will saves, -2 to AC, 2 bonus 
  hp); SQ Fast Movement, Low-light Vision; AL 
  N; SV Fort +5, Ref +2, Will +3; Str 14, Dex 8, 
  Con 16, Int 6, Wis 11, Cha 8.
  Skills: Handle Ainimal +5 (6 ranks, -1 Cha), 
  Intimidate +1, Spot +6. Feats: Cleave, Power 
  Attack.
  Treasure: Axe beak eggs are valued at 40-80 
  gps on the open market as their young may be 
  trained into efficient animal guardians, or as 
  riding mounts for up to medium sized riders. 
  3-C: Footbridge
  A narrow 5-foot wide footbridge crosses the 
  underground stream leading to the pool. The 
  bridge is somewhat slippery due to condensa-
  tion from the hot springs beneath the pool and 
  requires anyone crossing it to make a Reflex 
  save (DC 12) or slip and fall into the Under-
  ground Pool. Attempting to cross the footbridge 
  without first neutralizing the axe beaks in area 
  3-B causes the axe beaks to come to the edge 
  of the footbridge and peck at the PCs to thwart 
  their progress to the incubator. PCs fighting on 
  the bridge must make a Reflex save for each 
  attack they make against the axe beaks, or fall 
  into the Underground Pool. 
  4: Barracks of the Dirty Birds 
  (EL 4)
  This unkempt chamber has all the appearances 
  of a filthy birds nest, and none of the appear-
  ance that humanoid beings live here. There are 
  1d6 dirty birds within this chamber at all times, 
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  resting, molting, or preening. They immediately 
  attack any non dirty bird that enters the cham-
  ber.
  Unclassed Dirty Birds (1d6): CR 2; Large 
  Monstrous Humanoid; HD 2d8+6; hp 15; Init 
  -1 (Dex); Spd 40 ft.; AC 10 (-1 size, -1 Dex, 
  +2 natural); Atk +4 melee [×2] (1d6+3, claw); 
  Reach 10 ft.; SQ Low-light Vision; AL N; SV 
  Fort +3, Ref +2, Will +3; Str 14, Dex 8, Con 16, 
  Int 6, Wis 11, Cha 8.
  Skills: Listen +6, Spot +6. Feats: Power Attack.
  Treasure: Five unlocked foot lockers stuck in the 
  corners of their “nests” contain the dirty birds 
  treasure that consists of 3d20 sp per chest.
  5: Chambers of Matar Klukar 
  (EL 2 or 9)
  When not tending to the wishes of the Gob-
  bler in the Temple, or spying on the folk of Elk 
  Run or Maywood, Matar Klukar may be found 
  here resting or plotting the destruction of civ-
  ilization. There is a 1 in 6 chance that Matar 
  Klukar is present, unless alarms have alerted 
  him of the presence of invaders. In this case he 
  is found in the Temple of the Gobbler with a 
  contingent of his finest dirty bird warriors pre-
  paring a counter attack. 
  A crude filing system contains the following 
  documents that describe his nefarious plans for 
  breeding fiendish axe beaks to overrun the coun-
  tryside. 
  A locked wooden chest contains the follow-
  ing personal belongings not currently used by 
  Matar Klukar. 
  Locked and Trapped Wooden Chest: 1 in. 
  thick; Hardnesss 5; hp 10; Break (DC 18); Open 
  Lock (DC 25). 
  Poison Needle Trap: CR 2; +8 melee (1, plus 
  greenblood oil, Fort Save DC 13, 1 Con/1d2 
  Con); Search (DC 22); Disable Device (DC 
  20).
  Within the chest are a cursed horn of devouring, 
  a +1 dagger, 3 potions of cure light wounds (CL 
  3), and 300 gp. 
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  Page 15
  Horn of Devouring
  This large horn appears to all magical 
  tests such as detect magic, identify, 
  and analyze dweomer to be a magical 
  horn of blasting. Once placed to the 
  lips to sound however the mouthpiece of 
  the horn of devouring expands around 
  the head of the blower and begins to 
  devour them. Allies of the horn blower 
  have one round in which to pull their 
  ally out, needing to win an opposed 
  Strength check against the horns Strength 
  of 20. Failure means the victim is con-
  sumed in 1d4 rounds, never to be seen 
  again.
  Prerequisites: In effect this item is the ter-
  restrial mouth of an alien being and cannot 
  be created; Market Price :14,000 gp.
  6: Fiendish Axe Beak Nest 
  (EL 6)
  This room between the private chambers of 
  Matar Klukar and the Temple of the Gobbler is 
  the nest of four axe beak hens and their fiendish 
  mutant rooster. The eggs that they lay are taken 
  immediately to the incubator. The axe beaks are 
  ferocious and loyal only to Matar Klukar. There 
  are currently 1d2 eggs within the nest.  
  Axe Beak, Abyssal (Evil): CR 2; SZ L Magi-
  cal Beast; HD 3d10+9; hp 24; Init +3 (Dex); 
  Spd 60 ft.; AC 14 (-1 size, +3 Dex, +2 natural); 
  Atk +5 melee (1d6+3 [x2], claws) and +0 melee 
  (2d6+1, bite); Reach 10 ft.; SA smite good (+3 
  damage); SQ cold resistance (5), darkvision (60 
  ft.), fire resistance (5), low-light vision, SR (6); 
  AL NE; SV Fort +6, Ref +6, Will +1; Str 16, 
  Dex 17, Con 16, Int 4, Wis 11, Cha 10.
  Skills: Listen +5, Spot +5.
  Axe Beak Hens (3): CR 2; SZ L Beast; HD 
  3d10+9; hp 24; Init +3 (Dex); Spd 60 ft.; AC 
  14 (-1 size, +3 Dex, +2 natural); Atk +4 melee 
  (1d6+3 [x2], claws) and -1 melee (2d6+1, bite); 
  Reach 10 ft.; SQ darkvision (60 ft.), low-light 
  vision; AL N; SV Fort +6, Ref +6, Will +1; Str 
  16, Dex 17, Con 16, Int 2, Wis 11, Cha 10.
  Skills: Listen +5, Spot +5.
  
  7: Pen of the Gobbler-Bear 
  (EL 4)
  A particularly vicious gobbler-bear is kept 
  behind bars within this den. If the cavern is pen-
  etrated by enemies, and an alarm is sounded, the 
  gobbler bear is released to deal with the intrud-
  ers. 
  Gobbler-Bear: CR 4; SZ L Beast (10 ft. long); 
  HD 5d10+20; hp 47; Init +1; Spd 30 ft.; AC 15; 
  Atk +7 melee (1d6+5 [x2], claws) and +2 melee 
  (1d8+2, bite); SA improved grab; SQ scent; AL 
  CE; SV Fort +8, Ref +5, Will +2; Str 21, Dex 
  12, Con 19, Int 5, Wis 12, Cha 10.
  Skills: Listen +8, Spot +7.
  8: Cavern of the Stuffed Ones 
  (EL 3)
  This large cavern appears to be a twisted 
  trophy room of unadulterated evil. Impaled upon 
  spikes, or chained to the walls are the horrid 
  remains of beings that have met their end at 
  the hands of Matar Klukar and his fowl horn of 
  gluttony. These poor men and women, whose 
  bloated bellies and distended, ruptured bowels 
  reek with the stench of death appear to have 
  been force fed to the point that their very bodies 
  could not withstand even one last wafer thin 
  mint. 
  As if this atrocity were not enough, each 
  appears to have been in turn, beaten, dipped in 
  tar and rolled in the molt feathers of one of 
  the many strange bird creatures that live within 
  this cavern of unspeakable horror. This horror 
  is multiplied a thousand fold as the victims turn 
  their hollow eyes and distended faces towards 
  the PCs and begin to let out a rattling, gobbling 
  moan. It appears that even in death these vic-
  tims still hunger for more. Pulling themselves 
  free from their impediments, they attack. 
  Stuffed Ones, SZ M Undead (5): Zombie, 
  Medium: CR 1/2; SZ M Undead; HD 3d12+3; 
  hp 22; Init -1; Spd 30 ft.; AC 11; Atk +2 melee 
  (1d6+1, slam); SQ undead, partial actions only; 
  AL N; SV Fort +0, Ref -1, Will +3; Str 13, Dex 
  8, Con -, Int -, Wis 10, Cha 1.
  Feats: Toughness.
  9: Pens of the Hatchlings 
  (EL 7)
  This cavern has been converted into a sort of 
  holding pen for several small fiendish axe beaks 
  that have recently hatched. It is guarded by 3 
  dirty bird rangers, who release the hatchlings, 
  leading them in an assault on any invaders.
  It takes the dirty birds one round to open the 
  pens. If they are slain before they get the pens 
  open, the hatchlings are basically helpless and 
  at the mercy of anyone attacking them with 
  ranged or reach weapons.
  Otherwise the pens are locked and require a 
  PC to make a successful Open Locks check (DC 
  20). The pen doors (Hardness 5, Hp 10, Break 
  DC 18) are well made with the idea of keeping 
  angry chicks from eating their hosts. 
  Dirty Bird, male dirty bird Rgr1 (3): CR 4; 
  Large Monstrous Humanoid; HD 2d8+6 plus 
  1d10+3; hp 23; Init -1 (Dex); Spd 40 ft.; AC 
  10 (-1 size, -1 Dex, +2 natural); Atk +5 melee 
  [×2] (1d6+3, claw) or +5 melee (2d6+2, great-
  club) or +2 ranged (1d8, longbow); Reach 10 
  ft.; SA Favored Enemy (Humanoids); SQ Low-
  light Vision, Tracking; AL N; SV Fort +5, Ref 
  +2, Will +3; Str 14, Dex 8, Con 16, Int 6, Wis 
  11, Cha 8.
  Skills: Knowledge (nature) -1, Listen +6, Spot 
  +6, Wilderness Lore +1. Feats: Cleave, Power 
  Attack.
  Axe Beak, Older Hatchlings (6): CR 1/3; SZ S 
  Beast (3 ft. tall); HD 1d10; hp 5; Init +4 (Dex); 
  Spd 40 ft.; AC 16 (+1 size, +4 Dex, +1 natural); 
  Atk +0 melee (1d6-1, bite); Reach 10 ft.; SQ 
  darkvision (60 ft.), low-light vision; AL N; SV 
  Fort +2, Ref +6, Will -1; Str 8, Dex 19, Con 10, 
  Int 1, Wis 9, Cha 12.
  Skills: Listen +2, Spot +2.
   
  10: Nest of the Axetrice (EL 4)
  A realistic statue of a Wattap Anon warrior 
  stands near the entrance of this cave. His bow is 
  long since broken off, but the lifelike carving of 
  his muscular form and well made gear indicate 
  him to be the likeness of someone of impor-
  tance to the Wattap Anon tribe. 
  This chamber is nest to a temperamental Axe-
  trice that Matar Klukar likes to keep around for 
  added security. The Axetrice has been taught to 
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  Page 16
  
  avoid the dirty birds and gobbler-bears.
  Axeatrice: CR 4; SZ L Magical Beast; HD 
  3d10+9; hp 24; Init +3 (Dex); Spd 60 ft.; AC 
  14 (-1 size, +3 Dex, +2 natural); Atk +5 melee 
  (1d6+3 [x2], claws plus petrification) and +0 
  melee (2d6+1, bite plus petrification); Reach 10 
  ft.; SA petrification (turn to stone, Fort DC 14), 
  SQ darkvision (60 ft.), low-light vision, petrifi-
  cation immunity; AL N; SV Fort +6, Ref +6, 
  Will +1; Str 16, Dex 17, Con 16, Int 2, Wis 11, 
  Cha 10.
  Skills: Listen +5, Spot +5.
  SA-Petrification (Su): A axeatrice, being half 
  cockatrice, can turn being to stone with a touch 
  from either its talons or its beak must succeed 
  at a Fortitude save (DC 14) or instantly turn 
  to stone. Even those not successfully hit for 
  damage but just touched by an axeatrice are 
  subjected to possible petrification.
  SQ-Petrification Immunity (Ex): Axeatrices are 
  immune to the petrifying ability of other axe-
  atrices and cockatrices, however other petrify-
  ing attacks affect them normally (a medusa’s 
  gaze, gorgon’s breath, a flesh to stone spell, 
  etc.).
  The statue is actually the petrified body of 
  Bird’s Eye, a famous scout and war chief of the 
  Wattap Anon. If the PCs somehow find a way to 
  turn Bird’s Eye to flesh, he thanks them, offer-
  ing them a quiver of (20) +1 arrows as payment 
  and stands with them in the event they have not 
  yet cleared the Temple of the Gobbler.   
  Bird’s Eye, male human Bbn2/Rgr5: CR 7; 
  Medium-size Humanoid (Human); HD 2d12+4 
  plus 5d10+10; hp 60; Init +3 (Dex); Spd 40 ft.; 
  AC 13 (+3 Dex); Atk +9/+4 melee (1d8+2, short-
  spear) or +10/+5 ranged (damage, attack type); 
  SA Favored Enemy (+2 Beasts, +1 Shapechang-
  ers), Rage (1/day, +4 Str and Con, +2 bonus 
  to Will saves, -2 to AC, 4 bonus hp); SQ Fast 
  Movement, Tracking; AL CG; SV Fort +9, Ref 
  +4, Will +1; Str 14, Dex 16, Con 14, Int 12, Wis 
  11, Cha 12.
  Skills: Climb +6, Concentration +5, Handle 
  Animal +3, Hide +7, Intuit Direction +5, Jump 
  +7, Listen +8, Move Silently +10, Search 
  +2, Spot +4, Swim +6, Wilderness Lore +12. 
  Feats: Combat Reflexes, Dodge, Mobility, 
  Spring Attack.
  Possessions: Shortspear, loincloth, 20 +1 
  arrows. He had a masterwork longbow, but it 
  has been broken.
  11: Temple of the Gobbler 
  (EL 9)
  The sounds of a gobbling and clucking chant 
  in some strange avian tongue reverberate off 
  the walls of this large cavern like chamber. The 
  walls are carved painted motifs of an obese 
  demonic figure with a bald bird like head, wat-
  tles hanging from its beak and chin. In the center 
  of the chamber a man is chained spread eagle 
  in a standing position, stripped of all accoutre-
  ments. A feathered humanoid with a bald head 
  and vestigial beak holds a cornucopia to the lips 
  of the chained man, who seems compelled to 
  gorge himself upon the food pouring from the 
  twisted horn. Already the man’s belly is dis-
  tended and bloated, obvious sign that he is near 
  death from over-eating. 
  If not encountered elsewhere, Matar Klukar 
  is force-feeding Quasqueton who is chained in 
  the center of the chamber. There are also 2 dirty 
  bird rangers, Louis and Rich, and his pet two 
  headed axe-beak within the chamber, ready for 
  the final showdown with the PCs. 
  Matar Klukar force-feeds victims with the 
  cornucopia of gluttony until they point that they 
  die from the bursting of their abdomen. He then 
  slices them open with his sacrificial dagger, col-
  lecting the blood in a golden chalice. Matar 
  Klukar feeds this blood to those captured indi-
  viduals whom choose to join his cause rather 
  than meet the fate of the stuffed ones in area 
  8. This blood, once desecrated in the name of 
  the Gobbler transforms the drinker into a dirty 
  bird. See the Monster Appendix for more 
  information on the use of the dirty bird tem-
  plate. 
  Matar Klukar the Wereturkey, male human 
  shapechanger Clr4/Drd3: CR 9; Medium-size 
  Shapechanger (Wereturkey); HD 4d8+8 plus 
  3d8+6; hp 49; Init +1 (Dex); Spd 30 ft.; AC 
  17 (+2 Dex, +2 natural, +3 amulet); Atk +6 
  melee (1d4+1 [x2] Claws,), Atk +4 Melee (1d6, 
  Peck); SA Curse of Lycanthropy (an opponent 
  bitten must make a Fort save DC [15] or become 
  a wereturkey), Lycanthropic Empathy, Rebuke 
  Undead; SQ Alternate Form (half-man, half-
  turkey), Animal Companion (Tom, the turkey), 
  DR (15/silver), Nature Sense, Trackless Step, 
  Woodland Stride; AL NE ; SV Fort +9, Ref +3, 
  Will +10; Str 13, Dex 12, Con 15, Int 14, Wis 
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  Page 17
  
  17, Cha 16.
  Skills: Animal Empathy +8, Concentration 
  +9, Handle Animal +8, Knowledge (arcana) 
  +5, Knowledge (nature) +14, Knowledge (reli-
  gion) +9, Profession (chef) +7, Spellcraft +9. 
  Feats: Brew Potions, Craft Wondrous Items, 
  Dodge, Weapon Focus (Peck).
  Possessions: +3 amulet of natural armor, +2 
  sacrificial dagger, cornucopia of gluttony, 3 
  potions cure light wounds, the key to Quasque-
  ton’s shackles, golden chalice worth 200 gp. 
  Divine (Cleric) Spells Prepared (5/4/3): 0-Cre-
  ate Water, Detect Magic, Cure Minor Wounds, 
  Guidance, Resistance; 1st-Bless, Divine Favor, 
  Entropic Shield, Shield of Faith; 2nd-Bull’s 
  Strength, Protection from Elements (fire), Hold 
  Person.
  Divine (Druid) Spells Prepared (4/3/2): 0-Cure 
  Minor Wounds, Flare, Guidance, Putrify Food 
  and Drink; 1st-Charm Person or Animal, Fairy 
  Fire, Magic Fang; 2nd- Flame Blade, Heat 
  Metal.
  Domain Spells (Animal/Evil): 1st-Protection 
  From Good; 2nd-Hold Animal.
  Domain Granted Abilities: Can cast animal 
  friendship once per day. Casts evil spells at +1 
  caster level. 
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  The Gobbler, a strange demonic force from 
  the Abyss has granted Matar Klukar many 
  powers with which to spread his evil across the 
  lands. Given time Matar Klukar and his army 
  of dirty birds and mutant axe beaks may indeed 
  strike a swath of death and destruction across 
  the wilderness, striking terror deep into civi-
  lized lands. This is the party’s opportunity to 
  stop Matar Klukar in his tracks. 
  Axe Beak, Two-Headed, Large: CR 4; SZ L 
  Magical Beast (12 ft. tall); HD 6d10+24; hp 51; 
  Init +3 (Dex); Spd 70 ft.; AC 15 (-1 size, +3 
  Dex, +3 natural); Atk +10 melee (2d6+5 [x2], 
  bite) and +5 melee (1d6+2 [x2], claws); Reach 
  10 ft.; SQ darkvision (60 ft.), low-light vision; 
  AL N; SV Fort +9, Ref +8, Will +2; Str 20, Dex 
  16, Con 18, Int 2, Wis 11, Cha 10.
  Skills: Listen +8, Spot +8. Feats: Alertness, 
  Multi-attack.
  Tactics: This unusual example of axe beaks is 
  fairly rare. Due to the multiple heads involved, 
  this type of axe beak typically prefers to attack 
  with its beaks first, using its claws in a second-
  ary manner.
  Louis and Rich, male dirty bird Rgr1 (2): CR 
  4; Large Monstrous Humanoid; HD 2d8+6 plus 
  1d10+3; hp 23; Init -1 (Dex); Spd 40 ft.; AC 
  10 (-1 size, -1 Dex, +2 natural); Atk +5 melee 
  [×2] (1d6+3, claw) or +5 melee  (2d6+2, great-
  club) or +2 ranged (1d8, longbow); Reach 10 
  ft.; SA Favored Enemy (Humanoids); SQ Low-
  light Vision, Tracking; AL N; SV Fort +5, Ref 
  +2, Will +3; Str 14, Dex 8, Con 16, Int 6, Wis 
  11, Cha 8.
  Skills: Knowledge (nature) -1, Listen +6, Spot 
  +6, Wilderness Lore +1. Feats: Cleave, Power 
  Attack.
  Tactics: Matar Klukar sends his minions for-
  ward to fight the PCs staying close to Quas-
  queton in the even that they attempt area effect 
  spells. He bolsters his allies by casting bless, pro-
  tection from good, and preparing defensive and 
  offensive attack spells for when he is engaged 
  in melee. He prefers to use bull strength, divine 
  favor, and magic fang on himself to increase 
  his damage dealing capabilities and casts flame 
  blade to use as an additional melee weapon. 
  He uses protection from elements (fire), entro-
  pic shield, and shield of faith as his defensive 
  choices. 
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  The enchanted, curved coronet is made 
  from a gigantic rams horn and brings severe 
  hunger to any that fall victim to its magical 
  effect. It can be sounded once per day, pro-
  jecting a 60-foot cone of sound from the 
  blower, in a direction of their choosing. It can 
  only be properly winded by a follower of the 
  Gobbler. Those within the cone must succeed 
  at a Will save (DC 14) or be overwhelmed 
  with insatiable hunger for 1d3 hours. As soon 
  as the hunger pangs strike the victims the 
  horn begins to pour fourth copious quantities 
  of delectable foodstuffs at a rate of 10 pounds 
  per minute. Unconsumed food begins to pile 
  up around the horn as it continues to produce 
  food until it is deactivated, or there is no one 
  left within 20 ft. of the horn able to keep 
  eating. Anyone failing their Will save begins 
  eating immediately, effectively losing 4 from 
  their Dexterity for being distracted by their 
  consumption activities. Anyone not immedi-
  ately taking all their actions to eat suffers 
  great pain, taking 1d4 points of subdual 
  damage per round from hunger pains. At best, 
  the victim can take a partial action with only 
  one hand available as the remaining hand(s) 
  are busy stuffing their face. No amount of 
  eating can satiate the hunger, causing the 
  eater to lapse into unconsciousness in 30 
  minutes from overeating. If prevented from 
  eating by being restrained or a lack of food, 
  the inflicted individual will begin taking 1d4 
  points of actual damage per minute from 
  severe stomach acid production and muscles 
  cramping (unconsciousness stops this effect). 
  Use of remove curse, limited wish, miracle, 
  wish, or purify food and water cures the sub-
  ject immediately.
  Caster Level: 17th; Prerequisites: Must be 
  a follower of the Gobbler, Craft Wondrous 
  Item, contagion, create food and water, sym-
  pathy; Market Price: 80,100 gp.
  Cornucopia of Gluttony
  
  Treasure: The largest carving of the Gobbler 
  features a pair of unusually brilliant black jet 
  gemstones. Each is valued at 400 gp. Note: Per-
  sons stealing the gemstones must make a Fort 
  save (DC 16) or become a Wereturkey in 1d6 
  days owed to the curse of the Gobbler upon 
  thieves of his unholy shrine. If the save is suc-
  cessful the thief has no adverse effects and the 
  gems may be sold normally. Louis and Rich 
  have tarnished silver signet rings upon their 
  clawed fingers that denote their former alle-
  giance to the Order of Orion. The rings are 
  worth 5 gp, if returned to the Hunters Lodge 
  the PCs are given 20 gp each and Levi makes a 
  public apology, becoming friend and ally to the 
  Wattap Anon for the rest of his days. 
  Quasqueton, male human Bbn1: CR 1; 
  Medium-size Humanoid (Human); HD 1d12+1; 
  hp 13 (currently at 0); Init +0; Spd 40 ft.; AC 10; 
  Atk +2 melee (1d8+1, shortspear) or +1 ranged 
  (1d8+1, shortspear); SA Rage (1/day, +4 Str and 
  Con, +2 bonus to Will saves, -2 to AC, 2 bonus 
  hp); SQ Fast Movement; AL CN; SV Fort +3, 
  Ref +0, Will +0; Str 12, Dex 11, Con 13(Cur-
  rently 3), Int 9, Wis 11, Cha 11.
  Skills: Climb +3, Intuit Direction +3, Jump +3, 
  Listen +5, Swim +3, Wilderness Lore +3. Feats: 
  Alertness, Tracking.
  Concluding the Adventure:
  The adventure is finished when the PCs 
  have defeated Matar Klukar and rescued 
  Quasqueton, returning him to Elk Run. Word 
  soon spreads that the secrets of the mysterious 
  disappearances in the Greenhill Woods have 
  been uncovered. Due to the large number of 
  axe beak carcasses that the PCs have left in 
  their bloody swath, Sq’anto and Hillshire decide 
  to hold a feast in the honor of their heroes. 
  The feast lasts for several days with games 
  and activities and promises of peace between 
  Maywood and Wattap Anon. In the end 
  the PCs are pleasantly full and more than 
  happy to leave the area to work off the 
  pounds of carbohydrates that they have con-
  sumed by searching for more and greater adven-
  tures. 
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  New Monsters
  Dirty Bird (Human/Axe Beak Hybrid)
  Large Monstrous Humanoid
  Hit Dice:  
   
  2d8+6 (15 hp)
  Initiative:  
   
  -1 (Dex)
  Speed:  
   
  40 ft.
  AC:   
   
  10 (-1 size, -1 Dex, +2 
   
   
   
  natural)
  Attacks:  
   
  2 claws +4 melee or 
   
   
   
  shortspear +4 melee or 
   
   
   
  longbow +1 ranged 
  Damage:  
   
  Claw 1d6+3, shortspear 
   
   
   
  1d8+2, longbow 1d8
  Face/Reach:   
  5 ft. by 5 ft./10 ft.
  Special Qualities:  
  Low-light Vision
  Saves:   
   
  Fort +3, Ref +2, Will +3 
  Abilities:  
   
  Str 14, Dex 8, Con 16, 
   
   
   
  Int 6, Wis 11, Cha 8
  Skills:   
   
  Listen +6, Spot +6
  Feats:   
   
  Power Attack
  Climate/Terrain:  
  Temperate forest
  Organization:  
  Solitary, pair, or pack 
   
   
   
  (5-8).
  Challenge Rating:  2
  Treasure:  
   
  None
  Alignment:   
  Usually neutral
  Advancement:  
  By character class
  The dirty birds are the fowl creations of the 
  evil were-turkey Matar Klukar. They are a cross 
  between humans and axe-beaks. They are tall, 
  gangly humans with black feathers and round, 
  pudgy bellies. Their legs end in three-toed, 
  clawed feet-a throwback to their axe-beak side. 
  They are vaguely intelligent, and are capable of 
  fighting with weapons.
  Combat
  Dirty birds attack either with their two large, 
  clawed feet or with weapons.
  Included below are Stat Blocks for different 
  variations on the Axe Beak which the PCs may 
  encounter as they face the horrors of the Feast 
  of the Gobbler. 
  Axe Beak: CR 2; SZ L Beast; HD 3d10+9; hp 
  24; Init +3 (Dex); Spd 60 ft.; AC 14 (-1 size, 
  +3 Dex, +2 natural); Atk +4 melee (1d6+3 [x2], 
  claws) and -1 melee (2d6+1, bite); Reach 10 ft.; 
  SQ darkvision (60 ft.), low-light vision; AL N; 
  SV Fort +6, Ref +6, Will +1; Str 16, Dex 17, 
  Con 16, Int 2, Wis 11, Cha 10.
  Skills: Listen +5, Spot +5.
  Axeatrice: CR 4; SZ L Magical Beast; HD 
  3d10+9; hp 24; Init +3 (Dex); Spd 60 ft.; AC 
  14 (-1 size, +3 Dex, +2 natural); Atk +5 melee 
  (1d6+3 [x2], claws plus petrification) and +0 
  melee (2d6+1, bite plus petrification); Reach 10 
  ft.; SA petrification (turn to stone, Fort DC 14), 
  SQ darkvision (60 ft.), low-light vision, petrifi-
  cation immunity; AL N; SV Fort +6, Ref +6, 
  Will +1; Str 16, Dex 17, Con 16, Int 2, Wis 11, 
  Cha 10.
  Skills: Listen +5, Spot +5.
  SA-Petrification (Su): A axeatrice, being half 
  cockatrice, can turn being to stone with a touch 
  from either its talons or its beak must succeed 
  at a Fortitude save (DC 14) or instantly turn 
  to stone. Even those not successfully hit for 
  damage but just touched by an axeatrice are 
  subjected to possible petrification.
  SQ-Petrification Immunity (Ex): Axeatrices are 
  immune to the petrifying ability of other axe-
  atrices and cockatrices, however other petrify-
  ing attacks affect them normally (a medusa’s 
  gaze, gorgon’s breath, a flesh to stone spell, 
  etc.).
  Axe Beak, Crower (Sonic): CR 3; SZ M Magi-
  cal Beast; HD 2d10+6; hp 17; Init +4 (Dex); 
  Spd 60 ft.; AC 16 (+4 Dex, +2 natural); Atk +3 
  melee (1d4+1 [x2], claws) and -2 melee (1d8, 
  bite); SA sonic crow (cone 30 ft., every 1d6 
  rounds, 2d8 damage, Reflex DC 14, stunning 
  for 1d6 rounds, Fort DC 14); SQ darkvision (60 
  ft.), low-light vision, sonic immunity; AL N; 
  SV Fort +6, Ref +6, Will +1; Str 12, Dex 19, 
  Con 16, Int 2, Wis 11, Cha 10.
  Skills: Listen +4, Spot +4.
  SA-Sonic Crowing (Su): Every 1d6 rounds, an 
  axe beak crower may sound a terrible crowing 
  towards its opponents, inflicting 2d8 points of 
  sonic damage, half if a successful Reflex save 
  (DC 14) is made, to those within the 30-foot 
  cone of effect. In addition, regardless of whether 
  Feast of the Gobbler: Thanksgiving Special
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  Page 21
  Monster Appendix
  
  the recipient takes damage, an addition Forti-
  tude save (DC 14) must be made or the individ-
  ual is stunned for 1d6 rounds.
  Tactics: Crower axe beaks prefer to attack their 
  prey by crowing at it first, moving in after stun-
  ning them to rend them to death. 
  Axe Beak, Abyssal (Evil): CR 2; SZ L Magi-
  cal Beast; HD 3d10+9; hp 24; Init +3 (Dex); 
  Spd 60 ft.; AC 14 (-1 size, +3 Dex, +2 natural); 
  Atk +5 melee (1d6+3 [x2], claws) and +0 melee 
  (2d6+1, bite); Reach 10 ft.; SA smite good (+3 
  damage); SQ cold resistance (5), darkvision (60 
  ft.), fire resistance (5), low-light vision, SR (6); 
  AL NE; SV Fort +6, Ref +6, Will +1; Str 16, 
  Dex 17, Con 16, Int 4, Wis 11, Cha 10.
  Skills: Listen +5, Spot +5.
  Axe Beak, Older Hatchling: CR 1/3; SZ S 
  Beast (3 ft. tall); HD 1d10; hp 5; Init +4 (Dex); 
  Spd 40 ft.; AC 16 (+1 size, +4 Dex, +1 natural); 
  Atk +0 melee (1d6-1, bite); Reach 10 ft.; SQ 
  darkvision (60 ft.), low-light vision; AL N; SV 
  Fort +2, Ref +6, Will -1; Str 8, Dex 19, Con 10, 
  Int 1, Wis 9, Cha 12.
  Skills: Listen +2, Spot +2.
  Axe Beak, Huge: CR 5; SZ H Beast (18 ft. 
  tall); HD 9d10+45; hp 85; Init +2 (Dex); Spd 
  80 ft.; AC 16 (-2 size, +2 Dex, +5 natural); Atk 
  +11 melee (1d8+7 [x2], claws) and +6 melee 
  (2d8+3, bite); Face/Reach 10 ft. by 10 ft./15 ft.; 
  SQ darkvision (60 ft.), low-light vision; AL N; 
  SV Fort +11, Ref +8, Will +3; Str 24, Dex 15, 
  Con 20, Int 2, Wis 11, Cha 10.
  Skills: Listen +8, Spot +8.
  Axe Beak, Two-Headed, Large: CR 4; SZ L 
  Magical Beast (12 ft. tall); HD 6d10+24; hp 51; 
  Init +3 (Dex); Spd 70 ft.; AC 15 (-1 size, +3 
  Dex, +3 natural); Atk +10 melee (2d6+5 [x2], 
  bite) and +5 melee (1d6+2 [x2], claws); Reach 
  10 ft.; SQ darkvision (60 ft.), low-light vision; 
  AL N; SV Fort +9, Ref +8, Will +2; Str 20, Dex 
  16, Con 18, Int 2, Wis 11, Cha 10.
  Skills: Listen +8, Spot +8. Feats: Alertness, 
  Multi-attack.
  Tactics: This unusual example of axe beaks is 
  fairly rare. Due to the multiple heads involved, 
  this type of axe beak typically prefers to attack 
  with its beaks first, using its claws in a second-
  ary manner.
  Axe Beak, Abyssal Two-Headed, Huge (Elec-
  tricity, Evil): CR 9; SZ H Magical Beast (18 ft. 
  tall); HD 9d10+45; hp 85; Init +2 (Dex); Spd 
  80 ft.; AC 18 (-2 size, +2 Dex, +8 natural); Atk 
  +14 melee (2d8+7 [x2], bite) and +12 melee 
  (1d8+3 [x2], claws); Face/Reach 10 ft. by 10 
  ft./15 ft.; SA breath weapon (line 5 ft. wide 
  by 30 ft. long, use 1/1d6 rounds per head, 6d6 
  electricity damage, Reflex DC19) smite good 
  (+9 damage); SQ cold resistance (15), damage 
  reduction (10/+2), darkvision (60 ft.), electricity 
  immunity, fire resistance (15), low-light vision, 
  poison immunity, scent,, SR (18); AL CE; SV 
  Fort +11, Ref +8, Will +4; Str 24, Dex 15, Con 
  20, Int 4, Wis 13, Cha 10.
  Skills: Listen +10, Spot +10.  Feats: Alterness, 
  Multiattack.
  SA-Breath Weapon (Su): This rare type of axe 
  beak may use its breath weapon as a form of 
  attack with each head, however once a specific 
  head breathes it may not breathe again for 1d6 
  rounds. The area of effect begins at its mouth, 
  extending in direction of the axe beak’s choice, 
  covering an area of 5-feet-wide by 30-feet-long. 
  Anyone in the area takes 6d6 points of electrical 
  damage, reduced by half if a successful Reflex 
  save (DC 19) is made.
  Archer Bush, Advanced: CR 3; SZ S Plant; 
  HD 4d8+12; hp 30; Init -1 (Dex); Spd 10 ft.; AC 
  14 (+1 size, +3 natural); Atk +4 ranged (1d4, 
  thorns); SA thorns; SQ plant, tremorsense; AL 
  N; SV Fort +7, Ref +1, Will +1; Str 11, Dex 10, 
  Con 16, Int 2, Wis 11, Cha 9.
  SA-Thorns (Ex): An archer bush can loose a 
  cluster of needle-sharp thorns at any foe within 
  20 feet. An opponent hit by the thorns suffers 
  a -1 circumstance penalty to attacks, saves, and 
  checks until all the thorns are removed (full 
  round action to remove the thorns). Further hits 
  increase the circumstance penalty by 1.
  SQ-Plant: The archer bush is immune to poison, 
  sleep, paralysis, stunning, and polymorphing. It 
  is not subject to critical hits and is immune to 
  mind-influencing attacks.
  SQ-Tremorsense (Ex): The archer bush can 
  automatically sense the location of anything in 
  contact with the ground within 60 feet of its 
  body.
  Feast of the Gobbler: Thanksgiving Special
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  The Gobbler
  Listed below is the statistics and description for 
  the Gobbler, in the event he should become a 
  standard part of your Necromacer Games cam-
  paign. 
  The Gobbler, Vrock Demon (Advanced Type 
  I): CR 21; SZ H Outsider (Chaotic, Evil): 
  CR 13; HD 20d8+140; hp 230; Init +8 (Dex, 
  Improved Initiative); Spd 40 ft., fly 40 ft. 
  (clumsy); AC 34 (-2 size, +4 Dex, +22 natu-
  ral); Atk +28 melee (2d6+10 [x2], claws), +26 
  melee (1d8+5, bite), and +26 melee (1d6+5 
  [x2], rakes); Face/Reach 10 ft. by 10 ft./15 ft.; 
  SA boiling gravy (50 ft. cone, 12d8 fire damage, 
  Reflex DC 27), dreaded mash potato dance (180 
  ft. radius, 4d20 sonic damage, Reflex DC 25), 
  gaze of gluttony (Will DC 25), stunned 1d6 
  rounds, Fort DC 27), improved grab (grapple 
  +38), spell-like abilities, stuffing spores (5 ft. 
  radius, 2d8 damage, 1d4 damage/round for 10 
  rounds), summon demons (1d4 vrocks, 1/hour), 
  swallow whole; SQ damage reduction (30/+4), 
  demon qualities, scent, SR (33); AL CE; SV 
  Fort +19, Ref +16, Will +17; Str 31, Dex 19, 
  Con 24, Int 18, Wis 20, Cha 21.
  Skills: Concentration +30, Hide +5, Jump 
  +27, Intimidate +28, Knowledge (arcana) +27, 
  Knowledge (planes) +27, Listen +32*, Move 
  Silently +13, Search +27, Sense Motive +28, 
  Spellcraft +27, Spot +32*, Wilderness Lore +10. 
  Feats: Blind-Fight, Cleave, Combat Reflexes, 
  Great Cleave, Improved Initiative, Multiattack, 
  Power Attack. *Vrocks receive a +8 racial bonus 
  to Listen and Spot checks which is already fac-
  tored in the values above.
  SA-Boiling Gravy (Su): Once per minute Gob-
  bler can emit a wave of gravy from his vile 
  mouth and crop, accompanied by a piercing 
  screech. Every creature within a 50-foot cone 
  beginning at Gobbler’s beak suffers 12d8 points 
  of fire damage (Reflex save DC 27 for half). 
  Furthermore, anyone in the area must succeed 
  at a Fortitude save (DC 27) or be stunned for 
  1d6 rounds. 
  SA-The Dreaded Mash Potato (Su): Gobbler 
  invokes this terrible ability a will. This 
  mincing, shuffling dance of corpulent undulat-
  ing waves of fat and billowing feathers fortells 
  great destruction, often killing those in the area 
  of effect or at the very least it knocks the stuff-
  ings out of intended victims. Requiring two 
  rounds of dancing, accompanied by low gob-
  bling noises, bordering on growling - at the end 
  of which a terrible, gruesome shock wave of 
  booming energy flashes outward in a 180-foot 
  radius. All non Vrock demons with this radius 
  take 4d20 points of sonic damage (Reflex save 
  DC 25 for half).
  SA-Gaze of Gluttony (Sp): At will, as a stan-
  dard action, Gobbler can lock his gaze upon one 
  opponent. Unless a Will save (DC 25) is suc-
  cessful, the target of his gaze immediate stops 
  whatever they are doing, gorging themselves 
  with anything that’s edible. This effect contin-
  ues, with the victim taking 1d6 point of subdual 
  damage per minute from over consumption (or 
  hunger pains should they run out of food) until 
  they are either relieved of this compulsion or 
  they eat themselves into unconciousness. The 
  only means of removing this effect through the 
  use of remove curse, limited wish, wish, or mir-
  acle.
  SA-Improved Grab (Ex): To use this ability, 
  Gobbler must hit with his bite attack. If he gets 
  a hold, it automatically deals bite damage and 
  can attempt to swallow the foe.
  SA-Spell-Like Abilities: At will: darkness, dese-
  crate, detect good, detect magic, dominate mon-
  ster, mass charm, mirror image, see invisible, 
  shatter, telekinesis, and teleport without error 
  (self plus 600 pounds of objects only), wall of 
  fire. These abilities are as the spells cast by a 
  20th-level sorcerer (save DC 15 + spell level).
  SA-Stuffing Spores (Ex): Gobbler can release 
  masses of small pieces of stuffing laced 
  with spores from his body once every 3 rounds. 
  These terrible pieces of breading automatically 
  deal 2d8 points of damage to all creatures 
  within 5 feet of Gobbler. They then penetrate the 
  skin and grow, dealing an additional 1d4 points 
  of damage each round for 10 rounds. At the 
  end of this time, the victim is covered with 
  a tangle of spiraling growths of voracious 
  bread mold. A delay poison spell stops the 
  spores’ growth for its duration. Bless, neutral-
  ize poison, or remove disease kills the spores, 
  as does sprinkling the victim with a vial of holy 
  water.
  SA-Summon Demons (Sp): Once per hour Gob-
  bler can summon 1d4 vrocks from his harem 
  with no chance of failure.
  Feast of the Gobbler: Thanksgiving Special
  www.necromancergames.com
  Page 23
  
  SA-Swallow Whole (Ex): Gobbler can try to 
  swallow a grabbed opponent of man size or 
  smaller by making a successful grapple check. 
  Once inside, the opponent takes 1d8+10 points 
  of crushing damage plus 1d8 points of acid 
  damage per round from Gobbler’s gizzard. A 
  swallowed creature can climb out of the gizzard 
  with a successful grapple check. This returns 
  it to Gobbler’s maw, where another successful 
  grapple check is needed to get free. A swal-
  lowed creature can also cut its way out by using 
  claws or a Small or Tiny slashing weapon to 
  deal 25 points of damage to the gizzard (AC 
  20). Once the creature exits, muscular action 
  closes the hole; another swallowed opponent 
  must cut its own way out.
  Resembling an immensely overweight vrock, 
  the Gobbler is nearing Demon Prince Status. 
  Quietly and secretly gobbling souls by the mil-
  lions, his bulk and girth have grown with his 
  veracious appetite for evil.  The Gobbler has 
  recently begun granting fiendish powers to his 
  selected few followers and set them on the mis-
  sion of helping him fill his level of the abyss 
  with souls of the damned for him to feast upon. 
  His disgusting appetites consume him and even 
  his fowl powers of evil are centered around 
  them. 
  Feast of the Gobbler: Thanksgiving Special
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  Page 24
  
  Feast of the Gobbler: Thanksgiving Special
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  Page 25
  Maywood and the Greenhill Woods
  
  Feast of the Gobbler: Thanksgiving Special
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  Page 26
  Council Bluff
  
  Feast of the Gobbler: Thanksgiving Special
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  Page 27
  Cavern and Temple of the Gobbler
  
  Feast of the Gobbler: Thanksgiving Special
  www.necromancergames.com
  Page 28
  This printing of Feast of the Gobbler is done under ver-
  sion 1.0a of the of the Open Game License, below, and 
  version 1.0/3.0 of the d20 System Trademark License 
  and the d20 System Trademark Logo Guide. Some of the 
  Open Game Content used herein comes from a draft ver-
  sion of the System Reference Document by permission 
  from Wizards of the Coast by and through Ryan Dancey 
  and Anthony Valterra. Subsequent printings of this work 
  will incorporate and comply with final versions of the 
  System Reference Document.
  Notice of Open Game Content: This product contains 
  Open Game Content, as defined in the Open Game 
  License, below. Open Game Content may only be Used 
  under and in terms of the Open Game License.
  Designation of Open Game Content: All text con-
  tained within this module-excluding any text on the 
  inside or outside of the front or back cover or on the 
  Credits page-is hereby designated as Open Game Con-
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  Any questions regarding the Open Game Content within 
  this module should be directed to Clark Peterson at 
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  Designation of Product Identity: The following items 
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  1. The name “Necromancer Games” as well as all 
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  Feast of the Gobbler: Thanksgiving Special
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  Page 29
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards 
  of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Original Spell Name Compendium Copyright 2002 
  Clark Peterson; based on NPC-named spells from the 
  Player’s Handbook that were renamed in the System 
  Reference Document. The Compendium can be found on 
  the legal page of www.necromancergames.com.
  Feast of the Gobbler Copyright 2002, Necromancer 
  Games, Inc.; Author Casey W. Christofferson with addi-
  tional material by Erica Balsley.
  Archer Bush from the Tome of Horrors, Copyright 
  2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jean Wells.
  Axe Beak from the Tome of Horrors, Copyright 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Abomination Template from the Tome of Horrors, 
  Copyright 2002, Necromancer Games, Inc.; Authors Erica 
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