Tuskwater
Tuskwater
Tuskwater
K ingmaker
CREDITS
This work is published under the Community Content and Old Crackjaw’s Lair
Agreement for Pathfinder Infinite and Starfinder
Infinite and the Wizards of the Coast Open Game
License (see Legal section at end). Some artwork in These maps come with Foundry VTT and Roll20 ready
this publication is copyright Paizo Inc. and is used with files, various grid and gridless versions, plus some
permission bonus maps and other goodies.
6 Troll Ruffians
This group of 3 Ruffians are drunkards and are usually
7 Shambler drunk and always violent. They think little of anyone
that is not wearing armor and carrying weapons and
8 1-2 Arboreal Wardens openly mock spell casters and any character of small
size. Their tactics are usually to openly confront a
9 1d6+2 Bloodseekers party and harass them verbally before attacking. (See
Pathfinder Second Edition Game Mastery Guide, pg. 209)
10 1d3 Giant Bats
Wargs
11 1d2 Giant Dragonfly Wargs live in the woods west of the Tuskwater. They
hunt the open plains regularly for game. Wargs circle
12 1d3 Draugr the party for 1-2 rounds before attacking giving the
party a chance to intimidate them into backing off.
13 Living Thunderclap Their pelts are worth 4gp to Oleg. (See Pathfinder Second
Edition Bestiary, pg. 322)
14 1d4+1 Vexgit Gremlins
Troll
15 Pixie This solitary troll is known as “Old Mossy Back” as he
is covered in moss and hard to see. Old Mossy adds a
16. Bog Mummy +2 circumstance bonus to his Stealth if encountered in
the woods or at night. No settlers will come to this hex
17 1d3 Slime Molds as long as Mossy lives. The GM should advance Mossy
so at all levels he remains a significant challenge. (See
18 Storm Hag Pathfinder Second Edition Bestiary, pg. 347)
6. Wild Horses
Wild horses inhabit this hex. These make fine mounts.
Players can gather them and tame them. Once the
hex is claimed a Gather Livestock action can be taken
to gain 2d10 horses. If this encounter is rolled in a
Tuskwater Lakeside hex the party encounters a single
Hippocampus (Pathfinder Second Edition Bestiary 2
p,142). The creature is curious and begins as neutral. A
player that can change its attitude to Helpful may find
it willing to be tamed.
TW3 STAG LORD’S FORT
The new map of the Staglord’s fort has a few
modifications and additions worth noting. There are
three maps of the fortification’s lower and upper levels.
1 4
5
2
The Witching
Well
At the end of a rubble-filled hall stands a dark, A great steel cage is chained to the floor, beyond
moss-covered tomb around which sprout large glowing which lies a tomb which has been broken open. Green
mushrooms including one at least six feet tall. Light mist flows from the tombs depth.
flickers across its surface and occasionally small
glowing spores drop from it to the ground and wink Rugar was once a powerful noble seduced by the
out. dark arts of necromancy. Rugar performed so many
experiments that not long after he died he slowly rotted
The mushroom is a deep-earth variety. A close away into the necrotic gas that now filled the tomb and
examination reveals the gills blow its cap contract wafts out of the Witching Well.
and expand as if breathing. The rare fungi in this
room were attracted by the necrotic fog and feed off it. The cage was used to house an unwilling host that
Anyone who eats these mushrooms suffers 2d6 negative was supposed to absorb Rugar’s spirit when he died.
energy damage. Otherwise an Arcana or Occultism Unfortunately this did not work and the poor soul died
DC30 may recall their use as spell components to of starvation some time later. A very large and ornate
enhance negative energy damage. A successful Nature mirror hangs on the wall here.
check DC19 can harvest enough components that a
spell-caster could heighten a spell that dealt negative The tomb contains a bone worm swarm (Pathfinder
by +1 level 1d6 times. Second Edition Bestiary p.33) that squirm over Rugar’s
body and his treasure; 12gp in silver.
4. Hall of Bone Moderate 2
The necrotic mist can be stopped if 30 or more positive
energy damage is dealt to the tomb. Players can discen
This hall is filled with green necrotic fog. Shapeless this with a Religion DC19.
ghosts and skulls drift in and out of vision. Halfway
down the hall lies the body of a long-dead man. 6. Guardians of the Dead Moderate 2
Pressure plates along the floor release wicked steel This hall contains 2 skeletal champions. The guardians
darts positioned at different heights along the hallway. remain in this room until they sight a foe of any kind
The dead body is that of a mage. His journal contains and then they come out to attack. Their finely crafted
an entry about deactivating the wall of force in room 8. longsword and halberd are worth 6gp each.
This reads as follows:
7. Rest of Heroes Moderate 2
It is said that the tomb of Gehb is protected by a
glowing wall. I know that the sorcerer who made the
wall was not known for their magic, thus it is likely A green mist floats at the base of two marble
a less powerful version of a force wall. My research sarcophagi. The roaring and crackling torches nearby
indicates that it could be broken if the energies of the are the only sound you can hear.
wall are turned upon themselves with large mirror
placed next to the wall. The destabilizing effect will The necrotic fog has awakened the occupants of both
allow a few powerful blows to shatter the wall. tombs but the heavy lids are too much for the creatures
within to open. In addition to their weight, the lids a
WICKED DARTS HAZARD 2 metal clasp on each side must be undone. Inside each is
Stealth DC23 spots tell-tale holes in the wall or one of a skeletal champion dressed in ornamental armor. The
the dust-covered iron darts that killed the man. sets of armor are each worth 8gp.
Disable Once the trap is known, the pressure plates
can be found with three Perception DC18 checks. A 8. Tomb of Gehb Moderate 2
Thievery DC24 will locate a loose block in the wall
behind which is a master reset and disable mechanism, Outside of the door yawns a 10x10 foot pit. A wall of
Effect If the trap is sprung all creatures in the room force glimmers in front of this chamber beyond which
suffer 3d6 piercing damage, and get a basic Reflex Save the party can barely make out a coffin of ice that
DC19. continually emits an eerie fog. The walls are lined with
Reset The trap has 4 more uses before all the darts are bones.
used up.
Players that follow the instructions found on the dead
mage and place the mirror against the wall can reflect
the wall’s energy back to it. The wall will become a
Hardness 5, 12HP item that can be easily broken