Death in the Spindlewood Marsh

Credits ldennians still tell tales ofthe Spindlewood Hydra

more than a century after its death. The eight- h

s AUTHOR

r A headed monster was a singular scourge, even a Stefen Styrsky compared to others of its kind. Spawned from some M deep, black pit of the Night , the Spindlewood d COVER o Hydra terrorized the countryside around Mor Aldenn o Mike Burns

w for a decade, slaughtering entire families, killing sheep,

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d goats and cattle, and decimating caravans. A band of

n INTERIOR ARTIST i five brave adventurers finally managed to halt the p Mike Burns

S creature’s depredations. Now, agents of the Night Hag,

e employing secret rituals and foul necromancy, attempts h t LAYOUT

to return the hydra to life, only this time deadlier and n i K. Axel Carlsson

more powerful. With the newly regenerated hydra the

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a Night Hag hopes to weaken Mor Aldenn so that the City e GRAPHIC DESIGN ofMages can no longer resist her armies. D Rene Walk Sample DfileEATH IN THE SPINDLEWOOD MARSH is a Pathfinder Roleplaying Game mini-adventure designed for four 7th to 8th level characters. The adventure occurs in the great Compatibility with the Pathfinder Roleplaying Game requires the marsh just outside Mor Aldenn known as the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Spindlewood Marsh. However, the adventure can take Pathfinder Roleplaying Game. Paizo Publishing, LLC does not place in any area where swampland and forest meet. guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark ofPaizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Adventure Background Game Compatibility Logo are trademarks ofPaizo Publishing, LLC, and are used under the Pathfinder The Spindlewood Hydra’s death was a serious blow to the Roleplaying Game Compatibility License. Night Hag. She has dreamed of recruiting another such See http://paizo.com/pathfinderRPG/compati creature. Recently, a green hag named Zanthike concocted a bility for more information on the ritual to do just that. With the aid of her coven Zanthike compatibility license. restored the headless beast to life as well as imbuing it with the OPEN CONTENT: All mechanics are foul contagions of the Spindlewood Marsh. Only the hydra’s considered OPEN GAME CONTENT. lack of heads prevents it from attacking Mor Aldenn. The PRODUCT IDENTITY: All other material - thing waits in the marsh while Zanthike attempts to discover a proper names, settings, characters, story hooks and author's notes - are considered ritual that will restore it completely. PRODUCT IDENTITY.

Death in the Spindlewood Marsh (c) 2011 HEADLESS HYDRA GAMES. All Rights Reserved. Adventure Summary The PCs journey to the area where the Night Hag’s hydra Scaling this Adventure was killed. After some searching in the swamp, the PCs Death in the Spindlewood Marsh is meant to encounter powerful skeletons, born from the dead hydra’s challenge PCs of7th to 8th level. For more powerful parties or those oflower level or fewer teeth. They then locate a copse of trees overlooking a large than four characters make the following depression in the earth – the very spot they seek. Zanthike adjustments: and her barghest lover attack the party before they can proceed. After defeating the hag and her defender, the FOR 5TH- OR 6TH-LEVEL CHARACTERS: hydra bursts from the muck and the PCs must battle and • Change the skeletons to human skeletons destroy it before the Night Hag can send it against Mor • Remove Zanthike’s witch levels and make her Aldenn. lover a barghest instead of a greater barghest • Reduce the hydra’s Hit Dice to 5 and give it

D only 5 slam attacks instead of eight. Also, Expanding the Adventure e reduce by 4 the Fort save DC of its disease a

t This short adventure can be turned into a longer session by ability. h

i adding some investigation before the PCs enter the n

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Spindlewood Marsh. Zanthike can only fully restore the FOR 9TH- OR 10TH-LEVEL CHARACTERS: h hydra if she possesses bones (skull, jaws) taken as trophies • Make the skeletons troll skeletons e

S when the hyrdra was slain. These bones sit in vaults or • Give Zanthike 2 more levels in witch and giver p

i her barghest lover the Advanced template n above fireplace mantles around Mor Aldenn (see the d

l Spindlewatch Inn). • Increase the hydra’s Hit Dice to 10, add 2 to the e Fort save of its disease ability and increase its w Agents of the Night Hag set out to steal the bones, but o natural armor bonus to 11. o in the process murder their owners. The PCs can be d become involved when a friend is killed and their M

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investigation leads them to conclude someone is collecting r

While one or two thefts might go unnoticed, each s the dead hydra’s body parts. h Samplesubseq ufileent robbery becomes more and more violent until the authorities take serious note and ask the PCs to Starting the Adventure investigate. There are several ways to begin the adventure. The first The tapestry hanging in the Headless Hydra Inn depicts could be simple treasure hunting. A hydra’s bones, teeth the final battle with the hydra. Though most details in the and scales are often used in weapons, armor, wondrous picture represent a generic wilderness, one tree in the items and alchemical solutions. These body parts could be background is rendered with incredible detail. A little sold for a nice profit. The deathgrounds of hydras are also investigation, either questioning rangers who hunt in the known to aid in the performance of certain rituals. Finally, swamp, interrogating a captured harpy, or talking to a the PCs might receive word through spies, rumors or friendly bog giant work yields some information about the simply viewing the tapestry at the Headless Hydra Inn that general location of this tree. the Night Hag hopes to return the hydra to life, an event which must not be allowed to occur. LOCATING THE AREA A second, more involved way is to have the Night Hag Even if the PCs have an idea of where the hydra was slain, dispatch agents to collect the parts of the hydra now held locating the exact spot still poses a challenge. The as trophies in Mor Aldenn. A set of jaws from the hydra sit Spindlewood is a morass of constantly shifting peat islands mounted above the fireplace mantle in the Spindlewatch and waterways making most landmarks ill-suited as tools Inn. Teeth and scales rest in the homes of collectors and for navigation. Fog often obscures paths and the few descendants of the original band that killed the monster. stationary land masses that rise above the rank muck.

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4 Quicksand is a danger and deep bogs hamper movement. GENERAL OVERVIEW (See the core rulebook for details on swampy marsh OF THE ADVENTURE AREA terrain). Then there’s the threat of harpies, giant snakes, The hydra lies at the bottom of a depression in the poisonous frogs and other creatures. Spindlewood at a spot where the marsh and forest meet. In order to begin the encounters in this adventure the The ground here is firm so it does not hamper movement. party must come near the area. To do so requires five The land rises a few feet before falling again into the successful DC 25 Knowledge (geography), Knowledge depression, and is not visible except when the party reaches (history), Knowledge (nature), Perception or Survival skill the edge or if a character is in the air. checks. These skills allow the PCs to recognize features of The depression itself is 100 ft. across, the result of the the swamp they have learned about from knowledgeable hydra’s taint slowing corrupting the supporting earth and individuals, stories or history texts. No skill can be used causing it to sink. Along the southern edge of the sinkhole more than twice. A successful check allows PCs to avoid is a thick band of trees which conceal Zanthike’s hut. Trees hazards and dangerous creatures and also find the long-lost

dot the other edge, but grow thicker and closer the farther D

battleground. one moves north. e

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A failed check results in one of the following t

h (determined randomly):

i ENCOUNTER 1: n

t Roaming Skeletons (CR 7) h • Roll a random encounter from the CR 7 swamp e

encounter table of the Bestiary. The area is not safe. creatures prowl the area, attracted S

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by the Night Hag’s corruption and the place’s ancient i • A party member falls in quicksand. The DCs for this n perfidy. Sometime before the characters discover the site d quicksand increase by + 5 above the DCs listed on page l

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427. read the following: w

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• The next check increases to DC 30. Failure results in a o

d random encounter as described in 1). All of a sudden the buzz of cicadas and the whooping of

M the marsh crane seem oddly absent. The land grows more

• The party encounters 2d4+ 1 harpies. They have a 50% a

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chance of alerting Zanthike to intruders if the party solid and the ground rises gently to a thick line of trees s

h can not slay them all or avoid detection. Sampleabout 2file00 ft. away. Near the trees you see a large twisted • The party wanders into a particularly marshy area of oak that resembles the tree depicted in the tapestry. deep bogs. A dragon turtle claims this area as its lair and attacks all intruders. (This can only happen once. Three groups of five skeletons wander the area. They were If rolled a second time treat it as if the result was 6.) created from the hydra’s teeth dislodged during its final • The party must spend several hours slogging through battle. The skeletons attack any creature they encounter. particularly deep mud and razor ferns. Each PC takes The skeletons do not enter the depression or attack the hag 2d8+ 4 non-lethal damage from exhaustion and and barghest. superficial wounds. Skeletons (5) CR 3 One success can also come from one of the following skills XP 800 Knowledge (arcana), Knowledge (religion) or Spellcraft. CE Large undead This represents a character’s ability to recognize areas that Init + 7; Senses darkvision 60 ft.; Perception + 0 might contain flora and fauna affected by magic left over DEFENSE from the death of a hydra or recent ritual castings. AC 19, touch 12, flat-footed 16 Even if the PCs fail all five checks they should begin (+ 3 Dex, + 7 natural, -1 size) Encounter 1 detailed below soon after the fifth check. The hp 27 (6d8) skill checks just allow them travel without incident or Fort + 2, Ref + 5, Will + 5 arrive depleted from combat and natural hazards. DR 5/bludgeoning; Immune cold, undead traits

5 OFFENSE Zanthike CR 8 Speed 30 ft. XP 4,800 Melee 2 claws + 8 (1d6+ 5) Green hag witch 3 Space 10 ft.; Reach 10 ft. CE Medium monstrous humanoid Special Attacks rend (2 claws, 1d6+ 7) Init + 0; Senses darkvision 60 ft.; Perception + 20

STATISTICS DEFENSE Str 21, Dex 16, Con —, Int —, Wis 10, Cha 10 AC 19, touch 10, flat-footed 19 (+ 0 Dex, + 9 natural) Base Atk + 4; CMB + 10; CMD 23 hp 83 (9d10+ 18 plus 3d6+ 6) Feats Improved InitiativeB Fort + 7, Ref + 7, Will + 10 SR 18

The skeletons fight until destroyed. Combat in the area has OFFENSE the potential to warn Zanthike of intruders. Speed 30 ft., swim 30 ft.

Melee 2 claws + 15 (1d4+ 5 plus weakness) h

s Special Attacks hex (cackle, , misfortune) r ENCOUNTER 2: a Spell-like Abilities (CL 9th):

M Tree Copse and Witch’s Shack Constant—pass without trace, tongues, water breathing d (CR 9)

o At-will—dancing lights, disguise self(DC 15), sound

o Once the PCs reach the edge of the bowl read the (DC 13), invisibility, pyrotechnics (DC 15), tree shape,

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l following. whispering wind d

n Spells Prepared (CL 3rd) i

p The land suddenly drops away into a depression in the 2nd—hold person (DC 17), scare (DC 17) S swamp floor, forming what appears to be a natural bowl.

e 1st—burning hands (DC 16), ray ofenfeeblement, h

t The incline is not steep, but rather broad, and the bowl is sleep (DC 16) n

i 100 feet across. At the bottom lies muck and mud where 0 (at will)—bleed (DC 15), detect magic, read magic, h

t swamp water has accumulated. resistance a e TACTICS D This natural sinkhole formed after the hydrSamplea’s body lay Bfileefore Combat Zanthike uses invisibility to observe here for a few days. Its caustic body fluids gradually ate opponents unseen. She then chooses tactics based on away the land, causing it to sink. The hydra lies hidden at what she believes will be most effective. She might take the center of the depression, covered in mud and mire. the form of an old crone and attempt to lure creatures away from the hydra’s resting place or simply attack. When the PCs approach Zanthike’s shack read the During Combat Zanthike attacks just as her barghest following: enters into combat. She stays out of melee, targeting opponents with hold person and ray ofenfeeblement. She A decrepit shack sits amid the copse oftrees. Animal skins uses her wand against other spellcasters. drape the walls where holes show through the poorly laid Morale Zanthike flees if reduced to 20 or fewer hit points. logs. From a tree limb by the entrance dangle charms STATISTICS made ofbird feathers, beads and snail shells. Str 21, Dex 10, Con 14, Int 20, Wis 13, Cha 18 Base Atk + 10; CMB + 15; CMD 25 If warned of the party’s presence Zanthike sends her Feats Alertness, Blind-Fight, Combat Casting, Deceitful, barghest to circle around the intruders while she prepares Extra Hex, Great Fortitude for combat. She will use either disguise selfto make herself Skills Bluff + 13, Disguise + 13, Knowledge (arcana) + 14, appear as an old hermit woman or tree shape to conceal her Knowledge (nature) + 14, Perception + 20, Sense Motive presence. If the PCs proceed into the bowl she changes to + 12, Stealth + 19, Swim + 18 her normal form and attacks. Languages Aklo, Common, Giant SQ mimicry, witch’s familiar (centipede) 6 Combat Gear wand ofblindness/deafness (5 charges), potion but also makes it immune to mind-affecting effects. ofgaseous form; Other Gear ofnatural armor +1 Zanthike intends to experiment with other magic to see

SPECIAL ABILITIES if she and her coven can restore the hydra’s heads. If the Weakness (Su) Zanthike’s claws sap strength from those PCs do not slay the creature now, they may later encounter she strikes. Each time Zanthike hits a foe with her claw the hydra with one or more regrown heads. attack, the victim takes 2 points of Strength damage The hydra lurks in a shallow pool of muck and moss at unless he resists the weakness with a DC 20 Fortitude the bottom of the depression. It lies just beneath the save. Alternatively, the green hag can attempt to inflict water’s surface and blends into the surrounding turf (+ 20 even greater weakness on a foe by making a touch on Stealth). It senses anyone who enters the range of its attack—this variant requires a standard action, and tremorsense or disease cloud and attacks. It fights until cannot be attempted in the same round Zanthike makes dead. claw attacks. The opponent touched must succeed on a The Headless Hydra CR 9 DC 20 Fortitude save or take 2d4 points of Strength D

damage. The save DC is Charisma-based. XP 6,400 e

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Mimicry (Ex) Zanthike can imitate the sounds of almost Advanced elite plague bearer headless hydra t

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any animal found near its lair. N Huge magical beast i

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Init + 7; Senses tremorsense 120 ft.; Perception + 3 t

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Greater Barghest CR 7 DEFENSE e

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XP 3,200 AC 20, touch 10, flat-footed 16 p

i hp 85 (+ 3 Dex, + 9 natural, -2 size) n

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Combat Gear potion ofmagic fang hp 104 (8d10+ 56) e Fort + 13, Ref + 11, Will + 5 w TACTICS o Defensive Abilities diseased flesh, headless; Immune o Before Combat The barghest drinks his potion ofmagic d

fang and then uses invisibility sphere to move into a disease, gaze M

favorable position. Just before entering melee he casts a

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crushing despair on as many opponents as possible. h During Combat The barghest focus his attacks on mSampleelee file combatants. If possible he casts bull’s strength on himself and Zanthike. Morale The barghest fights to the death. If Zanthike is reduced to 20 or fewer hit points he uses dimension door to get her to safety and then returns to the fight.

ENCOUNTER 3: The Headless Hydra (CR 9)

Zanthike’s ritual returned the hydra with one problem. The adventurers who slew it years ago took its heads as trophies. Without heads the hydra does not possess a bite attack or fast healing. However, it can spew acid from its bloody stumps, which constantly weep slime and mucous. The lack of sensory organs deprives the hydra of sight and smell, 7