d20 anubium the toad god's treasure

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BY James Gustafson ADDITIONAL DESIGN J. Lloyd ILLUSTRATIONS Clarence Harrison A staple for the Dungeons & Dragons® game. Need assistance? [email protected] www.anubium.com Rule questions? [email protected] Want to write for us? [email protected] Anubium and the Anubium logo are trademarks of Anubium. All characters, character names, and distinctive likenesses thereof are trademarks owned by Anubium. This work is a work of reality. This is a work of reality, the Goy as presented here do exist. This book is protected under the copyright laws of the United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein is prohibited without express written permission of Anubium. 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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d20 Anubium the Toad God's Treasure

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  • BY

    James GustafsonADDITIONAL DESIGN

    J. LloydILLUSTRATIONS

    Clarence HarrisonA staple for the Dungeons & Dragons game.

    Need [email protected]

    www.anubium.com

    Rule [email protected]

    Want to write for [email protected]

    Anubium and the Anubium logo are trademarks ofAnubium. All characters, character names, anddistinctive likenesses thereof are trademarks ownedby Anubium. This work is a work of reality. This is awork of reality, the Goy as presented here do exist.This book is protected under the copyright laws ofthe United States of America. Any reproduction orother unauthorized use of the material or artworkcontained herein is prohibited without expresswritten permission of Anubium.

    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.

  • 22222

    Shrouded in the forgotten past, when the world wasyoung and civilization younger, the cult of the Toad Godflourished. Reaching out to maligned individuals, thecult grew corpulent and powerful. Followers croakedwicked prophecies and engaged in rituals filled withblood, accompanied by chants to insipid powers.Innocent folk disappeared and rulers trembled withtrepidation. Its tendrils of wickedness slipped acrossnave realms as they refused to acknowledge thegrowing cults influence.

    At its height, the cult spanned the known world,though its presence was never great in the urbancenters of civilization. Throughout the countryside,predominantly near bogs and marsh, the cult held swayover many aspects of life. Simple villagers and serfswere afraid to act during the cults high seasons, andmany authorities found their decrees nullified by thecontradicting whims of the Toad Gods followers.

    Temples to the Toad God helped to instill fear amongthe locals and facilitated the rise of the cult. Legendhas it that the cult was so expansive that their insidioussanctums were never more than a days ride apart.Though the nobility would vehemently deny suchstories, folklore maintains that even rulers paid homageto the Toad God in small shrines secreted in hiddenplaces within their keeps. Such was the power, bothphysically and psychologically, of the Toad God.

    Mother Izola of EimMistress of the Jade Sikhilion

    The Toad Gods Treasure is a d20 adventure thatfeatures a crawl through a ruined temple dedicated tothe forgotten Toad God. Designed to be challengingfor four 4th-level characters, characters of higher levelsshould fair better against some of the tougher combatencounters. 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, suchas ropes and lanterns. Diplomacy serves the characterswell at points, as brute force does at others. A clevergroup of players will last much longer than hack-and-slashers, especially after the group finds their way intothe natural caverns within the ruins.

    For ease of reference, several resources are given inthe Appendix, including (a) a description of the Idol ofthe Toad God, (b) a complete map of the temple andthe ruins; (c) an Encounter Level table; (d) stat-blocksfor creatures, as well as Cirdis, the main antagonist ofthe adventure; and (e) new feats, spells, monsters, andskills.

    To begin the adventure, read or paraphrase thePlayers Background to your players.

    PLAYERS BACKGROUNDIn one form or another, the village of Feldspar hasexisted on the edge of civilization since timeimmemorial. With the rise and fall of powers, and thepersistent ebb of human settlement, no less than ahandful of nations, languages, and cultures have gracedthis region. Recent times have been kinder to thecurrent settlers, who enjoy stability and productivity asnever before.

    Or so it was, until the tremors began. Withoutwarningwith little discriminationthe earth shifted,moving with untold vigor in outlaying areas. Isolatedcottages were thrown down and fertile lands were tornasunder. Terrified inhabitants quickly fled furrowedfields, leaving fecund expanse to the encroaching wild.

    Now, the insular-minded people of Feldspar bearwitness to an influx of fear-laden simpletons fleeingremote regions of civilization. With them come thesuperstitions of avenging gods and mythic curses,products of amalgamated world-views rooted in ancienttraditions.

    More troubles arise for Feldspar and its people withthe arrival of newcomers. Unsettling this already tensetime is Skaed of Ruumah, a recent arrival to the area.Raving and spirited, Skaed is an adherent of the regionspopular religion. He claims to be a prophet, and isdelirious with visions of coming doom. He rambles

    Credits....................................................................2Introduction............................................................3 Players Background..........................................3 Gamemasters Background...............................3Temple of the Toad God..........................................6Ruins of the Temple...............................................11Lair of the Goblins................................................14Cavern of the Hill Giant...........................................19Crypts of the Priests.............................................22Appendix..............................................................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

    INTRODUCTION

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    through the mud-stricken streets of Feldspar spoutingpredictions of plague wrought from the mouth of thegreat Wyrm, who spills forth from its mouth croakingspirits shaped like toads. His stinging invectives aim atrevealing the horrific frogmen that hide among ourpeople like tigers among the tall grasses, pensive beforea kill.

    GAMEMASTERS BACKGROUNDAt the height of the cults power, a temple was built inthe secluded hills outside the village of what is nowFeldspar. The sanctum was not only a place for ritualand dark deeds, but it was also home to the remains ofthe cults most prominent priests. Far from civilization,the bodies rested undisturbed with their unholy relicstheir written legacies their only company. The recenttremors changed all that.

    The first to stumble across the forgotten corridorsand caves was the hill giant Rappaport. Rappaport madehis home in the warrens of the hills, fashioning areputation by raiding farmland and supply caravansperiodically. Giant hunters and adventures were hardpress to find him because he moved from warren towarren, avoiding an untimely fate. Unfortunately, thegiant chose to settle in an unstable cave when thetremors struck. The resulting collapse sealed the giantoff from the outside world. A few newly formed tunnelslead off into the forgotten temple of the Toad God, butthey were too small for the giant to navigate. Rappaportnow survives on a small group of carrion crawlers stuckin the caves with him.

    Also stumbling across the ruined temple is a smallgroup of elite goblin warriors and their concubines. Ledby Snitch, a once formidable guard for the nearbyGoblin King, they flee their previous home to escapethe sculwugscreatures half-human, half-toad, whicharrived months ago and stroked the Goblin Kings egowith talk of power and conquest. Snitch and his bandof loyal goblins spoke to the Goblin King about theirfears, but the king would listen to none of it. Timepassed and it was apparent that the sculwugs hadentranced the Goblin King with visions of grandeur.When the tremors struck, many goblins saw it as a signfrom the gods that the Goblin King was wrong to listento the sculwugs. In the confusion wrought by thequakes, Snitch and his band fled to the hills. Theyquickly found and explored the ruined temple, settlingin one of its better-preserved sections.

    Snitch and his band live in fear of the Goblin Kingand the sculwugs. So far, they have avoided detection.Using the subsequent tremors to their advantage, the

    goblins conduct midnight raids against nearby farmsthat have suffered from the quakes. They have managedto snatch crops, chickens, and even a hog in the midstof the farmers disarray and uncertainty. Its unknownhow long the band of goblins can survive, but they obeySnitch diligently.

    Ignorant of both the giant and the goblins is Cirdis, afollower of the Toad God and an agent of the sculwugs.Cirdis is a reclusive man that conspires to revive theancient cult of the Toad God and gain the respect ofhis sculwug masters. His knowledge of the cult leadshim to believe that the tremors and quakes are signs ofthe Toad Gods imminent coming, as foretold in thecults apocalyptic writings. The sightings of the toad-demon and his own research guide him to the hills tofind the faithful few that will rise again when the mastercomes forth from the darkness beyond. He hopes tofind the revived priests from ages ago so that he canprepare for the Toad Gods return.

    PREPARATIONThe players are counting on you to make the game funand enjoyable, so give them your best. As for anyadventure, its important that you prepare for eachsession of play ahead of time. This is especiallyimportant for this adventure, At times, unless you areon your toes, PCs might find themselves wanderingwithout a goal or struggling against unforeseen hazards.If this should happen, step in and help the PCs along.Your developing campaign will determine how youmight go about doing this, but dont be afraid to createyour own random occurrences to achieve your aims.Above all else, the point of the adventure is to havefun.

    New rules are presented at four important points inthe adventure. These rules cover Falling Damage,Cave-ins and Collapses, Underwater Combat, andSwimming. Become familiar with the places wherethese rules apply and the rules governing each situation.The less you sit and ponder the rules in their givencontext, the easier encounters will flow.

    An important aspect of the adventure, and one thatrequires the most preparation, is the encounter withCirdis. When the PCs enter the ruins, you mustdetermine how far Cirdis has gotten in the complex.Choose one of the five areas of the ruins (seeArrangement of the Ruins below), and place Cirdis inthe last numbered chamber of that area (the fivechambers are thus 5, 12, 18, 19, and 28). Some areaand chamber descriptions differ depending on whetherCirdis is located in a particular area or not.

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    Determine Cirdis location based on your intendedpurpose of the scenario. If the PCs dont run into thecultist in a timely manner (to be decided by you), resistthe 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 HOOKSSeveral possible hooks are given below to entice playersinto the adventure. Feel free to use one of these hooks,combine any number of them, or ignore them in favorof your own.

    D Skaed is indeed a visionary or prophet, but likeall such figures, he is misunderstood and fearedby a great number of people. He has come toFeldspar under the compulsion of his deity towarn the small village and anyone who wouldlisten of impending doom. Unfortunately, no oneis listening, and so he seeks hearts that seewhere eyes cannot. PCs in Felspar run acrossthe ranting Skaed, who ends his scathingpronunciations of doom to enlighten the PCs ontheir heroic fate. With uncanny precision, Skaedtells of the temples location, foretelling disasterfor those that flee their destiny and riches beyondimagination for those that seek it.

    D A number of the PCs know the elders Hessa andSamuel, farmers on the outskirts of Feldspar.News comes that Samuel was found dead, anapparent victim of the roaming toad-demon.When found, Hessa is a mess; she is frantic,depressed, and devastated. Not only has she losther love, but she must remarry to retain the farm.If she cannot find a husband within a monthstime, she is legally bound to marry her husbandsbrother, who is a cruel and unsavory man. Hessahas lost all hope for her future, believing norighteous man would want a woman in her 40swith five children. All she asks is that the PCsavenge her husbands death, but willing PCscould marry Hessa, allowing her to keep the farmand saving her from her husbands brother.

    D After the quakes, a young shepherdess namedAnna was sent to round up some of the flockthat scattered when the tremors hit. She didntreturn for some time, so the locals bandedtogether to search for her. A remnant of the flockwas eventually found near the entrance to thetemple. A more thorough search revealed the

    cave entrance, but there was no sign of Anna.Afraid to enter the ruins, the locals requestedthe aid of the local authorities to find Anna, butthey are busy maintaining order in the village andits surroundings. Perhaps the PCs are willing tohelp?

    D Not many of the ancient dwarves are known tovisit Feldspar or its region of civilization, whichis why the arrival of the grizzled dwarf Andvari ofValholl has sparked a great deal of conversationand speculation in the village. Andvari searchesfor heroes as interested in hoards of gold andsilver as he. He is willing to reward any groupthat finds the Idol of the Toad God with thependant of Ygdel, a mystic necklace once carriedby the great dwarven hero Ygdel. The idol is saidto be carved from a single giant emerald and isshaped in the likeness of the Toad God. If askedabout the pendent, Andvari says it give its wearerthe strength and intellect of Ygdel himself (a bardcan confirm this with a successful BardicKnowledge check against DC 21). If the PCsagree to gain the idol for Andvari, he tries to placea lesser geas on a PC before telling them thelocation of the ruined temple. Whatever shouldhappen, Andvari carries a pendant he calls thependant of Ygdel, but is merely enchanted withNystuls magic aura.

    D The easiest hook is to have the PCs stumble uponthe entrance to the ruined temple just as the giantand the goblins did. Whether this is donebetween adventures or happens during anadventure is up to you.

    BEGINNING IN FELDSPARSome information might be gleaned from theinhabitants of Feldspar concerning the ancient cult.Though most have forgotten its existence, a few grewup hearing fanciful tales told by their long deadancestors. Some PCs, such as clerics, druids, wizards,or sorcerers, might have learned of the cult throughstudy of ancient tomes. Presented here are a few thingsPCs can glean while in Feldspar.

    Gather Information checks (DC 10 or 20): Reveal allof the bulleted points with a successful check resultagainst DC 10. The check requires one full day ofinvestigation and results in 1d4+1 gp of expenditures.

    D Skaed is a cleric from the nearest town. He has

    INTRODUCTION

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    come without the blessings of his faith and isnot liked by anyone, including the villageauthorities. He can be found living in a ricketyshanty big enough for a few people. He isfollowed by a few people that are clearly asdisturbed as he. The entire group holdsservices once a week.

    D Folks arriving from the countryside in the lastfew days mention seeing a freakish, toad-likedemon at night. No one claims to haveencountered the demon, but witnesses saytheyve seen it roaming the broken hills south ofthe village. The creature is tall, with sparklingeyes, and moves stiffly about. Some say it speaks,while others tell of its horrendous tongue, whichcan grab a whole horse. Its believed to be theculprit in many recent disappearances.

    D Shepherds spotted a small group of goblins inthe hills recently. Its uncertain if the hill giantsand goblins are fighting or aiding one another.Unwilling to listen to reason, a small group ofinexperienced heroes left to spy on thehumanoids not long ago. No one has seen orheard from them since. All fear the worst, ofcourse.

    Characters can follow up each of the points above bymaking three separate Gather Information checksagainst DC 20. Again, each check requires one full dayof investigation and results in 1d4+1 gp of expenditures.

    D Skaed and his group of followers spread animplicit xenophobic sophistry that is becomingpopular among the superstitious people ofFeldspar. Humans are more suspicious of otherraces, and there is talk from some about creatinga law that would prevent non-humans from thevillage proper.

    D The toad-demon was reddish-brown and walkedupright. It had gleaming red eyes, made no noise,never opened its mouth, and smelled like freshpine. It always seem to attack only one personat a time, forgoing the nearest possible victim inorder to prey upon the one it was destined tokill.

    D The goblins are most likely members of the goblinrealm ruled by the Goblin King. The goblinsinhabit the region just beyond the broken hillsand have been seen with both giants anddisgusting looking toad-like humanoids.

    Knowledge (local) checks (DC 23): The cult of theToad God once terrorized the area around Feldspar forscores of miles. Bizarre rituals of blood designed toappease the insatiable appetite of the Toad God wasperformed in masse. Cultists raided villages and farmsfor their victims, which were never seen again. Theywere thought murdered in blasphemous rites orchanged into half-human, half-toad like monsters.These rampages grew so terrible that the earth itselfswallowed up the temple and the cult disappeared.Since that time dozens of centuries ago, the cult of theToad God has become little more than a footnote inthe history of the area. It and the god they worship areforgotten to all but the most devoted of religioushistorians.

    Knowledge (religion) checks (DC 25): The cult of theToad God evolved from the primitive religion of thetoad-like humanoids called the sculwugs. Somesculwugs held honored positions in the cult, whichbelieved in sacrificing living creatures, includinghumanoids, to appease the Toad Gods appetite forflesh. Anyone carrying a toad/frog or such arepresentation while in a space sacred to the Toad God(such as the entire temple presented herein) is said togain limited favor with him (which may or not be thecase, as you decide). The forgotten symbol of the cultis a stylized head of a toad on a background of reeds.

    ARRANGEMENT OF THE RUINSThe 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 (6-12), Lair of the Goblins (13-18), Caverns of the HillGiant (19), and Tombs of the Priests (20-28). Each areabegins with a brief description detailing any specialnotes about a given site, situation, or creature. Areadescriptions are followed by keyed encounters for anarea. Read the area descriptions carefully and note anyspecial circumstances; feel free to mark the text to helpyou remember these important points.

    Ruined corridors and newly formed tunnels are freeof activity for the most part. Snitch and the goblins staywell away from the carrion crawlers and arentconcerned in the least for the catacombs leading tothe Toad Gods faithful undead. As for the giant, all saveone goblin has avoided him and for good reason (seearea 19). With the Track feat, a successful WildernessLore check (DC 20) reveals the passage of any creature,as you determine. Use this to your advantage, givingPCs hints to possible dangers that lie ahead or steering

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    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 oflight filtering through a ceiling of boulders and a faintstench reeking like putrid eggs and cabbage. Where,when, and from where these sensations originate arefor you to determine. Use them to enliven otherwiseuninteresting places.

    Unless noted, worked corridors are made of crackedplaster that hold faded remains of intricate paintings.They show stylized figures in indistinguishable scenes,but a closer look always reveals toad-like humanoidsinteracting in a variety of ways with other, morerecognizable races. Sometimes, half-toad, half-humancreatures can be seen. Plastered corridors are no tallerthan 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 shrinkto less than 5 feet across, while at other times they aremassively large. Cave tunnels are almost always strewnwith debris. Those near the Tombs of the Priest arecovered in a harmless, slimy substance. Doors in suchcorridors or tunnels are sorry things, being simple tobreak even if stuck or locked.

    Decrepit Wooden Doors: 1 in. thick; Hard 2; hp 10;Break DC 13 (stuck) or DC 15 (locked).

    TEMPLE OF THE TOAD GODThe first five chambers of this area are the onlychambers that have survived the quakes intact. Thisarea was where the acolytes of the Toad God lived andstudied. Ruined stairs near the acolytes chambers (area3) led to more lavish rooms for prefects of the faith,but they are now impassable.

    The amphitheater (area 2) is the only chamber usedby worshippers of the amphibious lord. Most evenings,only a few would pay homage to the god, but once aweek, a crowd filled the room. Priests would provoketheir followers into libidinous festivities, ending whenone of the crapulent revelers was burned alive to thedrunken laughter of fellow celebrants.

    None but the most respected priests were allowedbeyond this area and into the crypts where the blessedwait their Lord in death. To guard against trespassers,traps and locks were placed on doors in the mosaichallway (area 5). The quakes have destroyed all thesesafeguards and nothing but trouble can come from itfor the adventurers.

    Cirdis: If you desire, the cultist can be found in themosaic hallway (area 5), resting a bit before descendinginto any one of the two grottos that lead off from thehallway. When encountered here, Cirdis is a 2nd-levelcharacter and is accompanied by 4 of his trustedhenchmen (see the Appendix for more details).

    Henchmen (4): hp 8 (x4).Cirdis: hp 12.

    RANDOM TEMPLE ENCOUNTERSThe tremors have prevented a great deal of trafficthrough the temple proper as of late. Still, a few animalsand beast find their way into the area from time to time.Once per hour, roll on the table below to determinewhether or not a random encounter occurs. After thecollapse in areas 1 and 2, add a +20 to the d% roll.

    Roll d% Random Encounter EL01-90 No encounter 91-93 Goblins (4) 2 94 Snake, Huge Vipor 395-97 Monstrous Centipede, Huge (2) 4 99 Brown Bear 4 00+ Carrion Crawler 4

    Goblins: These four 1st-level goblin warriors are scoutson a routine patrol. They are armed and ready forthreats. If they encounter resistance, they fleeimmediately to the goblin lair and alert Snitch. If the

    VARIANT: FALLING DAMAGE

    A variant rule in the d20 System suggests that the first1d6 points of damage suffered in a fall as subdualdamage. We suggest using such a rule in this adventurefor various reasons.

    First, this allows the sinkhole portions of theadventure to be treacherous without characterssuffering lasting damage or wasting precious spells andabilities that might be needed in more perilous areas.

    Secondly, subdual damage adds an added dimensionto the risks of adventuring. No longer do your heroesneed be cautious of only blades or arrows; they mustnow respect the natural, and sometimes brutal hazardsthat befall the unprepared in realms under the sun.Exhaustion, strain, bruises, and physical exertion leadingto collapse and unconsciousness can be as threateningas any weapon.

    However, if youre feeling unmerciful, feel free to usethe standard rule for falling. Characters suffer 1d6 hitpoints of damage for each 10 feet fallen, all of it normaldamage. The adventure is progressively more difficultand is appropriate for parties above the suggested level.

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    goblins return, the entire goblin lair is on alert for a full24-hour period. Should these goblins meet theirdemise, be sure to subtract them from the total numberof 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 outlooking 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 thesetwo pests. When encountered, one centipede attacksthe rear of the party first while the other waits a roundto 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 fendingoff trespassers from its new lair. Unfortunately, thecreature is fated to die soon enough. The bear dies inthe collapse, crushed to death in area 1. Thus, this resultis 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 attacksimmediately with little regard for its life; its half-deadfrom starvation and is driven by hunger. If the partyshould defeat this crawler, or if it is able to escape outinto the hills, subtract it from the number of crawlers inthe Caves of the Hill Giant (area 19).

    Carrion Crawler: hp 22.

    AT THE ENTRANCEThe entrance to the ruins is a good 5 miles into thecraggy hills outside of Feldspar. Travel is at half thenormal speed since the feeble trail is now clogged withobstructions from the recent quakes. The landscape isshattered and damaged; rock slides and collapses dotthe area. Vegetation is sparse, though there are manydifferent kinds of animals here, including lizards, snakes,vultures, and small rodents. GMs that wish toforeshadow the impending collapse in areas 1 & 2 mightwant to describe a minor tremor or two just before thePCs find the entrance.

    Read or paraphrase the following to start:

    It appears that the quake caused the entire side of a hillto collapse, creating a large cliff and spreading debrisand rubble all over. Amidst the debris are the obviousremains of masonry and marble columns. In the baseof the cliff is a dark passageway guarded by the remainsof two large pillars carved into the rock.

    A persistent Search check (DC 15) through the debrisreveals that many of stone fragments contain thestylized picture of a toad. Stones with the stylizedpictures could be considered sacred representations(see Beginning in Feldspar: Knowledge (religion)checks above). The stones are small enough to fit intoa sack but not a pouch. PCs with the Track feat can tell that the entrance hasseen quite a bit of activity in the last couple weeks witha successful Wilderness Lore check (16). A result of 5or more reveals small humanoids were the cause ofthe faint disturbances. Success by 10 or more pointsreveals that a group of more than 3 humans passedthrough the entrance this morning.

    The entrance into the hill is dark, dank, and smells ofstagnant water. PCs that take the time to investigatethe entrance can make Craft (stonemasonry),Profession (architecture and engineering), orWilderness Lore checks (DC 20) to notice that theentrance is damaged (most likely by the quakes) andhighly unstable. Without time and significantengineering, the entrance is impossible to braceadequately. A strong quake or tremor might cause it tocollapse. Dwarves get a check if they merely pass within10 feet of the entrance and gain a +2 bonus to theirrolls.

    PCs that search the area up to 280 feet west of theentrance might find a large iron door deliberately hiddenby foliage and rocks. A successful Search check (DC21) reveals the door, which leads to area 17 in the Lairof the Goblins (see page 18). This door is locked andextremely difficult to break down. No other entrancesare found in the area.

    Finely Wrought Iron Door: 2 in. thick; Hard 15; hp60; Break DC 28 (locked).

    KEYED TEMPLE ENCOUNTERS1. Cleansing Pool 30 ft. x 30 ft.The corridor ends abruptly, sinking step after step intothe putrid water. Disturbing images of men bathingthemselves under the watchful eye of the grotesqueToad God cover the cracked plaster walls. The recentearthquake appears to have taken its toll on the ceilingand islands of plaster sat atop the slimy water as if afraidof being devoured by the viscous substance. The air iscold, like a cave or a deep cellar.

    A pool fills the center of the room with stairs leadinginto from both the north and south sides. At the centerof the pool, the filthy water is approximately three feet

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    deep, containing a Trap. At its bottom is a long woodenplank (15 ft. by 1 ft.), long enough to span the pooland sturdy enough to hold 200 pounds of weight atone time. Curious PCs note that the board is fairly solidwith no signs of rot evident. It seems the board is arecent addition to the temple chambers.

    Long ago, temple initiates once ritually bathed here.Now, the stagnant water is an unappealing hazard. Thewalls are covered with mosaics of men washing eachother under the auspices of half-human, half-frogcreatures. Over the exit to the northwest is the carvingof a stone toad, watching over everyone in the pool.

    Trap: Anyone entering the pool finds that the waterleaves a filthy film over everything it touches, coveringequipment and clothes. In addition, characters mustsucceed with a Fortitude save (DC 15) or becomeinfected with a potentially fatal parasitic infestationknown as Scab Warts. The infestation has an incubationperiod of 1d4+1 days, at which time victims suffer 1d4points of Constitution damage.

    Scab Warts are so named because of the disgustingwart-like lesions that appear on the body. This is actuallythe incubation of the parasite in the skin. When victimsof the disease scratch at the lesions, they open up thewound and allow the infection to spread.

    Scab Warts (Ex)contact, Fortitude Save (DC 15),incubation period 1d4+1 days, damage 1d4 points oftemporary Constitution.

    Development: Cirdis long study of ancient Toad Godtemples and crypts lead him to bring along several oddtools for maneuvering through the tunnels. One of themwas the wooden plank, which was useful in the firstchamber. A brave soul that can rescue the plank withoutbeing infested might find this useful later on. If used asa weapon, the board is treated as a non-proficientweapon (4 to hit) and does damage like a club (itslethal size and thickness is offset by its unwieldy nature).

    2. Sanctuary 70 ft. x 70 ft.A sunken amphitheater dominates the room. The stonestairs and seats are bowed with years of use. Dustcovers everything. Its apparent that a giant fire pit inthe center of the room was once the focus of worship,and strange things still jut forth from the ash. Above itall, in a sunken niche in the wall, a vigilant wooden statueshaped in the likeness of a humanoid toad watches overall that passes into its domain.

    Stairs lead down into the pit from the north and south.Doors exit the sanctuary to the northeast andsouthwest. 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 namefrom his location.

    Disturbing the statue or the ash pit withoutmentioning the Toad God with respect causes theCreature to attack. The ash pit is a Trap that concealsthe Treasure.

    Creature: The statue in the niche is a wooden replicaof the Toad God and is the beast that roams thecountryside at night. When sundown comes, the statuecomes to life, looking to wreck havoc. If it cant makeits way out into the world due to the collapse that occursafter characters reach area 5, it simply roams thischamber. Its made of a deep reddish-brown wood andsmells like pine. As of this morning, two large emeraldssat like eyes in the statues now-empty eye sockets.

    If touched without praising the Toad God, the statuecomes to life and attacks any living creatures in theroom. It doesnt pursue targets outside the room. Atnight, the creature roams the countryside, preying oninnocents. Note that the statue is considered ananimated object and not a golem.

    Trap: The pit is filled with two feet of ashes from pastrituals and now serves as a hazard. The first person todig through the ashes must make a Fortitude save (DC13) or choke uncontrollably for 1d4 minutes on thefine ash and suffer 1d6 points of subdual damage. Suchcharacters are incapacitated and are consideredhelpless. The ashes are only trouble for the first person

    TEMPLE OF THE TOAD GOD (AREAS 1-5)

  • 99999

    to search through them, after which time displacementneutralizes their affects.

    Treasure: A successful Search check (DC 10) in theashes reveals bone fragments and the remains of anentire halfling. A success by 10 or more points uncoversa frost dagger with the name Neferon etched inCommon on the blade. Speaking the name whilewielding the blade causes it to become sheathed in ice,inflicting an additional 1d6 hit points of cold damage.

    Development: Knowing that this room was originallya place of sacrifice, Cirdis and his group quicklybypassed this area. They took the two emerald eyesfrom the statue but abandoned the ash pit, thinkingonly 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 damagedthan other parts of the temple. One side of the roomhouses a broken old bureau, the wood cracked andsplintered, doors hanging off their hinges. The otherside is the domain of an ancient, moldy straw mattress.Icons painted on the walls depict the Toad Godswallowing hordes of unbelievers in his massive maw.

    These rooms were the living quarters of the Toad Godspriests, but they are now disheveled from the quake.They are all nearly identical in size and content. Eachroom contains a damaged bed, a worthless bureau, andsome icons in the form of pictures of toads. The itemsin the room are ancient and crumble if handled roughly.

    Each room takes approximately two and half minutesto search completely (almost fifty minutes if the PCstake 20), but there is nothing of interest in them.

    Development: Cirdis, who knows the idol for whichhe seeks is kept deeper within the ruins, neglected thisentire area. He knows that should he need a place towhich 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 oneexception. A young priest with a penchant for acquiringitems belonging to others once lived here. Many of theitems he collected were hidden in safe locations outsidethe ruins, but one item in particular was kept close forgood luck. Curious PCs that make a successful Searchcheck (DC 16) while examining the straw mattress findhis Treasure.

    Treasure: Under the decay of straw and grime is oneof the temples devotional statues. The size of a human

    finger, the statue is of the Toad God and appears to becarved from a single large, black pearl (400 gp). Thisrelic could be considered a sacred representation (seeBeginning in Feldspar: Knowledge (religion) checksabove).

    3b. Collapsed Stairs 10 ft. X 20 ft.The stairs at the end of the hallway lead to aninaccessible second level that collapsed during thequakes.

    4. Sacristy 30 ft. x 30 ft.The door leading to this room has an ancient bronzeplate fastened to it. On the plate are scrawled ancienthieroglyphics of toads and an inscription that reads, Ablight awaits all who enter without the blessings of theToad God, in a dead language. The inscription can beread with the spell comprehend languages or asuccessful Decipher Script check (DC 20).

    PCs with a successful Search check (DC 18) aroundthe door and the bronze plate find a small latch thatcauses the bronze plate to rotate up and to the right,revealing a small hole in the door stuffed with a rolledup piece of paper. The paper contains a written psalmto the Toad God in Common that prevents activation ofthe Trap inside the room.

    Old oak cabinets, now rough with age and neglect, areset against one wall. Other cabinets are entirely coveredwith racks of ceramic containers. The smell of rot anddecay ooze from the third wall, lined with shelves ofbooks decomposing where they sit.

    This dusty area was a storeroom for ecclesiasticalsupplies. The cabinets are filled with old candles, robes,and decanters. Ancient bottles of wine are kept in manyof the ceramic containers and the molded remains ofbooks on the shelves are worthless. Various otherpieces of religious paraphernalia are thrown in smallcrates and wooden coffers. All the items look centuriesold and are valueless, if not useless. Treasure is foundin the cabinets and along the shelves with successfulSearch checks (DC 17).

    Trap: Disturbing any of the contents in this roomwithout first reading the psalm to the Toad God hiddenin the door to area 2 triggers the spell summon swarm,as if cast by a 6th-level spellcaster. The spell calls fortha plague of toads, which lasts until every person in theroom 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)

  • 1010101010

    D Hidden in the cabinets, far back behind rottedvestments, dried inkpots, and dust-coveredshards of pottery is another finger-sized statue ofthe Toad God carved from a black pearl (400 gp).Like its twin in area 3a, the statuette could beconsidered a sacred representation (seeBeginning in Feldspar: Knowledge (religion)checks above).

    D Within a small, ornately carved roanwood jewelrybox shaped like a toad are 50 gp. The jewelry boxis worth close to 35 gp alone.

    D A ceremonial gold dagger (2 penalty to attackand damage rolls) rests on a blood stained font.

    D A tattered pouch on a shelf holds 176 gp.

    D Gold coins spill from the side of a smashedceramic vase thats plugged with a human skull.There are 521 gp inside, but only 231 are actuallymade of gold; the other 290 pieces are coppercoins overlaid with a thin layer of gold. Asuccessful Appraisal check (DC 15) sees throughthe trickery.

    Development: Cirdis found the hidden psalm to hisgod and pilfered the best items from this room. One-quarter of the magical items found on Cirdis and hisgroup is from this area. Choose these items randomlyif its important as to which items were once locatedhere.

    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 collapsedinto two darkened sinkholes. The remaining walls allhave faint images of hieroglyphics and mosaics. Heyseem to depict crazed followers of the Toad Godparading about in a flurry in the presence of theamphibian lord.

    The hallway was a grand foyer at the height of the cultspower. Time and the violent forces of geology havethrown down this once mighty hall. Now, two largeportions of the northwest wall are missing, havingcollapsed into huge sinkholes. These open holes leaddown to sinkholes with debris (areas 6 and 7).

    One minute after the PCs arrive here, the Eventoccurs. Getting near the edges of the sinkholes triggersthe Trap.

    Trap: A 5-ft. section of floor in front of each drop-off is unstable. PCs with successful Wilderness Lore

    VARIANT: CAVE-INS AND COLLAPSES

    The rules presented here replace the current rules forcave-ins and collapses found in the d20 System rules.

    The excavation of loose rock is a strenuous task,requiring an extensive amount of time. Continuederosion and shifting earth continue to make any collapseinconvenient, if not hazardous. Great care must betaken when clearing the rocks and slabs out of the way.

    Clearing debris requires that both hands be free. In10 minutes, characters may excavate five times theirheavy load rating. A 5-ft. cubic area of loose rocktypically weighs one ton, or 2,000 pounds. This meansa character with an average Strength score of 10 candisplace a 5-ft. by 5-ft. square of loose rock in 40minutes and still have room to walk upright. A halflingwith a 20 Strength clears away the same amount ofrock in 10 minutes with room to maneuver. Diggingtools such as picks and shovels allow characters to cleartwice 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 forgorest, they must make a Constitution save (DC 10) after10 minutes of additional activity or become fatigued.For every additional 10 minutes of activity without rest,the DC increases by 1. If fatigued characters continueto dig and fail another Constitution save, they becomeexhausted. Exhausted characters that fail a Constitutionsave become incapacitated.

    If characters dont mind crawling throughclaustrophobic spaces, they can spend half the time tocarve out a cramped, 2-ft. by 2-ft. by 2-ft. tunnel thatgives them no room to stretch or strand. Characterscan crawl at half their speed in these tunnels and areconsidered flat-footed for the purpose of combat.

    checks, Knowledge (engineering and architecture)checks, or dwarves with successful Search checks (DC13) note that these areas are unsafe. If anyone moveswithin 5 feet of the ledge, there is a 50% chance that itcollapses. Characters on collapsing sections of the floorcan escape harm with a successful Reflex save (DC 15).Failure results in a tumble down into areas 6 or 7. Thedrop into area 6 is 15 feet, and the drop into area 7 is25 feet.

    EventCave-In: One minute after the PCs arrive inthe mosaic hall, a tremor shakes the area. All PCs mustmake Balance checks (DC 12) to stay on their feet.Those that fail are thrown 5 feet in a random directionand suffer 1d42 points of subdual damage. Use theGrenadelike Weapons direction chart from the Players

    TEMPLE OF THE TOAD GOD (AREAS 1-5)

  • 1111111111

    Handbook to determine in what direction a characteris thrown. Note the consequences falling within 5 feetof the unsafe ledges.

    With the tremor comes the collapse of areas 1 and2. Area 1 is completely destroyed in the collapse, whileonly a 30-ft. by 30-ft section of the southeast cornerin area 2 is filled with rubble. This seals the entranceand forces the characters to either continue forwardand find a way out, or spend a great deal of timetunneling through the collapse.

    RUINS OF THE TEMPLEWhen the quakes hit the region, rooms farther insidethe hill were thrown down, filled in, and otherwisealtered from the shocks. Much of the original roomswere destroyed in the process, leaving little evidencesuggesting their prior function or nature.

    As the destroyed laboratory would suggest (area 9),the rooms beyond the sacristy were probably used byonly a few respected cultists for dreadful purposes.Torture and alien experimentation often took placewithin these halls, most likely in the rooms farther fromthe temple proper (areas 1-5).

    Today, these areas are unused by most of the currentinhabitants. On occasion, a carrion crawler or two mightbe found wandering the halls. Goblins from areas 13-18 avoid these chambers. They use to patrol the areaat one time but lethal encounters with wandering carrioncrawlers frightened them back into their defensive lair.They now rely on these subterranean monsters to scareoff any unwanted intruders.

    Cirdis: In this area, Cirdis and his companions canbe found in area 12, fighting the lone carrion crawler.The sounds of battle can be heard as far away as areas7 (DC 10) and 11 (DC 5). When the PCs arrive on thescene, one of Cirdis paralyzed companions is beingeaten alive and another is crumpled up against the westwall, a victim of the 20-ft. fall.

    When encountered here, Cirdis is a 3rd-levelcharacter and is accompanied by only 2 remaininghenchmen (see Resources for more details).

    Henchmen (2): hp 6, 4.Cirdis: hp 12.

    RANDOM RUIN ENCOUNTERSThis area of the temple has seen little activity. To thisday, the tunnels and caverns are home to nothing butscavengers.

    Roll d% every hour to determine whether or not a

    random encounter occurs. Reference the result below.

    Roll d% Random Encounter EL01-92 No encounter 93-96 Geia, Ftr 2 297-98 Goblins (6) 399 Ankheg 300 Carrion Crawler 4

    Goblins: The recent collapse draws out the goblinsto investigate. The mere sight of a creature incites themto attack first and ask questions later. If defeat is likely,they rush to the goblin lair for support. If this isimpossible, 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 inFeldspar, she agreed to join Cirdis on his expedition, ifonly to spy on the madman and foil his plans. Cirdis,being no fool, saw through the warrior and slipped hera potion of love. Thus, she immediately becameenraptured with the cultist.

    Unfortunately for Cirdis, the potion didnt last verylong, and before he knew it, Geia partially regained hersenses. If Cirdis is found in area 5, Geia fled forwardinto the ruins; otherwise, she stumbled out of thedeeper caverns. Either way, she is now wandering thecaverns lost, hopelessly in love with the cultist anddeeply confused about how to stop her beloved.

    Geia: hp 19Ankheg: A slight tremor betrays the arrival of a

    grotesque ankheg! Characters making successfulWilderness Lore checks (DC 15) realize the tremor forwhat it is and arent surprised.

    Ankheg: hp 27Carrion Crawler: This nasty critter is free from its

    fear of the hill giant and is starving. If its killed, subtractthe crawler from the number of crawlers in area 19.

    Carrion Crawler: hp 17.

    KEYED RUIN ENCOUNTERS

    6. Southwestern SinkholeDebris litters this natural cavern. What was once achamber of finery is now scattered wreckage. Piecesof wooden furniture, broken plaster, and torn remainsof clothing suggest that the room that was once abovethis sinkhole must have been of great importance. Athin layer of rust can be seen on the floor near theback of the grotto.

    RUINS OF THE TEMPLE (AREAS 6-12)

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    Furniture of a once lavish chamber is now rubbish alongthe cave floor. There is nothing of interest here. Thethin layer of rust-looking powder is actually the Trap.

    Trap: Taking up the entire 10-ft. square exit to thenorthwest is a patch of russet mold. PCs that can seethe patch from the floor of the grotto notice that it isnot rust but a small area of lumpy oatmeal. Knowledge(nature) checks (DC 20) recognize the russet-mold forwhat it is. Druids immediately know this without a check.

    A successful Fortitude save (DC 16) must be madewhen moving within 5 feet of the mold. Failure resultsin becoming infected with free-floating spores, whichthe mold continuously produces. The spores causeimmediate paralysis for 1d20+2 minutes and 1d6 pointsof temporary Constitution damage. Targets sufferingfrom the spores must make another Fortitude save orsuffer an additional 1d6 points of Constitution damage1 minute later.

    7. Northeastern SinkholeThe bottom of this sinkhole is filled with rubbish, someof which is old brick, natural stone, broken chairs, andfractured tables. Water falls in droplets from brokenstalactites, producing an eerie dripping noise.

    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 crashesdown the northern tunnel with a successful Listen check(DC 20). Success by more than 5 points also picks upoccasional high pitch squeals in that direction.

    Active listening near the ramp leading out to thenorthwest reveals the sound of metal ringing off metalwith a successful Listen check (DC 22). Success by 5or more also reveals voices in an indeterminatelanguage. The ramp to the south is quiet, but PCs cansmell water in that direction.

    8. Pool 20-ft. x 20-ft.Thirty feet below the level of the tunnel is a stagnantpool of water. Its surface is calm, its depthsunfathomable. Off to one side, another cave entranceleads 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 tellthe depth without swimming in the water.

    A submerged, 10-ft x 40-ft. tunnel just under thesurface of the water leads directly to area 18. Asuccessful Swim check (DC 10) is needed to navigatethe tunnel. Note that PCs receive a 1 cumulativepenalty on their checks for each round they swimunderwater (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 opensup into a room, lost in disarray. Broken glass bottlesand several metal stands jut forth from the piles ofwreckage covering the floor. The entire left half of theroom is buried in solid rock. On the north end of theruins lie two shiny, greasy puddles.

    This room was obviously a lab, although half of it iscurrently buried in rubble, and the other half isdisheveled and ruined. Rubble, glass, and bits of metalcover the floor making this floor uneven and dangerous.Nothing of value can be found here. Hiding in the rubbleis the Creature.

    Creature: A third homunculus also suffereddeterioration, but remains intact. The tiny thing hidesamongst the rubble (Hide +12) and watches the PCs asthey enter. If it isnt spotted, the homunculus lies inwait and follows the PCs when they leave the room. Itstalks them until they are vulnerable (such as when theyare climbing down a cliff, or otherwise engaged withan enemy).

    Development: Anyone making any sudden actionsin this room (including combat, running, or evenhustling at double speed) must make a Balance check

    VARIANT: SWIMMINGThe rules on swimming and drowning are some ofthe harshest rules in the game. As written, a charactermissing a Swim check by 5 or more points begins todrown. The first round, she is unconscious; thesecond round, she is at 1 hit points; the last round;she is dead. Simply put, this is the only save vs. Deathor die rule in the game!

    To facilitate more underwater game-play, wesuggest altering the rules slightly. On the first rounda character begins to drown, she suffers 1d6 hit pointsof subdual damage and is helpless (essentiallythrashing about). On each subsequent round, thecharacter suffers a cumulative 1d6 hit points ofsubdual damage until she is unconscious (until hersubdual damage is equal to or greater than her currenthit points). Then, in the next three rounds, she dropsto 0 hit points, then 1 hit points, and finally shedrowns.

    Swimming characters must still be wary of a waterydeath, but this rule keeps unfortunate characters alivelong enough for friends and allies to attempt a rescue.

    RUINS OF THE TEMPLE (AREAS 6-12)

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    (DC 10) or fall and suffer 1d4-1 points of subdualdamage from cuts, bruises, and scrapes.

    The two greasy pools lying amidst the rubble are theremains of homunculi created by the temple masterlong ago. They dissolved into their current, goo-likestate when the master perished, but the sacred powerof the Toad God has infused then with quasi-life. AKnowledge (arcana) (DC 23) or Spellcraft (DC 27) checkreveals the true nature of the pools. If someone tries totouch one of them, it shies away at a speed of 5 feetper round. Repeated irritations cause the puddles toslip into the rubble where they hide until trespassersare gone. Either of the two quasi-homunculi can beeasily destroyed with magic, fire, acid, electricity, cold,or force damage.

    Homunculus: hp 8.

    10. GrateThe tunnel slopes steadily down, becoming increasinglynarrow and difficult to maneuver. At its end lies a dulliron grate preventing entrance into a lit, stone-workedcorridor beyond. The grate is secured by four padlocksto metal rungs driven into the stone. Snitch had thegrate placed here as a defense against trespassers.Though it looks formidable, the grate is meant to be atemporary solution and can be removed with a hardshove (Break DC 20). Each lock can be picked with asuccessful Open Lock check (DC 20).

    Beyond the grate, torches grace the walls, held withininfrequent sconces. Illumination is minimal, but PCscan see the length of both corridors. (see Lair of theGoblins for more details). Its possible that they hearongoing activity from area 15 during day. A successfulListen check (DC 15) discerns the sounds of physicalexertion and labor coming from down the southerncorridor during daylight hours (the sounds are madeby goblins in area 16) .

    Development: Should the goblins in room 15 beawake, their activity produces an echoing clangreminiscent of metal on metal. Voices of a half dozengoblins are audible beyond the grate at any one time.Characters note that they issue from either directiondown the corridors.

    If characters are using a light source to view the area,there is a cumulative 30% chance per minute that theyare spotted and an alarm raised (again, see Lair of theGoblins).

    11. Sunken Grotto 40 ft. x 40 ft.Debris fills the chamber as echoes of dull thuds andoccasional crashes flitter anxiously about. A rampleading out of the chamber appears to have collectedmore than its fair share of rubbish as it drops sharplyaway.

    The floor of the chamber is littered with debris, chokingthe 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 likelyto hear an occasional high pitch squeal. These squealssound anything by humanoid.

    Trap: The tunnel leading out to the north is wideenough for one person to climb and drops sharply awayfrom the grotto at a 25 degree angle. It is filled withloose rock, broken furniture, and masonry thats quitetreacherous.

    Anyone moving down the incline must make aBalance check (DC 15) as stones and busted furnitureshift out from under their feet. Characters that are aheadof those falling must make a Reflex save (DC 20) or fallwith them. Falling characters spin, bounce, and fall untilthey roll off the edge of the tunnel, falling into area 12.A successful Tumble check (DC 20) reduces thedamage in a fall to only 1d6 points of subdual damage.

    Characters with successful Climb checks (DC 10) canmake it safely down the incline. Those that think to climbdown on hands and knees gain a +2 to their roll. Reducethe DC by 5 if a rope anchors a climber.

    Characters that are able to keep their footing canMove Silently down the ramp but suffer a 4 penalty to

    RUINS OF THE TEMPLE (AREAS 6-12)

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    LAIR OF THE GOBLINSThe goblins utilize a section of the old Toad God templethat was once called the Inner Sanctum. Well made andbuilt to withstand the most destructive elements, thesehallways were the studies for powerful priests.

    Today, this section remains sound and stable,vindicating the engineers whose lives were given overto the Toad God upon completion of the temple. Thegoblins keep passageways relatively clear of rubbish,including debris from the quakes. Currently, iron gratescover most of the fissures in the walls. This keeps anyunwanted elements from wandering into the area.

    Within the halls of the goblin lair, the remnants ofthe Toad God and his cult are more apparent. Glyphs,sigils, and hieroglyphs are prominent on the walls anddepict toads, sculwugs, and cultists engaged in vile actsagainst others. Only faint cracks can be seen in thewalls. In some corridors, old granite statues of toad-like humanoids stand guard over forgotten secrets.

    their checks. The penalty is only 2 if characters crawlon hands and knees. Any noise made in the hall alertsthe creature in area 12.

    12. Cave of the Carrion Crawler 30 ft. x 20 ft.Inside this natural cave are dripping stalactites hangingfrom a ceiling covered with green-orange fungus. Smallpools of slick dampness punctuate the floor. Brokenfurniture, rubble, and plaster lie in clumps near onewall of the cave.

    This natural grotto was formed overthousands of years by erosion. Otherthan the Creature, there is nothingharmful in the cave, including thegreen-orange fungus thatcovers the ceiling.

    Creature: A carrioncrawler resides here toescape the giant in area19. It is situated in themiddle of the chamber,gnawing on the remains ofa goblin that stumbledhead long down the inclinefrom area 11.

    Development: Thecarrion crawler easilyhears any PC thattumbles or slides downthe incline and falls intothe chamber. In this case,it gains a round of surpriseon the intended victim.

    PCs that manage to climb down the incline withoutsliding or falling have a better chance of sneaking upon the creature. The carrion crawler must succeed witha Listen check (DC 10 or Move Silently result) to noticethem, while PCs need to make Spot checks (DC 10) tonotice it. The crawler concentrates all its tentacles onone character at a time. It continues to attack until killedor until it has severely injured or paralyzed a majorityof the PCs.

    Combat in this grotto draws the attention ofRappaport, the hill giant in area 19. On the seventhround after combat starts, Rappaport comes roaringup to the entrance of the grotto, driven into a fury byboth hunger and the malfeasant (see Cavern of theHill Giant section for details). His frame prevents himfrom entering the cave, but he can reach his greatclubthrough the entrance to a distance of 10 feet. If thecarrion crawler is still alive at this point, it breaks off its

    attacks and retreats to ceiling in fear. It wont comedown for well over a day.

    Rappaport sticks around after interrupting the battle,calling desperately for the tiny morsels to come tohim, reassuring his delicious friends that he will dothem no harm. He is so desperate for food that he staysjust outside the cave indefinitely as long as PCs staywithin area 12. PCs that are fooled into believingRappaport deserve whatever fate befalls them shouldthey join him in area 19.

    NPC: All of this is complicatedby the presence of Cirdis, if

    he is found here. Cirdistries to Bluff Rappaport

    into believing that hewas sent to give him apeace offering. Ifconvinced, the giantlets him and thegroup enter safely

    into the larger cavern(area 19). Once inside,

    Cirdis naturally turns onthe group, telling the

    giant that they are thepeace offerings sent to

    appease his hunger.Rappaport attacks the group

    immediately, while Cirdis makes arun for it.

    Carrion crawler: 20

    LAIR OF THE GOBLINS (AREAS 13-18)

  • 1515151515

    Cirdis: The cultist and a couple if remaining guardsare found in the grotto that houses the goblins rationsof food (area 18). The three men stealthily bypassedthe grate and quickly hide the cave to avoid detection.They are on edge, and attack any group with goblins init. If the group arrives without goblins, Cirdis petitionsthem to help him against the creatures. Cirdis initialplan is to subjugate and rule over them, but if goodcharacters are evident in the group, the cultist offershelp in foiling their evil intentions (for surely, goblinsare evil, no?)

    If encountered here, Cirdis is a 3rd-level characterand is accompanied by two remaining henchmen (seeResources for more details).

    Henchmen (2): hp 7, 5.Cirdis: hp 14

    SNITCHS DILEMMAThe Goblin Kings vengeance hung over the goblinslike a frightful spectre . Snitch decided to fortify thetemple, taking great care to limit access to the new lair.The goblins used iron grates toseal gaping holes and cut newblocks to replace unstableones. Snitch also claimedthe lone key to the irondoor tin area 17 hat openedto the outside world in area17. With both front andback entrances secured,the goblins felt almostinvincible, until Snitchskey to the iron doorvanished.

    The only one Snitchcould think to have stole thekey was One-Ear, his mosttrusted peon. One-Ear, sonamed for losing an ear in aworg attack, was a cowardly,incompetent warrior whose follyagitated the Goblin King anddoomed him to a life of harshtreatment by the other goblins.When Snitch and hiscompanions fled for the hills,One-Ear was taken along to fill the roll of Snitchspersonal slave.

    This choice proved unwise, for when the first of theearthquakes 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 findingthe door but unfortunately became disoriented, and inconfusion, dashed deeper into the ruined temple. Inno time, One-Ear wandered into Rappaports cavernsand met and untimely death at the end of the giantsmighty club.

    Without the key, Snitch and his goblins mustmaneuver through the natural caves to exit the templesentrance in area 1. Traipsing through these cavernsdoesnt appeal to Snitchs companions, so the frustratedleader is eager to find One-Ear and regain his key. OnceSnitch is aware of the cave in blocking the only otherexit out, he becomes adamant in finding the thief.

    ENCROACHING PCSThe 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. Theyknow of the hill giant in area 19, and though they realizehe is too large to find his way into their domain, hispresence makes them nervous. Besides, if a hill giantcan be one of many hazards in these ruined halls, whose

    to say what else is lurking inundiscovered recesses!

    For these very reasons, a groupof 1d3+4 elite goblins patrol thecorridors at all times, makingsure all is as it should be amongthe goblin inhabitants. The

    patrol changes once every8 hours. If an intruder isencountered, the patrolacts fast. One of themruns off to alert Snitch

    while the others eitherslay monstrous beast or, if

    the intruder is intelligent,surround the creature(s) inhopes they surrender. Ifattacked, the goblins use totaldefense (+4 to AC, noattacks) in order to hold theintruder for a few roundsuntil help arrives.

    Reinforcements arrive at a rateof 1d3+4 goblins every three

    rounds until all 20 elite goblin warriors converge onthe hostile trespasser(s). Snitch and the groupsmenacing shaman, Blix, arrive just after the fifth round.

    Once he arrives on the scene, Snitch demands thatintruders stand down, speaking in Goblin, Dwarven,

    LAIR OF THE GOBLINS (AREAS 13-18)

  • 1616161616

    and Elven. If fighting continues or breaks out, Blix caststwo hold person spells on PCs that seem to be themost able combatants, after which Snitch demandsagain that the fighting cease. Snitch is undaunted byadamant 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 areinterrogated, choosing one PC to approach (any onethat looks important will do, such as a cleric or highlydecorated fighter). Snitch searches out elves first, thendwarves, and finally whoever seems to understand him.He demands to know why they have trespassed intothe goblin lair.

    Any character interrogated by Snitch must make aDiplomacy check (DC 10) to assuage Snitchsfrustrations and not to insult the goblin leader. Bluffingthe shrewd goblin might be a little harder (Sense Motive+3). The result of the check has no immediate affecton Snitchs reaction. The goblin leader demandsrestitution for the PCs actions, insisting that the partymust perform a service for him. Snitch promisesforgiveness for the characters if they succeed, but if aPCs Diplomacy or Bluff check was unsuccessful, Snitchintends to bring down his full wrath on the party whenit returns, killing the characters in a heinous fashion.

    Refusing Snitchs offer of service evokes threats fromthe goblin shaman Blix, who meanders about close tothe PCs, eyeing them suspiciously. Continuedstubbornness on the part of the party causes this meanand nasty creature to lash out with his gnarled talons inan attempt to inflict bestow lesser curse on a PC(determine randomly). The target of the curse can makea Spot check (DC 10) to see the attack coming andthus react, otherwise the character is considered flat-footed.

    PCs that decide to help Snitch regain his key aretreated fairly well. They are given a day to rest andrecuperate, and the party is allowed to stay in one offormer priest chambers (area 13). Snitch has a guardof five warriors stationed near the room, and PCs arentallowed to wander the halls. Attempts to get aroundthis restriction anger Snitch, who orders PCs killedimmediately.

    THE GHOST OF TAYLEENAges ago, the temple succumbed to an insidiouscreature known as a malfeasant (see Caves of the HillGiant for more background). One of the unfortunatevictims of the creature was Tayleen.

    Tayleen was a heroic paladin from far away lands who

    came to the temple to best it. The courageous paladincaused a stir in short time by chasing off waywardpilgrims as they approached the sanctuary. Her infamygrew among the temple clerics, who decided toconfront the nuisance. The clerics confronted thepaladin and challenged her to single combat, insistingthat should she best their champion in single combat,then they would abandon the temple. Tayleen agreed,though unbeknownst to her, the temple had recruitedone of the local hill giants to act as their champion.

    Outmatched and overpowered from the beginning,Tayleen adhered to her oath of combat and sufferedgreatly for it. Not only did the giant disfigure her body,but her code of honor was mocked openly by the toad-priests. Her near lifeless body was brought to the templefor sport and recreation. Bound by manacles in one ofmany torture rooms, Tayleen drifted through a drug-induced haze that prevented her from completelycomprehending the emotional and physical abuses hercaptors wrought on her.

    Death came to the paladin nearly a month later whenthe influences of the malfeasant began to take its toll.In a fit of rage facilitated by the creature, Tayleenstorturers did unspeakable things to her which her bodycould not bear.

    Freed from her mortal prison, Tayleen found herselfin a titanic struggle against the ethereal horror. A greatbattle took place, ending with Tayleen victorious. Themalfeasant was driven off, and Tayleen was free to finishher journey to the land of the dead.

    Yet, Tayleen was restless, unable to leave behind theevil that was the temple. She knew that it was only amatter of time before the temple again gained followersand priests to lead those followers. She resolved toremain, hoping that heroes of pure heart would oneday throw down the temple. With unceasing vigor,Tayleen wards off the malfeasant from this area whileobserving the goblins.

    Development: Tayleen wanders the halls of the goblinlair in an effort to determine their true motives. Youshould choose her exact presence or route before PCsbegin wandering this area. Note that she avoids thechamber with her body, which is located in any area13 chamber of your choice.

    A table is provided should you wish to determineher presence randomly.

    Roll d% Area01-25 Any area 13 chambers

    (except for one that holds her remains)26-50 Wandering the halls51-00 Area 14, Snitchs and Blixs room

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    Tayleen can usually be found in either Snitchs or Blixschambers. She is suspicious of the goblins andunderstands that the two goblins are respected leaders.

    If Tayleen encounters heroes worthy of desecratingthe ancient toadic alter in area 17, she appears beforethem when they are alone. She doesnt appear if goblinsmight notice her, but she appears to honest, forthrightpersons if it looks as if the goblins might kill them.

    Tayleen reveals the following if the party engages inconversation with her:

    D She knows of the malfeasant and itspreoccupation with the hill giant in area 19.Though she doesnt know the name of thecreature, she does know it can sap the life fromsomeone, consume the souls of the dead, andexists in the ethereal world.

    D The two leaders of the goblins are named Snitchand Blix, and they both live in the same chamber(area 14). They hide their wealth in a secret roomaccessed by removing a stone from the northwall. Animal hides on the wall conceal the stone.

    D The chambers to the northwest are home to agreat evil. She is unable to go there, and shebelieves the area is protected by something morepowerful than mortal magic.

    Tayleen is as helpful as she possibly can. She is honestand withholds nothing. She might even be convincedinto accompanying the group if she thinks her helpmight be the difference between failure and success inconfronting the malfeasant.

    RANDOM RUIN ENCOUNTERSThe goblin lair is fairly secure from wandering monsters.As long as the PCs are in this area, the only randomdangers they face are goblins, an ankheg or two. Goblinsare quick to react to any ankheg forays; a group of1d6+6 goblins arrive within a minute of these beastsinfiltration.

    Roll d% every half-hour to determine whether or not arandom encounter occurs. Reference the result with thetable below.

    Roll d% Random Encounter EL01-75 No encounter 76-80 Goblins (1d3+1) 286-95 Goblin Patrol (1d3+4) 396-98 Snitch or Blix, with guards (2) 599-00 Ankhegs (2) 5

    Goblins (1d3+1): Since these goblins arent on duty,they have no armor, shields, or weapons. Completelyhelpless, they flee attackers and shout out warningsthat 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 guardsare 2nd-level fighters and are trained to kill attackersfirst 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 creaturesare killed, mark off the total number of ankhegs foundin area 19.

    Ankhegs (2): hp 22, 20.

    KKKKKEYEEYEEYEEYEEYEDDDDD L L L L LAIAIAIAIAIRRRRR E E E E ENNNNNCOCOCOCOCOUUUUUNTENTENTENTENTERRRRRSSSSS

    13. Goblin Quarters 20 ft. x 20 ft.These are dirty little hives filled with female goblinssuckling their young. The floors are covered in filth,while the walls are marked with simple graffiti over topancient, amphibious pictographs.

    Each of these squalid little rooms contains two or threeof Snitchs soldiers and twice as many noncombatants.The rooms have crude living items, such as pots andpans, furniture, and perhaps even a little food, butnothing of any value. A total of 270 gp and 110 pp canbe found all the combatants in all the chamberscombined. Feel free to divide this total up as you wishamong 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 motifsare pervasive. A large, crude bed dominates this room,which is otherwise unremarkable. Several goblinconcubines lay about the bed.

    The chamber is sparsely furnished and is home to theCreatures. Their Treasure is hidden in a secret room.

    Creatures: This is where Blix, Snitch, and Snitchsfive concubines live (its good to be the chief). The fiveconcubines are always here; Blix and Snitch are onlyhere 25% of the time. If they arent here, they can be

    LAIR OF THE GOBLINS (AREAS 13-18)

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    found somewhere is the lair (choose or determinerandomly).

    Both goblins are highly protective of their power,though they see this as a necessity to ensure orderand help the others survive. However, when it comesdown to life or death, both the shaman and the fighterflee into the natural tunnels to save their lives.

    A Search check (DC 25) might reveal a loose stonein the north wall covered by animal skins. On the blockof stone is a large iron rung placed so as to make iteasy to pull the stone from the wall. The stone weighs2,000 pounds.

    Treasure: Beyond the wall is a 10 ft. x 30 ft. chamberthat contains Blixs and Snitchs private treasure: 310gp in two dry, leather sacks, several goblin-etchedstatuettes of semi-gruesome goblin deities, dentedcopper cups and platters of little worth left by ancientoccupants, and a pendent of black onyx with silverstripes worth 120 gp.

    15. Stonemason 20 ft. x 30 ft.This room is one of the largest in the area. Littleevidence of the toad cult remains. In its place are thesigns of chiseled stone blocks and food scraps fromrecent inhabitants. Some hammers and chisels lie aboutthe floor, and chunks of stone and granite powder coverthe floor.

    This is the workspace of the Creatures, which are busyhere during any one 10-hour shift.

    Creatures: During active hours, a cacophony ofcrashes and clangs fill the room as a goblin mason andhis three assistants hustle about the room. He isknowledgeable in the arts of stonemasonry, but hisminute skill and lack of equipment make it hard for himto construct the needed blocks for the large hole nowblocked with a grate. Still, the goblin and his assistantshave done a fine job of patching cracks in the wall, andthus Snitch continues to keep them busy cutting andpounding.

    Development: There is a 25% chance that theseresidence of this room are found napping when thePCs enter. If this is so, one them awakes at the hint ofany loud sounds. Once awake, general mayhem breaksout as the goblins run, crying for help.

    If found working, the goblins are hard at work, inwhich case, PCs can easily hear activity coming fromthis chamber throughout the goblin lair. They are soconcentrated on their work that the group can take themby surprise with little trouble.

    16. Blacksmiths Shop 10 ft. X 30 ft.Intense heat radiates off of the red-hot forge as sweatylittle goblins shape iron into grates. The sound of theirhammers ringing off the raw iron echoes throughoutthe goblin-filled tunnels. The shop is filled with halffinished grates, weapons, and tools.

    A great deal of noise issues from this area during theday. Inside, busy goblins hasten to create iron gratesto cover the cracks and fissures caused by tremors.They work in tandem with the goblin stonemasons torepair any damaged portions of the stonework walls. Ifthey are confronted by adventurers, they scream andrun 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 piecesof stone. The southern wall frames a huge, bound, irondoor, while the north wall holds a simple wooden door.In the center of the amphitheater is a tall stone blockmarred with reddish-brown stains, as well as nicks andcuts. It is framed by an iron apparatus.

    This is where the goblins gather whenever Snitch wantsto speak to the entire assembly of goblins.

    The tall block held in of stone was an alter once. Itnow conceals a wooden trap door with a Trap. Thegoblins use the stone as a podium and have neglectedto search it, leaving the Treasure hidden under the trapdoor.

    Trap: Suspended from the bottom of the trap doorare two vials of harmful chemicals. If the altar is movedto get at the trap door, the vials crash to the floor of thehidden compartment and release a noxious gas.

    Noxious Gas: CR 4; Search 21; Disable Device 23;Toadic Poison--Inhaled (DC 15), Initial: 1d4 temporaryCon 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 thecompartment is wealth for intrepid adventurers: 351gp in several rotten sacks; four gemsa sard (25 gp), agolden 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, thegoblins larder is nearly bare. A few half empty barrelsline one wall, while open sacks of grains and cerealslay against another. The icy cold air preserve the bodiesof sheep and beef, skinned and prepared, hanging fromthe stone ceiling near the pool of water.

    LAIR OF THE GOBLINS (AREAS 13-18)

  • 1919191919

    CAVERN OF THE HILL GIANTThree weeks ago, while hunting through somecatacombs, an unexpected quake trapped Rappaportthe hill giant in this cavern. Since that ill-fated day,Rappaport has been trapped, hunting what he can tosurvive. This includes a cluster of carrion crawlers sealedin the tunnels as well. This new diet places him inimmediate danger most of the time, and has causedhim a good deal of grief. Even now, the entire left sideof Rappaports face is permanently paralyzed as a resultof the carrions immobilizing tentacles. He can no longerspeak properly, his cheeks lay limply on his face, andhis left eye is half closed. If it werent for the crawlersavoidance of the main chamber, and their instinctualact of freezing up whenever the giant approaches,Rappaport might not have survived this long.

    Both sides now eke out a meager existence. Thecrawlers eat bats and lizards in back tunnels and in thecrevasses off the main cavern. Rappaport finds thecarrion to be elusive, and has only had the satisfactionof goblin meat recently. That was due mostly to theblunders of One-Ear, whom the giant feasted on aftermutilating him with his club. Afterwards, Rappaportsecured the goblins decapitated head to a danglingfishing line as a warning for all. Now, the hungry, irritablegiant influenced by the malicious malfeasant possessesthe key to Snitchs iron door.

    Cirdis: Persistence and sacrifice (of his companions)gets Cirdis here. He is alone and without help, coweringin a crevasse. By himself, Cirdis couldnt talk the starvinggiant into sparing his life. With the adventurers arrival,he has a plan! He befriends the group if possible andthen presents them to the giant as an offering of hisgood will. Without waiting around to experience the

    The natural cave serves as a larder for the goblin lair.There is currently enough food to feed the everyone inthe lair for several weeks. The pool is used for drinkingwater. Its safe enough to drink in small doses, thoughits taste is tainted with large amounts of minerals.

    The pool connects this chamber with area 8 (seeRuins of the Temple). Characters can traverse theunderwater passageways linking the two chambers; allthey need do is swim for 40 ft. to make it to theconnected grotto. The DC for the attempt is 10 + 1 perround after the first).

    Cirdis: If the cultist is found here, hes hiding amongthe foodstuffs. Hes formulating his next plan of actionwith two of his henchmen. He doesnt reveal himselfuntil hes sure the group isnt allied with the goblins.

    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 CRAWLERSThere are nine carrion crawlers that prowl this area,avoiding Rappaport at all cost. They take advantage ofthe small crevasses that lead to sinkholes in area 19.The openings to these lairs are such that Rappaport istoo large to gain access to them, but he manages tosqueeze his arm and club through the tight holes.

    The party has a 20% chance per hour of finding itselfface-to-face with a carrion crawler or two (and nevermore) while maneuvering through the cavern. Thischance drops to zero if Rappaport is nearby, or if thegroup is near the ankheg nest to the far southeast.Should the party slip through the crevasses and intothe sinkholes, the chance of an encounter increases to80% per half-hour. Carrion crawlers attack immediatelyunless Rappaport is nearby, in which case they freezefor up to an hour after the giant leaves. They staycompletely still as long as they are unharmed but defendagainst any attackers.

    Carrion Crawlers: hp 22, 21, 20 (x2), 19, 17 (x2).

    CLUSTER OF ANKHEGSIn the far southeast corner of area 19 is a cluster offour ankhegs, driven upward by the force of the recenttremors. Rappaport has avoided this area simplybecause his potential meals never stray this far away.

    Several collapsed tunnels along the wall mark the areain which the cluster lives. The floor is less stable here,with shifting dirt and rubble scattered everywhere. Fromtime to time, loose rock and dirt fall from the ceilingand clatter about the floor. The area is quite unstable,and any sudden violent area affect spells or weaponsmight cause a cave-in.

    Strewn about the debris are skeletal forms in rusted,brittle armor. Many of them have missing arms andshattered legs. Sundered shields, broken weapons, andwooden debris from destroyed war engines are foundunder dirt and in hidden recesses. The scene isreminiscent of a titanic struggle between long deadenemies. A successful Knowledge (nobility and royalty)check (DC 22) recognizes the banners and standardsof kingdoms from as far back as 150 years.

    The four ankhegs lurk just below the surface of thefloor in wait for impending morsels. One or two

    CAVERN OF THE HILL GIANT (AREA 19)

  • 2020202020

    unfortunate carrion crawlers have made their way intothis chamber, never to return. This has not satisfiedthe ankhegs, which have gone without for sometime now. Though ravaged with hunger,they suffer little in comparison toRappaport.

    Creatures: hp 29, 26,22, 20.

    Treasure: There is a fairamount of wealth that fellwith its owners. A Searchcheck (DC 20) reveals oneof the following items (yourchoice) nestled in the ribcage of skeleton or lodgein a rocky depression.Characters find oneadditional item for every 5points by which theysucceed.

    D A scroll sits in adepression carryingthese arcane spellsallwritten by a 5th-levelspellcaster: 1stpush(new), successive shot(new), write (new);2ndfriends (new),levitate; 3rddispelmagic.

    D Two masterworkchain shirts. Each ismagical and will neverrust or tarnish(otherwise, a +1 armorbonus).

    D Among rotted sacks andpouches lie 124 gp, 245 sp,and 456 cp. The coins arefrom an era long since past andmight fetch one and a half times theiramount from eager coin collectors.

    D A skeleton dressed in the rottingremains of a pirates outfit clutchesa scroll case with a treasure mapinside. The map shows astring of mountains locatednear a large body ofwaterthough the

    nearest body ofwater is wellover a few

    months travelfrom here. An X

    is marked in thebody of water and

    Old Common reads,Rest ye here, if ye

    brave the Sirens Isle.

    THE MALFEASANTIn ancient days, when the

    tyranny of the Toad God priestssubjugated the nearby lands,fearsome spells reached out

    beyond this world andsummoned horrors

    unspeakable. Witheringmasses of tentacles

    and grotesquebeasts wereinvited into thetemple at thebequest ofpowerful spells.

    Mad priestsconsorted with

    these creatures andused them in sinisterways. Together,mortals and theirunnatural alliessubdued their

    enemies.It was during this period

    of decadence that themalfeasant came into the

    world. Accidentallysummoned from dark realms,the malfeasant arrived against itswill. The priestess thatsummoned the invisible creaturewas oblivious to her initial

    success, even though she notedan uncomfortable presence after

    the ritual. Even so, she shruggedexplained away the feelingcontinued with her art of

    summoning.Not until her lover betrayed her with

    CAVERN OF THE HILL GIANT (AREA 19)

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    poison did she realize the true nature of her initialsuccess. In the days leading up to her murder, a growingtension began to seethe among the temple clerics.Feelings of dislike, paranoia, and hatred that were oncecontrolled increased to the point of open violence. Onlywhen her soul escaped the prison of the material world,and just as she bore witness to her disbelieving lovercradling her lifeless body, did the priestess know thetrue horror of her fateful summoning, for it was thenthat the malfeasant consumed her soul.

    It didnt take the malfeasant long to incite theremaining priests into violence. This spread to thetemples followers as well, and since the temple was inits prime, the malfeasant was replete with souls.

    This would have been the end of the temple had thepriests not combined their powers to restrict the evilpresence to which so many had fallen prey. Using thelost arts of cooperative magic, the priests traced circlesof protection throughout the temple to limit themonsters influences. With the circles of protection,the creature was prevented from roaming the most vitalparts of the temple.

    As temple priests came and went, and the power ofthe temple waned, the inhabitants forgot the reasonsfor their circles of protection. Less and less the circleswere used, giving the malfeasant greater freedom. Thecreatures subtle influence slowly captured the mind ofthe head priest and hastened the temples inevitabledeath. In the end, the malfeasant emerged the lonesurvivor of its machinations.

    Here the malfeasant has sat, satiated with the soulsfrom a bygone time. Only recently has the creaturestirred. The quakes of the last few months were enoughto scare up a number of new beasts, including thetrapped hill giant, Rappaport. Eager to feed on morelife energy, the malfeasant has taken a liking to the hillgiant and enjoys its destructive nature.

    Malfeasant: hp 15.

    ALTERNATE WAYS OUTWhen the tremor causes the collapse in areas 1 and 2,there is no other way out of the temple complex exceptthrough the iron door, which only opens with the useof the iron key found in area 19. This might create astrain on groups, because there is no way to retreatfrom 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 thechambers in which its safe to rest. Groups that restand recuperate in these areas are free from roamingmonsters or other unforeseen problems. Yet, because

    groups dont know which chambers are safe and whicharent, they may not attempt to rest at all. In this case,theres nothing wrong with telling the group that aparticular chamber seems safe for recuperating.

    The second option involves creating alternative exitpoints. The northeast and southeast sections of area19 are the best places for such exits. Continued collapseand shifting earth might explain the existence of exits,and groups might experience evidence of an exitsexistence by means of a faint breeze from a mound ofrubble, a beam of sunlight from a small opening, or thesounds of the outside coming from a nearby rock wall.If these clues arent enough for your groups, introduceGordricks Retrievers below.

    Its up to you to determine the amount of time it takesfor groups to excavate enough rubble to escape. Aperiod of 2 to 6 hours is a suggested. If, for somereason, Rappaport is alive once the excavation iscomplete, the excavated exit should be too small forthe giant to utilize. Its likely that the giant will be longdead before the excavation ends, however.

    GORDRIKS RETRIEVERSIf the group needs some added help in escaping thetemple, you might want to add Gordriks Retrievers tothe storyline. Simply have Gordriks group excavatethrough the rubble and enter into the cavern when youthink the time is right.

    Gordrik is dwarven treasure hunter and leader of hisown band of adventurers. His three companions, Albert,Elment, and Rosolind seek after legendary wealth forreasons that rarely go beyond greed. Whenencountered here, Gordriks Retrievers are after theIdol of the Toad God

    Though Gordrik is avaricious and quite competitive,he is essentially a good fellow. Neither