The Kappa is a water spirit with a wide range of behaviour, from playful and silly to murderous and evil. We are going for the latter interpretation. Yadoguchi (not so cleverly translated from Innsmouth) is a fictional town where the locals engage in all manner of horrific deeds, while feigning innocence to the visiting adventurers. We are going to put the two together with all the finesse and subtly of a bull in a Chinese Restaurant. The adventurers travel to Yadoguchi, each for a different reason. While in town, they meet the locals, who seem strange in non-specific ways. The locals task the adventurers with ridding the town of a tyrant. When that problem is solved, it's discovered that the tyrant was in opposition to the town for good reason: the townsfolk are secretly in league with the water spirits, sacrificing people to them, and are generally evil. When the secret is revealed, the adventurers have to flee.
The village of Yadoguchi sits at the edge of the Nioi Swamp and the Kurayami River. As the second to last stop on the Giant Step Road before Tradeport, it's an oft avoided village of no importance, sitting in the shadow of it's larger sister. After discovering the truth about the Trademaster's business dealings with the Red Sea Pirates, the adventurers have been exiled from Tradeport, and must make use of the odd little village before moving on.
Shelah needs to get her armor repaired after she encountered a Rust Monster in the dungeon under the Trademaster's Palace. Until she does, she takes -5 to her AC.
Krodgom needs to get the poison removed from the cockatrice bite, also sustained in the dungeons under the Trademaster's Palace. Under he does, he suffers from the poisoned condition.
Tileek is late with her guild dues to the Theives Guild. She has the money after the last adventure, but if she doesn't pay it soon, the guild may come after her.
Elyon is out of spells and needs a long rest on a feather bed.
Durgash has to perform the ritual of Warding against the rage of Gruumsh One-Eye for the month. This requires a private space and uninterrupted isolation. Until she does, she gets advantage to hit, but people attacking her get advancetage to hit.
Rydel also needs to get his armor repaired after the encounter with Rust Monster. Until he does, he takes -5 to his AC.
Lybliti needs to perform the ritual of the moon under a great tree, one that is at least 150 years old. Until she does, she has disadvantage on spell attacks, and targets have advantage on saves vs her spells.
Characters are displayed in order of priority of use. If you have four players, use the top four. If you have five players, use the top five. Etc.
Shelah, Human Female, Soldier
STR: +3 (+5) DEX: +2 CON: +2 (+4) Int: -1 WIS: +1 CHA: +0
HP: 28 Init: +2 AC: 18 Speed: 30
Athletics +5, Intimidation +2, Perception +3, Survival +3
Common, Dwarven
ATTACKS:
Longsword +5, D8+5
Longbow +4, D8+2, 150/600
ABILITIES:
Action Surge 1/rest
Second Wind (1d10+3 1/rest)
Critical Hit 19-20
Dueling Fighting Style
INVENTORY:
Chain Mail, Shield, Longsword, Longbow, Explorer's Pack
Krodgrom, Dwarf Male, Acolyte
STR: +1 DEX: -1 CON: +3 Int: +0 WIS: +3 (+5) CHA: +1 (+3)
Adv vs poison, Resistance to poison,
HP: 31 Init: -1 AC: 18 Speed: 25
Perception +5, Religion +2, Medicine +5, History +2
Common, Dwarven, Draconic, Celestial
ATTACKS:
Mace +3, D6+1
Sacred Flame: DC 13 dex vs d8 radiant, 60' range
Spiritual Weapon: +5, D8+3 force, 60' range, 20' move
ABILITIES:
Healing: +2 + spell level
Channel Divinity: 15HP, up to no more than half HP
Channel Divinity: DC 13, 30', undead must Dash or Dodge for 1 min, or until damaged
SPELLCASTING: +5 atk, DC 13
Guidance, Sacred Flame, Spare the Dying
4x *Bless, *Cure Wounds, Sanctuary, Detect Magic, Inflict Wounds
2x *Lesser Restoration, *Spiritual Weapon, Hold Person, Enhance Ability, Blindness/Deafness, (Cure Wounds,
Inflict
Wounds, Bless)
INVENTORY:
Chain Mail, Shield, Mace, Holy Symbol, Explorer's Pack
Elyon, Elf Male, Sage
STR: +0 DEX: +3 CON: +1 Int: +3 (+5) WIS: +1 (+3) CHA: -1
Adv vs charm, immune to sleep,
HP: 17 Init: +3 AC: 16 Speed: 30'
Arcana +5, History +5, Perception +3, Investigation +5, Religion +5
Common, Elven, Dwarven, Draconic, Sylvan
ATTACKS:
Firebolt: +5, d10 fire, 120'
Ray of Frost: +5, d8 cold, 60', -10' move
Shocking Grasp: +5, d8 lightning, melee, no reaction, adv vs metal
Shortsword: +5, d6+3
ABILITIES:
Sculpt Spell 1+spell level
Arcane Recovery: Short rest, 2 spell levels, 1/day
SPELLCASTING: +5 atk, DC 13
Firebolt, Mage Hand, Ray of Frost, Shocking Grasp
4x Mage Armor, Magic Missile, Shield, Burning Hands, Identify, Detect Magic, Chromatic Orb, Thunderwave
2x Shatter, Gust of Wind (Magic Missile, Burning Hands, Chromatic Orb, Thunderwave)
INVENTORY:
Shortsword, Wand, Explorer's Pack, Spellbook
Tileek, Halfling Female, Baker
STR: +0 DEX: +3 (+5) CON: +1 Int: +1 (+3) WIS: -1 CHA: +3
adv vs fear,
HP: 21 Init: +3 AC: 15 Speed: 25'
Perception +3, Persuasion +5, Stealth +7, Deception +5, Investigation +3, Sleight of Hand +5
Cooks Utensils, Theives Tools
Common, Halfling, Dwarven, Theives Cant
ATTACKS:
Shortsword +5 d6+3
Dagger +5 d4
Shortbow +5 d6+3
ABILITIES:
re-roll 1's on attack, ability, or saves
Sneak Attack +2d6
Cunning Action: Dodge, Dash, Disengage as Bonus Action
Fast Hands: Sleight of Hand and Theives tools as Bonus Action
Second Story Work: Jump based on Dex, climb at full speed
INVENTORY:
Studded Leather, Shortsword, Dagger, Shortbow, Theives Tools, Explorer's Pack
Durgash, Half-Orc Female, Outlander
STR: +3 DEX: +2 CON: +1 Int: +0 WIS: +1 CHA: -1
HP: 25 Init: +2 AC: 18 Speed: 30'
Intimidate +1, Athletics +5, Survival +3, Perception +3, Stealth +4, Investigation +2
Common, Orc, Dwarven
ATTACKS:
Longsword +5 d8+5
Longbow +4, d8+2
ABILITIES:
Savage Attack: 3x crit
Relentless Endurance: 1/day, gain 1 at 0 hp
Favored Enemy: Dragons
Natural Explorer: Swamp
Fighting Style: Dueling
Hunter's Prey: 1/turn, +1d8 vs wounded foe
Primeval Awareness: 1 spell slot, 1 min, 1 mile, sense presense of aberrations, celestials, dragons, elementals,
fey,
fiends, or undead
SPELLCASTING: +4 atk, DC 12
3x Hunter's Mark, Fog Cloud, Cure Wounds
INVENTORY:
Scail Mail, Shield, Longsword, Longbow, Explorer's Pack
Rydel, Half-Elf Male, Urchin
STR: +1 DEX: +3 CON: +4 Int: +0 WIS: -1 (+1) CHA: +3 (+5)
adv vs charm, immune to sleep, immune disease
HP: 28 Init: +3 AC: 18 Speed: 30'
Sleight of Hand +5, Stealth +5, Deception +5, Persuasion +5, Medicine +1, Religion +2, Acrobatics +5
Common, Elvish, Dwarven
ATTACKS:
Rapier: +5, d8+5
Longbow: +5, d8+5 150'/600'
ABILITIES:
Fighting Style: Dueling
Lay on Hands: 15 hp per day
Divine Sense: 60', 4/long rest, 1 action, locate celestial, fiend, or undead
Divine Smite: 1d8+1d8 per spell level, +1d8 if undead or fiend
Divine Health: immune disease
Channel Divinity: 30' DC 13 dash or dodge, 1 minute
Channel Divinity: 1 min, +3 to hit, 20' light, 40' dim light
SPELLCASTING: +5 atk, DC 13
3x Prot Evil, Sanctuary, Bless, Cure Wounds, Divine Favor, Detect Magic
INVENTORY:
Scail Mail, Shield, Rapier, Shortbow, Explorer's Pack, Holy Symbol
Lybliti, Gnome Female, Hermit
STR: -8 DEX: +3 CON: +0 Int: +2 (+4) WIS: +2 (+4) CHA: +1
ADV for Int, Wis, Cha saves vs spells
HP: Init: AC: Speed: 25'
Medicine +4, Religion +4, Nature +4, Arcana +4
Common, Gnomish, Dwarven, Small Beasts,
ATTACKS:
Scimitar +5 d6+3
Produce Flame: +4 d8 fire, 30'
Thorn Whip: +4, d6, 10' pull, 30' range
Poison Spray: DC 12 Con vs 1d12 poison
ABILITIES:
Minor Illusion DC 12
Natural Recovery: 2 spell levels on short rest, 1/day
Wild Shape: 2/rest, boar
SPELLCASTING: +4 atk, DC 12
Produce Flame, Poison Spray, Thorn Whip,
4x Cure Wounds, Detect Magic, Fog Cloud, Speak with Animals
2x Barkskin, Spider Climb, Spike Growth, Pass without Trace, (Cure Wounds)
INVENTORY:
Hide Armor, Wooden Shield, Scimitar, Druid Focus, Explorer's Pack
Not every stat is provided. If you need a DC on the fly, the players are 3rd level, so use DC 10 for easy stuff they should be doing, DC 12 for hard stuff they should be doing, DC 15 for easy stuff they should not be doing, and DC 20 for hard stuff they should not be doing. Attack bonuses are +4 for multiple enemies, and +5 for singles.
The players begin outside the gates of Tradeport, having just been exiled. They know each other, having worked together recently, if not for a while. They all have things that they need to do, and know that Yadoguchi is near. The day is clear, and the sun is bright, and the road to Yadoguchi is flat. After a couple hours of walking, the road turns off to the left, and slopes slightly downhill. Eventually, the Nioi Swamp can be seen ahead in the distance, and the town is spotted on the edge of that. The adventurers get to the town a few hours before dusk.
The Innkeeper is a human male named Osbert. He's grimy, his hair is stringy and oily, his face smudged and dirty, and his hands have dark blue stains. He serves boiled string peas, a bland, stringy, paste, and currently out of season. The inn has a common room and three rooms; one is occupied by a "traveling merchant" but he never leaves his room, and it's locked. The other two are available, 6 silver per night for the small one with one bed, 14 silver for the larger with two beds. The ale is thin, watery, and tastes like dirt.
The Smith is a Human male named Turbert. He's skinny and pale, and looks like he's wet. He has long, twisted fingers, and his nose and chin are long and pointed. The smith has a forge with strange tools that you have never seen in a forge before. The handles are bent and twisted, seemingly hard to hold. The forge is cold, the fire unlit.
The Healer is a an old woman named Cyngie. She lives in a grass topped hut with mud walls. There many of the walls are cracked and broken, and you can see something dull and white under the mud holding the walls together (bones). Cygnie smells like eggs when she talks. Cygnie sells medicines, small clay jars that are unlabeled except for a picture of a fish on the outside. Every fish picture is different, and that's how she tells them apart. If opened, every bottle smells like cut grass and sea water. There is a kid following and hiding behind the healer, unwilling to speak, but being otherwise adorable.
The Guild Contact is a young woman wearing leather armor, with two brass handled daggers in sheaths, hiding in the back of the stables. (There are Theives Cant markings pointing her out to the Rogue). Her name is Alex, but she doesn't want to give it. She has lost her senses, and speaks nonsense. She looks around and her eyes track things that no one else can see, she hears things that no one else can hear, and she talks to the one old horse in the stable.
A Great Tree is any tree which is over 150 years old. This is needed to perform the Ritual of the Moon. This can be found in the Nioi Swamp by making a nature check. A failure just means that one is found after several hours. The ritual involves a simple stone circle, water, and chanting. It takes less than 20 minutes of activity, and then a night of meditation.
During the night that the adventurers spend in Yadoguchi, a number of events occur. The events of the night depend on which characters are in the game.
No matter which characters are in the game, these events occur:
The next morning, the town is affected based on which characters are in the game.
No matter which characters are in the game, these effects are noticed:
Every villager tells of the Tyrant, a terrible foe that lives in a tower in the Nioi Swamp outside the village. The Tyrant sends their minions into town to terrorize the people, killing any who resist and kidnapping children. The Tyrant has stolen their relics and killed the warriors from the village that were sent to retrieve them. Won't you please, please save us?
Behind the screen: The villagers are lying/bending the truth. The "Tyrant" did come last night, but they came to kill the Kappa. The Kappa came to kidnap little girls, eat little boys, and return the changeling children they have bred. The villagers are in league with the Kappa, sacrificing their children to the spirits in exchange for protection from outsiders. The Tyrant is a Ranger who came to rid the town of their problem, but when they ventured into the swamp, they discovered the truth of the conspiracy. They tried to fight their way out, but got trapped in the tower, which the Kappa cannot enter. Last night, the Kappa came to kill the party, and the Ranger saw an opportunity to make an escape. The Kappa abandoned their goal of killing the party and chased the Ranger back into tower after a fight.
What this means for you, the DM: A suspicious player might go ham trying to figure out if the villagers are telling the truth about the previous night. Luckily for you, none of them are trained in Insight. This is by design, but some have high wisdom scores, and people can always roll high, so you have a couple of outs.
If you ever get boxed into a corner, maybe not 100% of the town is in on it. If a player gets a lucky roll and actually cracks a 20 on the roll, maybe this particular villager doesn't know what's going on and is just repeating what they have been told. It's not a lie in their mind, it's just not the truth of what's going on. Say what you need to say to get the party to the tower. Offer gold as a reward if you need to (it's a one shot, who cares).
The Tower in the Nioi Swamp once belonged to a wizard, but they left it to do research in other lands. Zestari Uritumal, the Ranger of the Leaves, came to Yadoguchi after hearing about abductions from someone who came to close to the town but managed to escape the Kappa. Zestari spoke to the villagers, learned of the Kappa, and proceeded into the Nioi Swamp to destroy them. When she found the Kappa, she realized they were too numerous and fell back to this tower. She has been trapped in the tower ever since.
The Nioi Swamp is a brine swamp, stinking of decay and rotting vegetation. Black water pools in places, sometimes as large as 60' across and as much as 6' deep. Grey-green rushes and reeds poke out of the water in places, limiting visibility to at most 150', and at some places no more than 30'. The reeds heavily obscure anyone behind them, and lightly obscure anyone within them. Bogs of quicksand exist around the swamp, meaning that travel is slow for people who don't know the route. The tower sits on a bit of high ground in the swamp, barely in view from the town. It's the tallest building in sight.
(Around the base of the tower are smooth stones set into the ground. These can be spotted on a DC 13 Investigation check. If examined, runes can be found carved on the downward side of the stone. A DC 13 Arcana check reveals that these form a protective ward against the Kappa, and they cannot enter the circle. The same check reveals that there are multiple layers of protection here, so simply removing one stone will not be enough to distrupt the circle. There are 50 stones and at least 10 specific stones would have to be removed to break the ward.)
There is no knocker or handle, but the illusory face of a merfolk emerges from the door when approached. She announces "Historia demands her Tithe."
(A DC 13 Religion or History check tells that Istoria is the Goddess of History and the door is asking for a bit of historical knowledge. Any fact from the past will work, but she makes a face and begrudgingly opens up if someone recalls what they had for breakfast, for example.)
The first floor has a large four poster feather bed with several fine silk blankets and pillows on it. There is a dresser (filled with robes, shoes and undergarmets) a writing desk with a wooden chair, and a round dinner table with two wooden chairs. The table has two forks, two spoons, two cups, two plates (etc), all made of fine silver and forest decorations on them. The writing desk has a couple of blank pieces of parchment, an empty bottle of ink, and some ink stains on it. On the bed is the bloody corpse of one of the villagers, a large muscular man, one of the villagers. He's been shot in the chest with red fletched arrows. (DC 15 Medicine check, he was shot with silver tipped arrows). A spiral staircase winds around the inside wall of the tower, leading up to the next floor.
(Just inside the entrance to the tower is a 20' pit trap, DC 13 investigation, 2d6 bludgeoning damage, DC 12 Dex save to take no damage. Lucas, the dead villager, was a lycanthrope, and came here to kill Zestari.)
The second floor of the tower has a large solid stone in the middle of the floor, 10' across, with runes inscribed in it. (DC 13 Arcana check, this is a teleportation circle.) Against one wall is a large set of shelves with potion ingredients on them. Nothing of use, but there are various grasses, barks, roots, herbs, flowers, and seeds from plants, and various eyes, skin, hair, organs and blood from animals, and various powders of different colors. A stained table sits nearby, and the telltale round stains show that something (alchemist equipment) onces stood here. This room is defended by a golem that attacks. (The golem attacks anyone who doesn't know the passphrase, which is "Stop" but it must be spoken in Draconic. Otherwise it fights until defeated.) A spiral staircase winds around the inside wall of the tower, leading up to the next floor.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Second Floor Golem
* AC 15 HP 59 Speed 30'
* STR: +3 DEX: -1 CON: +3 Int -2 WIS: +0 CHA: -4
* Damage Immunities: Poison, Psychic
* Condition Immunities: charm, exhaust, fear,
* paralyze, poison
* Blindsight 10', darkvision 60'
* Understands all languages, doesn't speak.
* Regen 5 points per round
*
* ACTIONS
* Fist: +5 to hit, 5' reach, one target,
* 2d6+3 bludgeoning
*
* REACTIONS
* Shield: When attacked, the golem can raise a shield
* that gives it +5 AC vs that one attack. Uses this
* at its first chance.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The third floor of the tower has two book shelves (that are heavily warded, see below) on opposite sides of the room. A spiral staircase winds around the inside wall of the tower, leading up to the roof. At the base of the staircase is a tent, bedroll, fire pit, pot, backpack and mess kit. A large table sits in the middle of the room. It has a quill on it, a pot of ink, one book, and four objects wrapped in cloth (see below). (The table is difficult terrain). Standing in the room is Zestari Uritumal, the Ranger of the Leaves. Assuming that the party has come to kill her, she attacks immediately.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Zestari Uritumal, the Ranger of the Leaves
* AC 16 HP 59 Speed 35'
* STR: +3 DEX: +2 CON: +1 Int +0 WIS: +1 CHA: -8
* Athletics +6, Perception +4, Stealth +5, Insight +4
* darkvision 60'
* Speaks Common, Elvish
*
* ACTIONS
* Multiattack: Can make two shots with her bow, or any
* combination of up to two Shoves and/or Stabs.
*
* Shove: When a foe is within 10' of a bookshelves,
* Zestari will shove them into it, forcing a DC 13
* Athletics or Acrobatics check to avoid a 10' shove. If
* the target hits the bookshelf, the target triggers the
* effect (see below).
*
* Stab: +5 to hit, 5' range, one target, 1d8+5 damage
*
* Shot: +6 to hit, 150' range, one target, 1d8+2 damage
* from arrows with silver tips and red feathers
*
* Spells: Zestari casts Hunter's Mark as a bonus action
* on whoever looks most hurt.
*
* When she drops to single digit health, Zestari casts
* Fog Cloud, filling the room with mist, and tries to leave
* down the stairs. If caught, she fights to the death.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The two bookshelves have wards on them. The shelves emit a faint blue light, and if examined, one can see faint yellow glowing runes circling around them. If one gets close enough to touch them, a static-y humming noise can be heard. If one comes within 5 cm of them, the buzzing gets louder and the runes crackle. If the bookshelf is touched, the ward fires 2d6 lightning damage at the intruder, who gets a DC 13 Dex save to avoid half of the damage, and a DC 13 Str save not to be knocked back 5 feet. If they intruder does not withdraw immediately, they take 2d6 every second (not round, second) they are in contact with the shelf with no save (it's assumed they voluntarily fail their save to not withdraw). If they survive this some how, they can get one book, and you have to make it up. There's a table in the DMG.
The book on the table is Zestari's Journal. The last days read as follows:
15 days ago: I met a traveler named Scalini on the road. He was bloody and beaten, missing his shoes, had a wild look in his eyes, but something about his tale told me that he spoke the truth. He told me of the village of Yadoguchi, where the villagers worship evil fish and eat their young. It seems silly even as I write this, but I could not shake the feeling that he gave me. He begged me to stay away from it, but if there is even a grain of truth to this, as I fear there is, I must drive this evil from these lands.
13 days ago: I traveled to Yadoguchi today. The villagers seem odd, but not evil. I have not seen anything that would explain the state that Scalini was in. Perhaps he was just normal crazy, not fear crazy. There is a tower in the swamp next to the town, I'll head out there tomorrow and see what it holds.
11 days ago: Looks like Scalini was right. I traveled out into the swamp to investigate the tower, but I was set upon by these creatures; they are small, green-skinned with turtle shells on their backs, webbed hands and feet, and rows of teeth. They lumber and limp along, but are capable of great speed when they hunt. Their faces look human, and I'm scared to imagine how they got that way. I've retreated back to the tower, which appears to have belonged to a wizard at one time. The creatures have not come close to the tower, so I think I'm safe here for a while. I have about 10 days of food left. There appears to be a wizard circle here, hopefully the wizard returns before the creatures come in, or I starve.
8 days ago: The villagers arrived at the tower last night. They carried torches, spears, and small idols with them. The reatures followed those who carried the idols, and with horror, I saw that their faces bore a familial resemblence. My soul shudders to think what could cause such an unnatural thing to occur. The only logical conclusion, no matter how horrid, is that these villager have bred with these monsters. Those villagers who carried the idols were able to pproach the tower, and their followers (offspring? ancestors? I try not to think about it) were able to approach in their wake. I shot four of them before they fled. I'm running low on arrows.
5 days ago: A lycanthrope arrived at the tower. I killed him with silver tipped arrows. I don't know if he was here to kill me, or retrieve the idols. I don't like looking at them. Half out of food. No sign of the wizard.
3 days ago: I could hear the creatures yipping and yelling last night. I crept up to the roof to watch them run about. They ran into the village. If they do that again, I might be able to sneak out while they are concentrated there.
Last Night: I heard the creatures running about again, and so I packed up and waited for them to leave. When I thought the coast was clear, I made a run for it. Some how they found out and came running back for me. I was surrounded and fled from them, eventually returning to this tower. Again they did not pursue me once I entered. I have about a day of food left, few arrows. If you find this, leave this place as soon as you can: Yadoguchi is cursed.
The four object wrapped in cloth are blasphemous idols to evil gods. There is a statue of a fish man eating its own child, a turtle man offering up his own heart cut from his chest, a frog woman giving birth from her mouth, and bird-queen being worshipped by tiny people. All are crudely formed from clay, but the faces are precisely sculpted to resemble human faces.
(DM note: If the players decide not to fight Zestari, she will tell them the story instead of them reading it. She plans on leaving tonight, no matter what the party says or does. She will join them if they offer. If she is part of the escape, give her only 30 HP, target her first, and kill her as fast and as brutally as possible to show that the villagers mean business.)
With their secrets discovered, the villagers will not allow the party to escape. They scour the swamp for the party, each traveling with a pack of kappa. Whatever route the party takes to get out, spend the rest of the time in the game ambushing them with roaming packs of kappa, villagers, quicksand bogs, and swamp monsters. The process should go DC 13 Perception Check to notice them, DC 13 Stealth Check (if they are using Stealth) to avoid them, 3d10x5' encounter range if they fight, initiative, fight, repeat. If all players fail the Perception checks, they are surprised. Villagers always take their first action to call out their position ("The outsiders are over here!") before jumping in. Villagers start in the back of the group. There is one Villager, plus three Kappa. If you have 6 or more players, add an extra Kappa. At the end of the time, they make it back to the road, and away from Yadoguchi.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Kappa
*
* AC 13 (shell) HP 20 Speed 40' Swim 40'
* STR: +2 DEX: +1 CON: +1 Int -2 WIS: +0 CHA: -2
*
* ACTIONS
* Knockdown: The first Kappa to charge will try to knock
* the target down. The target at 5' reach makes a DC 12
* Athletics or Acrobatics check or gets knocked prone.
*
* Bite: +4 to hit, 1d4+2 piercing + 1d4 poison damage
* * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Villager - Osbert the Innkeeper
*
* AC 12 (leather jerkin) HP 25 Speed 30'
* STR: +2 DEX: +1 CON: +2 Int -1 WIS: +1 CHA: -1
*
* ACTIONS
* Cleaver: +4 to hit, 5' reach, one target,
* 1d8+2 slashing
* It's a big meat cleaver
*
* Throwing Knife: +4 to hit, 20' reach,
* one target, 1d4+2 pierce.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Villager - Turbert the Smith
*
* AC 13 (Leather Apron) HP 25 Speed 30'
* STR: +3 DEX: +1 CON: +1 Int -1 WIS: +0 CHA: -1
*
* ACTIONS
* Hammer: +5 to hit, 5' reach, one target,
* 1d8+3 bludgeoning + 1d4 fire
* The hammer from his forge glows red hot
* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Villager - Cygnie the Healer
*
* AC 14 - magic vine wrap around her
* HP 15
* Speed 30'
* STR: -1 DEX: +2 CON: +1 Int -1 WIS: +3 CHA: -1
*
* ACTIONS
* Knife: +2 to hit, 5' reach, one target, 1d4+2 pierce
*
* Spew Ichor: 20' cone, 3d6 Acid damage, DC 13 Con save
* for half
* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Villager - The Guild Contact
* The Guild contact is completely possessed at this
* point,and has grown scales on her skin and
* tentacles out of hereyes.
*
* AC 15 (scaly skin) HP 30 Speed 20'
* STR: +3 DEX: +2 CON: +2 Int -2 WIS: -2 CHA: -2
*
* ACTIONS
* Knock Prone: 5' reach, one target, DC 13 Str save
* vs prone.
*
* Can also use Dagger as an action.
*
* BONUS ACTION
* Dagger: +5 to hit, one target, 5' reach,
* 1d4+3 piercing
* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Random Swamp Thing
*
* Really, the party should run from these because they
* won't follow, but it they want to fight...
*
* AC 15 (hide and scales) HP 50 Speed 30'
*
* STR: +3 DEX: +1 CON: +2 Int -2 WIS: +0 CHA: -2
*
* ACTIONS
* Bite, Claw, or Slam: +5 to hit, one target, 5' reach,
* 2d6+3 damage
* Alligator, Scorpion, Spider, Boar, Giant Frog, etc
* * * * * * * * * * * * * * * * * * * * * * * * * * * *