Beruflich Dokumente
Kultur Dokumente
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
www.anubium.com
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
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
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
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.
INTRODUCTION
Random Encounter
No encounter
Goblins (4)
Snake, Huge Vipor
Monstrous Centipede, Huge (2)
Brown Bear
Carrion Crawler
EL
2
3
4
4
4
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.
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
D
D
D
D
10
Random Encounter
No encounter
Geia, Ftr 2
Goblins (6)
Ankheg
Carrion Crawler
EL
2
3
3
4
11
12
13
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
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
16
Area
Any area 13 chambers
(except for one that holds her remains)
Wandering the halls
Area 14, Snitchs and Blixs room
Random Encounter
No encounter
Goblins (1d3+1)
Goblin Patrol (1d3+4)
Snitch or Blix, with guards (2)
Ankhegs (2)
EL
2
3
5
5
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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
18
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
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
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
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22
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.
23
24
25
APPENDIX
26
APPENDIX
NEW SKILLS
NEW SPELLS
FRIENDS
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
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.
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
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.
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
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.
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
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
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
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved.
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Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means
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35
WHATS
NAME?
IN A
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.
WHATS IN A NAME?
Filth ruled the world. These lone men seek signs and a
means of bringing the Toad God back.
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.
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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