TEXT: Frog God 
  Games
  By Tom Knauss
  By Tom Knauss
  Fishers of Men
  Fishers of Men
  
  Frog  
  God 
  Games
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  CEO
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  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Frog V
  Patrick N. Pilgrim
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  Charles A. Wright
  Developers
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  Zach of All Trades
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  Final Boss
  Skeeter Green
  FROG GOD GAMES IS
  Author
  Tom Knauss
  Developer
  Patrick N. Pilgrim
  Producer
  Bill Webb
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  Jeff Harkness
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  Charles A. Wright
  Front Cover Art
  Artem Shukaev
  Interior Art
  Artem Shukaev, Richard Thomas
  Cartography
  Robert Altbauer
  Adventures 
  Worth  
  Winning
  Quests of Doom 4
  Fishers of Men
  
  2
  Quests of doom 4
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e, PF 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest (pdf only) PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness PF 
  Marshes of Malice PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  Fishers of Men
  Table of Contents
  Credits ........................................................................ p. 1
  Fishers of Men ...............................................................p. 4
  Map Appendix ..............................................................p. 22
  Legal Appendix .............................................................p. 27
  
  4
  Quests of doom 4
  Why would someone pry open an animal that looks like a grotesque, 
  filthy stone and devour the slimy, amorphous goo inside the misshapen 
  carapace? I cannot give a reason, but I only regret that I cannot personally 
  thank that courageous gastronomical explorer for bestowing the world’s 
  most heavenly culinary delight to its appreciative admirers.
  — Irvin Latali, head chef at The Proud Snail Eatery in Endhome
  Fishers of Men is a 6th-level adventure that takes the characters into 
  the Dragonmarsh Lowlands, a forsaken land blighted by the vile demon 
  lord Tsathogga and countless foul denizens. When Quaywright Fishery 
  inexplicably falls silent, it takes those of stout heart to determine what 
  dire fate befell the former inhabitants and what monstrosity now lords in 
  their place. The grisly carnage leaves even the most seasoned adventurers 
  shaken to the core, as they witness firsthand and may personally experience 
  what it feels like when the tables turn against humanity.
  Adventure Background
  Fishermen are a breed apart from most people. Their craft is an 
  art rather than a staid profession. For them, success depends upon the 
  angler’s mastery of subtleties. Timing and location are everything in 
  this challenging business. Knowing where and when to drop one’s hook 
  into the murky depths are what separate the experts from the amateurs. 
  Nonetheless, no one can control the type of fish and animals that inhabit 
  a particular area. The average fisherman cannot afford the luxury of 
  being finicky when it comes to selecting what particular species of fish 
  or marine animal lands on the dinner plate. However, some wealthy 
  individuals can afford to forego the ordinary and instead indulge their 
  refined palates. These elite connoisseurs gladly pay any sum to dine on the 
  finest delicacies the seas can produce, and one enterprising man eagerly 
  caters to their every whim.
  Born into extreme privilege, Oliver Quaywright, a renowned food critic 
  and gourmet chef from Endhome, saw an opportunity to fill an underserved 
  niche. Blessed with astounding culinary abilities, the demanding Oliver 
  serves only the best ingredients in his kitchen, a trait he shares with other 
  gastronomists. His eclectic pantry teems with rare meats and exotic spices, 
  but one fare tops all others — mollusks. The simple animals’ succulent 
  meat captures his imagination. Indeed, during his youth he remembered 
  a tantalizing flavor above all others, a particular species of oyster culled 
  from the backchannels of the Dragonmarsh Lowlands along the northern 
  branch of the Canyon River in Eastreach Province. From the moment he 
  tasted the delicious delight, he vowed one day to return to the dangerous 
  locale, where he would harvest and sell this remarkable gift to those who 
  appreciated such marvels. When he inherited his father’s vast fortune at the 
  age of 33, Oliver’s dream became reality. Alongside a retinue of men-at-
  arms, engineers, fishermen, and laborers, the aristocrat leveled the unkempt 
  wetland and then constructed a fishery atop a slightly elevated mound along 
  the marsh’s fertile banks. Within a year’s time, the Oliver was exporting 
  his product throughout the region. Profits quickly soared, and many took 
  notice of his success. They called him a visionary in some circles and a mad 
  prophet in others. Yet one detractor viewed him in an entirely different light.
  Oliver built his fishery, but an undying evil permeates the black earth 
  throughout the Dragonmarsh Lowlands. Although his temple may lie miles 
  away from here, the dark god Tsathogga’s cloister bathes this domain in a 
  veil of depravity. His mindless hatred held sway in the heart of Quattu, a 
  chuul who acquired an unusual spherical scarlet-and-blue stone along with 
  one of Oliver’s shipping labels from an unfortunate victim. The bauble 
  instantly floated around its head, expanding its warped mind. A deluge of 
  malevolent thoughts flooded its brain. The sudden surge of intelligence 
  led it to the epiphany that the shipping label would lead him to the site 
  where humans had infiltrated the swamp, defiling it with their structures. 
  Over the course of the next several months, Quattu rallied others to its 
  side, including a clan of crabmen and a coven of sea hags.
  With its followers in place, the chuul set its plan into motion. On that 
  fateful night ten weeks ago, Quattu and its loyal supporters systematically 
  overran the facility’s defenses, confirming the aberration’s uncanny 
  intelligence. Yet its tactical prowess belied its barbarism. Quattu and its 
  minions tore through the fishery and savagely filleted its overmatched 
  humanoid defenders, turning the once vibrant men and women into listless 
  slabs of bloody, boneless flesh, and rotting organs they lustily devoured. 
  Naturally, Quattu saved his pièce de résistance for Oliver Quaywright. 
  Quattu gutted the businessman with its serrated claws and dropped his 
  nearly lifeless body into a pool of boiling water to finish the deed.
  Pleased by its display of butchery, the new master of Quaywright 
  Fishery now takes great delight converting the mollusk fishery into a 
  humanoid slaughterhouse. Its allies frequently patrol the neighboring 
  branch of the Canyon River and the surrounding marshlands for fresh 
  victims. The aquatic predators capsize passing vessels and drag their 
  unfortunate crews ashore to face a miserable fate. Quattu’s debauchery 
  whets the voracious appetite of the twisted land’s vile divine patron, 
  Tsathogga, who sent several of his minions to aid the chuul. For the time 
  being, Quattu’s autonomy remains intact, as it entertains the demon lord’s 
  persistent overtures. Still, it is only a matter of time before Quattu falls 
  under the Frog God’s spell and ratchets up the violence.
  Adventure Synopsis
  Being that the Dragonmarsh Lowlands are virtually uninhabited 
  by civilized folk, the adventure likely begins in a more populated area 
  somewhere else in the Lost Lands, such as Zelkor’s Ferry, Rendersby 
  further upriver, or one of the larger towns or cities in a coastal region, 
  including Eastgate or Endhome. The characters may be drawn into 
  investigating the events at Quaywright Fishery either traveling to or from 
  another destination, with the fabled dungeons of Rappan Athuk or Barakus 
  being the most noteworthy venues. Alternatively, a concerned third party 
  contacts them for assistance regarding the controversy surrounding the 
  distant facility. The almost-certainly lengthy trek to the isolated locale 
  gives the PCs an ideal opportunity to gather information about their 
  remote destination and engage in several encounters with fellow travelers 
  and the region’s monstrous denizens along the way.
  When the adventurers finally reach the Dragonmarsh Lowlands, they 
  face several choices. Those who opt to sail directly toward Quaywright 
  Fishery via the Canyon River must brave a mischievous pack of gremlins 
  and their sea hag mistresses who attempt to flip their vessel and butcher 
  the craft’s occupants. Alternatively, the PCs may forgo the straightforward 
  route and steer a wide berth away from the scene of the carnage, beaching 
  their boat farther inland or upriver. From there, they must make an 
  overland approach, contending with the indigenous beasts and monsters 
  who inhabit the desolate tidal marshes as well as the natural hazards 
  blocking their path to Quattu’s newly established base of operations.
  With their goal now in sight, the PCs first lay eyes upon the aftermath 
  of the chuul’s rampage. Humanoid ribcages, vertebrae, and long bones 
  bake in the sun alongside scraps of discarded offal the voracious eaters 
  tossed aside during their rampage. Meanwhile, Quattu’s minions roam the 
  grounds in search of more victims and leftover scraps from the eviscerated 
  carcasses strewn about the area. The PCs who step onto this macabre 
  stage realize the butchery is more than a spontaneous, animalistic feast. 
  They discover the aberration converted Oliver’s fishery into an open-
  air humanoid slaughterhouse. The sickening sights and overwhelming 
  stenches of rotting men being gutted, filleted, shucked, smoked, and 
  brined like oysters, mussels, and fish revolts even the hardiest stomachs.
  Despite the pervasive odor of death, the PCs must press onward into the 
  Fishers of Men
  
  5
  Fishers of Men
  fishery proper where it becomes obvious Quattu stamped its imprint upon 
  this hellish place. Still, the Frog God’s corruptive whispers resonate within 
  its heart as it dabbles in the deranged deity’s forbidden rites. The PCs 
  must overcome the chuul’s servants, who are aided by the demon lord’s 
  reinforcements, before they can directly confront the monster responsible 
  for unleashing the maelstrom of violence. In this final climactic battle, the 
  adventurers must defeat Quattu and prevent Tsathogga’s influence from 
  spreading throughout the region.
  Starting the Adventure
  Unless the characters concluded their previous adventure within the 
  unfriendly confines of the Dragonmarsh Lowlands, they first become involved 
  in the events at Quaywright Fishery while at another location, such as the 
  village of Zelkor’s Ferry or the distant town of Rendersby. It is also possible 
  the heroes are en route to one of the preceding locales via the Canyon River 
  when fate intervenes and steers them toward the wetlands’ unwelcoming 
  banks. Naturally, the preceding comments apply to adventures taking place 
  in the Lost Lands campaign world from Frog God Games. With just some 
  minor alternations, the GM can set the story in her own campaign setting. In 
  this case, the opening segment can take place anywhere, though the bulk of 
  the action is intended to unfold in the Dragonmarsh Lowlands or any other 
  suitable wetlands’ locale of the GM’s choice. However, the adventure focuses 
  on the events at Quaywright Fishery and its environs rather than recount the 
  details of a long sea voyage or overland march.
  Hooks
  The PCs can be drawn into the action in one of several ways. For 
  adventurers not ready to tackle the rigors of Rappan Athuk, this adventure 
  offers an opportunity for them to hone their skills before delving into the 
  massive dungeon. In a similar vein, characters traveling to or from one 
  of the settlements along the Canyon River may find themselves suddenly 
  embroiled in the unsettling incidents taking place at the Quaywright 
  Fishery while making their way down the waterway. In the case of 
  characters farther afield, a worried third party actively seeks the assistance 
  of adventurers to find out why shipments from Quaywright Fishery 
  suddenly stopped. As an alternative to offering the characters payment in 
  exchange for their assistance, one of the PCs may have a close personal 
  relationship with an interested party that spurs their involvement. The GM 
  is free to use one or more of the following hooks or create her own in order 
  to get the adventure’s action underway.
  Dragonmarsh Lowlands’ Encounters
  Deadly encounters abound within the marsh, regardless of the terrain 
  features found in a particular area. Mosquitoes and midges are everywhere 
  in this damp, grassy environment. In addition to these more mundane 
  dangers, on a roll of 1 or 2 on 1d6 the PCs cross paths with at least one 
  hostile denizen for each hour spent moving through these wetlands. The 
  GM may use any of the following encounters. Alternatively, she may 
  consult the Appendix to create different encounters, use the encounter 
  tables that appear in the “Dragonmarsh Lowlands” section found in the 
  Wilderness Areas chapter of Rappan Athuk by Frog God Games, or 
  create new ones.
  Frog God’s Disciples (CR 7)
  Clad in distinctive green and violet robes, the vile god’s followers slog 
  through the region to spread their deity’s influence throughout the region. 
  This particular band includes 6 acolytes of Tsathogga and 2 Tsathoggan 
  under-priests who have waded into the marsh to also look into the strange 
  occurrences at Quaywright Fishery.
  They claim to be pilgrims traveling to the site of a purported miracle. 
  They profess no allegiance to any specific deity or dogma, declaring that 
  they are “lumps of clay waiting to be shaped into something divine.” It 
  is their contention that the wondrous marvel — which they describe as 
  a newly formed sinkhole filled with pristine water and heavenly spirits 
  — has the power to bestow immortality to any pure-hearted creature 
  who drinks even a single drop of the liquid. Observant adventurers who 
  succeed on a DC 15 Knowledge (religion) check correctly associate their 
  garb and mannerisms with the demon lord Tsathogga.
  After telling their tale, the clerics expect the characters to reciprocate 
  and tell them the reason for their trek into the Dragonmarsh Lowlands. 
  If the PCs mention the fishery, it takes a successful DC 20 Sense Motive 
  check to notice that the topic piques their interest. They casually try to 
  inquire further about the locale, but their clumsy efforts at subtlety are 
  virtually transparent. They grasp at straws trying to keep the conversation 
  moving forward, only to grow increasingly flustered by their obvious lack 
  of success. In the end, Tsathogga’s violent devotees cannot suppress their 
  true nature indefinitely. When the PCs catch them in a lie or utterly fluster 
  them, the cultists launch a wild assault. The acolytes swarm their foes, 
  while the priests turn the battlefield into a foggy haze.
  ACOLYTES OF TSATHOGGA (6) 
  CR 1
  XP 400
  Male human fighter 2 (Rappan Athuk 62)
  CE Medium humanoid (human)
  Init +0; Perception +2
   
  AC 10, touch 10, flat-footed 10
  hp 19 (2d10+4 plus 4)
  Fort +7; Ref +0; Will +0 (+1 vs. fear, +4 vs. mind-affecting 
  effects)
  Defensive Abilities bravery +1, fanatical
   
  Speed 30 ft.
  Melee flail +5 (1d8+2)
   
  Str 14, Dex 10, Con 14, Int 8, Wis 10, Cha 6
  Base Atk +2; CMB +4; CMD 14
  Feats Great Fortitude, Power Attack, Toughness, Weapon 
  Focus (flail)
  Skills Intimidate +3, Perception +2
  Languages Common
  Gear flail, dark green felt robes with face-covering cowls, 
  symbol of Tsathogga
   
  Fanatical (Ex) Due to dogmatic brainwashing, acolytes 
  of Tsathogga gain a +4 on their Will saves against mind-
  affecting spells.
  TSATHOGGAN UNDER-PRIESTS (2) 
  CR 2
  XP 600
  Male human cleric of Tsathogga 3 (Rappan Athuk 65)
  CE Medium humanoid (human)
  Init –1; Perception +4
   
  AC 9, touch 9, flat-footed 9 (–1 Dex)
  hp 22 (3d8+3 plus 6)
  Fort +6; Ref +0; Will +5 (+9 vs. mind-affecting effects)
  Defensive Abilities fanatical
   
  Speed 30 ft.
  Melee sickle +3 (1d6+1)
  Special Attacks channel negative energy (2/day, 2d6,  
  DC 10)
  Domain Spell-Like Abilities (CL 3rd; melee touch +3)
  5/day—icicle (1d6+1), touch of evil
  Spells Prepared (CL 3rd)
  2nd—fog cloudD, hold person (DC 14), spiritual weapon
  1st—command (DC 13), bless, curse water, protection from 
  goodD
  0—detect magic, detect poison, create water, read magic
  D Domain spell Domains Evil, Water
   
  Str 12, Dex 8, Con 12, Int 8, Wis 14, Cha 8
  
  6
  Quests of doom 4
  Base Atk +2; CMB +3; CMD 12
  Feats Combat Casting, Great Fortitude, Toughness
  Skills Knowledge (religion) +2, Perception +4, Spellcraft +1
  Languages Common
  Combat Gear potion of gaseous form, 3 doses of unholy 
  water; Other Gear sickle, dark green felt robes with face-
  covering cowls, symbol of Tsathogga, spell component 
  pouch
   
  Fanatical (Ex) Due to dogmatic brainwashing, acolytes 
  of Tsathogga gain a +4 on their Will saves against mind-
  affecting spells.
  Development: The Frog God’s disciples fight to the death, 
  revealing nothing unless forcibly compelled to speak against 
  their will. In that case, the worshipper grudgingly admits 
  they were on their way to the fishery to convert the current 
  occupants to their faith. They have no knowledge about 
  the events at the fishery. If the PCs attempt to force them 
  to accompany the heroes to the fishery or fight alongside 
  them, the distraught worshippers flee into the marsh at 
  the first opportunity. Disciples who cannot retreat commit 
  suicide, praising their deranged demon lord with their dying 
  breath.
  Marsh Patrol (CR 6)
  Despite their hulking size, these 3 swamp trolls are remarkably nimble 
  and stealthy predators. The giants use their coloration and moss-like skin 
  texture to blend into their surroundings, allowing them to sneak up on 
  game and humanoids. The nomadic monsters typically loiter in areas 
  animals and humanoids regularly frequent such as fresh streams and tall 
  patches of grass that grant them concealment. When the brutes’ sensitive 
  noses pick up another creature’s scent, the cunning hunters gingerly step 
  through the fetid water and mud until they can run up and attack their 
  victim in a single round.
  Though the hungry predators can regenerate like their more common 
  cousins, self-preservation tops their list of priorities. The giants retreat 
  deeper into the marsh when faced with superior opposition unless they 
  cannot safely retreat. In their haste to get away, the massive creatures 
  drop their leather sacks of goods and flee as fast they can. The dimwitted 
  humanoids know nothing about Quaywright Fishery or the disappearances.
  SWAMP TROLLS (3) 
  CR 3
  XP 800
  The Tome of Horrors Complete 614
  CE Large humanoid (giant) 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +3
   
  AC 16, touch 11, flat-footed 14 (+5 natural, +2 Dex, –1 size)
  hp 38 (4d8+20); regeneration 3 (acid or fire)
  Fort +9; Ref +3; Will +2
  Weaknesses swamp dependent
   
  Speed 30 ft., swim 30 ft. 
  Melee bite +6 (2d6+4), 2 claws +6 (1d6+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws 1d6+6)
   
  Str 18, Dex 14, Con 20, Int 6, Wis 9, Cha 4
  Base Atk +3; CMB +8; CMD 20
  Feats Improved Natural Attack (bite)B, Iron Will, Skill Focus 
  (Perception)
  Skills Perception +3, Stealth +4 (+8 in swampy or forested 
  areas), Survival +3, Swim +12; Racial Modifier +4 Stealth in 
  swampy or forested areas
  Languages Giant
   
  Swamp Dependent (Ex) Swamp trolls keep their bodies 
  covered in a thick coating of mud and swamp water. 
  Without such a coating, they lose their regeneration ability 
  and eventually suffocate. They can survive away from their 
  murky home for 1 hour per 2 points of Constitution. After 
  that, see the suffocation rules in Chapter 13 of the Pathfinder 
  Roleplaying Game Core Rulebook. They cannot regenerate 
  while subject to suffocation from being away from their 
  swamp for too long.
  Treasure: Each swamp troll’s sack contains six chunks of gold they 
  took from a prospector panning for the precious metal from a nearby 
  stream. Each large nugget is worth 2d6 x 10 gp.
  Pluff the Dragonmarsh  
  Hazard Lurks by the Sea
  As the PCs make their way through the tidal marsh, they may encounter 
  several natural occurrences of quicksand — also known as pluff mud. A 
  character moving at a normal pace spots the quicksand with a successful 
  DC 8 Survival check. Those traveling at a faster speed walk right into it. 
  The effects of quicksand appear in the “Marsh Terrain” section in Chapter 
  13 of the Pathfinder Roleplaying Game Core Rulebook.
  Snake and Shake (CR varies)
  The adventurers face off against 1d6+2 venomous snakes.
  VENOMOUS SNAKES (1d6+2) 
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Snake, Venomous”)
  If the PCs complete the last mile of their trip to Quaywright Fishery by 
  trudging through the marsh proper, then the GM can skip the following 
  Three if by Sea encounter and proceed directly to the next section. On 
  the other hand, characters who opt for a water route up the fishery’s wharf 
  over that final mile face Quattu’s underwater guardians.
  Three if by Sea (CR 7)
  Quattu’s water guards consist of 3 sea hags who formed a coven. They 
  attack the crews of passing ships and 8 fuath gremlins retrieve the dead 
  and comatose victims of the hags’ attacks to lug them ashore and then 
  scuttle the vessel. These two groups constantly patrol the waters within 1 
  mile of the fishery’s central dock, staying within several hundred feet of 
  each other at all times. There is a 40% chance of encountering either group 
  for each 1,000 feet traveled within the monsters’ territorial waters. The 
  two groups alert one another whenever one of them detects an oncoming 
  vessel. They then take up positions around the craft, being careful to 
  remain more than 60 feet away from each other. The sea hags begin the 
  assault, while the gremlins lag a safe distance behind them. When this 
  occurs, the GM may read or paraphrase the following description.
  The surrounding waters momentarily churn as three 
  hideous crones with grotesquely wrinkled faces, stringy, kelp-
  like hair, and bulging, hate-filled eyes emerge from the river. 
  Sickly green skin sags off the creatures’ emaciated frames.
  The sea hags surround the vessel or swimmers, causing everyone within 
  60 feet of a hag to immediately resist their horrific appearance ability. 
  They next direct their evil eye curse against a suitable, visible target. The 
  creatures stay mostly submerged within the river, giving them improved 
  cover (+8 to AC and +4 on Reflex saves) against land-based opponents. If 
  they weaken or stagger at least half of the PCs, they finally board the ship 
  and engage their remaining opponents in melee combat. Otherwise, they 
  continue to pepper their foes with their evil eye curse from the comparative 
  safety of their aquatic surroundings. Meanwhile, the gremlins keep their 
  distance from the battle as they wait for the sea hags to disable the crew.
  
  7
  Fishers of Men
  If the sea hags fail to incapacitate the PCs with their special abilities, 
  the trio gathers and uses their cooperative coven powers by conjuring a 
  forcecage around the group’s mightiest martial characters. From there, 
  they single out obvious non-spellcasters with their baleful polymorph, 
  bestow curse, and charm monster spell-like abilities. The hags retreat only 
  when the characters slay or incapacitate a member of the trio. When this 
  occurs, the survivors attempt to flee underwater and regroup in another 
  stretch of the river where they await an opportunity for revenge. The fuath 
  gremlins trail behind the ship and sabotage it when the PCs disembark. 
  Otherwise, the fuath gremlins attack while the PCs are onboard if they kill 
  all three sea hags and fight to the death. They currently reside in a small, 
  underwater cave near Quaywright Fishery’s dock with their monstrous 
  leaders. It takes a DC 15 Perception check to spot the partially concealed 
  entrance to their crowded alcove.
  SEA HAG (3) 
  CR 4
  XP 1,200
  hp 38 (Pathfinder Roleplaying Game Bestiary “Sea Hag”)
  (The coven’s abilities appear in the Pathfinder Roleplaying 
  Game Bestiary entry “Green Hag.”)
  FUATH GREMLINS (8) 
  CR 1
  XP 400
  hp 7 (Pathfinder Roleplaying Game Bestiary 3 “Gremlin, Fuath”)
  Treasure: One of the hags carries flying ointmentAPG on her person. The 
  hags and gremlins keep their remaining valuables in a stone chest within 
  their lair. This device contains 204 gp, 2,409 sp, iron ropeUE, six pearls 
  worth 100 gp each, and a pearl of power (1st level).
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  UE See Pathfinder Roleplaying Game Ultimate Equipment
  Quaywright Fishery
  After a grueling land or sea voyage, the PCs finally reach their intended 
  destination of Oliver’s overrun fishery. PCs who overcame Quattu’s 
  underwater guardians enjoy an unobstructed view of the immense facility. 
  Those who opted for the land route see nothing unless they climb over (DC 
  10 Climb check) or can otherwise look past the 10-foot-high wooden barrier 
  protecting the perimeter. Regardless of their vantage point, the GM may 
  read or paraphrase the following description of the enormous compound.
  An immense complex consisting of a massive wharf, 
  fishponds, conveyer belts, a processing house, and living 
  quarters sprawls across several acres of reclaimed marshland. 
  A 10-foot-high wooden fence protects the compound. The 
  seaside portion includes several lines of wooden cages floating 
  atop the surface adjacent to numerous inverted poles running 
  from the water’s surface to the riverbed. Mooring ropes lie 
  unattended atop three wooden piers positioned at the far 
  ends of the facility. Even in the brackish water, the exposed 
  ribs of several capsized boats can be seen below the murky 
  depths. Two massive wooden conveyer belts, each powered by 
  a wheelhouse, connect the riverside part of the facility to its 
  dry land counterpart to haul harvested fish to a large central 
  building standing atop an elevated mound farther inland. A 
  main door occupies the wall between the two conveyer belts. 
  Signs of an intense and violent struggle are visible everywhere 
  as decaying, dismembered bodies, pools of dried blood, and 
  scattered weapons litter the entire area. Six decapitated 
  skeletons serve to warn trespassers of the fate awaiting them.
  No impediments stand in the way of seafaring adventurers, though 
  characters who opted for the land route must overcome the wooden barrier 
  that surrounds the entire complex with a successful DC 10 Climb check.
  Arriving at Quaywright Fishery 
  (CR varies)
  When the heroes make landfall on the wharf or set foot on the grounds 
  proper, the PCs must contend with the locale’s living guardians. The 4 
  retch hounds who continuously roam the grounds act as the facility’s first 
  line of defense. These beasts benefit from extremely keen senses that allow 
  them to see well at night and also detect the scents of unwanted intruders. 
  It takes a successful DC 23 Stealth check to slip past them unnoticed, 
  though even a successful skill check does not negate their scent ability. 
  When one of them spots a trespasser, the beast barks loudly, alerting the 
  other pack members along with their current masters, a team of 6 crabmen 
  who supervise their activities. These slower, larger monstrous humanoids 
  lag behind, preferring to leave the fighting to their trained dogs. When this 
  occurs, the GM may read or paraphrase the following description.
  Four oversized, muscular dogs with matted and torn 
  brownish-yellow fur rush forward. Sickening pus oozes from 
  countless sores and abscesses covering their grotesque skin, 
  while pointed yellow teeth, many of which are broken and 
  serrated, fill its mouth. Four bulging, yellow eyes are spread 
  evenly across its canine forehead. Meanwhile, six large bipedal 
  humanoids with crab-like heads, splayed feet, and hands that 
  end in vicious pincers accompany the vicious beasts. Like 
  ordinary crustaceans, a reddish-brown exoskeleton protects 
  their bodies. Two smaller humanoid arms protrude from their 
  upper torso below their armored set of limbs.
  It is important to note that these creatures are spread out across an 
  extremely large area, so it may take as long as 1 minute for all of them to 
  finally arrive on the scene. The aggressive retch hounds first engage their 
  enemies with their breath weapon, blasting their opponents with sickening 
  acid before lunging at them with their jaws. Whenever possible, the pack 
  hunters surround and simultaneously attack a single foe. The crabmen 
  attack with their claws, attempting to grab and constrict their enemies. 
  Oddly, neither unit feels any compulsion to call for reinforcements or 
  otherwise alert the facility about the presence of intruders. If the battle 
  turns against them, the crabmen flee back to the river, leaving the retch 
  hounds to fight to the bitter end. Captured crabmen compelled to speak 
  against their will with a successful DC 13 Intimidate check or magical 
  intervention reveal only that Quattu, the great crustacean lord, vowed to 
  slaughter as many “soft skins” as possible. They can provide no details 
  about the main building or Quattu’s ultimate plans.
  RETCH HOUND (4) 
  CR 3
  XP 800
  The Tome of Horrors Complete 513
  NE Medium magical beast 
  Init +2; Senses darkvision 60 ft., scent; Perception +12
  Aura stench (DC 13, 10 rounds)
   
  AC 17, touch 12, flat-footed 15 (+5 natural, +2 Dex)
  hp 22 (3d10+6)
  Fort +5; Ref +5; Will +2
   
  Speed 40 ft.
  Melee bite +5 (1d6+2 plus trip)
  Special Attacks breath weapon (10-ft. cone, 2d6 acid 
  damage plus nauseated 1d3 rounds, Reflex DC 13 for half 
  and not nauseated, usable every 8+1d4 rounds)
   
  Str 14, Dex 15, Con 15, Int 5, Wis 12, Cha 4
  Base Atk +3; CMB +5; CMD 17 (21 vs. trip)
  Feats Skill Focus (Perception), Track
  Skills Perception +12, Survival +6 (+10 scent tracking); Racial 
  Modifier +4 Perception, +4 Survival when tracking by scent
  
  8
  Quests of doom 4
  CRABMAN (6) 
  CR 2
  XP 600
  The Tome of Horrors Complete 125
  N Large monstrous humanoid 
  Init +0; Senses darkvision 60 ft.; Perception +8
   
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 22 (3d10+6)
  Fort +3; Ref +3; Will +3
   
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +5 (1d6+3 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (claw 1d6+3)
   
  Str 16, Dex 11, Con 15, Int 10, Wis 10, Cha 8
  Base Atk +3; CMB +7 (+11 to grapple); CMD 17
  Feats Alertness, Power Attack
  Skills Craft (baskets) +6, Perception +8, Sense Motive +2, 
  Survival +6, Swim +21; Racial Modifier +4 Swim
  Languages Crabman
  SQ amphibious
  Treasure: The retch hounds carry nothing, but the crabmen keep a total 
  of four conch shells worth 25 gp each with them at all times and a bag 
  containing 45 seashells worth 1d4 gp each.
  Quaywright Fishery (CR varies)
  After dealing with the complex’s outer defenses and inhabitants, the 
  PCs are free to explore the grounds, provided of course that they do so 
  in an expeditious manner. Every 10 minutes thereafter, there is a 25% 
  chance that 2d4 crabmen or 1d8 fuath gremlins emerge from the waters 
  to feast on scraps of dead humanoids. Likewise, for each hour spent 
  exploring the area, there is a 40% chance 1d3 fey giant toads leap over 
  the fence or make their way out of the main building in search of intruders. 
  The large map of Quaywright Fishery details the complex’s seaside and 
  outdoor areas, while more-descriptive maps outline the features of areas 
  G, L and Q. Although not listed on the map, the ground slopes at a 
  gentle 10-degree angle from the shoreline to area Q. Overgrown rushes 
  and grasses dominate the landscape. Nonetheless, the fishery’s extensive 
  dredging operations and drainage capacity allow the PCs to treat all of 
  the squares on its grounds as dry land rather than difficult terrain. The 
  following section describes the outdoor areas in greater detail.
  CRABMEN (2d4) 
  CR 2
  XP 600
  hp 22 (see Arriving at Quaywright Fishery)
  FUATH GREMLINS (1d8) 
  CR 1
  XP 400
  hp 7 (Pathfinder Roleplaying Game Bestiary 3 “Gremlin, 
  Fuath”)
  FEY GIANT TOADS (1d3) 
  CR 3
  XP 800
  hp 22 (Pathfinder Roleplaying Game Bestiary 3 “Fey Creature”)
  F1: Riverbank (CR 6)
  Muddy water laps against the shore. The waterlogged 
  frames of sunken vessels along with the skeletal remains of 
  their crews litter the riverbed.
  Characters exploring the riverbed discover the remnants of five 
  different ships, including all three of Oliver’s transport ships (the Smug 
  Snail, the Brawny Mussel, and the Oyster’s Shell), a small rowboat with 
  no identification, and the Flighty Amalie a missing fishing vessel out of 
  the Amrin Estuary. Spotting the names of the vessels on the waterlogged 
  wrecks requires a successful DC 15 Perception check, while correctly 
  associating the names with Quaywright Fishery’s operations or a local 
  fishing enterprise demands a successful DC 20 Knowledge (local) check.
  Unfortunately the horrible circumstances surrounding the deaths 
  of these ships’ sailors left some of them hungry for revenge. A draugr 
  captain with his remaining crewmembers serving as his 2 draugr mates 
  hide within the wreckage of the Flighty Amalie, emerging to attack 
  encroaching humanoids. The trio focuses their attacks on one or two 
  individuals. They try to keep their opponents underwater, but if the PCs 
  move onshore, the undead monstrosities follow. On dry land, the captain 
  uses his obscuring mist spell-like ability to disorient the PCs.
  TYLER EBBENSFLOW 
  CR 3
  XP 800
  Male advanced draugr captain (Pathfinder Roleplaying 
  Game Bestiary 2 “Draugr”)
  CE Medium undead (water)
  Init +2; Senses darkvision 60 ft.; Perception +8
   
  AC 18, touch 12, flat-footed 16 (+2 armor, +2 Dex, +4 natural)
  hp 25 (3d8+12)
  Fort +4; Ref +3; Will +5
  DR 5/bludgeoning or slashing; Immune undead traits
  Resist fire 10
   
  Speed 30 ft., swim 30 ft.
  Melee short sword +7 (1d6+5/19–20 plus energy drain) or 
  slam +7 (1d10+7 plus energy drain)
  Special Attacks energy drain (1 level, DC 14)
  Spell-Like Abilities (CL 5th)
  3/day—obscuring mist
   
  Str 21, Dex 14, Con —, Int 10, Wis 14, Cha 17
  Base Atk +2; CMB +7; CMD 19
  Feats Power Attack, Toughness
  Skills Climb +11, Perception +8, Stealth +8, Swim +16
  Languages Common (cannot speak)
  Gear leather armor, short sword 
  DRAUGR (2) 
  CR 2
  XP 600
  hp 19 (Pathfinder Roleplaying Game Bestiary 2 “Draugr”)
  Treasure: Tyler and his crew wear leather armor and carry short swords. 
  In addition, Tyler has a diamond pendant worth 500 gp. Searching the 
  wrecks of the five ships yields 2d4 x 10 gp of salvageable sundry items per 
  vessel. Finding these objects requires a successful DC 10 Perception check.
  F2: Oyster Farm
  Hundreds of bone cages attached to enormously 
  long wooden poles float atop the water’s surface. The 
  containers’ doors were forcibly opened, and their former 
  contents removed.
  Quattu and its crabmen followers placed some of their victims’ skulls 
  within the oyster cages. It takes a successful DC 15 Perception check to 
  spot one of these gruesome surprises. The character finds an additional 
  skull for every point by which the Perception check result exceeds 15, up 
  to a maximum of 12. If the PCs examine the skulls, a successful DC 15 
  Heal or Knowledge (nature) check confirms the remains are human and 
  the victims suffered severe head injuries before death, most likely from a 
  powerful, serrated pincer or bite wounds.
  More importantly, if the characters wade into the waters searching 
  for clues, there is a 10% chance each minute the commotion attracts the 
  interest of either the sea hags or the fuath gremlins from the Three if by 
  
  9
  Fishers of Men
  Sea encounter above, if the PCs avoided these combatants earlier. The sea 
  hags approach first, resorting to the same tactics they use against those 
  encountered aboard a vessel. The monstrous humanoids continue to chase 
  after their enemies when they retreat farther inland, keeping their gremlin 
  allies at a safe distance throughout the combat.
  F3: Mussel Farm
  Vertical wooden poles attached to stabilizing horizontal 
  poles rise out of the riverbed. They stretch from the shoreline 
  up to 120 feet into the river. Clusters of mussels cling to 
  isolated portions of the structures that resemble a stair’s 
  banisters.
  Oliver’s mussel farm consists of interconnected wooden poles the 
  mussels use to attach themselves to a stable structure. The mussels are an 
  extremely rare variety native to this part of Akados. A successful DC 25 
  Knowledge (nature) check identifies them as a species connoisseurs refer 
  to as “blue magic.” They are renowned for their sweet taste, firm texture, 
  and remarkable juiciness. As in the case of area F2, spending more than 1 
  minute underwater attracts the hags from Three if by Sea.
  F4: Wharf
  Coils of thin rope and a gangplank sit atop a wooden 
  pier that juts out into the river. Massive pylons presumably 
  pounded deep into the riverbed support the sturdy platform. 
  Congealed pieces of baked flesh, skeletal appendages, broken 
  shields, chitinous plates, scraps of armor, and bloodstains 
  mar the dock’s surface and confirm that a ferocious battle 
  raged across the wharf.
  Quattu’s crabmen allies attacked the fishery from the water, where they 
  met and ultimately defeated Oliver’s outnumbered men-at-arms. The 
  remnants of the clash lie strewn about the pier, as silent testimony to the 
  brave souls who lost their lives defending the fishery against the chuul 
  and its minions.
  Treasure: The two mooring ropes on each dock are 50-foot lengths of 
  silk rope.
  F5: Staging Area
  Wooden decking covers the ground connecting the 
  wharf and pools with the conveyer belts. Two well-made, 
  unattended longswords rest atop the bloodstained planks 
  clustered near the central wharf. A barely visible message 
  written in dried blood covers several large planks.
  Oliver’s employees used this expansive, alder wood deck as a staging 
  area, where they gathered oysters and mussels from the farm and loaded 
  them onto the conveyer belts. They also transported shipping crates from 
  the main facility to the ships for transport to various ports throughout 
  the region. The fishery’s guards made their last major stand against the 
  invaders here. When the struggle ended, Quattu used the blood of its 
  enemies to scrawl its dire message on the wooden surface. Written in 
  Common, it reads, “Manlings shall be meat!”
  Treasure: The garrison’s commanders fought to the bitter end. Quattu 
  cared little for them manling equipment and left their two +1 longswords 
  where they fell.
  F6: Fish Ponds (CR 7)
  Twelve pools of water teeming with different fish species 
  flank the conveyor belts.
  Quaywright Fishery specialized in shellfish delicacies, yet Oliver 
  raised fish as well. The water is remarkably clean, and observers can peer 
  down to the bottoms of these 15-foot-deep reservoirs during the daylight 
  hours. Each pond is segregated by species allocated in accordance with 
  popularity. There are three pools each of salmon and trout, two pools each 
  of catfish and bass, and one pool of pike and another of perch.
  The pool filled with pike also contains the earthly remains of the scuttled 
  rowboat’s only occupant, William the Mad Crawdad — a notorious 
  saboteur, sailor and murderer on the run from distant Endhome. Confident 
  he shook his dogged pursuers, the fugitive blissfully set sail for the shores 
  of the Dragonmarsh Lowlands only to come face to face with a greater 
  horror than a hangman’s noose. The scoundrel ran afoul of the disgusting 
  sea hags, but even their revolting appearance and dread curse could not 
  overcome his evil. He swam toward the wharf and climbed onto dry land, 
  where he outran his enemies straight into Quattu’s waiting tentacles. The 
  aberration and its allies finally meted out justice to William, but even death 
  could not suppress his despicable spirit. The lifelong mariner longed to be 
  buried at sea, a fate the chuul foolishly denied him. Instead, the despicable 
  William’s spirit rose from the grave as a duppy.
  Sunlight renders the undead monstrosity powerless, meaning the PCs 
  encounter him only at night. Oddly, the miserable sailor harbors no ill will 
  toward Quattu and the crabmen who killed him. Nonetheless, they steer 
  a wide berth around his fishy grave during the overnight hours. Instead, 
  he directs his ire toward other humans. The vengeful spirit calls upon his 
  legion of spectral hounds to harass his enemies. Meanwhile, he taps into 
  his connection to the netherworld to deal negative energy damage to his 
  foes, while draining them of their Strength. If the PCs vanquish William 
  and search the pike pool, they spot his skeletal remains at the bottom of 
  the pool with a successful DC 16 Perception check.
  DUPPY 
  CR 7
  XP 3,200
  hp 76 (Pathfinder Roleplaying Game Bestiary 5 “Duppy”)
  Treasure: Despite being submerged beneath the water for 5 weeks, 
  William’s mortal body still has a ring of protection +1 on his left hand, a 
  +1 chain shirt, and a masterwork greataxe that has not yet rusted.
  F7: Conveyer Belt
  Powered by a wooden wheel large enough to accommodate 
  two men, this simple contraption made from wood and rope 
  spans a distance of 300 feet, connecting the riverbank to the 
  complex’s main building. The device’s massive belt consists of 
  wooden boards with attached baskets that are held together 
  by strands of rope wrapped around two pulleys positioned at 
  opposite ends of the belt. The belt’s northern section opens 
  into a hole built into the south face of the main building on 
  each side of the structure’s main door.
  Oliver’s employees used the massive conveyor belt to move oysters 
  and mussels from the wharf into the processing house. Likewise, the 
  engineering marvels can be reversed, allowing them to also move packaged 
  products from the facility to the wharf for transport onto the fishery’s fleet 
  of vessels. The conveyor belt consists of 20-foot-wide and 6-inch-long 
  planks with a basket attached to the bottom of each unit. They are held 
  together by thin strands of rope, allowing the beveled and grooved edges 
  to flip over smoothly when they reach the end of the device. In addition 
  to the support structures on both ends, support posts and rods are also 
  positioned at 20-foot intervals along the way.
  
  10
  Quests of doom 4
  The conveyor belt ascends from the wharf at a gradual 10-degree angle. 
  The wheelhouse has an open design, so a humanoid can easily step into the 
  wheel and start the conveyor belt simply by walking. Of course, starting the 
  conveyor belt immediately attracts the interest of Quattu’s minions inside 
  area Q1, causing them to react to the unexpected event as described in that 
  area. In a similar vein, the PCs may also attempt to enter area Q1 through 
  the openings in the main building’s south wall. However, these openings 
  were built to allow the mussel- and oyster-carrying baskets to pass through 
  the barrier rather than passengers. The tight space is 20 feet wide, but only 
  18 inches high. Therefore, any creature of Small or Medium size must crawl 
  through the opening on his or her belly to get inside the building. Creatures 
  of Tiny size and smaller can walk into area Q1 with no difficulty, while 
  creatures of Large size and larger are too big to squeeze through the opening.
  F8: Fishery Grounds (CR varies)
  Overgrown grasses and rushes dominate the grounds, 
  though a few well-worn paths connect the outer buildings 
  to the central building and the riverbank. The soil here is 
  comparatively drier than the saturated earth outside the 
  fence. There is a gradual but noticeable incline from the 
  riverbank to the northern fence. Six inverted humanoid 
  skeletons planted into the ground deliver an ominous 
  warning to unwelcome guests.
  The crabmen pounded the vertebrae into the ground like sinking a 
  pylon for a pier. The neck bones function as the base, while the limbs 
  dangle like tree branches in the breeze. The exact cause of death cannot be 
  determined from the skeletal remains. However, a successful DC 10 Heal 
  or Knowledge (nature) check confirms they are human.
  The ground’s overgrown and unkempt state has no effect on movement 
  through the area, but the lack of proper maintenance let an invasive fungus 
  and mosquito swarms take root in the area; the fishery’s dry conditions 
  aid in the fungus’s reproductive cycle. PCs wandering the grounds have a 
  cumulative 10% chance of encountering this hazard for every 10 minutes 
  spent wandering the grounds.
  In addition to this hazard, colonies of mosquitoes also inhabit the 
  area. For every 10 minutes spent in this area, there is a 20% chance of 
  encountering 1d3 mosquito swarms.
  New Hazard
  PURPLE ROT (INFESTATION, PLANT [FUNGUS]) 
  CR 3
  The fungus, known as “purple rot,” affects the 
  respiratory tracts of humanoid creatures only. Despite 
  its colorful moniker, the parasitic species actually looks 
  like a gooey, brown slime. Indeed, the name actually 
  comes from its ability to cause hypoxia, which turns 
  the victim’s skin blue or purplish in extreme cases. It 
  releases its destructive spores throughout the day 
  and night. Though a prolific reproducer, the fungus 
  quickly dies when exposed to too much water. PCs 
  can identify the odd fungus with a successful DC 20 
  Knowledge (nature) check, which also reveals its 
  harmful properties to humanoids. The minute spores 
  are invisible to the naked eye and fill the air within 1d6 
  x 10 feet of the fungus.
  PURPLE ROT
  Type infestation; Save Fort DC 16
  Onset 10 minutes; Frequency 1/min. for 6 min.
  Effect staggered and 1d2 Con damage
  
  11
  Fishers of Men
  MOSQUITO SWARMS (1d3) 
  CR 3
  XP 800
  hp 31 (Pathfinder Roleplaying Game Bestiary 2 “Mosquito 
  Swarm”)
  Area G: Garrison
  Oliver constructed this wooden, one-story structure to provide 
  comfortable housing and living space for the resident wizard and his 
  security detail of 10 men-at-arms including the unit’s two commanders. 
  Most of the fishery’s defenders died on the wharf in a futile effort to 
  fend off Quattu’s attack. However, a handful of the guards and the hired 
  spellcaster, made their last stand within the garrison.
  Built for durability and functionality, this one-story 
  wooden building has two entrances on both the east and the 
  west walls, although all four wooden doors are currently ajar. 
  A stale, musty odor emanates from inside the structure.
  The ceilings are 10 feet high throughout the building. The walls, floor, 
  and ceiling are made from wood. There is no illumination inside other than 
  natural sunlight peeking through the open doors on the eastern and western 
  face. Lamp sconces built into the walls at 10-foot intervals are either unlit 
  or unoccupied. The portals are strong wooden doors that are currently ajar.
  Free access into the building has allowed unwanted pests and scavengers 
  to take up residence within the now-abandoned structure. While moving 
  through the garrison, there is a 25% chance the PCs encounter one of the 
  following creatures scavenging on carrion or rotting leftovers. Check once 
  every 10 minutes that they remain in the building.
  Table 11–1: Garrison Wandering Monsters
  Roll (1d3)
  Result
  1
  1d3 rat swarms
  2
  2d3 giant flies 
  3
  1d3 cockroach swarms
  RAT SWARM (1d3) 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Rat Swarm”)
  GIANT FLY (2d3) 
  CR 1
  XP 400
  hp 15 (Pathfinder Roleplaying Game Bestiary 2 “Fly, Giant”)
  COCKROACH SWARM (1d3) 
  CR 2
  XP 600 
  hp 26 (Pathfinder Roleplaying Game Bestiary 2 “Cockroach 
  Swarm”)
  G1: Armory/Training Room
  Dozens of splintered spears and javelins are strewn about 
  the floor around two weapons racks closest to the entrance. 
  Conversely, ten longswords and eight chain shirts remain 
  in their slots and on their hangers on the next weapons 
  rack. Two wooden swords lie in front of two badly damaged 
  wooden combat dummies.
  Oliver’s troops trained in this chamber, using the wooden weapons to 
  strike their wooden targets in combat drills. While Quattu and its minions 
  destroyed the spears and javelins, they oddly spared the practice weapons 
  and left the metal weapons and armor intact.
  Treasure: Quaywright Fishery’s armory has 9 longswords and a masterwork 
  longsword. Likewise, there are 7 chain shirts and a masterwork chain shirt.
  G2: Wizard’s Quarters and Laboratory (CR 6)
  Spattered blood coats large portions of the far wall along 
  with an adjacent bed, ransacked wooden dresser and sundered 
  iron chest. The fully stocked bookshelf and a crowded cabinet 
  filled with beakers, vials, and jars on the near walls as well as 
  a small workbench and hearth in the near corner escaped the 
  struggle unscathed.
  The physical evidence confirms Oliver’s hired wizard fought to 
  the bitter end within the cramped confines of his quarters. Despite the 
  copious amounts of blood in the confined chamber, the body is nowhere 
  to be found. After the battle ended, Quattu took the wizard’s corpse to the 
  processing house, while its minions looted his personal belongings. They 
  neglected to pilfer his extensive supply of spell components and books, 
  most notably his spellbook, which remains on the shelf. The clothing 
  and undergarments spilling out of the drawers are stained with blood and 
  riddled with holes from the colony of moths feeding on them.
  Although the wizard’s body is no longer here, his horrific demise left 
  its lasting impression on his quarters, giving rise to a sinister haunt. 
  (See the “Haunts” section in Chapter 8 of the Pathfinder Roleplaying 
  Game GameMastery Guide for additional details regarding haunts.) The 
  haunt terrorizes the entire chamber; characters attempting to recover the 
  spellbook, laboratory equipment, or magical supplies must withstand the 
  frightening encounter with the traumatized soul.
  EATEN ALIVE HAUNT 
  CR 6
  XP 2,400
  CE haunt (20-ft.-by-10-ft. chamber)
  Caster Level 8th
  Notice Perception DC 18 (a sickening feeling in the pit of the 
  stomach)
  hp 12; Trigger proximity; Reset 1 hour
   
  This haunt affects only humanoid creatures. When this haunt 
  triggers, its victims experience ghastly visions of bloody 
  meat and incessant chewing that arouse the sensation 
  that insect-like mandibles and vicious hounds are tearing 
  at the subject’s flesh. The creepy sensation targets all 
  witnesses with fleshworm infestation (save DC 16, Pathfinder 
  Roleplaying Game Ultimate Magic). 
  Destruction A heroes’ feast spell allows the tormented spirit 
  to rest at ease.
  Treasure: The collection of spell components and equipment functions 
  as an alchemist’s laboratory. In addition, four potions — bear’s endurance, 
  fly, mage armor, and protection from arrows — are also on the cabinet. 
  The wizard’s library contains an eclectic collection of works from diverse 
  fields of study. There are 16 books worth an average of 2d4 gp each, plus 
  the spellbook.
  Spellbook: 0—all; 1st—endure elements, grease, mage armor, 
  obscuring mist, ray of enfeeblement, shield, silent image, unseen servant; 
  2nd—acid arrow, bear’s endurance, fog cloud, make whole, protection 
  from arrows, web; 3rd—dispel magic, flame arrow, fly, phantom steed, 
  sleet storm
  G3: Barracks
  Two beds with ripped sheets and pillows rest against the 
  far wall, while an overturned wooden footlocker lies on the 
  floor at the foot of each bed. The contents of two dressers, 
  including their broken drawers, litter much of the floor.
  
  12
  Quests of doom 4
  Two men-at-arms shared each of these rooms. Quattu and the crabmen 
  searched their quarters for valuables, leaving the battered rooms in 
  shambles after their departure. Worthless clothes and sundry items are all 
  that remain in their aftermath.
  G4: Commander’s Quarters
  This bedchamber appears to have once been as luxurious 
  as any found in a country estate. An upholstered chair and 
  candle stand upon a soft carpet that covers much of the 
  floor. A wooden dresser with its two drawers removed stands 
  against the opposite wall. Clothing and other personal effects 
  are strewn about.
  Oliver spoiled his commanders with accommodations fit for nobility, 
  though the angry chuul ruined much of the furnishings. Neither commander 
  was present to witness Quattu’s rampage, as both died fighting on the 
  wharf in a heroic defense of Oliver and his terrified employees.
  Treasure: The gold candle stand, upholstered chair, and carpet are 
  worth 50 gp, 75 gp, and 100 gp respectively.
  G5: Common Room (CR 5)
  Four painted wooden columns support the ceiling of a 
  large common room. Two tapestries depicting epic sea battles 
  cover the entirety of the far wall and one of the near walls, 
  while another tapestry lies in a heap against the other wall. 
  Two long wooden, overturned tables are positioned between 
  the rear columns. Shards of broken glass and pottery litter 
  the area along with several stray cutlery pieces, gnawed fish 
  bones, and empty mussel shells. The remnants of broken 
  javelins and spears, as well as copious pools of dried blood 
  and several decomposing fingers confirm a desperate battle 
  took place here. An extensive bar on the near wall between 
  two archways still contains an impressive collection of 
  wines and spirits.
  The last three surviving guards and a handful of fishery workers waged 
  a furious combat here in a failed effort to beat back Quattu’s forces. In a 
  last gamble, they turned the tables on their sides and hurled their remaining 
  ammunition at their armored foes to no avail. Though they ultimately lost 
  the battle, they took consolation in slaying four crabmen. As in previous 
  instances, the enemy removed the corpses from the scene and hauled them 
  to the processing plant.
  The PCs’ more immediate concern is the ochre jelly that now lives 
  beneath the tapestry that fell from the wall. The monster moved in shortly 
  after the fishery’s demise and subsists on a steady diet of vermin, rodents, 
  and scavengers who wander into its lair. Using its blindsight, the mindless 
  ooze waits for a target to approach within 10 feet of its hiding spot 
  before it emerges from underneath the heavy cloth and lashes out with its 
  pseudopods. The monster fights until destroyed.
  OCHRE JELLY 
  CR 5
  XP 1,600
  hp 63 (Pathfinder Roleplaying Game Bestiary “Ochre Jelly”)
  Treasure: There are 4 bottles of gin, 3 bottles of absinthe, 2 bottles of 
  brandy and 25 bottles of wine behind the bar with a total value of 450 
  gp. The tapestry that spans the length of the far wall measures almost 40 
  feet in length and weighs 350 pounds, and is worth 250 gp. The smaller 
  tapestry is half that size and weight. It is worth 100 gp.
  G6: Kitchen
  Scraps of rotting food, dust, and rust cover a charcoal-
  filled grill with iron grating and a hardwood cutting surface 
  that also doubles as a storage cabinet for utensils, cookery, 
  crockery, and glassware. Congealed oil and globules of 
  decaying meat float atop the stagnant water in a sink stuffed 
  with unwashed dishes and cutlery. A rusty iron kettle hangs 
  over a stone hearth.
  At the height of the fishery’s operations, three cooks prepared meals 
  here. The dinnerware, cooking equipment and drinking vessels stored in 
  the island are functional but worthless.
  G7: Pantry
  Swollen oak barrels and crates line the walls and most of the 
  floor. The reek of rancid fish bombards the senses as entrails 
  and oils ooze from them onto the floor. More disturbing, 
  however, is the presence of a scrawled word written in blood 
  on the wall.
  Quattu’s unwelcome intrusion prevented the cooking staff from timely 
  preparing the day’s catch from the fishpond, thus accounting for the 
  horrible odor wafting out of the barrels. A successful DC 15 Strength 
  check can smash apart or open the barrels and crates (hardness 5, hit points 
  10). Inside are hundreds of smoked, brined, and salted fish products, along 
  with wilted grains and vegetables.
  After slaughtering Oliver’s defense force, Quattu himself used human 
  blood to write the word “murderers” in Common on the wall to indicate 
  its displeasure with the fishery operation. A successful DC 15 Perception 
  check also notices deep scratches in the wall’s surface beneath the bloody 
  etching, indicating that the author used a claw or similar instrument to pen 
  the macabre message.
  Area L: Living Quarters
  These accommodations include comfortable personal quarters in 
  addition to a lounge, dining hall, and a common room.
  The two wooden doors on the building’s western face are 
  smashed open, allowing some sunlight to pierce the shadows 
  within. The one-story building is made entirely from wood. 
  Its most distinctive feature is a hemispherical addition that 
  extends from the east wall.
  The one-story building is made entirely from cypress. The ceilings are 10 
  feet high. Oil lamp niches appear at 10-foot intervals and within each room, 
  but they are all unlit. The assailants smashed every good wooden door in the 
  complex; almost all of the doors, including the two front portals, are ajar. 
  The only exceptions are the two doors leading into area L4.
  As is the case of the garrison, intrusive vermin and rodents moved into 
  the unsecured living quarters searching for scraps of food and refuse. 
  While moving through the living quarters, there is a 20% chance the 
  PCs encounter one of the following creatures during the course of their 
  exploration. Check once every 10 minutes for encounters.
  
  13
  Fishers of Men
  Table 11–2: Living Quarters Wandering Monsters
  Roll (1d3)
  Result
  1
  1d3 rat swarms
  2
  2d3 giant flies
  3
  1d3 cockroach swarms
  RAT SWARM (1d3) 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Rat Swarm”)
  GIANT FLY (2d3) 
  CR 1
  XP 400
  hp 15 (Pathfinder Roleplaying Game Bestiary 2 “Fly, Giant”)
  COCKROACH SWARM (1d3) 
  CR 2
  XP 600
  hp 26 (Pathfinder Roleplaying Game Bestiary 2 “Cockroach 
  Swarm”)
  L1: Employee Quarters (CR varies)
  The wooden door tenaciously clings to its bent hinges. An 
  overturned dresser with its drawers removed and contents 
  spilt onto the floor rests on the floor adjacent to a ransacked 
  bed stripped of its sheets and nearly reduced to splinters.
  During the attack, many of Oliver’s workers tried to barricade their 
  doors in a futile attempt to keep the intruders at bay. Their efforts failed. 
  When the PCs explore these rooms, there is a 35% chance the occupant 
  died in the room with the attendant blood stains to show it.
  Quattu and its minions removed the mangled corpses and the unfortunate 
  soul’s valuables from every chamber, but they occasionally missed a 
  personal memento or a hidden object. There is a 40% chance the occupant 
  left behind one of the items from the following table in his or her personal 
  quarters. (Reroll any result the PCs have already encountered.) However, it 
  still takes a successful DC 15 Perception check to actually find it.
  Table 11–3: Living Quarters Contents
  1d20
  Item Found
  1
  A leather pouch hidden under a loose floorboard 
  contains a pearl worth 100 gp.
  2
  A stylus and scrap of parchment stuffed inside a 
  loose sock contains a message written in Common 
  that states, “The walking crabs are here! Their 
  monstrous leader calls us murderers! Why? Gods 
  preserve us.”
  3
  The words “Employee of the Month” written 
  in Common are etched across the face of a 
  meticulously polished and flattened oyster shell.
  4
  A hollow bedpost conceals a small jar that contains 
  unguent of timelessness.
  5
  Splotches of glue carefully placed on each of a 
  sheet of vellum’s four corners attach it to the bottom 
  of a dresser drawer. This oyster recipe, written in 
  Common, is one of Oliver’s proprietary signature 
  dishes and a well-kept secret in gastronomic circles. 
  It is worth 250 gp in a major city.
  6
  Tucked among worthless scraps of clothing is a silk 
  bodice worth 10 gp.
  1d20
  Item Found
  7
  The attackers failed to recognize the value of 
  a gambler’s kit (Pathfinder Roleplaying Game 
  Ultimate Equipment) left out in the open.
  8
  Some creature scrawled a phrase in Crabman on 
  the far wall. Written in blood, the ominous warning 
  proclaims, “Death to men for slaughtering our brothers.”
  9
  The glint of gold emanates from a small nugget 
  forcibly inserted between two knots in adjacent 
  floorboards. The gold nugget is worth 75 gp.
  10
  The faint scent of perfume gently floats in the air. 
  The smell’s source is not apparent.
  11
  The upper appendage of a large pincer lies 
  beneath the bed sheets. A successful DC 15 
  Knowledge (nature) check identifies the source as 
  a crabman.
  12
  Someone scratched a message onto the wall with 
  a sharp object. Written in Common, the statement 
  reads, “They came from the water. There were so 
  many of them. I know death draws near, but I lived 
  a good life. Tell my wife Janie and my children that 
  I love them.” If the PCs successfully use magic to 
  identify the author, they learn that he is Alpheus 
  Clutterbuck, a human laborer from Zelkor’s Ferry.
  13
  Two empty halves of a human skull rest atop the 
  bed with some pieces of blood and tissue still 
  attached. The jaw and teeth are missing.
  14
  The wooden door lies in splinters on the floor. 
  A wooden spear protrudes through a putrid 
  crustacean-like arm. The weapon is firmly 
  embedded into the wall. The appendage 
  belonged to a crabman killed during the fight.
  15
  When a human enters this room, a mouth suddenly 
  appears on the far wall. The booming voice says, 
  “Beware of the crabmen’s monstrous leader! Flee 
  here before you face him. The Frog God controls 
  him!” The effect is a magic mouth spell cast by the 
  room’s novice bard who died during the struggle.
  16
  This clever occupant removed the lower part of 
  one bedpost and replaced it with a sturdy ceramic 
  vial that closely resembles a piece of wood. The 
  vial is actually a potion of protection from energy. 
  It takes a successful DC 15 Disable Device check to 
  remove the vial without breaking the container and 
  spilling the magical contents onto the floor.
  17
  Dried blood smeared on the wall vaguely 
  resembles a bloated frog. This represents a 
  crabman’s feeble attempt to depict Tsathogga.
  18
  A valiant defender filled a bedsheet with small 
  sundry objects to create a makeshift sap. The jury-
  rigged weapon lies on the floor.
  19
  Quattu and the crabmen tortured and brutalized 
  Oliver’s devoted foreman, Thalius Degeneres. The 
  agonizing ordeal transformed the formerly genial 
  man into a seething pulp filled with hatred. When 
  he finally succumbed, the vengeful spirit arose as 
  a spectre that still haunts his bedchamber (see 
  Spectral Spectacle below for more details).
  20
  After witnessing the carnage around them, Joy 
  Montez and her sister Lily decided it would be better 
  to take their own lives than face a gruesome demise. 
  The act caused their souls to linger in this place as 2 
  allips (see Suicide Solution below for more details).
  
  14
  Quests of doom 4
  Spectral Spectacle (CR 7)
  The ghostly, translucent outline of a badly beaten, burly man 
  suddenly materializes from the furniture. His swollen face is 
  twisted into a grotesque visage burning with unbridled wrath.
  Thalius, the spectre, may converse with the PCs if they ask him about 
  the circumstances surrounding his murder. Though he continues his attack, 
  he tells the characters that crabmen and a much-larger lobster-like creature 
  with writhing tentacles on its face killed him. He describes the latter as 
  the group’s leader. Thalius’s description of Quattu is vague. Therefore, 
  it takes a successful DC 22 Knowledge (dungeoneering) check, instead 
  of the normal DC 17 check, to identify Quattu as a chuul solely based 
  upon the spectre’s ambiguous details. However, the ability to recall useful 
  information about the monster is still based on a DC 17 check. The spectre 
  has nothing else of value other than his important clue.
  SPECTRE 
  CR 7
  XP 3,200
  hp 52 (Pathfinder Roleplaying Game Bestiary “Spectre”)
  Suicide Solution (CR 5)
  Two wisps of roiling shadows emerge from the darkness. 
  Gibbering words drip from them as sinister claws manifest 
  from pure nothingness.
  Consumed with madness, the 2 allips babble incessantly throughout the 
  combat, attacking the nearest creature. Unlike Thalius, the insane sisters 
  are too deranged to convey any details about their deaths or the fishery’s 
  final moments. The vengeful spirits continue to fight until destroyed.
  ALLIPS (2) 
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary 3 “Allip”)
  L2: Lounge
  Splintered barstools and broken bottles litter the floor. 
  Two wooden bars span roughly half the length of the near 
  walls, while the six seats that surrounded each lie in ruins. 
  Two overturned upholstered chairs and a sofa arranged in a 
  defensive posture occupy the far end of the chamber. Only a 
  single bottle rests within the slots of an expansive wine rack 
  adjacent to the far wall. Pools of dried blood and shards of 
  broken glass almost completely cover the entire floor.
  Those who fled from their rooms attempted to rally in the lounge, where 
  they hurled bottles and furniture at their attackers. In the aftermath of 
  the battle, the sharp, jagged glass strewn throughout the room makes it 
  difficult to walk through here, duplicating the effects of caltrops. (See the 
  “Adventuring Gear” section in Chapter 6 of the Pathfinder Roleplaying 
  Game Core Rulebook for details regarding caltrops.) A PC who succeeds 
  on a DC 15 Perception check or Survival check notices that marks on the 
  floor indicate at least some of the victims were dragged into the adjoining 
  chamber. The wooden door connecting this room to area L4 is jammed 
  shut from this side.
  Treasure: The lone bottle of red wine on the rack is worth 5 gp.
  L3: Mess Hall
  Plates, utensils, crockery, and ceramic drinking vessels 
  cover two tables surrounded by ten chairs apiece. Mussel 
  and oyster shells along with fruit rinds and bowls of water 
  sit upon another table at the far end of the dining hall. In 
  contrast to the rest of the building, the furniture here is 
  remarkably undisturbed.
  Because the mess hall served meals at scheduled times throughout the 
  day, no one was here or fell back to this location when the attack occurred. 
  Since the assault 10 weeks ago, the food already on the table in preparation 
  for the workers’ arrival has spoiled or fallen prey to the numerous scavengers 
  roaming through the building. Likewise, the dinnerware on the tables shows 
  signs of extensive use and marginal cleaning, rendering it worthless. The 
  fact that someone jammed shut the door to the adjoining room is the only 
  indication anyone set foot in the room since the carnage began.
  L4: Common Room (CR 7)
  The doors to this room have been jammed shut.
  Good Wooden Door: 1-1/2 in. thick; hardness 5; hit points 15; 
  Break DC 21
  The overpowering stench of decay saturates the stale air. 
  The sickening odor comes from three heaps of festering 
  entrails and decomposing flesh. A nearly intact humanoid 
  skeleton accompanies each of these ghastly piles of rotting 
  organs and offal. The bodily materials’ apparent sources 
  are three shambling humanoid abominations molded from 
  muscle, sinew and loose patches of excess skin. The crushed 
  and nearly pulverized remains of four crustacean-like 
  humanoids lie propped up against the curving far wall, which 
  also supports an extensive library of books resting upon two 
  sets of shelves. A pair of easels stands between the shelves, 
  while two thin palettes covered in dried paint sit upon a 
  pedestal between the two wooden frames. Chess pieces 
  carved from stone and bone are scattered about the floor near 
  two tables whose surfaces bear black-and-white chess boards 
  along with two small chairs tucked neatly beneath them. Six 
  chairs surround two wooden tables in the near corners.
  Quattu and the crabmen deliberately jammed the doors in order to 
  prevent the 3 human meat puppets they inadvertently created from 
  escaping their confines. During the struggle, Quattu ordered the crabmen 
  to subject three of the facility’s fish processors to the horrific fate of 
  being gutted and filleted alive. Unbeknownst to the chuul, the revelry of 
  carnage infused the boneless corpses with the necromantic energy that 
  suffuses the marshlands here and animated them as revolting undead 
  creatures. Every time the crabmen beat the monsters into submission, 
  they mysteriously regenerated and continued the fight anew. The now-
  fearful chuul hastily jammed the doors shut, leaving four of its minions 
  alone with the relentless killers.
  HUMAN MEAT PUPPETS (3) 
  CR 4
  XP 1,200
  Tome of Horrors 4 269
  NE Medium undead 
  Init +6; Senses darkvision 60 ft.; Perception +9
   
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
  hp 30 (4d8+8 plus 4); regeneration 4 (cold iron or good)
  Fort +3; Ref +3; Will +6
  Defensive Abilities channel resistance +4; DR 5/slashing or 
  
  15
  Fishers of Men
  piercing
  Immune undead traits
   
  Speed 30 ft.
  Melee 2 slams +6 (1d6+3 plus grab)
  Special Attacks constrict (1d6+3)
   
  Str 17, Dex 14, Con —, Int 3, Wis 14, Cha 14
  Base Atk +3; CMB +3 (+7 grapple); CMD 19
  Feats Dodge, Improved Initiative, ToughnessB
  Skills Perception +9
  Treasure: The common room’s two handcrafted chess sets 
  feature pieces carved from onyx and bone. Though it takes 
  some searching to find all the pieces for each set (successful 
  DC 12 Perception check), each set is worth 150 gp. The 
  palettes, paints, art equipment, and easels are worth a 
  total of 50 gp. The library’s books include a wide range of 
  topics ranging from the fantastical to the mundane. Of 
  the 108 books in the collection, only 4 are worth much. 
  These include A History of Tsar, Marvels of Akados, Tales of 
  Broadaxe the Adventurer, and the extremely rare poetry 
  work Woes of Suqri. The preceding books are worth 25 gp, 
  35 gp, 5 gp, and 300 gp respectively. The remaining books 
  each have a value of 1d4+2 sp.
  Area Q:  
  Quaywright Processing House
  In the aftermath of the epic struggle, the chuul quickly set about the 
  task of transforming the shellfish processing plant into a humanoid 
  slaughterhouse.
  Stone walls rise from the marsh, giving shape to an 
  immense structure. Two conveyer belts stretching from the 
  river to the south wall grant entry to the building. These 
  crawlspaces flank a large wooden door in the center of the 
  building’s south face. A stone plaque hung above the door bore 
  the inscription, “Quaywright Fishery.” However, deep gouges 
  and scratches have nearly removed the word “Fishery,” while 
  adding the word “Mannery” beside the original moniker. 
  The building consists of two stories, though the upper floor 
  appears to be substantially smaller than the lower floor. In 
  addition, large portions of the first floor’s roof are shaped like 
  giant cisterns. A chimney built into the roof still belches out 
  foul-smelling smoke.
  The obvious entrances into the processing house are the front door and 
  the two conveyor belts, which are described in area F7. It is impossible 
  for any creature larger than a Diminutive one to shimmy down the 3-inch-
  diameter chimney on the first-floor roof that opens into area Q2. Likewise, 
  trying to access the main processing building through the plumbing 
  pipes connecting the rooftop cisterns filled with water in addition to 
  circumventing the watertight shutoff valves inside the piping.
  Quattu’s lackeys toiling inside the building do not lock or otherwise 
  secure the 10-foot-wide front door, though the weather conditions and 
  humidity frequently cause the door to swell. It takes some effort to force 
  the portal open. Doors encountered in the first floor’s interior share the 
  same statistics as the front door, though they are only 5 feet wide rather 
  than 10 feet wide.
  Masonry Walls: 1 ft. thick; hardness 8; hp 90; Break DC 35
  Good Wooden Door: 1-1/2 in. thick; hardness 5; hp 15; Break 
  DC 16
  Quaywright Fishery differs from the outlying buildings in several 
  important aspects. The ceilings here are 15 feet high on the first floor, 
  and 10 feet high on the second floor. Likewise, torch sconces embedded 
  into the walls are unused or unlit. Open flames are the only light sources 
  within the structure. The processing plant emphasizes efficiency and 
  ease of access; hence, most chambers connect to adjoining rooms and 
  corridors through archways rather than doors. This open design allows 
  creatures from adjacent and nearby chambers to hear and possibly even 
  see a commotion taking place near their location. Therefore, a small 
  combat can escalate into a wild melee within the span of a few rounds 
  as reinforcements steadily join the fray. It is crucial that the GM become 
  familiar with the first-floor layout in order to determine how the chuul’s 
  defenders react to the characters’ intrusion into Quattu’s stronghold. Most 
  creatures simply wade into battle alongside their counterparts, but a few 
  clever adversaries may attempt to gather allies and muster a sizable force 
  to fight back against the trespassers. On the other hand, the organized 
  activity within the building coupled with the lack of easily accessible 
  entrances keeps vermin and rodents at bay.
  Q1: Processing Room (CR 7)
  The powerful smell of shellfish instantly bombards the 
  senses. The two gaps in the wall adjacent to the conveyor 
  belts spill into a roughly triangular-shaped receptacle in 
  close proximity to several long, metallic workstations. Two 
  stations parallel the west wall. Scrubbing implements rest 
  atop one station, while water slowly drips onto its surface 
  from eight overhanging brass pipes attached to the ceiling 
  before disappearing beneath metallic mesh built into the 
  surface. Two large, bipedal humanoids with crab-like heads 
  labor at the task of scrubbing flesh and hair from four 
  humanoid skulls. The neighboring workstation also has the 
  same overhead brass pipes and mesh surface, but it has flat, 
  stubby knives sitting on it instead of scrubbing implements. 
  In addition, the workstation slopes from south to north at 
  a 10-degree angle. The workstations on the opposite side 
  of the chamber mirror these with the scrubbing station 
  positioned closest to the south wall and its counterpart 10 
  feet away from it. A lengthy utility station is also near the 
  entrance, and another station farther away is covered with 
  discarded, oval black shells. Two enormous toads rest in two 
  of the three 4-wheeled carts scattered throughout the area. 
  Their membranous wings, mauve skin and bright, shining 
  eyes immediately reveal that these are not ordinary animals.
  Oysters traveled up the western conveyor belt, where they were 
  collected and first deposited on the scrubbing station. There, employees 
  cleaned their shells and passed them on to the next station where expert 
  workers carefully shucked the delicate animal. Mussels rolled up the 
  eastern conveyor belt where they underwent a similar cleaning and 
  shelling procedure. Employees then used the handcarts to move the 
  product to the next stage of processing. Rainwater from the roof cisterns 
  provides the water needed to clean and rinse the shells of any unwanted 
  debris. The water then drains through the metallic mesh and into the 
  ground beneath the floor. Rotating a small nozzle at the end of the tube in a 
  counterclockwise direction opens the spigot, and twisting it in a clockwise 
  direction cuts off the water supply. A successful DC 5 Disable Device 
  check or good old-fashioned trial and error reveals how to operate the 
  brass pipes.
  Quattu shut down the fishery and converted it to a humanoid abattoir as 
  evidenced by the 2 crabmen scrubbing flesh and hair from the heads of 
  four men their colleagues captured from a foolhardy hunting expedition 
  several days earlier. It takes a successful DC 10 Knowledge (nature) or 
  Heal check to identify the skulls as being human. When the crabmen 
  notice the intrusion, they immediately drop the skulls and rush into 
  combat, rousing the 2 fey giant toads from their catnaps. Before wading 
  into melee, the oversized toads cast glitterdust at as many characters as 
  possible. Despite their remarkable nature, these fey creatures lack any 
  intelligence, so they do not run for help or make a deliberate attempt to 
  
  16
  Quests of doom 4
  alert the rest of the facility. A combat that lasts 2 rounds or less does not 
  attract any attention from nearby colleagues as they attribute the ruckus to 
  the crabmen’s clumsiness. However, if the combat continues or spills into 
  a neighboring chamber, the occupants therein react accordingly.
  CRABMEN (2) 
  CR 2
  XP 600
  hp 22 (see the Arriving at Quaywright Fishery)
  FEY GIANT TOADS (2) 
  CR 3
  XP 800
  hp 22 (Pathfinder Roleplaying Game Bestiary 3 “Fey Creature”)
  Q2: Smoking/Brining Room
  Aromatic smoke rises from three stone pits filled with 
  smoldering wood. The smoke rises into a pyramid-shaped 
  hood and then departs the room through a tiny vent in the 
  ceiling. An iron grillwork is positioned several feet above the 
  smoldering wood, supported in place by four 5-foot stone 
  columns. Fat periodically sizzles and drips from four hunks 
  of meat slowly cooking atop the grill. Several large planks 
  of wood piled into the far corner are next to another mound 
  of smaller wood chips. Something bobs and floats near the 
  watery surface of two wide, oak barrels against the near wall.
  In order to facilitate the smoking process, the crabmen keep the door 
  closed at all times. The smoke is not dense enough to impair breathing 
  or vision, but it is warm enough to increase the temperature within 
  the chamber to just under 140° F, making a prolonged stay here very 
  uncomfortable. In addition, the hot stone surface deals 1d3 points of fire 
  damage each round to anyone touching it. The slabs of meat cooking atop 
  this material are deboned and strange to look upon. A successful DC 10 
  Knowledge (nature) or Heal check confirms the obvious — they are the 
  torsos of four human males. Likewise, the deboned limbs of these same 
  four individuals soak in the brine barrels.
  Q3: Workshop
  Dozens of tools of varying shapes, sizes, and conditions rest 
  upon the shelves lining the walls. A pair of workbenches that 
  also double as sawhorses represents the only freestanding 
  pieces of equipment here.
  The workshop boasts a complete selection of tools for a variety of 
  trades. Oliver’s workers used these objects to repair the fishery buildings, 
  build barrels and packing crates, create shipping labels, and perform 
  countless other functions throughout the facility.
  Treasure: In all, the PCs find 32 sets of common artisan’s tools (of 
  various trades)UE and 6 sets of masterwork artisan’s tools (of various trades)
  UE. There are also 12 stubborn nailsUE, sovereign glue, and a mallet of 
  buildingUE.
  UE These items appear in Pathfinder Roleplaying Game Ultimate 
  Equipment.
  Q4: Salt Depository
  A mound of salt that reaches a maximum height of 8 feet 
  almost entirely fills this oddly shaped niche.
  Oliver’s workers piled salt into this closet for later usage in the brining 
  process. It has no special properties and its exposure to air and moisture 
  has made it worthless as a commodity.
  Q5: Boiling Room (CR 7)
  Steam pours out of two of three 6-foot-high metal vats. 
  Two iron ladders are built into the opposing sides of each 
  vat. Two bulbous, massive frogs with blackish-green skin 
  bask in the warmth generated by the bubbling cauldrons. 
  The 12-foot-long beasts constantly ooze milky-white slime 
  from their skin, while a spark of intelligence glistens in their 
  glowing red eyes. A vent opens into the ceiling.
  The fishery’s architects used buried coal ovens to fuel these enormous 
  cooking vats. The vent pipe does not lead outside. Oliver’s engineers used 
  the escaping steam and heat to warm the water stores upstairs.
  When the fishery was operational, workers used these enormous vats 
  to boil spare oysters and mussels for broths and stews. Quattu and its 
  minions use the scalding water to strip the flesh from humanoid ribcages 
  and vertebrae, as demonstrated by the fact that two sets of human remains 
  roil in each of the boiling baths. The temperature in the remaining vat 
  is uncomfortable, but not hot enough to inflict damage. This balmy bath 
  makes for a refreshing bath for the 2 crabmen asleep inside it. Meanwhile 
  outside, 2 giant dire abyssal frogs soak in the invigorating vapors. 
  Quattu’s grudging allegiance to Tsathogga inspired the extraplanar pair to 
  partake in the ghastly festivities as well.
  They immediately react to the sight of intruders by attempting to knock 
  over at least one of the vats and deluge their enemies with boiling water. 
  It takes a successful DC 19 Strength check to tip the enormous container 
  onto its side, spilling out the contents in a 30-foot cone. The water deals 
  3d6 points of fire damage to any creature or object in its path. A successful 
  DC 16 Reflex save halves the damage.
  CRABMEN (2) 
  CR 2
  XP 600
  hp 22 (see Arriving at Quaywright Fishery)
  GIANT DIRE ABYSSAL FROGS (2) 
  CR 4
  XP 1,200
  The Tome of Horrors Complete 295
  CE Large outsider (augmented animal, extraplanar) 
  Init +8; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
   
  AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, –1 size)
  hp 58 (4d8+36)
  Fort +13; Ref +10; Will +4
  Resist cold 5, fire 5; SR 9
   
  Speed 40 ft., swim 40 ft.
  Melee bite +10 (1d8+8 plus grab) or tongue +10 touch 
  (grab)
  Space 10 ft.; Reach 10 ft. (20 ft. with tongue)
  Special Attacks pull (tongue, 10 ft.), smite good 1/day (+4 
  damage), swallow whole (1d8+8 bludgeoning damage, AC 
  12, 2 hp), tongue
   
  Str 27, Dex 19, Con 28, Int 5, Wis 16, Cha 14
  Base Atk +3; CMB +12 (+16 grapple); CMD 26 (30 vs. trip)
  Feats Improved Initiative, Lightning Reflexes
  Skills Acrobatics +13 (+17 jumping), Perception +8, Stealth 
  +4, Swim +16; Racial Modifiers +4 Acrobatics (+8 jumping), 
  +4 Stealth
  Language Abyssal
  
  17
  Fishers of Men
  Q6: Mussel Packaging Room
  Four long, metal workstations are scattered throughout 
  a spacious area. Eight scales rest upon the benches, along 
  with spools of twine and hempen bags. There is a 4-wheeled 
  handcart between two of the workstations.
  The fishery’s workers measured and weighed the mussels on the scales 
  before packing them into bags and sealing them with the twine. The 
  packaging room is otherwise empty.
  Q7: Fish Processing Center
  An immense wood-burning oven behind a carving station 
  stands cold and idle. An opening in the ceiling above the oven 
  vents excess heat out of the room.
  There 4 crabmen working at the station remove the entrails from 
  the unfortunate victims their tribe captured a few days earlier. They 
  immediately react to any intrusion or the telltale sights and sounds of a 
  scuffle in an adjacent chamber. They drop their small filleting knives and 
  race to the scene to aid their brethren.
  The grates at the foot of the filleting station open into a narrow 
  sluice that the fishery’s engineers designed for the purpose of flushing 
  unwanted garbage out of the facility. The vent above the oven connects 
  with the pipe from area Q5, where the heat warms the water supply on 
  the second-story roof.
  CRABMAN (4) 
  CR 2
  XP 600
  hp 22 (see Arriving at Quaywright Fishery “Crabman”)
  Q8: Metal Shop
  Soot stains the far wall and ceiling in close proximity to a 
  small cast iron forge and anvil that are next to a tool bench 
  covered with metalworking equipment. Several stacks of pig 
  iron rest upon the floor near the anvil.
  The fishery’s ironworkers and carpenters made wooden crates, barrels, 
  and tools. There are 504 pounds of pig iron on the floor.
  Q9: Packing Room (CR varies)
  There are ten large, wooden shipping crates spread 
  throughout the room in five rows of two apiece. Unsettling 
  thumping sounds emanate from inside at least two of the 
  packing containers. Nine of the crates are tightly closed, but 
  one is a battered skeleton of its former self as large parts of 
  it were reduced to splinters. In addition, four of the crates 
  have a tube connected to a water bottle delicately threaded 
  through the crate’s lid. Four small frogs with sharp claws 
  scurry about the room. Two sets of steep stairs ascend to a 
  landing on the second floor.
  The chuul subjected the five plumpest human captives to the horrific 
  fate of sealing them alive within the packing crates. Much to Quattu’s 
  chagrin and the crabmen’s terror, the first crate unsealed three days ago 
  created a frightful ghast who slew a crabman before the disappointed 
  aberration personally destroyed it. Unnerved by the unexpected 
  outcome, the crabmen refused to stay in the room, and instead delegated 
  the frightening assignment to the oblivious 4 killer frogs that now 
  dwell here. Though the animals lack sentience, their instincts and keen 
  sense of smell tell them to steer clear of the two crates closest to the 
  southeast corner of the room. The foul stench and thumping sounds 
  emanating from inside these containers are telltale signs the two former 
  occupants also underwent the hideous transformation into 2 ghasts. 
  They ferociously pound on the shipping crates (hardness 5, 15 hp) in 
  a desperate bid to escape. Alternatively, the ghasts may burst out of 
  the crate with a successful DC 16 Strength check. When freed, they 
  immediately attack the closest humanoid and continue fighting until 
  they slay every humanoid in sight or the PCs destroy them.
  Meanwhile, two emaciated, nearly catatonic men reside within the two 
  crates closest to the northern wall. If the PCs liberate them, the weak and 
  traumatized victim greets the characters with a vacant stare. Scabrous wounds 
  and bloody ooze cover their biceps and forearms, as the starving humans 
  literally ate their own flesh to stay alive. The harried victims, Abraham Tapol 
  (CG male human expert 4) and Simon Thalgrond (N male human commoner 
  3) suffer from ghoul fever and require extensive rest and a remove disease 
  spell or similar magic to bring them back to responsiveness. Still, the ordeal’s 
  effect on their minds is so potent that both victims remember nothing about 
  the initial attack or the complex itself. They can only confirm that a hideous 
  lobster-man imprisoned them within the crates.
  The stairs against the north wall lead to the second-floor landing 
  designated as area Q11 on the map of that particular floor.
  KILLER FROGS (4) 
  CR 1
  XP 400
  The Tome of Horrors Complete 671
  N Small animal 
  Init +1; Senses low-light vision, scent; Perception +3
   
  AC 14, touch 12, flat-footed 13 (+2 Dex, +1 natural, +1 size)
  hp 6 (1d8+2)
  Fort +4; Ref +3; Will –1
   
  Speed 10 ft., swim 30 ft.
  Melee 2 claws +2 (1d4+1 plus grab), bite +2 (1d4+1)
  Special Attacks rake (2 claws +2, 1d4+1)
   
  Str 12, Dex 13, Con 14, Int 2, Wis 9, Cha 6
  Base Atk +0; CMB +0 (+4 grapple); CMD 11 (15 vs. trip)
  Feats Improved Natural Attack (claw)
  Skills Acrobatics +5 (+9 jumping), Perception +3, Stealth +9, 
  Swim +12; Racial Modifiers +4 Acrobatics (+8 jumping), +4 
  Stealth
  GHASTS (2) 
  CR 2
  XP 600
  hp 17 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
  Q10: Cold Storage (CR 5)
  Billowing clouds of chilly condensation instantly pour 
  out of the door when it opens. Strangely, ice and frost coat 
  the surfaces of eleven neatly arranged and closed shipping 
  crates. In an even odder twist, three men dressed in loose-
  fitting skins and furs are chained to separate walls. Each 
  wears a leather patch over one eye and has stringy, filthy hair.
  The 3 frost men shackled to the walls account for the storage room’s 
  unnaturally cold climate. The arctic-dwelling humanoids emit an aura of cold 
  out to 30 feet, thus Oliver positioned each of his unwilling slaves at precise 
  locations, so they could keep the entire room at a constant temperature of 
  just above freezing. He purchased these creatures from the slave pens of the 
  north so they would radiate cold to preserve his food products.
  Despite its hatred of humanoids, Quattu spared the frost men’s lives. 
  Indeed, Quattu even directs its crabmen underlings to provide food and 
  
  18
  Quests of doom 4
  water regularly to the prisoners while deliberating its ultimate plans 
  regarding the cold-storage room. Meanwhile, the bitter captives long for 
  the chance to return home to the mountains of the Northlands. Naturally, 
  they hold a deep-seated grudge against the people who initially captured 
  and restrained them, so they treat humans and their kind with great disdain. 
  Still, they harbor no love for the chuul and its minions either. For their 
  part, the frost men demand the PCs immediately free them, though they 
  can offer the adventurers nothing in return. They refuse to fight against 
  the aberration and its cronies, and they can offer no useful information 
  about Quattu or the complex in general. The unarmed humanoids’ 
  only bargaining chip is their ability to generate an ice blast that deals 
  cold damage. If the characters ignore their pleas, the closest frost man 
  unleashes an ice blast at the ceiling as a warning. Characters who opt to 
  free them must overcome their manacles (hardness 10, 10 hp, Break DC 
  26, Disable Device DC 26). In this case, the ungrateful frost men hastily 
  leave the complex on their quest back to the Northlands. Characters who 
  do not heed the frost men’s warning discover that their bark is worse than 
  their bite. They realize they cannot escape without outside intervention, 
  so killing their only hope for freedom is intrinsically counterproductive. 
  Rather than fight, they resort to begging and pleading for their lives.
  Quattu’s uncertainty regarding the cold-storage room’s fate becomes 
  readily apparent if the PCs unseal the packing crates, which have the same 
  game statistics as those encountered in area Q9. Instead of finding chilled 
  oysters, mussels and fish fillets, the heroes discover refrigerated and raw 
  humanoid ears, noses, feet, and hands inside of four shipping containers. 
  The other seven containers are empty.
  FROST MEN (3) 
  CR 2
  XP 600
  The Tome of Horrors Complete 297
  LE Medium humanoid (cold) 
  Init +1; Senses darkvision 60 ft.; Perception +3
   
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 22 (4d8+4)
  Fort +5; Ref +2; Will +1
  Immune cold
  Weaknesses vulnerability to fire
   
  Speed 30 ft.
  Melee unarmed strike +3 (1d3)
  Special Attacks ice blast, 3/day (30-ft. cone, DC 13 half, 3d6 
  cold)
   
  Str 10, Dex 12, Con 12, Int 10, Wis 11, Cha 11
  Base Atk +3; CMB +3; CMD 14
  Feats Blind-Fight, Skill Focus (Survival)
  Skills Perception +3, Stealth +5, Survival +7
  Languages Common, Nørsk
   
  Ice Blast (Su) Three times per day as a standard action, 
  a frost man can release a blast of freezing mist in a 30-ft. 
  cone from the eye underneath its eye patch. A frost man 
  can remove its eye patch as a free action. A creature in 
  the area takes 3d6 points of cold damage (DC 13 Reflex for 
  half). The save DC is Constitution-based.
  Q11: Landing Corridor
  The landing opens into a 25-foot-long corridor. Five 
  wooden doors line the entire length of the east wall as 
  opposed to the lone door on the west wall.
  The simple wooden doors on the east wall open into the privies (area 
  Q12), while the good wooden door on the west wall leads into Oliver’s old 
  meeting room (area Q13).
  Q12: Privy
  A tiny stool rests in front of an elevated seat with a hole 
  cut into the center of it. A copper pipe built into the opposite 
  wall swivels so it can be positioned against the wall or directly 
  over the cavity in the seat.
  These privies are akin to a modern water closet. Water collected in roof 
  cisterns flows through the pipe to flush any refuse down a drain through 
  the floor and out to the exterior wall.
  Q13: Converted Shrine (CR 9)
  A child-like scrawl clearly written in blood covers most 
  of the entire far wall, presumably replacing a crumpled, 
  stained tapestry that now rests on the floor in the far corner. 
  The other artworks scattered throughout the room fared no 
  better as two exquisite oil paintings of marsh landscapes 
  and a bronze statue of a beautiful woman emerging from a 
  clamshell appear to have been deliberately damaged. Twelve 
  glass bottles are visible inside a liquor cabinet in the near 
  corner. A sofa, two chairs, and an upholstered divan placed 
  atop a thick carpet around a carven oval table. The revolting 
  sight and smell of a partially mummified and vivisected 
  human corpse lying upon the table overshadows everything 
  else in the room. To make matters worse, two clouds of sickly, 
  green mist contort into demonic faces that hover above the 
  grisly scene.
  Quattu and the crabmen transformed Oliver’s former meeting room 
  into a gruesome display worthy of Tsathogga. The chuul’s depraved acts 
  captured the attention of at least one of the Abyss’s malevolent denizens, 
  as the wicked entity dispatched 2 demonic mists and 2 abrikandilu 
  demons (see area Q16) to the site of the brutal crimes. When living 
  creatures first encounter the outsiders, they attempt to batter the mind of 
  a non-spellcaster foe with their psychic crush ability. The monsters also 
  take fiendish delight draining opponents, especially spellcasters, of their 
  life energy and vigor with their enervation and vampiric touch spell-like 
  abilities. The intelligent demonic mists communicate telepathically with 
  their enemies throughout the combat. They bombard them with messages 
  about Tsathogga’s thirst for carnage and Quattu’s hatred for humanity. 
  When faced with imminent defeat, the creatures slip through the western 
  door and join Quattu in area Q16.
  The poor soul literally laid bare on what is now an examining table is none 
  other than Oliver Quaywright. Unfortunately, the Quattu decapitated the 
  renowned chef and removed most of his internal organs, making it impossible 
  to identify his decaying, mangled remains. Furthermore, the removal of his 
  head also negates the possibility of speaking with him via speak with dead or 
  similar magic. However, the eviscerated body is not the only disturbing image 
  in the meeting room. The graphic, bloody message covering the entirety of 
  the western wall is written in inexpert Common. Quattu wrote the rambling 
  message within hours of its violent takeover. It reads as follows:
  “Manling meat for harvesting. Vengeance is ours. Death to humans!”
  DEMONIC MISTS (2) 
  CR 5
  XP 1,600
  Tome of Horrors 4 55
  CE Medium outsider (chaotic, evil, extraplanar) 
  Init +9; Senses darkvision 60 ft.; Perception +9
   
  AC 16, touch 16, flat-footed 10 (+5 Dex, +1 dodge)
  hp 47 (5d10+20)
  Fort +8; Ref +9; Will +2
  Defensive Abilities amorphous; DR 5/magic; Immune acid, 
  cold; Resist fire 10; SR 16
  
  19
  Fishers of Men
  Weaknesses vulnerability to wind
   
  Speed fly 50 ft. (perfect)
  Melee touch +10 (5d6)
  Special Attacks psychic crush
  Spell-like Abilities (CL 5th; melee touch +10)
  At will—detect magic
  2/day—enervation, vampiric touch
  1/day—cause fear (DC 14), confusion (DC 17)
   
  Str —, Dex 21, Con 18, Int 11, Wis 13, Cha 16
  Base Atk +5; CMB +5; CMD 21 (cannot be tripped)
  Feats Dodge, Improved Initiative, Weapon Finesse
  Skills Acrobatics +13, Escape Artist +13, Fly +21, Knowledge 
  (planes) +8, Perception +9, Stealth +13 (+21 in fog or mist); 
  Racial Modifiers +8 Stealth in fog or mist
  Languages Abyssal, Common; telepathy 100 ft.
  SQ gaseous
   
  Gaseous (Ex) A demonic mist can pass through small holes, 
  even cracks, without reducing its speed. It cannot enter 
  water or other liquid. It has no Strength score, and cannot 
  manipulate objects.
  Psychic Crush (Su) Three times per day as a standard action, 
  a demonic mist can attempt to crush the mind of a single 
  creature within 40 feet. The target must make a DC 15 Will 
  save or take 3d6 points of damage and become sickened 
  for 1d4+1 rounds. This is a mind-affecting effect. The save DC 
  is Charisma-based.
  Vulnerability to Wind (Ex) A demonic mist is treated as a Tiny 
  creature for the purposes of determining the effects high 
  wind has upon it.
  ABRIKANDILU DEMONS (2) 
  CR 3
  XP 800
  hp 32 (Pathfinder Roleplaying Game Bestiary 5 “Demon, 
  Abrikandilu”)
  Treasure: During his eventful lifetime, Oliver Quaywright amassed 
  a collection of artistic pieces that the envious abrikandilu demons 
  intentionally destroyed including the two oil paintings and tapestry. The 
  bronze statue depicts Freya, the goddess of love and fertility. Identifying her 
  as the sculpture’s subject requires a successful DC 10 Knowledge (religion) 
  check. It is now worth only 10 gp for scrap metal. Blood now stains the 
  once-grand carpet, slashing its worth to 25 gp from 150 gp. The large 
  furnishings, including the sofa, divan, and two chairs, are worth 150 gp, 250 
  gp and 50 gp each. The last treasure trove is Oliver’s personal collection of 
  fine liquors. In all, the twelve bottles of spirits are worth 150 gp.
  Q14: Quaywright’s Office (CR 4)
  Two bookshelves nearly span the entire length of two walls 
  in this spacious office. A massive, cypress desk adorned with 
  carvings of mussels, oysters and fish occupies the center of 
  the room. Two golden candleholders shaped into the likeness 
  of a ship’s mast flank the oversized desk. An upholstered 
  wooden chair with arms resembling writhing eels faces two 
  smaller, less-exceptional chairs on the opposite side. Two 
  large, crab-like humanoids sharing a pair of spectacles stand 
  over the desk and pour through weathered ledger pages in 
  two enormous journals.
  With Quaywright Fishery firmly under its control, Quattu now considers 
  also taking out its revenge against Oliver’s largest shipping clients. The 2 
  crabmen thumbing through the fishery’s financial records meticulously 
  search for the names and locations of the individuals and businesses that 
  made bulk purchases. The two monstrous humanoids use magical eyeglasses 
  to read the otherwise incomprehensible text. Eager to prove their worth to 
  their chuul overlord, the two brutes charge headlong into battle. As noted 
  in area Q13, the demonic mists completely bypass the crabmen and pass 
  through the secret entrance into Quattu’s personal abode.
  A cursory review of the books and records on the desk confirm they detail 
  the fishery’s financial transactions since its inception several years earlier. 
  A successful DC 15 Profession (bookkeeper), Profession (merchant), 
  Intelligence check or other appropriate skill check verifies Oliver made 
  a fortune with his specialty seafood trade. The desk has a single drawer 
  containing parchment, quills, and vials of ink. Unlike the two ledgers 
  on the desk, the tomes and volumes occupying the bookshelves contain 
  no accounting entries or other business-related information. Instead, 
  they proudly display Oliver’s eclectic tastes in fiction, knowledge, and 
  the culinary arts. One particular book stands out from all others. The 
  fishery’s resident wizard cast phantom trap on the work’s simple locking 
  mechanism. The unique work titled Recipes contains all of Oliver’s 
  trademark cooking techniques, making it extremely valuable in the 
  culinary world.
  Oliver concealed the entrance to his private chambers behind the western 
  bookshelf. In classic fashion, the secret door opens when someone pushes 
  a specific book, Folklore of Akados, into the back wall. Locating the door 
  itself is much easier than finding the mechanism to open it. While it takes 
  a DC 25 Perception check to spot the outline of the hidden portal, locating 
  the exact means of opening it takes a successful DC 30 Perception check 
  or 2d4 minutes of searching in that localized area of the bookshelf.
  Secret Door: 2 in. thick; hardness 5; hp 20; Break DC 25; 
  Perception DC 25
  CRABMEN (2) 
  CR 2
  XP 600
  hp 22 (see the Arriving at Quaywright Fishery)
  Treasure: The crabmen carry four pearls worth 100 gp each. In 
  addition, they use spectacles of understandingUE  to read the ledger book. 
  There are 128 books on the shelves worth a total of 500 gp. The unique 
  work Recipes is worth 2,500 gp.
  UE See Pathfinder Roleplaying Game Ultimate Equipment
  Q15: Guest Quarters
  This roughly oblong bedchamber contains a luxurious 
  four-poster bed against the far wall, a dresser, a shattered 
  silver mirror and marble bathing vessel.
  Oliver’s guest quarters are the envy of any renowned inn. Originally 
  built to serve as his personal quarters, the chef later decided to reserve 
  this room for guests and also to give would-be thieves the impression they 
  found his personal quarters. To further this ruse, he stuffed the dresser’s 
  two drawers with magnificent clothing articles. Otherwise, nothing 
  significant is in this bedchamber.
  Treasure: The dresser contains the equivalent of three noble’s outfits 
  and one royal outfit. The bed’s luxurious linen sheets are worth 10 gp. 
  The broken silver mirror, smashed by the two demons, weighs 30 pounds 
  and is worth 2 gp for scrap metal. Likewise, the extremely heavy marble 
  bathing vessel weighs 200 pounds, and is worth 250 gp.
  
  20
  Quests of doom 4
  Q16: Quattu’s Quarters (CR varies)
  A singular flame dancing in the near corner’s hearth 
  illuminates the room in light and shadow. Two upholstered 
  chairs, placed at the edge of a massive fur rug covering most 
  of the floor, face each other in front of the stone fireplace. 
  A bronze standing mirror facing backward occupies the 
  opposing near corner next to a cypress armoire. The walls are 
  undecorated save for a shredded oil painting of a vast marsh 
  bathed in the sun’s dying rays. The breathtaking scene fails 
  to match the wonder of an extraordinary alabaster bathtub 
  shaped into the likeness of an oyster shell. A valve built into 
  the ceiling above the receptacle presumably provides its water 
  supply. In similar fashion, the neighboring bed resembles a 
  mussel shell with luxurious pillows and silk sheets. A pile of 
  items in the far corner includes a sword, shield, and crown, 
  along with an assortment of coins and other small objects. 
  An iron chest a few feet away from the treasures is left out in 
  the open.
  If Quattu expects the PCs’ arrival, the outraged chuul is awkwardly 
  relaxing in the alabaster tub, while the 2 abrikandilu demons stand near 
  the entrance, vigorously debating their shared dislike of art. Any demonic 
  mist that retreated here from area Q13 currently hides underneath the rug, 
  waiting to emerge when the PCs make their entrance. Quattu takes advantage 
  of Oliver’s mistrust of others with a wicked trap installed in the frame of 
  the secret door that can be activated by a conspicuous switch on the wall 
  just behind the bathtub or one behind his bed. When the characters enter the 
  room, Quattu uses a move action to flip this switch to trigger the azure lily 
  pollen trap.
  AZURE LILY POLLEN TRAP 
  CR 7
  XP 3,200
  Type mechanical; Perception DC 20; 
  Disable DC 20
   
  Trigger touch (manual switches); 
  Reset repair
  Effect poison gas (Azure Lily 
  Pollen): inhaled; save Fort DC 
  15; frequency 1 minute for 
  2 minutes; initial effect 
  nauseated for 1 minute; 
  secondary effect 
  paralyzed for 2d4 
  hours; cure 1 save; 
  never miss; multiple 
  targets (all targets 
  within 10 feet of the 
  secret door)
  The alabaster tub is an 
  artistic wonder. The valve 
  built into the ceiling above it 
  connects to the roof cistern above 
  the privy that provides its water 
  supply. The escaped heat from areas Q5 
  and Q7 warm the bathwater. If the PCs examine 
  the oyster-shaped tub, they find a drain on the bottom 
  that connects to the privy pipes from area Q12. More 
  distressingly, they discover a glass bowl filled with 
  brine that contains a severed human head. 
  A successful DC 15 Knowledge (local) 
  check identifies the victim as Oliver 
  Quaywright, thus confirming his tragic 
  fate. A continual flame spell cast upon 
  the hearth lights part of the room, though 
  the magical fire emits no heat.
  The wily and slightly paranoid Oliver built the iron chest as a decoy 
  to slay unwelcome intruders. He actually used the unlocked chest as a 
  stepping stool to reach his hidden treasure vault concealed within the 
  ceiling. Locating the sliding, secret panel directly above the chest requires 
  a successful DC 25 Perception check. A PC who attempts to flip open the 
  iron chest encounters a nasty surprise.
  AMNESIA MIST TRAP 
  CR 6
  XP 2,400
  Type mechanical; Perception DC 25; Disable DC 25
   
  Trigger touch (opening the chest); Reset no reset
  Effect poison cloud (affects all creatures within 20 feet of the 
  chest; Fort DC 15; 1d4 Int/2d6 Int)
  QUATTU 
  CR 7
  XP 3,200
  hp 85 (Pathfinder Roleplaying Game Bestiary “Chuul”).
  Gear Quattu has a scarlet and blue ioun stone that grants 
  it the ability to speak Aquan as well as increasing all of its 
  listed skill checks by +2. Its enhanced Intelligence score 
  grants him a +1 bonus on all Intelligence-based skills. The 
  stone is attuned to the Linguistics skill.
  ABRIKANDILU DEMONS (2) 
  CR 3
  XP 800
  hp 32 (Pathfinder Roleplaying Game Bestiary 5 “Demon, 
  Abrikandilu”)
  
  21
  Fishers of Men
  Tactics: The demons attempt to summon more of their kin. If their 
  reinforcements fail to appear, they try to fight in the doorway. The 
  destructive outsiders deliberately shattered the mirror and positioned it 
  so the reflective surface faces the corner. The vandals also shredded the 
  painting, but Quattu forbade them from damaging the alabaster tub. If 
  the PCs confront them with any object that captures their reflection, the 
  impulsive demons feel an irresistible compulsion to destroy the mirror 
  above all else.
  Throughout the battle, the loathsome aberration taunts the characters 
  in its odd, burbling dialect of Common. It boasts about killing manlings. 
  Despite its intelligence and ego, Quattu never retreats or surrenders. It 
  dies content in the knowledge it took far more humanoids with him into 
  death. For their part, the demonic mist and the demons flee in the hopes of 
  seeking revenge at a later time if Quattu falls.
  Treasure: There are 6 noble’s outfits and 2 royal outfits in the armoire. 
  The bearskin carpet covering the floor is worth 150 gp, though it also 
  weighs 200 pounds. The oil painting depicting the sun setting over the 
  Dragonmarsh Lowlands is a rare work worth a remarkable 50 gp in its 
  mutilated state or 500 gp if it is somehow restored. The greedy chuul then 
  piled up all of the treasures it stole from the fishery’s defenders and others 
  in the corner. These items include 654 gp, 4 rubies worth 250 gp each, 6 
  pearls worth 100 gp each, and 22 agates worth 10 gp each. There are also 
  a +1 impervious longswordUE, a +1 mirrored heavy steel shieldUE, a crown 
  of swordsUE, a wand of slow (CL 6: 12 charges) and 2 arcane scrolls (CL 7: 
  clairaudience/clairvoyance, knock, and summon monster III) and (CL 10: 
  arcane sight, dismissal, ice storm, and ray of exhaustion).
  Oliver’s personal cache hidden in the small secret niche within the 
  ceiling holds a locked iron coffer that contains 2,609 gp. There is also 
  a divine scroll (CL 9: neutralize poison, remove curse, remove disease, 
  and restoration) that Oliver, a novice oracle, kept in the event of a dire 
  emergency. In addition, he kept a ring of spell knowledge (type II) UE.
  UE These items appear in the Pathfinder Roleplaying Game Ultimate 
  Equipment.
  Concluding the Adventure
  With Oliver Quaywright permanently out of the picture, the fishery 
  bearing his name falls into ruin as the creeping vegetation and wildlife 
  surrounding it steadily reclaim the territory it ceded to the ambitious 
  chef. Of course, if someone steps into his place, the formerly thriving 
  business can be made operational once more with committed restoration. 
  Nonetheless, several threats still loom on the horizon. Tsathogga’s cultists 
  still control their forsaken cloister no more than a day’s travel from the 
  fishery. Deprived of an excellent opportunity to spread their influence 
  throughout the region, the god’s mad devotees may seek vengeance at a 
  later time. Likewise, other savage monsters may also set their sights on the 
  humanoid enclave, though likely for different, more banal reasons than the 
  demented chuul who inflicted so much carnage over the area.
  
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  Quests of doom 4
  
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  Fishers of Men
  
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  Fishers of Men
  
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  Quests of doom 4
  
  27
  Fishers of Men
  Designation of Product Identity: The following items are hereby designated as Product 
  Identity as provided in section 1(e) of the Open Game License: Any and all material or 
  content that could be claimed as Product Identity pursuant to section 1(e), below, is hereby 
  claimed as product identity, including but not limited to: 1. The name “Frog God Games” as 
  well as all logos and identifying marks of Frog God Games, LLC, including but not limited to 
  the Frog God logo and the phrase “Adventures worth winning,” as well as the trade dress of 
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  Quests of Doom 4: Fishers of Men © 2017, Frog God Games, LLC;  
  Author: Tom Knauss
  
  29
  Fishers of Men
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-434-1
  Fishers of Men is a 6th-level adventure that takes the characters into the  
  Dragonmarsh Lowlands, a forsaken land blighted by the vile demon lord Tsathogga  
  and countless foul denizens. When Quaywright Fishery inexplicably falls silent,  
  it takes those of stout heart to determine what dire fate befell the former inhabitants  
  and what monstrosity now lords in their place. The grisly carnage leaves even the most 
  seasoned adventurers shaken to the core, as they witness firsthand and may personally 
  experience what it feels like when the tables turn against humanity.
  Fishers of Men
  Fishers of Men
  QoD4e
  QoD4e
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Quests of Doom 4 -  Fishers of Men - Pathfinder.pdf