TEXT:   ScentS 
    ScentS &    
  SenSibilitieS
  SenSibilitieS
  FROG GOD GAMES ADVENTURES
  FROG GOD
  FROG GOD
  G A M E S
  Adventure
  By Scott Swift
  By Scott Swift
  SWORDS & 
  WIZARDRY
  COMPATIBLE
  
  Author: 
  Author: 
  Scott Swift, Skeeter Green 
  and Matt Finch
  Editor:
  Editor:
  Jack Cull and Jeff Harkness
  LAyout: 
  LAyout: 
  Suzy Moseby 
  Front CovEr Art: 
  Front CovEr Art: 
  Santa Norvaisaite
  ©2020 Frog God Games. All rights reserved. 
  Reproduction without the written permission of 
  the publisher is expressly forbidden. Frog God 
  Games, and the Frog God Games logo, Blight 
  of the Moonglow Glade is a trademark of Frog 
  God Games. All rights reserved. All characters, 
  names, places, items, art, and text herein are 
  copyrighted by Frog God Games. The mention 
  of or reference to any company or product in 
  these pages is not a challenge to the trademark 
  or copyright concerned. 
  Adventures 
  Worth  
  Winning
  intErior Art: 
  intErior Art: 
  Kurt Wolfe, Terry Pavlet  
  and Brett Barkley
  CArtogrAphy: 
  CArtogrAphy: 
  Skeeter Green
  projECt MAnAgEr: 
  projECt MAnAgEr: 
  Jen Glazar
  SwordS & wizArdry ConvErSion: 
  SwordS & wizArdry ConvErSion: 
  Jeff Harkness
  Frog god gAMES iS:
  Frog god gAMES iS:
  BiLL wEBB, MAtt FinCh, zACh gLAzAr, ChArLES A. wright, Edwin nAgy, 
  BiLL wEBB, MAtt FinCh, zACh gLAzAr, ChArLES A. wright, Edwin nAgy, 
  MikE BAdoLAto, And john BArnhouSE
  MikE BAdoLAto, And john BArnhouSE
  Frog God Games
  ISBN: 978-1-943067-17-6
  S&W PDF
    ScentS 
    ScentS &    
  SenSibilitieS
  SenSibilitieS
  
  introduCtion 
  introduCtion  ................................................................................
   ................................................................................3
  pArt thE FirSt: thE MAnuFACtory oF FuMArio 
  pArt thE FirSt: thE MAnuFACtory oF FuMArio ...........................
  ...........................3
  StArting thE AdvEnturE 
  StArting thE AdvEnturE  ...............................................................
   ...............................................................3
  thE SituAtion ripEnS 
  thE SituAtion ripEnS  ...................................................................
   ...................................................................4
  BACkground 
  BACkground  ........................................................................................
   ........................................................................................ 4
  thE npCS 
  thE npCS  ...........................................................................................
   ........................................................................................... 4
  thE SituAtion 
  thE SituAtion  .....................................................................................
   ..................................................................................... 4
  StArting thE EnCountEr 
  StArting thE EnCountEr  ....................................................................
   .................................................................... 4
  thE Bott FAMiLy FArM 
  thE Bott FAMiLy FArM  ........................................................................
   ........................................................................ 5
  1. ExtErior FiELdS 
  1. ExtErior FiELdS  ............................................................................
   ............................................................................ 5
  2. untAMEd ForESt 
  2. untAMEd ForESt  .........................................................................
   ......................................................................... 5
  3. BrokEn FEnCE 
  3. BrokEn FEnCE  .............................................................................
   ............................................................................. 6
  4. dEvAStAtion 
  4. dEvAStAtion  ................................................................................
   ................................................................................ 6
  5. hog hEAvEn 
  5. hog hEAvEn  ...............................................................................
   ............................................................................... 6
  6. unSpoiLEd CropS 
  6. unSpoiLEd CropS  ........................................................................
   ........................................................................ 6
  down to BuSinESS 
  down to BuSinESS  ..............................................................................
   .............................................................................. 6
  trAnSporting thE hogS 
  trAnSporting thE hogS  ...............................................................
   ...............................................................7
  trAvELing to thE City 
  trAvELing to thE City  ........................................................................
   ........................................................................ 7
  gEtting through thE City 
  gEtting through thE City  ...............................................................
   ............................................................... 7
  ConCLuSion (thE SwEEt SMELL oF SuCCESS) 
  ConCLuSion (thE SwEEt SMELL oF SuCCESS)  .............................
   .............................7
  trEASurE 
  trEASurE  ..............................................................................................
   .............................................................................................. 7
  pArt thE SECond: SwyFtE’S phySioLoguS 
  pArt thE SECond: SwyFtE’S phySioLoguS  ...................................
   ...................................8
  StAnk hog (SuS noxiuM) 
  StAnk hog (SuS noxiuM)  ............................................................
   ............................................................8
  ECoLogy 
  ECoLogy  ..............................................................................................
   .............................................................................................. 8
  EvidEnCE oF ACtivity And trACking inForMAtion 
  EvidEnCE oF ACtivity And trACking inForMAtion  ............................
   ............................ 8
  CoMBAt tACtiCS 
  CoMBAt tACtiCS  ..................................................................................
   .................................................................................. 8
  pErSonAL oBSErvAtionS 
  pErSonAL oBSErvAtionS  ..................................................................
   .................................................................. 9
  hunting thE StAnk hog 
  hunting thE StAnk hog  ...................................................................
   ................................................................... 9
  trEASurE 
  trEASurE  ..............................................................................................
   .............................................................................................. 9
  hArvEStABLE pArtS 
  hArvEStABLE pArtS  ..............................................................................
   .............................................................................. 9
  prEpArAtionS uSing thE StAnk hog AnAL gLAnd 
  prEpArAtionS uSing thE StAnk hog AnAL gLAnd ............................
  ............................ 9
  SpELL CoMponEnt 
  SpELL CoMponEnt  ...........................................................................
   ........................................................................... 9
  non-LEthAL poiSon 
  non-LEthAL poiSon  ........................................................................
   ........................................................................ 9
  StAnk BoMB 
  StAnk BoMB  .....................................................................................
   ..................................................................................... 9
  AdvEnturE hookS 
  AdvEnturE hookS  .............................................................................
   .............................................................................1010
  SAyingS And SiMiLES 
  SAyingS And SiMiLES  ...........................................................................
   ...........................................................................1010
  pArt thE third: rELEvAnt StAtiStiCS 
  pArt thE third: rELEvAnt StAtiStiCS  ..........................................
   ..........................................1111
  yShkAt (yiSh-CAt)
  yShkAt (yiSh-CAt) ..................................................................................
   ..................................................................................1111
  StAnk hog 
  StAnk hog  ..................................................................................
   .................................................................................. 1212
  StAnk pigLEt
  StAnk pigLEt .................................................................................
   ................................................................................. 1313
  tABLE oF ContEntS
  tABLE oF ContEntS
  
  Part the First: the ManuFactory oF FuMario 
  Part the First: the ManuFactory oF FuMario |3
  |3
  Once you enter the courtyard, the first thing you 
  notice is that the buildings surrounding it definitely 
  seem to stretch out and back from the center, and there 
  is a ceiling of sorts spanning the area. The ceiling is 
  multifaceted, like the eye of a dragonfly, with each of the 
  facets showing bits and pieces of strange landscapes on 
  the far side. None of the landscapes matches with any 
  of the others; the sight is enough to make you dizzy.  
   The person in the courtyard is definitely not human, 
  although there is a definite resemblance to humanity. 
  He has an unnaturally large head with a strong feline 
  aspect, and although he wears a long coat it also appears 
  that he has a tail of some kind that twitches occasionally. 
  The creature has been assembling a strange apparatus 
  of crystalline pipes and complex dials, which is also 
  fitted with a number of spigots, faucets, and spouts.  
   When you enter the courtyard, he notices you 
  for the first time, bows deeply, and takes a seat 
  on one of the packing crates around the partially-
  assembled machine. He reaches into the crate, pulls 
  out an ornate hourglass, and holds it out to you.  
   “Here you go. One odiferometer. Bring it back, or the 
  cost will be deducted from your reward. Make sure you 
  leave the city before you shake it.” He jumps off the crate 
  and begins working on his machine again. 
  At this point, the characters might still have a few questions. 
  Here are the various facts about Fumario that might emerge during 
  conversation: 
  The Odiferometer: This is a magic item that predicts the emergence 
  of unusually pungent smells. When the sand in the hourglass runs out, the 
  bearer of the odiferometer has arrived at the source of the smell in both 
  time and space. There is a component of destiny involved; the bearer is 
  always going to be in the right place. All the odiferometer does is to alert 
  the bearer that it is the right time. If anyone questions this, an irritated 
  Fumario says, “How am I supposed to know how it works? I didn’t make 
  it.” 
  The odiferometer activates once it is shaken, and when its task is done, 
  it becomes inert until Fumario reactivates it. Once the characters shake 
  the odiferometer (or something else shakes it), the characters are able 
  to estimate that whatever is going to happen to them will take place in 
  roughly two days. 
  The Task: Fumario intends for the characters to take the odiferometer, 
  wander out into the countryside, and bring back the source of whatever 
  smell the odiferometer anticipates. He will then distill the smell 
  into perfume and offer it for sale in whatever distant world might find 
  the smell attractive. Assuming the characters take the odiferometer, their 
  encounter with the stank hogs becomes an inescapable part of their destiny, 
  fated to happen at the very moment the sand in the odiferometer runs out. 
  Payment: If the characters ask about payment for bringing back the 
  source  of  smell  identified  by  the  odiferometer, Fumario is willing to 
  pay good money based on the pungency of the smell they bring, but cannot 
  predict exactly how much. 
  introduCtion 
  introduCtion 
  Scents and Sensibilities is a three-part resource for those who choose 
  to challenge their players with the foul-smelling monsters known as 
  stank hogs. The first section is a short adventure called The Manufactory 
  of Fumario, and the second section is an erudite discussion of the stank 
  hog (Sus noxium). The third section contains statistics for adult and young 
  stank hogs. 
  pArt thE FirSt:  
  pArt thE FirSt:  
  thE MAnuFACtory oF FuMArio 
  thE MAnuFACtory oF FuMArio 
  This adventure is suitable for a group of 3rd- to 5th-level characters. It 
  can certainly lead to further adventures if desired. 
  The 
  setup 
  for 
  this 
  adventure 
  begins 
  with 
  the 
  characters 
  encountering Fumario, a perfume-dealer who travels among strange 
  worlds and even other planes of existence. His manufactory travels with 
  him, and the characters (as heroes do) stumble into a bizarre encounter 
  with him. Fumario’s methods and motivations are inexplicable, but this is 
  usually the case with supernatural patrons. 
  The adventure begins in whatever town or village the characters happen 
  to be staying in at the moment. 
  StArting thE AdvEnturE 
  StArting thE AdvEnturE 
  As you walk down the street, a small alleyway draws 
  your attention. Strange, unearthly smells waft out from 
  the narrow opening between the two buildings. Once you 
  look at it, you also notice that the buildings to either side 
  of the alleyway appear distorted, as if they are leaning 
  away to create a gap between them. You can only tell 
  this through the corner of your eye — when you focus 
  anywhere specific, the buildings appear to be in an 
  ordinary shape, but at the very edge of your vision they 
  seem to curve sharply away from where they ought to be.  
   The alleyway appears to be about 20 feet long and leads 
  into a small courtyard with the same distorted appearance 
  as the buildings to either side of the entrance. Someone 
  is assembling a piece of strange-looking machinery, 
  but he seems to shift in and out of visibility. Like the 
  strange angles of the buildings, he is more easily seen with 
  peripheral vision than by looking at him directly. 
  If the characters move on, they can certainly come back 
  later; Fumario remains in the vicinity for several days. The manufactory 
  is “broadcasting” its visibility to people who might be of help to Fumario, 
  so it is even possible that the characters might encounter the alleyway 
  more than once in different parts of the city. 
  If the characters decide to investigate the alleyway, they can enter 
  the  courtyard  without  difficulty.  The  mix  of  smells,  both  pleasant  and 
  unpleasant, increases tremendously once they enter. 
  By SCott SwiFt, SkEEtEr grEEn And MAtt FinCh
  By SCott SwiFt, SkEEtEr grEEn And MAtt FinCh
  A SwordS & wizArdry AdvEnturE dESignEd For 4 to 6 3rd to 5th LEvEL ChArACtErS
  A SwordS & wizArdry AdvEnturE dESignEd For 4 to 6 3rd to 5th LEvEL ChArACtErS
  ScentS & SenSibilitieS
  ScentS & SenSibilitieS
  
  4|scents & sensibilities
  4|scents & sensibilities
  The Manufactory: Fumario’s manufactory is a bit like a bubble that 
  pushes into other worlds or planes of existence, which is why the buildings 
  around it appear distorted in space. The ceiling facets are windows into 
  a number of different worlds. The machine Fumario is assembling is 
  the distillation apparatus for making perfumes. Once Fumario has the 
  manufactory set up, he finds a place in the city to sell his inventory of 
  exotic perfumes, remains for a year or so, and then moves on. 
  Why the Manufactory Appeared Right in Front of the 
  Characters: The odiferometers are not the only destiny-powered 
  magic items in Fumario’s possession. One of the other machines in 
  the manufactory is a weirdmagnet, designed to attract people with 
  certain potential characteristics. Fumario explains that he has set 
  the weirdmagnet’s calibration to attract “violent people who are short on 
  money and prone to walk into risky situations without making adequate 
  plans, then play it by ear.” After saying this, he pats the machine with 
  satisfaction. “Still seems to be working perfectly.”
  Fumario, Male Yshkat: HD 8; HP 61; AC 5[14]; 
  Atk bite (1d6), 2 claws (1d4), tail sting (1d6 + lethal 
  poison); Move 12; Save 8; AL N; CL/XP 11/1700; 
  Special: lethal poison (save or die), planar shift (shift 
  from one plane to another), pounce (20 ft. run and 
  hit with claw, save or knocked prone; automatic bite 
  attack on prone creatures), reflexive displacement (+2 
  saving throw vs. targeted attack), spell-like abilities.
   Spell-like abilities: 2/day—magic missile, shield; 1/day—
  hold person, web.
  thE SituAtion ripEnS 
  thE SituAtion ripEnS 
  The sand in the odiferometer continues to run until the characters find 
  themselves in a relatively rural area …  
  BACkground 
  BACkground 
  A few weeks ago, Jaren Bott’s orchard was subject to a terrible invasion. 
  Normally, Jaren can deal with the pests a fruit farm normally attracts. 
  But these invaders are much harder to deal with. A sounder of stank 
  hogs made its way through the woods bordering the northeast corner of 
  Bott’s orchard. Never ones to pass up a free meal, the hogs dug a burrow 
  along the northern fence line and broke through to sample some of Bott’s 
  crop. 
  Unbeknownst to the hogs, the fruit was overripe to begin with, and since 
  Jared hasn’t been able to harvest, the crop has begun to drop to the ground 
  and ferment. The result? The hogs are getting an easy free meal but the 
  fermented fruit is starting to have an alcoholic effect on the giant beasts, 
  creating an even larger problem. 
  thE npCS 
  thE npCS 
  Jaren Bott owns the Bott farm, which has been in his family for several 
  generations. His wife Adelaide is a well-revered healer in the community. 
  The Bott children, Ark and Hannah, are too young to help with the farm; 
  they spend their days playing through the trees and brush along the forest. 
  They’ve been told repeatedly not to play in the forest, and now they 
  know why. The Botts employ two farmhands, Olin and Teyka. Olin is 
  a local teenager, and Teyka is “lying low” after a particularly harrowing 
  assignment she just finished. She often comes to the Bott farm at harvest 
  when she is not working elsewhere. Her equipment is stored in the woods, 
  and she is loath to reveal her identity and skills, even in this dire situation. 
  Jaren Bott, Male Human Farmer: HP 5; AC 9[10]; Atk 
  hand axe (1d6); Move 12; Save 18; AL L; CL/XP B/10; 
  Special: none. (Monstrosities 254)
   Equipment: hand axe.
  Adelaide Bott, Female Human Healer: HP 3; AC 9[10]; 
  Atk none; Move 12; Save 18; AL L; CL/XP B/10; Special: 
  healing (3/day, restore1d4 hp using poultices and herbs). 
  (Monstrosities 254)
   Equipment: pouch of herbs and healing poultices.
  Ark and Hannah Bott, Male and Female Human 
  Children: HP 2 each; AC 9[10]; Atk none; Move 9; Save 
  18; AL L; CL/XP B/10; Special: none. (Monstrosities 254)
  Olin, Male Human Farmhand: HP 4; AC 9[10]; Atk dagger 
  (1d4); Move 12; Save 18; AL L; CL/XP B/10; Special: none. 
  (Monstrosities 254)
   Equipment: dagger.
  Teyka, Female Human Bandit: HP 5; AC 7[12]; Atk short 
  sword (1d8); Move 12; Save 17; AL C; CL/XP 1/15; Special: 
  none. (Monstrosities 254)
   Equipment: leather armor, short sword, 1d4 sp.
  thE SituAtion 
  thE SituAtion 
  The alpha hog has been rooting in the fermented fruit all day and is 
  on a tear. It has the children treed, and caught Ark in the leg with one of 
  its tusks. Ark is stable, but the hog is beyond Jaren’s ability to deal with. 
  Whenever anyone enters the orchard, the hog moves closer to the children. 
  Adelaide is terrified it will get to the children again before help arrives. 
  Jaren rushes from the farm, seeking aid for his wounded child. And lo and 
  behold, there are the characters, right on time thanks to the odiferometer. 
  StArting thE EnCountEr 
  StArting thE EnCountEr 
   
  You are walking down some kind of wagon trail when 
  you notice that the sand in the odiferometer is finally 
  running out. Just as the final grain of sand falls, you 
  hear someone in the distance begin screaming for help …  
   A wild-looking man runs toward you from the 
  tall grass, flailing his arms to get your attention.  
   “You there! You gotta help me! I’m in a terrible 
  way, and I need your sword arm to save my family!”  
   When he regains his breath, he explains that there has 
  been an incident at his farm only a few hundred yards to the 
  north, on the far side of the hill. He begs you to follow him to the 
  farm, and on the way there, he explains what is happening.  
   “Those damn hogs came out of the woods, broke through 
  my fence, and have been eating up all my crops and the 
  fruit in the orchard. They got my kids treed, and one is 
  hurt. The hands can’t do anything to drive them off, and 
  I’m in desperate need of some help!” 
   
  If the characters agree to help the farmer, it doesn’t take long to arrive 
  at the orchard. For this reason (and because Jaren doesn’t really know very 
  much), the characters are arriving without very much information. Jaren 
  knows that wild hogs have broken into his orchard, but he doesn’t realize 
  that these aren’t ordinary creatures. He is unfamiliar with stank hogs and 
  doesn’t know what brought them out of the forest; but he does know his 
  children are in danger, he can’t deal with the hogs, and the farmhands are 
  busy trying to distract the hogs enough to keep the children safe. He is 
  desperate and a little hysterical. 
  
  Part the First: the ManuFactory oF FuMario 
  Part the First: the ManuFactory oF FuMario |5
  |5
  The sows are another matter. They have also been partaking of the 
  spoiled fruit, but they haven’t indulged quite as much, and are just biding 
  their time, lying in the sun. They only move if characters make their 
  presence known with loud noises, attack or approach the piglets, or attack 
  the sows outright. 
  1. ExtErior FiELdS 
  1. ExtErior FiELdS 
  The fields extend around the fenced-in orchard for 10–20 yards. The 
  Botts cultivate several different parcels of fruits, grains, and various root 
  crops. The orchard is the only area relevant to this encounter. 
  Fields. The grassy fields between parcels is semi-maintained, as several 
  goats and other herbivores keep the ground close-cropped. The hogs 
  immediately notice anyone trying to sneak across the open field.
  2. untAMEd ForESt 
  2. untAMEd ForESt 
  A natural forest and thicket abuts the Bott farm. This is where the stank 
  hogs normally roam, but the enticing aroma of the spoiled fruit brought 
  them closer. 
  Forest. If characters choose to circle around the farm and approach the 
  hogs from the rear, or if they desire to flank them and cut off a mode of 
  escape, characters can proceed along the fence line until they encounter 
  the broken patch of fence. The hogs are not expecting any danger from the 
  direction of the forest and are unlikely to notice the characters unless they 
  are making a lot of noise. 
  Reward. On the way to the orchard, Jaren offers the characters anything 
  he can think of as a reward to sway the characters to help his family. He 
  certainly offers the characters provisions, and possibly a share of his 
  surviving crops. But this would be another large setback to the farm. Of 
  course, what the characters already know is that this situation offers them 
  a way to get a far more significant reward from Fumario. 
  thE Bott FAMiLy FArM 
  thE Bott FAMiLy FArM 
  The Botts’ farm is a large agricultural concern just on the outskirts of 
  a larger town, village, or whatever works in your campaign. The farm 
  should be remote enough that the family needs to be self-sufficient, but 
  close enough that the perishables can make it to market without spoiling. 
  Fence Line. As the characters approach the farm, they notice two 
  farmhands (Olin and Teyka) running back and forth in front of a palisade-
  style fence roughly eight feet tall. A five-foot-wide gated opening is about 
  halfway down the southern and western fence line. Along the northern 
  and eastern fence line, adjacent to the forest, the fence is more open and 
  picket-style, allowing the characters to see more of what is going on in 
  the interior. 
  Plot Layout. The orchard is laid out in a quadrant configuration. What 
  looks to be apples and/or pears are in the northwest and northeast fields, 
  while figs or some other smaller fruits are grown in the southern two fields. 
  Hogs’ Location. If the characters maneuver around to the north or 
  east sides of the orchard, they can see through the picket fencing to get a 
  location of the hogs. Several piglets can be seen moving in the northwest 
  quadrant, playing, eating, and fighting (typical youngster behavior). Less 
  obvious is the movement of the adults. The boar is only barely standing, 
  the warm air and fermented fruit having quite an effect on him. 
  
  6|scents & sensibilities
  6|scents & sensibilities
  Stank Piglets (6): HD 2; HP 13, 10x2, 8, 7, 5; AC 6[13]; Atk 
  bite (1d4), gore (1d6); Move 15; Save 16; AL N; CL/XP 3/60; 
  Special: cut and run (gore attack from hiding), mephitic gust 
  (incapacitating cloud lasts 1d4+1 rounds; roll 1d20: 1–10, 
  no effect and cannot use for rest of day; 11–14, 5-ft. cloud; 
  15–20, 10-ft. cloud; save or incapacitated), stank’s revenge 
  (any piercing attack on creature’s flank has 10% chance of 
  puncturing gland and releasing mephitic gust; attacks doing 
  12 damage have 50% chance).
  Note: If cornered, drunken stank piglets turn savage and 
  immediately gain a +1 to-hit bonus on their first bite attack. 
  They are also immune to charm and fear.
  6. unSpoiLEd CropS 
  6. unSpoiLEd CropS 
  The two southern fields have so far been spared the porcine destruction 
  of the northwest field. These fruit trees, while still dropping overripe fruit, 
  are not quite to the spoilage point. If the characters manage to drive off the 
  hogs, the Botts may be able to salvage a partial harvest! 
   
  hogS gonE wiLd 
  hogS gonE wiLd 
  What happens to a stank hog when it eats too much 
  fermented fruit? Well, a few things happen: 
  All adult stank hogs have a –1 penalty to hit. 
  If a sow is within 20 feet of a piglet and the piglet is 
  attacked, the sow gains a +1 bonus to hit for two rounds. 
  Adult hogs have +5 on rolls to determine the radius 
  of their mephitic gust attack. All adult hogs engaging in 
  combat for more than three rounds suffer a consecutive 
  –1 to-hit penalty per round (maximum –3 to-hit penalty) 
  until they rest. Each round a stank hog fights with the 
  maximum penalty, it must make a saving throw or be 
  stunned for 1d6 minutes. 
  All hogs (including piglets) are immune to charm and 
  fear of all kinds. 
  If cornered, drunken stank piglets do not hesitate to turn 
  on their pursuers, especially if their smaller mephitic gust 
  attack does not dissuade pursuit. Typically, they attempt 
  to flee, but if backed into a corner (or if any other piglet is 
  attacked), they turn savage and immediately gain a +1 to-
  hit bonus on their first bite attack. 
   
  down to BuSinESS 
  down to BuSinESS 
  The players may discuss several different tactics to deal with the hog 
  problem. Obviously, many druids and rangers have some benefits in this 
  situation, but all classes should be encouraged to participate and come up 
  with a plan to drive off the hogs. The key, of course, is to capture them 
  alive and get them back to the city to deliver them to Fumario. Even if the 
  hogs are killed, the anal glands are enough to satisfy Fumario’s perfume-
  making needs, although on a smaller scale. 
  Several possibilities are viable: 
  Outright Combat. The tried-and-true method, the characters can 
  simply attack the hogs full-on. In this case, they have terrain issues, 
  multiple opponents from several directions, and most likely must contend 
  with unknown abilities. If the characters defeat the hogs in combat and 
  don’t rupture the hogs’ glands, they have provided the Botts with usable 
  meat for the season and provided themselves with some stank-hog anal 
  glands to deliver to Fumario. 
  Capture the Hogs. If the characters get the hogs to the city, they obtain 
  a much-larger reward from Fumario. This requires more ingenuity than 
  direct combat, but the contents of an ordinary farm are available as 
  resources. Most importantly, the characters can use plenty of wooden 
  fencing if they tear it out — Jaren certainly won’t object if he thinks it 
  helps get rid of the threat. 
  3. BrokEn FEnCE 
  3. BrokEn FEnCE 
  This is where the hogs broke through the fence to feast. 
  Downed Fencing. If the characters discover the hogs’ ingress point, 
  they may consider a quick repair to cut off their means of escape by 
  repairing the section of fencing the hogs broke through. However, the 
  repair is quick and shoddy; if the characters have proper tools, they can 
  do a better job. To truly fix the fence, characters need to spend four hours 
  with tools unmolested by hogs. If the hogs hear characters working on the 
  fence, they certainly come to investigate and attack any people they see. 
  If the characters leave the fence with a shoddy repair, the hogs have a 
  4-in-6 chance to break through. If they somehow lure the hogs away and 
  spend one hour repairing the fence, the hogs have only a 3-in-6 chance. A 
  full repair of the fence, taking the entire four hours, means the hogs have 
  a 1-in-6 chance to weaken the fence but must roll another success to make 
  a hole large enough to pass through. 
  4. dEvAStAtion 
  4. dEvAStAtion 
  Downed trees, devoured grasses and fruit, splattered mud, and tracks 
  of rooting hogs show what happens when a hog eats too much fermented 
  fruit. The hogs are drunk, mean, and destroying anything in their way. 
  Going Hog Wild. There are 4 adult stank hogs in total. The main 
  instigator of the destruction, the boar, is typically head-deep in the muck, 
  devouring fermented fruit. He occasionally looks up, staring at the rest of 
  the orchard, unable to focus on anything more than 10 feet away. The three 
  sows sunning themselves in the area are less inebriated and marginally less 
  hostile unless the piglets in Area 5 are assaulted. 
  Terrain. The mush and muck of the mud, fruit, brush, and 
  less savory ingredients creates treacherous ground for moving or 
  fighting. Characters have a 1-in-6 chance per quick movement (fighting, 
  running, jumping, etc.) of slipping and falling prone unless they are on the 
  worked pathways between plots. 
  Stank Hogs (4): HD 7; HP 49, 41, 35, 30; AC 6[13]; 
  Atk bite (1d6) or gore (1d8); Move 15; Save 9; AL 
  N; CL/XP 8/800; Special: cut and run (gore attack 
  from hiding, save or knocked prone), mephitic gust 
  (incapacitating cloud lasts 1d4+1 rounds; roll 1d20: 
  1–10, no effect and cannot use for rest of day; 11–14, 
  10-ft. cloud; 15–19, 20-ft. cloud; 20, 30-ft. cloud; save or 
  incapacitated), stank’s revenge (any piercing attack on 
  creature’s flank has 10% chance of puncturing gland 
  and releasing mephitic gust; attacks doing 12 or more 
  damage have 50% chance). 
  Note: Due to the fermented fruit they’ve been eating, the 
  adult stank hogs receive the following adjustments: –1 
  penalty to hit; +1 to-hit bonus for 2 rounds if within 20 
  ft. of piglet that is attacked; +5 to roll on mephitic gust 
  radius; consecutive –1 to-hit penalty after attacking 
  for 3 rounds (maximum –3 penalty), must save every 
  round at maximum or stunned for 1d6 minutes; 
  immune to charm and fear.
  5. hog hEAvEn 
  5. hog hEAvEn 
  While the male hog and the sows patrol the northern half of the orchard, 
  the 6 stank piglets frolicking in the northeast field are having the time of 
  their lives. Running, playing, crashing into trees and knocking themselves 
  out, they are having quite a time. If any character approaches, the piglets 
  squeal, run around haphazardly, and if cornered, attack with tiny ferocity. 
  
  Part the First: the ManuFactory oF FuMario 
  Part the First: the ManuFactory oF FuMario |7
  |7
  Lure the Hogs Away. If would take some clever planning, but 
  it is possible to lure the hogs out of the orchard and lead them to the city. 
  One likely plan involves abducting a piglet, avoiding attack by the sows, 
  and getting on the road with the sows following (and they will). The boar 
  may be slow to follow the sounder, but he eventually waddles around 
  to follow the rest of the pack. 
  There are several other plans possible depending on the party 
  composition and creativity of your players, but these few examples should 
  give you enough background to make some memorable encounters! 
  trAnSporting thE hogS 
  trAnSporting thE hogS 
  Unless the characters simply killed the hogs and managed to get a few 
  anal glands to bring to Fumario, transporting live stank hogs to a city (and 
  through it!) presents a bit of a logistical problem. 
  If the characters experiment, they find that the hogs will eat enough 
  of the fermented fruit to knock them unconscious or at least keep them 
  sedated. An adult hog requires 200 pounds of fermented fruit to remain 
  unaggressive for 24 hours, and 300 pounds to remain actually sedated. The 
  piglets require half as much fruit to achieve the same effect. 
  The orchard contains 2,000 pounds of fermented fruit, which is two 
  wagonloads. 
  A wagon could also be used to transport one fully-sedated stank hog. 
  A village near the Botts’ farm can supply two wagons, but these are the 
  only ones in the immediate vicinity. However, a number of horses could 
  be employed to pull stank hogs on sleds made from fencing, or whatever 
  other means the characters dream up to transport the hogs. 
  trAvELing to thE City 
  trAvELing to thE City 
  Getting to the city from the Bott farm takes longer when the party 
  is moving at wagon’s pace than when they are moving at normal 
  speed. However long it took them to reach Bott Farm, it takes 50% longer 
  to return. 
  One more challenge. You can either select one of these options or 
  roll randomly, but depending on how exactly the characters are transporting 
  their stank hogs, some of the possibilities work better than others. Roll 1d4 
  on the following table: 
   
  1d4
  Encounter 
  1
  Broken Wagon Wheel: If the characters are not using a wagon, 
  then treat this result as no encounter, and the characters can 
  reach the city with no difficulties. 
  2
  Wanderlust: One of the stank hogs (probably heavily sedated) 
  wanders off the road. If the stank hogs are not free to wander, 
  then treat this as no encounter, and the characters are home free. 
  3
  Bandit Encounter: The characters encounter 5 bandits on the 
  road. The bandits might use the stank hogs to their advantage by 
  cutting one loose or whatever seems like it might cause enough 
  chaos to let them steal the party’s gold (or equipment). They 
  can be bought off relatively cheaply if the characters think to 
  try this.
  Bandits, Male or Female Humans (5): HD 1; HP 
  6, 5x2, 3, 2; AC 7[12]; Atk short sword (1d8); Move 
  12; Save 17; AL C; CL/XP 1/15; Special: none. 
  (Monstrosities 254)Equipment: leather armor, 
  short sword, 1d8 gp.
  4
  Mud: A sudden rainstorm leaves the road ahead extremely 
  muddy. Free stank hogs might stop to wallow in the mud, and 
  the speed of the wagons is cut to 50% normal (which might 
  cause the party to run out of fermented fruit before they reach 
  the city).
   
  gEtting through thE City 
  gEtting through thE City 
  When the characters arrive at the city gates, they encounter significant 
  resistance from the guards, who are appalled at the idea of stank hogs 
  traipsing through their city. If the characters have completely sedated stank 
  hogs on wagons, the guards let them through; however, if they are trying 
  to herd a bunch of giant, drunken pigs down the city’s thoroughfares, 
  the guards won’t allow them to enter without signing multiple waivers 
  and  paying  100  gp.  The  obvious  solution  is  just  to  send  someone  to 
  get Fumario, who straightens things out with the guards. If they don’t think 
  of this option, there are ferryboats leading into the city, and a giant winch 
  that protrudes over the wall where the city’s defenses are being repaired. 
  ConCLuSion  
  ConCLuSion  
  (thE SwEEt SMELL oF SuCCESS) 
  (thE SwEEt SMELL oF SuCCESS) 
  The characters have several ways they can deal with the stank hog sounder 
  affecting the Botts. From the standpoint of being heroes, the successful 
  result is that the children are rescued, the hogs are driven off or slain, and 
  no further damage is done to the orchard. A well-placed fireball may be 
  a big help, but it also destroys the orchard, causing more trouble than it 
  solves. Characters need to be aware of the repercussions of their actions 
  in this encounter. 
  From the standpoint of financial gain, a successful result depends on 
  being able to get stank hogs or stank hog anal glands back to the city to 
  Fumario. 
  Assuming that the characters succeed in bringing something back 
  to  Fumario,  they  find  him  in  the  alley  courtyard  as  expected.  The 
  merchant  fulfills  his  bargain,  paying  the  characters  as  described  below 
  in the Treasure section. If the characters bring back more than one live 
  stank hog, Fumario is very likely to offer them further employment. Like 
  any merchant, he faces competitors, the possibility of theft, and a number 
  of other possible adventure hooks that don’t necessarily involve finding 
  smelly things out in the countryside. If the players enjoyed the adventure, 
  then consider having Fumario send them after something sweet smelling 
  and innocuous, such as unusual flowers out in the forest. Unfortunately, of 
  course, forests can be very dangerous in their own right. 
  trEASurE 
  trEASurE 
  From the Botts
  • If the characters succeed in saving the Bott farm, you can reward 
  them with whatever seems appropriate. For example: 
  • The Botts do not have much in the way of coin, but they could 
  manage to pull together 100 gp worth of family funds to pay 
  the party. 
  • The crops, if recovered and taken to town, are worth 1d6 x 100 
  gp at market. 
  • If the hogs are killed and rendered properly, they provide meat 
  worth  1d4  x  150  gp,  as  long  as  it’s  sold  as  “pork”  (lawfully 
  aligned characters may have a problem with this). 
  • Stank hog piglets, if captured alive, fetch 10 gp each in the local 
  market. If held for a discerning buyer, they could be sold for 
  50 gp each. 
  From Fumario 
  Fumario is willing to pay 100 gp per intact anal gland the characters 
  bring him. However, he considers live stank hogs to be far superior than 
  anything he could have imagined, since they can be used as an ongoing 
  source of stench. He pays 500 gp for each live stank hog adult, and 100 
  gp per stank hog piglet. Dead stank hogs are worthless to him, and the 
  characters are not rewarded if this is all they bring. 
  
  8|scents & sensibilities
  8|scents & sensibilities
  crops, tubers, and berries, along with smaller animals or carcasses. They 
  do not actively hunt for larger animals but attack any creature that invades 
  their space, eating anything they kill in such situations. 
  Stank hogs rest in heavily brushed areas, rutting out nests that can 
  be almost as deep as a burrow. The brush inhibits predators to a degree 
  and provides an audible alarm, alerting the stank hogs to any creature or 
  person approaching. 
  A typical sounder of hogs consists of an alpha male and his following 
  of 20 or more sows and piglets, consisting of five sows and 15 piglets on 
  average. Older, dethroned males often live a solitary life, and groups of 
  younger males (up to 10 or more) band together when they are not vying 
  for supremacy during mating season. 
  EvidEnCE oF ACtivity And trACking inForMAtion 
  EvidEnCE oF ACtivity And trACking inForMAtion 
  Stank hogs leave signs of their presence much like other wild hogs. 
  They travel from forage site to forage site, rutting up the ground, digging 
  for tubers or other roots, or even consuming croplands much to the dismay 
  of farmers. These rutting sites are generally near the thick undergrowth of 
  forests, with the hogs avoiding open terrain when possible. The stank hog 
  usually has a primary resting spot deep within a thicket of underbrush and 
  either roots out a mud-filled, hog-sized depression in the ground called 
  a wallow (the deeper the better) or simply presses down grass and other 
  foliage to make a temporary bedding site. There will be one such resting 
  place per adult hog in the sounder. Mud rubs are often found near wallows, 
  the hogs having bathed in mud to protect their skin and later rubbing off 
  the excess mud on nearby trees. 
  Note: Attempting to follow the path through the underbrush to the hog’s 
  resting spot forces medium-sized humanoids to crouch, causing a –2 to-hit 
  penalty and limiting movement to half their normal rate. 
  Stank hog hooves are split and rounded at the front tip, and tracks either 
  consist of the two front hooves or all four hooves of each foot, depending 
  on the depth and softness of the imprinted mud. Shallower tracks can 
  sometimes be confused with deer tracks. The front toe hoofprints are 
  farther apart due to splaying if the hog is exceptionally big or if it was 
  running when it left the print. An experienced tracker notes that the 
  hoofprint is larger in size than a standard wild swine’s. 
  Scat left by the stank hog can vary depending on diet but is generally 
  uniform in shape with blunt ends. If the stank hog has eaten a creature 
  recently, evidence of hair, bone, or feathers remain. One distinct difference 
  in the stank hog’s scat will be the presence of thin green streaks that give 
  the scat an unbearable stench. 
  Other less common evidence of stank hog presence includes tusk 
  markings on trees, scattered debris from rotting logs from where the hog 
  ripped a small creature’s hiding spot apart, and corpses of humanoids or 
  other creatures accompanied by vomitus. A telltale sign that a stank hog is 
  nearby is its noxious odor upon the breeze, and if coupled with the sounds 
  of grunting or squealing, the beast is communicating with others of its 
  kind or warning trespassers. 
  CoMBAt tACtiCS 
  CoMBAt tACtiCS 
  Stank hogs avoid interaction with other species but fear nothing, having 
  racked up multiple victories in their lifetimes through the use of their 
  noxious fumes. They do, however, often mistake the mere presence of 
  a creature as an act of aggression and attack creatures within 50 feet on 
  sight. 
  A common tactic for the stank hog is to shoot out from thick underbrush 
  alongside a trail, charging its adversary in attempts to gore with its 
  deadly tusks, and then continue running across the trail and back into 
  the underbrush on the other side, but not before releasing its debilitating 
  gas. The hog then makes its way back through the underbrush for another 
  similar charge, if possible, or keeps running if it feels outnumbered or 
  outmatched. If multiple hogs are encountered, they burst forth from 
  different areas of the underbrush to confuse their enemies, tainting the air 
  with their noxious fumes. A stank hog in close quarters bites its opponent 
  with its crushing jowls, ripping flesh and crushing bones. 
  pArt thE SECond:  
  pArt thE SECond:  
  SwyFtE’S phySioLoguS 
  SwyFtE’S phySioLoguS 
  Swyfte’s Physiologus is a collection of ecologies of wondrous beasts, 
  monstrosities, and horrors. Swyfte was a scholar hired ages ago to travel 
  alongside the Company of the Frog to chronicle its exploits and record 
  information about any creatures encountered. 
  Copies, even partial copies, of the ancient text are sought by sages 
  and adventurers alike in order to better understand these creatures and to 
  possibly gain some advantage in combat against them. 
  StAnk hog (SuS noxiuM) 
  StAnk hog (SuS noxiuM) 
  Commonly known as the stank hog, Sus noxium is a member of the wild 
  swine species whose habitats are wide ranging and can include deserts, 
  jungles, forests, and lower mountain ranges. The stank hog is somewhat 
  larger than its cousin, the common wild swine, reaching a shoulder height 
  of 40 inches, a length of six feet, and weighing up to 500 pounds. Protruding 
  from an elongated muzzle, a single set of curved and pointed tusks reaches 
  a length of 10–12 inches upon maturity of the hog. Stank hogs are nearly 
  devoid of fur, with only sparse, bristly hairs poking upward from their 
  thick, dark-gray hides. Each of its feet has four toes that end in two larger 
  frontal hooves and two smaller rear hooves. Its short tail ends with a tuft 
  of bristly hair and twitches when the animal is agitated. 
  The primary difference of Sus noxium from the common wild swine is 
  its anal gland, which is capable of storing and concentrating its noxious 
  flatus. When attacking or frightened, the stank hog releases a barrage 
  of flatulence capable of downing the most stoic of adversaries, causing 
  them to fall to the ground gasping for breath and vomiting profusely. The 
  stank hog takes advantage of its incapacitated enemy by either fleeing 
  or attacking with its razor-sharp tusks. The stank hog has few natural 
  predators other than the greater monstrosities, as most creatures tend 
  to avoid them after a fetid first encounter. Humans and humanoids 
  occasionally hunt the hogs in order to thin their numbers to prevent crop 
  raiding or to acquire their usable body parts such as their hides, tusks, 
  and anal glands. 
  ECoLogy 
  ECoLogy 
  The stank hog is highly adaptable and can be found in a wide range of 
  environments, barring arctic and sub-arctic climates. They range in an area 
  roughly 20 miles by 20 miles, requiring only water, a food source, and 
  underbrush for nesting purposes. They are omnivores and eat grass, bark, 
  
  Part the second: swyFte's Physiologus 
  Part the second: swyFte's Physiologus |9
  |9
  pErSonAL oBSErvAtionS 
  pErSonAL oBSErvAtionS 
  The great hog surprised us all, charging out of the thick underbrush 
  alongside the narrow trail we followed in search of the orc’s lair. The hog 
  ripped Bill’s greave clean off, tearing a huge gash in his right leg with 
  a long, sharp tusk. The huge fighter took a knee to prevent himself from 
  falling and readied his great sword in time to meet the next charge from 
  an even bigger hog. Bill’s sword skewered the beast from mouth to rectum, 
  culminating in an audible pop. Moments later, Bill was incapacitated, 
  retching his breakfast of oats and jerky upon the forest floor, eyes blood 
  red and pleading for air. I, too, was taken with nausea as a nearly 
  imperceptible green mist wafted my way, but the feeling subsided when 
  I ran out of its radius. I turned back to the carnage to see Finch execute 
  a nearly perfect backflip, landing on a charging hog and riding it while 
  bringing his dagger down, down into the back of its neck until another 
  prolonged series of pops and squeaks were heard emitting from the beast’s 
  rear-end. The thief soon fell from his unwilling mount, holding his gut and 
  curling in a fetal position. The hog staggered on, fell half-supported into 
  the thicket, and ceased moving. Glaze, the wizard, fared better. He nearly 
  dodged a third charging beast, receiving only a small scratch on his thigh. 
  The beast grunted as he passed him by, yet only a fizzle of noise escaped 
  its bowels, and Glaze seemed unaffected. The unfortunate beast’s charge 
  continued toward the safety of the thicket, but it ran headlong into the 
  divinely adorned shield of Charles the Righteous. Holy symbol imprinted 
  into its head, the wounded hog squealed and ran away at a tangent, never 
  to be seen again. 
  The noxious flatulence subsided after a few minutes, and the dauntless 
  adventurers of the Company of the Frog recovered themselves. Charles 
  tended Bill’s wounds, channeling the power of his deity through the poultice 
  he applied to Bill’s leg, the wound taking on a slight white glow and sealing 
  with a fresh scab. Glaze busied himself with surgically removing the anal 
  glands of the dead hogs and otherwise examining the carcasses. Finch 
  plucked out the four tusks and proclaimed they were worth one silver piece 
  each to a trader back home who collected such things. 
  hunting thE StAnk hog 
  hunting thE StAnk hog 
  The conventional method of hunting the stank hog is to search for signs 
  of activity and track the beast to its foraging grounds, and ultimately, its 
  thicket-covered resting spot. Smaller humanoids can traverse the tunnels 
  (cut by the hog) through thick underbrush to the animal’s wallow to flush 
  out the hogs, but this is dangerous. Hacking through the brush alerts the 
  sounder, and the hogs usually exit or attack. The ideal method is to employ 
  hunting dogs, sending them into the thicket tunnels to flush out the stank 
  hogs. Though reluctant to follow the trail of the foul-smelling creatures, 
  properly trained and incentivized dogs can easily pick up the scent. The 
  dogs participate in the fight as well, darting in and out to confuse the wild 
  hogs but quickly succumbing to the gaseous vapors the stank hogs release. 
  Once confronted, longer weapons such as long spears are best to 
  maintain maximum distance from the dangerous tusks and the debilitating 
  flatus. The hogs can be ushered into either nets or pit traps, with either 
  method quickly incapacitating the lumbering beasts. 
  Wetted rags for covering the mouth and nose aid in preventing the 
  debilitating effects of the vile odor emitted by the stank hog. 
  Note: A creature wearing a wet rag over the mouth and nose gets a +2 
  bonus on saving throws versus the mephitic gust. 
  trEASurE 
  trEASurE 
  Stank hogs usually have no treasure other than their harvestable body 
  parts, the exception being any valuables carried by their dead victims. 
  hArvEStABLE pArtS 
  hArvEStABLE pArtS 
  The hide of the stank hog can be removed and cured for leather goods, 
  including hide or leather armor, boots, and other mundane goods. It takes 
  one hour for an experienced hunter to properly remove the hide. An 
  unspoiled hide can fetch 8 sp. 
  The tusks of the stank hog can be removed, undamaged, in approximately 
  one minute. Each tusk is valued at 1 gp and can be used for ornamentation 
  or as a primitive blade or piercing weapon if affixed with a handle and 
  further sharpened. 
  The meat of the stank hog is not valued due to its gamey taste with a hint 
  of putridity. It is edible and nourishing, but only for the desperate. A light 
  scent and taste of the noxious flatulence permeate the meat of the entire 
  hog, but the taste in the hindquarters is overwhelmingly strong and cannot 
  be eaten without inducing vomit. 
  The value of a piglet, though rarely desired, is 25 gp to the right buyer 
  (someone wanting to discourage trespassers or desiring to harvest the 
  stank gland upon maturity). 
  The real prize from the stank hog is its anal gland. Though the biological 
  processes required to generate the noxious effect dies with the hog, the 
  residue remaining within the glandular sack can be used as a component 
  for the cloudkill spell or as an ingredient in poisons or stank bombs (see 
  below). The gland is fairly benign (if left intact upon removal) as long 
  as no pressure is applied that would release any trapped gas inside. The 
  stank gland sells for approximately 50 gp to wizards, thieves, assassins, 
  and alchemists. Removing one without damaging it requires a character to 
  make a Delicate Tasks check or to roll below their dexterity on 3d6. 
  prEpArAtionS uSing thE StAnk hog AnAL gLAnd 
  prEpArAtionS uSing thE StAnk hog AnAL gLAnd 
  The practitioner must wear a wet cloth over the mouth and nose, and 
  airtight goggles to prevent incapacitation from the acrid fumes. The 
  preferred method is to be downwind on a slightly breezy day or have 
  assistants constantly fan the back of the practitioner. 
  The mucosal lining is scraped away from the viscera and dried in the sun 
  for three days. The dried lining is then ground into a fine powder — stank 
  hog powder — and collected in a stoppered glass vial until used. Four 
  ounces of stank hog powder can be extracted from a single anal gland. 
  SpELL CoMponEnt 
  SpELL CoMponEnt 
  The stank hog powder can be substituted as a more effective component 
  in the casting of cloudkill. 
  If used as a component, the cloudkill spell is intensified, and saving 
  throws  are  made  at  –2 versus the spell. Each casting consumes half 
  an ounce of stank hog powder. 
  non-LEthAL poiSon 
  non-LEthAL poiSon 
  Sprinkling stank hog powder into a drink causes the imbiber to fall ill, 
  growing weak, nauseated, and most likely vomitous. The lingering stench 
  of the stank hog powder can be lessened by a prolonged drying out stage, 
  decreasing the likelihood of detection. The poison is best employed in an 
  alcoholic beverage to disguise the taste and to give the appearance that the 
  imbiber has drank too much. The indisposed victim becomes a ripe target 
  for pickpocketing, kidnapping, or murder without putting up a fight. 
  Anyone drinking liquid tainted with stank hog powder must make a 
  saving throw or become ill. The effects are similar to being puking drunk, 
  or near the brink of puking, and the victim is only able to stagger with 
  some assistance to the nearest latrine in which to puke or to a bed in which 
  to lie down. However, the victim has no real self-control and heads in 
  whichever direction he is led. If not led, the victim does his best to head 
  outdoors for fresh air, but if he encounters any obstacles, he lies down on 
  the floor and falls asleep or blacks out within 15 minutes. One ounce of 
  stank hog powder must be used to effectively poison a victim. 
  StAnk BoMB 
  StAnk BoMB 
  Two ounces of stank hog powder are funneled into a glass flask, and 
  a stopper is inserted. A pipette is pushed through a hole in the stopper, 
  and air is pumped gently into the flask, causing an increase in the internal 
  pressure. Finally, a viscous sap is forced through the pipette as it is 
  removed, sealing the pressurized flask. 
  
  10|scents & sensibilities
  10|scents & sensibilities
  In battle, the stank bomb is simply thrown at an opponent. If the 
  glass  flask  breaks,  the  internal  pressure,  as  well  as  the  pressure  of 
  impact, distributes the stank hog powder into the air. All creatures 
  within a 10-foot radius must make a saving throw or suffer the effects of 
  the mephitic gust, i.e. they immediately fall upon the ground with eyes 
  stinging and vomit flowing. Any creature making a saving throw must 
  use its next action to exit the area, forgoing any attacks. If any actions 
  are made other than an attempt to leave the area, the creature must make 
  a saving throw for each action attempted. Those creatures initially failing 
  the saving throw will be allowed an additional saving throw every other 
  round. The stank bomb effect lasts for 1d3 rounds or until a moderate 
  breeze dissipates it. 
  AdvEnturE hookS 
  AdvEnturE hookS 
  Below are some adventure hooks with specifics that can either be used 
  as written, expounded upon, or tweaked as you see fit. 
  Stank hogs make great wandering monsters in any wilderness or jungle 
  journey, bursting out of the underbrush to surprise the incautious party. 
  A rebel group hires the characters to free a comrade held in the city 
  keep. Kenwhit, a low-level thief with the local thieves’ guild, is demanding 
  three stank hog anal glands in exchange for revealing the hidden entrance 
  to the sewers leading directly into the keep’s dungeon. Unmoved by offers 
  of coin, he boasts that he can scam or steal gold anytime but needs the 
  glands to create poisons for a big mark coming to town next week. Stank 
  hogs have been seen in the nearby woods. 
  The characters encounter a small halfling farming village during their 
  travels. Mayor Gipply barters  their  finest  pipeweed  (150  gp worth) in 
  return for the eradication of a local sounder of stank hogs. The pipeweed is 
  highly sought after, and the farther from the halfling village, the higher the 
  price it fetches. 
  The reclusive wizard Mirelda is able to teach the spell cloudkill to 
  a wizard in the party (or perhaps sell needed potions and scrolls). She 
  teaches the spell only in return for four stank hog anal glands. If her request 
  is fulfilled, she teaches the spell for free and imparts the knowledge that 
  stank hog gland powder intensifies the spell as noted above. 
  A decrepit old alchemist named Craginth sends his assistant to seek 
  out  the  adventurers.  If  the  characters  answer  his  call,  he  requests  five 
  stank hog anal glands for making stank bombs. He pays 50 gp each for 
  the glands and offers to teach the characters how to make stank bombs 
  for a fee. If they wish to learn the secret, it costs them five stank hog anal 
  glands and an additional 100 gp. The alchemist throws in one free stank 
  bomb if the party pays his fee. Alternatively, the alchemist converts stank 
  hog anal glands into stank bombs for a fee of 25 gp each. The process 
  takes four days. He is unable to produce the stank bombs without the help 
  of the characters due to having no supplier of the hard-to-find ingredient. 
  An aging squire, Gregor Destane, is a son of a wealthy nobleman. His 
  inheritance is contingent upon his becoming a knight, though he does not 
  share this information with the characters. He offers 150 gp to be escorted 
  on a hunt for a stank hog. He wants it kept quiet. He intends to take the head 
  as a trophy to prove his worth to the archduke in charge of raising squires 
  to knighthood, having been rejected in the past for failure to demonstrate 
  bravery in battle. A rabid stank hog has been traveling farther from the 
  woods than usual and attacking outlying villages, killing two farmers and 
  a young boy recently. He feels that dispatching the hog “by himself” will 
  prove his worth. He requests that the characters meet him just inside the 
  forest to begin the hunt (to avoid any witnesses). 
  Oleg, a wealthy tavern owner, seeks the head of a stank hog to display 
  upon his tavern wall alongside other trophies. His signature drink is 
  called Old Stank Eye, and he feels the trophy will boost sales as well 
  as give patrons a good laugh. He offers 100 gp for the retrieval of the 
  head and delivery to the local taxidermist in his name. Note: Old Stank 
  Eye is an aged whiskey infused with a collection of healing herbs — a 
  family secret — cultivated by his nearly 90-year-old mother. The drink 
  costs 5 gp and gives the instant effect of +2 temporary hit points and 
  decreases Dexterity by 2 points for the next six hours. Only one drink 
  can be imbibed within a 24-hour period or the drinker becomes extremely 
  sleepy, unable to do anything productive other than fight to stay awake. 
  Oleg warns all customers, “Only drink one,” before bursting out with 
  raucous laughter. 
  SAyingS And SiMiLES 
  SAyingS And SiMiLES 
  • As stinky as a stank hog. 
  • Stank hog drunk (referring to vomiting drunk). 
  I’d rather wallow with a stank hog than bed with you. 
  ’Tis better to let the stank hog eat your carrots than to die a stinky death. 
  
  Part the third: relevant statistics 
  Part the third: relevant statistics |11
  |11
  pArt thE third: rELEvAnt StAtiStiCS 
  pArt thE third: rELEvAnt StAtiStiCS 
  yShkAt (
  yShkAt (yiSh-CAt
  yiSh-CAt)
  Hit Dice: 8
  Armor Class: 5[14]
  Attacks: Bite (1d6), 2 claws (1d4), tail sting (1d6 + lethal 
  poison)
  Saving Throw: 8
  Special: Lethal poison, planar shift, pounce, reflexive 
  displacement, spell-like abilities
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1, 1d2+1
  Challenge Level: 11/1700
  Yshkats have human-like bodies, but their facial features are slightly 
  feline. A yshkat’s large eyes have vertical pupils rather than round ones, 
  their ears are slightly higher than a human’s, and their mouths carry a 
  vicious array of teeth. They have tails with a poison sting, but usually 
  attempt to keep these hidden under cloaks or coats that can be flipped aside 
  easily to use the stinger in combat. Anyone struck by the tail sting must 
  make a saving throw or die.
  If the yshkat moves at least 20 feet straight toward a creature and then 
  hits with a claw attack, that target must make a saving throw or be knocked 
  prone. If the target is prone, the yshkat can make a bite attack on the prone 
  creature which grants it a +2 saving throw against any targeted attack. 
  They can cast magic missile and shield twice per day. Once per day they 
  can cast hold person and web.
  Family Organization. Yshkats are organized into prides, families 
  that have roughly equal numbers of males and females, depending on 
  births  and  deaths.  Prides  usually  have  1d4  +  4  members  at  any  given 
  time. Yshkats almost always do their trading alone (although many 
  of them travel with small entourages of non-yshkat minions). The 
  pride itself comes together on a pre-agreed world once every five or 10 
  years. Different prides of yshkats never work together, although they 
  trade cubs back and forth (as with almost everything the yshkats do, this 
  is a commercial transaction). Occasionally, two yshkat prides end up in 
  a blood feud with each other, in which case many of the ordinary facets 
  of yshkat behavior are suspended until the feud is resolved. These can be 
  bloody battles fought across several worlds. 
  Interplanar Traders. Yshkats travel through the planes of existence 
  and different worlds of the material plane, trading various commodities 
  in each new market. In general, each yshkat specializes in a particular 
  product such as perfumes, jewelry, weapons, and so on. 
  Yshkat: HD 8; AC 5[14]; Atk bite (1d6), 2 claws (1d4), tail 
  sting (1d6 + lethal poison); Move 12; Save 8; AL N; CL/XP 
  11/1700; Special: lethal poison (save or die), planar shift 
  (shift from one plane to another), pounce (20 ft. run and hit 
  with claw, save or knocked prone; automatic bite attack on 
  prone creatures), reflexive displacement (+2 saving throw vs. 
  targeted attack), spell-like abilities.
   Spell-like abilities: 2/day—magic missile, shield; 1/day—
  hold person, web.
   
  
  12|scents & sensibilities
  12|scents & sensibilities
  Any piercing attack from the flank or rear has a 10% chance of popping 
  the inflated anal gland of the stank hog, releasing the noxious flatulence 
  and causing the full effect as described above. Additionally, any piercing 
  or slashing hit from the flank or rear that does 12 or more points of damage 
  has a 50% chance of popping the inflated anal gland and triggering the 
  mephitic gust, the mighty blow cutting deep into the stank hog’s thick hide 
  and puncturing the gas-filled gland. Once the anal gland is punctured, the 
  hog can no longer use its mephitic gust attack until it can rest and heal for 
  one week.
  Stank Hog: HD 7; AC 6[13]; Atk bite (1d6) or gore 
  (1d8); Move 15; Save 9; AL N; CL/XP 8/800; Special: 
  cut and run (gore attack from hiding, save or knocked 
  prone), mephitic gust (incapacitating cloud lasts 1d4+1 
  rounds; roll 1d20: 1–10, no effect and cannot use for 
  rest of day; 11–14, 10-ft. cloud; 15–19, 20-ft. cloud; 20, 
  30-ft. cloud; save or incapacitated), stank’s revenge 
  (any piercing attack on creature’s flank has 10% 
  chance of puncturing gland and releasing mephitic 
  gust; attacks doing 12 or more damage have 50% 
  chance).
  StAnk hog 
  StAnk hog 
  Hit Dice: 7
  Armor Class: 6[13]
  Attacks: Bite (1d6), gore (1d8)
  Saving Throw: 9
  Special: Cut and run, mephitic gust, stank’s revenge
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1d2 or 5d4 (including piglets)
  Challenge Level: 8/800
  The stank hog is somewhat larger than its cousin, the common wild 
  swine, reaching a shoulder height of 40 inches, a length of six feet, and 
  weighing up to 500 pounds. Protruding from an elongated muzzle, a single 
  set of curved and pointed tusks reaches a length of 10–12 inches upon 
  maturity of the hog. Stank hogs are nearly devoid of fur, with only sparse, 
  bristly hairs poking upward from their thick, dark-gray hides. Each of its 
  feet has four toes that end in two larger frontal hooves and two smaller rear 
  hooves. Its short tail ends with a tuft of bristly hair and twitches when the 
  animal is agitated. 
  A stank hog attacks with its vicious bite, but it prefers to charge its 
  opponent, often emerging from the cover of thick underbrush, and attempts 
  to gore with its tusks and keep running to the safety of more underbrush, 
  if present, or simply to put space between itself and the opponent. Any 
  opponent gored in such a manner must make a saving throw or be knocked 
  prone. The hog may or may not release its mephitic gust attack during this 
  charge.
  Once every other round, the stank hog can let forth a vile gust of air 
  accumulated in its specialized anal gland. This attack is an additional free 
  action and can be coupled with any other attack. Roll 1d20. On a result 
  of less than 10, the anal gland deflates and adheres to itself, rendering 
  the  mephitic  gust  for  that  stank  hog unusable that  day. A  result  of  10 
  or  higher  creates  a  10-foot-diameter  gas  cloud;  15  or  higher  creates  a 
  20-foot-diameter gas cloud; and a roll of 20 creates a 30-foot-diameter 
  gas cloud. The effect is immediate and profound, affecting all creatures 
  within the cloud. Any creature caught within the gaseous cloud must make 
  a saving throw or immediately fall upon the ground with eyes stinging and 
  vomit flowing. Any creature making the save must use its next action to 
  exit the area, forgoing any attacks. If any actions are made other than an 
  attempt to leave the area, the creature must make a saving throw for each 
  action attempted. Those creatures initially failing the saving throw will be 
  allowed an additional saving throw every other round. The mephitic gust 
  lasts for 1d4 + 1 rounds, lingering in the same area unless a strong wind 
  disperses it. The stank hog is immune to its own and other stank hogs’ 
  mephitic gust. 
  
  Part the third: relevant statistics 
  Part the third: relevant statistics |13
  |13
  StAnk pigLEt
  StAnk pigLEt
  Hit Dice: 2
  Armor Class: 6[13]
  Attacks: Bite (1d4), gore (1d6)
  Saving Throw: 16
  Special: Cut and run, mephitic gust, stank’s revenge
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1d3 or with adults
  Challenge Level: 3/60
  Stank piglets are tinier versions of the adults, and they use many of 
  the  same  tactics. Their  mephitic  cloud  is  smaller,  however.  Roll  1d20. 
  On a result of less than 10, the anal gland deflates and adheres to itself, 
  rendering the mephitic gust for that stank hog unusable that day. A result 
  of 10 or higher creates a five-foot-diameter gas cloud; 15 or higher creates 
  a 10-foot-diameter gas cloud.
  Stank Piglet: HD 2; AC 6[13]; Atk bite (1d4), gore (1d6); 
  Move 15; Save 16; AL N; CL/XP 3/60; Special: cut and run 
  (gore attack from hiding), mephitic gust (incapacitating cloud 
  lasts 1d4+1 rounds; roll 1d20: 1–10, no effect and cannot use 
  for rest of day; 11–14, 5-ft. cloud; 15–20, 10-ft. cloud; save 
  or incapacitated), stank’s revenge (any piercing attack on 
  creature’s flank has 10% chance of puncturing gland and 
  releasing mephitic gust; attacks doing 12 damage have 50% 
  chance).
  
  14|scents & sensibilities
  14|scents & sensibilities
  
  Part the third: relevant statistics 
  Part the third: relevant statistics |15
  |15
  
  16|scents & sensibilities
  16|scents & sensibilities
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, 
  Jeremy  Crawford,  Chris  Perkins,  Rodney  Thompson,  Peter  Lee,  James  Wyatt,  Robert  J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by 
  E. Gary Gygax and Dave Arneson. 
   Original Spell Name Compendium © 2002 Clark Peterson; based on NPC-named spells 
  from  the  Player’s  Handbook  that  were  renamed  in  this  System  Reference  Document. 
  The Compendium can be found on the legal page of www.necromancegames.com.  
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, © 2010, Matthew J. Finch
  Stank Hog, © 2018, Frog God Games; Author: Scott Swift.
  Scents & Sensibilities, © 2020, Frog God Games; Author: Scott Swift, Skeeter Green and 
  Matt Finch. 
  Adventures 
  Worth  
  Winning
  
  FROG GOD
  GAMES
  FROG GOD GAMES ADVENTURES
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Scents and Sensibilities.pdf