The Lazy River Wayhouse EL 12
Marsh Troll Parents and the Abandoned Wayhouse – adept (cr 10) & hunter (cr 11) – EL 12
This is the house of the Marsh Troll family. The building was constructed several decades ago as a wayhouse for travelers going between Elsemere and Onuago. After the Lazy River shifted course and the monsters in the swamp became more numerous and aggressive, the inhabitants of the area relocated to the village and the port town. The wayhouse was abandoned, but not for long. The troll family has been living here for several years by the time the party arrives. The parents of the teen troll ranger and the troll children under the bridge are on the second floor of the wayhouse.
The road that connected Elsemere to Onuago is completely submerged by the south fork of the Lazy River here. Fortunately the water is only two feet deep. The party moves at 1/3 speed through this water to get to the mud island.
The Marsh Troll clan is not normally hostile, but they haven’t eaten well in recent months; the ecosystem is still in a period of flux and adjustment. They will do all they can to lure the party ashore for an ambush. They do this by using ghost sound to create shrieking as if a damsel in distress. The adept will create an illusion of a human female trapped behind the bars of one of the top floor windows to prey upon any good tendencies the party may have.
Areas
1) Outside
A two-story building sits atop an island of mud in the middle of the Lazy River. Here the river forks as it continues its course to the east. One fork flows north of the mud island and the other flows south of it. The two forks recombine 300 feet to the east of the island.
The building itself is heavily weathered but still stands proud above the sluggish waters. On the south side of the building, a large oaken door with iron hinges marks the entrance into the structure. Curiously, all the windows on the top floor have metal bars in front of them to keep something out…or keep something in. A human female can be seen straining against the bars and crying for help to get off the island.
There is also a penned area 30 feet to the east of the building. No animals can be seen in it at the moment.
2) Inside the Wayhouse
The interior of this building is half covered in pools of murky water where the ground has been washed away. A dark gray stone hearth covered in moss stands cold and damp against the north wall. A sturdy wooden staircase, it’s bottom three steps rotted away, leads up along the west wall.
A DC 5 climb or jump check is required to begin ascent of the stairs.
Giant Constrictor Snake (HP 67): A giant constrictor snake hides in the pools of water in the center of the room. It will not attack unless attacked or if the pool it are in are disturbed (when a player is thrown down the stairs by the trolls above). A DC 25 spot check is required to spot the snake.
3) Upstairs in the Wayhouse
The second floor of this wayhouse was once divided into separate chambers. Portions of the interior walls still stand here and there, but are mostly rotten wooden rubble scattered around the large open room thus created.
A DC 10 search check will reveal a wooden trapdoor giving the access to the attic.
Troll Fighter and Adept: two trolls occupy this building. They will use ghost sound and minor image to create an image of a human female in distress, to lure passerby into the way house, and will hide.
Pappa Troll CR 11
chaotic evil male troll fighter 6
Large Giant
Init: +2
Senses: Darkvision 90 ft., low-light vision, scent
Listen +5 Spot +6
Languages: Giant, Common
AC: 20 (-1 size, +2 dex, +5 natural, +4 armor)
HP: 158 (HD 6d8 + 6d10 + 72)
Fort: +16 Ref: +6 Will: +5
MV: 20 ft Attack: +19 greatclub 2d8 + 11 or +14 greatclub 2d8 + 21 (powerattack for 5)
Full Attack: +17 / +12 / +7 greatclub 2d8 + 11 and +13 bite 1d6 + 3
Attack Options: rend
Space / Reach: 10 ft / 10 ft
Base Attack: +12 Grapple: +18
Abilities: Str: 25 Dex: 14 Con: 23 Int: 6 Wis: 9 Cha: 6
SQ: Darkvision 90 ft., low-light vision, regeneration 5, scent
SA: Rend
Feats: Alertness, Iron Will, Track, Power Attack, Improved Bull Rush, Awesome Blow, Improved Sunder, Weapon Focus (greatclub), Weapon Specilization (greatclub).
Skills: listen +5, spot +6
Posessions: hide armor, large greatclub.
Mamma Troll CR 10
chaotic evil female troll adept 6
Large Giant
Init: +2
Senses: Darkvision 90 ft., low-light vision, scent
Listen +5 Spot +6
Languages: Giant, Common
AC: 20 (-1 size, +2 dex, +5 natural, +4 armor)
HP: 103 (HD 6d8 + 6d6 + 60)
Fort: +13 Ref: +6 Will: +8
MV: 20 ft
Attack: +14 spear 2d6 + 7 or +9 spear 2d6 + 17 (power attack for 5)
Full Attack: +12 / +7 spear 2d6 + 7 and +9 bite 1d6 + 2
Attack Options: rend Space / Reach: 10 ft / 10 ft
Base Attack: +9
Grapple: +14
Abilities: Str: 20 Dex: 14 Con: 21 Int: 6 Wis: 14 Cha: 6
SQ: Darkvision 90 ft., low-light vision, regeneration 5, scent
SA: Rend
Feats: Alertness, Iron Will, Track, Lightning Reflexes, Power Attack
Skills: listen +5, spot +6, concentration +11
Adept Spells Prepared:
0th (3): ghost sound x2, touch of fatigue x2
1st (2): bless, minor image
2nd (1): resist energy
Possessions: hide armor, large spear, holy symbol of Vaparack.
Familiar: medium viper snake
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Tactics: This pair of marsh trolls is very experienced working together and are quite cunning. Their preferred tactic is to begin with a preyer to Vaparack (bless) and then lure prey to them using ghost sound and minor image and then attack from hiding. When facing magic or fire-using opponents, the female will ward the male with resist energy (fire) before attacking.
In the way house they will hide and wait for someone to come upstairs to investigate the cries of distress. The female will stay behind the male and attack with her spear. The male will stand at the top of the stairs and use his greatclub with Awesome Blow and bull rush to knock attackers down the stairs where they will be attacked by the snake.
The trolls will fight to the death.
Treasure: 210 platinum, 3500 gold, 9000 silver and 15 gems can be found in purses and bags scattered amongst bones from humanoids and animals in the attic. In addition there are potions of aid, spider climb, and remove paralysis.
Ad Hoc XP Adjustment: +10%.
Posted in Encounter and tagged Horror of the Old Ones, Location by Adam A. Thompson with no comments yet.
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