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FEATURES OF THE AREA<br />
Deep Bog: These spaces cost Medium or larger creatures 4<br />
squares of movement to enter. Small and smaller creatures must<br />
swim to enter these spaces.<br />
The water provides cover for Medium or larger creatures,<br />
while Small and smaller creatures receive improved cover (+8<br />
bonus to AC, +4 bonus on Reflex saves). Medium or larger<br />
creatures can crouch to gain improved cover. Creatures that<br />
have improved cover take a –10 penalty on attacks against<br />
creatures not underwater.<br />
Tumble checks are impossible in deep bog, and the DC of<br />
Move Silently checks increases by 2.<br />
Heavy Undergrowth: Heavy undergrowth costs 4 squares<br />
of movement to move into, and it provides concealment<br />
(30% miss chance). The DCs of Move Silently and Tumble<br />
checks increase by 5. These spaces also provide a +5 bonus<br />
on Hide checks. Running or charging though these squares<br />
is impossible.<br />
Light Undergrowth: These squares cost 2 squares of movement<br />
to enter. They provide concealment. The DCs of Move<br />
Silently and Tumble checks increase by 2.<br />
Shallow Bog: These squares cost 2 squares of movement<br />
to enter. The DC of Tumble checks in these squares increases<br />
by 2.<br />
Tar: The stench here negates scent and other olfactory abilities<br />
within 100 feet. Characters lingering here for more than<br />
10 rounds must succeed on DC 15 Fortitude saves or become<br />
sickened for 10 minutes.<br />
The tar functions as quicksand. Entering a tar space requires<br />
a DC 20 Swim check to “tread tar” or a DC 25 check to move<br />
5 feet in any direction. A trapped character failing by 5 or more<br />
slips below the surface and begins to drown whenever he can no<br />
longer hold his breath. Characters below the surface can swim<br />
back to the surface with a successful Swim check (DC 25, +1<br />
per consecutive round of being under the surface).<br />
A character can hold his breath for a number of rounds equal<br />
to twice his Constitution score. After this time, the character<br />
must make a DC 10 Constitution check every round to continue<br />
holding his breath. The save DC increases by 1 each round.<br />
When a character fails the check, he begins to drown. He<br />
falls unconscious in the first round (0 hp), drops to –1 hit<br />
points and is dying in the following round, and dies in the<br />
third round.<br />
If a rescuer reaches the sinking character, the rescuer must<br />
succeed on a DC 25 Strength check to pull the trapped character<br />
free, and the victim must succeed on a DC 20 Strength check<br />
to hold on. If the victim fails the check, he must succeed on a<br />
DC 25 Swim check or sink below the surface. If both checks<br />
succeed, the victim moves 5 feet closer to shore.<br />
ENCOUNTER 9-2<br />
6 Forest Giant MM2 Skeletons CR 6<br />
hp 84 each (13 HD); DR 5/bludgeoning<br />
NE Huge undead<br />
Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0<br />
AC 13, touch 10, flat-footed 11<br />
Immune cold, undead immunities (MM 317)<br />
Fort +4, Ref +6, Will +8<br />
Speed 40 ft. (8 squares)<br />
Melee greatclub +15/+10 (3d8+16) or<br />
Melee 2 claws +15 each (1d8+11)<br />
Ranged composite longbow +6 (3d6+4) or<br />
Ranged rock +6 (2d8+11)<br />
Space 15 ft.; Reach 15 ft.<br />
Base Atk +6; Grp +25<br />
Abilities Str 33, Dex 14, Con —, Int —, Wis 10, Cha 1<br />
Feats Improved Initiative B<br />
Skills Listen +0, Spot +0<br />
Possessions greatclub, composite longbow (+4 Str bonus)<br />
with 20 arrows<br />
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