The Village of Riverbend


The primary export of this village is salmon which come up the Dessarin to spawn.
There are about 80 people in the town.
1 - Farm House
2 - Farm House
3 - Farm House
4 - Fishermans Home
5 - Farm House
6 - Fish Warehouse
7 - Inn "Macks at Riverbend"
8 - Fishermans Home
9 - "Delk's Sundries"
10 - Farm House
11 - Mama's Boarding House
12 - Tavern - "Skipjack Retreat"
13 - Lacy Home for Ladies (Whorehouse)
14 - Hermit's Hovel
There are numerous other farm buildings and small hovels along the river, but they are not detailed. The DM should feel free to put a small home wherever fits the adventure/encounter that is used.


First Time in the Villlage
Beyond the scattered farm houses that nestle in the ancient wash of the Desserin river, there wasn't much to the place. 6 or 7 large buildings and a few more smaller ones clustered near where the more modern area of the wash is located. There is a steep bank that leads down to this wash that the fishing boats pull up to. A scattering of nets drying are staked out on either side of a switchback path that leads to the water and that's about it.
Any large party will be treated by the people at large with distrust and by the shopkeepers with adoration. There are only 5 rooms in the village that can  be hired; 3 in Mama's and 2 at the Inn.

Unfortunatly for this village an Aboleth has taken up residence about a mile downriver. It is pregnant and wants to use the people of the village as enslaved servents to build a nest for her.

When the party arrives at the village and makes contact with someone other than the farm people around (who will give the party little or no information), they will be told that if they have a healer, there is a man near death being put up outside one of the farm houses. He is has been hovering near death in a horsetrough. If he is removed from water, he screams and goes deeper into the coma induced before they knew to keep his body in water. He had been missing for 8 days along with 2 other people from the farms and 3 fishermen.

They have built a crude tent over the trough and have been feeding the man broth, but his illness is so strange they don't know what else to do.  When the party first meets him he has -2 HP. If the party heals him, he will tell them his story.
Gabriel, male human Com9:  CR 8; Size M (5 ft., 5 in. tall); HD 9d4-18; hp 11; Init +0; Spd 30 ft.; AC 10; Attack +5 melee, or +4 ranged; SV Fort +3, Ref +3, Will +6; AL NG; Str 13, Dex 11, Con 6, Int 8, Wis 12, Cha 12. Languages Spoken:  Common.
Skills and feats:  Craft (Armorsmithing) +6, Craft (Leatherworking) +11, Hide +0, Listen +1, Move Silently +0, Ride +7, Spot +1, Tumble +3; Combat Reflexes, Great Fortitude, Iron Will, Skill Focus (Craft (Armorsmithing)), Skill Focus (Craft (Leatherworking))

"I had made a canvas and leather cover for one of the larger boats and was taking it down to the river to make sure it fit. I was walking along the river to the boat when suddenly it was like I didn't have control of my body anymore. Like a marionette I marched into the river. I felt the slimy touch of a black brown tenticle and then the pain started. When the pain died away, I was in the creech; at least that is what controled me called it. I could breath water! It was cold in my lung and it hurt all the time, inside.  There were 6 or 7 of us there and we were all digging. We didn't have any tools so we used the water to wash away the earth and rocks and then pushed the silt out of the creech and into the river to wash away. It was hell. All we had to eat was raw fish and we drank the river water and breathed it too. But mostly we just make that hidden hole bigger.
After some time, I realized that I should try to fight the thing holding me. I gathered my mental strength and just as suddenly as I had been enslaved, I was free. I took a deep breath and headed for the small hole and outside. The thing knew I was loose, and headed toward me. It had stayed well away before as if it thought of us people as defiling at least that's how it made me feel. I made as little movement as possible underwater. It's tenticles thrashed around, but I hung close to the river bottom and somehow it missed me, but it did and I came out on the river. I didn't know where I was or where to go; I just wanted to get out of the water. But when I broke surface and tried to breathe I couldn't. I'll never look at a fish out of water the same way I can tell you that! I also saw my skin was covered with slime and it hurt to try and scrape it off. I had to get as far away as possible but which way to go? I saw a small branch floating by with a knot at one end, so I picked it up and threw it into the air. The knot end hit the water first so I headed up stream. Lucky for me!
Gradually I found I could breath air again and it was a considerable releaf to get that cold river water out of me for good. After I vomitted out the last of the water, I climbed out of the river. I walked for a minute or two, but then the slime on my skin began to dry and itched so I couldn't stand it. I went back in the water and the itching went away, but I realized I was in a pickle. I couldn't go to sleep in the water and I couldn't get out. So I swam for 3 days upriver without stopping. I couldn't stop! When I reached the village I was almost dead. Some of the boys helped me get to Mama's. I thought I could wait out the itching of my skin with some help and the thought of going back in the river again gave me the horrors. I decided I would beat this thing on my skin or die trying. Once I slipped and my arm went into a vat of boiling lime up to the shoulder. This was like that, but it went on for hours. Then I guess they put me in the trough and that helped, but I kept trying to get out. Finally I guess I passed out and next thing I remember is Victorex and his blessing of Bob"./

A successful roll of DC 18 will allow someone in the party with Knowledge Dungeoneering to identify the creature. Gabriel doesn't know how far down river the creature is but guesses it less than a days ride. Anyone who knows what the creature is will understand that it will continue to prey on the fishermen in the area and it is obviously making a home.


The aboleth is pregnant with 3 offspring. She will fight to the death any attempt to remove her from her creech.
HD 11d8-40 (85 HP)
Although the childeren are killed by the Local 509, the mother survived and escaped to return another day!

ABOLETH - Located at Point A

Huge Aberration (Aquatic)Hit Dice: 8d8+40 (76 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 60 ft. Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +6/+22 Attack: Tentacle +12 melee (1d6+8 plus slime) Full Attack: 4 tentacles +12 melee (1d6+8 plus slime) Space/Reach: 15 ft./10 ft. Special Attacks: Enslave, psionics, slime Special Qualities: Aquatic subtype, darkvision 60 ft., mucus cloud Saves: Fort +7, Ref +3, Will +11 Abilities: Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17 Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8 Feats: Alertness, Combat Casting, Iron Will Environment: Underground Organization: Solitary, brood (2–4),or slaver brood (1d3+1 plus 7–12 skum) Challenge Rating: 7 Treasure: Double standard Alignment: Usually lawful evil Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan) Level Adjustment: —

The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.

Aboleths speak their own language, as well as Undercommon and Aquan.

COMBAT

An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Psionics (Sp): Effective caster level 16th. The save DCs are Charisma-based.

At will - hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 19), veil (DC 20).

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight