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BY

James Gustafson
ADDITIONAL DESIGN

J. Lloyd
ILLUSTRATIONS

Clarence Harrison
A staple for the Dungeons & Dragons game.
Special thanks to our playtesters:
Norm Eakins, Ronda Eakins, Jon Bowman, EC Gupton, Tom Hendricks,
Marc Kirkland, Andrew Korenic, Wes Podbielski, Danny Tomblin

Copyright 2001, Anubium. All Rights Reserved.


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INTRODUCTION
Credits....................................................................2
Introduction............................................................3
Players Background..........................................3
Gamemasters Background...............................3
Temple of the Toad God..........................................6
Ruins of the Temple...............................................11
Lair of the Goblins................................................14
Cavern of the Hill Giant...........................................19
Crypts of the Priests.............................................22
Appendix..............................................................26
Concluding the Adventure...............................26
Idol of the Toad God........................................26
New Skills..........................................................27
New Feats..........................................................27
New Spells.........................................................27
New Creature....................................................28
Creature Statistics.............................................29
Map....................................................................34
Open Game License.........................................35

Shrouded in the forgotten past, when the world was


young and civilization younger, the cult of the Toad God
flourished. Reaching out to maligned individuals, the
cult grew corpulent and powerful. Followers croaked
wicked prophecies and engaged in rituals filled with
blood, accompanied by chants to insipid powers.
Innocent folk disappeared and rulers trembled with
trepidation. Its tendrils of wickedness slipped across
nave realms as they refused to acknowledge the
growing cults influence.
At its height, the cult spanned the known world,
though its presence was never great in the urban
centers of civilization. Throughout the countryside,
predominantly near bogs and marsh, the cult held sway
over many aspects of life. Simple villagers and serfs
were afraid to act during the cults high seasons, and
many authorities found their decrees nullified by the
contradicting whims of the Toad Gods followers.
Temples to the Toad God helped to instill fear among
the locals and facilitated the rise of the cult. Legend
has it that the cult was so expansive that their insidious
sanctums were never more than a days ride apart.
Though the nobility would vehemently deny such
stories, folklore maintains that even rulers paid homage
to the Toad God in small shrines secreted in hidden
places within their keeps. Such was the power, both
physically and psychologically, of the Toad God.
Mother Izola of Eim
Mistress of the Jade Sikhilion

The Toad Gods Treasure is a d20 adventure that


features a crawl through a ruined temple dedicated to
the forgotten Toad God. Designed to be challenging
for four 4th-level characters, characters of higher levels
should fair better against some of the tougher combat
encounters. Fewer characters, or those of lower levels,
will have a difficult time finishing the adventure.
A mixed party will do well if it has at least one cleric,
one magical weapon, and spelunking equipment, such
as ropes and lanterns. Diplomacy serves the characters
well at points, as brute force does at others. A clever
group of players will last much longer than hack-andslashers, especially after the group finds their way into
the natural caverns within the ruins.
For ease of reference, several resources are given in
the Appendix, including (a) a description of the Idol of
the Toad God, (b) a complete map of the temple and
the ruins; (c) an Encounter Level table; (d) stat-blocks
for creatures, as well as Cirdis, the main antagonist of
the adventure; and (e) new feats, spells, monsters, and
skills.
To begin the adventure, read or paraphrase the
Players Background to your players.

PLAYERS BACKGROUND
In one form or another, the village of Feldspar has
existed on the edge of civilization since time
immemorial. With the rise and fall of powers, and the
persistent ebb of human settlement, no less than a
handful of nations, languages, and cultures have graced
this region. Recent times have been kinder to the
current settlers, who enjoy stability and productivity as
never before.
Or so it was, until the tremors began. Without
warningwith little discriminationthe earth shifted,
moving with untold vigor in outlaying areas. Isolated
cottages were thrown down and fertile lands were torn
asunder. Terrified inhabitants quickly fled furrowed
fields, leaving fecund expanse to the encroaching wild.
Now, the insular-minded people of Feldspar bear
witness to an influx of fear-laden simpletons fleeing
remote regions of civilization. With them come the
superstitions of avenging gods and mythic curses,
products of amalgamated world-views rooted in ancient
traditions.
More troubles arise for Feldspar and its people with
the arrival of newcomers. Unsettling this already tense
time is Skaed of Ruumah, a recent arrival to the area.
Raving and spirited, Skaed is an adherent of the regions
popular religion. He claims to be a prophet, and is
delirious with visions of coming doom. He rambles

INTRODUCTION
through the mud-stricken streets of Feldspar spouting
predictions of plague wrought from the mouth of the
great Wyrm, who spills forth from its mouth croaking
spirits shaped like toads. His stinging invectives aim at
revealing the horrific frogmen that hide among our
people like tigers among the tall grasses, pensive before
a kill.

GAMEMASTERS BACKGROUND
At the height of the cults power, a temple was built in
the secluded hills outside the village of what is now
Feldspar. The sanctum was not only a place for ritual
and dark deeds, but it was also home to the remains of
the cults most prominent priests. Far from civilization,
the bodies rested undisturbed with their unholy relics
their written legacies their only company. The recent
tremors changed all that.
The first to stumble across the forgotten corridors
and caves was the hill giant Rappaport. Rappaport made
his home in the warrens of the hills, fashioning a
reputation by raiding farmland and supply caravans
periodically. Giant hunters and adventures were hard
press to find him because he moved from warren to
warren, avoiding an untimely fate. Unfortunately, the
giant chose to settle in an unstable cave when the
tremors struck. The resulting collapse sealed the giant
off from the outside world. A few newly formed tunnels
lead off into the forgotten temple of the Toad God, but
they were too small for the giant to navigate. Rappaport
now survives on a small group of carrion crawlers stuck
in the caves with him.
Also stumbling across the ruined temple is a small
group of elite goblin warriors and their concubines. Led
by Snitch, a once formidable guard for the nearby
Goblin King, they flee their previous home to escape
the sculwugscreatures half-human, half-toad, which
arrived months ago and stroked the Goblin Kings ego
with talk of power and conquest. Snitch and his band
of loyal goblins spoke to the Goblin King about their
fears, but the king would listen to none of it. Time
passed and it was apparent that the sculwugs had
entranced the Goblin King with visions of grandeur.
When the tremors struck, many goblins saw it as a sign
from the gods that the Goblin King was wrong to listen
to the sculwugs. In the confusion wrought by the
quakes, Snitch and his band fled to the hills. They
quickly found and explored the ruined temple, settling
in one of its better-preserved sections.
Snitch and his band live in fear of the Goblin King
and the sculwugs. So far, they have avoided detection.
Using the subsequent tremors to their advantage, the

goblins conduct midnight raids against nearby farms


that have suffered from the quakes. They have managed
to snatch crops, chickens, and even a hog in the midst
of the farmers disarray and uncertainty. Its unknown
how long the band of goblins can survive, but they obey
Snitch diligently.
Ignorant of both the giant and the goblins is Cirdis, a
follower of the Toad God and an agent of the sculwugs.
Cirdis is a reclusive man that conspires to revive the
ancient cult of the Toad God and gain the respect of
his sculwug masters. His knowledge of the cult leads
him to believe that the tremors and quakes are signs of
the Toad Gods imminent coming, as foretold in the
cults apocalyptic writings. The sightings of the toaddemon and his own research guide him to the hills to
find the faithful few that will rise again when the master
comes forth from the darkness beyond. He hopes to
find the revived priests from ages ago so that he can
prepare for the Toad Gods return.

PREPARATION
The players are counting on you to make the game fun
and enjoyable, so give them your best. As for any
adventure, its important that you prepare for each
session of play ahead of time. This is especially
important for this adventure, At times, unless you are
on your toes, PCs might find themselves wandering
without a goal or struggling against unforeseen hazards.
If this should happen, step in and help the PCs along.
Your developing campaign will determine how you
might go about doing this, but dont be afraid to create
your own random occurrences to achieve your aims.
Above all else, the point of the adventure is to have
fun.
New rules are presented at four important points in
the adventure. These rules cover Falling Damage,
Cave-ins and Collapses, Underwater Combat, and
Swimming. Become familiar with the places where
these rules apply and the rules governing each situation.
The less you sit and ponder the rules in their given
context, the easier encounters will flow.
An important aspect of the adventure, and one that
requires the most preparation, is the encounter with
Cirdis. When the PCs enter the ruins, you must
determine how far Cirdis has gotten in the complex.
Choose one of the five areas of the ruins (see
Arrangement of the Ruins below), and place Cirdis in
the last numbered chamber of that area (the five
chambers are thus 5, 12, 18, 19, and 28). Some area
and chamber descriptions differ depending on whether
Cirdis is located in a particular area or not.

INTRODUCTION
Determine Cirdis location based on your intended
purpose of the scenario. If the PCs dont run into the
cultist in a timely manner (to be decided by you), resist
the urge to keep Cirdis confined to any given region.
After all, Cirdis has a (malignant) mind of his own too,
and his use of it should challenge PCs to their fullest.

ADVENTURE HOOKS

Several possible hooks are given below to entice players


into the adventure. Feel free to use one of these hooks,
combine any number of them, or ignore them in favor
of your own.

Skaed is indeed a visionary or prophet, but like


all such figures, he is misunderstood and feared
by a great number of people. He has come to
Feldspar under the compulsion of his deity to
warn the small village and anyone who would
listen of impending doom. Unfortunately, no one
is listening, and so he seeks hearts that see
where eyes cannot. PCs in Felspar run across
the ranting Skaed, who ends his scathing
pronunciations of doom to enlighten the PCs on
their heroic fate. With uncanny precision, Skaed
tells of the temples location, foretelling disaster
for those that flee their destiny and riches beyond
imagination for those that seek it.
A number of the PCs know the elders Hessa and
Samuel, farmers on the outskirts of Feldspar.
News comes that Samuel was found dead, an
apparent victim of the roaming toad-demon.
When found, Hessa is a mess; she is frantic,
depressed, and devastated. Not only has she lost
her love, but she must remarry to retain the farm.
If she cannot find a husband within a months
time, she is legally bound to marry her husbands
brother, who is a cruel and unsavory man. Hessa
has lost all hope for her future, believing no
righteous man would want a woman in her 40s
with five children. All she asks is that the PCs
avenge her husbands death, but willing PCs
could marry Hessa, allowing her to keep the farm
and saving her from her husbands brother.
After the quakes, a young shepherdess named
Anna was sent to round up some of the flock
that scattered when the tremors hit. She didnt
return for some time, so the locals banded
together to search for her. A remnant of the flock
was eventually found near the entrance to the
temple. A more thorough search revealed the

cave entrance, but there was no sign of Anna.


Afraid to enter the ruins, the locals requested
the aid of the local authorities to find Anna, but
they are busy maintaining order in the village and
its surroundings. Perhaps the PCs are willing to
help?
Not many of the ancient dwarves are known to
visit Feldspar or its region of civilization, which
is why the arrival of the grizzled dwarf Andvari of
Valholl has sparked a great deal of conversation
and speculation in the village. Andvari searches
for heroes as interested in hoards of gold and
silver as he. He is willing to reward any group
that finds the Idol of the Toad God with the
pendant of Ygdel, a mystic necklace once carried
by the great dwarven hero Ygdel. The idol is said
to be carved from a single giant emerald and is
shaped in the likeness of the Toad God. If asked
about the pendent, Andvari says it give its wearer
the strength and intellect of Ygdel himself (a bard
can confirm this with a successful Bardic
Knowledge check against DC 21). If the PCs
agree to gain the idol for Andvari, he tries to place
a lesser geas on a PC before telling them the
location of the ruined temple. Whatever should
happen, Andvari carries a pendant he calls the
pendant of Ygdel, but is merely enchanted with
Nystuls magic aura.
The easiest hook is to have the PCs stumble upon
the entrance to the ruined temple just as the giant
and the goblins did. Whether this is done
between adventures or happens during an
adventure is up to you.

BEGINNING IN FELDSPAR
Some information might be gleaned from the
inhabitants of Feldspar concerning the ancient cult.
Though most have forgotten its existence, a few grew
up hearing fanciful tales told by their long dead
ancestors. Some PCs, such as clerics, druids, wizards,
or sorcerers, might have learned of the cult through
study of ancient tomes. Presented here are a few things
PCs can glean while in Feldspar.
Gather Information checks (DC 10 or 20): Reveal all
of the bulleted points with a successful check result
against DC 10. The check requires one full day of
investigation and results in 1d4+1 gp of expenditures.

Skaed is a cleric from the nearest town. He has

INTRODUCTION

come without the blessings of his faith and is


not liked by anyone, including the village
authorities. He can be found living in a rickety
shanty big enough for a few people. He is
followed by a few people that are clearly as
disturbed as he. The entire group holds
services once a week.
Folks arriving from the countryside in the last
few days mention seeing a freakish, toad-like
demon at night. No one claims to have
encountered the demon, but witnesses say
theyve seen it roaming the broken hills south of
the village. The creature is tall, with sparkling
eyes, and moves stiffly about. Some say it speaks,
while others tell of its horrendous tongue, which
can grab a whole horse. Its believed to be the
culprit in many recent disappearances.
Shepherds spotted a small group of goblins in
the hills recently. Its uncertain if the hill giants
and goblins are fighting or aiding one another.
Unwilling to listen to reason, a small group of
inexperienced heroes left to spy on the
humanoids not long ago. No one has seen or
heard from them since. All fear the worst, of
course.

Characters can follow up each of the points above by


making three separate Gather Information checks
against DC 20. Again, each check requires one full day
of investigation and results in 1d4+1 gp of expenditures.

Skaed and his group of followers spread an


implicit xenophobic sophistry that is becoming
popular among the superstitious people of
Feldspar. Humans are more suspicious of other
races, and there is talk from some about creating
a law that would prevent non-humans from the
village proper.
The toad-demon was reddish-brown and walked
upright. It had gleaming red eyes, made no noise,
never opened its mouth, and smelled like fresh
pine. It always seem to attack only one person
at a time, forgoing the nearest possible victim in
order to prey upon the one it was destined to
kill.
The goblins are most likely members of the goblin
realm ruled by the Goblin King. The goblins
inhabit the region just beyond the broken hills
and have been seen with both giants and
disgusting looking toad-like humanoids.

Knowledge (local) checks (DC 23): The cult of the


Toad God once terrorized the area around Feldspar for
scores of miles. Bizarre rituals of blood designed to
appease the insatiable appetite of the Toad God was
performed in masse. Cultists raided villages and farms
for their victims, which were never seen again. They
were thought murdered in blasphemous rites or
changed into half-human, half-toad like monsters.
These rampages grew so terrible that the earth itself
swallowed up the temple and the cult disappeared.
Since that time dozens of centuries ago, the cult of the
Toad God has become little more than a footnote in
the history of the area. It and the god they worship are
forgotten to all but the most devoted of religious
historians.
Knowledge (religion) checks (DC 25): The cult of the
Toad God evolved from the primitive religion of the
toad-like humanoids called the sculwugs. Some
sculwugs held honored positions in the cult, which
believed in sacrificing living creatures, including
humanoids, to appease the Toad Gods appetite for
flesh. Anyone carrying a toad/frog or such a
representation while in a space sacred to the Toad God
(such as the entire temple presented herein) is said to
gain limited favor with him (which may or not be the
case, as you decide). The forgotten symbol of the cult
is a stylized head of a toad on a background of reeds.

ARRANGEMENT OF THE RUINS


The ruins are divided into five distinct areas,
corresponding to the five temple areas provided:
Temple of the Toad God (1-5), Ruins of the Temple (612), Lair of the Goblins (13-18), Caverns of the Hill
Giant (19), and Tombs of the Priests (20-28). Each area
begins with a brief description detailing any special
notes about a given site, situation, or creature. Area
descriptions are followed by keyed encounters for an
area. Read the area descriptions carefully and note any
special circumstances; feel free to mark the text to help
you remember these important points.
Ruined corridors and newly formed tunnels are free
of activity for the most part. Snitch and the goblins stay
well away from the carrion crawlers and arent
concerned in the least for the catacombs leading to
the Toad Gods faithful undead. As for the giant, all save
one goblin has avoided him and for good reason (see
area 19). With the Track feat, a successful Wilderness
Lore check (DC 20) reveals the passage of any creature,
as you determine. Use this to your advantage, giving
PCs hints to possible dangers that lie ahead or steering

TEMPLE OF THE TOAD GOD (AREAS 1-5)


them along a route determined by you.
On occasion, you might impart unimportant but
descriptive information to PCs concerning sights,
sounds, and smells. Examples include a lone beam of
light filtering through a ceiling of boulders and a faint
stench reeking like putrid eggs and cabbage. Where,
when, and from where these sensations originate are
for you to determine. Use them to enliven otherwise
uninteresting places.
Unless noted, worked corridors are made of cracked
plaster that hold faded remains of intricate paintings.
They show stylized figures in indistinguishable scenes,
but a closer look always reveals toad-like humanoids
interacting in a variety of ways with other, more
recognizable races. Sometimes, half-toad, half-human
creatures can be seen. Plastered corridors are no taller
than 11 feet in places. Normally, corridors are 10-ft.
wide and 8-ft. high. Natural tunnels, on the other hand,
are of unpredictable dimensions. At times, they shrink
to less than 5 feet across, while at other times they are
massively large. Cave tunnels are almost always strewn
with debris. Those near the Tombs of the Priest are
covered in a harmless, slimy substance. Doors in such
corridors or tunnels are sorry things, being simple to
break even if stuck or locked.
Decrepit Wooden Doors: 1 in. thick; Hard 2; hp 10;
Break DC 13 (stuck) or DC 15 (locked).

VARIANT: FALLING DAMAGE

A variant rule in the d20 System suggests that the first


1d6 points of damage suffered in a fall as subdual
damage. We suggest using such a rule in this adventure
for various reasons.
First, this allows the sinkhole portions of the
adventure to be treacherous without characters
suffering lasting damage or wasting precious spells and
abilities that might be needed in more perilous areas.
Secondly, subdual damage adds an added dimension
to the risks of adventuring. No longer do your heroes
need be cautious of only blades or arrows; they must
now respect the natural, and sometimes brutal hazards
that befall the unprepared in realms under the sun.
Exhaustion, strain, bruises, and physical exertion leading
to collapse and unconsciousness can be as threatening
as any weapon.
However, if youre feeling unmerciful, feel free to use
the standard rule for falling. Characters suffer 1d6 hit
points of damage for each 10 feet fallen, all of it normal
damage. The adventure is progressively more difficult
and is appropriate for parties above the suggested level.

TEMPLE OF THE TOAD GOD


The first five chambers of this area are the only
chambers that have survived the quakes intact. This
area was where the acolytes of the Toad God lived and
studied. Ruined stairs near the acolytes chambers (area
3) led to more lavish rooms for prefects of the faith,
but they are now impassable.
The amphitheater (area 2) is the only chamber used
by worshippers of the amphibious lord. Most evenings,
only a few would pay homage to the god, but once a
week, a crowd filled the room. Priests would provoke
their followers into libidinous festivities, ending when
one of the crapulent revelers was burned alive to the
drunken laughter of fellow celebrants.
None but the most respected priests were allowed
beyond this area and into the crypts where the blessed
wait their Lord in death. To guard against trespassers,
traps and locks were placed on doors in the mosaic
hallway (area 5). The quakes have destroyed all these
safeguards and nothing but trouble can come from it
for the adventurers.
Cirdis: If you desire, the cultist can be found in the
mosaic hallway (area 5), resting a bit before descending
into any one of the two grottos that lead off from the
hallway. When encountered here, Cirdis is a 2nd-level
character and is accompanied by 4 of his trusted
henchmen (see the Appendix for more details).
Henchmen (4): hp 8 (x4).
Cirdis: hp 12.

RANDOM TEMPLE ENCOUNTERS


The tremors have prevented a great deal of traffic
through the temple proper as of late. Still, a few animals
and beast find their way into the area from time to time.
Once per hour, roll on the table below to determine
whether or not a random encounter occurs. After the
collapse in areas 1 and 2, add a +20 to the d% roll.
Roll d%
01-90
91-93
94
95-97
99
00+

Random Encounter
No encounter
Goblins (4)
Snake, Huge Vipor
Monstrous Centipede, Huge (2)
Brown Bear
Carrion Crawler

EL

2
3
4
4
4

Goblins: These four 1st-level goblin warriors are scouts


on a routine patrol. They are armed and ready for
threats. If they encounter resistance, they flee
immediately to the goblin lair and alert Snitch. If the

TEMPLE OF THE TOAD GOD (AREAS 1-5)


goblins return, the entire goblin lair is on alert for a full
24-hour period. Should these goblins meet their
demise, be sure to subtract them from the total number
of elite warriors found in the goblin lair.
Goblins (4): hp 7, 6, 3, 2.
Snake, Huge Vipor: Whether this creature is a recent
inhabitant or not, it is a dangerous little thing. It is out
looking for a bite to eat when it comes across the party.
Snake, Huge Vipor: hp 19.
Monstrous Centipede, Huge (2): Nooks and crannies
in the ruin are home many small vermin, including these
two pests. When encountered, one centipede attacks
the rear of the party first while the other waits a round
to slip up to the unwary front rank and begins to feast.
Monstrous Centipedes, Huge (2): hp 19, 14.
Brown Bear: This formidable animal is on the prowl.
It has found its way into the ruins and delights in fending
off trespassers from its new lair. Unfortunately, the
creature is fated to die soon enough. The bear dies in
the collapse, crushed to death in area 1. Thus, this result
is treated as no encounter once the collapse occurs.
Brown Bear: hp 50.
Carrion Crawler: One of these subterranean
scavengers has found its way to the party. It attacks
immediately with little regard for its life; its half-dead
from starvation and is driven by hunger. If the party
should defeat this crawler, or if it is able to escape out
into the hills, subtract it from the number of crawlers in
the Caves of the Hill Giant (area 19).
Carrion Crawler: hp 22.

AT THE ENTRANCE
The entrance to the ruins is a good 5 miles into the
craggy hills outside of Feldspar. Travel is at half the
normal speed since the feeble trail is now clogged with
obstructions from the recent quakes. The landscape is
shattered and damaged; rock slides and collapses dot
the area. Vegetation is sparse, though there are many
different kinds of animals here, including lizards, snakes,
vultures, and small rodents. GMs that wish to
foreshadow the impending collapse in areas 1 & 2 might
want to describe a minor tremor or two just before the
PCs find the entrance.
Read or paraphrase the following to start:
It appears that the quake caused the entire side of a hill
to collapse, creating a large cliff and spreading debris
and rubble all over. Amidst the debris are the obvious
remains of masonry and marble columns. In the base
of the cliff is a dark passageway guarded by the remains
of two large pillars carved into the rock.

A persistent Search check (DC 15) through the debris


reveals that many of stone fragments contain the
stylized picture of a toad. Stones with the stylized
pictures could be considered sacred representations
(see Beginning in Feldspar: Knowledge (religion)
checks above). The stones are small enough to fit into
a sack but not a pouch.
PCs with the Track feat can tell that the entrance has
seen quite a bit of activity in the last couple weeks with
a successful Wilderness Lore check (16). A result of 5
or more reveals small humanoids were the cause of
the faint disturbances. Success by 10 or more points
reveals that a group of more than 3 humans passed
through the entrance this morning.
The entrance into the hill is dark, dank, and smells of
stagnant water. PCs that take the time to investigate
the entrance can make Craft (stonemasonry),
Profession (architecture and engineering), or
Wilderness Lore checks (DC 20) to notice that the
entrance is damaged (most likely by the quakes) and
highly unstable. Without time and significant
engineering, the entrance is impossible to brace
adequately. A strong quake or tremor might cause it to
collapse. Dwarves get a check if they merely pass within
10 feet of the entrance and gain a +2 bonus to their
rolls.
PCs that search the area up to 280 feet west of the
entrance might find a large iron door deliberately hidden
by foliage and rocks. A successful Search check (DC
21) reveals the door, which leads to area 17 in the Lair
of the Goblins (see page 18). This door is locked and
extremely difficult to break down. No other entrances
are found in the area.
Finely Wrought Iron Door: 2 in. thick; Hard 15; hp
60; Break DC 28 (locked).

KEYED TEMPLE ENCOUNTERS


1. Cleansing Pool
30 ft. x 30 ft.
The corridor ends abruptly, sinking step after step into
the putrid water. Disturbing images of men bathing
themselves under the watchful eye of the grotesque
Toad God cover the cracked plaster walls. The recent
earthquake appears to have taken its toll on the ceiling
and islands of plaster sat atop the slimy water as if afraid
of being devoured by the viscous substance. The air is
cold, like a cave or a deep cellar.
A pool fills the center of the room with stairs leading
into from both the north and south sides. At the center
of the pool, the filthy water is approximately three feet

TEMPLE OF THE TOAD GOD (AREAS 1-5)


deep, containing a Trap. At its bottom is a long wooden
plank (15 ft. by 1 ft.), long enough to span the pool
and sturdy enough to hold 200 pounds of weight at
one time. Curious PCs note that the board is fairly solid
with no signs of rot evident. It seems the board is a
recent addition to the temple chambers.
Long ago, temple initiates once ritually bathed here.
Now, the stagnant water is an unappealing hazard. The
walls are covered with mosaics of men washing each
other under the auspices of half-human, half-frog
creatures. Over the exit to the northwest is the carving
of a stone toad, watching over everyone in the pool.
Trap: Anyone entering the pool finds that the water
leaves a filthy film over everything it touches, covering
equipment and clothes. In addition, characters must
succeed with a Fortitude save (DC 15) or become
infected with a potentially fatal parasitic infestation
known as Scab Warts. The infestation has an incubation
period of 1d4+1 days, at which time victims suffer 1d4
points of Constitution damage.
Scab Warts are so named because of the disgusting
wart-like lesions that appear on the body. This is actually
the incubation of the parasite in the skin. When victims
of the disease scratch at the lesions, they open up the
wound and allow the infection to spread.
Scab Warts (Ex)contact, Fortitude Save (DC 15),
incubation period 1d4+1 days, damage 1d4 points of
temporary Constitution.
Development: Cirdis long study of ancient Toad God
temples and crypts lead him to bring along several odd
tools for maneuvering through the tunnels. One of them
was the wooden plank, which was useful in the first
chamber. A brave soul that can rescue the plank without
being infested might find this useful later on. If used as
a weapon, the board is treated as a non-proficient
weapon (4 to hit) and does damage like a club (its
lethal size and thickness is offset by its unwieldy nature).
2. Sanctuary
70 ft. x 70 ft.
A sunken amphitheater dominates the room. The stone
stairs and seats are bowed with years of use. Dust
covers everything. Its apparent that a giant fire pit in
the center of the room was once the focus of worship,
and strange things still jut forth from the ash. Above it
all, in a sunken niche in the wall, a vigilant wooden statue
shaped in the likeness of a humanoid toad watches over
all that passes into its domain.

Stairs lead down into the pit from the north and south.
Doors exit the sanctuary to the northeast and
southwest. A successful Knowledge (religion) check
(DC 21) suggests that the statue is a representation of

the Toad God, who watches over rites done in his name
from his location.
Disturbing the statue or the ash pit without
mentioning the Toad God with respect causes the
Creature to attack. The ash pit is a Trap that conceals
the Treasure.
Creature: The statue in the niche is a wooden replica
of the Toad God and is the beast that roams the
countryside at night. When sundown comes, the statue
comes to life, looking to wreck havoc. If it cant make
its way out into the world due to the collapse that occurs
after characters reach area 5, it simply roams this
chamber. Its made of a deep reddish-brown wood and
smells like pine. As of this morning, two large emeralds
sat like eyes in the statues now-empty eye sockets.
If touched without praising the Toad God, the statue
comes to life and attacks any living creatures in the
room. It doesnt pursue targets outside the room. At
night, the creature roams the countryside, preying on
innocents. Note that the statue is considered an
animated object and not a golem.
Trap: The pit is filled with two feet of ashes from past
rituals and now serves as a hazard. The first person to
dig through the ashes must make a Fortitude save (DC
13) or choke uncontrollably for 1d4 minutes on the
fine ash and suffer 1d6 points of subdual damage. Such
characters are incapacitated and are considered
helpless. The ashes are only trouble for the first person

TEMPLE OF THE TOAD GOD (AREAS 1-5)


to search through them, after which time displacement
neutralizes their affects.
Treasure: A successful Search check (DC 10) in the
ashes reveals bone fragments and the remains of an
entire halfling. A success by 10 or more points uncovers
a frost dagger with the name Neferon etched in
Common on the blade. Speaking the name while
wielding the blade causes it to become sheathed in ice,
inflicting an additional 1d6 hit points of cold damage.
Development: Knowing that this room was originally
a place of sacrifice, Cirdis and his group quickly
bypassed this area. They took the two emerald eyes
from the statue but abandoned the ash pit, thinking
only of the treasures waiting farther into the ruins.
Large Animated Wooden Statue: hp 25.
3. Priests Rooms
30 ft. X 20 ft.
The description below can be used for each room.
The walls and ceilings of the cells are less damaged
than other parts of the temple. One side of the room
houses a broken old bureau, the wood cracked and
splintered, doors hanging off their hinges. The other
side is the domain of an ancient, moldy straw mattress.
Icons painted on the walls depict the Toad God
swallowing hordes of unbelievers in his massive maw.
These rooms were the living quarters of the Toad Gods
priests, but they are now disheveled from the quake.
They are all nearly identical in size and content. Each
room contains a damaged bed, a worthless bureau, and
some icons in the form of pictures of toads. The items
in the room are ancient and crumble if handled roughly.
Each room takes approximately two and half minutes
to search completely (almost fifty minutes if the PCs
take 20), but there is nothing of interest in them.
Development: Cirdis, who knows the idol for which
he seeks is kept deeper within the ruins, neglected this
entire area. He knows that should he need a place to
which to retreat, he can run here.
3a. Thieving Priests Room
30 ft. X 20 ft.
This room is like all the others in this area for one
exception. A young priest with a penchant for acquiring
items belonging to others once lived here. Many of the
items he collected were hidden in safe locations outside
the ruins, but one item in particular was kept close for
good luck. Curious PCs that make a successful Search
check (DC 16) while examining the straw mattress find
his Treasure.
Treasure: Under the decay of straw and grime is one
of the temples devotional statues. The size of a human

finger, the statue is of the Toad God and appears to be


carved from a single large, black pearl (400 gp). This
relic could be considered a sacred representation (see
Beginning in Feldspar: Knowledge (religion) checks
above).
3b. Collapsed Stairs
10 ft. X 20 ft.
The stairs at the end of the hallway lead to an
inaccessible second level that collapsed during the
quakes.
4. Sacristy
30 ft. x 30 ft.
The door leading to this room has an ancient bronze
plate fastened to it. On the plate are scrawled ancient
hieroglyphics of toads and an inscription that reads, A
blight awaits all who enter without the blessings of the
Toad God, in a dead language. The inscription can be
read with the spell comprehend languages or a
successful Decipher Script check (DC 20).
PCs with a successful Search check (DC 18) around
the door and the bronze plate find a small latch that
causes the bronze plate to rotate up and to the right,
revealing a small hole in the door stuffed with a rolled
up piece of paper. The paper contains a written psalm
to the Toad God in Common that prevents activation of
the Trap inside the room.
Old oak cabinets, now rough with age and neglect, are
set against one wall. Other cabinets are entirely covered
with racks of ceramic containers. The smell of rot and
decay ooze from the third wall, lined with shelves of
books decomposing where they sit.
This dusty area was a storeroom for ecclesiastical
supplies. The cabinets are filled with old candles, robes,
and decanters. Ancient bottles of wine are kept in many
of the ceramic containers and the molded remains of
books on the shelves are worthless. Various other
pieces of religious paraphernalia are thrown in small
crates and wooden coffers. All the items look centuries
old and are valueless, if not useless. Treasure is found
in the cabinets and along the shelves with successful
Search checks (DC 17).
Trap: Disturbing any of the contents in this room
without first reading the psalm to the Toad God hidden
in the door to area 2 triggers the spell summon swarm,
as if cast by a 6th-level spellcaster. The spell calls forth
a plague of toads, which lasts until every person in the
room leaves or until 10 rounds (1 minute) has passed.
The trap can be triggered any number of times.
Treasure: Several items are located here.

TEMPLE OF THE TOAD GOD (AREAS 1-5)


D

D
D
D
D

Hidden in the cabinets, far back behind rotted


vestments, dried inkpots, and dust-covered
shards of pottery is another finger-sized statue of
the Toad God carved from a black pearl (400 gp).
Like its twin in area 3a, the statuette could be
considered a sacred representation (see
Beginning in Feldspar: Knowledge (religion)
checks above).
Within a small, ornately carved roanwood jewelry
box shaped like a toad are 50 gp. The jewelry box
is worth close to 35 gp alone.
A ceremonial gold dagger (2 penalty to attack
and damage rolls) rests on a blood stained font.
A tattered pouch on a shelf holds 176 gp.
Gold coins spill from the side of a smashed
ceramic vase thats plugged with a human skull.
There are 521 gp inside, but only 231 are actually
made of gold; the other 290 pieces are copper
coins overlaid with a thin layer of gold. A
successful Appraisal check (DC 15) sees through
the trickery.

Development: Cirdis found the hidden psalm to his


god and pilfered the best items from this room. Onequarter of the magical items found on Cirdis and his
group is from this area. Choose these items randomly
if its important as to which items were once located
here.
5. Mosaic Hallway
10 ft. x 80 ft.
The corridor is cluttered with broken masonry, rock,
and dust. Two large sections of one wall have collapsed
into two darkened sinkholes. The remaining walls all
have faint images of hieroglyphics and mosaics. Hey
seem to depict crazed followers of the Toad God
parading about in a flurry in the presence of the
amphibian lord.

10

The hallway was a grand foyer at the height of the cults


power. Time and the violent forces of geology have
thrown down this once mighty hall. Now, two large
portions of the northwest wall are missing, having
collapsed into huge sinkholes. These open holes lead
down to sinkholes with debris (areas 6 and 7).
One minute after the PCs arrive here, the Event
occurs. Getting near the edges of the sinkholes triggers
the Trap.
Trap: A 5-ft. section of floor in front of each dropoff is unstable. PCs with successful Wilderness Lore

checks, Knowledge (engineering and architecture)


checks, or dwarves with successful Search checks (DC
13) note that these areas are unsafe. If anyone moves
within 5 feet of the ledge, there is a 50% chance that it
collapses. Characters on collapsing sections of the floor
can escape harm with a successful Reflex save (DC 15).
Failure results in a tumble down into areas 6 or 7. The
drop into area 6 is 15 feet, and the drop into area 7 is
25 feet.
EventCave-In: One minute after the PCs arrive in
the mosaic hall, a tremor shakes the area. All PCs must
make Balance checks (DC 12) to stay on their feet.
Those that fail are thrown 5 feet in a random direction
and suffer 1d42 points of subdual damage. Use the
Grenadelike Weapons direction chart from the Players

VARIANT: CAVE-INS AND COLLAPSES


The rules presented here replace the current rules for
cave-ins and collapses found in the d20 System rules.
The excavation of loose rock is a strenuous task,
requiring an extensive amount of time. Continued
erosion and shifting earth continue to make any collapse
inconvenient, if not hazardous. Great care must be
taken when clearing the rocks and slabs out of the way.
Clearing debris requires that both hands be free. In
10 minutes, characters may excavate five times their
heavy load rating. A 5-ft. cubic area of loose rock
typically weighs one ton, or 2,000 pounds. This means
a character with an average Strength score of 10 can
displace a 5-ft. by 5-ft. square of loose rock in 40
minutes and still have room to walk upright. A halfling
with a 20 Strength clears away the same amount of
rock in 10 minutes with room to maneuver. Digging
tools such as picks and shovels allow characters to clear
twice the amount of rubble in the same amount of time.
After an hour of this sort of strenuous activity,
characters must rest for 20 minutes. If characters forgo
rest, they must make a Constitution save (DC 10) after
10 minutes of additional activity or become fatigued.
For every additional 10 minutes of activity without rest,
the DC increases by 1. If fatigued characters continue
to dig and fail another Constitution save, they become
exhausted. Exhausted characters that fail a Constitution
save become incapacitated.
If characters dont mind crawling through
claustrophobic spaces, they can spend half the time to
carve out a cramped, 2-ft. by 2-ft. by 2-ft. tunnel that
gives them no room to stretch or strand. Characters
can crawl at half their speed in these tunnels and are
considered flat-footed for the purpose of combat.

RUINS OF THE TEMPLE (AREAS 6-12)


Handbook to determine in what direction a character
is thrown. Note the consequences falling within 5 feet
of the unsafe ledges.
With the tremor comes the collapse of areas 1 and
2. Area 1 is completely destroyed in the collapse, while
only a 30-ft. by 30-ft section of the southeast corner
in area 2 is filled with rubble. This seals the entrance
and forces the characters to either continue forward
and find a way out, or spend a great deal of time
tunneling through the collapse.

RUINS OF THE TEMPLE


When the quakes hit the region, rooms farther inside
the hill were thrown down, filled in, and otherwise
altered from the shocks. Much of the original rooms
were destroyed in the process, leaving little evidence
suggesting their prior function or nature.
As the destroyed laboratory would suggest (area 9),
the rooms beyond the sacristy were probably used by
only a few respected cultists for dreadful purposes.
Torture and alien experimentation often took place
within these halls, most likely in the rooms farther from
the temple proper (areas 1-5).
Today, these areas are unused by most of the current
inhabitants. On occasion, a carrion crawler or two might
be found wandering the halls. Goblins from areas 1318 avoid these chambers. They use to patrol the area
at one time but lethal encounters with wandering carrion
crawlers frightened them back into their defensive lair.
They now rely on these subterranean monsters to scare
off any unwanted intruders.
Cirdis: In this area, Cirdis and his companions can
be found in area 12, fighting the lone carrion crawler.
The sounds of battle can be heard as far away as areas
7 (DC 10) and 11 (DC 5). When the PCs arrive on the
scene, one of Cirdis paralyzed companions is being
eaten alive and another is crumpled up against the west
wall, a victim of the 20-ft. fall.
When encountered here, Cirdis is a 3rd-level
character and is accompanied by only 2 remaining
henchmen (see Resources for more details).
Henchmen (2): hp 6, 4.
Cirdis: hp 12.

RANDOM RUIN ENCOUNTERS


This area of the temple has seen little activity. To this
day, the tunnels and caverns are home to nothing but
scavengers.
Roll d% every hour to determine whether or not a

random encounter occurs. Reference the result below.


Roll d%
01-92
93-96
97-98
99
00

Random Encounter
No encounter
Geia, Ftr 2
Goblins (6)
Ankheg
Carrion Crawler

EL

2
3
3
4

Goblins: The recent collapse draws out the goblins


to investigate. The mere sight of a creature incites them
to attack first and ask questions later. If defeat is likely,
they rush to the goblin lair for support. If this is
impossible, they take their own lives with their daggers.
Treat this as a self-inflicted coup de grace.
Goblins (6): hp 7, 6, 5, 3, 3, 1.
Geia, 2nd-level Fighter: This feisty young warrior is
a local hero to farmers in the remote area. While in
Feldspar, she agreed to join Cirdis on his expedition, if
only to spy on the madman and foil his plans. Cirdis,
being no fool, saw through the warrior and slipped her
a potion of love . Thus, she immediately became
enraptured with the cultist.
Unfortunately for Cirdis, the potion didnt last very
long, and before he knew it, Geia partially regained her
senses. If Cirdis is found in area 5, Geia fled forward
into the ruins; otherwise, she stumbled out of the
deeper caverns. Either way, she is now wandering the
caverns lost, hopelessly in love with the cultist and
deeply confused about how to stop her beloved.
Geia: hp 19
Ankheg: A slight tremor betrays the arrival of a
grotesque ankheg! Characters making successful
Wilderness Lore checks (DC 15) realize the tremor for
what it is and arent surprised.
Ankheg: hp 27
Carrion Crawler: This nasty critter is free from its
fear of the hill giant and is starving. If its killed, subtract
the crawler from the number of crawlers in area 19.
Carrion Crawler: hp 17.

KEYED RUIN ENCOUNTERS


6. Southwestern Sinkhole
Debris litters this natural cavern. What was once a
chamber of finery is now scattered wreckage. Pieces
of wooden furniture, broken plaster, and torn remains
of clothing suggest that the room that was once above
this sinkhole must have been of great importance. A
thin layer of rust can be seen on the floor near the
back of the grotto.

11

RUINS OF THE TEMPLE (AREAS 6-12)


VARIANT: SWIMMING
The rules on swimming and drowning are some of
the harshest rules in the game. As written, a character
missing a Swim check by 5 or more points begins to
drown. The first round, she is unconscious; the
second round, she is at 1 hit points; the last round;
she is dead. Simply put, this is the only save vs. Death
or die rule in the game!
To facilitate more underwater game-play, we
suggest altering the rules slightly. On the first round
a character begins to drown, she suffers 1d6 hit points
of subdual damage and is helpless (essentially
thrashing about). On each subsequent round, the
character suffers a cumulative 1d6 hit points of
subdual damage until she is unconscious (until her
subdual damage is equal to or greater than her current
hit points). Then, in the next three rounds, she drops
to 0 hit points, then 1 hit points, and finally she
drowns.
Swimming characters must still be wary of a watery
death, but this rule keeps unfortunate characters alive
long enough for friends and allies to attempt a rescue.
Furniture of a once lavish chamber is now rubbish along
the cave floor. There is nothing of interest here. The
thin layer of rust-looking powder is actually the Trap.
Trap: Taking up the entire 10-ft. square exit to the
northwest is a patch of russet mold. PCs that can see
the patch from the floor of the grotto notice that it is
not rust but a small area of lumpy oatmeal. Knowledge
(nature) checks (DC 20) recognize the russet-mold for
what it is. Druids immediately know this without a check.
A successful Fortitude save (DC 16) must be made
when moving within 5 feet of the mold. Failure results
in becoming infected with free-floating spores, which
the mold continuously produces. The spores cause
immediate paralysis for 1d20+2 minutes and 1d6 points
of temporary Constitution damage. Targets suffering
from the spores must make another Fortitude save or
suffer an additional 1d6 points of Constitution damage
1 minute later.
7. Northeastern Sinkhole
The bottom of this sinkhole is filled with rubbish, some
of which is old brick, natural stone, broken chairs, and
fractured tables. Water falls in droplets from broken
stalactites, producing an eerie dripping noise.

12

The bottom of the sinkhole is littered with debris,


including a great deal of busted masonry and furniture.
Three crevasses lead out of the grotto.

PCs in the chamber can hear faint thuds and crashes


down the northern tunnel with a successful Listen check
(DC 20). Success by more than 5 points also picks up
occasional high pitch squeals in that direction.
Active listening near the ramp leading out to the
northwest reveals the sound of metal ringing off metal
with a successful Listen check (DC 22). Success by 5
or more also reveals voices in an indeterminate
language. The ramp to the south is quiet, but PCs can
smell water in that direction.
8. Pool
20-ft. x 20-ft.
Thirty feet below the level of the tunnel is a stagnant
pool of water. Its surface is calm, its depths
unfathomable. Off to one side, another cave entrance
leads into this pit, though its near impossible to access.
This natural shaft drops 30 feet to a 30-ft. deep,
freshwater pool, though its impossible for PCs to tell
the depth without swimming in the water.
A submerged, 10-ft x 40-ft. tunnel just under the
surface of the water leads directly to area 18. A
successful Swim check (DC 10) is needed to navigate
the tunnel. Note that PCs receive a 1 cumulative
penalty on their checks for each round they swim
underwater (see the variant rule for swimming below).
9. Destroyed Laboratory
30 ft. x 20 ft.
The twisted crack in the earth breaches a wall and opens
up into a room, lost in disarray. Broken glass bottles
and several metal stands jut forth from the piles of
wreckage covering the floor. The entire left half of the
room is buried in solid rock. On the north end of the
ruins lie two shiny, greasy puddles.
This room was obviously a lab, although half of it is
currently buried in rubble, and the other half is
disheveled and ruined. Rubble, glass, and bits of metal
cover the floor making this floor uneven and dangerous.
Nothing of value can be found here. Hiding in the rubble
is the Creature.
Creature: A third homunculus also suffered
deterioration, but remains intact. The tiny thing hides
amongst the rubble (Hide +12) and watches the PCs as
they enter. If it isnt spotted, the homunculus lies in
wait and follows the PCs when they leave the room. It
stalks them until they are vulnerable (such as when they
are climbing down a cliff, or otherwise engaged with
an enemy).
Development: Anyone making any sudden actions
in this room (including combat, running, or even
hustling at double speed) must make a Balance check

RUINS OF THE TEMPLE (AREAS 6-12)


Beyond the grate, torches grace the walls, held within
infrequent sconces. Illumination is minimal, but PCs
can see the length of both corridors. (see Lair of the
Goblins for more details). Its possible that they hear
ongoing activity from area 15 during day. A successful
Listen check (DC 15) discerns the sounds of physical
exertion and labor coming from down the southern
corridor during daylight hours (the sounds are made
by goblins in area 16) .
Development: Should the goblins in room 15 be
awake, their activity produces an echoing clang
reminiscent of metal on metal. Voices of a half dozen
goblins are audible beyond the grate at any one time.
Characters note that they issue from either direction
down the corridors.
If characters are using a light source to view the area,
there is a cumulative 30% chance per minute that they
are spotted and an alarm raised (again, see Lair of the
Goblins).

(DC 10) or fall and suffer 1d4-1 points of subdual


damage from cuts, bruises, and scrapes.
The two greasy pools lying amidst the rubble are the
remains of homunculi created by the temple master
long ago. They dissolved into their current, goo-like
state when the master perished, but the sacred power
of the Toad God has infused then with quasi-life. A
Knowledge (arcana) (DC 23) or Spellcraft (DC 27) check
reveals the true nature of the pools. If someone tries to
touch one of them, it shies away at a speed of 5 feet
per round. Repeated irritations cause the puddles to
slip into the rubble where they hide until trespassers
are gone. Either of the two quasi-homunculi can be
easily destroyed with magic, fire, acid, electricity, cold,
or force damage.
Homunculus: hp 8.
10. Grate
The tunnel slopes steadily down, becoming increasingly
narrow and difficult to maneuver. At its end lies a dull
iron grate preventing entrance into a lit, stone-worked
corridor beyond. The grate is secured by four padlocks
to metal rungs driven into the stone. Snitch had the
grate placed here as a defense against trespassers.
Though it looks formidable, the grate is meant to be a
temporary solution and can be removed with a hard
shove (Break DC 20). Each lock can be picked with a
successful Open Lock check (DC 20).

11. Sunken Grotto


40 ft. x 40 ft.
Debris fills the chamber as echoes of dull thuds and
occasional crashes flitter anxiously about. A ramp
leading out of the chamber appears to have collected
more than its fair share of rubbish as it drops sharply
away.
The floor of the chamber is littered with debris, choking
the ramp leading to the north where the Trap is located.
Random thuds are clearly heard from this chamber.
Anyone actively making a Listen check (DC 15) is likely
to hear an occasional high pitch squeal. These squeals
sound anything by humanoid.
Trap: The tunnel leading out to the north is wide
enough for one person to climb and drops sharply away
from the grotto at a 25 degree angle. It is filled with
loose rock, broken furniture, and masonry thats quite
treacherous.
Anyone moving down the incline must make a
Balance check (DC 15) as stones and busted furniture
shift out from under their feet. Characters that are ahead
of those falling must make a Reflex save (DC 20) or fall
with them. Falling characters spin, bounce, and fall until
they roll off the edge of the tunnel, falling into area 12.
A successful Tumble check (DC 20) reduces the
damage in a fall to only 1d6 points of subdual damage.
Characters with successful Climb checks (DC 10) can
make it safely down the incline. Those that think to climb
down on hands and knees gain a +2 to their roll. Reduce
the DC by 5 if a rope anchors a climber.
Characters that are able to keep their footing can
Move Silently down the ramp but suffer a 4 penalty to

13

LAIR OF THE GOBLINS (AREAS 13-18)


their checks. The penalty is only 2 if characters crawl
on hands and knees. Any noise made in the hall alerts
the creature in area 12.
12. Cave of the Carrion Crawler
30 ft. x 20 ft.
Inside this natural cave are dripping stalactites hanging
from a ceiling covered with green-orange fungus. Small
pools of slick dampness punctuate the floor. Broken
furniture, rubble, and plaster lie in clumps near one
wall of the cave.

14

This natural grotto was formed over


thousands of years by erosion. Other
than the Creature, there is nothing
harmful in the cave, including the
green-orange fungus that
covers the ceiling.
Creature: A carrion
crawler resides here to
escape the giant in area
19. It is situated in the
middle of the chamber,
gnawing on the remains of
a goblin that stumbled
head long down the incline
from area 11.
Development: The
carrion crawler easily
hears any PC that
tumbles or slides down
the incline and falls into
the chamber. In this case,
it gains a round of surprise
on the intended victim.
PCs that manage to climb down the incline without
sliding or falling have a better chance of sneaking up
on the creature. The carrion crawler must succeed with
a Listen check (DC 10 or Move Silently result) to notice
them, while PCs need to make Spot checks (DC 10) to
notice it. The crawler concentrates all its tentacles on
one character at a time. It continues to attack until killed
or until it has severely injured or paralyzed a majority
of the PCs.
Combat in this grotto draws the attention of
Rappaport, the hill giant in area 19. On the seventh
round after combat starts, Rappaport comes roaring
up to the entrance of the grotto, driven into a fury by
both hunger and the malfeasant (see Cavern of the
Hill Giant section for details). His frame prevents him
from entering the cave, but he can reach his greatclub
through the entrance to a distance of 10 feet. If the
carrion crawler is still alive at this point, it breaks off its

attacks and retreats to ceiling in fear. It wont come


down for well over a day.
Rappaport sticks around after interrupting the battle,
calling desperately for the tiny morsels to come to
him, reassuring his delicious friends that he will do
them no harm. He is so desperate for food that he stays
just outside the cave indefinitely as long as PCs stay
within area 12. PCs that are fooled into believing
Rappaport deserve whatever fate befalls them should
they join him in area 19.
NPC: All of this is complicated
by the presence of Cirdis, if
he is found here. Cirdis
tries to Bluff Rappaport
into believing that he
was sent to give him a
peace offering. If
convinced, the giant
lets him and the
group enter safely
into the larger cavern
(area 19). Once inside,
Cirdis naturally turns on
the group, telling the
giant that they are the
peace offerings sent to
appease
his
hunger.
Rappaport attacks the group
immediately, while Cirdis makes a
run for it.
Carrion crawler: 20

LAIR OF THE GOBLINS


The goblins utilize a section of the old Toad God temple
that was once called the Inner Sanctum. Well made and
built to withstand the most destructive elements, these
hallways were the studies for powerful priests.
Today, this section remains sound and stable,
vindicating the engineers whose lives were given over
to the Toad God upon completion of the temple. The
goblins keep passageways relatively clear of rubbish,
including debris from the quakes. Currently, iron grates
cover most of the fissures in the walls. This keeps any
unwanted elements from wandering into the area.
Within the halls of the goblin lair, the remnants of
the Toad God and his cult are more apparent. Glyphs,
sigils, and hieroglyphs are prominent on the walls and
depict toads, sculwugs, and cultists engaged in vile acts
against others. Only faint cracks can be seen in the
walls. In some corridors, old granite statues of toadlike humanoids stand guard over forgotten secrets.

LAIR OF THE GOBLINS (AREAS 13-18)


Cirdis: The cultist and a couple if remaining guards
are found in the grotto that houses the goblins rations
of food (area 18). The three men stealthily bypassed
the grate and quickly hide the cave to avoid detection.
They are on edge, and attack any group with goblins in
it. If the group arrives without goblins, Cirdis petitions
them to help him against the creatures. Cirdis initial
plan is to subjugate and rule over them, but if good
characters are evident in the group, the cultist offers
help in foiling their evil intentions (for surely, goblins
are evil, no?)
If encountered here, Cirdis is a 3rd-level character
and is accompanied by two remaining henchmen (see
Resources for more details).
Henchmen (2): hp 7, 5.
Cirdis: hp 14

SNITCHS DILEMMA
The Goblin Kings vengeance hung over the goblins
like a frightful spectre . Snitch decided to fortify the
temple, taking great care to limit access to the new lair.
The goblins used iron grates to
seal gaping holes and cut new
blocks to replace unstable
ones. Snitch also claimed
the lone key to the iron
door tin area 17 hat opened
to the outside world in area
17. With both front and
back entrances secured,
the goblins felt almost
invincible, until Snitchs
key to the iron door
vanished.
The only one Snitch
could think to have stole the
key was One-Ear, his most
trusted peon. One-Ear, so
named for losing an ear in a
worg attack, was a cowardly,
incompetent warrior whose folly
agitated the Goblin King and
doomed him to a life of harsh
treatment by the other goblins.
When Snitch and his
companions fled for the hills,
One-Ear was taken along to fill the roll of Snitchs
personal slave.
This choice proved unwise, for when the first of the
earthquakes hit after the goblins settled the temple,
One-Ear became frightened and stole the key to the

iron door in desperation. He fled in hopes of finding


the door but unfortunately became disoriented, and in
confusion, dashed deeper into the ruined temple. I n
no time, One-Ear wandered into Rappaports caverns
and met and untimely death at the end of the giants
mighty club.
Without the key, Snitch and his goblins must
maneuver through the natural caves to exit the temples
entrance in area 1. Traipsing through these caverns
doesnt appeal to Snitchs companions, so the frustrated
leader is eager to find One-Ear and regain his key. Once
Snitch is aware of the cave in blocking the only other
exit out, he becomes adamant in finding the thief.

ENCROACHING PCS
The goblins dont take lightly to visitors of any kind.
They are nervous and on guard against several threats,
including the Goblin King and the carrion crawlers. They
know of the hill giant in area 19, and though they realize
he is too large to find his way into their domain, his
presence makes them nervous. Besides, if a hill giant
can be one of many hazards in these ruined halls, whose
to say what else is lurking in
undiscovered recesses!
For these very reasons, a group
of 1d3+4 elite goblins patrol the
corridors at all times, making
sure all is as it should be among
the goblin inhabitants. The
patrol changes once every
8 hours. If an intruder is
encountered, the patrol
acts fast. One of them
runs off to alert Snitch
while the others either
slay monstrous beast or, if
the intruder is intelligent,
surround the creature(s) in
hopes they surrender. If
attacked, the goblins use total
defense (+4 to AC, no
attacks) in order to hold the
intruder for a few rounds
until
help
arrives.
Reinforcements arrive at a rate
of 1d3+4 goblins every three
rounds until all 20 elite goblin warriors converge on
the hostile trespasser(s). Snitch and the groups
menacing shaman, Blix, arrive just after the fifth round.
Once he arrives on the scene, Snitch demands that
intruders stand down, speaking in Goblin, Dwarven,

15

LAIR OF THE GOBLINS (AREAS 13-18)


and Elven. If fighting continues or breaks out, Blix casts
two hold person spells on PCs that seem to be the
most able combatants, after which Snitch demands
again that the fighting cease. Snitch is undaunted by
adamant or foolhardy adventures; with abrupt,
calculating decision, Snitch orders the PCs demise,
calling for a hail of arrows into partys ranks.
Adventurers that comply with Snitchs demands are
interrogated, choosing one PC to approach (any one
that looks important will do, such as a cleric or highly
decorated fighter). Snitch searches out elves first, then
dwarves, and finally whoever seems to understand him.
He demands to know why they have trespassed into
the goblin lair.
Any character interrogated by Snitch must make a
Diplomacy check (DC 10) to assuage Snitchs
frustrations and not to insult the goblin leader. Bluffing
the shrewd goblin might be a little harder (Sense Motive
+3). The result of the check has no immediate affect
on Snitchs reaction. The goblin leader demands
restitution for the PCs actions, insisting that the party
must perform a service for him. Snitch promises
forgiveness for the characters if they succeed, but if a
PCs Diplomacy or Bluff check was unsuccessful, Snitch
intends to bring down his full wrath on the party when
it returns, killing the characters in a heinous fashion.
Refusing Snitchs offer of service evokes threats from
the goblin shaman Blix, who meanders about close to
the PCs, eyeing them suspiciously. Continued
stubbornness on the part of the party causes this mean
and nasty creature to lash out with his gnarled talons in
an attempt to inflict bestow lesser curse on a PC
(determine randomly). The target of the curse can make
a Spot check (DC 10) to see the attack coming and
thus react, otherwise the character is considered flatfooted.
PCs that decide to help Snitch regain his key are
treated fairly well. They are given a day to rest and
recuperate, and the party is allowed to stay in one of
former priest chambers (area 13). Snitch has a guard
of five warriors stationed near the room, and PCs arent
allowed to wander the halls. Attempts to get around
this restriction anger Snitch, who orders PCs killed
immediately.

THE GHOST OF TAYLEEN

16

Ages ago, the temple succumbed to an insidious


creature known as a malfeasant (see Caves of the Hill
Giant for more background). One of the unfortunate
victims of the creature was Tayleen.
Tayleen was a heroic paladin from far away lands who

came to the temple to best it. The courageous paladin


caused a stir in short time by chasing off wayward
pilgrims as they approached the sanctuary. Her infamy
grew among the temple clerics, who decided to
confront the nuisance. The clerics confronted the
paladin and challenged her to single combat, insisting
that should she best their champion in single combat,
then they would abandon the temple. Tayleen agreed,
though unbeknownst to her, the temple had recruited
one of the local hill giants to act as their champion.
Outmatched and overpowered from the beginning,
Tayleen adhered to her oath of combat and suffered
greatly for it. Not only did the giant disfigure her body,
but her code of honor was mocked openly by the toadpriests. Her near lifeless body was brought to the temple
for sport and recreation. Bound by manacles in one of
many torture rooms, Tayleen drifted through a druginduced haze that prevented her from completely
comprehending the emotional and physical abuses her
captors wrought on her.
Death came to the paladin nearly a month later when
the influences of the malfeasant began to take its toll.
In a fit of rage facilitated by the creature, Tayleens
torturers did unspeakable things to her which her body
could not bear.
Freed from her mortal prison, Tayleen found herself
in a titanic struggle against the ethereal horror. A great
battle took place, ending with Tayleen victorious. The
malfeasant was driven off, and Tayleen was free to finish
her journey to the land of the dead.
Yet, Tayleen was restless, unable to leave behind the
evil that was the temple. She knew that it was only a
matter of time before the temple again gained followers
and priests to lead those followers. She resolved to
remain, hoping that heroes of pure heart would one
day throw down the temple. With unceasing vigor,
Tayleen wards off the malfeasant from this area while
observing the goblins.
Development: Tayleen wanders the halls of the goblin
lair in an effort to determine their true motives. You
should choose her exact presence or route before PCs
begin wandering this area. Note that she avoids the
chamber with her body, which is located in any area
13 chamber of your choice.
A table is provided should you wish to determine
her presence randomly.
Roll d%
01-25
26-50
51-00

Area
Any area 13 chambers
(except for one that holds her remains)
Wandering the halls
Area 14, Snitchs and Blixs room

LAIR OF THE GOBLINS (AREAS 13-18)


Tayleen can usually be found in either Snitchs or Blixs
chambers. She is suspicious of the goblins and
understands that the two goblins are respected leaders.
If Tayleen encounters heroes worthy of desecrating
the ancient toadic alter in area 17, she appears before
them when they are alone. She doesnt appear if goblins
might notice her, but she appears to honest, forthright
persons if it looks as if the goblins might kill them.
Tayleen reveals the following if the party engages in
conversation with her:

She knows of the malfeasant and its


preoccupation with the hill giant in area 19.
Though she doesnt know the name of the
creature, she does know it can sap the life from
someone, consume the souls of the dead, and
exists in the ethereal world.
The two leaders of the goblins are named Snitch
and Blix, and they both live in the same chamber
(area 14). They hide their wealth in a secret room
accessed by removing a stone from the north
wall. Animal hides on the wall conceal the stone.
The chambers to the northwest are home to a
great evil. She is unable to go there, and she
believes the area is protected by something more
powerful than mortal magic.

Tayleen is as helpful as she possibly can. She is honest


and withholds nothing. She might even be convinced
into accompanying the group if she thinks her help
might be the difference between failure and success in
confronting the malfeasant.

RANDOM RUIN ENCOUNTERS


The goblin lair is fairly secure from wandering monsters.
As long as the PCs are in this area, the only random
dangers they face are goblins, an ankheg or two. Goblins
are quick to react to any ankheg forays; a group of
1d6+6 goblins arrive within a minute of these beasts
infiltration.
Roll d% every half-hour to determine whether or not a
random encounter occurs. Reference the result with the
table below.
Roll d%
01-75
76-80
86-95
96-98
99-00

Random Encounter
No encounter
Goblins (1d3+1)
Goblin Patrol (1d3+4)
Snitch or Blix, with guards (2)
Ankhegs (2)

EL

2
3
5
5

Goblins (1d3+1): Since these goblins arent on duty,


they have no armor, shields, or weapons. Completely
helpless, they flee attackers and shout out warnings
that are inevitably heard.
Goblins: hp 9, 9, 1, 1.
Goblin Patrol (1d3+4): See Encroaching PCs above
for details on the patrols reaction to intruders.
Goblins: hp 10, 9, 6, 5, 4, [9, 1].
Snitch or Blix: Wandering through the hall with their
guards is either Snitch or Blix (your choice). The guards
are 2nd-level fighters and are trained to kill attackers
first and ask questions later.
Snitch: hp 24.
Blix: hp 17.
Elite Guards (2): hp 17.
Ankhegs (2): These nasty beasts take great delight
in consuming potential meals. If these two creatures
are killed, mark off the total number of ankhegs found
in area 19.
Ankhegs (2): hp 22, 20.

KEYE
D LAI
R EN CO
U NTE
RS
EYED
AIR
COU
NTER
13. Goblin Quarters
20 ft. x 20 ft.
These are dirty little hives filled with female goblins
suckling their young. The floors are covered in filth,
while the walls are marked with simple graffiti over top
ancient, amphibious pictographs.
Each of these squalid little rooms contains two or three
of Snitchs soldiers and twice as many noncombatants.
The rooms have crude living items, such as pots and
pans, furniture, and perhaps even a little food, but
nothing of any value. A total of 270 gp and 110 pp can
be found all the combatants in all the chambers
combined. Feel free to divide this total up as you wish
among each occupant or chamber.
14. Snitchs & Blixs Room
30 ft. x 30 ft.
The walls here are like any other youve seen thus far.
Pictographs detailing amphibians and other toad motifs
are pervasive. A large, crude bed dominates this room,
which is otherwise unremarkable. Several goblin
concubines lay about the bed.
The chamber is sparsely furnished and is home to the
Creatures. Their Treasure is hidden in a secret room.
Creatures: This is where Blix, Snitch, and Snitchs
five concubines live (its good to be the chief). The five
concubines are always here; Blix and Snitch are only
here 25% of the time. If they arent here, they can be

17

LAIR OF THE GOBLINS (AREAS 13-18)


found somewhere is the lair (choose or determine
randomly).
Both goblins are highly protective of their power,
though they see this as a necessity to ensure order
and help the others survive. However, when it comes
down to life or death, both the shaman and the fighter
flee into the natural tunnels to save their lives.
A Search check (DC 25) might reveal a loose stone
in the north wall covered by animal skins. On the block
of stone is a large iron rung placed so as to make it
easy to pull the stone from the wall. The stone weighs
2,000 pounds.
Treasure: Beyond the wall is a 10 ft. x 30 ft. chamber
that contains Blixs and Snitchs private treasure: 310
gp in two dry, leather sacks, several goblin-etched
statuettes of semi-gruesome goblin deities, dented
copper cups and platters of little worth left by ancient
occupants, and a pendent of black onyx with silver
stripes worth 120 gp.
15. Stonemason
20 ft. x 30 ft.
This room is one of the largest in the area. Little
evidence of the toad cult remains. In its place are the
signs of chiseled stone blocks and food scraps from
recent inhabitants. Some hammers and chisels lie about
the floor, and chunks of stone and granite powder cover
the floor.

18

This is the workspace of the Creatures, which are busy


here during any one 10-hour shift.
Creatures: During active hours, a cacophony of
crashes and clangs fill the room as a goblin mason and
his three assistants hustle about the room. He is
knowledgeable in the arts of stonemasonry, but his
minute skill and lack of equipment make it hard for him
to construct the needed blocks for the large hole now
blocked with a grate. Still, the goblin and his assistants
have done a fine job of patching cracks in the wall, and
thus Snitch continues to keep them busy cutting and
pounding.
Development: There is a 25% chance that these
residence of this room are found napping when the
PCs enter. If this is so, one them awakes at the hint of
any loud sounds. Once awake, general mayhem breaks
out as the goblins run, crying for help.
If found working, the goblins are hard at work, in
which case, PCs can easily hear activity coming from
this chamber throughout the goblin lair. They are so
concentrated on their work that the group can take them
by surprise with little trouble.

16. Blacksmiths Shop


10 ft. X 30 ft.
Intense heat radiates off of the red-hot forge as sweaty
little goblins shape iron into grates. The sound of their
hammers ringing off the raw iron echoes throughout
the goblin-filled tunnels. The shop is filled with half
finished grates, weapons, and tools.
A great deal of noise issues from this area during the
day. Inside, busy goblins hasten to create iron grates
to cover the cracks and fissures caused by tremors.
They work in tandem with the goblin stonemasons to
repair any damaged portions of the stonework walls. If
they are confronted by adventurers, they scream and
run to alert Snitch.
17. Meeting Hall
40 ft. X 30 ft.
A small amphitheater like stadium dominates this room.
The stadium seems to be carved from two large pieces
of stone. The southern wall frames a huge, bound, iron
door, while the north wall holds a simple wooden door.
In the center of the amphitheater is a tall stone block
marred with reddish-brown stains, as well as nicks and
cuts. It is framed by an iron apparatus.
This is where the goblins gather whenever Snitch wants
to speak to the entire assembly of goblins.
The tall block held in of stone was an alter once. It
now conceals a wooden trap door with a Trap. The
goblins use the stone as a podium and have neglected
to search it, leaving the Treasure hidden under the trap
door.
Trap: Suspended from the bottom of the trap door
are two vials of harmful chemicals. If the altar is moved
to get at the trap door, the vials crash to the floor of the
hidden compartment and release a noxious gas.
Noxious Gas: CR 4; Search 21; Disable Device 23;
Toadic Poison--Inhaled (DC 15), Initial: 1d4 temporary
Con points, Secondary: 1d6 temporary Con points.
Treasure: The treasure is held in a secret 8 ft. x 8 ft.
compartment beyond the trap door. Stored within the
compartment is wealth for intrepid adventurers: 351
gp in several rotten sacks; four gemsa sard (25 gp), a
golden pearl (80 gp), a citrine (30 gp), and a rose quartz
(60 gp); and a potion of delay poison.
18. Storage
30 ft. x 30 ft.
Roughly hewn from the surrounding natural stone, the
goblins larder is nearly bare. A few half empty barrels
line one wall, while open sacks of grains and cereals
lay against another. The icy cold air preserve the bodies
of sheep and beef, skinned and prepared, hanging from
the stone ceiling near the pool of water.

CAVERN OF THE HILL GIANT (AREA 19)


The natural cave serves as a larder for the goblin lair.
There is currently enough food to feed the everyone in
the lair for several weeks. The pool is used for drinking
water. Its safe enough to drink in small doses, though
its taste is tainted with large amounts of minerals.
The pool connects this chamber with area 8 (see
Ruins of the Temple). Characters can traverse the
underwater passageways linking the two chambers; all
they need do is swim for 40 ft. to make it to the
connected grotto. The DC for the attempt is 10 + 1 per
round after the first).
Cirdis: If the cultist is found here, hes hiding among
the foodstuffs. Hes formulating his next plan of action
with two of his henchmen. He doesnt reveal himself
until hes sure the group isnt allied with the goblins.

CAVERN OF THE HILL GIANT


Three weeks ago, while hunting through some
catacombs, an unexpected quake trapped Rappaport
the hill giant in this cavern. Since that ill-fated day,
Rappaport has been trapped, hunting what he can to
survive. This includes a cluster of carrion crawlers sealed
in the tunnels as well. This new diet places him in
immediate danger most of the time, and has caused
him a good deal of grief. Even now, the entire left side
of Rappaports face is permanently paralyzed as a result
of the carrions immobilizing tentacles. He can no longer
speak properly, his cheeks lay limply on his face, and
his left eye is half closed. If it werent for the crawlers
avoidance of the main chamber, and their instinctual
act of freezing up whenever the giant approaches,
Rappaport might not have survived this long.
Both sides now eke out a meager existence. The
crawlers eat bats and lizards in back tunnels and in the
crevasses off the main cavern. Rappaport finds the
carrion to be elusive, and has only had the satisfaction
of goblin meat recently. That was due mostly to the
blunders of One-Ear, whom the giant feasted on after
mutilating him with his club. Afterwards, Rappaport
secured the goblins decapitated head to a dangling
fishing line as a warning for all. Now, the hungry, irritable
giant influenced by the malicious malfeasant possesses
the key to Snitchs iron door.
Cirdis: Persistence and sacrifice (of his companions)
gets Cirdis here. He is alone and without help, cowering
in a crevasse. By himself, Cirdis couldnt talk the starving
giant into sparing his life. With the adventurers arrival,
he has a plan! He befriends the group if possible and
then presents them to the giant as an offering of his
good will. Without waiting around to experience the

carnage, Cirdis flees the area.


Cirdis is a 4th-level character if encountered here.
Rappaport: hp 62 (suffering from 36 points of
subdual damage).
Cirdis: hp 12

CLUSTER OF CARRION CRAWLERS


There are nine carrion crawlers that prowl this area,
avoiding Rappaport at all cost. They take advantage of
the small crevasses that lead to sinkholes in area 19.
The openings to these lairs are such that Rappaport is
too large to gain access to them, but he manages to
squeeze his arm and club through the tight holes.
The party has a 20% chance per hour of finding itself
face-to-face with a carrion crawler or two (and never
more) while maneuvering through the cavern. This
chance drops to zero if Rappaport is nearby, or if the
group is near the ankheg nest to the far southeast.
Should the party slip through the crevasses and into
the sinkholes, the chance of an encounter increases to
80% per half-hour. Carrion crawlers attack immediately
unless Rappaport is nearby, in which case they freeze
for up to an hour after the giant leaves. They stay
completely still as long as they are unharmed but defend
against any attackers.
Carrion Crawlers: hp 22, 21, 20 (x2), 19, 17 (x2).

CLUSTER OF ANKHEGS
In the far southeast corner of area 19 is a cluster of
four ankhegs, driven upward by the force of the recent
tremors. Rappaport has avoided this area simply
because his potential meals never stray this far away.
Several collapsed tunnels along the wall mark the area
in which the cluster lives. The floor is less stable here,
with shifting dirt and rubble scattered everywhere. From
time to time, loose rock and dirt fall from the ceiling
and clatter about the floor. The area is quite unstable,
and any sudden violent area affect spells or weapons
might cause a cave-in.
Strewn about the debris are skeletal forms in rusted,
brittle armor. Many of them have missing arms and
shattered legs. Sundered shields, broken weapons, and
wooden debris from destroyed war engines are found
under dirt and in hidden recesses. The scene is
reminiscent of a titanic struggle between long dead
enemies. A successful Knowledge (nobility and royalty)
check (DC 22) recognizes the banners and standards
of kingdoms from as far back as 150 years.
The four ankhegs lurk just below the surface of the
floor in wait for impending morsels. One or two

19

CAVERN OF THE HILL GIANT (AREA 19)


unfortunate carrion crawlers have made their way into
this chamber, never to return. This has not satisfied
the ankhegs, which have gone without for some
time now. Though ravaged with hunger,
they suffer little in comparison to
Rappaport.
Creatures: hp 29, 26,
22, 20.
Treasure: There is a fair
amount of wealth that fell
with its owners. A Search
check (DC 20) reveals one
of the following items (your
choice) nestled in the rib
cage of skeleton or lodge
in a rocky depression.
Characters find one
additional item for every 5
points by which they
succeed.

20

A scroll sits in a
depression carrying
these arcane spellsall
written by a 5th-level
spellcaster: 1stpush
(new), successive shot
(new), write (new);
2nd friends (new),
levitate; 3rddispel
magic.
Two masterwork
chain shirts. Each is
magical and will never
rust or tarnish
(otherwise, a +1 armor
bonus).
Among rotted sacks and
pouches lie 124 gp, 245 sp,
and 456 cp. The coins are
from an era long since past and
might fetch one and a half times their
amount from eager coin collectors.
A skeleton dressed in the rotting
remains of a pirates outfit clutches
a scroll case with a treasure map
inside. The map shows a
string of mountains located
near a large body of
waterthough the

nearest body of
water is well
over a few
months travel
from here. An X
is marked in the
body of water and
Old Common reads,
Rest ye here, if ye
brave the Sirens Isle.

THE MALFEASANT
In ancient days, when the
tyranny of the Toad God priests
subjugated the nearby lands,
fearsome spells reached out
beyond this world and
summoned
horrors
unspeakable. Withering
masses of tentacles
and grotesque
beasts
were
invited into the
temple at the
bequest
of
powerful spells.
Mad
priests
consorted
with
these creatures and
used them in sinister
ways.
Together,
mortals and their
unnatural
allies
subdued
their
enemies.
It was during this period
of decadence that the
malfeasant came into the
world.
Accidentally
summoned from dark realms,
the malfeasant arrived against its
will. The priestess that
summoned the invisible creature
was oblivious to her initial
success, even though she noted
an uncomfortable presence after
the ritual. Even so, she shrugged
explained away the feeling
continued with her art of
summoning.
Not until her lover betrayed her with

CAVERN OF THE HILL GIANT (AREA 19)


poison did she realize the true nature of her initial
success. In the days leading up to her murder, a growing
tension began to seethe among the temple clerics.
Feelings of dislike, paranoia, and hatred that were once
controlled increased to the point of open violence. Only
when her soul escaped the prison of the material world,
and just as she bore witness to her disbelieving lover
cradling her lifeless body, did the priestess know the
true horror of her fateful summoning, for it was then
that the malfeasant consumed her soul.
It didnt take the malfeasant long to incite the
remaining priests into violence. This spread to the
temples followers as well, and since the temple was in
its prime, the malfeasant was replete with souls.
This would have been the end of the temple had the
priests not combined their powers to restrict the evil
presence to which so many had fallen prey. Using the
lost arts of cooperative magic, the priests traced circles
of protection throughout the temple to limit the
monsters influences. With the circles of protection,
the creature was prevented from roaming the most vital
parts of the temple.
As temple priests came and went, and the power of
the temple waned, the inhabitants forgot the reasons
for their circles of protection. Less and less the circles
were used, giving the malfeasant greater freedom. The
creatures subtle influence slowly captured the mind of
the head priest and hastened the temples inevitable
death. In the end, the malfeasant emerged the lone
survivor of its machinations.
Here the malfeasant has sat, satiated with the souls
from a bygone time. Only recently has the creature
stirred. The quakes of the last few months were enough
to scare up a number of new beasts, including the
trapped hill giant, Rappaport. Eager to feed on more
life energy, the malfeasant has taken a liking to the hill
giant and enjoys its destructive nature.
Malfeasant: hp 15.

ALTERNATE WAYS OUT


When the tremor causes the collapse in areas 1 and 2,
there is no other way out of the temple complex except
through the iron door, which only opens with the use
of the iron key found in area 19. This might create a
strain on groups, because there is no way to retreat
from the temple to rest and regain spells.
There two ways to handle this aspect of the game.
The first way to do this is to designate sections of the
chambers in which its safe to rest. Groups that rest
and recuperate in these areas are free from roaming
monsters or other unforeseen problems. Yet, because

groups dont know which chambers are safe and which


arent, they may not attempt to rest at all. In this case,
theres nothing wrong with telling the group that a
particular chamber seems safe for recuperating.
The second option involves creating alternative exit
points. The northeast and southeast sections of area
19 are the best places for such exits. Continued collapse
and shifting earth might explain the existence of exits,
and groups might experience evidence of an exits
existence by means of a faint breeze from a mound of
rubble, a beam of sunlight from a small opening, or the
sounds of the outside coming from a nearby rock wall.
If these clues arent enough for your groups, introduce
Gordricks Retrievers below.
Its up to you to determine the amount of time it takes
for groups to excavate enough rubble to escape. A
period of 2 to 6 hours is a suggested. If, for some
reason, Rappaport is alive once the excavation is
complete, the excavated exit should be too small for
the giant to utilize. Its likely that the giant will be long
dead before the excavation ends, however.

GORDRIKS RETRIEVERS
If the group needs some added help in escaping the
temple, you might want to add Gordriks Retrievers to
the storyline. Simply have Gordriks group excavate
through the rubble and enter into the cavern when you
think the time is right.
Gordrik is dwarven treasure hunter and leader of his
own band of adventurers. His three companions, Albert,
Elment, and Rosolind seek after legendary wealth for
reasons that rarely go beyond greed. When
encountered here, Gordriks Retrievers are after the
Idol of the Toad God
Though Gordrik is avaricious and quite competitive,
he is essentially a good fellow. Neither Gordrik nor his
companions try to harm the group in their rush for the
idol, and they lend whatever aid they can to others. If
things are going very badly for the PCs, Gordiks group
requests an alliance for mutual survival.
As written, Gordriks Retrievers are meant both to
challenge and compliment your PCs. Stats for Gordik
and his band are intentionally left for you to design so
that you can use them to your advantage. Change
whatever you feel is appropriate. Perhaps Albert can
share some knowledge that relate to the area, or Gordik
has a magic item with the locate object spell. If you feel
this is too helpful, think of ways that the PCs must pay
for the help. Maybe Gordrik asks a fee for using his
locate object device.

21

CRYPTS OF THE PRIESTS (AREAS 20-28)


CRYPTS OF THE PRIESTS
The greatest of the temple priests were given a lasting
resting place here. The crypts were built for the storage
of bodies and the preparation for a souls journey into
the worlds beyond. Many of the priests and their
followers, there was a great hope of one day returning
to ones body during the Last Days, before the Toad
God came to earth. This theme is prevalent on the walls
of the tombs, with images of resurrection, renewed life,
and life eternal.
The tombs have mostly survived the disastrous
tremors. Made of black stone flecked with gold, these
chambers are dark places. They were created to
represent a clear night sky over a putrid swamp, but
the centuries have erased much of the green and blue
tones that covered the floor. However, a good number
of worthless, broken artifacts litter this level, all
suggesting toadic domination.
Cirdis: When found here, Cirdis is alone. Around
him lie the bodies of his former comrades, who suffered
the horrific effects of the high priest wraith. Though he
came here as a willing servant, Cirdis couldnt subdue
the high priests lasting hatred for all forms of life. The
wraith now plays with his new captive.
Cirdis is 4th level if encountered in this area.
Cirdis: 11 hp.

KEYE
D CRYP
T EN CO
U NTE
RS
EYED
YPT
COU
NTER

22

areas, informing the first intruders to their mistake.


Since the power that animates the dead in these areas
comes directly from the Toad God, this effect is
categorized as an Event and not a Trap. PCs have no
way of disarming the effect. If the group thinks of a
clever way to get around the door and into areas 2128, grant each character 100 experience points but
have their presence in area 21 trigger the effect anyway.
Otherwise, the last portions of the adventure can be
quite unexciting (see area 23).

21. Boneyard
30 ft. x 35 ft.
Adventurers are attacked immediately by the Creatures
as they come near the entrance to this chamber.
Like other chambers in the temple, a good portion of
this room is collapsed though its obvious the room was
once a mausoleum. Hollowed out niches in sections of
the walls hold bone remains. They are covered in dust
and wrapped with tattered clothing. Remains are strewn
about, most likely thrown from the wall when it gave
way.
This room was originally a mausoleum for loyal acolytes.
Creatures: Nine skeletons in worthless Toad God
vestments rise up when the door to area 21 is opened.
They seek to destroy intruders that are clerics, druids,
or paladins to the exclusion of all others.
Skeletons (9): hp 12 (x2), 7 (x2), 6 (x2), 3, 2, 1.

20. Tombs
30 ft. x 20 ft.
The strange wall lies slightly off kilter, as if its settled
uncomfortably into the earth. The ancient door stares
blankly at its environment through a skull surrounded
by runes is engraved on it. The quiet area is slightly
chilled, more so than other caverns.

21. Sinkhole
30 ft. x 35 ft.
The tunnel slopes sharply down until its impeded by a
pool of murky water. On the other side of the 30-ft.
long pool, the tunnel continues ahead until it bends to
the left out of sight.

The crevasse that the PCs walk through widens,


revealing a crumbling masonry wall with a door. If the
door is opened, the Event is triggered.
Event: The door is marked with a skull and some
runes in a dead language. A successful Knowledge
(ancient languages) check (DC 26) or Knowledge
(ancient history) check (DC 30) allows a character to
understand the runes. They read: Beware the resting
faithful of [scratched out]. Only the initiated may pass.
The scratched out portion of the sentence used to read
the true name of the Toad God.
Anyone passing through the door causes the dead
in areas 20-28 to rise as unliving creatures. For added
effect, a gong-like sound issues twice through these

Before the quakes, this area use to be a burial chamber


on the same level as area 26. It has since been thrown
down, leaving a sinkhole where water collects.
The pool is 20-ft. deep at the middle. Lurking at the
bottom are the Creatures.
Note that theres a natural tunnel that runs
underneath this sinkhole (the passageway leading
between area 23 and area 25). Water drips from the
roof of the sinkhole to the floor of this tunnel.
Characters that can overcome the stones hardness and
do significant amount of damage can open up a large
hole at the bottom of the sinkhole. If this is done, there
is a 20% chance that the entire ceiling above the
sinkhole gives. This results in a deluge of water and
Creatures in to the tunnel below. Otherwise, the level

CRYPTS OF THE PRIESTS (AREAS 20-28)


of the pool recedes at a rate of 1 ft. per minute.
Stone Ceiling: 6-in. thick; Hard 8; hp 90; Break DC
40.
Creatures: Two zombies wait hidden under the water.
They are able to sense the presence of living creatures,
but they wait to attack potential victims that cross the
pool. If more there is more than one person in the area,
the zombies wait until a second or third target passes
through the water. The zombies grapple the target and
attempt to drown or claw the victim to death (see the
Underwater Combat rules).
For the purpose of combat, the zombies are
considered surface-dwellers. The water is also murky,
resulting in a 2 penalty to attack rolls for any victims
underwater.
Zombies (2): hp 18, 13.
23. Entrance Chamber
40 ft. x 25 ft.
A grand chamber beckons the righteous. Mosaics cover
the entire walls, though a substantial portion of the walls
are fallen and cracked. All the mosaics seem to build
up to the picture of a prominent frog-like humanoid on
one of the better preserved walls. A fissure on the
opposite side of the room leads out of the chamber.
This room was originally the entrance to the Crypt of
the High Priests. The Creature continues to guard it
vigilantly, its presence impeding any attempt to find
the secret door in its recess.
Moving into this room before opening the door in
area 20 triggers the Event.
Theres nothing else of interest in the room.
Creature: A large stone golem shaped like the Toad
God is recessed into the west wall to look like part of
the mosaic. However, the earthquake took its toll on
the guardian its frame is cracked and entire chunks lie
on the floor. Its left arm rests next to its feet and half of
its lower jaw was chipped off from falling debris.
The enchantment that once gave it life has
deteriorated as well. The golem is little more than an
animated statue (use the stats from area 2). The
impression to guard the tombs of the High Priests
persists though, and it attacks anyone entering the area
that does not speak the correct psalm to the Toad God
(now lost to any living being).
Once the golem moves out of the recess, the secret
door is relatively easy to find (DC 13) because of the
cracks caused by the quakes.
Event: Anyone stepping into the chamber causes the
dead in areas 20-28 to rise as unliving creatures. For
added effect, a gong-like sound issues twice through
these areas, informing the first intruders to their

VARIANT: UNDERWATER COMBAT


Fighting on solid ground is different than fighting in the
water. Surface-dwellers must be prepared when taking
the battle into watery depths.
Exertion: Normally, characters can hold their breath
for Con x 2 rounds. However, exertion reduces this
time to a number of round equal to characters
Constitution scores. Fatigued and exhausted characters
are consider to exert themselves when holding their
breath.
Visibility: If sufficient light is present, characters can
see up to 100 feet when near the surface of the water.
For every 10 feet below the surface, visibility is reduced
by 10 feet. At 100 feet below the surface, visbility is
reduced to nothing.
Combat: All surface-dwellers suffer a 4 penalty to
their attack rolls and their Dexterity scores because of
their unfamiliarity with the aquatic environment.
Slashing weapons incur an additional 4 penalty to
attack rolls while Bludgeoning weapons incur an
additional 8 penalty to attack rolls. Such weapons
cause only half damage. Piercing weapons function
normally. Crossbows are the only ranged weapon than
can be used effectively underwater, but their range
increment is one-quarter normal.
Spellcasting: Non-aquatic casters cant cast spells
with somatic or verbal requirements unless proper steps
are taken to ensure movement and speech.
mistake.
Since the power that animates the dead in these areas
comes directly from the Toad God, this effect is
categorized as an Event and not a Trap. PCs have no
way of disarming the effect. If the group thinks of a
clever way to get around this chamber without actually
entering it, grant each character 100 experience points
but have their presence within this area of the temple
trigger the effect anyway. Otherwise, the last portions
of the adventure can be quite unexciting (see area 21).
Stone Golem: hp 25
24. Ghoulish Ambush
40 ft. x 25 ft.
Read or paraphrase the paragraph below as the group
comes to the four-way intersection:
The winding cave-tunnels lead to a four-way
intersection. The tunnels ahead and to the left offer no
clues to what lay beyond, but the tunnel to the left hints
at a body of water.
If the group investigates the body of water, continue

23

CRYPTS OF THE PRIESTS (AREAS 20-28)


with the paragraph below:
The tunnel bends to the left, revealing a large pool of
stagnate water that sits placidly to the right. The surface
of the pool is even with the tunnels floor, and stretches
back into darkness. The tunnel continues along its route
pass the pool.
The Creature lurks in the short crevasse opening onto
the main passageway to the north. When a group
passes by it attacks.
The pool is filthy water, unfit for drinking. It is 25-ft.
deep, and roughly 30 ft. x 20 ft. On the other side of
the pool, and visible to anyone with darkvision or a
light source, is a small 5-ft. wide tunnel exit.
The exit leads to the goblin lair, but access to this
area is blocked with a large iron grate. The grate is
secured by four padlocks to metal rungs driven into
the stone. Snitch had the grate placed here as a defense
against trespassers. Though it looks formidable, the
grate is meant to be a temporary solution and can be
removed with a hard shove (Break DC 20). Each lock
can be picked with a successful Open Lock check (DC
20).
Creature: When the group passes the northern
tunnel, a ghoul charges the first person coming into
view, trying to knock them into the pool (+2 bonus to
attack rolls and 2 to AC).
The group can make Listen checks (DC 12) to hear
the ghoul before it attacks. A victim that doesnt hear
the ghoul cant make an attack of opportunity on the
creature and is considered flat-footed.
If the ghoul manages to knock the victim into the
pool, it follows the victim into the water and attempts
to drag its prey under. Underwater combat rules apply
in this situation (see page 23). The ghoul must grapple
the victim first in order to hold it under. In addition, the
ghoul tries to cause normal damage while grappling in
the hopes of paralyzing the victim. Paralyzed targets
continue to hold their breath for the normal number of
rounds.
Anyone trying to swim in the turbulent water must
make a Swim check (DC 15).
If the Bull Rush does not succeed, the ghoul
immediately tries to break away and flee to area 26.
Ghoul: hp 14.

24

25. Yet Another Ghoulish Ambush


25 ft. x 30 ft.
This grotto is filled with a couple feet of water. Slick
moisture runs alongside the walls and drips from the
ceiling. Eerie noises echo from the water droplets
landing in the shallow water.

The pool of water in this area is only two feet but


reduces all speeds by 10 feet while moving in it. No
matter which side the characters enter, the Creatures
wait for them on the opposite side of the chamber.
The shaded area in the southeast corner is just over
20-ft. deep. Its impossible to tell by looking at the
surface of the water that the floor drops off. Anyone
that walks into this area must make a Reflex save (DC
20) to avoid falling inside. Anyone falling in must
immediately make a swim check (DC 13) in order to
take a breath. If this check is failed, the character can
only hold her breath half of her normal time.
Creatures: Lurking in the back of the shallow water
are 3 zombies and a ghoul that looks almost like the
zombies (Spot DC 15 to tell the difference.)
The ghoul pretends to be another zombie (shambling
about, taking only partial actions, etc.), hoping someone
falls into the pool or is situated so as to be forced into
the pool. If someone falls in, the ghoul immediately
dives in and tries to pull the victim under (see area 24).
Meanwhile, the zombies shamble out and attempt to
mindlessly bludgeon their foes to death.
Ghoul: hp 9.
Zombies (3): hp 21, 20, 9.
26. Tombs of the Priests
50 ft. x 50 ft.
The earthquake and aftershocks have left this chamber
in shambles. The walls are collapsed and masonry is
scattered across the floor. Coffins lie strew about,
thrown around haphazardly by the quake. Many of them
lie open, shattered or overturned. Bodies in various
states of decay lay scattered about. Standing in the
room are several unsavory figures.
This room was originally the final resting place for the
more powerful priests of the temple. Now it serves as
a repository for potential unliving guardians, such as
the Creatures that now stand at attention within.
Creatures: Six zombies and four skeletons stand
ready to guard this chamber. Each holds a large shield
(adding a +2 to AC) and wields a weapon (doing no
more than 1d6 points of damage). Choose these
weapons as you see fit. One skeleton has a +1 large
shield and another wields a +1 flaming shortspear
(though it isnt intelligent enough to activate it.).
The spears name is Agni and is written in Elven on
the haft. Its the command word that causes the spear
to ignite, which inflicts an additional 1d6 points of flame
damage.
Skeletons (4): hp 12, 8, 3, 4.
Zombies (6): hp 20, 19, 18, 16, 14, 12.

CRYPTS OF THE PRIESTS (AREAS 20-28)


27. Purification Chamber
50 ft. x 30 ft.
This grand chamber sits unmolested by time or quakes.
Plastered tiles with mosaic of amphibian grandeur still
cling to the walls. In the center of the chamber is a
bathing pool filled with an olive-colored substance that
seeps out cracks along its sides. A handful of unliving
creatures occupy the pool and are engaged in some
sort of bathing ritual.
The Creatures leap forth to
attack immediately.
This
chamber
was
originally the final purification
area for the temples highest
priests that crossed from life
to death. The pool in the
middle was filled with
unholy water and the ritual
of internment began here.
The years and the recent
quakes have fouled the
chamber. The water in the
pool is filled with green
slime. It seeps out into the
main chamber through
cracks in the pools wall.
The mosaic on this room
depicts the Toad God
gathering up the souls of the
world. In one hand sits the
souls of the faithful, the other
deposits the souls of all
others into his gaping maw.
Creatures: Sitting in the
pool are four ghouls and a
malevolent ghast. They were
acting out some cleansing
ritual when the group
arrived.
Ghast: hp 15.
Ghoul (4): hp 18, 15, 13, 9.
28. The High Priests Crypt
30 ft. x 30 ft.
This room appears to be barren with the exception of
three coffins, one on each wall. Stylized columns of
stone extend from floor to ceiling, reminiscent of a
bygone age. All over the walls, images of amphibians
and half-toad, half-human worship the Toad God.
This room holds nothing but three stone coffins
engraved with ancient images of death and resurrection.

The Creatures arise from the coffins when any living


creature enters. The Treasure is in the coffin from which
the wraith arises.
Read or paraphrase the following when the creatures
rise:
Suddenly, a shadowy shape rises up through the lid
of the coffin on the west wall. It forms itself into the
shape of a man in long flowing robes. The ghostly figure
raises its arms, and at the same time, the lids on the
other two coffins explode off of
their bases. With horrifying
speed, the mummified
remains of the high priests
lieutenants clamber out. A
wispy voice echoes out from
the shadowy ghost, Destroy
the Infidels!
Creatures: Two mummies
rise from two of the coffins
and attack the group as they
enter. Meanwhile, the
wraith rises but waits,
trying to conserve
strength and assess his
foes. If the mummies are
destroyed, it attacks
immediately.
It
concentrates on clerics
and paladins first, and then
it attacks anyone using a
magical weapon.
Treasure: In the
wraiths coffin are the
moldy, mummified
remains of the
temples high priest,
as well as objects he
might need on the other
side, such as 735 gold coins, a small emerald (700
gp), an arcane scroll with the locate object spell
inscribed by a 7th-level spellcaster, a +2 small shield
decorated with images of toads, and a wand of magic
missiles fashioned in the likeness of a toad (with 28
charges).
The Idol of the Toad God is here as well. It is a large
replica of the Toad God, like those found throughout
the temple. Its carved from an emerald the size of a
human head and is worth 6000 gp.
Wraith: hp 30.
Mummies (2): hp 45, 21.

25

APPENDIX

26

CONCLUDING THE ADVENTURE

IDOL OF THE TOAD GOD

Once the group escapes the clutches of the Toad Gods


temple, characters might hope for some rewards.
The ultimate aim of the adventure is the retrieval of
the Idol of the Toad God. This emerald beauty might
be the foundation for many more exploits ahead. Not
only is the item worth more than most villages, it is a
sacred object of the Toad God cult. Nothing good can
come from possessing it. Still, groups that gain
possession of the Idol receive 1,500 experience points
to divide among surviving members.
Goblinoids are a continual problem. As of late,
civilization has defended against a number of small
incursions in the area. Alerting the authorities to the
goblins presence is greatly appreciated, and with it
comes a reward of 500 experience points. In addition,
the villagers quickly send word to the next largest town.
Within the month, a contingent of troops under the
banner of the local ruler comes to hunt out the goblins
and eradicate them.
Diplomacy has its place throughout the adventure.
Groups receive experience points for negotiating
through an encounter just as if they defeated the
creature in combat. However, groups clever enough
to gain more out of their dealings than simple survival
might receive additional rewards of 100 experience
points or more.
If the group is in need of a cleric, one can found in
Feldspar. Hes willing to help the group with their
wounds, but he cant help them for free. As a High
Priest of Feldspars only church (for a N deity), the
cleric helps those that are willing to make small
donations to the faith (200 gp). Depending on the need
of the group, the cleric should have access to those
spells that are most desired. However, this should
amount to nothing more than a 4th-level spell here or
there. More powerful healing must be taken to the next
largest city.
What lies beyond this adventure? Thats up to you.
The focus of this adventure falls upon the Idol, which
may or may not foreshadow something larger on the
horizon. Cirdis, the cultist, might have been one of
many or a lone, crazed individual. Whatever the
situation, you must now deal with the players and there
newly acquired wealth! If they flash it around with little
regard, feel free to visit doom upon them in one form
or another.
Remember that other possibilities exist. The Goblin
King is still around, and who knows how many hill giants
roam the hills. The paths that lead to adventure can be
as epic as you want.

Whether or not the Idol is anything more than an article


of religious devotion is up to you. Specific powers of
the Idol, if any, are for you to determine. The following
minor abilities are suggested:
Communicate with Amphibians: The bearer of the
Idol of the Toad God can comprehend and
communicate with amphibians, including normal
amphibians and giant versions. You are able to ask
questions and receive answers, however the spell
doesnt make the amphibians any more friendly than
normal. While an enraged giant toad would be able to
understand your requests, it may not care.
Furthermore, wary and cunning amphibians are likely
to be terse and evasive, while the more stupid ones
may make inane comments. If the amphibian is friendly,
it may do some favor or service for you (as determined
by the GM).
Breath of the Toad God: The bearer of the Idol of
the Toad God can hold her breath, or simply abstain
from breathing for long periods of time. Normal
characters hold their breath for twice their Constitution
score in rounds. You can hold your breath for three
times your Constitution score in rounds. Additionally,
once a week, you can hold your breath for twice your
Constitution score in hours. This power doesnt confer
any additional benefits, such as movement. For
example, characters must still make Swim checks.
Summon Swarm: Once per day, the bearer of the
Idol of the Toad God can summon a swarm of vicious,
poisonous toads. The swarm covers a 5 foot spread.
Any creature in the swarm who takes no actions other
than fighting off the toads takes 1 point of damage on
its turn. A creature in the swarm who takes any other
action, including leaving the swarm, takes 1d4 points
of damage. Spellcasting or concentrating on spells
within the swarm is impossible.
The toads deal no damage to creatures who are
immune to poison, though it still prevents spellcasting
and concentration. The creatures attacks are nonmagical. Damage reduction, being incorporeal, and
other special abilities also make a creature immune to
damage from the swarm.
The swarm cannot be fought effectively with
weapons, but fire and damaging area effects can force
it to disperse. The swarm disperses when it has taken
a total of 8 points of damage from these attacks. Certain
area or effect spells, such as stinking cloud, disperse a
swarm immediately. The bearer of the Idol of the Toad
God can direct the swarm to move up to 20 feet per
round.

APPENDIX
NEW SKILLS

NEW SPELLS

KNOWLEDGE (SPELUNKING) (INT)

FRIENDS

You know about caves, caverns, and all other natural


underground areas. You know how these areas are
formed, what you can expect, and what you should
avoid. You know what natural wildlife live in these areas.
You can tell which areas are dangerous, unstable, or
are otherwise possible hazards.
Check: Answering a question about Caverns has a
DC of 10 for really easy questions, 15 for basic
questions, or 20 to 30 for really tough questions.
Retry: No. The check represents what you know,
and thinking about a topic a second time doesnt let
you know something you never learned in the first
place.
Special: Characters can make an Intelligence check
to answer questions that are common knowledge.
A character with 5 or more ranks in Knowledge
(spelunking) gains a +2 synergy bonus to Wilderness
Lore checks when used underground.

Enchantment
Level: Bard 2, Clr 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Targets: One creature
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: Yes (harmless)

NEW FEATS

PUSH

ALERT CLIMBING [GENERAL]


You are unusually aware of your surroundings when
climbing.
Prerequisite: Alertness
Benefit: Your awareness assists you when under
attack while climbing. You are considered flat-footed
rather than stunned when climbing.
Normal: Characters are considered flat-footed and
stunned when attacked while climbing.

MOUNTAINEERING [GENERAL]
You are adept at moving over natural cliff faces, caves,
and bad lands.
Prerequisites: Dex 13+, 5 ranks in Climb
Benefit: A character with this feat nimbly moves over
natural walls and slopes. With a successful climb check,
you can move your full speed as a miscellaneous fullround action, or half speed as a miscellaneous moveequivalent action. If you attempt accelerated climbing
you can cover one and a half times your speed (three
quarters for each Climb check).

SPELUNKING [GENERAL]
You have a special knack for exploring caves and
climbing walls.
Benefit: You gain a +2 bonus on all Climb checks
and Knowledge (spelunking) checks.

The subject is imbued with great magnetism and


character. The spell grants an enhancement bonus to
Charisma of 1d4+1 points, adding the usual benefits
to skill checks and other uses of the Charisma modifier.
Note that sorcerers and bards dont gain extra spells
from the increase in Charisma.
Material Component: Chalk (or white flour),
lampblack (or soot), and vermilion applied to the face.

Conjuration (Creation) [Force]


Level: Brd1, Drd 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature or object
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes
You cause a mystic, invisible force to strike one creature
or object. The effect can throw someone off balance
or be used to initiate a Bull Rush, Disarm, or Trip with
no adverse consequences for failed attempts. You use
your Strength modifier when attempting maneuvers
requiring opposed Strength rolls or attack rolls. When
used to Disarm, the force is treated as a medium-sized
weapon.
Targets must make a Balance check against the spells
DC or be thrown off balance until their next action.
Attackers gain a +2 attack bonus against the victim and
the victim loses any Dexterity bonuses to AC.
You can use this spell to move unattended, inanimate
objects away from you. Make an opposed Strength roll
against the object, which is considered to have a
Strength modifier of 5. You move the object 5 feet
plus 1 additional foot for each point by which you
exceed the objects check result. Note that the spell

27

APPENDIX
doesnt allow the spellcaster to manipulate the object.
Material Component: small pinch of powdered brass
blown at the target.

SUCCESSIVE SHOT
Transmutation
Level: Sor/Wiz 1
Components: V,F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round
This spell fills you with a burst of agility and speed that
allows you to reload and fire your bow or crossbow
quickly. On your next round, you can make one
additional ranged attack with a bow or a crossbow.
For every two levels of experience past 1st, you can
make an additional ranged attack. You can make two
additional attacks at 3rd level, three additional attacks
at 5th level, up to a maximum of four additional attacks
at 7th level. You can target more than one enemy with
the successive attacks, but you must designate them
ahead of time.
Focus: The casters own bow or crossbow must be
inscribed with runes and sigilsa process that takes an
entire day and costs 50 gold in raw materials. The runes
and sigils are keyed to the caster, so the bow or
crossbow doesnt work for anyone else.

WRITE
Evocation
Level: Wiz 1
Components: V, S, F
Casting Time: 10 minutes
Range: Personal
Targets: You
Duration: 1 day/level
Saving Throw: None
Spell Resistance: No

28

You can inscribe a spell into your spellbook that you


cant learn because of a failed Spellcraft check or cant
cast because of the spells level. Time spent inscribing
the spell is half the normal amount of time, but the cost
for inscribing the spell is twice as much (200 gp per
page).
Its possible to use this spell to save time inscribing a
spell you already know.

NEW CREATURE
Malfeasant
Medium-Size Outsider
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: Fly 30 ft. (perfect)
AC: 22 (+2 Dex, +10 natural)
Face/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: Absorb life, consume soul
Special Qualities: Natural invisibility
Saves: Fort +5, Ref +3, Will +5
Abilities: Str , Dex 10, Con 13, Int 2, Wis 14, Cha 14
Skills: Move Silently +8
Feats: Great Fortitude
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement Range: 3-8 (Medium-sized)
A malfeasant is an incorporeal creature of negative
energy. Unlike other incorporeal undead, a malfeasant
has no visible form; its perpetually ethereal and invisible
to the naked eye. An uncomfortable feeling similar to
chills or slight claustrophobia follows a malfeasant and
is one of the signs that they lurk nearby. They are usually
found around powerful, aggressive creatures that
hasten death and reap destruction.
Seething with disdain for existence, malfeasants prey
on the discontent of the living. They feed on the
dissonance, pain, and suffering of violent situations.
For this reason, malfeasants seek out brutal figures or
ravaging monsters, eager to consume fleeting life
energy.

COMBAT
Malfeasants manipulate living creatures into situations
that lead to discord or even violence. Once this
happens, the malfeasant sits passively, absorbing the
ebbing life energy and residual hatred.
Spell-Like Abilities: 3/daysuggestion.
Absorb Life (Su): A malfeasant absorbs hit points
lost by living creatures that take damage within 60 feet
of it. Those same victims must make a Fortitude save
(DC 10 + malfeasants HD + malfeasants Charisma
modifier) or lose 1d4 temporary points of Constitution.
Characters reduced to a Constitution of 0 die.
Consume Soul (Su): Any living creature that dies

APPENDIX
within 60 feet of malfeasant must make a Charisma
check (DC 15) or else their soul is consumed by the
outsider. Characters whose souls have been consumed
are permanently dead.
Foster Violence (Su): Creatures within 60 feet of the
malfeasant gain a +1 morale bonus to attack and
damage.
Manifestation (Su): As ethereal creatures,
malfeasants cant affect or be affected by anything in
the material world. When they manifest, malfeasants
enter into the material world but remain incorporeal.
However, a manifested malfeasant can use its special
abilities to affect creatures in this world. A manifested
malfeasant remains on the Ethereal Plane but can be
attacked by opponents on both the Material and
Ethereal planes.
Natural Invisibility (Su): This ability is constant,
allowing the malfeasant to remain invisible even when
attacking. This ability is inherent and not subject to the
invisibility purge spell.

CREATURE STATISTICS
This section is divided into two parts.
The first part details Cirdis and his group. Where you
decide to place Cirdis determines how powerful he is.
The second part details all the other creatures found
within the adventure. If its helpful, print these pages
and keep a copy near you for easy reference.

CIRDIS
Somewhere within the ruined temple, the cultist strives
to find the answers that will unite him with his amphibian
lord. Then, as the fulfillment of his masters will on earth,
Cirdis hopes to lead the dead clerics of yore against all
things civilized and good. To find his exact abilities,
decide in which area he is encountered; this determines
Cirdis character level. Once determined, find the
particular profile below that matches his strength.

2nd-level
Male Human Clr1/Rog1: CR 2; Size M (5-ft., 9-in. tall);
HD 1d8 + 1d6; hp 12; Init +3 (+3 Dex); Spd 30 ft.; AC
17 (+3 Dex, +4 chain shirt); Atks Masterwork heavy
mace +4 melee (1d8), or light crossbow +5 ranged
(1d8); SV Fort +2, Ref +5, Will +5; AL NE.
Str 13, Dex 17, Con 10, Int 10, Wis 16, Cha 16.
Skills: Diplomacy +8, Hide +3, Knowledge (arcana)
+2, Listen +3, Move Silently +3, Sense Motive +5,
Spellcraft +2, Spot +3, Swim +6.
Feats: Heightened Spell, Scribe Scroll.

Possessions: Backpack, bedroll, flint & steel,


common lamp, 2 pints of oil, 25 sheets of paper, inkpot,
belt pouch, waterskin, 3 empty vials.
Masterwork chain shirt, masterwork heavy mace,
potions of cure serious wounds, and bulls strength.
Cleric Domains: Evil, Destruction.
Cleric Spells Per Day: 3/2+1.

3rd-level
Male Human Clr1/Rog2: CR 3; Size M (5-ft., 9-in. tall);
HD 1d8 + 2d6; hp 16; Init +3 (+3 Dex); Spd 30 ft.; AC
17 (+3 Dex, +4 chain shirt); Attack Masterwork heavy
mace +4 melee (1d8), or light crossbow +5 ranged
(1d8); SV Fort +2, Ref +6, Will +5; AL NE.
Str 13, Dex 17, Con 10, Int 10, Wis 16, Cha 16.
Skills: Diplomacy +8, Hide +3, Knowledge (arcana)
+2, Listen +3, Move Silently +3, Sense Motive +5,
Spellcraft +2, Spot +3, Swim +6, Tumble +8.
Feats: Heightened Spell, Scribe Scroll, Power Attack.
Possessions: Backpack, bedroll, flint & steel,
common lamp, 2 pints of oil, 25 sheets of paper, inkpot,
belt pouch, waterskin, 3 empty vials.
Masterwork chain shirt, masterwork heavy mace,
potions of cure serious wounds , bulls strength ,
darkvision.
Cleric Domains: Evil, Destruction.
Cleric Spells Per Day: 3/2+1.

4th-level
Male Human Clr2/Rog2: CR 4; Size M (5-ft., 9-in. tall);
HD 2d8 + 2d6; hp 21; Init +3 (Dex); Spd 30 ft.; AC 13
(+3 Dex); Atks Masterwork heavy mace +3 melee (1d8),
or light crossbow +5 ranged (1d8); SV Fort +3, Ref +6,
Will +6; AL NE.
Str 13, Dex 17, Con 10, Int 10, Wis 16, Cha 16.
Skills: Diplomacy +8, Hide +3, Knowledge (arcana)
+2, Listen +3, Move Silently +3, Sense Motive +8,
Spellcraft +2, Spot +3, Swim +6, Tumble +8.
Feats: Heightened Spell, Scribe Scroll, Power Attack.
Possessions: Backpack, bedroll, flint & steel,
common lamp, 2 pints of oil, 25 sheets of paper, inkpot,
belt pouch, waterskin, 3 empty vials.
Masterwork chain shirt; masterwork heavy mace;
potions of cure serious wounds , bulls strength ,
darkvision, spider climb; scroll of divine spells at the
5th-level of ability: 1st-level--bless, magic weapon,
sanctuary, 2nd-level--chill metal, flaming sphere, 3rdlevel--searing light.
Cleric Domains: Evil, Destruction.
Cleric Spells Per Day: 4/3+1.

29

APPENDIX
HIS HENCHMEN
Cirdis has gainfully employed four mercenaries as hired
swords. Though they are greedy and selfish, they arent
fanatics like their employer. In fact, they know little about
Cirdis plans. They defend the cultist as best they can,
but they flee if overpowered.
Male Human War1: CR 1; Medium-size Humanoids;
HD 1d8; hp 11; Init +0; Spd 30 ft.; AC 10; Attack +3
melee, or +1 ranged; SV Fort +2, Ref +0, Will +0; AL N.
Str 14, Dex 10, Con 11, Int 11, Wis 11, Cha 6.
Skills: Alchemy +1, Climb +6, Hide +0, Jump +4,
Listen +0, Move silently +0, Spot +0, Swim +6.
Feats: Combat reflexes, Toughness.
Possessions: Backpack, bedroll, belt pouch, flint &
steel, wineskin

OTHER CREATURES
Animated Wooden Object: CR 3, Large Construct (9ft. tall); HD 4d10; HP 25; Init +0; Spd 30 ft., swim 15
ft.; AC 14 (1 size, +5 natural); Atks Slam +5 melee
(1d8+4); SA Constrict; SQ: Hardness, construct traits;
AL N; SV Fort +1, Ref +1, Will 4
Str 16, Dex 10, Con , Int , Wis 1, Cha 1
SAConstrict (Ex): The toad statue deals automatic
slam damage with a successful grapple check against
creatures up to one size larger than itself. It can make
constrict attacks against multiple creatures at once if
the targets are at least two sizes smaller than the statue
and they fit underneath it.
SQConstruct: Immune to mind-influencing effects,
poison, disease, and similar effects. Not subject to
critical hits, subdual damage, ability damage, energy
drain, or death from massive damage.
SQHardness (Ex): The animated statue has a
hardness of 5.

30

Ankheg: CR 3, Large Beast; HD 3d10+9; HP 25; Init


+0; Spd 30 ft., burrow 20 ft.; AC 14 (1 size, +9
natural); Atks Bite +6 melee (2d6+7); Face/Reach 5 ft.
by 10 ft./5 ft.; SA Improve grab, acid, spit acid; SQ:
Tremorsense; AL N; SV Fort +6, Ref +3, Will +2
Str 21, Dex 10, Con 17, Int 1, Wis 13 , Cha 6
SAImproved Grab (Ex): To use this ability, the
ankheg must hit with its bite attack. If it gets a hold, it
deals automatic bite damage each round the hold is
maintained. If the ankheg is damaged after grabbing its
prey, it retreats backward down its tunnel at burrowing
speed, dragging the victim with it.

SAAcid (Ex): Acidic enzymes drip from an ankhegs


mouth each round it maintains a hold. It automatically
deals 1d4 points of acid damage each round in addition
to bite damage.
SASpit Acid (Ex): Stream of acid 5 feet high, 5 feet
wide, and 30 feet long, once every 6 hours; damage
4d4, Reflex half DC 14. One such attack depletes the
ankhegs acid supply for 6 hours. It cannot spit acid or
deal acid damage during this time. Ankhegs do not use
this ability unless they are desperate or frustrated. They
most often spit acid when reduced to fewer than half
their hit points or when they have not successfully
grabbed an opponent.
SQTremorsense (Ex): Ankhegs can automatically
sense the location of anything within 60 feet that is in
contact with the ground.
Bear, Brown: CR 4; Large Animal; HD 6d8+24; hp
51; Init +1 (Dex); Spd 40 ft; AC 15 (1 size, +1 Dex,
+5 natural); Atks +11 melee (1d8+8,2 claws), +6 melee
(2d8+4, bite); SA Improved grab; SQ Scent; AL N; SV
Fort +9, Ref +6, Will +3.
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +4.
SA: Improved Grab (Ex)To use this ability, the bear
must hit with both if its claw attacks. If it gets a hold, it
automatically deals claw damage each round the hold
is maintained.
Blix, 5th-level male goblin adept: CR 2, Small
goblinoid (3 ft tall); HD 5d6 + 1d8; HP 17; Init +1 (Dex);
Spd 30 ft; AC 15 (+1 Size, +1 Dex, +3 Studded
Leather); Atks +3 melee (1d8, morningstar); SQ:
Darkvision 60 ft; AL N; SV Fort +5, Ref +2, Will +4
Str 8, Dex 13, Con 11, Int 10, Wis 12, Cha 8
Skills: Hide +6, Listen + 3, Move Silently +4 Spot +3
Feats: Alertness
Equipment: Studded Leather Armor, Morning Star
Spells (4/3/2): 0 lvlcure minor wounds, detect
magic, mending, resistance; 1st lvlbane, cause fear,
doom; 2nd lvlhold person, hold person.
Carrion Crawler: CR 4; Large Aberration (9 feet long);
HD 3d8+6, HP 19, Init +2 (Dex); Spd 30 ft, 15 ft climb;
AC 17 (-1 size, +2 Dex, +6 natural); Atks +3 melee (0
dmg, paralysis, 8 tentacles); -2 melee (1d4+1 bite);
Face/Reach: 5 ft by 10 ft/5 ft; SA Paralysis (Fort Save,
DC 13) lasts 2d6 minutes; SQ Scent, Afraid of
Rappaport; AL N; SV Fort +3, Ref +3, Will +5.
Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6
Skills: Climb +10, Listen +6, Spot +6
Feats: Alertness

APPENDIX
Centipede, Monstrous: CR 1, Huge Vermin; HD 4d8;
HP 18; Init +2 (Dex); Spd 40 ft; AC 16 (2 size, +2
Dex, +6 natural); Atks +4 melee (2d6+4, bite); SQ:
Vermin; AL N; SV Fort +4, Ref +3, Will +1
Str 17, Dex 15, Con 10, Int , Wis 10, Cha 2
Skills: Climb +11, Hide +1, Spot +7
Goblin, elite warrior, male War2: CR 1, Small goblinoid
(3 ft tall); HD 2d10 + 1d8; HP 15; Init +1 (Dex); Spd
30 ft; AC 15 (+1 Size, +1 Dex, +3 Studded Leather);
Atks Morningstar +4 melee (1d8); shortbow +4 ranged
(1d6); SQ: Darkvision 60 ft; AL N; SV Fort +5, Ref +2,
Will +1
Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide +6, Listen + 3, Move Silently +4 Spot +3
Feats: Alertness, Weapon Focus (Morning stars)
Equipment: Studded Leather Armor, Morning Star,
Shortbow, Quiver with 10 arrows.
Ghast: CR 3; Medium Undead; HD 4d12; hp 26; Init
+2 (Dex); Spd 30 ft; AC 16 (+2 Dex, +4 natural); Atks
Bite +4 melee (1d8+1), 2 claws +1 melee (1d4); SA
Paralysis, stench; SQ Undead, +2 turn resistance; AL
CE; SV Fort +0, Ref +2, Will +5.
Str 13, Dex 15, Con , Int 13, Wis 14, Cha 16
Feats: Multiattack, Weapon Finesse (Bite).
SA: ParalysisThose hit must succeed a Fort save
(DC 15) or be paralyzed for 1d6+4 minutes, Elves are
immune to this paralysis.
SA: StenchThe reek of death causes those within
10 ft to make a Fort save (DC 15) or be wracked with
nausea (-2 to all rolls for 1d6+4)
SQ: UndeadImmune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.
Ghoul: CR 1; Medium Undead; HD 2d12; hp 14; Init
+2 (Dex); Spd 30 ft; AC 14 (+2 Dex, +2 natural); Atks
Bite +3 melee (1d6+1), 2 claws +0 melee (1d4); SA
Paralysis; SQ Undead, +2 turn resistance; AL CE; SV
Fort +0, Ref +2, Will +5.
Str 13, Dex 15, Con , Int 13, Wis 14, Cha 16
Feats: Multiattack, Weapon Finesse (Bite).
SA: ParalysisThose hit must succeed a Fort save
(DC 14) or be paralyzed for 1d6+2 minutes, Elves are
immune to this paralysis
SQ: UndeadImmune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.

Goblin: CR , small humanoid, HD 1d8 (4 hp), Init +1


(Dex), Spd 30 ft.; AC: 15 (+1 size, +1 Dex, +3 studded
leather), Atks +1 melee (1d81 morningstar), or +3
ranged (1d61 javelin); SQ Darkvision 60 ft.; Saves:
Fort +2, Ref +1, Will +0.
Abilities:Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3
Feats: Alertness
Geia, female human Ftr2: CR 2; Size M (5 ft., 4 in.
tall); HD 2d10+4; hp 19; Init +1 (+1 Dex); Spd 30 ft.;
AC 11 (+1 Dex); Attack +3 melee, or +3 ranged; AL
CG; SV Fort +7, Ref +3, Will +0; AL CG.
Str 13, Dex 12, Con 15, Int 12, Wis 11, Cha 13.
Feats: Combat reflexes, Great fortitude, Lightning
reflexes, Power attack.
Skills and feats: Craft (mapmaking) +6, Diplomacy
+3, Escape artist +3, Handle animal +3, Ride +6
Possessions: 2,000 gp in gear.
Homunculus: CR 1; Tiny Construct (1 foot tall); HD
2d10; HP 10; Init +2 (Dex); Spd 20 ft., fly 50 ft. (good);
AC 14 (+2 Dex, +2 Size); Atks +2 melee (1d4-1 and
poison); Face/Reach 2 ft by 2 ft/0 ft.; SA: Poison;
SQ: Construct; AL CE; SV Fort +0, Ref +2, Will +1
Str 8, Dex 15, Con , Int 10, Wis 12, Cha 7
SAPoison (Ex): Bite, Fortitude save (DC 11); initial
damage: sleep for 1 minute, secondary damage: sleep
for another 5d6 minutes.
SQConstruct: Immune to mind-influencing effects,
poison, disease and similar effects. Not subject to
critical hits, subdual damage, ability damage, energy
drain, or death from massive damage.
Malfeasant: CR 8; Medium Sized Incorporeal Outsider
[Energy]; HD 2d8+11; hp 27 (each); Init +0; Speed Fly
30 ft. (perfect); AC 20 (+10 natural); SA Absorb life,
consume soul; SQ Foster violence, manifestation, SR
15; AL N; SV Fort +5, Ref +3, Will +5.
Str , Dex 10, Con 13, Int 2, Wis 14, Cha 14
Feats: Great Fortitude
SA: Spell-Like Ability3/daysuggestion.
SA: Absorb Life (Su)A malfeasant absorbs hit
points lost by living creatures that take damage within
60 feet of it. Those same victims must make a Fortitude
save (DC 10 + malfeasants HD + malfeasants
Charisma modifier) or lose 1d4 temporary points of
Constitution. Characters reduced to a Constitution of
0 die.
SA: Consume Soul (Su)Any living creature that dies
within 60 feet of malfeasant must make a Charisma

31

APPENDIX
check (DC 15) or else their soul is consumed by the
outsider. Characters whose souls have been consumed
are permanently dead.
SA: Foster Violence (Su)Creatures within 60 feet
of the malfeasant gain a +1 morale bonus to attack and
damage.
SQ: Manifestation (Su)As ethereal creatures,
malfeasants cant affect or be affected by anything in
the material world. When they manifest, malfeasants
enter into the material world but remain incorporeal.
However, a manifested malfeasant can use its special
abilities to affect creatures in this world. A manifested
malfeasant remains on the Ethereal Plane but can be
attacked by opponents on both the Material and
Ethereal planes.
SQ: Natural Invisibility (Su)This ability is constant,
allowing the malfeasant to remain invisible even when
attacking. This ability is inherent and not subject to the
invisibility purge spell.

32

Mummy: CR 3; Medium Sized Undead; HD 4d12+3;


hp 27 (each); Init 1 (Dex); Speed 20 ft; AC 17 (-1
Dex, +8 natural); Atks Slam +6 melee (1d6+4, mummy
rot); SA Despair, mummy rot; SQ Undead, resistant to
blows, damage reduction 5/+1, fire vulnerability; AL
LE; SV Fort +2, Ref +1, Will +7.
Str 17, Dex 8, Con , Int 6, Wis 14, Cha 15
Feats: Alertness, Toughness
SA: Mummy Rot (Su)Supernatural disease: slam,
Fort save (DC 20), incubation period 1 day; damage
1d6 temporary Constitution. Unlike normal diseases,
mummy rot continues until the victim reaches
Constitution 0 (and dies) or receives a remove disease
spell or similar magic. An afflicted creature that dies
shrivels away into sand and dust that blow away into
nothing at the first wind unless both a remove disease
and raise dead are cast on the remains within 6 rounds.
SA: Despair (Su)The sight of a mummy forces a
Will save (DC 15) or the victim is paralyzed with fear
for 1d4 rounds.
SQ: UndeadImmune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.
SQ: Resistant to BlowsPhysical attacks deal only
half damage to mummies before damage reduction.
SQ: Fire Vulnerabilityfire causes double damage
unless a save is allowed. A successful save takes only
half damage while failure takes double
Rappapport, emaciated* male hill giant: CR 7; Large
Giant (10-ft tall); HD 12d8+48; hp 98 (currently 62,

suffering from 36 points of subdual damage); Init 4


(Dex); *Spd 40 ft; AC 17 (1 size, 4 Dex, +9 natural,
+3 hide); Atks Huge greatclub +13/+9 melee (2d6+7);
+5 ranged (2d6+4 rocks); Face/Reach: 5 ft by 5 ft/10
ft; SA rock throwing; AL CE; SV Fort +12, Ref +0, Will
+4.
Abilities: Str 19*, Dex 2*, Con 19, Int 6, Wis 10, Cha
17
Skills: Climb +6, Jump +6, Spot +4
Feats: Cleave, Power Attack, Weapon Focus
(greatclub)
Equipment: hide armor, greatclub, Bag of stuff: 5
Throwing rocks, 1 tankard of ale, a huge ball of string,
100 feet of silk rope, a box of rotting cores, a giant
sized cloak, two large casks of lard, a knife (a halberd
blade with the haft broken down) a wheel of moldy
cheese, 200 gp, a chunk of raw jade (70gp) a
moonstone (40 gp) and Snitchs Key (see Lair of the
Goblins).
* Rappapport is starving and suffers from exhaustion.
Skeleton: CR 1/3, Medium Undead (6 ft tall); HD 1d12;
hp 8; Init +5 (+1 Dex, +4 Improved Init); Spd 30 ft; AC
13 (+1 Dex, +2 natural); Atks 2 Claws +0 melee (1d4 );
SQ Undead, immunities; AL N; SV Fort +0, Ref +1, Will
+2.
Str 10, Dex 12, Con , Int , Wis 10, Cha 11
Feats: Improved Initiative.
SQ: UndeadImmune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.
ImmunitiesSkeletons have cold immunity. Because
they lack flesh or internal organs, they take only half
damage from piercing or slashing weapons.
Snitch, 3rd-level male goblin fighter: CR 3, Small
goblinoid (3 ft tall); HD 3d10 + 1d8; HP 24; Init +1
(Dex); Spd 30 ft; AC 17 (+1 Size, +2 Dex, +4 Scale
Mail); Atks +1 Morningstar +3 melee (1d8); SQ:
Darkvision 60 ft; AL N; SV Fort +6, Ref +4, Will +2
Str 8, Dex 15, Con 11, Int 10, Wis 11, Cha 12
Skills: Hide +6, Listen + 3, Move Silently +4 Spot +3
Feats: Alertness
Equipment: Scale mail, +1 morning star
Tayleen the Just, female ghost Pal2: Medium-size
Undead (5-ft. 3-in. tall); HD 2d12; hp 18; Init 1 (Dex);
Spd 30 ft.; AC 11 (1 Dex, +2 deflection); Attack +4
melee, or +1 ranged; SV Fort +2, Ref 1, Will +3; AL
LG; Str 15, Dex 9, Con , Int 13, Wis 17, Cha 14.

APPENDIX
Skills: Climb +4, Concentration +4, Handle animal
+5, Listen +5, Profession (soldier) +7, Spot +5.
Feats: Alertness, Power attack.
Possessions: 2,000 gp in gear.
SA: Manifestation (Su)All ghosts have this ability.
As ethereal creatures, they cannot affect or be affected
by anything in the material world. When they manifest,
ghosts become visible but remain incorporeal.
However, a manifested ghost can strike with its touch
attack or a ghost touch weapon. A manifested ghost
remains on the Ethereal Plane but can be attacked by
opponents on both the Material and Ethereal planes.
When a spellcasting ghost is on the Ethereal Plane, its
spells cannot affect targets on the Material Plane, but
they work normally against ethereal targets. When a
spellcasting ghost manifests, its spells continue to affect
ethereal targets and can affect targets on the Material
Plane normally unless the spells rely on touch. A
manifested ghosts touch spells dont work on material
targets.
SA: Corrupting Touch (Su)A ghost that hits a living
target with its incorporeal attack deals 1d4 points of
damage. Against ethereal opponents, it adds its Strength
modifier to attack and damage rolls. Against material
opponents, it adds its Dexterity modifier to attack rolls
only.
SA: Telekinesis (Su)The ghost can use telekinesis
once per round as a free action, as cast by a sorcerer
whose level equals the ghosts HD or 12, whichever is
higher.
Zombies: ; Medium Undead (6 ft tall); HD 2d12+3;
hp 18 (each); Init 1 (Dex); Spd 30 ft; AC 11 (-1 Dex,
+2 natural); Atks Slam +2 melee (1d6+4); SQ Undead,
partial actions only; AL N; SV Fort +0, Ref 1, Will +3.
Str 16, Dex 8, Con , Int , Wis 10, Cha 1
Feats: Toughness
SQ: UndeadImmune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.
Wraith: CR 5; Medium Incorporeal Undead; HD 5d12;
hp 20; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30
ft, 60 ft flying (good); AC 15 (+3 Dex, +2 deflection);
Atks Touch +5 melee (1d4, 1D6 permanent Con drain
--Fort Save, DC 14); SA Constitution Drain, Create
Spawn; SQ Undead, Incorporeal, +2 turn resistance;
AL LE; SV Fort +1, Ref +4, Will +6.
Str , Dex 16, Con , Int 14, Wis 15, Cha 15
Feats: Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative

SA: Create SpawnAny humanoid slain by a wraith


becomes a wight in d4 rounds. Spawn are under the
command of the wraith that created them and remain
enslaved until its death. They do not possess any of
the abilities they had in life.
SQ: UndeadImmune to mind-influencing effects,
poison, sleep, paralysis, stunning, and disease. Not
subject to critical hits, subdual damage, ability damage,
energy drain, or death from massive damage.
SQ: IncorporealCan only be harmed with a +1 or
better weapon, spells and spell like abilities, or
supernatural abilities. It is immune to all non-magical
attack forms. Even when hit by spells or magic
weapons, it has a 50% chance to ignore any damage
from a corporeal source (except for force effects.) An
incorporeal creature can pass through solid objects at
will, but not force effects. Its attack passes through
(ignores) natural armor, armor, and shields, although
deflection bonuses and force effects work normally
against it.

ENCOUNTER LEVEL TABLE


This table is a helpful reference for all encounters in
the Toad Gods Treasure. The table doesnt take into
consideration random encounters, which have their
encounter levels detailed on the separate Random
Encounter tables.
Area
2
9
12
13
14
15
16

19
19
21
22
23
24
25
26
27
28

Encounter
Animated Statue
Homunculus
Carrion crawler
Goblins
Snitch & Blix
Goblins
Goblins
Tayleen
Rappapport
Malfeasant
Skeletons
Zombies
Stone Golem
Ghoul
Zombies and ghoul
Zombies and skeletons
Ghouls and ghast
Mummies & wraith

EL
3
1
4
1
6
2
2
4
7
8
3
1
3
1
3
4
6
7

33

APPENDIX

34

APPENDIX
OPEN GAME LICENSE
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35

WHATS
NAME?
IN A

The Toad God Revealed

The prophet, Elziet shivered in his sleep. The night had


been cold and filled with strange dreams. Suddenly,
his eyes fluttered openor did they? His pupils rolled
back in his head until only the whites showed. His entire
body convulsed and shuddered, flinging globs of sweat
from his forehead to the bedcovers. The dark room
sunk deeper into darkness and shadows began to move
in a strange hypnotic dance. Elziet was elsewhere.
High above the earth Elziet flew, the preternatural
darkness strangely replaced with overcast, but lit skies.
His eyes, now staring directly out in front of him, came
to rest upon the ruins of an ancient temple nestled in
the center of a large open plain. Lightning flashed in
the sky above. Elziet was plagued by the fear that not
all was as it should be.
Unexpectedly, Elziet felt time moving backward. The
color of the fields below shifted and trees around the
ruins began to cycle through greens, browns, reds, and
yellows only to turn back to green and start the cycle
all over again. Elziets eyes followed the deterioration
of the ruins in reverse. Stones grew sharper and crawled
back up from the ground to their rightful places. Elziet
moaned softly as the temple reconstructed itself.
Then there were people. The rhythmic sound of
chanting filled the area like some monotonous, primal
drum beat. Elziets eyes zoomed towards the temple
until he felt himself moving through the stone ceiling.
He burst into open space again and cried out at what
he saw. He tried to cover his eyes but his arms could
not move. There, in the massive sanctuary, was a horror

Elziet could never had imagined.


Several groups of peasants were chained together.
Guarding them were hideous half man, half toad
creatures. The prophet moaned softly as he watched
the grotesque tongue of one of the creatures slowly
flick out and land softly on the cheek of a young girl.
The appendage caressed the cheek of the girl
obscenely. The girls father lunged at the monster but
was dragged short by the chains around his ankles and
was given a savage blow by a second toadman. The
two foul creatures looked at each other and shook with
horrible laughter.
The center of the sanctuary was dominated with a
large pit and the center of the pit was a giant bonfire.
The smoke escaped through a small hole in the roof
above. Strange men in brown robes danced around
the bonfire. At regular intervals, the dancing would stop
and one of the toad men would bring one of the
peasants before the robed men, whom Elziet took to
be priests. The priest would reach inside his robes and
draw a long, jagged, silver daggerimmediately plunging
the blade into the peasants stomach. Elziet screamed
as the priest pulled the dagger up through the peasants
chest. The peasant convulsed twice. Then, the priest
hurled his body into the fire and the dancing began
anew. Elziet faded in and out of lucidity as the image
repeated it self over and over again; men, women, even
children fed the blade and the fire.
Suddenly, the scene began to change again. Elziet
felt himself moving outside of the temple, back to the

WHATS IN A NAME?
sky. The trees began to cycle again, green, yellow, red,
brown, and back to green again. Stones crumbled and
fell from their places and eventually withered to
boulders and pebbles. The temple fell. Time slowed,
and Elziet felt himself in the present again. He wept
uncontrollably. The horror was gone. His tears fell from
the sky like rain, and he was oblivious when time began
to move again. The cycle of colors on trees was the
sameElziet began to move into the future.
The ruins were still there, still ruins. The sky was a
deep orange, and Elziet couldnt tell whether it was
morning or evening. The light cast strange shadows in
the ruins and across the plains. Elziet focused on one
of those shadows, which seemed to move on its own.
It became clear that the shadow was actually a man
dressed in brown robes pulling another man in chains.
The man was ragged, his robes filthy, frayed, and riddled
with holes. His hair was unkempt and he sported several
weeks worth of beard on his dirty face. The second
man in chains was battered and stared about him, wild
eyed.
A strange sensation came over Elziet as he watched
the men approach the ruins. The man in the robes
dragged the second man to a large stone slab, half
propped up on a small boulder. He pulled the man to
the top of the slab, and when the man struggled, he
punched him in the face with a grimy fist. The man in
chains slumped over the top of the stone slab. The
robed man called out to the sky in a strange tongue,
and Elziet noticed that clouds had gathered above the
ruins. With a quick flash, the man drew a pristine,
jagged, silver dagger from his soiled robes. He quickly
slashed it across the chained mans throat. Blood flowed
down over the slab and as it ran over the stone it
bubbled like some unholy acid. The man in robes
laughed and raised the dagger to the sky. He cried out
again, in that strange tongue.
Elziet watched with grotesque fascination as the blood
etched the stone. Bubbles and fumes cut away at the
slate. Eventually, an image became clear and he stared
in horror. Carved in the stone slab was a horrid image
of a half man, half toad. One hand of the monstrosity,
held up high, contained men in robes with daggers
brandished high. The other hand was dropping men
into its immense open maw. Elziet screamed!
Monks burst into Elziets room and shook the man.
His eyes were rolled back in his head and his entire
body was soaked in sweat. The monks picked him off
the floor and put him back into his bed and eventually
the convulsions began to subside, replaced by sobs.
He returns, Elziet sobbed in his sleep, He returns.

The Toad God


No one knows the true origin of the Toad God, or its
true name. Its often called the Toad God or the
Swallower of Souls. Other names include the Lord of
Filth and the Corpulent One.
Literature acquired from Toad God temples tells of
the following origin. The Creator created the world and
all things in it, including the gods. Thus the world existed
for millennia. At some point, the gods began to hate
each other and war amongst themselves. Being
immortal, the gods needed some means of assaulting
each other, and eventually the races were created:
humans, elves, dwarves, and the others. An assault on
a god was an assault on the gods people.
The Toad Gods literature claims that the Creator
became enraged at the Gods for their destruction, and
created a final god. This creature was monstrous, half
man, half toad. It fed on the souls of mortalsand the
books hint, also on the souls of gods. The Creator
loosed this creature on the world and it immediately
began its destruction.
Thousands of years later, the cult of the Toad God
spanned the known world, concentrated in rural areas.
The cult helped feed the Toad God with horrible
sacrifices that often involved dozens of men and lasted
all night long. Its influence was so powerful, rulers
ignored the sacrifices out of fear of retribution. So say
the books of the Toad God.
What happened after that is hard to tell. Some say
the gods ceased their petty bickering and strove against
the Swallower of Souls. It is said that the gods attacked
the Lord of Filth in their world and in this world as armies
rose up to attack the cult. Others claim that there was a
schism amongst the cult that eventually ended in a
bloody holy war, destroying the temples and scattering
the adherents. Still others claim that something more
nefarious happened. Some claim that the Creator called
the Toad God back. Bereft of their divine influence, the
cult fell prey to authorities avenging the deaths of
thousands of peasants.
The temples crumbled away into nothingness and
adherents have long been taken home to their master.
Today, only the most dedicated of historians know
anything about the Toad God, and that information is
largely footnotes in history. Whatever happened has
long been forgotten.
Or so its believed. Recently, around the world, several
men have heard the call of the Toad God. Their twisted
minds have been fed with memories and fantasies about
a time long forgotten, when the servants of the Lord of

WHATS IN A NAME?
Filth ruled the world. These lone men seek signs and a
means of bringing the Toad God back.

Priests of the Toad God


Those few men who have heard the call of the Toad
God seek nothing more than to bring the cult of the
Toad God back. Usually, individuals whose minds are
already prone to malicious acts hear the call of the Toad
God. Though they are oblivious to the existence of the
others, they all see themselves as the new priests of
the Corpulent One. They seek no followers. They strive
only to return the Toad God to this world.
The priests of the Toad God believe that the world is
hateful in the eyes of the Creator. They believe that
both the Lord of Filth and its followers are the tools of
the Creator to cleanse that hate and violence from the
world. All peoples are creations of the odious gods,
designed to be tools in their foul wars. The people of
the Toad God are like a surgeons saw cutting away at
the gangrenous filth that seeks to destroy creation. By
serving the Corpulent One, the priests of the Toad God
hope to save their own spirits from consumption by
the Swallower of Souls. In return for their efforts, the
Toad God will lift them up to a glorious existence without
hate.
As a sign of the Toad Gods favor, and to assist the
rogue priests, the Lord of Filth has granted them the
sculwugs. Sculwugs are hideous creatures made in the
image of their master. Half man, half toad, the creatures
serve the priest by kidnapping sacrifices or protecting
the priest and the new temples. Though they are
servants of the priests, they truly serve only the Toad
God, merely bidding their time until the humans return
their rightful master to this world.

The Cult in Your World


There are several ways that you could use the Toad
God, its priests, or the cult itself in your games. Although
the cult is long forgotten, it once riddled the countryside
with temples filled with riches. Those lone priests are
willing to go through nearly any act to return the Toad
God to this world. Or perhaps, in your campaign, the
priests are successful and the cult is making a strong
comeback.
It is quite possible to use the Toad God without
significantly altering your currant campaign. Whatever
happened to destroy the original cult, its temples were
left, filled with treasures, to crumble to dust. Who knows
who may have taken up residence in those temples

since then? Bands of humanoids may be using the


temples as fortifications. Perhaps the bodies of the
Corpulent Ones priests still lurk there as restless dead,
seeking to destroy all life that enters the holy ground.
The priests of the Lord of Filth horded magical artifacts
and created strange relics to be used in their evil rituals.
If you want to use the Toad God in your campaign
without significantly altering it, this is an excellent option.
The Toad God merely becomes background for a
dungeon.
The PCs could meet or strive against one of the
Swallower of Souls new priests. Perhaps the priest
seeks to use a PC or an acquaintance of the PC as a
sacrifice or perhaps he already has! Bands of sculwug
servants nearly always accompany these wandering
priests. The appearance of these monstrosities should
pike the curiosity of any band of monster slayers. This
involves the Toad God more directly in your campaign,
but at a small level.
For more campaign involvement, the cult of the Toad
God can be a threat to entire villages or even entire
kingdoms. At its height, the power of the cult was so
great, kings ignored its murderous presence rather than
face them. The cult could be making a comeback and
could be at any level of that comeback. Perhaps its still
small enough that a band of hardy adventurers can fight
their way to its center and destroy it before it becomes
unstoppable. Or, perhaps its already so powerful that
the PCs are merely agents of some more powerful force
bent on destroying the cult one piece at a time.

Nature of the Cult


The cult of the Toad God isnt an appropriate priesthood
for PCs in most campaigns. They seek to bring into the
world a monstrous creature whose sole purpose is to
devour the souls of the various races. In the process of
doing this, they sacrifice numerous innocent peoples
in an effort to feed the Toad God. Additionally, priests
fulfilling the will of the Swallower of Souls are generally
granted sculwug henchmen to assist them in their
nefarious schemes.
However, it is perfectly suited for antagonistic NPCs.
Their plan is horrible enough, and their means of
bringing it about grotesque enough that even the most
cynical PCs would attempt to stop them. The following
information is designed to help create NPCs that are
servents of the Lord of Filth.
Symbol: The cult used many symbols for the Toad
God. The most common is a representation of the Toad
God itself, one arm raised high, carrying the followers

WHATS IN A NAME?
to bliss, the other dropping the souls of mortals into its
massive maw. Another common symbol is a small
representation of a toad with reeds behind it.
Alignment: Neutral Evil.
Domains: Death, Destruction, Evil, and Water.

Additional Granted Powers

Clerics of the Toad God may choose to take one of the


following special abilities instead of either one of their
granted powers.
Communicate with Amphibians: Once a day, the
priest of the Toad God can comprehend and
communicate with amphibians, including normal
amphibians and giant versions. You are able to ask
questions and receive answers, however this ability
doesnt make the amphibians any more friendly than
normal. While an enraged giant toad would be able to
understand your requests, it may not care.
Furthermore, wary and cunning amphibians are likely
to be terse and evasive, while the more stupid ones
may make inane comments. If the amphibian is friendly,
it may do some favor or service for you (as determined
by the DM). This effect lasts 1 minute per level of the
cleric.
Breath of the TToad
oad God: The Priest of the Toad
God can hold her breath, or simply abstain from
breathing for long periods of time. Normal characters
hold their breath for twice their Constitution score in
rounds. You can hold your breath for three times your
Constitution score in rounds.
Summon S
warm: Once per week, the priest of the
Swarm:
Toad God can summon a swarm of vicious, poisonous
toads. The swarm covers a 5 foot spread. Any creature
in the swarm that takes no actions other than fighting
off the toads takes 1 point of damage on its turn. A
creature in the swarm that takes any other action,
including leaving the swarm, takes 1d4 points of
damage. Spellcasting or concentrating on spells within
the swarm is impossible.
The toads deal no damage to creatures that are
immune to poison, though it still prevents spellcasting
and concentration. The creatures attacks are nonmagical. Damage reduction, being incorporeal, and
other special abilities also make a creature immune to
damage from the swarm.
The swarm cannot be fought effectively with weapons,
but fire and damaging area effects can force it to
disperse. The swarm disperses when it has taken a total
of 8 points of damage from these attacks. Certain area
or effect spells, such as stinking cloud, disperse a swarm
immediately.

Sculwugs
Medium Outsider
HD: 2d8+2 (11 HP)
Init: 1 (Dex)
Speed: 30 ft., swim 30 ft.
AC: 14 (1 Dex, +5 natural)
Attacks: 2 claws +2 melee, 1 bite +0 melee
Damage: Claws 1d6, bite 1d3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Saves: Fort +3, Ref 1, Will +0
Abilities: Str 12, Dex 9, Con 14,
Int 10, Wis 12, Cha 10
Skills: Swim +5, Jump +7, Spot +2, Listen +2
Feats: Multiattack
Climate/Terrain: Any land and underground,
propensity for mud pits.
Organization: Solitary, Gang (1-7), Mob (8-12)
CR: 1
Treasure: None
Alignment: Neutral Evil
Advancement: 2-3 HD (Medium), 4-6 HD (Large)
Sculwugs seem to be bizarre, otherworldly servants of
the priests of the Toad God. In reality, they serve solely
the Toad God and are willing to serve humans only in
so far as serving them serves the Corpulent One.
The cults scriptures claim that the sculwugs are the
demonic children of the Toad God, created from his
own being and formed in his image. They appear to be
a foul mix of man and toad with hideous toad like heads
mounted on humanoid bodies with webbed hands and
feet. Their thick, warty hides smell faintly of brimstone
and exude slight traces of poisonous puss.
Bands of sculwugs are granted as servants to priests
of the Toad God who are working to bring about the
will of the Lord of Filth. They often act as servants,
guards and henchmen.

Combat
Sculwugs prefer to attack en mass, rather than
individually. If possible, they try to double team
opponents and flank them. The skin of the sculwugs
exudes a slightly toxic puss that coats its claws and
mouth. Sculwugs are immune to their own poison. Each
individual sculwug attempts to target all its attacks on a
single foe, endeavoring to get as much poison into that
individual as possible.
Poison (Ex): Injury; Fortitude save (DC 13); initial
damage: 1d3 Str; secondary damage: none.

BAD GOYS
BAD GOYS
WHATCHA GONNA
DO ?
Whatcha gonna do when they come for you?

Conquering
Your d20 Underworld
this August

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