"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