TEXT: Frog God 
  Games
  By Tom Knauss
  By Tom Knauss
  The Hunter’s Game
  The Hunter’s Game
  
  Frog  
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  Adventures 
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  Quests of Doom 4
  The Hunter’s Game
  
  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,  
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  * (forthcoming from Frog God Games)
  
  3
  The Hunter's Game
  Table of Contents
  Credits ........................................................................ p. 1
  The Hunter’s Game ........................................................p. 4
  Map Appendix ..............................................................p. 24
  Legal Appendix .............................................................p. 29
  
  4
  Quests of doom 4
  In my opinion, crocodiles sprang from the warped imagination of a 
  deranged god on his worst day. Brutal and supremely cunning, these 
  ruthless predators are the swamps’ ultimate killing machines. Still, there 
  is something about the beast’s primeval savagery that belies a creature 
  infinitely more fascinating than its outward appearance leads one to 
  believe. While the primitive animal contorts its victim during a terrifying 
  death roll, the cruel reptile’s remorseless eyes pierce the mortal veil and 
  callously watch as the soul slips its surly bonds, commencing the timeless 
  journey to the Great Beyond, creating an intimacy unmatched in the 
  animal kingdom.
   
  — Brock Answin, Dyrgalas naturalist
  The Hunter’s Game is a 4th-level adventure that leads the PCs into the 
  foreboding Dyrgalas Fens, a temperate swamp in the Harwood Forest nestled 
  between the Wolf Hills and Low Hills. Dyrgalas Fens is overrun by an eclectic 
  collection of malevolent monsters, xenophobic humanoids, and foul beasts. 
  When some of the region’s finest gentlemen and ladies never return from 
  their excursions to the Answin Hunting Lodge, the PCs must investigate their 
  mysterious disappearances. The journey leads them into the figurative heart 
  of darkness, taking them not only deeper into the dreadful Dyrgalas, but also 
  plunging them into the harrowing abyss of hatred and greed.
  Adventure Background
  Brock Answin had long been fascinated by the crocodiles and other reptilian 
  life of the Drijoc Delta as he grew up. His father, older brothers, and uncles 
  were all fishermen of the nearby Tywyl Bay, but Brock’s heart lay among 
  the languid channels and still pools of the delta. As he sat at the knee of the 
  local bokor, listening to his teachings about the world and the Loa, he learned 
  that the Drijoc Delta was but a smaller reflection of the wetlands that were 
  its source. For upriver in the depths of the Harwood Forest where the Drijoc 
  River found its source was the great Dyrgalas, a vast wooded swampland 
  through which the river flowed on its journey to the sea.
  When Brock came of age, he resolved to make his way up the Drijoc and 
  see the Dyrgalas for himself. But the journey upriver was perilous; it passed 
  through the Coredor Belt, the stretch of land between the shore and the forest 
  — a 50-mile-wide band of badlands inhabited by lawless men, diseased 
  outcasts, and feral animals. It was no trip for a young man to be taking on his 
  own. However, Brock was in luck because before long a holy man arrived 
  in his tiny village. Quantinimus was a cleric of Sefagreth out of Cerediun 
  Province. He had been hired to minister to the workers in the lumber camps 
  of the upper Harwood and had taken ship to travel upriver to his new parish.
  Unfortunately for Quantinimus, his frugality in hiring a ship out of the 
  port of Banis had resulted in a ship’s captain of less than exceptional skill. 
  And when a storm on Tywyl Bay blew them off course, the holy man’s 
  ship landed at the mouth of the Drijoc River instead of the mouth of the 
  Hyon River farther to the east as intended. Rather than wait for a ship 
  making the long journey around Pruden Point back to the port of Tuller at 
  the Hyon’s mouth or making a danger-fraught overland journey along the 
  long axis of the Coredor Belt, Quantinimus elected to hire a boat to take 
  him upriver on the Drijoc instead. Its length past near the town of Carson’s 
  Mill where he was expected and would serve as a suitable secondary 
  route. Finding no local boatmen planning on heading upriver any time 
  soon, the cleric’s gaze fell upon a young man who had recently outfitted a 
  raft for just such a journey. Quantinimus liked the fire in the young man’s 
  eyes and hired him to take him upriver as far as the drop off near Carson’s 
  Mill. They would share the journey’s dangers and the security of having 
  an extra pair of eyes to watch for them.
  The trip up the Drijoc passed without major incident, though as Brock 
  made passage through the Dyrgalas at last, he was awestruck by the water-
  logged world he found and its infinite variety of animals, reptiles, and 
  birds. At one point along the route he spotted the perfect location to build 
  a lodge that he could use as a base camp to study the amazing diversity of 
  life he had seen. He talked of little else for the remainder of the journey, 
  and when he finally dropped Quantinimus off on the forested bank the two 
  wished either other well and carried fond memories of their weeks spent 
  traveling together through the amazing wetlands.
  Brock never returned to the delta, choosing instead to establish his 
  encampment at the spot he had chosen and begin his study on the swamp. 
  Despite numerous close calls with vicious predators and aggressive 
  humanoids over his tenuous first few months, he developed into a 
  respectable naturalist. He honed his keen powers of observation, devised 
  innovative survival techniques, and expanded his breadth of knowledge 
  about his adopted habitat. Yet the burgeoning entrepreneur also saw an 
  opportunity to share his passion for nature with others and simultaneously 
  earn a handsome profit. Brock shrewdly forged an arrangement with a local 
  band of lizardfolk he had maintained peaceful contact with for several 
  years, offering them fresh meat, weaponry, and minor magical trinkets in 
  exchange for their protection and cooperation with the monumental task 
  of building a hunting lodge within the Dyrgalas. 
  With his labor force in place, Brock traveled to the cathedral city of 
  Biltscrough, lying at the border of the duchies of Mains and Saxe. There 
  he managed to secure financing from an investor named Joffrey Ium, 
  a local captal (one of the old noble families of Foere), landowner, and 
  inheritor of a small fortune. The project broke ground less than a month 
  later and, within ten months, Answin Lodge opened to tremendous fanfare 
  and interest. Those interested in visiting the lodge could book their stay 
  through Ium in Biltscrough and then make the journey through the Wolf 
  Hills to the small village of Fornlar at the edge of the Harwood. From 
  there Brock had commissioned the building of a road leading into the 
  forest and directly his lodge in the Dyrgalas.
  For the next eight years, Brock’s lodge flourished. Every week, his 
  lizardfolk allies rendezvoused with the lodge’s guests at the bend in the 
  Loggers’ Road where it forked off towards the Dyrgalas and escorted 
  them to the hunting lodge proper for a formal tour and two nights’ 
  accommodations. Several years into his business, Brock found it useful 
  to build several small enclosures on the property to house a bask of 
  crocodiles and several other native beasts such as toads, lizards, snakes, 
  and swamp rats. To further supplement his income, the explorer also 
  offered personally guided safaris to an elite handful of clients, allowing 
  them to hunt some of the wetlands’ fiercest game. Despite an isolated 
  mishap or inexplicable disappearance here and there, guests and their 
  coins steadily poured into Answin Lodge.
  Life in Hell
  While Brock’s fortunes were rising, the fates were not as kind to the 
  traveling cleric who accompanied him. Carson’s MillGoD turned out to 
  The Hunter’s Game
  Swamp or Fen?
  The Dyrgalas Fens are technically a swamp rather than a fen. 
  Much like the modern world, residents of the Lost Lands who have 
  the chance to name geographic features often don’t know, or care, 
  about technicalities like the differences between a swamp, marsh, 
  or fen. The distinction means little to the folk who are forced to live 
  in its proximity and contend with the many challenges to survival 
  it produces. However, the swamp is usually just referred to as the 
  Dyrgalas anyway, so the discrepancy rarely comes up even in 
  scholarly circles.
  
  5
  The Hunter's Game
  be a rough, surly, oppressive place. A company town for the loggers of 
  the forest, its mayor and local watch captain kept the peace with a harsh 
  fist and kept the employees indebted through exorbitant rent fees and 
  costs. The loggers, many of whom were little more than ne’er-do-wells, 
  drunks, and ruffians, lived almost as indentured servants in the bleak 
  place and cared little for Pastor Quantinimus and his messages of faith 
  and perseverance through hard work. In fact, they rarely spoke to him 
  except when in need of his healing gifts from the many, many hazards that 
  presented themselves daily in their hardscrabble lives. The injuries were 
  often too severe or too many in number for Quantinimus to keep up, which 
  only painted him in a darker light in the eyes of the loggers.
  Finally the term of the holy man’s contract with the mining company 
  expired, and he longed to return to his native Cerediun to seek some more 
  peaceful and less-hostile parish to serve. Rather than take the dangerous 
  log floats downriver to Tuller, he opted to travel overland back to the 
  Drijoc River to seek passage down its languid length. He and Brock had 
  exchanged correspondence over the years, and Quantinimus longed to 
  see his old friend’s dream of a Dyrgalas lodge in all its reality. To make 
  the trip overland to the Drijoc and then secure a means of passage down 
  its length he turned to a pair of logger brothers, Ruland and Reginald 
  Grayharst, who had recently quit their logging jobs, discharged their debts 
  to the company, and were looking to travel to the Drijoc Delta (where they 
  claimed to have family) rather than take the usual Hyon River route. They 
  claimed to have already arranged passage down the Drijoc and allowed 
  Quantinimus to accompany them for only a modest fee.
  The short overland journey to the banks of the Drijoc were uneventful, 
  and soon the brothers’ means of transportation arrived in the form 
  of a lizardfolk who was poling a raft along the river’s bank. The party 
  boarded the raft and set out downriver as Quantinimus regaled them 
  with tales of his old friend Brock Answin and his marvelous Dyrgalas 
  lodge. Unfortunately for Quantinimus, he never saw his friend again 
  or his lodge. For what Brock didn’t know was that the logger brothers 
  were actually werecrocodiles and secretly members of a vile cult of the 
  parasite god Rachiss that had set up operations in the abandoned ruins of 
  an old asylum several miles upriver on the banks of the DrijocGoD. The 
  brothers had not resigned their jobs and repaid their company debts but 
  had rather murdered their hated foreman and devoured his body. They 
  were leaving town quickly before the disappearance was traced back to 
  them but couldn’t simply head downriver on the Hyon because they knew 
  the town watch would never let them leave without first paying off their 
  debts (which of course they lacked the funds to do). 
  When the Grayharst brothers overheard Quantinimus talking about his 
  intentions to travel down the Drijoc, they quickly formulated a plan. They 
  sent word to their cult mates at the not-too-distant ruins and arranged 
  for another cult member, the lizardfolk bard Shashana, to pick them and 
  another passenger up on the banks of the Drijoc and carry them down to 
  the Dyrgalas. They had heard of Answin’s Lodge before and thought this 
  represented an excellent opportunity to pay a visit to the swamp interloper 
  and teach him to know the wrath of Rachiss. Shashana picked them up as 
  planned, and by the times the logging bosses noticed that the brothers were 
  gone they were already well on their way down the Drijoc and beyond 
  the logging company’s reach. Once they had pumped Quantinimus for all 
  the information he possessed about the lodge, they revealed to him their 
  crocodilian forms as well and he soon joined their former foreman as a 
  meal for the savage creatures.
  As they neared the lodge, the trio ditched their raft and began their 
  plan to infiltrate the lodge and destroy it from within in honor of their 
  god, Father Host, whose parasitic children killed their victims in much the 
  same way. Ruland and Reginald took on their crocodile forms and posed as 
  troublesome reptiles infringing on the lodge’s territory. The herpetologist 
  did what came naturally to him and soon subdued the aggressive crocs 
  to add to his exhibit. Shashana likewise found work among the other 
  indigenous lizardfolk as a guide and escort. No longer outsiders, they 
  could now move about the hunting lodge with impunity, granting them 
  access to the business’s wealthy clients.
  At first, the trio acted in concert to abduct, rob and kill their victims 
  near the end of the guests’ return trip through the Harwood Forest. 
  They zeroed in on visitors from distant lands with no ties to the local 
  communities. However, they soon realized they could double their profits 
  if they sold these humanoids to the Dyrgalas’ monstrous denizens, as 
  slaves, food, or to obtain ransoms from their distant families. Over the 
  past 11 months, they have kidnapped 24 wealthy visitors. They initially 
  exercised tremendous care selecting their targets. Yet avarice eventually 
  trumps caution. They took more risks, leading to sloppy mistakes that 
  now command the attention of distraught family members searching for 
  missing loved ones, anxious government officials, and Brock’s small 
  but vocal legion of detractors. The greedy perpetrators also sense others 
  have caught onto their murderous schemes, making the former prisoners 
  even more unbalanced and impulsive. The adventurers investigating this 
  delicate matter must sort through the clues and unmask the culprits behind 
  these dastardly crimes. Only then can they save their unwilling captives 
  from the clutches of the swamp’s most depraved monstrous denizens.
  GoD See Glades of Death by Necromancer Games for more information.
  QoD See Quests of Doom: Death in Dyrgalas by Frog God Games for 
  more information.
  Adventure Synopsis
  The cathedral city of Biltscrough to the north of the Dyrgalas is a logical 
  starting point for this adventure, but any other locale in the region, including 
  the towns of Lortsbar to the west, Fornlar to the north, and Tuller to the 
  southeast, also fits the bill. Alternatively, with a few minor adjustments the 
  GM may set the adventure in any other location of his choice, though the 
  primary scenes still take place in a swamp. Regardless of the GM’s decision 
  in the preceding matter, the story begins when a worried family member 
  or a government official contacts the PCs and asks them to investigate the 
  events transpiring at Answin Lodge within the Dyrgalas. The adventure’s 
  initial foray takes them toward the swamp, either via the Loggers’ Road 
  from Fornlar or an alternative overland route if necessary.
  Based upon the information they gathered before leaving, the heroes 
  may rendezvous with Brock’s lizardfolk escorts, including the treacherous 
  Shashana, just inside the Harwood, or they may attempt to find the hunting 
  lodge themselves. Whether they go it alone or accompany the lizardfolk, 
  the journey through the untamed wetlands proves difficult. The Dyrgalas 
  teems with hungry predators and monstrous denizens who beset the 
  adventurers and their guides. After enduring the arduous hike through the 
  Dyrgalas, the PCs arrive at Answin Lodge, where Brock Answin and his 
  small staff await them.
  The gregarious Brock eagerly greets the new arrivals, yet the PCs’ 
  allegations regarding the unexplained disappearances perplex him and his 
  employees. The renowned naturalist cannot explain these events and gladly 
  offers his assistance in their investigation. Inquiries and clues gathered at the 
  scene point toward the conclusion that at least several malevolent creatures 
  infiltrated the hunting lodge. With the PCs and Brock bearing down on 
  them, the Grayharst brothers and Shashana act quickly to neutralize the 
  threat. That night, Shashana uses her illusory magic to lure the characters 
  into an isolated location where the vicious werecrocodiles await. To make 
  matters worse, the natural lycanthropes recently spread their curse to two 
  of Brock’s lizardfolk employees. These werecrocodiles, led by Ruland and 
  Reginald and joined by Shashana, descend on the PCs, Brock, and his staff, 
  who with their combined forces must fend off the assault.
  In the aftermath of the vicious attack, the PCs discover the siblings and 
  their associate did not act alone. The rapacious trio sold the captives to 
  three of the Dyrgalas Fens’ most sinister denizens: Grizzelda a vile green 
  hag, Berseus a cyclops outcast, and a pair of cruel harpy sisters. Using 
  a crude map found among the conspirators’ personal possessions along 
  with Brock’s knowledge of the terrain and rumors about the creatures’ 
  whereabouts, the PCs venture deeper into the Dyrgalas, where they must 
  liberate the unfortunate souls from their captors and return them to safety.
  Starting the Adventure
  The adventure begins with the PCs in Biltscrough or some other 
  suitable locale where they learn of the trouble in the Dyrgalas and are 
  hired to investigate the matter. The cathedral city of Biltscrough is the 
  most advantageous location to start the adventure. The sprawling city 
  boasts a large population, giving the PCs ample opportunities to gather 
  
  6
  Quests of doom 4
  information about Answin Lodge, the vast swamp surrounding it, and the 
  man who built and oversees the wilderness operation. Down the Loggers’ 
  Road from Biltscrough is the town of Fornlar, which lies on the northern 
  fringe of the Harwood Forest and provides the most direct route to the 
  lodge in the Dyrgalas. 
  Hooks
  The PCs are likely drawn into the adventure’s events in one of two 
  ways. The distressing news regarding the disappearances from Answin 
  Lodge worries its primary financier, Joffrey Ium, who fears any negative 
  publicity about the business may jeopardize the long-term viability of his 
  only profitable venture. Alternatively, one of the missing persons’ family 
  members contacts the PCs and asks them to locate their loved one. With 
  these interests in mind, the GM may use one or more of the following 
  hooks or create one of his own to set the adventure into motion.
  Protecting My Investment
  Eight years ago, the jocular Brock Answin convinced the young scion of 
  the Ium family, Joffrey Ium (CN male human aristocrat 4; Cha 14; Bluff 
  +7) to make him a substantial loan in order to construct Answin Hunting 
  Lodge. The unsavory rumors swirling around his prized investment greatly 
  worry the debt-laden aristocrat. Using his influence, he arranges a meeting 
  with the PCs and approaches them with a tantalizing proposition. He offers 
  the equivalent of one year of payments on Brock’s loan note (1,800 gp), 
  payable in three payments, in exchange for them venturing to Answin 
  Hunting Lodge and resolving the controversy troubling the establishment. 
  As a seasoned businessman, Joffrey is open to negotiating the fee with two 
  caveats: If the PCs demand more money, he agrees to repay them over a 
  longer period of time, up to a maximum of 2,700 gp payable over 3 years. 
  Conversely, Joffrey offers characters who insist on getting an immediate 
  lump sum payment a smaller amount, beginning at 600 gp — the amount of 
  the first payment — up to a maximum of 1,000 gp. When the parties come 
  to terms on their arrangement, the nobleman tells the adventurers that six 
  noteworthy people that he is aware of have never returned from Answin 
  Lodge. These guests included most recently one of the city’s Listeners 
  Shanga Halfshin (CG female halfling expert 3; Wis 15; Profession 
  [gardener] +7) and Marafoy Stadli (CE male human rogue 3; Dex 15; 
  Sleight of Hand +8), the prodigal son of the sheriff at Fornlar. Joffrey directs 
  characters who make further inquiries about either individual to Wangard 
  Halfshin, Shanga’s concerned father (see Family Closure below).
  Family Closure
  On the edgeof entering his second century, Wangard Halfshin (CG 
  male halfling cleric of Mick O’Delving 5; Wis 16; Sense Motive +11), 
  a well-known and beloved priest of the Halfling God, knows his mortal 
  life is coming to a close. However, he cannot bear to think his precious 
  daughter, Shanga Halfshin, four decades his junior, may depart this world 
  before him. Though shaken in his faith, Mick’s downtrodden servant offers 
  the PCs a divine scroll containing 4 1st-level cleric spells of their choice, 
  scribed at his level, in exchange for finding out what happened to Shanga 
  and returning her home, if possible. Wangard is willing to negotiate, of 
  course, and offers as much as 2 3rd-level spells, 3 2nd-level spells, or 
  some combination with a total number of spell levels not greater than 6. 
  (For example, 2 3rd-level spells, or 1 3rd-level spell and 3 1st-level spells, 
  or 3 2nd-level spells, and so on.)
  If the characters have already struck a bargain with Joffrey (see 
  Protecting My Investment), the venerable cleric reduces his initial 
  payment offer to 2 spells instead of 4, with a maximum negotiated price 
  of 4 total spell levels. If the PCs attempt to fool Wangard by concealing 
  or otherwise lying about their arrangement with Joffrey, Wangard rescinds 
  his offer in its entirety and tells them he plans to look elsewhere for 
  assistance. His attitude toward the PCs immediately shifts to unfriendly, 
  and he refuses to discuss the matter any further with the characters unless 
  they succeed in shifting his attitude back to friendly or better.
  Wangard tells characters on good terms with him that Shanga left for 
  the Answin Lodge about 2 months earlier and was scheduled to return 7 
  days ago. The 8 other visitors who accompanied her returned home safely 
  without incident, though he quickly adds he does not personally know 
  any of them well. After making several inquiries of them, they relayed the 
  same tale. Shanga disappeared after they left the hunting lodge and before 
  their arrival at the edge of the Dyrgalas Fens. None of her companions 
  noticed anything out of the ordinary during the journey, and no one saw 
  Shanga go off on her own at any point during the trip back.
  Alternatively, if they begin the adventure in Fornlar, Sheriff Olson (NG 
  male human fighter 3) may contact the PCs to locate his missing son. His 
  terms and conditions are identical to Wangard, but unlike his ecclesiastical 
  counterpart, the sheriff can offer no details about his son’s disappearance.
  Part One:  
  The Dyrgalas Fens
  Located along the main thoroughfare between the duchies of Mains and 
  Saxe, the cathedral city of Biltscrough sits in the epicenter of trade and 
  information within the southern Kingdoms fo Foere. Traveling merchants, 
  loggers, miners, adventurers, and pilgrims bring a plethora of tales and 
  stories ranging from the mundane to the ridiculous. These rumors freely 
  circulate throughout the city (or any other suitable locale of the GM’s 
  choice) on a constant basis. There is no need to succeed on a Diplomacy 
  or Knowledge (local) check to gather this information. Merely conversing 
  with Biltscrough’s residents and visitors is sufficient to obtain 1d4 of these 
  rumors per day spent asking around about the subject of the lodge. 
  • Since its creation eight years ago, roughly 1,500 visitors have made 
  the trek to Answin Hunting Lodge. Every week at dawn on Mootsdag 
  (Wednesday), a contingent of lizardfolk guides lead guests from the road 
  at the edge of the Dyrgalas to Answin Lodge. The journey lasts about 8 
  hours, and visitors remain at the hunting lodge for two nights before de-
  parting at dawn on Sisterstag (Friday).
  • A stay at Answin Lodge costs guests 100 gp. Brock charges 250 gp for 
  a private, one-day safari with him. Stays can be extended for a week for a 
  considerable additional charge.
  • Common game hunted at the lodge includes crocodiles, otters, giant 
  frogs, and giant constrictor snakes. When escorting visitors on a private 
  safari, the potential prey includes shocker lizards, slurks, goblin dogs, and 
  goliath frogs.
  • Brock will consider leading an expedition against other, more dangerous 
  game within the swamp though he never hunts lizardfolk to avoid offend-
  ing his workers.
  • Lizardfolk, bugbears, and other vicious humanoids — including bands 
  of outlaws — inhabit the Dyrgalas, though other foul denizens, most no-
  tably black dragons, also live there.
  • Brock and his staff routinely beat their animals to make them docile for 
  visitors. He even removes the crocodiles’ teeth to make them harmless. 
  (This is a false.)
  • Six confirmed visitors never returned from Answin Hunting Lodge over 
  the last several months, including the daughter of a prominent halfling 
  cleric who also happens to be one of Biltscrough’s Listeners, as well as 
  the son Fornlar’s sheriff. Many suspect the true number of disappearances 
  is actually much higher.
  • The Loggers’ Road Branch is moderately maintained and sparsely trav-
  eled for the first part of the journey out of Fornlar. It quickly falls into 
  disrepair when it reaches the edge of the fens.
  • The disappearances are a ruse perpetrated by rich families to conceal the 
  fact their spoiled children really were sent to lumber and mining camps 
  in the Harwood Forest to serve out sentences of hard labor for seditious 
  intent against the government. (This is false.)
  
  7
  The Hunter's Game
  Greater Details
  Biltscrough in particular bustles with rumors, but some tales require more 
  legwork than others. PCs intent on gathering more detailed information may 
  interact with the local residents or recall tales they overheard or personally 
  experienced at some point during their adventuring career. The GM must 
  exercise judgment when doling out these additional details. The average 
  citizen may be a good source of information about local establishments and 
  famous people, but is less likely to know anything about the Dyrgalas and 
  other adventuring locales. PCs can acquire this information from the locals 
  with a successful Knowledge (local) or Diplomacy check. Doing so requires 
  1d3+1 hours for each rumor, and requires spending 1d3 gp for each hour 
  beyond the first to purchase rounds of drinks, grease palms, and so forth. For 
  every 5 gp spent beyond the required amount, the PCs earn a +2 circumstance 
  bonus on their check (to a maximum of +6). If the character hails from the 
  Harwood Forest region, it is appropriate to grant a +2 circumstance bonus to 
  that PC’s check if the information directly pertains to the region.
  The Dyrgalas Fens
  The PCs may learn the following information about the Dyrgalas with a 
  successful DC 15 Knowledge (local) or DC 15 Diplomacy check to gather 
  information.
  • Answin Hunting Lodge’s crocodile exhibit attracts the most visitors. 
  The ornery reptiles are kept inside a stone enclosure. As part of the show, 
  Brock sometimes wrestles one of the massive beasts. The exhibit has prov-
  en popular enough that Brock now has a reduced-rate fee for those who 
  wish to visit the lodge but forego the hunting expedition into the swamp.
  • One of the swamp’s resident black dragons does not take kindly to 
  Brock keeping his distant kin prisoner for prolonged periods of time. He 
  is gathering allies among the indigenous creatures to assault the hunting 
  lodge and liberate his fellow reptiles. (This is a plausible rumor but false.)
  • Brock Answin, the lodge’s owner, is a handsome, talkative and friendly 
  chap from the southern delta who flaunts a well-earned reputation for bed-
  ding some of the business’s many female guests over the years. His roving 
  eye has gotten him into trouble on a few occasions when he set his sights 
  on the wives and fiancés of Biltscrough’s most powerful figures.
  • The accounts regarding the disappearances are universally consistent. In 
  every case, the missing person left the hunting lodge on the return journey 
  and then was nowhere to be found shortly after the group exited the Dyr-
  galas. Four lizardfolk accompanied them on this leg of the journey, and no 
  one recalls seeing anything amiss about their behavior or actions during 
  the trek. (This check requires 1d3+1 days, rather than hours, and requires 
  the PCs to specifically speak with those returning from the lodge during 
  the fateful trips.)
  Further Investigation
  In addition to gathering some of the preceding rumors, thorough 
  investigators may insist on speaking directly to one or more witnesses 
  in the hopes of discovering something everyone else missed about the 
  trip, Answin Lodge, and its inhabitants. The PCs’ success in this endeavor 
  depends largely upon their starting point. Firsthand accounts are not hard 
  to find in Biltscrough. The same cannot be said of any other locations in 
  the Harwood Forest and beyond.
  Finding a witness in the cathedral city requires a successful DC 10 
  Diplomacy check or Knowledge (local) check. At the present time, five 
  people are readily accessible to adventurers. They are: 
  • Maximilian Pourell (LE male human rogue 4; Dex 15; Stealth +9), 
  who can often be found at the Sleeping Dragon Tavern.
  • Miram Stumblefoot (N male halfling expert 5; Wis 15; Profession 
  [merchant] +13), who owns a textiles shop. 
  • Jacques D’Amberge (LG male human cleric or Mithras 3; Wis 15; 
  Heal +8), an acolyte at the Temple of Mithras. 
  • Penelope Trutess (CG female human aristocrat 5; Int 14; Knowledge 
  [nobility] +9), the daughter of one of the Archdeacon’s closest advisers. 
  • Haltarmie Spindlefist (N male gnome alchemistAPG 3; Int 14; Craft [al-
  chemy] +8), who is frequently found at the Temple of Dre’uain the Lame.
  APG See Pathfinder Roleplaying Game Advanced Player’s Guide
  Witnesses are much scarcer in outlying areas. It takes a successful DC 
  20 Diplomacy or Knowledge (local) check to find someone in Fornlar or 
  Lortsbar. These are: 
  • Cravan Kanaer (LN male human warrior) one of Fornlar’s guardsmen. 
  • Jenna Ezreki (NE female half-elf bard 3; Cha 15; Perform [sing] +8) is 
  currently performing in Fornlar at The Cloak and Candle Inn.
  • Aven Hogledier (N male half-orc druid 4; Wis 17; Knowledge [nature] 
  +10) resides in a small glade just outside the town limits of Lortsbar in the 
  Harwood Forest.
  Each of the witness’s statements, regardless of their alignment or 
  outlook, follows an almost identical pattern. The four lizardfolk escorts 
  met their party at dawn on the Loggers’ Road Branch at the edge of 
  the Dyrgalas Fens. The quartet led them into the swamp along a crude 
  trail. They arrived at Answin Lodge shortly before dusk. Brock and his 
  staff greeted them, led them to their accommodations, and met them the 
  following morning for a tour of Answin Lodge before journeying into the 
  swamp to hunt game. They shared dinner then retired to their quarters 
  for the evening. At dawn the following morning, they mustered in the 
  hunting lodge’s courtyard. Brock bade them farewell, and they set out for 
  the Loggers’ Road Branch accompanied once again by their lizardfolk 
  guides. It was not until they left the Dyrgalas and proceeded some way 
  down Loggers’ Road Branch that they noticed one of their party missing. 
  By then, the lizardfolk were gone. A few daring visitors made a cursory 
  effort to double back and search for the lost guest yet they found nothing.
  Despite the nearly uniform similarities, a few pointed questions about 
  Answin Lodge’s details yield some useful clues. If asked about the highlight 
  of their trip, the visitors universally agree the crocodile exhibit stood out 
  the most, aside from the actual hunt, but they disagree about the number 
  of crocodiles they saw. The majority are certain there were six reptiles in 
  the enclosure. However, several others who ventured out to the exhibit at 
  night or early in the morning counter there were only four. In addition, a 
  few witnesses also report at least two lizardfolk staff members sported fresh 
  wounds on their legs they attributed to the hungry beasts being “feistier” 
  than usual. Estimates regarding Brock’s staff also vary. Everyone distinctly 
  remembers meeting the hunting lodge’s owner and his business manager, 
  Bhanda Jasanapur, though a few people recall briefly glimpsing a human 
  assistant on the grounds during the early morning and late evening before he 
  abruptly disappeared. When pressed for details about the fleeting encounter, 
  no one provides more than a vague description of a burly, unkempt man. 
  Though initially reluctant under direct examination, the female visitors 
  also grudgingly admit Brock made unwelcome overtures during their 
  stay. However, none made a major issue of his crude gestures and double-
  entendres because he quickly apologized and ceased his boorish behavior 
  for the rest of the trip. The witnesses begin the inquiries as being indifferent 
  to the PCs’ requests, yet if they manage to sway one to being helpful, there 
  is a 50% chance the person tells them they experienced an odd tingle when 
  interacting with one of the lizardfolk on the journey back as they neared the 
  edge of the Dyrgalas Fens.
  The werecrocodiles’ assumption of their animal form during the 
  daylight hours accounts for the disparate numbers seen in the enclosure. 
  At night, the Grayharst brothers transform into humans, allowing them 
  to climb out of their pen and escape into the surrounding wilderness to 
  plan their next abduction and to strike a bargain with one of their wicked 
  clients. The werecrocodiles also do not return to their pen on the morning 
  when the visitors depart from Answin Lodge. Instead, they remain in 
  the wilderness at a designated spot to abduct their next victim (see the 
  upcoming section Crime Scene and Clues for further details). The odd 
  tingle the witness experienced resulted from that individual successfully 
  resisting Shashana’s enchantment magic. To swell their numbers, they 
  also deliberately bit Brock and two of the lizardfolk staff members in the 
  hopes of infecting them with lycanthropy in order to tighten their grip over 
  Answin Lodge. With each passing month, the brothers and their lizardfolk 
  ally grow increasingly paranoid that Brock, Bhanda or Biltscrough’s 
  authorities are closing in on them.
  
  8
  Quests of doom 4
  Traveling to Answin Lodge
  After conducting their inquiries with cooperative witnesses, gathering 
  important information from the locals, and procuring the equipment and 
  supplies necessary to delve into the foreboding swamp, the next stage of 
  the PCs’ investigation takes them to Answin Lodge. The first leg of the 
  journey takes them down the Loggers’ Road to the hamlet of Fornlar in 
  the Wolf Hills at the very edge of civilized lands. Most of the journey is 
  through the pleasant rolling countryside of southern Foere, so no hostile 
  encounters occur. Likewise, Fornlar isn’t deep into the Wolf Hills, so no 
  encounters are likely to occur.
  However, once the party leaves Fornlar along the Loggers’ Road into 
  the Harwood Forest the way grows more treacherous. The PCs will take 
  the Loggers’ Road Branch south from Fornlar into the forest. It runs 
  parallel to the Drijoc River for much of its length and peters out near the 
  edge of the Dyrgalas Fens where the lizardfolk guides are stationed to 
  meet incoming groups. From there, Brock’s poorly maintained extension 
  leads the rest of the way to the lodge. This rough trail runs for another 
  seven miles, where it culminates at the southern gate to Answin Lodge 
  proper. Alternatively, the characters can follow the same route but forego 
  the guides’ assistance, which requires them to find the trail on their own. 
  Finally, the characters can avoid the Loggers’ Road Branch altogether 
  and blaze an entirely new trail through the treacherous wetlands. With 
  this option the chances of encountering natural hazards in the wilderness 
  increase significantly.
  Events in Harwood Forest
  The GM may insert some or all of the following events to spice up the 
  opening foray of the PCs’ expedition to Answin Lodge. These events lack the 
  lethality of an encounter, and are instead designed to break up the monotony 
  of the journey while providing some potentially valuable information to the 
  characters on their hike to the Dyrgalas. The first two events detailed below 
  take place only on Loggers’ Road Branch out of Fornlar.
  The Loggers
  Four human loggers, Bran Toltsky, Kristo Ubaltus, Wes Cerpay 
  and Michael Youngsman (NG male human expert 2), on their journey 
  north to Fornlar tow 10 massive cypress logs on two horse-drawn wagons 
  along the Loggers’ Road Branch. The quartet of chatty fellows spent 
  the better part of the last week harvesting trees from the Dyrgalas Fens’ 
  eastern edge. One of the men boasts about finding a monogrammed gold 
  cufflink bearing the inscription “JRW” (25 gp) atop a mound alongside 
  the Loggers’ Road Branch roughly 1 mile from the swamp’s edge. The 
  missing accessory belonged to Julius Robert Worthington, a traveling 
  merchant of Tuller the werecrocodiles abducted 6 months ago. Because 
  no one reported the foreigner missing with the local authorities, there is 
  no chance of linking the jewelry piece to its missing owner unless the PCs 
  participate in the next event. The men refuse to allow the PCs to examine 
  the cufflink unless they purchase it for 30 gp or are compelled by magic. 
  Close scrutiny of the item (successful DC 22 Perception check) uncovers 
  the minute presence of dried blood on the object.
  The Daughter’s Search
  Susana Worthington (NG female human aristocrat 3), daughter of Julius 
  Robert Worthington (see above), walks along the Loggers’ Road Branch, 
  along with her two escorts (NG male human warrior 3; Str 17; Perception 
  +7), searching for any signs of her father. She tells anyone willing to listen 
  that her father left for a business trip to the lumber camps upriver from 
  Tuller 7 months earlier and never returned. After hearing rumors of a rash 
  of disappearances from the Answin Lodge, the 22-year-old Susana came to 
  believe her father made the trip to the remote wilderness sanctuary. If the 
  PCs describe or show her the cufflink the loggers recovered, she confirms 
  the accessory belonged to her father. With that information in hand, the 
  brave-but-wise woman turns back for Tuller rather than proceed to the 
  dangerous Dyrgalas Fens. However, she asks the PCs if they would give her 
  Divination Magic
  It is highly likely the PCs resort to some form of divination 
  magic to aid in their search for clues, either during their initial 
  information-gathering stage or later in the adventure. Similarly, 
  they may ask Wangard Halfshin about his own magical inquiries, 
  and may even request aid from the halfling priest or another similar 
  NPC. The Hunter’s Game is low enough in level to make potential 
  magic PCs have available a useful tool for them, but not likely 
  enough to ruin the buildup of the mystery behind the investigation.
  For PCs casting their own divination spells, the effects possible 
  depend largely upon which source material the GM allows. Generally 
  speaking, however, spells available to 4th-level characters will not 
  provide so much information as to make the investigation aspects 
  moot. Detect thoughts may allow a PC to have an easier time 
  dredging hidden information from an NPC, while speak with plants 
  might allow for easier discovery of what happened to victims if a 
  PC happens to cast it near where an abduction occurred.
  For his part, Wangard Halfshin tells the PCs he cast augury before 
  speaking to them and was given a result of “weal” from his beloved 
  deity. He personally does not have access to more useful spells. 
  In addition, he tells the PCs one of his elders attempted a scrying 
  spell, but the spell failed (Shanga happened to successfully save). 
  The elder was unsure if the spell’s failure was a result of Shanga’s 
  demise or some other effect such as protective magic against such 
  intrusive spells. Unfortunately for Wangard, that particular elder 
  was in town only for a few days and has since departed; no other 
  clerics at his temple are high enough level to cast the spell.
  Should PCs decide to seek a caster on their own, finding one 
  capable of casting scrying or similarly powerful spells proves at 
  least a little bit tricky. Finding a 9th-level or higher cleric is only 
  possible in Biltscrough — no other community within the region 
  closer than Arbo or Saxentry has such a character. Similarly, 
  finding a 7th-level or higher wizard can also be accomplished 
  only in Biltscrough. Finding such an NPC is only part of the 
  task, however. PCs must then convince the NPC to cast the spell 
  for them. The standard rate of caster level x spell level x 10 gp 
  found in the Pathfinder Roleplaying Game Core Rulebook applies, 
  however, after determining the NPC’s caster level the GM should 
  also determine a price modifier by rolling 1d6. On a result of 1, the 
  caster reduces the cost by 10%; on a result of 2, the caster charges 
  the standard rate; on a result of 3–6, the caster inflates the cost by 
  10% for each number above 2 on the die — 10% for a 3, 20% for 
  a 4, and so forth. In addition, if the PCs find a cleric, they must be 
  no further than 1 step away from the cleric’s alignment to convince 
  him or her to cast the spell. For example, a neutral good cleric 
  considers casting the spell for a chaotic or lawful good character 
  (each one step away), but will not consider such an act for a chaotic 
  neutral character (a total of two steps, one on each alignment axis).
  Regardless of the source of the spell — their own resources 
  or a paid hireling — the GM is encouraged to provide truthful 
  information as a result of a successful casting. Don’t forget 
  saving throws for targets as necessary, of course. However, even a 
  successful spell does not need to reveal all the mysteries associated 
  with The Hunter’s Game. Cryptic responses from such spells 
  are common. If the GM is quick on her feet, or has the ability 
  to prepare ahead of time, providing these cryptic clues in a short 
  rhyming verse is a nice way to add a puzzle to the adventure while 
  preserving hidden details for later.
  
  9
  The Hunter's Game
  the cufflink as a sentimental piece and offers them a 100-gp silver bracelet 
  she wears in exchange for the item. Otherwise, she continues toward the 
  swamp searching for physical evidence or statements from passers-by that 
  may lead her to her missing parent.
  Traveling Minstrels
  Two halfling musicians, Millamar and Vanalor Soredtoe (CN male 
  halfling bard 2; Cha 14; Perform [stringed instrument] +7 and Perform 
  [percussion instrument] +7 respectively), dream of starting a band called 
  Two-and-a-Half Octaves. Millamar is the group’s lute player while his 
  younger counterpart plays percussion. They realize neither can carry 
  a tune, thus forcing them to recruit a singer for their musical trio. The 
  flamboyant pair gladly offers an audition to anyone with a high-pitched 
  voice. The halflings always steer a wide berth around the Dyrgalas, 
  especially in light of the strange rumors of events transpiring in the 
  swamp’s hunting lodge.
  Encounters
  Nearly all of the ancient Harwood Forest remains largely unsettled 
  and little explored. The remoteness and isolation provide an ideal base of 
  operations for bandits and marauding humanoids. The GM is free to use 
  any of the following encounters, create several of his own, or consult the 
  Appendix for random encounters.
  Loggers’ Road Branch Encounters
  d%
  Encounter
  01–40
  Bandits
  41–80
  Ghouls
  81–00
  Giant Wasp
  BANDITS (2d4) 
  CR 1/2
  XP 200
  hp 11 (Pathfinder Roleplaying Game GameMastery Guide 
  “Bandit”)
  GHOULS (1d3+1) 
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Ghoul”)
  GIANT WASPS 
   
  CR 3
  XP 800
  hp 34 (Pathfinder Roleplaying Game Bestiary “Wasp, Giant”)
  At the Swamp’s Edge
  PCs who make their way from the Harwood Forest’s border ultimately 
  arrives at the edge of the ominous Dyrgalas Fens, an expansive swamp 
  making up a swath of the region’s southeastern expanse. Countless 
  small streams bring runoff from the neighboring Wolf Hills and other 
  surrounding areas into the low-lying basin. In addition, the Drijoc River 
  feeds into the northeast corner of the swamp. PCs who arrive at this point 
  face three options — rendezvous with Brock’s lizardfolk escorts and 
  accompany them to Answin Lodge, venture without the guides along road 
  and find the trail leading to Answin Lodge on their own, or plow through 
  the untamed wilderness and attempt to locate the hunting lodge without 
  the benefit of any landmarks. When the PCs reach this point, the GM may 
  read or paraphrase the following description of this suffocating swamp.
  The stench of decaying organic matter and the constant 
  bubbling of pent-up natural gases seeping up from the 
  wetlands’ fetid bowels clings to the seemingly visible humidity 
  in the air. Refreshing streams of pristine water pour into the 
  depressed basin from a multitude of directions. Once in the
  Dyrgalas Fens’ nauseating embrace, the pure waters turn 
  into a morass that congeals into foul-smelling mud. Massive 
  cypress trees tower over the inundated land below, basking 
  the foreboding swamp in a perpetual eerie twilight. The 
  sounds of snapping branches in the distance accompanied by 
  the closer noises of splashing water and footsteps trying to 
  escape the emulsified gooey floor steep the area in a shroud 
  of continual gloom.
  If the PCs came here via the Loggers’ Road Branch, the GM may read 
  or paraphrase the following added description.
  The word “road” hardly befits an elevated earthen 
  causeway built from a combination of raised mulch and sawn 
  tree trunks. Though obviously easier to negotiate than the 
  trackless expanses surrounding it, the road is more akin to a 
  crudely made plateau than an actual thoroughfare.
  Crime Scenes and Clues
  The PCs’ information clearly points toward the fact that the missing 
  people vanished at or shortly after they entered the Harwood Forest from 
  the swamp. The culprits used Shashana’s enchantment and illusory magic 
  to carry out the abduction. The lizardfolk bard and her werecrocodile 
  cohorts set up a rendezvous point approximately 1 mile from the spot 
  where the Loggers’ Road Branch re-emerges into the Harwood Forest. 
  Shashana then isolated one of the guests by either deliberately lagging 
  behind or wandering a short distance off the trail. While alone, she 
  discreetly cast charm person on her designated victim and told that person 
  to stay behind and walk toward a designated spot, using a barely plausible 
  cover story about some unknown danger lurking ahead. When the hunting 
  lodge party put some distance between themselves and the lone straggler, 
  the Grayharst brothers quickly overpowered their victim. (This explains 
  why some visitors reported seeing only four crocodiles in the enclosure 
  the morning they departed Answin Lodge.) Meanwhile, Shashana rejoined 
  the party disguised as the missing visitor, using disguise self to temporarily 
  allay any suspicions. A few minutes after exiting the Dyrgalas Fens, the 
  bard waited until an opportune time to slink away back to the swamp and 
  dispel her illusion leaving the remaining travelers later scratching their 
  heads at the disappearance.
  Unlike the trail leading to Answin Lodge, finding the spot where the 
  missing persons left Loggers’ Road Branch proves virtually impossible. 
  Too much time has passed on the marshy ground for tracks to remain. 
  However, other clues may exist for diligent PCs who are willing to search 
  carefully off of the track. If a PC actively searches the area 1 mile from the 
  edge of Dyrgalas Fens (perhaps in response to the clue the loggers found 
  in the Events section), that character with a successful DC 26 Perception 
  or Survival check discovers a torn piece of what appears to be a woman’s 
  coat, an ivory hairbrush worth 5 gp, and a cracked, silver mirror bearing 
  an etching of a candle in a cave near the edge of a swampy pool. A 
  successful DC 10 Knowledge (religion) check identifies the etching as 
  Mick O’Delving’s holy symbol. These items belonged to Shanga Halfshin 
  and can be identified by her father back in Biltscrough. Further searches 
  of this area produce no other clues.
  Reptile Rendezvous (CR 6)
  Adventurers who opt for the most straightforward path to Answin Lodge 
  meet Brock’s four lizardfolk guides at dawn on Mootsdag (Wednesday). 
  A swaggering aristocrat named Lord Horatio Alastair Charlton also 
  waits for their reptilian guides to arrive for his own trip to the lodge. The 
  gregarious nobleman is an avid follower of Kamien, the goddess of rivers, 
  springs and streams. He waxes poetic about the beauty of the Dyrgalas 
  Fens’ gentle, rolling streams and pristine ponds despite its reputation as 
  an abode for unsavory folk and insidious monsters. In the face of danger, 
  
  10
  Quests of doom 4
  the haughty man stands his ground if personally attacked but shies away 
  from taking the initiative and aiding the PCs or lizardfolk escorts during 
  a confrontation.
  LORD HORATIO ALASTAIR CHARLTON 
  CR 2
  XP 600
  hp 20 (Pathfinder Roleplaying Game GameMastery Guide 
  “Noble Scion”)
  For their part, the 3 lizardfolk guides and Shashana demonstrate their 
  standard punctuality and arrive at the meeting point 15 minutes before 
  dawn. Shashana acts as the group’s fourth member, though, she is really 
  there to size up the guests and determine whether they are prime targets 
  to rob or potential impediments to their scheme. The lizardfolk guides 
  speak only Draconic with a smattering of simple commands in Common, 
  such as “go,” “stay,” “follow,” and “wait.” In the event the PCs or their 
  aristocratic counterpart want to converse with their escorts, Shashana 
  steps to the forefront and acts as the quartet’s informal liaison.
  LIZARDFOLK GUIDES (3) 
  CR 2
  XP 600
  Male or female lizardfolk ranger 1 (Pathfinder Roleplaying 
  Game Bestiary “Lizardfolk”)
  N Medium humanoid (reptilian)
  Init +0; Perception +1
   
  AC 17, touch 10, flat-footed 17 (+5 natural, +2 shield)
  hp 23 each (2d8+6 plus 1d10+3)
  Fort +8; Ref +2; Will +1 
   
  Speed 30 ft., swim 15 ft.  
  Melee mwk morningstar  +6 (1d8+3), bite +3 (1d6+1) or claw 
  +5 (1d4+3), bite +3 (1d6+1)
  Ranged javelin +2 (1d6+3)
  Special Attacks favored enemy (animals +2)
   
  Str 16, Dex 10, Con 17, Int 11, Wis 12, Cha 8
  Base Atk +2; CMB +5; CMD 15
  Feats Multiattack, Skill Focus (Knowledge [geography])
  Skills Acrobatics +3, Climb +6, Handle Animal +3, Heal +5, 
  Knowledge (geography) +9, Knowledge (nature) +5, Survival 
  +7, Swim +10; Racial Modifiers +4 Acrobatics
  Language Draconic
  SQ hold breath, track +1, wild empathy +0
  Gear masterwork heavy wooden shield, masterwork 
  morningstar, 3 javelins
   
  Hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it risks 
  drowning.
  SHASHANA 
  CR 4
  XP 1,200
  hp 33 (See Part 2, Crocodiles Rock)
  Development: If questioned, the three lizardfolk guides deny knowing 
  anything about missing guests. They are adamant everyone left Answin 
  Lodge together and arrived safely at the edge of the Dyrgalas before they 
  turned back for the swamp. The accusation comes as a total shock to 
  them, a fact the PCs can confirm with a successful Sense Motive check 
  (at a –4 penalty for any PCs who are not reptilian humanoids). Shashana 
  naturally tries to dodge the PCs and may even resort to using her illusory 
  magic to appear like one of the lizardfolk they already questioned. When 
  pressed into a corner, the convincing liar gives the same answers as her 
  kin, feigning no knowledge about missing visitors. If the PCs see through 
  her Bluff and confront her, she tries to flee into the Dyrgalas and meet up 
  with her werecrocodile conspirators later that evening outside of Answin 
  Lodge. She fights only when left with no other alternative. The GM must 
  also take into account that any physical altercation between the PCs and 
  a lizardfolk, regardless of their justification for doing so, is certain to 
  provoke a full-scale melee with Brock’s trusted escorts unless the PCs 
  produce ironclad physical evidence of Shashana’s guilt or a confession, 
  even if they coerce one out of her.
  The lizardfolk guides lead their charges 7 miles down the track, which 
  has degraded into a raised earthen causeway resembling a mound more 
  than a viable thoroughfare. In general, it takes a moderately encumbered 
  party of humans roughly 3 to 3-1/2 hours to traverse through the Dyrgalas.
  Going It Alone
  PCs who forego the preceding routine and opt to venture to Answin 
  Lodge on their own via the Loggers’ Road Branch and the trail leading to 
  the hunting lodge or blaze a fresh path through the wetlands face several 
  difficulties the conventional route avoids. For those who opt for the 
  Loggers’ Road Branch route, locating the trail leading off toward Answin 
  Lodge poses the only significant obstacle. Fortunately, it takes only a 
  successful DC 12 Survival check to locate the trail diverging from the 
  Loggers’ Road Branch and follow it to Answin Lodge. 
  Characters who stray from the trail and those who completely bypass 
  any of the swamp’s roads must succeed on a DC 20 Survival check to 
  ascertain the attraction’s precise location or devise another means to find 
  it, such as seeking directions from an indigenous inhabitant or relying upon 
  magic, including know direction and similar divination spells. Ultimately, 
  the GM must exercise discretion when determining whether the local 
  resident knows about the hunting lodge and where it is in the first place. 
  In any event, trekking through uncharted swampland always reduces the 
  creature’s speed by half unless the character can move through the terrain 
  without penalty, such as using woodland stride. Explorers may attempt to 
  circumvent some of these natural obstacles by avoiding stepping into areas 
  filled with stagnant water altogether. For simplicity’s sake, characters who 
  try this approach once again reduce their overland speed by half.
  Dyrgalas Encounters
  Unlike the journey through the Harwood Forest, there are no events 
  in the Dyrgalas. Characters traveling through the region via the Loggers’ 
  Road Branch and the trail leading to Answin Lodge have a 1-in-4 chance 
  of an encounter each hour spent in the swamp. These adventurers largely 
  avoid the wetlands’ natural hazards with the exception of contracting a 
  mosquito-borne or tick-borne disease as described in Marshes of Malice. 
  PCs who venture through the Dyrgalas’ trackless terrain have a 1-in-3 
  chance of an encounter each hour spent in the swamp, and unlike their 
  conventional counterparts, they may also face one or more of the wetlands’ 
  deadly natural hazards. The GM is free to use any of the encounters 
  presented below. 
  Blighted (CR 5)
  Mosquitoes are practically a cottage industry in the wetlands, but 
  the pests are not created equally. The overwhelming majority poses no 
  imminent danger to intrepid explorers, though this solitary blightspawn 
  represents a significant exception to the general rule. Nine months ago, 
  a fanatical worshipper of Rachiss died in a sickening morass within the 
  Dyrgalas, releasing the gestating monstrosity feasting within him. Like its 
  parasitic tiny cousins, the wicked aberration feeds on the blood of living 
  creatures via a flexible, barbed proboscis. The beast is not particularly 
  stealthy, so it foregoes stalking its victims and instead relies upon its spell-
  like abilities to disable and distract its adversaries from afar before rushing 
  in for the kill. 
  BLIGHTSPAWN 
  CR 5
  XP 1,600
  hp 52 (Pathfinder Roleplaying Game Bestiary 5 “Blightspawn”)
  Tactics: In most cases, Brock’s lizardfolk guides join the fight. However, 
  the blightspawn’s frightful appearance utterly terrifies the overmatched, 
  reptilian humanoids, leaving it solely up to the PCs to deal with the monster. 
  Ideally, the blightspawn casts blur before the encounter and then attempts 
  to paralyze a single target from a distance using its hold monster spell-
  like ability. If these tactics fail, the murderous aberration moves in for the 
  
  11
  The Hunter's Game
  kill, targeting the least-armored character with its sinister proboscis. Some 
  semblance of the host’s personality lives on in its unholy creation; therefore, 
  like its surrogate father, the creature has no fear of death. 
  Treasure: The blightspawn conceals its treasures roughly 20 feet above 
  the ground in the hollowed out nook of a dead cypress tree 80 feet west 
  of the encounter site. It takes a successful DC 16 Perception check to 
  locate its perch, provided, of course, the PCs search the area after their 
  struggle against the infernal beast. The blightspawn keeps +1 chainmail 
  and a pouch containing a divine scroll (CL 3: entropic shield, magic stone, 
  sound burst) in its hiding spot.
  Blood in the Mist (CR 3 or 5)
  A solitary vampiric mist floats through the trees in its constant search 
  for blood. (Characters accompanied by Brock’s lizardfolk guides face 2 
  vampiric mists instead. The lizardfolk escorts battle against one of the 
  monsters, leaving the other to the PCs.) The amorphous creature passes 
  through the tiniest cracks and flies between tightly packed trees and 
  undergrowth with ease in its quest for prey, though it cannot move through 
  water. The vampiric mist spots opponents from its aerial vantage point, 
  relying upon its ability to sense warm-blooded creatures within a 60 foot 
  radius as if using scent. Land-based foes also notice the aberration’s misty, 
  crimson outline with a successful DC 21 Perception check. 
  VAMPIRIC MISTS (1 or 2) 
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game Bestiary 2 “Vampiric Mist”)
  Part Two: Answin Hunting 
  Lodge and Vicinity
  After completing their long journey, the PCs finally arrive at their 
  destination — Answin Lodge and the true beginning of their investigation. 
  After the PCs unmask the culprits and confront the lycanthropic brothers 
  and their lizardfolk accomplice, their attention then turns toward possibly 
  rescuing some of the abductees from the clutches of four malevolent 
  residents: a green hag, an oafish cyclops and two sinister harpies.
  First Impressions
  When the PCs arrive at Answin Lodge, they set eyes upon a sprawling 
  complex surrounded by a 5-foot-high clapboard fence made from water-
  resistant cypress wood. An arched gate along the southern wall is the only 
  visible entrance to the compound. The gate is typically kept open during 
  the day and secured at night. 
  Unlike the typical perimeter barrier, the hunting lodge’s wooden walls 
  and gates are primarily intended to keep the resident animals from escaping 
  rather than preventing intruders from getting in. The structure’s posts and 
  planks make it relatively easy to scale the walls and gate (successful DC 
  10 Climb check), though bursting through the gate or barreling over the 
  walls proves more difficult.
  South Gate Wooden Doors: 2 in. thick, hardness 5; hp 20; 
  Break DC 23
  When the PCs gain access to the hunting lodge proper the GM may read 
  or paraphrase the following description.
  The outer walls encircle a sprawling complex. Spread out 
  throughout the southern half of the compound are four large 
  buildings. Eight smaller cottages run parallel to the western 
  wall, while two slightly larger structures and a crude, earthen 
  mound stand adjacent to them along the north wall. Between 
  them and the main buildings is a sizable pen teeming with
  small animals as well as numerous wild berries, several fruit-
  bearing trees, and legumes. 
  The attraction’s centerpieces lie along the east wall. An 
  enormous sunken pool of murky water spans much of 
  the hunting lodge’s southeastern corner. Numerous fish, 
  crustaceans, and mollusks are visible in the torpid pool, while 
  at least a dozen turtles and a giant tortoise leisurely bask 
  along the pool’s edges. A stone wall surrounds the perimeter 
  of a steeply sloped, semi-aquatic exhibit that protects visitors 
  from the crocodiles that roam the enclosure’s bottom. The 
  northeastern corner boasts a circular glass enclosure that 
  features a collection of native amphibians. Despite the 
  compounds obvious upkeep, the stench of rotting food and 
  excrement hangs heavy in the stale air.
  During the adventure’s investigative portion, events unfold in response to 
  the characters’ actions rather than in accordance with a preset plan. It is critical 
  for the GM to read ahead and become familiar with how each of the main 
  antagonists responds to what the PCs do during their excursion to Answin 
  Lodge. How Brock, Bhanda and the lizardfolk guides answer questions about 
  the mysterious disappearances appears in the Answin Lodge Review section 
  below. The next section addresses what happens to characters who partake in 
  the hunting lodge tour, while the subsequent section details how Brock and his 
  staff react to PCs who arrive unannounced at Answin Lodge.
  Answin Lodge Review
  Answin Lodge features a diverse cast of characters who act in accordance 
  with their own agendas. While Brock and Bhanda naturally want the best 
  for their business, they can also be a little guarded about revealing the 
  enterprise’s inner workings. The lizardfolk trust and admire the hunting 
  lodge’s management team, though their attitudes toward strangers range 
  from indifferent to hostile based upon the investigators’ actions during 
  their stay in the wilderness. This section provides additional details about 
  these individuals, focusing on their responses to the current crisis at 
  Answin Lodge. The adventure’s antagonists, Shashana and the Grayharst 
  brothers, appear in a later section, Crocodiles Rock.
  Brock Answin
  A cheerful-looking burly man with long sandy brown hair held in a 
  topknot, a dark olive complexion, and broad shoulders and chest always 
  approaches with his hand extended in greeting. A juvenile crocodile 
  measuring 3 feet from snout to tail waddles behind.
  Brock Answin is a crocodilian hunter, and the small crocodile mirroring 
  his every step is his animal companion Vicejaw. Answin Lodge’s owner 
  is a chatty fellow, especially in the company of attractive human, elf or 
  half-elf women. In this case, he immediately shifts his attention from the 
  group at large to his target audience. Brock comes on very strong, a trait that 
  always raises one of Bhanda’s disapproving eyebrows. Brock’s animals and 
  the Dyrgalas are his true passions, though. Even after 8 years of narrating 
  the same exhibits and leading excursions, his enthusiasm never wanes. He is 
  an animated speaker who uses signature catchphrases such as “closer than a 
  croc’s eyelash,” “unholy death roll,” “slower than a frigid turtle,” and “toad 
  slime” to keep his audience’s attention throughout his presentations. 
  BROCK ANSWIN 
  CR 4
  XP 1,200
  Male human ranger (crocodile hunter) 5
  N Medium humanoid (human)
  Init +4 (+6 in swamp and water terrain); Perception +8 (+10 in 
  swamps and water terrain)
   
  AC 15, touch 10, flat-footed 15 (+4 armor, +1 natural)
  hp 47 (5d10+10 plus 5)
  Fort +7; Ref +5; Will +3
   
  Speed 30 ft. 
  
  12
  Quests of doom 4
  Melee dagger +8 (1d4 +3/19–20) or unarmed strike +9 
  (1d3+3) 
  Ranged sling +5 (1d4+3) or dagger +5 (1d4+3/19–20)
  Special Attacks combat style (grappler), favored enemy 
  (animals +4, giants +2)
  Spells Prepared (CL 2nd)
  1st—speak with animals, summon nature’s ally I
   
  Str 16, Dex 10, Con 14, Int 10, Wis 12, Cha 13
  Base Atk +5; CMB +8 (+10 grapple); CMD 18 (20 vs. grapple)
  Feats Endurance, Improved Grapple, Improved Initiative, 
  Improved Unarmed Strike, Toughness, Weapon Focus 
  (unarmed strike)
  Skills Climb +9, Handle Animal +9, Heal +6, Intimidate +5, 
  Knowledge (geography) +6, Knowledge (nature) +8 (+10 
  in swamps and water terrain), Linguistics +1, Perception +8 
  (+10 in swamps and water terrain), Profession (fisherman) +5, 
  Spellcraft +5, Stealth +7 (+9 in swamps and water terrain), 
  Survival +9 (+11 in swamps and water terrain), Swim +10
  Languages Common, Draconic
  SQ hunter’s bond (crocodile), track +2, wetlands specialist, 
  wild empathy +6
  Combat Gear antitoxin; Other Gear +1 studded leather, 
  dagger, sling, 20 sling bullets, amulet of natural armor +1, 
  cloak of resistance +1, 3 sunrods, 16 gp, keys to areas K1, K2, 
  K3 and chest within K3
  VICEJAW 
  CR —
  XP —
  Crocodile animal companion (Pathfinder Roleplaying Game 
  Bestiary “Crocodile”)
  N Small animal
  Init +2; Senses low-light vision; Perception +1
   
  AC 17, touch 13, flat–footed 15 (+2 Dex, +4 natural, +1 size)
  hp 19 (3d8+6)
  Fort +7, Ref +5; Will +2
   
  Speed 20 ft., swim 30 ft.  
  Melee bite +6 (1d6+3)
   
  Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +3; CMD 15 (19 vs. trip)
  Feats Great Fortitude, Weapon Focus (bite)  
  Skills Perception +1, Stealth +6 (+14 in water), Swim +16; 
  Racial Modifiers +8 Stealth in water
  SQ hold breath, tricks (come, fetch, heel, perform)
  Development: Much to the characters’ surprise, dismay, or disbelief, the 
  affable hunter remains blissfully oblivious to the rash of disappearances 
  plaguing his attraction. Indeed, the surprising news about the missing 
  guests takes him aback and leaves the normally jovial Brock speechless. 
  From the outset, he insists that he personally accounted for everyone 
  during their stay at Answin Lodge. He adamantly avows that he saw every 
  guest who arrived at Answin Lodge also leave. Brock rigorously defends 
  his staff, particularly his lizardfolk allies, against any allegations they are 
  somehow involved in nefarious deeds. Naturally, he wants to get to the 
  bottom of the matter too, though he prefers to keep a tight leash on the 
  PCs’ investigative activities. Questioning him, Bhanda and the lizardfolk 
  is acceptable. Blatantly accusing any member of his staff without hard 
  evidence angers him.
  Nonetheless, Brock provides useful information if the PCs ask him the 
  right questions. He recalls names and faces with remarkable accuracy, so 
  telling him the victims’ names or descriptions prompts him to respond that a 
  cunning predator would have targeted those people in preference to the others 
  because of their size, naivety, lack of situational awareness, an infirmity, or 
  various other plausible reasons. Inquiries about the number of crocodiles 
  in the enclosure yields a baffled facial expression accompanied by a curt 
  reply of “6.” He cannot explain the accounts and rumors of witnesses seeing 
  only 4 crocodiles instead of 6, though he suggests checking that evening to 
  dispel the notion, which he describes as “dafter than a six-legged gator.” The 
  reports of mysterious men wandering the hunting lodge’s perimeter also 
  leave him at a loss, as he and Bhanda are the only humans in the area. Once 
  again, Brock is open to aiding the PCs in any surveillance operation.
  Brock’s most distressing feature is a scabrous wound on his left forearm 
  made when Ruland Grayharst bit him while in crocodile form. Unlike his two 
  lizardfolk workers, the seasoned outdoorsman shrugged off the curse, but he 
  remarks that two crocodiles he adopted from the wild roughly a year earlier 
  seem rather feisty lately, considering he and his staff suffered 3 bite wounds in 
  the last 2 weeks while sustaining only around 10 or 12 over the last eight years.
  Bhanda Jasanapur
  An attractive woman in her mid-30s with long brown hair and an 
  athletic build holds a ledger book in one hand and a quill pen in the other.
  Bhanda Jasanapur is the Answin Lodge’s meticulous manager and 
  is the antithesis of her carefree boss. She oversees every aspect of the 
  business with clockwork precision, ensuring that each tour sticks to a tight 
  schedule and that every customer pays his share down to the last copper 
  penny. Bhanda frequently shudders at Brock’s outrageous antics and 
  sometimes-ribald comments, but she also respects him tremendously for 
  his ambition and love of nature. Though she appears cold and standoffish 
  in comparison to her over-the-top counterpart, the determined woman is a 
  charming conversationalist who enjoys unwinding with several glasses of 
  wine or other spirits after a hard day’s work. Bhanda is the glue that keeps 
  Answin Lodge together.
  BHANDA JASANAPUR 
  CR 5
  XP 1,600
  hp 31 (Pathfinder Roleplaying Game NPC Codex “Successful 
  Merchant”)
  Development: Bhanda confirms Brock’s account that every guest who 
  arrived at Answin Lodge also departed. However, unlike her less-detailed 
  counterpart, the business manager keeps spotless records concerning 
  every guest’s stay and each employee’s designated tasks on a particular 
  day. Bhanda trusts the lizardfolk employees far less than her naïve 
  superior, so she keeps close tabs on their activities. If the PCs provide her 
  with a list of the missing people, she can match up their names with the 
  lizardfolk who accompanied them on both trips. While Brock gives the 
  impression that the same lizardfolk have been with him since the hunting 
  lodge opened 8 years ago, 5 of the hunting lodge’s 12 lizardfolk guides 
  came on board within the last year. These junior employees are typically 
  detailed to the less-desirable return trip. They include Gruk, Raza, Truz, 
  Zara, and Shashana.
  Four names appear on every return trip log. For each missing person the 
  characters mention beyond the first, they eliminate one name from the next 
  list. Thus, if the PCs ask Bhanda to research who accompanied Marafoy 
  Stadli and Shanga Halfshin, they are left with three names appearing on 
  both lists. Shashana is the common denominator on every return trip log 
  where someone went missing. This method is likely to winnow the suspects 
  down to a precious few and perhaps focus the characters’ attention solely 
  on Shashana who also escorted them from Answin Lodge. Bhanda is at a 
  loss to explain the discrepancies in the number of crocodiles seen in the 
  enclosure as well as the reports of a mysterious human around the hunting 
  lodge’s perimeter. She defers those questions to Brock.
  Lizardfolk
  The lizardfolk live in a crowded earthen mound along the hunting 
  lodge’s northern edge. Despite their deplorable living conditions — at least 
  by conventional human standards — the lizardfolk who work here prefer 
  their sedentary existence within the secure confines of Answin Lodge to 
  the great outdoors. They are efficient employees who diligently perform 
  their assigned duties, though they sorely lack interpersonal skills when 
  interacting with anyone other than their fellow lizardfolk, Brock, or Bhanda. 
  The reptilian humanoids prefer anonymity, doing their best to blend into 
  the background and remain unseen in the company of guests. There are 11 
  lizardfolk guides and Shashana residing here with a roughly equal mix of 
  males and females. In order of seniority they are Azzat, Varet, Sira, Dresk, 
  Kuar, Hulat, Zrig, Gruk, Raza, Shashana, Truz and Zara.
  
  13
  The Hunter's Game
  LIZARDFOLK GUIDES (11) 
  CR 2
  XP 600
  hp 23 (See Part 1, Reptile Rendezvous)
  SHASHANA 
  CR 4
  XP 1,200
  hp 33 (See Part 2, Crocodiles Rock)
  Development: Despite their exposure to civilization and admiration of 
  Brock, their suspicion of other races still runs extremely deep. They do not 
  take kindly to questions from outsiders. They respond to the characters’ 
  inquiries with furtive glances, quizzical scowls and veiled hostility. Even 
  in the presence of Brock or Bhanda, the lizardfolk bristle at the possibility 
  a misunderstood statement could harm one of their brethren. Nonetheless, 
  if the PCs succeed on a DC 14 Intimidate check or DC 19 Diplomacy 
  check to shift the lizardfolk’s attitude from unfriendly to indifferent, the 
  subject grudgingly admits Shashana frequently wanders off on her own 
  at night and on their treks to and from the rendezvous point. The guide 
  further states Shashana seems to enjoy the company of humans more 
  than her kin. If the check succeeds by 5 or more, the individual also adds 
  that the wily Shashana often mumbles to herself, carrying on an entire 
  conversation alone. On a check that succeeds by 10 or more, the lizardfolk 
  reveals Shashana was noticeably absent when the lizardfolk parted ways 
  with their guests after exiting the Dyrgalas. She caught up with them 
  roughly 10 minutes later.
  Like Brock, two of the lizardfolk — Dresk and Hulat — sport fresh 
  wounds, though the werecrocodiles bit them on the upper thigh instead of 
  the forearm, which allows them to partially conceal the injury. It takes a 
  successful DC 20 Heal or Perception check to spot the almost completely 
  healed laceration. When questioned about the slash, each party laments 
  being too slow to avoid a crocodile bite, but they dismiss it as a minor 
  scratch that barely drew any blood. Though their injury was less severe 
  than Brock’s gash, they failed their saving throw against the curse of 
  lycanthropy. The fledgling werecrocodiles have not yet undergone the 
  transformation into monstrous beasts, so they display no symptoms of 
  their affliction yet. Still, each feels odd, allowing a PC who succeeds 
  on a DC 25 Sense Motive to get a hunch that something is amiss with 
  these 2 lizardfolk. See the upcoming section Crocodiles Rock for details 
  regarding their actions during the hunting lodge’s climactic scene.
  Scheduled Tour
  PCs who arrive at Answin Hunting Lodge alongside Brock’s lizardfolk 
  guides on Mootsdag (Wednesday) evening receive a rousing welcome from 
  the naturalist and his staff. Brock Answin and his business manager, Bhanda 
  Jasanapur, enthusiastically greet the newcomers. Meanwhile, the hunting 
  lodge’s remaining lizardfolk attend to a variety of duties in the background. 
  The gregarious Brock immediately bombards the characters with his sales 
  pitch, telling the characters numerous facts about the animals living in the 
  hunting lodge pens. However, the itinerary is highly regimented, so the 
  polite yet assertive Bhanda typically pulls Brock away from the guests 
  and collects the hunting lodge’s entrance fee from each guest in addition to 
  trying to upsell them a 250 gp private safari with Brock. (The private safari 
  takes place on Sisterstag unless all the guests agree to participate in the 
  personally led excursion into the surrounding wilderness.) Nonetheless, the 
  PCs may freely wander about the compound on their own or interact with 
  the staff and other guests until dinner is served.
  Dinner begins 1 hour after dusk in area K2. Conversation and wine freely 
  flow during the evening’s festivities with Brock and Bhanda. The meal 
  consists of freshly picked swamp apples with a main course of crawfish 
  accompanied by watercress and swamp cabbage. Dinner generally wraps 
  up roughly 2 hours before midnight, when the lizardfolk guides escort 
  the visitors to their individual or jointly shared guest quarters in area K5. 
  Bhanda gives each occupant a key to his accommodations. She and Brock 
  then retire for the evening, leaving a contingent of 4 lizardfolk guides to 
  keep watch over the hunting lodge during the overnight hours. These guards 
  take their duties very seriously, insisting the characters immediately return 
  to their quarters. However, they reluctantly relent if the adventurers patrol 
  the grounds with them, provided they do not wander off on their own.
  LIZARDFOLK GUIDES (4) 
  CR 2
  XP 600
  hp 23 (See Part 1, Reptile Rendezvous)
  Manesdag (Thursday) morning commences with breakfast back in the 
  dining hall, followed by a short stop at the exhibit hall, area K1, where 
  Brock gives a very animated and detailed tour of the current exhibits. 
  Guides then take the prospective hunters off the grounds and into the 
  swamp, where the group hunt smaller animals and birds. After returning 
  a few hours later, the group returns to the dining hall for a light lunch. 
  Brock then continues the exhibit tour with area K11, the turtle exhibit. 
  Here, Brock points out the variety of turtles and fish dwelling in the pond. 
  The tour temporarily bypasses the adjacent crocodile enclosure and moves 
  onto area K9, the amphibian exhibit. Once again, the energetic Brock 
  regales his subjects with remarkable details about these unusual animals. 
  The group then heads back into the swamp with the guides, this time 
  specifically hunting crocodiles. After a few hours hunting the reptiles, the 
  group returns to the lodge where Brock resumes his tour of the animal 
  exhibits by showing off the crocodile display.
  During this portion of the tour at area K10, Brock and his lizardfolk 
  assistants feed the hungry beasts, hurling rodents, fish and carcasses found 
  outside the gates into the stone enclosure. The daring Brock and one of his 
  assistants then ventures down the steep walls and into the pen itself where 
  the brave naturalist has one of the animals perform a variety of tricks. 
  During this part of the show, Brock jokes that one of his captive beasts 
  accidently bit him about a week earlier, though he shows no obvious fear 
  of the voracious reptiles. After the demonstration and his presentation, 
  guests are given about an hour to clean up before Brock and Bhanda escort 
  the visitors back to the dining hall for a farewell dinner and an extensive 
  dialogue. The party winds down close to midnight, when Mootsdag’s 
  pattern once again repeats itself. The group then reconvenes again the 
  following morning on Sisterstag at the dining hall for breakfast before 
  setting out back to the Harwood Forest. On the other hand, if anyone paid 
  for the private safari, that excursion takes place today, followed by dinner 
  in the evening and a return trip home the next morning.
  Impromptu Tour
  Brock and his staff are unaccustomed to receiving visitors when there are 
  no formal tours scheduled or special extended-length stays arranged, thus 
  the activity level within the complex is substantially lower on days when the 
  hunting lodge does not expect visitors. The lizardfolk guides, 11 in all plus 
  Shashana, attend to the animals’ needs and other daily chores such as cooking, 
  cleaning the enclosures, and patrolling the grounds. Brock ventures out into 
  the wilderness to forage for food and ensure no predators or monstrous 
  denizens are encroaching onto the hunting lodge’s grounds shortly after 
  dawn. He generally returns close to noon to check on the animals’ health and 
  supervise their feeding until early evening when he shares dinner with Bhanda 
  and then retires for the night. Bhanda stays on the hunting lodge’s grounds at 
  all times, where she reviews and maintains the attraction’s books and records 
  as well as preparing the guests’ quarters for the next round of visitors.
  If the characters show up unexpectedly, Brock (if he is on the premises 
  at the time) and Bhanda express some obvious reservations about their 
  unanticipated arrival. Neither is prepared to offer a full-scale tour of the 
  facility or a hunting excursion, but the cagey Bhanda is never one to pass up 
  a business opportunity, so she offers them one night of accommodations, 
  meals and access to the hunting lodge’s exhibits for 35 gp each. Regardless 
  of the motivation for their visit, Bhanda never budges on her demand that 
  the PCs at least make a modest donation of 10 gp to the hunting lodge for 
  merely setting foot on the grounds, despite Brock’s objections. During 
  the characters’ stay at Answin Lodge, Brock, Bhanda and the lizardfolk 
  guides take turns monitoring the guests’ activities, making sure they do 
  no harm to the animals or commit any other acts that warrant immediate 
  expulsion from the hunting lodge or worse.
  Answin Lodge Locations
  The following section details each of the locales appearing on the 
  Answin Lodge map. There are 14 freestanding buildings on the grounds, 
  
  14
  Quests of doom 4
  one earthen mound, an enclosed livestock pen and three permanent 
  exhibits. The freestanding buildings are all made from water-resistant 
  cypress, a fact PCs can confirm with a successful DC 10 Knowledge 
  (nature) check. The ceiling height in each building is 10 feet. The doors 
  are made from strong wood, and are always kept locked with the exception 
  of areas K5 and K6, which are kept unlocked while unoccupied, and areas 
  K1 and K2, which are left unlocked during the day and then locked from 
  dusk until dawn.
  Strong Wooden Door: 2 in. thick; hardness 5; hp 20; Break DC 
  23; Disable Device DC 20. 
  K1. Exhibit Hall
  Four circular, upright wooden pedestals occupy the center 
  of a crowded room. Oversized teeth, preserved hides, reptilian 
  skulls, and jagged claws rest atop each of these 3-foot-high 
  stands. Five sealed glassed cases affixed to the walls display 
  an assortment of insects, small lizards, amphibians, and tiny 
  skeletons carefully pinned onto a cork backing.
  Brock begins the tour in the exhibit hall, which includes an eclectic 
  collection of crocodilian, reptilian, amphibian, and insect items. The 
  pedestals contain crocodile teeth, claws, and skin harvested from animals 
  that died at the hunting lodge. The southeastern pedestal supports an 
  adult crocodile skull with the remainder displaying alligator, caiman, 
  and gharial skulls in clockwise order. Correctly identifying each species 
  requires a successful DC 15 Knowledge (nature) check.
  The glass cases on the wall are a haphazard display of indigenous insect 
  specimens, small lizards, amphibians, and almost cartilaginous frog bones. 
  Brock is less interested in these creatures, so he added interesting objects 
  to the case without much forethought as to how to organize this exhibit. 
  Nonetheless, the collection includes several noteworthy finds including 
  enormous mosquitoes, dragonflies, midges and poisonous frogs. A PC 
  who succeeds on a DC 10 Knowledge (nature) successfully identifies each 
  of these creatures.
  Treasure: The only items of value here are the three scraps of crocodile 
  hide on the pedestals. Each is worth 25 gp, though stealing any of them is 
  certain to provoke outrage from Brock and Bhanda.
  K2. Dining Hall
  Plates, utensils, cups, and candles rest upon two long 
  tables, each surrounded by ten chairs that offer plenty of 
  space for each diner. A freestanding wooden bar between 
  the far ends of the tables includes two chairs, a wine rack, 
  and storage space for crockery, cutlery, and glassware. Two 
  brick hearths that also double as grills occupy each of the 
  far corners. Against the far wall stands a food preparation 
  table with a single drawer. The tips of four sharp knives are 
  embedded into the wooden cutting surface, allowing them to 
  stand upright.
  During dinner, Brock and Bhanda sit at the head of each table, allowing 
  them to converse with a diverse variety of their guests. At least 3 lizardfolk 
  guides attend to the meal, with 2 prepping and cooking the food while 
  the third waits on the hungry guests. The dinnerware is rather ordinary 
  in terms of quality and its extensive use has taken a significant toll on 
  the objects. Despite the warm temperatures, vents above the grills do an 
  adequate job funneling heat and smoke out of the dining hall, keeping 
  them comfortable throughout the meal.
  LIZARDFOLK GUIDES (3) 
  CR 2
  XP 600
  hp 23 (See Part 1, Reptile Rendezvous)
  Treasure: Brock’s wine collection is the dining hall’s most impressive 
  feature. Currently 24 bottles of wine worth 2d6 gp each are stored in the 
  unlocked wine rack. Brock does not mind if a guest takes and drinks one 
  bottle for personal use, but stealing his precious wine for the purpose of 
  reselling it infuriates him. At best, he takes back his wine and permanently 
  bans the offender. On his worst day he hurls the perpetrator into the 
  crocodile enclosure, giving them a tasty treat.
  K3. Brock’s Personal Quarters 
  Brock always locks the door (Disable Device DC 25), regardless of 
  whether or not he is inside at the time.
  In stark contrast to the surroundings, these personal 
  quarters exude style, sophistication, and luxury. An 
  exquisitely carved, half-filled wooden bathtub sits in the 
  near corner adjacent to a full-length silver mirror. A circular 
  wooden table surrounded by four chairs rests in the other 
  near corner, where it stands next to a dresser table with three 
  drawers. The far wall features a comfortable, four-poster bed 
  adorned with silk sheets and an exotic fur. A fine mesh net 
  is draped over the bed. A locked iron chest and a wooden 
  armoire flank the bed.
  Brock spends little of his time in his personal quarters other than to sleep 
  or entertain an interested guest. Brock is very protective of his private 
  space, causing him to respond forcefully to unwanted intrusions. As a 
  formidable grappler, he prefers to incapacitate a trespasser over outright 
  killing him. Despite his rude upbringing and affinity for the outdoors, 
  he also enjoys the finer things in life, which is reflected in his choice 
  of furnishings and accessories. He stores his clothes in the dresser and 
  the closed armoire. He keeps his share of Answin Lodge’s profits in the 
  locked, iron chest alongside his bed. When he does occupy his quarters, 
  his animal companion Vicejaw typically sleeps in the bathtub.
  Iron Chest: 1 in. thick; hardness 10; hp 30; Break DC 28; 
  Disable Device DC 28
  Treasure: Brock took personal interest in the design and creation of his 
  cypress bathtub, which lacquered on the inside to protect it from immersion 
  and weighs 130 lb. (775 gp). The silver mirror adjacent to it is worth 50 
  gp, though moving it is difficult because of its weight (25 lb.) and delicate 
  nature. When he is not out exploring the wilderness, Brock keeps chest 
  waders, a pair of hip waders, two pairs of swamp boots, and three explorer 
  outfits in the armoire. He stores his undergarments, stockings, four shirts 
  and three pairs of trousers in the dresser. These pieces of apparel are worth 
  50 gp. The bed’s silk sheets are worth 100 gp, while the moose fur is worth 
  125 gp. It takes a successful DC 10 Knowledge (nature) to identify the 
  fur’s source.
  The iron chest holds 1,029 gp, 855 sp, 2 vials of activated charcoal, 
  a vial of alder bark, 3 vials of insect repellent, 2 vials of quinine, and a 
  vial of skin saver. Though primarily intended for his own use, Brock taps 
  into his reserves of alchemical substances in an emergency situation. The 
  meticulous Bhanda never forgets to add the cost to the guest’s bill.
  K4. Bhanda’s Quarters  
  and Management Office
  Bhanda always keeps the door locked (Disable Device DC 25) when 
  she is not present.
  The aromas of perfume and talc fill the air in these 
  living quarters. The scents apparently originate from four 
  decorative bottles that rest atop a vanity table against the 
  far corner adjacent to a nearby mirror. Beyond is a cramped 
  office with a wooden desk, two chairs and a bookshelf. A
  
  15
  The Hunter's Game
  wooden dressing panel with inlaid mother-of-pearl partially 
  obscures the near corner a few feet away from a bed covered 
  with linen sheets and lace beneath a draping of fine mesh 
  netting suspended from the ceiling above. The near wall’s 
  furnishings include a wooden two-drawer dresser and a 
  wooden bathtub filled with clean water.
  Unlike her supervisor, Bhanda can usually be found in her quarters when 
  she is not occupied by hunting lodge functions. At most times during the 
  day, she spends her time pouring over Answin Lodge’s financial records 
  and guest log book in an attempt to drum up new leads for potential visitors 
  in Biltscrough as well as the major cities in neighboring duchies. She is 
  currently drafting a broadsheet-style advertisement about the hunting 
  lodge for prospective clients and a prospectus for investors for a major 
  expansion that she has not yet discussed with Brock. A character who 
  reviews her books can discern this fact with a successful DC 20 Intelligence 
  or Profession (bookkeeper) check. Of course, Bhanda keeps a close watch 
  over her records with the door always locked when she is not present.
  BHANDA JASANAPUR 
  CR 5
  XP 1,600
  hp 31 (Pathfinder Roleplaying Game NPC Codex “Successful 
  Merchant”)
  Treasure: Bhanda enjoys pampering herself in the wild, so she 
  frequently bathes in her cypress bathtub worth 600 gp (130 lb.) and uses 
  perfumes and talc on her skin (worth 80 gp total). The adjacent pewter 
  mirror is worth 10 gp, which is the same value as her linen beddings and 
  lace. She keeps her three explorer’s outfits, one noble’s outfit and her 
  prized royal outfit in the dresser’s two drawers. Bhanda keeps the keys to 
  all of the guest quarters in a small drawer in her desk, and the key to her 
  chamber in her pocket at all times.
  K5. Guest Quarters
  A fine mesh canopy completely encloses a simple, yet 
  comfortable bed. A cypress dressing table with two drawers 
  rounds out the room’s furnishings. A single unlit oil lamp 
  hangs from a hook on the ceiling.
  When not in use, Brock and Bhanda keep the guest quarters unlocked. 
  The furniture is obviously worn and heavily used, rendering it valueless.
  K6. Larger Guest Quarters
  These are identical to K5 but have two beds rather than one and are 
  suitable for small groups or families.
  K7. Animal Pen (CR varies)
  The foul stench of damp earth emanates from behind a 
  3-foot-high clapboard fence that surrounds an inundated 
  patch of soil overrun by swamp vegetation, a handful of fruit 
  trees, and wild grains. Swamp rats and several other rodents 
  scurry up and down the branches, while indigenous birds 
  perch within the canopies of the tallest trees, which reach a 
  height of 50 feet.
  The low fence poses no obstacle to the swamp rats and other small 
  wetlands animals that dwell within the pen. However, the abundance of 
  food and hiding places within this sequestered area give the hungry animals 
  little reason to leave their confines. Brock never eats the animals found 
  here and only occasionally picks fruit from the trees or harvests the wild 
  grains growing within the pen. Instead, he uses the swamp rats and other 
  small animals to supplement the crocodiles’ diet. Even for an experienced 
  naturalist such as Brock, venturing into the lpen presents a significant risk. 
  For each minute spent in the pen beyond the first, there is a 20% chance 
  that 1d4 swamp rats or a rat swarm attacks the trespassers. Regardless 
  of how much time the characters spend within the pen, intruders are not 
  attacked more than 3 times over the course of any 24-hour period.
  SWAMP RATS (1d4) 
  CR 1/3
  XP 135
  hp 5 (Pathfinder Roleplaying Game Bestiary “Rat, Dire”)
  RAT SWARM 
  CR 2
  XP 600
  hp 16 (Pathfinder Roleplaying Game Bestiary “Rat, Swarm”)
  K8. Lizardfolk Lair (CR varies)
  A low, oblong earthen mound covered with vegetation 
  occupies a section of the northern grounds. A square piece of 
  leather that acts as a crude flap serves as a makeshift entrance 
  into the side of this mound. The odors of roasting flesh and 
  bodily waste emanate from around this door flap.
  Inside six heaps of damp rags and poorly tanned skins cover the bare 
  ground in these crowded living quarters and serve as bedding. A circle of 
  stones surrounds a sunken fire pit near the center of the dwelling. Tendrils 
  of smoke belch and squeak off the charred flesh of a fat toad roasting on 
  a spit over the open flame. The lizardfolk live here in apparent squalor, 
  but the reptilian humanoids barely seem to mind. Brock’s workers sleep 
  in shifts, so 2 or 3 of them are asleep at any given time with another 
  1d4+4 lizardfolk guides present during the night. Like their supervisor, 
  they fiercely protect their abode against trespassers. They attack any 
  creature who ignores their stern warning to immediately leave their 
  mound. The lizardfolk, including Shashana, rush to the aid of their 
  brethren regardless of their location or their current task at hand. At 
  this point, even Brock and Bhanda cannot call off their assault, which 
  continues until either side is no longer able to fight. PCs who pick a fight 
  with the lizardfolk on their home turf find nothing of value other than the 
  guides’ personal possessions within the hut.
  LIZARDFOLK GUIDES (varies) 
  CR 2
  XP 600
  hp 23 (See Part 1, Reptile Rendezvous)
  SHASHANA 
  CR 4
  XP 1,200
  hp 33 (See Part 2, Crocodiles Rock)
  K9. Amphibian Exhibit (CR 1)
  Numerous loud croaks, grunts, and calls arise from behind 
  an 8-foot-high circular glass wall that surrounds a brackish 
  pool of stagnant water teeming with overgrown vegetation. 
  Several large shrubs grow along the barrier, partially blocking 
  the view into the exhibit. Small frogs, toads and salamanders 
  swim in the murky water, walk along the branches, feast 
  upon the leaves and insects, or sleep within the enclosure.
  Brock’s amphibian exhibit boasts an impressive collection of indigenous 
  animals that includes 30 species of frogs, 22 species of toads, and another 
  7species of salamanders. The glass barrier has no door or ceiling and 
  stands 8 feet tall. Its design allows water and insects to enter the exhibit. 
  Visitors peer through the glass, which rests upon a stone foundation. A 
  creature who successfully breaks through the glass wall takes 1d6 points 
  of slashing damage from the shards.
  
  16
  Quests of doom 4
  Glass Wall: 3 in. thick; hardness 1; hp 3; Break DC 15.
  Almost all of the specimens within the exhibit are very common in the 
  region, though a handful qualify as rarities. It takes a successful DC 10 
  Knowledge (nature) to recognize this fact. None of the amphibians poses 
  a danger to the adventurers with one notable exception — the enclosure’s 
  resident rakklethorn toad that aggressively attacks any creature larger 
  than size Tiny that enters its lair. It sits quietly among the foliage and can 
  only be spotted with a DC 23 Perception check. 
  RAKKLETHORN TOAD 
   
  CR 1
  XP 300
  The Tome of Horrors Complete 500
  N Small magical beast
  Init +2; Senses darkvision 60ft., low-light vision, scent; 
  Perception +4
   
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 13 (2d10+2)
  Fort +4; Ref +5; Will +0
   
  Speed 20 ft.
  Melee bite +4 (1d4) 
  Ranged thorn volley +4 (1d6 plus poison)
  Special Attacks poison, thorns
   
  Str 10, Dex 15, Con 12, Int 2, Wis 10, Cha 6
  Base Atk +2; CMB +1; CMD 13
  Feats Weapon Finesse
  Skills Perception +4, Stealth +7 (+ 13 in areas of tall grass or 
  dense undergrowth).
   
  Poison (Ex) Thorns—injury; save Fort DC 12;  frequency 1/
  round for 4 rounds; effect 1d6 Dexterity; cure 1 save. The 
  save DC is Constitution-based.
  If a rakklethorn toad is killed or subdued before it has fired 
  all of its thorns in a given day, the poison can be extracted 
  from its remaining thorns. A successful DC 16 Heal or Craft 
  (alchemy) check allows the poison to be changed into a 
  mild anesthetic; one rakklethorn toad provides enough for 
  one dose. A single dose of this anesthetic, applied to the 
  wound of an injured creature, provides a +2 circumstance 
  bonus to Heal checks (multiple doses do not stack). This 
  bonus lasts for one hour, after which time the anesthesia 
  wears off. Poison cannot be extracted from thorns that have 
  been fired by the rakklethorn.
  Thorns (Ex) from its back, the rakklethorn toad can fire 
  a volley of thorns once per round as a standard action. 
  All thorns in the cluster either hit or miss their target and 
  deal 1d6 points of damage plus poison (see above). This 
  attack has a range of 50 feet with no range increment. The 
  rakklethorn toad can launch a total of 6 such volleys per 
  day.
  K10. Crocodile Exhibit (CR varies)
  The following description assumes a day viewing. At night there are 
  only 4 crocodiles present.
  Murky water fills the basin of a steeply sloped enclosure. 
  Grass and other aquatic plants grow along the stagnant 
  water’s edge and in the shallows. A 3-foot-high masonry wall 
  surrounds the pen’s outer perimeter, allowing observers a 
  clear line of sight into the crocodile exhibit. From there, the 
  stone walls descend 8 feet into the ground at a steep angle. 
  Six crocodiles lounge at the bottom, with some resting in the 
  water and others sunning themselves along the edge.
  There are 4 crocodiles dwelling in this enclosure, and during daylight 
  hours, the Grayharst brothers assume their crocodile forms and join 
  them for a free meal when Brock and his lizardfolk feed the hungry beasts 
  in the early afternoon hours. The brothers slip out of the exhibit shortly 
  after nightfall and return before dawn (see Crocodiles Rock for more 
  information on their tactics). Shashana regularly uses a message spell to 
  communicate with the siblings, meaning there is a 1% chance for each 
  consecutive minute spent in area K10 that the trio are participating in 
  a conversation. Actually hearing the whispered messages requires a 
  successful DC 25 Perception check, though the contents of the discussion 
  are too faint to overhear. 
  Getting down to the bottom of the enclosure is easy enough, but 
  climbing back out again requires a successful DC 15 Climb check. The 
  water reaches a depth of 4 feet near the center of the pool. The Grayharst 
  brothers have hollowed out an elasmosaurus femur they found in the 
  swamp and sealed it with a watertight cork stopper at one end. The 3-foot-
  long, 4-inch-diameter bone blends into the pool’s murky surroundings 
  amid other smaller bones that protrude above the water’s surface and 
  requires a DC 33 Perception check to spot it as anything unusual from 
  the surface. 
  Did You Know?
  The energetic Brock cannot stop talking, especially in the 
  presence of young ladies he wants to impress. The GM may use 
  some of these obscure real world facts about crocodiles and the 
  hunting lodge’s other inhabitants to show off his knowledge.
  Crocodile Facts:
  • Crocodiles sweat through their mouths.
  • Their teeth are designed to grasp and hold their prey rather than 
  chew it. That is why they feverishly shake their victims in an effort 
  to dismember them. 
  • The beasts actually swallow stones that remain in their belly and 
  help grind up their food as well as act as ballast stones.
  • Less than one percent of all crocodile hatchlings make it to adult-
  hood. Other predators such as fish, birds, lizards and adult croco-
  diles eat most of the hatchlings.
  • The expression “crocodile tears” comes from the fact that croc-
  odiles wipe their eyes while feeding, not to express remorse for 
  devouring their meal, but because their eyes bubble and froth when 
  they eat. 
  • Crocodiles can exert tremendous pressure when biting down on 
  an object, yet a thin strand of rope wrapped around its jaws is all it 
  takes to prevent them from opening their mouths.
  Frog and Toad Facts:
  • A tiny speck of poison from the skin of a particular frog species 
  has enough venom to kill 100,000 people. (Of course, that species 
  is not kept here.)
  • A frog sheds its skin once per week and usually eats the sloughed 
  skin. 
  • When a frog swallows its prey, it blinks. This action pushes the 
  animal’s eyeballs onto the roof of its mouth, which aids in pushing 
  the food down the frog’s throat. 
  • Toads can change their skin color to match their surroundings.
  Turtle Facts: 
  • The animal’s shell is actually an extension of its spine and rib 
  cage rather than an exoskeleton. 
  • Turtles can live for more than a century.
  • Some turtle species can breathe through their skin.
  
  17
  The Hunter's Game
  CROCODILE (4) 
  CR 2
  XP 600
  hp 22 (Pathfinder Roleplaying Game Bestiary “Crocodile”)
  REGINALD AND 
  RULAND GRAYHARST (ANIMAL FORM) 
  CR 4
  XP 1,200
  hp 55 (See Part 2, Crocodiles Rock)
  Development: Brock trained these crocodiles to obey his commands, but 
  the same does not apply to other humanoids. They attack any humanoids 
  they do not recognize on sight. Killing Brock’s beloved crocodiles earns 
  his wrath and that of his staff. However, if the PCs have spotted the unusual 
  bone and seek Brock’s assistance in retrieving it, he happily aids them, 
  keeping the crocodiles at bay while they pull the bone from the water. The 
  adventurers can also attempt to distract the aggressive reptiles on their own, 
  by either offering food or using magic to placate or keep them at bay.
  Treasure: It takes a successful DC 13 Strength check to remove the 
  cork from the elasmosaurus bone. Within the brothers have stored their 
  ill-gotten gains consisting of: 608 gp, 9 pearls worth 100 gp each, a potion 
  of darkvision, a potion of gaseous form, a potion of sanctuary, a jeweled, 
  masterwork dagger bearing the initials “MJ” on the hilt worth 450 gp, and 
  16 +1 arrows.
  K11. Turtle Exhibit
  At least fifty turtles of varying shapes, sizes, and coloration 
  swim or rest within the shallow waters and along the edges 
  of a gently sloped, roughly oval stone-lined basin. Aquatic 
  vegetation grows from the waterlogged soil. Likewise, several 
  varieties of long-whiskered fish root up mud and other 
  organic matter from the bottom of the pool.
  The lethargic turtles lazily meander about the enclosure, often remaining 
  out of the visitors’ sight beneath the muddy water, which ranges in depth 
  from a few inches along the edges to 5 feet at the center of the pool. Unlike 
  the crocodile enclosure, the walls descend only 3 feet to the water’s edge 
  at a modest slope of 30 degrees, requiring only a successful DC 5 Climb 
  check to clamber out. As in the case of the amphibians, all of the turtles 
  and catfish are common, local varieties that Brock captured and added to 
  the exhibit over the course of the last 8 years.
  Crocodiles Rock (CR varies)
  The PCs and the crimes’ perpetrators careen toward an inevitable 
  collision, but how the confrontation unfolds depends upon the PCs’ actions 
  during their trip to and stay at Answin Lodge. The encounter between the 
  two sides has no set timetable. The GM must weigh the available options 
  and take the actions that make the most sense for Ruland, Reginald, and 
  Shashana at the time. The appearance of PCs who ask a lot of questions 
  tells the trio that Biltscrough’s authorities are likely onto their game, so 
  they act quickly to neutralize the threat. Flight seems the most prudent 
  option for the gang, but they already made a deal to deliver another 
  sentient creature to the green hag Grizzelda in 3 days’ time. Fearful of 
  incurring the crone’s wrath if they renege on their bargain with her, they 
  realize they must deal with the newcomers and somehow salvage a victim 
  from among their ranks or abduct one of the hunting lodge’s other non-
  lizardfolk guests or residents. With little time to spare, the group almost 
  certainly attacks on the first evening while Brock sleeps off a hangover.
  If the PCs managed to kill or capture Shashana during Part 1 of the 
  adventure, the Grayharst brothers face their foes without their valuable 
  spy, which prevents them from monitoring the PCs’ activities. Still, the 
  wily predators have a few tricks left, most notably their crocodile allies 
  and potentially the afflicted lizardfolk. In the early morning hours after 
  the PCs’ arrival, the werecrocodiles free the crocodiles by lugging them 
  out of the enclosure, giving observant characters an opportunity to catch 
  
  18
  Quests of doom 4
  the lycanthropes off guard if they conduct surveillance on the crocodile 
  enclosure. In any event, Reginald and Ruland dispense with pretenses 
  and bring the fight to their adversaries, assaulting them in their quarters or 
  out in the open. They use their lycanthropic empathy and animal skills to 
  command the already aggressive beasts to attack the characters. If the GM 
  wants an even more challenging combat, the full moon rises over the swamp 
  that evening, causing the afflicted lizardfolk Dresk and Hulat to transform 
  into werecrocodiles. Armed with reinforcements, the quartet of bloodthirsty 
  lycanthropes descends on the hunting lodge with unbridled fury, leaving 
  a wake of destruction. Regardless of the situation, the Grayharst brothers 
  always fight in hybrid or animal form. They change into their human form 
  only to climb out of the crocodile enclosure and to move about the hunting 
  lodge grounds. In the wilderness, they revert to their hybrid form.
  On the other hand, if Shashana remains in play, her magical abilities 
  become a powerful tool. She keeps a watchful eye on the adventurers, relaying 
  information about current developments to her counterparts using the message 
  spell, which the characters may overhear at area K10. More importantly, the 
  spell disguise self allows her to impersonate Bhanda Jasanapur, giving her a 
  multitude of options to deal with the meddling adventurers. For instance, if 
  Shashana overhears the characters talking about the discrepancies regarding 
  the number of crocodiles in the enclosure, she discreetly disguises herself as 
  Bhanda and tells the PCs to meet her there later that evening to investigate the 
  matter. When the characters meet with Shashana, again disguised as Bhanda, 
  the werecrocodiles lie in wait. The trio then attempts to push the unsuspecting 
  adventurers into the crocodile pit, giving the beasts the opportunity for a 
  surprise treat. Likewise, Shashana may use a similar ploy to lure the PCs out 
  of the compound during the middle of the night to investigate a mysterious 
  disturbance in the surrounding swamp. She leads them into the middle of 
  a shallow stream where the werecrocodiles wait in ambush. The trio is not 
  averse to abducting and killing one of the lizardfolk to act as bait to further 
  one of their schemes. PCs who interact with the disguised Shashana receive a 
  DC 14 Will save to recognize the ruse as an illusion. Furthermore, they may 
  also attempt a Perception check to see through her disguise.
  Tactics: When combat breaks out, the siblings immediately fly into a 
  rage, bolstering their already formidable natural attacks. The Grayharst 
  brothers single out martial opponents, relying upon their damage reduction 
  to lessen the impact of their foes’ attacks. They direct their crocodile 
  allies and their new lizardfolk compatriots, if they are present, against 
  spellcasters and lightly armored foes. In stark contrast, Shashana avoids 
  melee combat whenever possible, and instead peppers her enemies with 
  her spells and magical abilities. She casts sleep and scare against non-
  spellcasters. If disguised as Bhanda before the battle, Shashana maintains 
  the illusion until the lizardfolk arrive at the scene, at which point she 
  dispels the glamer and reverts to her true form.
  On the first night, it takes the intoxicated Brock 1d4 rounds to react to the 
  din of battle. When he finally stirs, he engages either Ruland or Reginald, 
  attempting to grapple one of the burly monsters. However, the hunting 
  lodge’s startled founder refuses to attack Shashana out of fear that an assault 
  against a lizardfolk, regardless of the justification, may cause her kin to turn 
  against him. Likewise, he shudders at the idea of adventurers killing one 
  of his beloved crocodiles in the event that the brothers free them from the 
  enclosure, so he insists on tackling them in nonlethal combat, leaving the 
  PCs to deal with the Grayharst brothers alone. For their part, Bhanda and 
  the lizardfolk do not directly intervene in the combat. However, if Brock 
  falls, Bhanda rushes to his side and administers her potion of cure moderate 
  wounds to her stricken friend, regardless of the potential danger.
  Development: Reginald and Ruland fight until slain or incapacitated. 
  Shashana does not share their dedication. She surrenders if both of her 
  werecrocodile allies fall. In exchange for her life, she barters the fate of 
  those she and her friends sold into slavery or sacrifice to Grizzelda the green 
  hag, Berseus the cyclops, and the two harpies. She also provides a crude 
  map of the area that details the locations of these respective lairs (Player 
  Handout). If the PCs succeed on a DC 16 Intimidate check, Shashana 
  grudgingly reveals that they sold a halfling woman to the green hag a few 
  weeks earlier and had a deal to deliver another captive to the green hag 
  by the end of the current week. They have not delivered any prisoners 
  to the harpies in a month and the cyclops within the last 2 months. She 
  says the giant oaf and the harpies keep their slaves alive much longer than 
  the green hag, who tends to devour them or use them for some ghastly 
  experiment within weeks of their delivery. If the PCs subdue either or both 
  of the Grayharst brothers, they refuse to cooperate unless their interrogator 
  succeeds on a DC 15 Intimidate check. In this instance, they turn over the 
  crude map in their possession and relay the same information as Shashana. 
  If an Intimidate check succeeds by 5 or more, they also divulge they hid 
  their spoils in a hollow bone at the bottom of area K10.
  PCs who kill all three perpetrators must discover this information 
  without the trio’s assistance. However, one carries a crude map that bears 
  three X’s at particular spots on the map (Player Handout). A PC who 
  succeeds on a DC 25 Knowledge (geography) check recognizes one of 
  the locations as the purported lair of a brutish giant, an old crone, or two 
  harpies. Alternatively, the PCs can show the map to Brock, Bhanda or 
  one of the lizardfolk, provided they survived the encounter. The lizardfolk 
  recognize one of the marks as the “cyclops copse”, as they call it. Brock 
  and Bhanda confirm that all three locations correspond to the abode of 
  three of the swamp’s malevolent denizens. Brock describes the creatures 
  as “nasty business” and “crueler than a hungry snapping turtle.” He tells 
  the PCs that anyone daring to venture there is “battier than a dank cave.”
  Brock and Bhanda express their sincere gratitude for aiding the hunting 
  lodge and unmasking the culprits, but neither can accompany them into 
  the wilderness to try to save the abductees from a horrific fate. Instead, he 
  offers the PCs some of the alchemical substances he stores in his chest as 
  recompense for their services in this matter.
  REGINALD AND 
  RULAND GRAYHARST (HUMAN FORM) 
  CR 4
  XP 1,200
  Male human natural werecrocodile barbarian 4 (Pathfinder 
  Roleplaying Game Bestiary 4 “Lycanthrope, Werecrocodile”)
  NE Medium humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +6
   
  AC 10, touch 9, flat-footed 9 (+1 armor, +1 Dex, –1 rage)
  hp 51 (4d12+16 plus 4)
  Fort +8; Ref +2 (+1 vs traps); Will +6 
  Defensive Abilities uncanny dodge
   
  Speed 40 ft.
  Melee mwk morningstar +11 (1d8+6)
  Special Attack rage 18 rounds/day, rage powers (brawler, 
  intimidating glare)
   
  Str 22, Dex 13, Con 18, Int 8, Wis 12, Cha 10
  Base Atk +4; CMB +10; CMD 19
  Feats Extra Rage, Iron Will, Power Attack
  Skills Climb +10, Handle Animal +5, Intimidate +7, 
  Knowledge (nature) +4, Perception +6, Survival +5, Swim +13
  Languages Common; lycanthropic empathy (crocodiles 
  and dire crocodiles)
  SQ fast movement, change shape (human, hybrid and 
  crocodile; polymorph), trap sense +1
  Gear masterwork morningstar, bracers of armor +1, 92 gp, 
  crude map of surrounding area (Player Handout)
  *For Reginald, add a bead of newt preventionUE; for Ruland, 
  add salve of slipperiness.
  UE Pathfinder Roleplaying Game Ultimate Equipment
   
  Base Statistics When not raging, the Reginald and Ruland’s 
  statistics are AC 12, touch 11, flat-footed 11; hp 43; Fort +6, 
  Will +4; Melee mwk morningstar +9 (1d8+4); Str 18, Con 14; 
  CMB +8, CMD 19; Skills Climb +8, Swim +11.
  REGINALD AND 
  RULAND GRAYHARST (HYBRID AND ANIMAL FORMS) 
  CR 4
  XP 1,200
  Male human natural werecrocodile barbarian 4 (Pathfinder 
  Roleplaying Game Bestiary 4 “Lycanthrope, Werecrocodile”)
  NE Large humanoid (human, shapechanger)
  Init +1; Senses low-light vision, scent; Perception +6
   
  AC 15, touch 8, flat-footed 14 (+1 armor, +1 Dex, +6 natural, 
  
  19
  The Hunter's Game
  –2 rage, –1 size)
  hp 55 (4d8+20 plus 4)
  Fort +9; Ref +2 (+1 vs traps); Will +6
  Defensive Abilities uncanny dodge; DR 10/silver
   
  Speed 30 ft., swim 30 ft.; sprint
  Melee bite +10 (1d8+7 plus grab and curse of lycanthropy), 
  tail slap +5 (1d12+3)
  Special Attacks curse of lycanthropy, death roll (1d8+10 
  plus trip), grab, rage (19 rounds/day), rage powers (brawler, 
  intimidating glare)
   
  Str 24, Dex 13, Con 20, Int 8, Wis 12, Cha 10
  Base Atk +4; CMB +12 (+16 grapple); CMD 21 (25 vs grapple)
  Feats Extra Rage, Iron Will, Power Attack
  Skills Climb +11, Handle Animal +5, Intimidate +7, 
  Knowledge (nature) +4, Perception +6, Survival +5, Swim +22
  Languages Common; lycanthropic empathy (crocodiles 
  and dire crocodiles)
  SQ change shape (human, hybrid and crocodile; 
  polymorph), fast movement, hold breath
  Gear masterwork morningstar, bracers of armor +1, 92 gp, 
  crude map of surrounding area (Player Handout).
  *For Reginald, add a bead of newt preventionUE; for Ruland, 
  add salve of slipperiness.
  UE Pathfinder Roleplaying Game Ultimate Equipment
   
  Death Roll (Ex) When grappling a foe of its size or smaller, 
  a werecrocodile can perform a death roll upon making 
  a successful grapple check. As it clings to its foe, the 
  werecrocodile deals its bite damage, knocks the creature 
  prone, and maintains the grapple.
  Hold Breath (Ex) A werecrocodile can hold its breath for 
  a number of rounds equal to 4 times its Constitution score 
  before it risks drowning.
  Sprint (Ex) Once per minute, a werecrocodile can increase 
  its land speed to 60 feet for 1 round.
   
  Base Statistics When not raging, the Reginald and Ruland’s 
  statistics are AC 17, touch 10, flat-footed 16; hp 47; Fort 
  +7, Will +4; Melee bite +8 (1d8+5 plus grab and curse of 
  lycanthropy), tail slap +3 (1d12+2); Special Attacks death roll 
  (1d8+7 plus trip); Str 20, Con 16; CMB +10 (+14 grapple), CMD 
  21 (25 vs grapple); Skills Climb +9, Swim +20.
  DRESK AND HULAT (ANIMAL FORM) 
  CR 3
  XP 800
  Male lizardfolk afflicted werecrocodile ranger 1 
  (Pathfinder Roleplaying Game Bestiary “Lizardfolk”; 
  Pathfinder Roleplaying Game Bestiary 4 “Lycanthrope, 
  Werecrocodile”)
  NE Large humanoid (reptilian, shapechanger)
  Init +2; Senses low-light vision, scent; Perception +0
   
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 23 (2d8+6 plus 1d10+3)
  Fort +8; Ref +4; Will +0
  DR 5/silver
   
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +5 (1d8+4 plus grab), tail slap +3 (1d12+2)
  Special Attacks death roll (1d8+6 plus trip), favored enemy 
  (animals +2)
   
  Str 19, Dex 14, Con 17, Int 9, Wis 10, Cha 10
  Base Atk +2; CMB +7 (+11 grapple); CMD 19 (23 vs grapple) 
  Feats Multiattack, Skill Focus (Survival)
  Skills Acrobatics +6, Climb +8, Handle Animal +5, Heal +4, 
  Knowledge (geography) +4, Knowledge (nature) +3, Survival 
  +8, Swim +12; Racial Modifiers +4 Acrobatics
  Languages Draconic
  SQ hold breath, track +1, wild empathy +1
  Gear masterwork morningstar, 3 javelins, masterwork heavy 
  wooden shield
   
  Death Roll (Ex) When grappling a foe of its size or smaller, 
  a werecrocodile can perform a death roll upon making 
  a successful grapple check. As it clings to its foe, the 
  werecrocodile deals its bite damage, knocks the creature 
  prone, and maintains the grapple.
  Sprint (Ex) Once per minute, a werecrocodile can increase 
  its land speed to 60 feet for 1 round.
  SHASHANA 
  CR 4
  XP 1,200
  Female lizardfolk bard 4 (Pathfinder Roleplaying Game 
  Bestiary “Lizardfolk”)
  CE Medium humanoid (reptilian)
  Init +2; Perception +4
   
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 33 (2d8+2 plus 4d8+4)
  Fort +5; Ref +6; Will +3; +4 vs. bardic performance, language-
  dependent and sonic
   
  Speed 30 ft., swim 15 ft. 
  Melee mwk light mace +7 (1d6+2), bite +1 (1d4+1) or claw 
  +6 (1d4+2), bite +1 (1d4+1)
  Ranged +1 light crossbow +7 (1d8+1/19–20)
  Special Attacks bardic performance 18 rounds/day 
  (countersong, distraction, fascinate, inspire competence +2, 
  inspire courage +1)
  Spells Known (CL 4th)
  2nd (2/day)—alter self, scare (DC 14)
  1st (4/day)—charm person (DC 13), delusional prideUM (DC 
  13), disguise self, sleep (DC 13)
  0—daze (DC 12), know direction, lullaby (DC 12), message, 
  siftAPG, unwitting allyAPG (DC 12)
   
  Str 14, Dex 14, Con 13, Int 11, Wis 8, Cha 15
  Base Atk +4; CMB +6; CMD 18
  Feats Extra Performance, Lingering PerformanceAPG, SpellsongUM
  Skills Acrobatics +11, Appraise +5, Bluff +9, Climb +6, 
  Diplomacy +6, Disguise +9, Escape Artist +7, Handle 
  Animal +7, Heal +3, Intimidate +7, Knowledge (arcana) 
  +6, Knowledge (geography) +6, Knowledge (local) +6, 
  Perception +4, Perform (sing) +9, Sense Motive +9, Sleight of 
  Hand +6, Spellcraft +5, Stealth +6, Survival +3, Swim +10, Use 
  Magic Device +6; Racial Modifier +4 Acrobatics 
  Languages Draconic
  SQ bardic knowledge +2, hold breath, versatile 
  performance (Perform [sing])
  Combat Gear potion of cure moderate wounds; Other Gear 
  +1 light crossbow, masterwork light mace, 20 crossbow bolts, 
  crude map of the surrounding area.
   
  Hold Breath (Ex) A lizardfolk can hold its breath for a number 
  of rounds equal to 4 times its Constitution score before it risks 
  drowning.
  UM Pathfinder Roleplaying Game Ultimate Magic
  APG Pathfinder Roleplaying Game Advanced Player’s Guide
  Rescue Mission
  With the culprits thwarted and Answin Lodge restored to normal, the PCs’ 
  efforts now turn to saving those unfortunate travelers the trio captured. None 
  of the three locales is more than 3 miles from the hunting lodge, but in the 
  Dyrgalas, slogging through several hundred feet of soupy goo and tangled 
  vegetation can slow even the most seasoned explorer to a figurative crawl. 
  
  20
  Quests of doom 4
  Once again, PCs hacking through untamed swamplands face a 1-in-3 chance 
  each hour of encountering one of the Dyrgalas Fens Encounters described in 
  Part 1 of this adventure. Likewise, they run across the same logistical travel 
  difficulties they contended with in Part 1 while moving across trackless 
  terrain. Even with the map, it takes a PC trained in Survival to navigate the 
  way through the backchannels and dense clusters of trees standing in their 
  way. The three lairs listed on the map are areas G, B, and H.
  G. Grizzelda’s Lair (CR varies)
  The green hag’s wretched abode lies roughly 2-1/2 miles west of Answin 
  Lodge in a remote, desolate patch of swampland dominated by numerous 
  bald cypress trees towering over tangles of thick weeds and small, muddy 
  streams. She leaves no trail or other sign of her presence when moving 
  through the surrounding area, so no paths lead to or from her lair. Visibility is 
  poor, so even with the assistance of the perpetrators’ crude map Grizzelda’s 
  residence cannot be seen until the PCs come within 100 feet of it. The GM 
  may read or paraphrase the following description of her sickening residence.
  Massive cypress trees, sluggish streams, and stagnant 
  ponds emitting foul odors surround an oddly shaped 
  structure crudely built from bundled branches, thatch, and 
  mud. Puffs of smoke belch from two stone chimneys that 
  protrude from what appears to be a bulb-shaped part of 
  the building adjacent to a bizarre abutment that looks like 
  a thick key. A swollen, wooden door is on the west face of the 
  building. A palpable feeling of dread lingers in the motionless 
  stale air.
  Grizzelda eagerly looks forward to receiving her next victim from the 
  Grayharst brothers. She remains at home until they and their captive arrive 
  at her doorstep. Despite her impatience, the wicked crone never lets her 
  guard down. Her hag eye ooze surveys her territory from its position 30 
  feet above the ground. The monster attached itself to the trunk of a cypress 
  tree facing the entrance to her abode. Grizzelda periodically peers through 
  the eye to check on her surroundings and to scan for intruders. Spotting the 
  concealed ooze requires a successful DC 20 Perception check, provided the 
  observer passes directly below it. For its part, the hag eye ooze excels at 
  noticing trespassers. It benefits from blindsight 60 feet, so almost nothing 
  escapes its gaze. When a creature larger than a Small animal enters the area, 
  it captures the monster’s attention and, in turn, Grizzelda’s. The green hag 
  does not direct her servant to attack unless a suitable target passes directly 
  beneath it, in which case the ooze releases its grip on the tree trunk and 
  attempts to land on top of the unsuspecting opponent.
  HAG EYE OOZE 
  CR 3
  XP 800
  hp 38 (Pathfinder Roleplaying Game Bestiary 5 “Hag Eye Ooze”)
  Though the door presents the most readily accessible option for getting 
  into Grizzelda’s lair, bold adventurers may try to shimmy down the 
  chimney or smash through her wooden walls. The first option requires the 
  PC to succeed on a DC 10 Climb check and then wiggle down a 1-square-
  foot stone chimney. Medium creatures and larger have no chance of 
  entering the home in this manner, but Small creatures can squeeze down 
  the chimney, while Tiny or smaller creatures can pass through it with ease. 
  In either case, a successful DC 5 Climb check is needed to scale down the 
  chimney without plummeting into a boiling kettle beneath. In addition, 
  the heat and steam from the bubbling, hot liquid deals 1d6 points of fire 
  damage for each round spent in the chimney. The chimney route deposits 
  the character in the smoldering hearth found in area G2. On the other 
  hand, smashing through the wooden walls proves more difficult than it 
  looks at first, as Grizzelda magically strengthened them.
  Wooden Wall: 3 in. thick; hardness 5; 80 hit points; Break DC 30.
  Good Wooden Door: 1-1/2 in. thick; hardness 5; 15 hit points; 
  Break DC 16.
  G1. Grizzelda’s Antechamber
  Brackish water bubbles up from the ground covering most 
  of the dark, oblong-shaped chamber’s floor. A cracked, bronze 
  mirror hangs from the wall directly opposite the door. Thick 
  layers of dirt, decaying vegetation, and vines cover a chilly, 
  stone hearth that occupies the near corner. Two weathered 
  and badly damaged paintings of demonic creatures devouring 
  humanoid legs and arms cling precariously to knobs in the 
  branches that make up the wall.
  Grizzelda abandoned this dark chamber 5 years ago when the water 
  table rose. The pond is now 2d4 inches deep in all spots other than the 
  edges. In a fit of anger, the old crone smashed the mirror, leaving it as a 
  reminder to all that beauty fades over time. Debris and vegetation overtook 
  the hearth too, rendering it useless. Humidity and time took their toll on 
  Grizzelda’s tiny art collection, transforming the once vibrant oil paintings 
  into moldy, faded memories. However, a PC who succeeds on a DC 20 
  Craft (paintings) or Appraise check recognizes the pieces as “The Demon 
  Hordes Devouring Mitra,” part of a once-valuable and controversial series 
  of artworks made valueless by the green hag’s indifference. A door on the 
  north wall connects this chamber to Grizzelda’s living quarters.
  Good Wooden Door: 1-1/2 in. thick; hardness 5; 15 hit points; 
  Break DC 16.
  Treasure: An industrious PC can restore the artwork with the judicious 
  use of magic. Mending and make whole remove all the tears in the canvas 
  and cracks in the frame, but are insufficient to restore the artwork itself. 
  Spells such as fabricate can perform the task, assuming the PC has 
  necessary materials and can succeed at a DC 25 Craft (painting) check. 
  Of course, spells such as limited wish, miracle, and wish can restore the 
  painting completely. In its current state, the painting holds no value; if a 
  PC repairs the physical damage to the canvas and frame, each painting is 
  then worth 25 gp to a collector despite the remaining damage. A PC who 
  gains access to higher-level magic and succeeds at restoring the artwork 
  itself has a masterpiece worth 1,000 gp.
  G2. Grizzelda’s Living Quarters (CR 5)
  Desperate sobs emanate from an iron cage confining a ragged 
  halfling, while an emaciated middle-aged man in another iron 
  cage remains silent. The flames from two hearths in the near 
  corners illuminate and heat the room. An iron cauldron filled 
  with a simmering black, viscous goo roils over each fire. A 
  cracked stone statue of a beautiful female warrior stands next
  The Swamps are Alive!
  While the murky water in Dyrgalas is mostly stagnant, it’s 
  important for the GM to remember that the biome itself is not. In 
  outdoor areas in the below encounters, PCs still must deal with 
  natural hazards such as cypress knees as well as predators on the 
  prowl for an easy meal. The GM can increase the difficulty of these 
  encounters simply by having a hungry crocodile wander upon the 
  scene, attacking a submerged or partially submerged character from 
  below. Likewise, cypress knees and other tangled vegetation below 
  the waterline can quickly turn a battle by hampering or tripping a 
  PC. Play it by ear. Ultimately, these encounters should be dynamic 
  and entertaining, allowing the PCs to be the heroes who sweep in 
  and save the captives, rather than a harrowing fight to the death. 
  Use natural hazards and wandering animals to heighten the tension, 
  not demolish the heroes.
  
  21
  The Hunter's Game
  to one of the hearths, and light reflects off the tarnished surface 
  of a mirror, cracked and missing many shards, attached to 
  the near wall. A group of vials rest atop a large, flat-topped 
  table, while more than a dozen tattered books sit upon a crude 
  shelf built into it. Four wooden posts driven into the earthen 
  floor against the far wall support a rudimentary bed stitched 
  together from flayed skin and leather.
  Grizzelda benefits from the foresight of her hag eye ooze strategically 
  positioned outside her residence (see area G). She turns invisible at the 
  first sign of danger, but she cannot silence her captives. Shanga Halfshin, 
  the imprisoned halfling, feverishly cries out to the PCs as soon as they 
  enter that the hag is still here and hiding somewhere in the room. The 
  other captive, Miro Dichambeurd (N male human expert 3), says 
  nothing. A close inspection confirms that Grizzelda’s sickening bed is 
  made from flayed human skin and assorted pieces of leather. She keeps 
  a locked wooden chest beneath it. The PCs can identify the stone statue 
  as a depiction of the goddess Mitra with a successful DC 15 Knowledge 
  (religion) check. The fourteen books in the table are moldy and worthless 
  treatises on swamp poultices, folk remedies, and other assorted esoterica.
  Iron Cage: 2 in. thick; hardness 10; hp 60; Break DC 28; 
  Disable Device DC 25.
  Wooden Chest: 3 in. thick; hardness 5; hp 30; Break DC 20; 
  Disable Device DC 24.
  GRIZZELDA 
  CR 5
  XP 1,600
  hp 58 (Pathfinder Roleplaying Game Bestiary “Green Hag”)
  Fort +7; Ref +8; Will +8
  Gear cloak of resistance +1, key to cages
  Tactics: Unless the PCs devise a means to locate her, the green hag patiently 
  bides her time and uses her ghost sound ability to confuse the characters. She 
  retreats to the corner behind her bed and casts a pyrotechnics spell at the 
  hearth, filling the chamber with smoke. Grizzelda then waits 9 rounds for 
  the smoke to finally dissipate or for a character to wander into her before she 
  wades into combat, flailing her claws at her target. Grizzelda values her life 
  more than her treasure. If possible, she flees into the swamp when reduced 
  to 10 or fewer hit points. When retreat is impossible, she offers some of her 
  treasures and her prisoners in exchange for her miserable existence.
  Development: When freed, Shanga graciously thanks them and recounts 
  her terrifying ordeal. She tells the adventurers Grizzelda repeatedly drew 
  her blood, peeled off chunks of skin, and cut off her cuticles for some 
  unknown purpose. Shanga confirms Shashana cast a spell on her and led 
  her deeper into the swamp where the two crocodile men overpowered 
  her and sold her to Grizzelda. The starving and dehydrated Miro is in far 
  worse shape than Shanga. He can barely speak and is exhausted. Until the 
  PCs remedy his exhaustion, he is too weak and feeble to travel.
  Treasure: The 8 vials atop the table include 2 vials of antitoxin, 2 vials 
  of Medium spider venom, and four potions: a potion of disguise self, a 
  potion of endure elements, a potion of protection from good, and potion 
  of reduce person). Grizzelda carries a pouch within her tattered robes that 
  holds an emerald worth 250 gp, a bronze ring worth 5 gp, and an ivory 
  comb worth 15 gp. The locked chest contains 620 gp, an elixir of vision, 
  and a pouch of dust of dryness (3 pinches).
  B. Bruseus’s Lair (CR 6 or 0)
  Twelve years ago, the dimwitted Bruseus commandeered an abandoned 
  waystation for pilgrims venturing to a ruined temple said to lie somewhere 
  in the swamp. The oaf’s stone residence lies 1-1/4 miles northeast of Answin 
  Lodge in an extremely low-lying portion of the Dyrgalas Fens almost 
  completely flooded. Indeed, cypress trees are the only plants growing above 
  the water’s surface, which averages 1d3 feet in depth. Bruseus’ tiny island is 
  the only exception, but even here the surrounding pool occasionally washes 
  over the saturated soil. In the absence of pervasive vegetation, visibility 
  is substantially better than in most parts of the Dyrgalas with a maximum 
  range of 150 feet. When the characters first spy the cyclops’ island, the GM 
  may read or paraphrase the following description.
  Stagnant water and cypress trees encircle a small, elevated 
  island. Two 10-foot-tall stone columns rise up from the 
  soaked earth. Three badly sunburned men and one woman 
  sit or meander aimlessly around the pylons, tethered to the 
  structures by 20-foot-long iron chains attached to a metal 
  hoop ringing around the columns’ base. An uneven, 20-foot-
  high structure of roughly stacked stones stands behind them. 
  A pair of massive wooden doors on the south face appears to 
  be the only entrance.
  The giant’s slaves include Rees Nollton (CN male human aristocrat 4), 
  Terence Nightfoot (CG male human cleric of Freya 3; Wis 14; Heal +7), 
  Lucius Albrecht, and Stephanny Gustaloff (LN female human aristocrat 
  4). The three men and one woman wade into the water and harvest 
  mollusks, crustaceans, fish, and any other edible organic material they can 
  find. They wear nothing other than tattered rags to retain what remains of 
  their modesty, leaving them to bake daily under the glare of the midday 
  sun. The quartet begs the PCs to free them and rid the world of their jailor, 
  the sadistic cyclops who dwells inside the converted residence. Naturally, 
  the slaves are anxious to leave the dank wetlands and return home, but 
  the opportunistic Lucius thinks he can profit from a fight between his 
  oafish captor and the PCs, so he deliberately causes a boisterous scene 
  demanding his immediate release. He wants the combatants to slay each 
  other or decimate one side, leaving him to pick through the spoils. Unless 
  the PCs somehow silence his racket, Bruseus and his 2 pet cottonmouths 
  emerge from the abode 1d4+1 rounds after the ruckus begins. When this 
  happens, the GM may read or paraphrase the following description.
  Despite the impressive size and weight of their iron shackles, the 
  cyclops overlooked the fact the omnipresent water would eventually turn 
  the restraints to rust. Nonetheless, the shackles pose a formidable obstacle. 
  The characters can attempt to unlock the manacles wrapped around the 
  wearer’s neck or use brute force to break the lock or sever the iron links. 
  In the latter case, the noise draws Bruseus’ attention bringing him out if 
  he has not already done so. If the PCs successfully unlock or shatter the 
  manacles without alerting Bruseus, the slaves retreat into the swamp and 
  await the PCs’ return after they leave or defeat the cyclops.
  None of the humans ever set foot in the structure, so they can provide no 
  intelligence about what lies within the walls. The swollen, wooden double 
  doors granting entry require force to open, so in most likelihood, even 
  Bruseus may need to make more than one attempt to budge the stuck doors. 
  Rusted Iron Manacles: 1-1/2 in. thick; hardness 5; 45 hit 
  points; Break DC 20; Disable DC 22.
  Good Wooden Doors: 1-1/2 in. thick; hardness 5; hit points 15; 
  Break DC 16.
  LUCIUS ALBRECHT 
  CR 3
  XP 800
  hp 30 (Pathfinder Roleplaying Game GameMastery Guide 
  “Slaver*”)
  *Currently unarmed and unarmored
  BRUSEUS 
  CR 5
  XP 1,600
  hp 65 (Pathfinder Roleplaying Game Bestiary “Cyclops”)
  PET COTTONMOUTHS (2) 
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Snake, 
  Venomous”)
  Tactics: Bruseus bull rushes the adversary closest to the water’s edge 
  in an attempt to drive that oppontent into the water. He then swings his 
  enormous greataxe at his target, attacking until he or his enemies fall in 
  
  22
  Quests of doom 4
  battle. The effects of standing in water appear in the “Aquatic Terrain” 
  section in Chapter 13 of the Pathfinder Roleplaying Game Core Rulebook. 
  The snakes immediately capitalize on a chance to attack an opponent in 
  the water but otherwise they fight at the giant’s side. Bruseus is also not 
  averse to using one of his slaves as a weapon. In this case, he grabs an 
  iron chain, which is treated as a move action, and then swings it as a two-
  handed Huge trip weapon dealing 3d6+9 points of damage on a successful 
  hit. He suffers a –4 penalty on his attack rolls or combat maneuver checks 
  while using the chain in this manner. The slave affixed to the end of the 
  chain takes half damage from the impact.
  Development: Bruseus equates defeat with slavery. Therefore, he never 
  surrenders. If the PCs subdue him, they can compel him to speak with a 
  successful DC 21 Intimidate check or through magical means. Bruseus 
  admits he purchased 6 slaves from the “gatormen” and the lizardfolk over 
  the course of the last year. He ate 2 of them, because he only had 4 sets of 
  shackles. He has no other useful information.
  Treasure: Bruseus carries the key to the iron chest in B1 his waist 
  pocket along with 3 pearls worth 100 gp each and loose coins totaling 
  14 gp and 33 sp.
  B1. Bruseus’s Living Quarters (CR 0 or 6)
  A wide, stone antechamber proceeds 20 feet and then opens 
  into a large, spacious chamber with a 15-foot-high ceiling 
  supported by a fluted, stone column near the room’s center. 
  An enormous tapestry depicting an epic battle between 
  armored humans and a horde of demons hangs from the 
  near wall. Despite the damp conditions, the artwork seems 
  to have fared remarkably well through the years. Three large 
  beds covered in linen sheets and straw pillows rest against 
  the far walls. A locked iron chest sits on the floor between 
  two of the beds. A bronze statue of an attractive woman sits 
  against a curved wall in the back corner of the room adjacent 
  to a wooden dresser with two drawers.
  If Bruseus and the snakes did not already venture outside, the characters 
  encounter them here. The belligerent cyclops flies into a mad fury, swinging 
  his impressive greataxe at the nearest opponent. While indoors, he does not 
  attempt to bull rush his adversaries. Instead, he takes up a position, with 
  his pets by his side, at the end of the antechamber in the middle of the 
  corridor, effectively trying to bottle up the characters in that space. He reacts 
  to adversity in the same manner as described in the preceding section.
  Built as a waystation for passing pilgrims, the beds emphasized durability 
  over luxury. Upon closer examination, holes and tears riddle the linen sheets 
  and straw pillows making them valueless. Bruseus keeps his treasures in 
  the iron chest abutting the far wall. The key never leaves his waist pocket.
  Iron Chest: 1 in. thick; hardness 10; hp 30; Break DC 28; 
  Disable Device DC 20.
  The heavy tapestry hanging on the wall in the antechamber depicts 
  an epic conflict during the ancient Battle of Tsar. It takes a successful 
  DC 15 Knowledge (history) to identify the artwork’s subject. Despite its 
  value, the tapestry measures 30 feet in width and 8 feet in height. It also 
  weighs 150 pounds, making it extremely difficult to transport through the 
  Dyrgalas.
  The bronze statue against the far wall once again depicts the goddess 
  Mitra, the patroness of this temporary abode for her followers. It is also 
  extremely heavy, weighing roughly 100 pounds. A successful DC 10 
  Knowledge (religion) identifies her as the sculpture’s subject. Tattered and 
  foul smelling giant-sized clothing and undergarments fill the neighboring 
  dresser. They are worthless.
  Treasure: The iron chest holds 294 gp, 448 sp and 600 cp in addition 
  to an elixir of fire breath, defoliant polishUE, a divine scroll (CL 6: find 
  traps, magic vestment, remove disease) and a masterwork heavy mace. 
  The tapestry and statue, if they can be transported, are worth 250 gp and 
  150 gp.
  UE See Pathfinder Roleplaying Game Ultimate Equipment
  H. Sounds of Sadism (CR 6)
  The monstrous humanoids dwelling amid this tightly clustered pocket 
  of cypress trees roughly 1-1-1/2 miles southwest of Answin Lodge greatly 
  benefit from the terrain. The dense vegetation limits visibility to a mere 
  50 feet, which plays to the advantage of the 2 harpies who live here. 
  The flying huntresses do not occupy an abode per se. Instead, they sit 
  atop two rudimentary perches carved into the intersection of multiple 
  branches roughly 15 feet above the ground in two trees 20 feet directly 
  opposite from one another. This location gives them an improved vantage 
  point over ground-based opponents, allowing them to see 70 feet in all 
  directions. The vicious monsters take great care to avoid being seen, so it 
  takes a successful DC 22 Perception check to spot them in their concealed 
  positions. Their human captive, suspended 5 feet above the ground in a 
  wooden cage, does not benefit from the same luxury. When the PCs come 
  within 50 feet of the gruesome scene, the GM may read or paraphrase the 
  following description.
  Thick rope affixed to an enormous, overhanging limb from 
  a neighboring tree supports the weight of a wooden cage, 
  similar in shape to an ordinary birdcage. A filthy elf woman 
  clad in rags lies in a semiconscious heap at the bottom of 
  the cage, which hangs 5 feet above a pond of stagnant, foul-
  smelling water. Numerous small streams and brackish pools 
  cover the soggy ground throughout the area.
  The harpies delight in physically and mentally torturing their prize, 
  Selathior Vamani (NG female elf aristocrat 4; hp 18 [currently 0]). After 
  3 weeks of starvation, savage beatings and cruel taunts, the exhausted 
  woman teeters on the brink of death. The harpies use their captive as bait, 
  hoping to lure curious creatures and do-gooders into their natural trap. The 
  pond beneath Selathior is 1 foot deep, but more importantly it conceals 
  numerous cypress knees from the surrounding trees. Like a conventional 
  birdcage, a wooden door is on one side.
  Wooden Cage Door: 1 in. thick; hardness 5; hp 10; Break DC 
  16; Disable Device DC 20.
  HARPIES (2) 
  CR 4
  XP 1,200
  hp 38 (Pathfinder Roleplaying Game Bestiary “Harpy”)
  Tactics: The harpies carefully watch the PCs’ activities from the 
  neighboring trees. Preferably they wait for a PC to sustain an injury from 
  the cypress knees or attempt to free Selathior before swooping down 
  to attack their startled enemies. The harpies refrain from using their 
  captivating song ability before combat. Instead, when combat begins, one 
  of them flies to the top of the cage and begins singing while the other 
  viciously assaults any captivated creatures. The monsters then swap 
  places, hoping to incapacitate as many enemies as possible. 
  The harpies gloat and boast about the taste of their prey’s flesh 
  throughout the battle with the PCs. However, the harpies are unwilling 
  to die for a meal, regardless of how delicious it may be. When they are 
  both reduced to fewer than 10 hit points, the pair or lone survivor attempts 
  to fly off to safety somewhere deeper in the Dyrgalas, abandoning their 
  treasures, which they stow atop their perches. It takes a DC 17 Perception 
  check or climbing the trees to notice the perches.
  Development: Selathior is too weak and traumatized to aid the 
  adventurers in any way. When freed and cured of at least 1 hit point of 
  damage, the battered elf tells the adventurers 2 crocodile men strong-
  armed her in the Dyrgalas on the return trip from Answin Lodge and then 
  sold her to the cruel harpies nearly a month ago. The monstrous brutes 
  devoured her predecessor, an older gentleman, almost immediately after 
  her arrival. (Selathior’s description of the individual matches that of Julius 
  Robert Worthington, if the PCs encountered his daughter Susana during 
  the trek to the Dyrgalas Fens.) They then took their anger out on her, 
  senselessly attacking and demeaning her. She tried to escape once, but 
  
  23
  The Hunter's Game
  the monstrous women pounded her into submission and returned her to 
  the cage.
  Treasure: One harpy keeps a pouch containing 4 pearls worth 100 gp 
  each and the key to the cage on her person at all times. The first perch 
  holds 104 gp, a masterwork light crossbow, and 16 +1 bolts. A word 
  bottleUE and a +1 breastplate are on the second perch.
  UE See Pathfinder Roleplaying Game Ultimate Equipment
  Concluding the Adventure
  With order restored to Answin Lodge, the hunting lodge resumes its 
  normal activities within several weeks after the PCs’ intervention. The 
  grateful Brock and the reluctant Bhanda offer the PCs free accommodations 
  and tours for the next 10 years. Even the lizardfolk express their reserved 
  gratitude toward the adventurers, offering to escort the victims back to 
  Loggers’ Road Branch. Though the PCs failed to account for all of the 
  missing guests, the survivors can piece together the fate of those who 
  did not make the return trip home. If the PCs return to Biltscrough with 
  Shanga Halfshin, the jubilant halfling holds a public ceremony where she 
  gives each party member a key to the city along with the title of “Honorary 
  Listener.” If the PCs wish to continue adventuring in the Dyrgalas, their 
  exploits at Answin Lodge may lead them to investigate the old insane 
  asylum now inhabited by cultists of Rachiss (see Glades of Death, Timber 
  Rivalry by Necromancer Games for more details) or to search the swamp 
  for any of its rumored monsters, including a black dragon. Likewise, if 
  you’d like the PCs to have a chance to rescue more of the kidnapped 
  victims, perhaps some of them are being held by the brigand Gavriil at 
  a ruined hostel in the northern reaches of the fens (see Quests of Doom, 
  Death in Dyrgalas by Frog God Games). The possibilities for adventure 
  in the watery depths of the Dyrgalas are limitless.
  
  24
  Quests of doom 4
  
  25
  The Hunter's Game
  
  26
  Quests of doom 4
  
  27
  The Hunter's Game
  
  28
  Quests of doom 4
  
  29
  The Hunter's Game
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  Quests of Doom 4: The Hunter’s Game © 2017, Frog God Games, LLC;  
  Author: Tom Knauss
  
  33
  The Hunter's Game
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-428-0
  The Hunter’s Game is a 4th-level adventure that leads the PCs into the foreboding 
  Dyrgalas Fens, a temperate swamp in the Harwood Forest nestled between the Wolf Hills 
  and Low Hills. Dyrgalas Fens is overrun by an eclectic collection of malevolent monsters, 
  xenophobic humanoids, and foul beasts. When some of the region’s finest gentlemen and 
  ladies never return from their excursions to the Answin Hunting Lodge, the PCs must 
  investigate their mysterious disappearances. The journey leads them into the figurative 
  heart of darkness, taking them not only deeper into the dreadful Dyrgalas, but also 
  plunging them into the harrowing abyss of hatred and greed.
  The Hunter’s Game
  The Hunter’s Game
  QoD4d
  QoD4d
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Quests of Doom 4 -  The Hunters Game - Pathfinder.pdf