"Whether hailing from an ignoble desert village, demon-haunted forest, or icy mountain cave, humans,

elves, and giantkin alike tremble before the Bunny of Ill Omen."

The adventurers have all journeyed to a village surrounding a fortified roadhouse in Blightwood.

Blightwood: A desolate swampy demon haunted forest plagued by disease and inhabited by monstrous

creatures. The trees are twisted, the water is polluted, and the few families of humans, elves and

giantkin living here suffer from a never-ending cycle of famine and pestilence.

The party arrives as the sun is setting and the twisted sickly trees along the path occasionally open an

eye and stare at the party, the eye closes if anyone looks directly at a tree and it looks like a knothole.

The drawbridge on the roadhouse has been knocked down and inside the place has been ransacked.

There are bandits (one per party member) lounging near a fire, one offers a seat by the fire. The party

members are too hard of a target and the bandits are just locals acting tough. Their studded leather

armor is pieced together from real bandits they and others villagers defeated earlier.

During the night an ogre attacks. If the party ventures out of the roadhouse three more attack. One of

the ogres is badly wounded (half hit points). That night one of the party members dreams of a giant

black rabbit staring at them.

The next morning the bandits leave and the village witch approaches the party members and hands

whoever dreamt of the rabbit a clay figurine of a long haired woman holding a sword and mumbles a

few odd words.

The following day the party finds out about some missing villagers taken to demon haunted hills to be

sacrificed to Bokrug. The missing villagers are an elf, a human and a giant-kin who just happen to be

distant cousins to various party members. The poser bandits find cart tracks going east, toward the

demon haunted hills and offer to guide the party if they are going that way.

Nearby are the Blue Ogre Hills.

Blue Ogre Hills: Riddled with a network of dark, damp caves where rival ogre clans of the Bonecrusher

tribe wage never-ending wars. The tunnels are littered with the bones of fallen warriors, and the ogres

have a grim, battle-hardened sense of humor that revolves around violence and conquest.

On the journey there they encounter extremely muscular and thin, heavily scarred wild dogs that growl

and circle the party until attacked. Otherwise they wait until midnight and attack the sleeping party.

They fight until half their number are slain then drag the fallen off into the darkness. At one AM in the

morning lightning strikes a hill in the distance 13 times. The tracks lead in that direction. The bandits

seem nervous, if asked they say there's an ancient altar on top of that hill.

Once in the hills they encounter a flying ape sitting on branch who signals others whose wings have

been torn off to attack. They attack with barbed knotted ropes, 10' reach. As they close in the guide or

party wizard breaks a clay figure and mumbles an incantation. Three naked women with long unkept red

hair wielding two handed swords appear and attack. After the battle a closer look reveals they are not

human and their shark teeth become obvious as they scream and attack the party before the summonig

ends and they disappear.

Near the blackened lightning struck altar the party see someone wearing a mask and a hooded robe

climb down a nearby hole. The robe is made of some dark, coarse material, with strange symbols

embroidered in gold thread. The mask is made of a similar material, with eye-holes that glow with an

otherworldly light.

Down the winding torch lit stair the party can hear hypnotic and terrifying music. A strange piping and

stringed instrument. One cultist playing an ornate flute and another a strange stringed instrument. One

cultist is chanting holding a wickedly barbed dagger and two more hold a captive across a stone slab

before. Nearby two more captives lie naked and bound.

During the ritual, four cultists flute and dance around a huge, monolithic statue rising up from an

underground lake. The statue depicts a grotesque and nightmarish monster, resembling a cross between

a lizard and a fish, with a long, sinuous body and a massive, crocodile-like head.

A dozen fish/frog men slowly walk out of the water, staring with unblinking eyes at their visitors. If the

party is fighting and winning they attack the party, otherwise they grab the cult leader when the ritual

ends.

Underground lake. Bokrug is said to dwell in a vast, underground lake beneath a city called Ib, located in

the Dreamlands. He is worshiped by those who offer him sacrifices in exchange for his protection and

blessings. Bokrug is a deity of death and destruction, capable of unleashing plagues and disasters upon

those who incur his wrath.

In appearance, Bokrug is described as being enormous, His scales are said to be green and slimy, and his

eyes are glowing and malevolent. He has a powerful, muscular tail and webbed feet and hands.

a race of half frog, half fish people that have large, bulbous eyes, long arms, stubby legs, their hands and

feet are clawed and webbed. Their skin and eyes are a pale greenish-grey, though their bellies are white.

Riding Dog CR 1 XP 400

N Medium animal

Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)

hp 13 (2d8+4)

Fort +5, Ref +5, Will +1

OFFENSE

Speed 40 ft.

Bite +3 (1d6+3 plus trip)

STATISTICS

Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6

Base Atk +1; CMB +3; CMD 15 (19 vs. trip)

Feats Skill Focus (Perception)

Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4

Acrobatics when jumping, +4 Survival when tracking by scent

Powerful black wings beat from the back of this large ape, which carries a wickedly barbed knotted rope

in its simian hands.

Flying Ape CR 5 XP 1,600

N Large monstrous humanoid

Init +3; Senses darkvision 60 ft., scent; Perception +14

DEFENSE

AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, -1 size)

hp 59 (7d10+21)

Fort +5, Ref +8, Will +8

OFFENSE

Speed 30 ft., climb 30 ft., fly 60 ft. (poor)

Barbed Knotted Ropes +11/+6 (2d6+7/20) or 2 slams +11 (1d6+5)

Javelin +9 (1d8+5)

Space 10 ft.; Reach 10 ft.

Special Attacks aerial charge, knockdown

STATISTICS

Str 21, Dex 16, Con 17, Int 9, Wis 12, Cha 10

Base Atk +7; CMB +13; CMD 26

Feats Acrobatic, Combat Reflexes, Iron Will, Skill Focus (Perception)

Skills Acrobatics +12, Climb +13, Fly +9, Perception +14

Languages Auran, Common

SPECIAL ABILITIES

Aerial Charge (Ex)

When airborne, they can dive at twice its normal flying speed. This is the equivalent of a charge,

granting a +2 bonus on the attack roll and a -2 penalty to AC.

Knockdown (Ex)

When they confirms a critical hit with a two-handed weapon, it has a chance to knock an opponent

prone in addition to the damage dealt by the critical hit. If the confirmation roll exceeds its opponent’s

CMD, the opponent is knocked prone as if from the trip combat maneuver. This does not provoke an

attack of opportunity.

Flying apes are carnivorous and resemble gorillas with the enormous black-and-gray wings of buzzards

or vultures. They stand 9 feet tall and weigh 400 pounds.

Cultist (Cursed Human Bard 1)

CR 1/2 XP 200

CE Medium humanoid (human)

Init +2; Senses low-light vision; Perception +5

DEFENSE

AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)

hp 9 (1d8+1)

Fort +1, Ref +4, Will +1; +2 vs. enchantments, Immune sleep

OFFENSE

Speed 30 ft.

Rapier +2 (1d6/18–20)

Shortbow +3 (1d6/×3)

Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage

+1)

Bard Spells Known (CL 1st; concentration +4)

1st (2/day)—charm person (DC 14), cure light wounds

0th (at will)—dancing lights, ghost sound (DC 13), message, prestidigitation

STATISTICS

Str 10, Dex 14, Con 12, Int 13, Wis 8, Cha 17

Base Atk +0; CMB +0; CMD 12

Feats Skill Focus (Perform [wind]), Weapon Finesse

Skills Bluff +7, Diplomacy +7, Perception +5, Perform (wind) +12, Sense Motive +3, Sleight of Hand +6,

Stealth +5, Use Magic Device +7

Languages Common, Elven

SQ bardic knowledge +1, elf blood

Combat Gear potions of cure light wounds (2), alchemist’s fire (3), sunrod; Other Gear crappy cultist

robe, leather mask, studded leather, rapier, shortbow with 3 masterwork arrows, masterwork flute, 13

gp

Deep One Pureblood CR 1 XP 400

CE Medium monstrous humanoid (aquatic, deep one)

Init –1; Senses darkvision 60 ft., low-light vision; Perception +7

DEFENSE

AC 12, touch 9, flat-footed 12 (–1 Dex, +3 natural)

hp 17 (2d10+6)

Fort +5, Ref +2, Will +5

Defensive Abilities deep dweller, immortal; Resist cold 5

OFFENSE

Speed 20 ft., swim 40 ft.

2 claws +5 (1d4+3)

STATISTICS

Str 17, Dex 9, Con 16, Int 12, Wis 15, Cha 10

Base Atk +2; CMB +5; CMD 14

Feats Great Fortitude

Skills Intimidate +5, Knowledge (religion) +6, Perception +7, Stealth +4 (+8 underwater), Survival +7,

Swim +16; Racial Modifiers +4 Stealth underwater

Languages Aklo, Common

SQ amphibious, devoted, item use

SPECIAL ABILITIES

Deep Dweller (Ex)

Deep ones are immune to damage from water pressure; their bodies are capable of instantly adjusting

to different water depths or even the surface with ease.

Devoted (Ex)

Deep ones are fanatically religious. A deep one gains one bonus skill rank per Hit Die that must be

placed in Knowledge (religion), and this skill is a class skill for all deep ones.

Immortal (Ex)

A deep one does not age. Barring death from violence, disease, or misadventure, a deep one can live

forever. Deep ones are immune to effects that cause magical aging.

Item Use (Su)

A deep one can activate spell-trigger items like staves and wands as if it were a spellcaster of the

appropriate class.

Pureblood deep ones prefer to fight with their claws. If they do resort to weapons, they prefer piercing

ones, as these function best underwater. They can also use wands and staves.

A pureblood deep one typically stands about 7 feet tall, but its hunched gait and lumbering stance can

make it appear shorter when it shambles ashore. An average deep one weighs 300 pounds.

Cult Leader CR 3 XP 800

Male human bard 4/aristocrat 1

LE Medium humanoid (human)

Init +3; Senses Perception +8

DEFENSE

AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)

hp 27 (5d8+5)

Fort +2, Ref +7, Will +6; +4 vs. bardic performance, language-dependent, and sonic

OFFENSE

Speed 30 ft.

Mwk dagger +3 (1d4–1/19–20)

Mwk heavy crossbow +7 (1d10/19–20)

Special Attacks bardic performance 13 rounds/day (countersong, distraction, fascinate, inspire

competence +2, inspire courage +1)

Spells Known (CL 4th; concentration +7)

2nd (2/day)— alter self, invisibility

1st (4/day)— charm person (DC 14), cure light wounds, undetectable alignment (DC 14), ventriloquism

0 (at will)— daze (DC 13), detect magic, know direction, mage hand, message, read magic

Tactics

Before Combat He sends minions into combat first. He casts invisibility on himself, drinks his potion of

eagle’s splendor, and moves to a tactically and defensively superior position.

During Combat He casts summon monster I to conjure a fiendish viper and targets melee-focused

opponents with charm person. He then tries to use fascinate and attacks with his crossbow.

He fights to the death, knowing that his fanatical followers will stop at nothing to resurrect him.

STATISTICS

Str 8, Dex 16, Con 12, Int 13, Wis 10, Cha 16

Base Atk +3; CMB +2; CMD 16

Feats Arcane Strike, Mounted Combat, Point-Blank Shot, Rapid Reload

Skills Bluff +9, Craft (calligraphy) +5, Diplomacy +9, Disguise +11, Intimidate +11, Knowledge (History) +8,

Knowledge (Local) +7, Knowledge (Nobility) +9, Perception +8, Perform (sing) +11, Profession (herbalist)

+4, Ride +7, Sense Motive +6, Sleight of Hand +7, Spellcraft +5, Use Magic Device +7

SQ bardic knowledge +2, versatile performance (sing), well-versed

Combat Gear potion of cure moderate wounds, potion of eagle’s splendor, scroll of animate rope, scroll

of summon monster I; Other Gear masterwork chain shirt, masterwork heavy crossbow with 20 bolts,

masterwork dagger, ring of protection +1, light combat-trained horse with riding saddle, wooden mask,

360 gp

Giant-kin Fighter

Level 1

17 Str 22

10 Dex 16

0 Con 10

0 Int 10

2 Wis 12

-4 Cha 7

BAB+1 Fort+2 | Ref+0 | Will+1

Armor Class 9

Hit Points 10

masterwork Big ass Stick +9 to Hit, 1d10+12

Feats: Power Attack, Reckless Offense

Large sack of rabbit tails

Languages: Common and Giant