TEXT: Frog God 
  Games
  By Tom Knauss
  By Tom Knauss
  Forgive and Regret
  Forgive and Regret
  
  Frog  
  God 
  Games
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  Adventures 
  Worth  
  Winning
  Quests of Doom 4
  Forgive and Regret
  
  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,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  Forgive and Regret
  Table of Contents
  Credits ........................................................................ p. 1
  Forgive and Regret .........................................................p. 4
  Map Appendix ..............................................................p. 16 
  Legal Appendix ............................................................. p. 18
  
  4
  Quests of doom 4
  Forgive and Regret is an 8th-level adventure about unintended 
  consequences. The sins that stained the blighted Wytch Bog more than 
  two centuries ago still linger as the villain who perpetrated a genocidal 
  act longs to free his tortured soul from his undead bonds. In his warped 
  mind, only more violence can garner his freedom, placing the innocent 
  descendants of his long-deceased conspirators — and an entire region — 
  in his crosshairs.
  Adventure Background
  The wandering folk known as the Viroeni seldom find a warm welcome 
  anywhere they go. Gypsies, vagabonds, thieves, and worse are the 
  epithets hurled at them as they make their way in their endless travels, 
  never stopping anywhere for long. The Viroeni earn a meager living 
  working as tinkers, storytellers, and messengers, moving on in their 
  caravan communities whenever they sense their presence has worn out 
  whatever welcome it may have had in a given area. Long accustomed 
  to persecution, the Viroeni are not, however, prepared for being actively 
  hunted. Nevertheless, the sad history of Foere has seen just that on more 
  than one occasion.
  Just over two centuries ago the infamous Archdeacon Bruća of the 
  cathedral-city of Gurbynne (he that some years later revealed to be 
  a Dark Cardinal of Lucifer and burned at the stake before his own 
  cathedral) issued an edict of extirpation for the Viroeni of southern 
  Foere for some, likely falsified, reason. Most of the Viroeni tribes were 
  able to flee the countries in question ahead of the pogrom, but one group 
  encamped within the Barony of Baile found its route of retreat cut off 
  between the Blackrock Mountains to the north and the Principality of 
  Olduvar to the south. They knew that to travel into Olduvar was to face 
  their arrest and probable execution, but to remain in Baile was to court 
  disaster as well. In the end after paying hefty bribes, the Viroeni were 
  able to extract a deal from the commander of Westfort to allow them to 
  sequester themselves along the treacherous borders of the swamplands 
  known as the Wytch Bog until such time as the fervor of the archdeacon’s 
  order had died down.
  However, the scattered swamp dwellers along the Wytch Bog were 
  not more welcoming of the strangers whose presence promised to stretch 
  already scarce resources to the breaking point. Finally, when it appeared 
  all hope was lost, the Viroeni were approached by one of the local trappers. 
  He was a foreigner who did not feel the same loyalty to the edicts of an 
  archdeacon of Foere that the rest of the locals did, and in him it appeared 
  that they had found a non-hostile, if not exactly sympathetic, ear.
  Hamish MacDuncan, a grizzled veteran of distant wars and expatriate 
  of the upper regions of far-off Eamonvale, told the Viroeni matriarch that 
  he knew of a safe path through the accursed bogs that he could guide them 
  on and allow them to escape the confines of the Kingdoms of Foere for 
  the promised freedom of Cailin Lee to the west. A mercenary to the core, 
  though, MacDuncan told them he would do this only if the tribe paid him 
  with all of the gold they had left.
  Realizing that a better offer was unlikely to materialize, the matriarch 
  agreed to the deal but promised a curse upon MacDuncan’s eternal soul 
  if he betrayed them and turned the Viroeni over to the hostile locals. 
  MacDuncan swore an oath upon a holy book of Vanitthu he had never felt 
  cause to read and promised he would see them delivered away from the 
  folk they sought to flee. He did not tell them, however, that he had taken 
  gold from those same people to remove the gypsy problem from their 
  midst or that no such safe path through the bog, in fact, existed.
  Once in the depths of the Wytch Bog, it was a simple matter for the 
  woods-wise veteran to lead the Viroeni astray, cause them to become 
  separated, and use his swampcraft and battle experience to eliminate them 
  in small groups or one by one through treachery or outright murder. When 
  all was said and done, and the blood-spattered MacDuncan watched the 
  matriarch’s lifeless eye seemingly fix its baleful gaze upon him as her 
  corpse sank beneath the waters of a bog, no more than a handful of the 
  Viroeni had made it out of the swamp alive to tell the tale. But four of 
  those handful did not scatter and flee like the rest. Instead they made their 
  own preparations and returned only a few weeks later.
  The four sons of the Viroeni matriarch had managed to elude 
  MacDuncan’s murderous intent but were unable to stop his massacre 
  of their people. When they emerged from the swamp they swore their 
  bond to one another to see their mother’s curse completed. When they 
  returned scant weeks later they were penniless with only the clothes they 
  wore upon their backs to their names — and a new pine coffin carried 
  between them.
  The sons found MacDuncan drunk at his isolated home one night when 
  the moon was dark. They set upon the surprised warrior and overpowered 
  him before he could mount a resistance. With thick ropes they bound his 
  coffin closed and carried him deep into the Wytch Bog where he had taken 
  the lives of their kinsmen and women. As MacDuncan sobered up and 
  found himself unable to break free from his confinement, the truth of the 
  situation began to seep into his gin-soaked mind. The last any outside the 
  bog ever heard from him were his muffled cries begging mercy, cursing 
  his captors, and promising eternal revenge. Neither he nor the Viroeni 
  youths was ever seen alive again.
  But life — such as it was to become — was not entirely over for Hamish 
  MacDuncan. The Viroeni matriarch’s curse, enacted by the vengeance of 
  her sons, came to fruition when Hamish did not rest easy but awoke after 
  only a short time as a vampiric monster. His immersion in the bog waters 
  had not been kind to his physical body, so he emerged as a grotesque 
  nosferatu, a foul caricature of the vitality he had known in life.
  MacDuncan wandered the depths of the Wytch Bog for decades, just 
  one more facet of its already-old legend. He preyed upon the swamp 
  folk from time to time, but they soon learned to remain indoors after 
  sunset, and their simple swamp cottages proved effective in warding 
  off his depredations as long as they didn’t make the mistake to invite 
  him in. In time, these people came to recognize their vampiric predator 
  for who he was and connect his appearance for the foul deeds he 
  had undoubtedly performed in the swamp depths to dispose of the 
  gypsy tribe, but even as that knowledge came to light it was just as 
  quickly hushed up to hide their own complicity in the atrocity that 
  was committed. Until as years and even centuries passed, the vampire 
  Hamish MacDuncan  became a bogeyman of the bog (albeit one that 
  most everyone believed in), and the truth of his existence and actions 
  was largely lost to common knowledge and comfortably forgotten by 
  those few who remained aware.
  All likely would have remained in this hellish purgatory in which 
  Hamish now existed had he not run across another damned creature of the 
  swamp — the Wytch of the Bog, for which it had been named countless 
  generations ago. What befell in this encounter, none could say, but Hamish 
  left it with the belief that he had found the means of his own salvation, 
  the redemption from his past deeds, and new chance to walk among 
  the living — a chance he intended to take him far, far away from his 
  accursed bog home. The Wytch told Hamish that if he could bring justice 
  to those Viroeni he had murdered so long ago, then his own curse of unlife 
  might be lifted. However, to bring them their justice, Hamish must seek 
  vengeance upon the descendants of those who had first employed him to 
  dispose of the Viroeni refugees.
  Even as the Wytch spoke to the nosferatu, he saw that the long dead 
  corpses in the bogs where he had dumped them had begun to stir and that 
  the incessant mosquitoes whose eggs hatched in those same pools began 
  to transform into larger, deadlier creatures whom he could command to do 
  his bidding. Hamish had the beginnings of an army and now the means 
  to operate indirectly during daylight hours through his servitor creatures, 
  and a plan began to form in his mind. He didn’t even notice when the 
  Forgive and Regret
  
  5
  Forgive and Regret
  Wytch took her leave as mysteriously as she had come, nor did he question 
  the absurdity of his own salvation by meting out justice for the Viroeni 
  victims when it was he himself who bore the greatest guilt, rather he was 
  consumed with the thoughts of his escape and new lease on life.
  MacDuncan was able to determine that eleven of the swampfolk still 
  living at the edge of the Wytch Bog were direct descendants of those 
  who had hired his despicable services so long ago, so they became the 
  targets of his murderous intent. However, he did not want to tip them 
  off to the pattern of killings and potentially flee the area and beyond his 
  limited reach, constrained as he was by his boggy grave. To that end 
  he unleashed his growing swarm of skeeters indiscriminately upon the 
  unsuspecting folk, creatures capable of attacking in broad daylight and 
  negating any defenses the people had developed against Hamish’s own 
  vampiric weaknesses. Within two weeks, the monsters had slain twelve 
  people, including three of the eleven direct descendants he sought. 
  The ensuing carnage also piqued the interest of other dormant, restless 
  spirits now roaming the land, seeking to avenge old grudges against the 
  progeny of the humans who handed them over to an ignominious death 
  and the individual directly responsible for their demise. Practically 
  overnight, the Wytch Bog became a morass of competing desires for 
  vengeance, bubbling over among the sparse settlements along the bog’s 
  borders. Soon word of this surge in attacks from the swamp had begun 
  to reach ears as far away as Westfort and beyond. Rumors that might 
  just be capable of drawing in a group of heroes willing to step into the 
  situation and rectify things.
  Adventure Synopsis
  The sparsely populated wetland known as the Wytch Bog lacks any 
  conventional settlements or government, lying as it does at the boundaries 
  of both the Principality of Olduvar and Barony of Baile yet appealing to 
  neither as a territorial expansion worth pursuing. However the PCs come 
  upon the small settlement, they find that fear overwhelms the handful of 
  hardscrabble residents who have withstood the wicked skeeters’ relentless 
  attacks over the last several weeks, driving them exclusively indoors, 
  while mayhem runs rampant across the decomposing terrain. From the 
  moment the PCs enter the Wytch Bog, they immediately command the 
  attention of the terrifying beings who plague this land. 
  The PCs’ subsequent delve into the bog enters a haunted realm populated 
  by shambling corpses, vengeful undead creatures, and pathetic spirits 
  borne from Hamish’s genocide. While the PCs’ encounters with these 
  abominations are fraught with peril, the lost souls’ intense hatred of Hamish 
  may supply them with useful information in their battle against the nosferatu 
  responsible for their creation. Of course, the PCs’ intrusion into his domain 
  greatly troubles Hamish, and he uses his spies to monitor their progress 
  through the wetlands in order to strike back against the trespassers.
  However, PCs who fight off these attacks gain only a temporary respite, 
  as their vanquished foe retreats to regroup and regenerate. The PCs must 
  locate Hamish’s concealed coffin and permanently destroy him while he 
  rests or face his relentless assaults again and again. 
  Starting the Adventure
  The Wytch Bog, which is located in the interior region of the central 
  Kingdoms of Foere, is a desolate wasteland covered in stinking peat bogs, 
  saturated earth, and hardy greenery. Encompassing more than 20,000 
  square miles of terrain, in the Lost Lands campaign setting the vast 
  wetland is bordered by the Blackrock Mountains to the north, the Barony 
  of Baile to the east, and most importantly the keep of Westfort and the 
  neighboring Principality of Olduvar to the south and west. Traveling to 
  the scene of this adventure from any destination other than the nearby 
  Keep of Westfort and the adjacent Principality of Olduvar is a long, hard 
  slog across miles of soggy, barren terrain populated by few inhabitants 
  other than indigenous monsters and the unnaturally animated remains and 
  ghosts of deceased residents and explorers. If the PCs come here from 
  any other location, they are most likely to take the long way around the 
  wetlands and enter the Wytch Bog from the southern border.
  Hooks
  Considering the reality that the PCs are unlikely to reside within the 
  Wytch Bog proper, the GM must generally rely upon outside intervention 
  to draw the characters into the action. In this case, a concerned third party 
  contracts the adventurers’ service for a specific purpose intertwined with 
  the recent events plaguing the region. A government official in Olduvar or 
  Baile or a military official at Westfort may task one of the PCs with the 
  assignment of investigating the strange occurrences in the neighboring 
  wetland and prevent the monstrous incursions from spilling over into 
  their territory. Perhaps a servant of the archdeacon in Gurbynne has 
  found records of Bruća’s terrible deeds and made the connection between 
  them and the disturbing whispers beginning to come from the region of 
  the Wytch Bog. If so, the High Church of Foere may think it prudent to 
  dispatch a group of investigators to the region to determine the source of 
  the troubles and to set things aright if possible.
  Traveling to the Wytch Bog
  Depending upon the characters’ starting point, it may take them several 
  weeks to reach the distant region. Prudent overland travelers forego any 
  land-based route through the bog proper and instead take the longer route 
  through more hospitable terrain bordering the mire. During the course 
  of their lengthy journey, the GM may sprinkle in several encounters 
  that coincide with the particular terrain or political entity they currently 
  occupy. For instance, dwarves hailing from the neighboring Blackrock 
  Mountains may cross paths with monsters or people indigenous to that 
  particular environment. For this purpose, the GM may rely upon the 
  random encounter tables found in Mountains of Madness and Fields 
  of Blood from Frog God Games, and Glades of Death Necromancer 
  Games, or tables found in another sourcebook. Nonetheless, the adventure 
  focuses primarily on specific events taking place in a comparatively small 
  rural area along the southern edge of an immense, roughly oval-shaped 
  wetland that stretches 200 miles from the northwest to the southeast and 
  100 miles from the southwest to the northeast.
  No political entity claims dominion over the Wytch Bog. Almost every 
  vestige of civilization, regardless of how insignificant, abruptly stops at 
  the first tract of boggy soil. However, a number of hardy families have 
  settled this land for centuries and eke out a living as farmers, peat cutters, 
  and eel hunters.
  Wytch Bog
  After reaching the perimeter of the wetland north of the farthest 
  Olduvari outpost at Westfort, the PCs can finally enter the Wytch Bog. 
  The Wytch Bog map details the three most noteworthy terrain features. 
  These include the residents’ homes, pools of water consisting of a mix 
  of shallow and deep bogs, and typical trees (as described in the “Marsh 
  Creator’s Note
  Forgive and Regret is an event-driven rather than a location-
  driven adventure. Hamish MacDuncan and several other NPCs do 
  not passively wait for the PCs to find them. Instead, they take the 
  fight to the adventurers, using their special abilities and network 
  of spies to locate the unwelcome visitors, monitor their activities, 
  and strike at the opportune moment. It is critical the GM carefully 
  read the descriptions of these major players in the subsequent 
  Encounters section and have them take appropriate actions during 
  the course of the adventure. Using this format, it is very possible 
  for the characters to meet Hamish multiple times while the story 
  unfolds. In fact, some of these encounters with the nosferatu may 
  even take place in a social setting, where the competing parties 
  exchange words and not blows.
  
  6
  Quests of doom 4
  Terrain” and “Forest Terrain” sections in Chapter 13 of the Pathfinder 
  Roleplaying Game Core Rulebook). 
  Regardless of what elements appear in a particular square, the most 
  reliable means of traveling through the bog are by foot or, in the case 
  of high-level adventurers, by air. Mounts and vehicles are probably not 
  viable options, especially through the trackless terrain dominating the 
  region. The soft, spongy earth is too pliable to easily support the weight 
  of Large creatures and drawn vehicles without sinking into the ground. 
  Likewise, the pools of stagnant water are too shallow to keep watercraft 
  laden down with men and material afloat.
  Although no formal roads travel through the bog, some trails reinforced 
  in places with elevated planking or half-buried logs are stable enough to 
  withstand the impact of a horse or wagon traverse a winding route across 
  the treacherous ground. These crude paths are found in close proximity 
  to the homesteads spread throughout the southern portion of the bog. 
  Characters who are within 1 mile of any residence have a 25% chance of 
  stumbling across one of these trampled down walkways for every 1,000 
  feet traveled. In a similar vein, adventurers within a half mile of any 
  residence have a 50% chance of stumbling across the same walkways. Of 
  course, characters who run across one of these crude roads must be able 
  to identify it as such, which requires a successful DC 8 Survival check. 
  As a rule of thumb, one end of the trail always culminates at the home, 
  while the opposite end may intersect with other safe passages through the 
  bog or lead out of the wetland entirely. On the other hand, adventurers 
  who forego these trails and make their way across trackless terrain on 
  foot do so at three-quarters their normal land speed. With the exception of 
  areas containing trees or blanketed by smoke from raging peat fires, the 
  low-lying vegetation and undergrowth grants clear visibility to a range of 
  6d6 x 10 feet.
  Wytch Bog Encounters
  Hamish MacDuncan undisputedly lords over his slice of the Wytch 
  Bog, but he is not the only malevolent denizen to stalk this blighted land. 
  The restless spirits of his victims and other foul creatures also inhabit this 
  bleak realm. 
  Wicked creatures are not the only hazards troubling adventurers who 
  explore this rugged terrain, though. Sinkholes, peat fires, noxious smoke, 
  and marsh gas often give unwary travelers no warnings. Local residents 
  intimately familiar with the region avoid these obstacles. Hence, despite 
  their prevalence, they are noticeably absent from the makeshift paths that 
  crisscross the Wytch Bog.
  With the preceding considerations in mind, three types of encounters 
  occur within the Wytch Bog — freeform encounters, which detail how 
  adversaries respond to the characters’ actions; random encounters, which 
  are spontaneous incidents occurring anywhere; and set encounters, which 
  take place at a specified location on the map. In this adventure, freeform 
  encounters drive the story forward and are presented first, followed by 
  the random encounters, and lastly the set encounters, which are tied to a 
  specific location.
  Freeform Encounters
  Instead of passively waiting for the adventurers to discover their lairs 
  and fend off the PCs’ assault on their home ground, Hamish MacDuncan 
  and several other powerful foes actively hunt down the PCs as they 
  venture across their domain. In the nosferatu’s case, his network of 
  animal spies and skeeters continuously keep him apprised of the PCs’ 
  movements. Likewise, the bog’s other malevolent denizens monitor the 
  adventurers’ progress across their respective territories. The subsequent 
  sections separately detail the tactics and actions of the preceding creatures 
  during the course of the adventure.
  Hamish MacDuncan (CR 9)
  Unlike other intelligent creatures dwelling within the Wytch Bog, the 
  nosferatu moves about the region with total impunity, subject to the restrictions 
  
  7
  Forgive and Regret
  of his undead condition. Hamish must remain within the dark confines of his 
  grave (area G on the map) or another site completely shielded from the sun 
  during daylight. He has constructed three redoubts (area T on the map) spread 
  throughout the area that protect him from the sun’s harmful rays, eliminating 
  the urgency to return to his distant grave when dawn approaches. This system 
  of enclosed shelters lets Hamish stay in a remote area overnight without 
  having to cut his travel short to fly back to his grave.
  When the sun finally sets for the evening, he emerges into the darkness 
  and surveys the landscape from the skies in his bat swarm form, allowing 
  him to travel at a speed of 4 miles per hour. At this pace, he can reach 
  any of his redoubts in 2 hours or less. His skeeters provide regular updates 
  about humanoid and monstrous activities within his domain. Therefore, 
  he almost certainly learns about the PCs’ arrival in his domain on the first 
  evening after their initial appearance, unless they took precautions to move 
  about the area unnoticed. Though invisibility seems like the only option 
  to avoid detection, the characters may also create magical or mundane 
  disguises to look like the native residents or creatures Hamish’s spies would 
  not consider a threat, such as other small animals. Despite the preceding 
  countermeasures, any action that leaves a trace of the adventurers’ presence, 
  such as slaying a random monster or beating back one or more skeeters, 
  immediately commands his interest. Under these circumstances, Hamish 
  conducts aerial surveillance of the Wytch Bog, concentrating his efforts on 
  the humanoid residences scattered throughout the southern portion of his 
  domain, in search of the trespassers and any telltale clues that may point to 
  their current whereabouts. When he finally tracks down his prey, Hamish 
  formulates a plan to dispose of the unwelcome visitors.
  As previously noted, Hamish cannot directly combat his adversaries 
  during the day, but the 1d2+1 skeeters who always accompany him 
  suffer no such restrictions. His monstrous allies closely monitor the PCs’ 
  movements and activities while the sun is out. When night falls, one of the 
  winged beasts flies back to Hamish to alert him about the day’s events, 
  potentially giving the PCs an opportunity to discover the vampire’s current 
  whereabouts if someone follows.
  Depending upon the PCs’ location, Hamish arrives on the scene several 
  hours later to assess his options. If the heroes take refuge inside another 
  creature’s residence, Hamish cannot enter that home uninvited. Although 
  he can direct the skeeters to batter down the door and enter the home, 
  he attempts to lure his enemies out into the open. He may accomplish 
  this feat through several different means. For instance, he may threaten to 
  harm the residents’ neighbors if the characters refuse to face him or tell the 
  PCs he plans to set the building ablaze. If he feels he is bargaining from 
  a position of weakness, he may appeal to their emotions, telling them he 
  desperately wants to escape the endless curse that torments him. At its 
  core, Hamish’s statement is truthful, though he believes his destruction 
  alone cannot achieve the end he desires. In any event, Hamish wants to 
  observe the characters in action against the skeeters before joining into the 
  fray. The grizzled veteran uses the opportunity to assess his adversaries’ 
  combat strengths and weaknesses. When the characters first encounter 
  Hamish, the GM may read or paraphrase the following description.
  Holes and tears riddle an overcoat hanging from the gaunt 
  shoulders of a bald humanoid figure with pointed ears, rat-
  like teeth, and filthy, elongated fingers ending in vicious 
  claws. The stench of fetid earth and decay accompanies the 
  creature, yet despite his emaciated appearance, he carries 
  the weight of his heavy flail and dragonscale breastplate with 
  remarkable ease.
  Hamish is convinced the PCs’ arrival is not a coincidence. Despite this 
  belief, the nosferatu nonetheless questions his adversaries about their 
  motives for traveling to his domain as much out of curiosity as caution 
  before committing fully to their destruction. If attacked, any curiosity 
  about the PCs is exchanged for blind rage. 
  SKEETERS (1d2+1) 
  CR 4
  XP 1,200
  hp 42
  HAMISH MACDUNCAN 
  CR 9
  XP 6,400
  Male Uplander human nosferatu fighter (assault pioneer) 
  8; Pathfinder Roleplaying Game Bestiary 4 “Vampire, 
  Nosferatu”)
  NE Medium undead (augmented humanoid, human)
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +17
   
  AC 27, touch 12, flat-footed 25 (+7 armor, +2 Dex, +8 natural)
  hp 96 (8d10+40 plus 8); fast healing 5
  Fort +11; Ref +6; Will +9
  Defensive Abilities channel resistance +4; DR 5/wood and 
  piercing; Immune undead traits; Resist cold 10, electricity 10, 
  sonic 10
  Weaknesses vampire weaknesses
   
  Speed 20 ft. (30 ft. unarmored)
  Melee 2 claws +13 (1d6 +5) or +1 ominous heavy flail 
  +16/+11 (1d10 +11/17–20)
  Ranged +1 heavy crossbow +11 (1d10+1/19–20)
  Special Attacks blood drain (1d4 Con and 1d4 Wis), 
  dominate (DC 19), telekinesis (DC 19)
  Spell-Like Abilities (CL 8th)
  3/day—mending
   
  Str 21, Dex 14, Con —, Int 15, Wis 20, Cha 20
  Base Atk +8; CMB +13; CMD 25
  Feats AlertnessB, Cleave, Combat Expertise, Furious FocusAPG, 
  Improved Critical (heavy flail), Improved InitiativeB, Iron Will, 
  Lightning ReflexesB, Power Attack, Second ChanceAPG, Skill 
  Focus (Disable Device)B, Skill Focus (Intimidate)B, Weapon 
  Focus (heavy flail), Weapon SpeciaLycelletion (heavy flail)
  Skills Climb +9, Craft (alchemy) +13, Disable Device +9 
  (+11 disable or rig nonmagical traps and devices, and 
  sabotage a mechanical item), Intimidate +17, Knowledge 
  (dungeoneering) +11, Knowledge (engineering) +11, 
  Knowledge (geography) +4, Knowledge (history) +4, 
  Perception +17, Profession (solider) +16, Sense Motive 
  +17, Stealth +9, Survival +12, Swim +9; Racial Modifiers +8 
  Perception, +8 Sense Motive, +8 Stealth
  Languages Common, Dwarven, Orc; telepathy 60 ft.
  SQ engineer training, field engineer, field saboteur, spider 
  climb, swarm form
  Gear +1 dragonhide breastplate, +1 ominousUE heavy 
  flail, +1 heavy crossbow, 15 +1 ghost touch undead bane 
  crossbow bolts, flying ointmentUE, potion of invisibility
  APG Pathfinder Roleplaying Game Advanced Player’s Guide
  UE Pathfinder Roleplaying Game Ultimate Equipment
  Tactics: When the situation inevitably devolves into a fight, Hamish is 
  fully aware that prepared adversaries are likely to use protection from evil 
  and similar spells to prevent him from exerting control over their minds. 
  The cunning undead also realizes the trespassers may use garlic, holy 
  symbols, and mirrors to keep him at bay, though telekinesis can potentially 
  be used to wrest these objects from the owner’s grasp or simply hurl that 
  opponent into a nearby natural hazard. If he fails in this, he sends the 
  skeeters to deal with that PC while he focuses his attacks on a single target, 
  preferably a lightly armored foe or a spellcaster. He never fights alone and 
  attempts to flank opponents and use Power Attack to batter them. When the 
  PCs slay or otherwise incapacitate his skeeter allies, he changes into a bat 
  swarm and flees deep into the bog, where he moves through the territories 
  of the area’s other monstrous inhabitants in the hopes of luring them out 
  against the PCs. If Hamish cannot outrun his pursuers in this fashion, he 
  searches for a subterranean locale he can squeeze into as a spider swarm 
  or centipede swarm to allow his fast healing ability to repair at least some 
  of the damage dealt to him. In the event Hamish is forced to retreat to his 
  grave, his actions are described in area G under Set Encounters below.
  
  8
  Quests of doom 4
  Will-O’-Wisps (CR 8)
  This pair has little to fear from Hamish MacDuncan. Their alien 
  mindset and bizarre physiology render them immune to many of the 
  nosferatu’s attacks, but the converse is also true. Despite the stalemate, 
  the aberrations defer to Hamish’s supremacy, taking no actions to directly 
  harm the indigenous humanoids on his lands. However, this restriction 
  never applies to strangers who enter the Wytch Bog. Like Hamish, they are 
  more active at night when their eerie luminescence is most advantageous. 
  In addition, they also rely upon Hamish and the groaning spirit of Eladrian 
  to aid them in their search for terrified prey.
  WILL-O’-WISP (2) 
  CR 6
  XP 2,400
  hp 40 (Pathfinder Roleplaying Game Bestiary “Will-O’-Wisp”)
  Tactics: The pair uses teamwork, waiting for the PCs to walk across 
  a comparatively dry, peaty area, where they periodically illuminate in 
  order to simultaneously distract and guide the PCs along the supposedly 
  safe path through the bog. During this ruse, one of the creatures acts as 
  a distraction, where it intermittently lights up and goes dark to frustrate 
  the PCs. This will-o’-wisp takes great care to ensure it becomes invisible 
  again at the end of its turn. Meanwhile, its invisible counterpart functions 
  as the literal spark, as its electric touch sets the peat ablaze which, of 
  course, at least momentarily renders the will-o’-wisp visible.
  They disregard spellcasters and instead focus their attention on their 
  fellow airborne adversaries and creatures armed with ranged weapons, 
  especially if either potential target can see invisible creatures. When faced 
  with imminent danger, the two monsters flee at top speed in opposite 
  directions. The will-o’-wisps have no treasure and no permanent lair.
  Eladrian the Groaning Spirit (CR 7)
  At first blush, it appears this undead spirit holds a significant combat 
  edge over Hamish MacDuncan, but the calculating nosferatu has fifteen 
  proverbial aces up his sleeve in the form of his ghost touch undead bane 
  crossbow bolts. When their paths first crossed years ago, the newly created 
  pair of undead combatants squared off against each other for supremacy 
  over the region. Eladrian prevailed in their initial encounter, forcing the 
  nosferatu to flee to his grave. However, the insubstantial spirit’s inability 
  to grasp physical objects prevented her from finishing the deed. Hamish 
  regenerated the following evening, and in a well-planned rematch several 
  nights later, the sullen elf spirit felt the burning sting of the vampire’s 
  enchanted crossbow bolts. From that moment forward, the pair settled 
  into an unspoken truce. Eladrian accepts her adversary’s supremacy and 
  instead focuses her wrath on sentient, living creatures who wander into 
  the Wytch Bog.
  GROANING SPIRIT 
  CR 7
  XP 3,200
  The Tome of Horrors Complete 357
  CE Medium undead (incorporeal)
  Init +7; Senses darkvision 60 ft., lifesense; Perception +20
  Aura fear (30 ft., DC 19), unnatural aura (30 ft.)
   
  AC 17, touch 17, flat-footed 14 (+4 deflection, +3 Dex)
  hp 85 (10d8+40)
  Fort +7; Ref +6; Will +10
  Defensive Abilities channel resistance +4, incorporeal; 
  Immune cold, electricity, undead traits; SR 18
  Weaknesses vulnerability to dispel evil
   
  Speed fly 30 ft. (perfect)
  Melee incorporeal touch +11 (1d8 plus chill touch)
  Special Attacks keening
   
  Str —, Dex 17, Con —, Int 16, Wis 16, Cha 18
  Base Atk +7; CMB +7; CMD 24
  Feats Ability Focus (keening), Alertness, Blind-Fight, Improved 
  Initiative, Weapon Focus (incorporeal touch)
  Skills Bluff +14, Fly +24, Intimidate +17, Knowledge (religion) 
  +16, Perception +20, Sense Motive +20, Stealth +16
  Languages Common, Elven, Gnome, Sylvan
   
  Chill Touch (Su) Damage caused by the groaning spirit’s 
  touch attack is considered negative energy and sends a
  chilling cold through an opponent’s body. Any creature 
  touched must succeed on a DC 19 Fortitude save or suffer 
  1 point of Strength drain. Groaning spirits are the bane of 
  other undead, and any undead they touch (except other 
  groaning spirits) must succeed on a DC 19 Will save or flee in 
  fear for 2d6 rounds. The save DCs are Charisma-based.
  Keening (Su) Once per day, at night only, a groaning spirit 
  can release a death wail audible to a range of 1 mile. 
  All creatures within 30 feet that hear this must make a 
  successful DC 21 Will save or be affected as per the wail of 
  the banshee spell. Those that make their save still take 3d6+7 
  points of damage. The save DC is Charisma-based and 
  includes a +2 bonus from the groaning spirit’s Ability 
   
  Focus feat.
  Lifesense (Su) A groaning spirit can sense all living creatures 
  up to 5 miles away.
  Vulnerability to Dispel Evil (Ex) If a dispel evil spell (the 
  second effect requiring a touch attack) is used against a 
  groaning spirit the creature must succeed on a Will save (DC 
  15 + caster’s relevant ability score modifier) or be destroyed 
  immediately.
  Tactics: The vengeful spirit attacks only living sentient creatures who 
  venture a quarter mile beyond the northernmost swamp dweller residences. 
  Finding Hamish’s Grave
  Although the PCs can kill Hamish by forcibly exposing him to 
  sunlight or submerging him in running water, driving a wooden 
  stake through the nosferatu’s heart while he rests in his coffin (area 
  G1) is the most likely means of destruction. In order to accomplish 
  this goal, the characters must first find his grave. Considering the 
  resources and abilities available to them at their current level, 
  they have a variety of methods at their disposal to discover the 
  secret location. The most straightforward is to follow a defeated 
  Hamish back to his grave after forcing him to assume swarm form. 
  In a similar vein, the characters may also trail one or more of his 
  skeeters in the hope the flying monstrosity leads them directly to 
  the nosferatu’s burial place.
  Alternatively, they may piece together some of the rumors and 
  clues they gathered during the course of their investigation. These 
  may include their interactions with the geriatric Lycelle Motté 
  at area D, young Willem Stuart at area S or a chance run-in with 
  Blowhard found in the Random Encounters section. While none 
  of these individuals can directly lead the characters to Hamish’s 
  tomb, the bits and pieces gathered from their stories can lead the 
  adventurers to surmise the terrain features in area G are consistent 
  with those described in the tales. They may then monitor the area for 
  at least several hours to confirm or refute their suspicions. Powerful 
  divination spells, such as divination, commune or commune with 
  nature, can also point the characters in the right direction.
  When adjudicating what the PCs learn, it is incumbent upon 
  the GM to control the pace of information. When dealing with the 
  adventure’s NPCs, the GM must be careful not to give too many 
  or too few precise details about Hamish’s grave and his behaviors 
  during one conversation. If the players learn too much too quickly, 
  they can bring the story to a premature ending. Conversely, 
  starving their curiosity can cause frustration and disinterest. Slow 
  and steady is a good adage to keep in mind. Treat information like 
  puzzle pieces rather than a decoder.
  
  9
  Forgive and Regret
  Eladrian can move about during the day, but she prefers attacking at night 
  when she can use her keening ability. Whenever she spots a suitable 
  target during the day, she follows her prey from a distance and waits for 
  darkness. She then swoops down from the skies and unleashes her keening 
  to affect the greatest number of targets. In addition to withstanding her 
  wail, her adversaries must also stave off her fear aura. She then wades 
  into combat with her incorporeal touch attack. She never retreats and 
  continues fighting until destroyed.
  Random Encounters
  In contrast to the freeform encounters described above, the random 
  encounters appearing here are spontaneous events that happen by chance 
  rather than as the result of deliberate actions taken by an intelligent being. 
  The characters have a 20% chance per mile traveled in the Wytch Bog of 
  participating in one of the following encounters. If the PCs travel along 
  a path made by the residents, there is no chance of stumbling across a 
  terrain hazard. In addition to the encounters presented below, the GM may 
  supplement them with random encounters from the Appendix section of 
  this book, a random wetlands’ encounter table from another source, or 
  other encounters the GM creates appropriate to the situation.
  Aerial Assault (CR 7)
  These monsters continuously soar above the decaying landscape 
  in search of more victims. The marginally intelligent creatures 
  indiscriminately attack anyone they see on the ground. They use their 
  Death from Above feat, granting the monsters a +5 bonus on their attack 
  roll while diving. They continue the assault until they kill their opponents 
  or their opponents slay them.
  SKEETERS (3) 
  CR 4
  XP 1,200
  hp 42
  Beast or Famine (CR 8)
  While the Wytch Bog teems with the malevolent spirits and animated 
  corpses of Hamish’s long-dead victims, 3 bog beasts also stalk the desolate 
  wetlands in search of game creatures and human prey. At first glance, the 
  oafs look as though they would be no match for any of the undead haunting 
  the Wytch Bog. Despite their physical strength, they are susceptible to fear 
  effects and have a limited ability to harm flying and incorporeal opponents. 
  Hamish uses the barely intelligent creatures to do his work during the 
  daytime for tasks the skeeters are unsuitable to perform.
  If the PCs encounter the trio near a residence, the monsters keep a 
  watchful eye from afar then attack after the PCs have set out again.
  BOG BEASTS (3) 
  CR 5
  XP 1,600
  The Tome of Horrors Complete 73
  N Large monstrous humanoid
  Init +0; Senses darkvision 60 ft., scent; Perception +10
   
  AC 17, touch 9, flat-footed 17 (+8 natural, -1 size)
  hp 52 (5d10+20 plus 5)
  Fort +5; Ref +4; Will +5
   
  Speed 30 ft.
  Melee 2 claws +10 (1d6+5 plus disease)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d6+7)
   
  Str 20, Dex 11, Con 18, Int 5, Wis 12, Cha 9
  Base Atk +5; CMB +11; CMD 21
  Feats Intimidating Prowess, Skill Focus (Perception), Weapon 
  Focus (claw)
  Skills Intimidate +9, Perception +10, Survival +5; Racial 
  Modifiers +4 Survival
   
  Disease (Ex) Filth fever: Claw—injury; save Fortitude DC 16; 
  onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 
  Con damage; cure 2 consecutive saves. The save DC is 
  Constitution-based.
  Tactics: The bog beasts attack in a mad frenzy, lashing 
  out at the PCs with their claws. If they slay one of the 
  adventurers, they drag that individual away from the battle 
  for later consumption. They fight ferociously, as long as all 
  three are still alive. If one of the brothers falls in combat, 
  the others flee when they reach half their normal hit 
  points; if two have fallen, the remaining bog beast flees if 
  possible. Otherwise, it begs for its pitiful life. The trio barks out 
  indecipherable grunts throughout the combat.
  Bog Fish (CR 5)
  Unlike most of his kin, Blowhard the grodair prefers exploring the 
  vastly more interesting — in his opinion, at least — shallower channels and 
  patches of soggy earth within the Wytch Bog to deeper waters and jagged 
  coastlines. Though his exact age is unknown, many humanoid residents 
  insist stories about the odd creature reach back through the generations 
  and may even predate Hamish’s arrival on the scene. The nomadic beast 
  aimlessly meanders across the land, haphazardly displacing immense 
  volumes of water during the course of his random travels. The domain’s 
  denizens avoid the generally docile-but-absentminded grodair. Blowhard 
  leaves an unmistakable trail of shallow bogs and saturated ground in his 
  wake, leading explorers who succeed on a DC 15 Knowledge (nature) 
  check to notice an unnatural cause for the soaking trail.
  BLOWHARD 
  CR 5
  XP 1,600
  hp 66 (Pathfinder Roleplaying Game Bestiary 3 “Grodair”)
  Development: Blowhard blissfully frolics about in his muddy pool, 
  oblivious to everything going on around him. If the PCs attack the 
  grodair, he fights back with his water blast ability and then engages the 
  characters in melee combat. Otherwise, adventurers who approach the 
  creature in a non-hostile manner encounter an optimistic and shortsighted 
  conversationalist — provided the parties share a common language.
  Blowhard has a terrible short-term memory, so he constantly forgets 
  the PCs’ names or the overall gist of their discussion. However, the 
  grodair’s long-term recollection dramatically improves when asked the 
  right questions. He expresses reservations in regards to talking about 
  Hamish, yet if the speaker succeeds on a DC 17 Diplomacy check, the 
  magical beast laments the resident nosferatu has physically deteriorated 
  over the years. He admits he was not present when Hamish perpetrated 
  the massacre centuries ago, but he warns PCs that the restless spirits of 
  many victims haunt the brackish ponds in the Wytch Bog. Blowhard also 
  recalls he once saw Hamish transform into a swarm of centipedes after a 
  hard-fought battle and then crawl through an old, hollowed out tree stump 
  and into what he presumed was a subterranean cyst adjacent to a pond. 
  After this utterance, the easily distracted grodair realizes he divulged too 
  much information and refuses to say anything else about Hamish or where 
  this incident took place. PCs who successfully intimidate Blowhard or 
  magically compel him to go into greater detail about that particular event 
  are disappointed to learn he cannot remember the precise location other 
  than somewhere in the Wytch Bog.
  Broken Soul (CR 8)
  Years of abuse at the hands of her husband battered the youthful Leila 
  Dumaio into a broken husk. The loving mother refused to risk harming 
  her daughter, Emma, by leaving her behind with her tyrannical father or 
  by fleeing into the untamed Wytch Bog with the small child. The situation 
  remained unchanged until 2 weeks ago, when skeeters descended from 
  the sky and attacked the young girl just outside her door in broad daylight. 
  
  10
  Quests of doom 4
  Suddenly robbed of the only source of joy in her life, the distraught mother 
  came to the conclusion that some god had cursed her to endless suffering. 
  She embraced agony in the same manner she once held her only child, 
  transforming her into a broken soul.
  She turned her wrath toward the man who subjected her to 
  immeasurable torment and began to lace his meals with certain poisonous 
  herbs she gathered in the swamp. Overcome with violent convulsions and 
  continuous spasms, Leila’s husband eventually took his own life. Free 
  from her weighty yoke, the broken soul abandoned her home to wander 
  through the Wytch Bog on her quest to bring misery to all who cross her 
  path. The woman lacks any stealth and possesses little knowledge on 
  how to survive in the wild, thus virtually guaranteeing that the characters 
  get the drop on her. In the unlikely event Leila spots the PCs first, she 
  casts youthful appearance to alter her looks. It takes a successful DC 10 
  Perception check to spot her, and a successful DC 15 Stealth check to 
  avoid her notice.
  Tactics: When the PCs first see her, they must resist her baleful 
  gaze special attack. The newly born broken soul retains some of her 
  mental faculties despite the intense pain wracking her shattered body. 
  Leila lies about the effects of her baleful gaze. She claims foul magic 
  taints the land causing her current appearance. If the ruse works, she 
  tells the adventurers she barely survived an attack by flying monsters 
  that took the lives of her daughter and husband. If the PCs take her 
  bait, Leila nonchalantly tries to place her hand on one of their shoulders 
  in an apparent gesture to seek comfort. Her real goal is to catch that 
  individual flat-footed with her torturous touch special attack. Regardless 
  of whether she succeeds or not in any of the preceding ploys, the vicious 
  monster then unleashes her agonized wail special attack when the PCs 
  see through her charade.
  Leila prefers to rely upon her torturous touch attacks, alchemist bombs, 
  and necklace of fireballs. If she gets an opportunity, she bolsters her 
  defenses with her potion of mage armor and shield extract. The monster 
  can provide no additional useful information about Hamish or the Wytch 
  Bog in general. If reduced to less than one-quarter her normal hit points, 
  Leila attempts to flee. Up until then, she revels in inflicting as many 
  opponents as possible with excruciating pain.
  LEILA DUMAIO 
  CR 8
  XP 4,800
  Female human broken soul alchemist 5/expert 3 (Pathfinder 
  Roleplaying Game Bestiary 4 “Broken Soul;” Pathfinder 
  Roleplaying Game Advanced Player’s Guide “Alchemist”)
  CE Medium humanoid (human)
  Init +0; Perception +6
   
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 59 (8d8+16 plus 8)
  Fort +9; Ref +5; Will +5; +4 vs. poison 
  DR 5/—; Resist acid 5, cold 5, electricity 5, fire 5, sonic 5
   
  Speed 20 ft.
  Melee tortuous touch +4 touch (2d6 plus 1d5 Dex damage 
  and convulsions)
  Ranged bomb +6 (3d6+3 fire)
  Special Attacks agonized wail (DC 13), baleful gaze (DC 13), 
  bomb 10/day (3d6+3 fire, DC 15), tortuous touch (DC 13)
  Extracts Prepared (CL 5th, concentration –8, melee touch +4)
  2nd—barkskin, detect thoughts (DC 13), vomit swarmAPG
  1st—cure light wounds, disguise self, expeditious retreat, 
  shield, youthful appearanceUM
   
  Str 8, Dex 10, Con 15, Int 16, Wis 9, Cha 9
  Base Atk +5; CMB +4; CMD 14
  Feats Brew Potion, DiehardB, EnduranceB, Extra BombsAPG, 
  Extra DiscoveryAPG, Great FortitudeB, Iron Will, Master 
  Alchemist, Point-Blank Shot, ToughnessB
  Skills Appraise +8, Bluff +7, Craft (alchemy) +16, Diplomacy 
  +4, Disguise +6, Heal +8, Intimidate +7, Knowledge (arcana) 
  +13, Knowledge (local) +10, Knowledge (nature) +11, 
  Perception +6, Profession (herbalist) +7, Sense Motive +7, 
  Spellcraft +14, Survival +6, Use Magic Device +8; Racial 
  Modifiers +8 Intimidate
  Languages Common, Draconic, Elven
  SQ alchemy (alchemy crafting +5, identify potions), 
  discoveries (concentrate poison, smoke bomb [5 rounds], 
  stink bomb), extract, mutagen (+4/–2, +2 natural, 50 
  minutes), poison use, swift alchemy 
  Combat Gear necklace of fireballs (type III), potion of mage 
  armor, potion of neutralize poison, antitoxin, alchemist’s fire, 
  belladonna poison, 2 doses of oil of taggit poison, wolfsbane 
  poison; Other Gear 14 gp
   
  Agonized Wail (Su) As a standard action, a broken soul can 
  emit an agonized wail that inspires terror in those who hear 
  it. All creatures within 120 feet must succeed at a DC 13 Will 
  save or become shaken for as long as they remain within 
  120 of the broken soul A successful save renders a creature 
  immune to that broken soul’s agonized wail for 24 hours. This 
  is a sonic mind-affecting effect.
  Baleful Gaze (Su) Any creature within 60 feet of a broken soul 
  must succeed at a DC 13 Fortitude save or take 1d4 points 
  of Strength, Constitution and Charisma drain. Whatever the 
  result of the saving throw, the creature cannot be affected 
  by the same broken soul’s baleful gaze again for 1 minute. 
  Torturous Touch (Su) A broken soul can make a touch attack 
  to cause hideous, painful wounds to rip open in the target’s 
  body. This touch deals 2d6 points of slashing damage and 
  1d6 points of Dexterity damage and causes the touched 
  creature to fall prone in a fit of convulsions and be dazed for 
  1d4 rounds. A successful DC 13 Fortitude save negates the 
  Dexterity damage and the convulsive fit.
  APG Pathfinder Roleplaying Game Advanced Player’s Guide
  UM Pathfinder Roleplaying Game Ultimate Magic
  Burning Bush (CR 5)
  Peat fires are a constant danger in the Wytch Bog. The slowly 
  simmering conflagration can rage for decades, generating massive plumes 
  of choking, black smoke that obscure vision and impairs breathing. The 
  flames alone pose a significant hazard to adventurers. However, when the 
  intense heat chars the leaves and branches of the poison sumac shrub, 
  the pairing makes for a deadly combination. The burning residue irritates 
  the lining of the lungs as well as the skin, making for a very painful and 
  unpleasant experience. To make matters worse, the dense smoke makes it 
  difficult to locate the fire’s source through the haze. It takes a successful 
  DC 25 Perception check to determine a shrub stands in the middle 
  of the roaring blaze. If a PC can see the poison sumac shrub, it can be 
  identified correctly with a successful DC 10 Knowledge (nature) check or 
  appropriate Profession check, such as gardener or herbalist. The poison 
  sumac’s smoke extends to a maximum range of 200 feet downwind and a 
  mere 50 feet upwind. It reaches a maximum range of 100 feet everywhere 
  else.
  Giant Trouble (CR 8)
  The recent arrival of a nomadic marsh giant has changed the power 
  dynamic of this portion of the Wytch Bog somewhat. Despite his enormous 
  size, the marsh giant moves through the bog with tremendous agility. The 
  giant is a natural hunter who can be detected only with a successful DC 24 
  Perception check. Likewise, he is particularly adept at spotting a potential 
  meal, so it takes a successful DC 22 Stealth check to move past him 
  unnoticed. When he spots potential prey, the giant conjures a fog cloud 
  around his foes’ allies and then hurls a rock at his chosen target before 
  wading into melee. Slain foes are carried deeper into the bog where he 
  can devour the meal at his leisure, using fog cloud to cover his escape. If 
  the PCs thwart his plan to divide and conquer, the savage giant fights until 
  reduced to one-third his normal hit points, at which time he attempts to 
  flee, using fog cloud to cover his route.
  
  11
  Forgive and Regret
  MARSH GIANT 
  CR 8
  XP 4,800
  hp 102 (Pathfinder Roleplaying Game Bestiary 2 “Giant, Marsh”)
  Restless Souls (CR 8)
  The ghastly reminders of Hamish’s infamous deed are visible 
  throughout the Wytch Bog. Stray bones, personal mementoes, and shreds 
  of clothing line the edges of most stagnant ponds in the accursed parcel 
  of wetlands. These objects, however, can never fully reveal the abject 
  terror the victims experienced during their final moments. These raw 
  emotions stir the dead back into existence as undead monstrosities. In this 
  case, 4 swamp mummies rise from the peaty graves to batter the living. 
  Their unearthly moaning frightens off the indigenous animals in their 
  surroundings, leaving that particular stretch of wetlands even more barren 
  than normal. They focus their attention on slaying any living creatures 
  who cross their paths. The mummies move across the bog with remarkable 
  ease. It takes a successful DC 21 Perception check to notice them, while 
  the PCs must succeed on a DC 23 Stealth check to avoid detection. The 
  swamp mummies attack on sight.
  SWAMP MUMMIES (4) 
  CR 4
  XP 1,200
  hp 52 (Pathfinder Roleplaying Game Bestiary 5 “Mummy, 
  Swamp”)
  Tactics: In melee, they surround and gang up on one opponent in an 
  attempt to beat their target into a bloody pulp. If they succeed, they attempt 
  to drag fallen foes into one of the many peat-filled ponds in the vicinity to 
  let them join in their undeath. The swamp mummies fight until destroyed. 
  Treasure: One of the monsters wears a lapis lazuli necklace worth 250 
  gp, and another keeps four pearls each worth 100 gp in a weathered pouch 
  wrapped around an exposed rib. Finally, one carries a brand new chime 
  of opening.
  Sink, Sank, Sunk (CR 4)
  Sinkholes are a constant menace in the wetlands, and the Wytch Bog 
  is a prime example of the danger these hazards present to travelers. It 
  takes a successful DC 15 Knowledge (geography) check to determine if a 
  particular area is conducive to the creation of sinkholes, and a successful 
  DC 18 Survival check to spot one before entering the dangerous, unstable 
  terrain. Characters who fail to notice the sinkhole walk 1d6 feet past the 
  edge before the ground gives way and tumbles into the subterranean 
  abscess unless the creature succeeds on a Reflex save (DC 15 +1 per 
  foot past the sinkhole’s edge). It is possible for two or more creatures to 
  simultaneously fall into the same sinkhole. In this adventure, sinkholes 
  measure 20 feet in diameter and descend to a depth of 60 feet, thus dealing 
  6d6 points of falling damage.
  Snake, Rattle, and Crawl (CR varies)
  Due to their acidic nature, bogs lack the biodiversity present in other 
  wetlands. Many of the reptile species present in warmer and more-
  hospitable environments cannot survive in this harsher and cooler climate. 
  Nonetheless, a handful of hardy snakes thrive in this damp terrain. In 
  general, the PCs run into a den of 1d6+2 venomous snakes, though in the 
  case of the tiger snake, the number is reduced to 1d6 venomous snakes. 
  (The Sidebar appearing after Table 3–12 provides the precise effects of 
  each variety of snake venom.)
  VENOMOUS SNAKES (1d6+2) 
  CR 1
  XP 400
  hp 13 (Pathfinder Roleplaying Game Bestiary “Snake, 
  Venomous”)
  Set Encounters
  The adventure’s set encounters take place at specific locations identified 
  on the map of the Wytch Bog. The residences scattered throughout the 
  southern portion of the region are addressed collectively rather than 
  individually with the exceptions of those homes that contain one or more 
  of Hamish’s specific targets. These locales appear as areas B, D and S. 
  Other set encounters not associated within a particular homestead are 
  described in the following section as well and correspond to an area on 
  the Wytch Bog map.
  B. Banquo Residence
  After the untimely disappearance and presumed death of her husband 
  Montague, Serena St. Worte née Banquo (CN female human expert 3; 
  Cha 12; Bluff +7) and her young daughter Sybelle St. Worte (N young 
  female human commoner 1; Dex 12; Stealth +2) returned home to live 
  with her brother Huc Banquo (LN male human ranger 3; Wis 14; Survival 
  +8). The terrible event transformed the formerly doting mother into a 
  carefree hedonist who spends her nights seeking pleasure and company 
  in the homes of others. Her recent behavior lends credence to the false 
  rumors about her infidelity during her marriage. The stern Huc greatly 
  resents his sister, as the childrearing responsibilities for his 6-year-old 
  niece now fall squarely upon his shoulders. On those rare occasions when 
  she is home, the surly disciplinarian always clashes with the nonchalant 
  Sarah in regards to Sybelle’s upbringing.
  The same attitudes also extend to other family matters. Huc proudly 
  boasts that the Banquo family predates all others in the area, making him, 
  at least in his mind, the pre-eminent authority in the region. By comparison, 
  Serena has little interest in her living relatives, let alone dwelling upon her 
  long-deceased kin. While most residents shun strangers, Huc Banquo loves 
  to tout his ancestors’ accomplishments, most notably their prominent role 
  in aiding Hamish MacDuncan to commit his infamous atrocity, and going 
  so far as to claim that his fourth-great-grandfather actually participated in 
  the slayings. Despite the glee in his voice when discussing his forebears’ 
  deeds, the misguided bragging centers on his family’s close ties with 
  Hamish MacDuncan rather than deriving any pleasure from his crimes. 
  If the characters indulge his fanciful musings, he divulges that Hamish 
  uses several enclosed structures spread throughout the Butcher’s Bog as 
  waystations to avoid exposure to sunlight during his travels through the 
  region. The crude stone buildings consist of an open entryway that leads 
  into a dark, windowless room, protecting the occupant from sunlight. A 
  black cloth curtain can be drawn across the portal to completely block all 
  light from entering the shelter. His recollection of their exact whereabouts 
  leads the characters to within a half mile of each redoubt.
  D. Dugier Residence
  The fraternal twins Aemoux Dugier (N male human commoner 
  4) and Synesse Dugier (CG female human commoner 3) share 
  their residence with the family’s wizened matriarch, their geriatric 
  grandmother Lycelle Motté (LE old female human adept 3). The 
  siblings harvest peat from the land and fish for eels in the pond several 
  hundred yards from their residence. Despite her infirmity and mild 
  dementia, the woman wields absolute authority over her grandchildren. 
  The unfriendly and gruff senior never leaves her spacious bedchamber 
  on the dilapidated second floor, leaving Aemoux and Synesse to act 
  as her intermediaries. Conversations with the socially awkward 
  Aemoux can be tedious and frustrating. He displays no knowledge of 
  the outside world beyond his family’s little corner of the Wytch Bog. 
  On the other hand, his sister revels in procuring and spreading local 
  gossip, though Hamish’s archaic affairs and the recent emergence of 
  Hamish’s skeeters fail to capture her imagination. Instead, she dwells 
  on rumors pertaining to alleged trysts between married and unmarried 
  residents, including a supposed affair between Artur St. Worte and his 
  late brother’s widow, Sarah St. Worte.
  While her younger grandchildren are oblivious to the recent attacks 
  
  12
  Quests of doom 4
  and their family’s connection to Hamish’s atrocity centuries earlier, 
  the bond between her ancestors and the land’s nosferatu are never far 
  from Lycelle’s mind. PCs who request an audience with the family’s 
  matriarch must succeed on a DC 20 Diplomacy check with Aemoux or a 
  DC 16 Diplomacy check with Synesse. In this case, the younger Dugier 
  escorts the group into Lycelle’s personal quarters, where they meet with 
  the elderly woman. However, gaining access is only half the battle. Like 
  most of her kin, Lycelle detests outsiders, thus it takes a successful DC 
  26 Diplomacy check to win her favor. If the PCs gain some measure 
  of her trust, Lycelle relays that her fourth-great-grandfather, Patrick 
  Motté, was an influential voice supporting Hamish’s deportation plan. 
  She strongly believes that the despicable Patrick encouraged Hamish 
  to outright kill the refugees, which she insists accursed her family for 
  generations to come. She laments that Synesse and Aemoux are the last 
  of her line, claiming the nosferatu’s destruction offers the only hope for 
  her progenies’ continued success. She tells the characters her grandfather 
  told her Hamish’s grave lies beneath a peat-filled pond in a remote corner 
  of the Butcher’s Bog and the subterranean mausoleum is accessible only 
  through the hollowed-out stump of a petrified tree. If the PCs succeeded 
  on their Diplomacy check by 5 or more, the matriarch also explains that 
  three clusters of moss-covered trees surround the pond. Despite these 
  details, she cannot tell the adventurers the pond’s exact location.
  F. Forested Copse
  Small trees along with a mix of woody shrubs grow throughout the 
  Wytch Bog. The copses typically cluster close to the open ponds, where 
  they provide a continuous source of moss for the ponds that collect and 
  sequester rainwater. Each individual square within this particular area 
  contains typical trees, light undergrowth, heavy undergrowth, or shallow 
  bog. There are no deep bog squares at these locations.
  G. Hamish’s Grave (CR varies)
  Hamish’s final resting place lies in the northwest corner of the Wytch 
  Bog, shielded on three sides by trees and undergrowth. Though it 
  would seem the nosferatu deliberately chose the isolated locale in the 
  northeastern corner of a stagnant pond, his grave’s placement is a wild 
  stroke of luck. His vengeful killers hurled his coffin into the newly 
  formed pond, where it sank to the bottom and settled beneath layers 
  of accumulated peat. The subterranean grave is accessible only through 
  the hollowed out trunk of a petrified tree. Hamish enters and exits the 
  4-inch-diameter wooden tunnel in his centipede or spider swarm form. 
  There are always 2 skeeters flitting about the stagnant water above 
  his grave. When the PCs happen upon the scene, the GM may read or 
  paraphrase the following description.
  Two flying abominations with translucent insect wings, 
  a segmented body, and six legs buzz over a muddy pool 
  of fetid water. The monsters possess a barbed, spear-like 
  proboscis. In addition to their insect features, they also 
  have atrophied arms with gnarled humanoid hands, and a 
  grotesquely twisted humanoid face with compound eyes, 
  suggesting they are some strange amalgamation of insect 
  and human. As if these monstrosities were not unsettling 
  enough, skeletal human arms and skulls covered with 
  leathery, preserved skin protrude from the muck beneath 
  their flight path. The gnarled remnants of a hollow stump 
  stand at the water’s edge.
  The skeeters immediately attack any creature approaching Hamish’s 
  grave and fight to the death in its defense. When the PCs defeat the 
  nosferatu’s protectors, the characters must then devise a way to enter 
  the underground crypt in order to vanquish Hamish. The pond is a 
  mere 3 feet deep, but the brown water filling the reservoir proves 
  impenetrable to normal vision. If the PCs extract any of the leathery 
  cadavers from their final resting place, they are extremely old, though 
  well preserved by the bog, and consist of 15 bodies in total: 4 men, 6 
  women and 5 children.
  Finding Hamish’s grave isn’t enough. Gaining access to the subterranean 
  hollow is another matter. The vampire enters and exits through a narrow, 
  4-inch-diameter wooden tree stump that descends 5 feet below the surface, 
  opening into a subterranean chamber. He can accomplish this feat only 
  while in centipede or spider swarm form. Likewise, the adventurers may 
  use a gaseous form spell or similar magic to fit into the tight spot and 
  then shimmy down the hollow. Despite the character’s diminished size, 
  he or she may still succeed on a successful DC 15 Climb check to avoid 
  plummeting 10 feet to area G1.
  SKEETERS (2) 
  CR 4
  XP 1,200
  hp 42
  G1. Hamish’s Grave (CR varies)
  The stench of damp earth, fetid water, and rotting organic 
  matter is almost overwhelming upon entering into this 
  cramped, 6-foot-high, dripping subterranean chamber. A 
  warped wooden coffin rests on the floor near the center of 
  the room. The casket’s lid lies propped up against its side. 
  Although partially filled with mud and peat, the glint of gold 
  can still be seen beneath the dirt and debris.
  Hamish’s tactics depend upon the circumstances of his likely final 
  encounter with the PCs. If he arrives here within 1 hour after being reduced 
  to 0 or fewer hit points, his fast healing special ability does not function 
  until he rests in his coffin for 1 hour. The nosferatu is completely helpless 
  in this state and the PCs can incapacitate him by driving a wooden stake 
  into his heart. Otherwise, a rejuvenated yet cornered Hamish resorts to 
  almost any means to survive and see his plan to fruition.
  His first line of defense, regardless of his predicament, is his mudlord 
  ally. It fights to the death to defend Hamish. The creature disguises itself 
  as an ordinary pile of mud using its freeze special ability, allowing the 
  mudlord to take 20 on a Stealth check made in plain sight. Therefore, 
  it takes a successful DC 38 Perception check to notice something amiss 
  about the muddy patch of earth adjacent to the coffin. When the PCs 
  approach within 10 feet of Hamish’s coffin, the amorphous monster 
  reassumes solid form and attacks.
  MUDLORD 
  CR 6
  XP 2,400
  hp 67 (Pathfinder Roleplaying Game Bestiary 4 “Mudlord”)
  HAMISH MACDUNCAN 
  CR 9
  XP 6,400
  hp 96 (see the Freeform Encounters section)
  Tactics: The outsider hurls mudballs at his targets or bashes the 
  trespassers with his slam attacks. The pair may work in concert to flank 
  common opponents or to focus their assaults upon a blinded or otherwise 
  incapacitated foe. Likewise, Hamish leaves the mudlord to deal with PCs 
  armed with garlic, mirrors, and other items that keep the nosferatu at bay. 
  The mudlord refuses to cede its territory to the interlopers, thus prompting 
  it to battle to the death. On the other hand, Hamish never demonstrates 
  the same loyalty. If clearly losing the fight, Hamish attempts to flee, if 
  possible, by assuming swarm form and escaping back outside through the 
  hollow tree trunk. When he reaches the surface, he tries to fly away from 
  the fray as a bat swarm if daylight doesn’t prevent him from doing so, 
  though he will surely return to haunt the PCs in the future. 
  Treasure: Hamish’s coffin contains 3,985 gp, 2,089 sp, eight 250 gp 
  sapphires and two 1,000 gp diamonds. In addition, he also has a wand of 
  scorching ray (CL 7th: 18 charges), a staff of the scoutUE, and an extend 
  metamagic rod.
  UE Pathfinder Roleplaying Game Ultimate Equipment
  
  13
  Forgive and Regret
  H. Hail Hydra (CR 8)
  This hydra splits its time between wading in its foul-smelling pond 
  devouring the abundant fish and eels and hunting larger game animals in 
  the trees and vegetation adjacent to its pool. The monster is too big and 
  stupid to attempt to conceal its presence. On land, it lumbers through the 
  undergrowth toppling and crushing every obstacle in its path, while in 
  the pond its movement creates constant splashing and ripples, making its 
  location readily apparent. However, it has a knack for spotting its prey. It 
  takes a successful DC 25 Stealth check to avoid detection.
  The hydra immediately attacks anything that looks even remotely 
  edible. It lashes out with its multiple heads, concentrating its ferocious 
  bites on one or two opponents. The monster fights until destroyed, 
  confident it will simply regenerate when its foes depart. This is especially 
  true if the characters exclusively pummel the creature’s body but ignore its 
  multiple heads. However, if the PCs use fire or acid, the creature’s survival 
  instinct kicks in, and it does everything possible to flee when reduced to 
  3 heads or less. 
  NINE-HEADED HYDRA 
  CR 8
  XP 4,800
  Pathfinder Roleplaying Game Bestiary “Hydra”
  N Gargantuan magical beast
  Init +1; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +14
   
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
  hp 112 (9d10+54 plus 9); fast healing 9
  Fort +12; Ref +9; Will +5
   
  Speed 20 ft., swim 20 ft.  
  Melee 9 bites +13 (2d6+7)
  Space 20 ft.; Reach 15 ft.
  Special Attacks pounce
   
  Str 25, Dex 12, Con 22, Int 2, Wis 11, Cha 9
  Base Atk +9; CMB +20; CMD 31 (can’t be tripped)
  Feats Combat Reflexes, Iron Will, Lightning Reflexes, 
  Toughness, Weapon Focus (bite)
  Skills Perception +14, Swim +15; Racial Modifiers +2 Perception
  SQ hydra traits, regenerate head 
   
  Fast Healing (Ex) A hydra’s fast healing ability is equal to its 
  current number of heads (minimum fast healing 5). This fast 
  healing applies only to damage inflicted on the hydra’s body. 
  Hydra Traits(Ex) A hydra can be killed by severing all of 
  its heads or slaying its body. Any attack that is not an 
  attempt to sever a head affects the body, including area 
  attacks or attacks that cause piercing or bludgeoning 
  damage. To sever a head, an opponent must make a 
  sunder attempt with a slashing weapon targeting a head. 
  A head is considered a separate weapon with hardness 
  0 and hit points equal to the hydra’ HH. To sever a head, 
  an opponent must inflict enough damage to reduce the 
  head’s hit points to 0 or less. Severing a head deals damage 
  to the hydra’s body equal to the hydra’s current HD. A 
  hydra can’t attack with a severed head, but takes no other 
  penalties.
  Regenerate Head (Ex) When a hydra’s head is destroyed, 
  two heads regrow in 1d4 rounds. A hydra cannot have more 
  than twice its original number of heads at any one time. To 
  prevent new heads from growing, at least 5 points of acid 
  or fire damage must be dealt to the stump (a touch attack 
  to hit) before they appear. Acid or fire damage from area 
  attacks can affect stumps and the body simultaneously. A 
  hydra doesn’t die from losing its heads until all are cut off 
  and the stumps are seared by acid or fire.
  Treasure: A past victim of the hydra’s lost a leather pouch in its pool. It 
  can be located with a DC 23 Perception check. It contains 8 garnets (100 
  gp each) and a stone of allianceUE.
  UE Pathfinder Roleplaying Game Ultimate Equipment
  K. Skeeter Breeding Pool (CR 8)
  On this spot centuries ago the callous soldier systematically butchered 
  22 mothers and their children. After he finished the deed, he tossed their 
  bodies into these waters. Their suffering was so great, 3 unrequiteds 
  coalesced at the spot. Though these undead pose no threat to Hamish, they 
  attack living creatures on sight.
  The monsters’ affinity for suffering and their corrupting influence fouled 
  the waters. However, Hamish was the missing ingredient that finally gave 
  rise to the skeeters. The combination of these two components duplicates 
  the effects of an unhallow spell that affects the pond’s southeastern edge. 
  The magical aura emitted by this potent, evil magic serves as an important 
  clue that something untoward affects this area. A hallow spell cast in 
  the same area negates this effect and prevents any more skeeters from 
  springing to life as long as Hamish and an unrequited do not return to the 
  accursed site. If both come back here, the unhallow effect is restored and 
  the skeeters re-emerge from the pond at a rate of 1d2 per week. 
  UNREQUITEDS (3) 
  CR 5
  XP 1,600
  hp 59
  Tactics: Like Eladrian, the tormented incorporeal spirits can use their 
  lifesense supernatural ability to locate any living creature within 60 feet. 
  When they detect any humanoid presence, the creatures immediately rush 
  toward the source. They constantly radiate an aura of regret; therefore, any 
  creatures within 30 feet of an unrequited must succeed on a DC 17 Will 
  save to avoid being slowed. The unrequiteds then resort to incorporeal touch 
  attacks, dealing Wisdom damage with their touch of sadness ability as well as 
  taking turns blasting their foes with their crushing despair spell-like ability. 
  The vengeful apparitions have no concerns regarding their personal safety, 
  thus they continue to assault their enemies until one side completely falls.
  Treasure: The tainted pool also contains a forgotten treasure cache that 
  lies in a murky section of shallow water near the pond’s southeastern edge. 
  Locating the sealed stone jug partially buried in the thick mud requires a 
  successful DC 24 Perception check. The jar contains 1,508 gp, an arcane 
  scroll (CL 10: dominate person, major creation, shout) and an insistent 
  doorknockerUE.
  UE Pathfinder Roleplaying Game Ultimate Equipment
  N. Nixie Parade (CR 9)
  Three weeks ago, Hamish’s skeeters slew the reclusive Ewan Lacour as 
  he picked berries just outside his door. Over the years, the old man succeeded 
  wildly at only one endeavor — getting others to despise him. The crotchety 
  septuagenarian rubbed everyone the wrong way. He constantly squabbled 
  with his neighbors, making unfounded, paranoid accusations that they stole his 
  stores of food while he slept and even once claimed they magically compelled 
  the indigenous birds to sing too loudly outside his door. As a whole, the 
  community shunned the hermit. Therefore, when the skeeters killed him, no 
  one took notice, which opened the door to 8 bog nixies from the nearby pond. 
  With Ewan dead, the malevolent fey moved into the residence, disguising 
  themselves as a jovial couple and their 6 children. All too familiar with their 
  human nemesis, the creatures claim they are Ewan Lacour’s long-lost son 
  Sian, Sian’s wife, and 6 orphans they have found and raised over the years. 
  When the PCs meet Sian and his family, they find them whistling and singing 
  as they go about their chores, as if they had no cares in the world.
  Instead of perpetrating an elaborate ruse, the phony family’s patriarch 
  acts jubilant at the approach of visitors and calls his “family” out to gather 
  round and greet them. When the troupe musters around him, he extols 
  them to entertain the newcomers with a cheery tune. Acting as the octet’s 
  chorus leader, Sian leads the 8 bog nixies to unleash their captivating song.
  The nixies attempt to lead captivated PCs to the nearest bog pool to 
  lure them into the deep bog by swimming out ahead of him. Unless the 
  adventurer fears water, the pond does not appear to be a dangerous locale 
  
  14
  Quests of doom 4
  that would entitle the entranced creature to a second saving throw against 
  the effect. The nixies then attempt to leave the bogged-down character and 
  pepper him from afar with their light crossbows.
  Meanwhile, characters who successfully saved against the captivating 
  song must next withstand a barrage of charm person spells to lead them 
  into the treacherous terrain of the bogs as well. If these magical effects 
  fail, they flee to the nearest pond to hide in the murky depths until the 
  PCs have gone away. They can remain underwater indefinitely. Slain bog 
  nixies revert to their true form. 
  BOG NIXIES (8) 
  CR 3
  XP 800
  hp 13 (Pathfinder Roleplaying Game Bestiary 3 “Nixie, Bog Nixie”)
  Treasure: The bog nixies carry eight 100-gp pearls, a conch horn worth 
  25 gp, a pearl of power (2nd level) and a golembane scarab.
  P. Pond
  The reservoirs of stagnant water spread throughout the Wytch Bog are the 
  wetland’s defining feature. Thick layers of stratified peat along the pond’s 
  underwater surfaces function like a modern pool liner. The ponds collect 
  precipitation and sequester the rainfall from entering groundwater systems 
  while also preventing water runoff and groundwater from seeping into the 
  pond. The decaying organic material gives the water a brownish tinge that 
  impairs underwater vision. Furthermore, the acidity inhibits plant growth 
  other than simple plant organisms, such as algae, which often floats atop 
  the water’s surface. The squares within a pond contain light undergrowth, 
  shallow bog, and deep bog. There are no typical trees and heavy undergrowth 
  in these locales, though they may be encountered along the ponds’ edges.
  Hamish dumped many of his victims in these ponds. If the characters 
  search any of these watery graves, they find 2d4 leathery corpses with a 
  successful DC 20 Perception check. There is a 50% chance a mummified 
  body still has 5d6 gp worth of random items on its person, with no more 
  than 20% made up in actual coins. If the PCs examine any of these 
  cadavers, a successful DC 25  Heal check confirms they died a violent 
  death. These injuries include stab wounds, ligature marks around the 
  neck, and slashing wounds to the throat.
  R. Residences
  The men, women, and children who troll the ponds for fish and cut 
  peat from the earth dwell in sturdy wooden and stone homes scattered 
  throughout the southern portion of the Wytch Bog. A handful of these 
  abodes date back several centuries, but most are less than 100 years old. 
  Wild berry patches and small animals such as raccoons, grouse, cranes, and 
  myriad amphibians and reptiles are commonly found in close proximity to 
  most of the homes. Larger game animals such as deer and moose shy away 
  from humanoid contact. Those who hunt these game animals must do so 
  in the wilds of the Wytch Bog generally at least several hundred yards 
  away from the closest manmade structures.
  Most homes consist of one floor with a partial stone foundation spread 
  over a wide area. Homes have only one entryway and no windows. Homes 
  are lit by smoky peat-burning lanterns to keep the worst of the insects 
  at bay. There are 23 residences spread throughout the region, making it 
  impossible to detail every one of them. Instead, the GM may populate any 
  given abode with one of the families briefly described in the accompanying 
  side box or create interesting individuals of his own design.
  S. St. Worte Residence
  Life in the Wytch Bog is harsh, and tragedy takes a toll on every family 
  in this rugged environment. Yet even by the wetland’s brutal standards, 
  Residents
  Dunleve Family
  Orphaned 5 years ago, 15-year-old Maisie Dunleve (NG female 
  human commoner 2; Dex 12; Stealth +3) and her 13-year-old brother 
  Wallace Dunleve (NE male human rogue 1; Dex 13; Sleight of Hand 
  +5) live with their uncle Gervin Dunleve (CN male human commoner 
  3). The lifelong bachelor is ill-suited to rear his unruly niece and 
  nephew, whom he mostly ignores and allows to run amok while he 
  hunts grouse and other game birds. Maisie demonstrates some measure 
  of restraint, stopping short of committing any overtly criminal acts, 
  unlike her temperamental and devious younger sibling who indulges 
  nearly every mean-spirited whim that pops into his mind. Even Maisie 
  fears her brother is spiraling out of control, prompting the young 
  woman to beg her uncle to exert some discipline. To date her efforts 
  have been ignored.
  Adoc Family
  The 53-year-old Bertran Adoc (LG old male human ranger 3; Wis 
  16; Knowledge [nature] +9) is the rigid yet loving head of this family. 
  His older son Torqil Adoc (CG male human expert 3; Int 15; Craft 
  [pottery] +11) shares his father’s ideals on the topics of righteousness 
  and respecting the land, but resists his father’s efforts to transform 
  him from an unmotivated lad into a hard worker. Instead of toiling 
  in the fields, the whimsical young man prefers to turn ordinary clay 
  into beautiful amphorae. Torqil’s younger brother Alec Adoc (LN 
  male human cleric of Vanitthu 2; Wis 14; Knowledge [religion] +7) 
  and his mother Collodena Adoc (LN female half-elf warrior 3) share 
  the patriarch’s devotion to Vanitthu and stern authoritarian outlook. 
  Bertran keeps the peace between his impulsive older child and his 
  strict younger child and the man’s equally firm wife.
  Ramsay Family
  Ian Ramsay (N male half-elf sorcerer 2; Cha 14; Spellcraft +10) 
  shares this residence with his younger siblings Creigton Ramsay 
  (LN male half-elf expert 3) and Sorcha Ramsay (N female half-elf 
  expert 4; Int 13; Craft [baskets] +8). The trio — all unmarried and 
  approaching middle age — leads a pastoral lifestyle hunting game 
  animals and gathering wild berries and other edible plants. Their 
  deceased parents, a male elf and female human, experienced racism 
  firsthand when they married and started their family five decades ago 
  despite the fact they were both born and reared in the Wytch Bog. 
  Now the trio derives some guilty pleasure from recent developments 
  inflicting what they see as just deserts upon their bigoted neighbors.
  Verien Family
  In a strange coincidence, sisters Elise (NG female human expert 
  2; Profession [herbalist] +6) and Fiona (CG female human expert 
  3) married brothers Errol Verien (N male human ranger 3; Wis 15; 
  Survival +8) and Finlay Verien (LN male human warrior 3; Str 15; 
  Profession [soldier] +6). The couples, all in their twenties, share the 
  home that belonged to the women’s parents before their untimely 
  demise 6 years earlier during an outbreak of plague. Elise is 6 months 
  pregnant with Errol’s child, while Fiona and Finlay wed only a few 
  weeks earlier. The quartet harvests rare herbs from the surrounding 
  vegetation, using the plants to concoct a variety of questionable 
  poultices and brews. However, there is no doubting the efficacy of 
  the pungent garlic bulbs growing in a small garden outside their door. 
  Elise’s pregnancy spurred the idea of strategically positioning the 
  plants to grant an added line of defense against the land’s unwelcome 
  nosferatu, especially in light of recent developments.
  
  15
  Forgive and Regret
  the St. Worte family seems especially unlucky. The 39-year-old Artur 
  St. Worte (N male human commoner 4) is the last surviving child of 
  his parents’ 11 offspring. He watched as disease, accidents, and suicide 
  decimated his siblings and parents over the years. His only remaining 
  brother Montague disappeared and was presumed dead 7 months ago after 
  straying into the deeper bog in pursuit of a deer. An exhaustive search 
  turned up only a severed forearm and hand bearing the elder sibling’s 
  distinctive physical feature, a deformed tip on his right index finger. Even 
  his beloved wife Mary could not escape calamity, as she died 8 years 
  earlier after contracting a mysterious illness that ravaged her body for 
  nearly a year before finally taking her life.
  The endless succession of heartbreak has left Artur a broken man. He 
  wallows in his misery, spending his days tilling his fields for food and 
  selling blocks of peat to Burgess Woolcroft, a traveling merchant whom 
  he considers his only friend. After laboring on his land during the day, the 
  elder St. Worte drinks himself into a stupor every evening. If not for his 
  son Willem St. Worte (LN young male human wizard 1), Artur would 
  almost certainly sink into a perpetual alcoholic haze. Artur’s love for his 
  only child is the only impetus keeping him going every day, albeit in his 
  diminished state.
  Artur dwells more on the loss of his immediate family than on the 
  actions of his ancestors. The man has no interest in speaking with outsiders 
  about his distant lineage except to casually remark that some unforeseen 
  blight hangs over his house. On the other hand, the well-read Willem takes 
  great interest in his parentage. He tirelessly scours through his extensive 
  collection of dog-eared journals and crumbling diaries in his spare time. 
  The youngster happily shares his discoveries with complete strangers 
  despite his father’s protestations. One diary in particular greatly interests 
  him. Written by Luci St. Worte roughly 200 years ago, the battered book 
  consists of mad ramblings and indecipherable scrawls except for one page 
  Willem happily shares with anyone who takes interest in his studies. It is 
  impossible to note the date of the entry, but its subject matter and language 
  indicates Luci wrote it contemporaneously with the massacre.
  Willem concludes that the passage references Hamish’s atrocities 
  in addition to implicating Luci and her husband in his despicable plan. 
  Questions about the mysterious parcel of land Luci references in her diary 
  passage go unanswered as neither Willem nor his father ever venture 
  beyond their property lines, especially these days. Furthermore, they never 
  interact with Hamish, so they can provide no direct knowledge about him.
  T. Redoubt (CR varies)
  Unable to travel about during daylight, long ago Hamish constructed 
  three solid stone structures that offer him temporary refuge from the sun’s 
  rays. When the PCs happen upon one of these buildings, the GM may read 
  or paraphrase the following description.
  This squat 10-by-10 bunker has windowless walls made 
  from loose stone joined together by dried mud and crude 
  mortar. Wooden beams, reeds and dried mud rest atop the 
  stone walls to create a solid roof. A short opening on the south 
  face is the only visible entrance to the makeshift shelter. A 
  thick, black curtain is drawn across the entrance.
  If the PCs succeed on a DC 25 Perception check, they notice 5 small 
  holes in the floor, covered by a metallic grid.
  If Hamish is unaware the PCs entered his domain, there is a 10% chance 
  of encountering him inside a redoubt while the sun is in the sky. However, 
  the skeeters that always accompany him keep a vigilant watch on the 
  surrounding area. When intruders approach the redoubt, they swoop down 
  from the heavens and attack the trespassers. Adventurers who slay the 
  skeeters and enter the redoubt have the startled vampire at a significant 
  disadvantage. Unable to flee outside, Hamish initially stands and fights, 
  taking up a defensive position in one of the near corners to prevent any 
  accidental exposure to sunlight. When the battle turns against him, the 
  vampire transforms into a swarm of centipedes and makes for one of 
  the drains. He then descends into a pipe and flees into countless vermin 
  warrens spread beneath the redoubt. In similar fashion, whenever the PCs 
  start to block up the pipes, he immediately foregoes combat and escapes 
  into these tiny warrens where his swarm form can spread out and sit tight 
  to wait out any intruders. He remains in swarm form underneath the 
  surface until the sun sets. When darkness falls, he returns to the surface 
  through a drain or one of countless tiny vermin burrows scattered 2d20 
  feet outside the redoubt.
  SKEETERS (1d2+1) 
  CR 4
  XP 1,200
  hp 42
  HAMISH MACDUNCAN 
  CR 9
  XP 6,400
  hp 96 (see the Freeform Encounters section)
  Ending the Adventure
  Destroying Hamish ends the imminent threat to the people inhabiting 
  the Wytch Bog, but they remain in tremendous peril. If the PCs did not 
  defeat Eladrian or the will-o’-wisps, these monsters rush forward to fill 
  the power vacuum Hamish left behind. Now free to move about and attack 
  the residents without restrictions, the monsters seemingly release decades 
  of pent-up frustration in violent fashion. Within mere hours of Hamish’s 
  destruction, the now purposeless elf spirit makes her way across the land, 
  mercilessly slaying anyone she encounters. On the other hand, the pair 
  of will-o’-wisps takes a less aggressive approach. Though they do not 
  immediately attack the residents, the duo becomes more opportunistic with 
  Hamish’s restrictions now lifted. They have no love lost for Hamish, so 
  they take no actions against the individuals who destroyed him. However, 
  everyone in the Wytch Bog is now a potential victim as the creatures step 
  up their frightful attacks in the days and weeks ahead. Given this set of 
  circumstances, it is almost certain the PCs must deal with these threats, 
  particularly Eladrian, before departing the Wytch Bog for good.
  Luci St. Worte’s Diary Entry
  “Disgusting wretches. Heaving, moaning, crying, sobbing. 
  Hamish MacDuncan spoke with us yesterday about them and 
  offered a noble solution. He would lead them somewhere out of 
  our sight. Good riddance I say. They seem less than human in every 
  way. My husband and I offered to help him in his noble quest. I 
  told him about a pond and patch of land northwest of our home that 
  might be conducive for his purposes. He smiled and thanked me 
  for the assistance. They cannot be gone soon enough. I am carrying 
  my own child and cannot worry about those that refuse to help 
  themselves. I trust that Hamish will help us and bring this matter 
  to its just end.”
  
  16
  Quests of doom 4
  
  17
  Forgive and Regret
  
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  Quests of Doom 4: Forgive and Regret © 2017, Frog God Games, LLC;  
  Author: Tom Knauss
  
  21
  Forgive and Regret
  Frog God 
  Games
  Quests of Doom 4
  Quests of Doom 4
  ISBN 978-1-62283-440-2
  Forgive and Regret is an 8th-level adventure about unintended consequences.  
  The sins that stained the blighted Wytch Bog more than two centuries ago still linger as 
  the villain who perpetrated a genocidal act longs to free his tortured soul from  
  his undead bonds. In his warped mind, only more violence can garner his freedom, 
   placing the innocent descendants of his long-deceased conspirators  
  — and an entire region — in his crosshairs.
  Forgive and Regret
  Forgive and Regret
  QoD4f
  QoD4f
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Quests of Doom 4 -  Forgive and Regret - Pathfinder.pdf