TEXT: The Swamp of Sorrows
  Encounters Series
  by Micah Watt
  
  1
  The Swamp of Sorrows
  Encounters Series - 003
  Author: Micah Watt
  Cover Art: Dean Spencer
  Interior Art: Dean Spencer
  Cartography: Micah Watt
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
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  The Swamp of Sorrows, Encounters Series, 2017 Pyromaniac Press, Open Gaming License © 2007 Wizards of the Coast. All rights reserved.
  Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, locations, etc.), dialogue, plots, story lines, 
  locations, characters, artwork and trade dress. (Elements previously designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Pyromaniac Press game product are 
  Open Game Content, as defined in the Open Game License version 1.0a, Section 1(d). No portion of this work other than the material designated 
  as Open Game Content may be reproduced in any form without written permission.
  
  2
  
  3
  Encounter Specifications
  Level – 5-7 (party of 4)
  Best Terrain – Swamp
  Best Climate – Temperate, Humid
  Lair Composition - Swamp
  Room Height – N/A
  Doors – N/A
  Illumination – Day (Bright in open, dim under Weeping 
  Willow), Night (Dim in open, dark under Weeping 
  Willow) 
  Backstory
  The ‘Old Swamp Road’ is a dirt track that leads North 
  West from the town of Breckenridge, skirting the edge 
  of the swamp for several days before breaking into 
  grasslands on the week long journey towards the next 
  nearest settlement – a farm village called "Toil".
  The road is compacted earth, rutted and overgrown, 
  washed out in places by mud and silt. Traversing it by 
  wagon or cart is laborious, and it’s a slow slog on foot as 
  well, with the viscous mud clinging tenaciously to boots 
  and wheel alike.
  Around a year ago an earth tremor caused part of the 
  road to collapse into a watery sinkhole, forcing travellers 
  to beat a new path to the north. This more recent track is 
  narrower, and follows a hard ridge of earth that delves 
  around a mile deeper into the swamp. 
  Unfortunately this has brought travellers very close to 
  the abode of an insane dryad who has lost all sense of 
  civility, given up her name, and thinks of herself now 
  as only “The Dryad”, scourge of humankind. This 
  unfortunate creature has been given cause to hate 
  humans due to the predations of bandits in the swamp, 
  led by a dark druid that held her in thrall with nature 
  magic. It was the earthquake that gave her the distraction 
  she needed. Driven to extremes, she ruthlessly dealt with 
  them, employing her connection to nature in new and 
  disturbing ways to overcome her foes. 
  With the change in wilderness paths, the new influx 
  of travellers has her fearful and aggressive, and she 
  has taken to waylaying anyone that comes too close 
  to her home, and making a brutal example of them by 
  restraining them with vines until exposure and thirst end 
  their ‘threat’ to her. She leaves the corpses displayed as 
  a warning to any who might encroach on her territory. 
  Recently, a local trapper ventured too close and has been 
  ensnared. He lives for now, but will not last much longer.  
  Hook
  1. Breckenridge, a township on the edge of a swamp 
  has put out a call for help. Travellers and traders 
  have gone missing on the old swamp road, and 
  bandits are believed to be the cause.
  2. A strange rippling effect has been seen in the streams 
  near the town, though it swims away toward the 
  swamp if anyone approaches. The townspeople 
  believe they have a ‘river devil’ on their hands. No 
  one knows what it looks like because it stays under 
  the water.
  3. An angry townswoman believes her husband has 
  ‘taken up’ with a hussy who lives outside of town 
  near the swamp. She has no proof other than her 
  missing husband. He is a trapper and is constantly 
  ‘looking for excuses’ to go into the woods. The 
  trapper’s name is Herrod, and is known to wear 
  a fox pelt jerkin. Magda (his wife) asks the PCs to 
  find and thrash this cur, and tell him he’s no longer 
  welcome home. 
  The Swamp of Sorrows
  The Dryad lives in a huge vine covered willow on a small 
  damp parcel of land surrounded by shallow waters 
  (ranging from ankle to waist deep). The Swamp itself 
  is thickly wooded, but this eases around her lair, as if 
  nature itself retreats from her madness. 
  A) Approach
  As you traverse the sod and trampled grass path the trees 
  begin to thin to the north and you see an expanse of more open 
  ground, beyond which is an enormous willow tree the likes of 
  which you have never before laid eyes on. A hundred feet tall at 
  least, the drooping branches are thick with tangled vines that 
  reach out to nearby smaller trees, giving the impression of a 
  plant based spider’s web. 
  A small pool rests at the foot of the massive tree, and another 
  lies to the west, both fed by inlets from the greater swamp.
  
  4
  On a closer look you see that the smaller trees form a ring 
  around the great willow in a pattern that seems unusually 
  ordered. Added to that they bear odd hanging objects that - 
  while moss covered - are suspiciously unnatural looking. 
  Between you and the grove are two dead trees and a number 
  of thin stone pillars, each sporting their own unnatural fruit. 
  With horror you realize these are decaying corpses, or part 
  thereof, bound and hanging from tree and pillar by ropey vines.  
  The expanse of water is knee to waist deep, rising at the 
  banks and the islands. This counts as difficult terrain. 
  Worse still, the area is patrolled by 2 water weirds, which 
  attack as the characters reach the mid-point of the water 
  at whichever point they cross.
  Water Weird – HP – 26
  Water Weird 
   
   
    
   
     CR 4 
  XP 1,200
  CE large outsider (elemental, water)
  Init +6; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 
  size) 
  Hp 26 (4d10+4)
  Fort +2, Ref +6, Will +6
  Defensive Abilities reform body, transparent; DR 10/
  bludgeoning; Immune elemental traits
  OFFENSE
  Speed 30 ft.; Swim 90 ft.
  Melee slam +6 (1d6+4 plus grab)
  Space 10ft.; Reach 5 ft.
  Special Attacks control water elemental, drown (DC 15), 
  water mastery
  STATISTICS
  Str 17, Dex 14, Con 12, Int 11, Wis 14, Cha 11
  Base Atk +4; CMB +8 (+12 to grapple); CMD 20
  Feats Improved Initiative, Skill Focus (Perception)
  Skills Bluff +7, Escape Artist +9, Intimidate +7, 
  Perception +12, Stealth +5, Swim +18.
  Languages Aquan
  SPECIAL ABILITIES
  Control Water Elemental (Ex) With a successful 
  Intelligence check (DC 10), a water weird may control 
  a single water elemental within 30 feet of it, as though 
  it had summoned it with a summon monster spell. If 
  the elemental is already under the control of another 
  caster, the DC of the Intelligence check is instead 10 plus 
  the Intelligence modifier of the creature controlling the 
  elemental. Control lasts for a number of hours equal to 
  the water weird’s Hit Dice.
  Drown (Ex) A water weird who successfully grabs an 
  opponent attempts to pin it under water. A creature 
  unable to escape the water weird’s pin who fails its 
  Fortitude save (DC 15) begins to drown. The save DC is 
  Strength-based.
  Reform Body (Ex) When reduced to zero or fewer hit 
  points, the water weird collapses. If it was on water at 
  the time, it reforms at full strength 1d4+1 rounds later. A 
  purify food and drink spell deals 1d4 points of damage 
  per caster level (max 10d4), and any damage sustained 
  Drowning
  Any character can hold her breath for 
  a number of rounds equal to twice her 
  Constitution score. If a character takes a 
  standard or full-round action, the remaining 
  duration that the character can hold her 
  breath is reduced by 1 round. After this 
  period of time, the character must make a 
  DC 10 Constitution check every round in 
  order to continue holding her breath. Each 
  round, the DC increases by 1.
  When the character finally fails her 
  Constitution check, she begins to drown. In 
  the first round, she falls unconscious (0 hp). 
  In the following round, she drops to –1 hit 
  points and is dying. In the third round, she 
  drowns.
  Unconscious characters must begin making 
  Constitution checks immediately upon 
  being submerged (or upon becoming 
  unconscious if the character was conscious 
  when submerged). Once she fails one of 
  these checks, she immediately drops to –1 
  (or loses 1 additional hit point, if her total 
  is below –1). On the following round, she 
  drowns.
  
  5
  in this manner is not regained when the water weird 
  reforms.
  Transparent (Ex) A water weird is effectively invisible in 
  water until it attacks.
  Water Mastery (Ex) A water weird gains a +1 
  circumstance bonus to attacks and damage for every 4 
  Hit Dice it possesses if both it and its opponent touch 
  water. If the opponent or water weird is on land, it 
  instead suffers a –4 penalty to attack and damage. (The 
  statistics block above does not include this bonus)
  B) The Tree of Woe
  Attached to this tree, crucified on taut vines is the remains 
  of a dark druid, though that may not be apparent on 
  first look. The bones are pulled tight, and covered with 
  moss. All show signs of breakage, and a successful DC 14 
  Healing check shows these are fractures caused by slow 
  but inexorable force, as if the body was slowly pulled to 
  its limits. It is clearly a method of inflicting a very painful 
  and lingering death. 
  Scraps of cloth hang limply from the remains, and an iron 
  amulet dangles from the neck vertebrae to be suspended 
  inside the chest cavity. The iron symbol is that of a staff 
  and slave collar (though the DM is free to exchange this 
  with a campaign appropriate symbol of a known dark 
  druid sect). The corpse is that of the bandit leader, whose 
  abuses with nature powers caused the Dryad to become 
  a monster. He hangs here as a first warning to intruders 
  and reminder for her why humans can’t be trusted.    
  C) Warning Pillars
  Each of the stone pillars is around 1 foot in diameter and 
  5 feet high. Vines ring each, extending like manacles to 
  grip the wrists of the decaying corpses here. These are 
  the remains of bandits and other travellers, and extend 
  all the way around the grove – 14 in all. The corpses 
  range from years to weeks old, but full decay and animal 
  activity have reduced them all to bare bones. They have 
  no possessions beyond a few clothing scraps. 
  D) The Woodcutter’s Tree
  This dead tree has five skeletal corpses hanging from it, 
  suspended by their rib cages by vine ropes. Each has a large 
  woodsman’s axe buried in the spine. 
  The Dryad hates woodcutters more than anything. While 
  most interlopers are left to the elements, woodcutters are 
  struck by their own axes and hung to die. Four of the 
  axes are corroded and useless, but one is actually shaped 
  from obsidian, and bears delicate etchings on its glassy 
  surface (worth 150gp).
  E) The Whirling Pool
  The centre of this pools twists clockwise in an ever-turning 
  whirlpool, clouding the pool and causing ripples to wash up 
  on the banks.
  This pool houses a Water Elemental, but it does not show 
  itself until the Dryad is attacked. Instead it continues to 
  twist lazily, but in a forceful motion. Anyone entering 
  the pool must make a DC 16 Swim check each round 
  or be pulled below the surface and held in the centre of 
  the pool. Poor swimmers may eventually drown if they 
  can’t break free (see rules on Drowning in sidebar). The 
  Elemental is considered to have Total Cover in this state, 
  even from those ‘inside’ it.
  For fun the elemental has been swirling a set of 6 
  sapphires that the Dryad threw in to the pool as toys. 
  Each is worth 50gp, but cannot be seen (or retrieved) by 
  
  6
  anyone unless they are underwater or the elemental has 
  been slain.   
  Large Water Elemental – HP – 68
  F) The Missing Trapper
  Tied to this stone pillar by vine ropes is a man in soiled clothes 
  and furs. His head hangs limply, but he still breathes.
  This is the missing trapper – Herrod - from Hook 3. He 
  was taken days ago whilst checking his traps, and is 
  close to death from dehydration. Aside from saving his 
  life, the PCs – if they are so inclined - may still need to 
  persuade his wife (DC 14 Diplomacy check) that his state 
  is from mistreatment not carousing before she will take 
  him back. 
  The Dryad will not allow the trapper to be freed without 
  a fight. PCs approaching him before dealing with her 
  will be ambushed (if possible) or attacked. 
  G)  The Weeping Willow
  The enormous willow looms above you, and you see that what 
  once may have been majestic testament to nature now stands 
  as a twisted and nightmarish goliath. The Tree’s bark is black 
  and craggy, and weeps a thick green sap from innumerable 
  cracks and splits in the trunk. The branches twist and angle 
  downward, reaching like monstrous claws, while the limp 
  leaves are the yellow-green of rot rather than life. The willow 
  is wrapped in thick, thorny vines that encircle the bole and 
  extend down the branches and out the other plants nearby, as if 
  this dark arboreal beast seeks to swallow everything around it. 
  At the base of the trunk the earth has been dug out, and a 
  burrow of sorts delves deeply into the root mass below.  
  The Dryad lairs here, inside the Weeping Willow, and 
  an aggressive Dire Bear has taken up residence in the 
  burrow below, driven crazy by the insanity of the Dryad, 
  and consumed by hunger for human flesh.
  If the PCs approach the tree, or the trapper, the Dryad 
  emerges, using her natural stealth and nature abilities 
  to try to gain surprise, calling to the bear, the Water 
  Elemental (from area E) and any remaining Water Weirds. 
  Unlike a standard dryad she will never charm a human 
  or humanoid (considering the practice a disgusting 
  debasement) unless her life is in serious peril (reduced to 
  1/2 Hp or less) but has developed other abilities that she 
  can bring to bear in interlopers.
  If she defeats the PCs she will try to ensnare at least one 
  (and more if possible) to crucify and leave as warning. 
  She will never retreat, preferring death to being driven 
  off. 
  The Dryad – HP –  65
  Dire Bear – HP – 95 
  Concealed in the Dire Bear’s burrow is all of the 
  possessions of the Dryad's victims. While she has no 
  use for any of them, she is morbidly curious as to why 
  humans kill each other for such trinkets, and has stored 
  them for study at a later date. 
  Treasure
  Secreted in the hollow is 223 cp, 154sp and 261gp in loose 
  coins, as well as a handful of ornate rings (6 rings worth 
  20gp each), bracelets (4 worth 30gp each), necklaces (3 
  worth 25gp each) and brooches (3 worth 35 gp each). 
  There are a scattering of semi-precious stones including 
  jade (2 worth 20 gp each), agates 94 worth 15gp each), 
  topaz (4 worth 40gp each) and a lapis lazuli (1 worth 
  40gp). There is a small bloodstone statuette, carved to 
  look like a fierce wolf (the bloodstone giving it a blood-
  spattered look worth 150gp). There are a few rusty 
  weapons (mostly swords), as well as a spear +1 and a 
  shining metal shield +1 (actually -1 cursed). Lastly, there 
  is a ring of animal friendship, still on the late owner’s finger 
  (severed by a dire bear bite).    
  The Dryad
  This creature appears as a woman covered in, or carved from 
  wood, with vine tendrils for hair and glowing orange eyes
  The Dryad, Unique Dryad 
    
   
     CR 6
  XP 2,400
  CE medium fey
  Init +8; Senses low-light vision; Perception +15
  DEFENSE
  AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural) 
  Hp 65 (10d6+30)
  Fort +8, Ref +11, Will +9
  DR 5/cold iron
  Weaknesses tree dependent
  OFFENSE
  Speed 30 ft.
  
  7
  Melee claw +9 (1d4 slashing +sap poison)
  Ranged thorn volley +9 (1d6 piercing +sap poison)
  Special Attacks deadly vines, persistent animal charm 
  sap poison,  
  Spell-Like Abilities (CL 10th)
  Constant - speak with plants, speak with animals
  At Will - entangle (DC 15), tree shape, wood shape (1lb only)
  3/day - charm person (DC 15), deep slumber (DC 17), tree 
  stride
  1/day - suggestion (DC 17)
  STATISTICS
  Str 10, Dex 19, Con 16, Int 14, Wis 15, Cha 18
  Base Atk +5; CMB +5; CMD 19
  Feats Combat Casting, Great Fortitude, Improved 
  Initiative, Stealthy, Weapon Finesse
  Skills Climb +9, Craft (sculpture) +15, Escape Artist +15 
  Handle Animal +14, Knowledge (nature) +15, Perception 
  +15, Stealth +19, Survival +12; Racial Modifiers +6 Craft 
  (wood).
  Languages Common, Elven, Sylvan, speak with plants and 
  animals
  SQ tree meld, wild empathy, woodcraft
  SPECIAL ABILITIES
  Deadly Vines (Su) Each round a creature remains in an 
  area of effect created by the Dryad's entangle ability they 
  are automatically subject to 1d4 bludgeoning damage 
  from either flailing or crushing. This damage is taken 
  whether they are entangled or not, so long as they remain 
  in the area of effect. 
  Sap Poison (Ex) The Dryad's attacks are coated in a sap 
  that is poisonous. Type poison (injury); Save Fortitude 
  DC 14, Frequency 1/round for 1d4 rounds, Effect 1d2 
  Str and Dex damage; Cure 1 save.
  Thorn Volley (Ex) the dryad can launch a volley of tiny 
  thorns from herself at a creature within 60', dealing 1d6 
  piercing damage and possible poison. 
  Tree Meld (Su) A dryad can meld with any tree, similar 
  to how the spell meld into stone functions. She can 
  remain melded with a tree as long as she wishes.
  Tree Dependent (Su) A dryad is mystically bonded to a 
  single, enormous tree and must never stray more than 300 
  yards from it. Most dryad trees are oak trees, but other 
  trees function as well (often having subtle influences 
  on a specific dryad’s personality and appearance). A 
  dryad who moves 300 yards beyond her bonded tree 
  immediately becomes sickened. Every hour thereafter, 
  she must make a DC 15 Fortitude save to resist becoming 
  nauseated for an hour. A dryad that is out of range of her 
  bonded tree for 24 hours takes 1d6 points of Constitution 
  damage, and another 1d6 points of Constitution damage 
  every day that follows—eventually, this separation kills 
  the dryad. A dryad can forge a new bond with a new tree 
  by performing a 24-hour ritual and making a successful 
  DC 20 Will save.
  Wild Empathy (Su) This works like the druid’s wild 
  empathy class feature, except the dryad has a +6 racial 
  bonus on the check. Dryads with druid levels add this 
  racial modifier to their wild empathy checks.
  Woodcraft (Su) A dryad has a +6 racial bonus to Craft 
  checks involving wood, and is always treated as if she 
  had masterwork artisan’s woodworking tools when 
  making such checks
  
  8
  
  9
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  Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-
  MacFarland, Sean K. Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, 
  Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Game Mastery Guide. Copyright 2010, Paizo Publishing, LLC; Authors: 
  Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, 
  Joshua J. Frost, James Jacobs, Kenneth Hite, Steve Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K. Reynolds, 
  F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Rappan Athuk, Copyright 2012, Frog God Games, Bill Webb.
  
  Missing in the Swamp!
  Travelers and traders are going missing on the Old Swamp Road. There is 
  talk of black magic or a monstrous predator lurking in the waters from the 
  local townsfolk. Can you solve the mystery of the disappearances?
  The Encounters Series is a range of scenarios and side-treks designed 
  to be dropped in to existing campaigns with little effort on the part of 
  the Game Master.
  The Swamp of Sorrows is a short scenario for 5th to 7th level characters
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Pyromaniac Press/The Swamp of Sorrows.pdf