TEXT:  
   
   
    
  FANE OF THE 
  FROG GOD 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
    
   
   
   
   
   
   
  
   
  2 
   
   
  Fane of the Frog God  
   
   
  Elven Relics 
  Early in the Second Age, during the fall of the last 
  elven city of Yûln Varsune, an assassin named 
  Moloceth rose to prominence. Notorious in 
  certain circles for her capacity for murder, man 
  and giant alike prayed to avoid her shadow.  
   
  In truth, whilst an accomplished impersonator 
  and swordsman, much of Moloceth’s success 
  stemmed from an elven relic in her possession; 
  the Boots of Formlessness, granting her 
  unnatural powers of concealment.  
   
  After Moloceth was slain by marauding 
  serpentmen, the boots were discarded in the 
  Fennorn River, somewhere in the Forest of 
  Drelnor. Washing up on her shores years later, 
  the relic passed briefly among beastmen and 
  thuel tribes before being reclaimed by the elves, 
  who secured them in a local temple to the 
  Bruhga of Winter Light. 
   
  After the elves became extinct, the forest temple 
  was taken over by the Myurp Croakers; a tribe of 
  intelligent frogmen. Located along a remote river 
  inlet, the croakers converted the shrine into their 
  amphibian lair, riddled with mud nests and 
  flooded halls.  
   
  The Myurp are gangly, humanoid anurans, 5 ft 
  tall, with elongated limbs and protruding eyes. 
  Their smooth skin tends toward dappled grey or 
  green, and secretes a toxic sheen. Technically 
  omnivores, the croakers prefer to eat meat if 
  available, and have no qualms devouring humans 
  when the opportunity arises.  
   
  At the start of this adventure, Master Rovos (30s, 
  half Varnori, with blonde hair, sizable chin, 
  oblivious close talker) of Port Brax, a collector of 
  elven antiquities, believes he has discovered the 
  location of the lost temple. Rovos is seeking 
  capable mercenaries to escort him to the site to 
  investigate.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The explorer is offering 400 gp up front, plus an 
  equal share in any liberated treasures.  He will 
  not let on that a prior team of adventurers 
  departed two months ago and never returned. A 
  Rumours & Hooks  
  Rumour has it in Port Brax that Master Rovos, 
  an explorer and collector of elven artefacts, 
  is 
  seeking 
  fearless 
  mercenaries 
  to 
  accompany him on an expedition into the 
  Forest of Drelnor.  
  
   
  3 
   
  successful Perc (Insight) vs Cha (Deception) 
  contest 
  might 
  reveal 
  his 
  holding 
  back. 
  Alternatively time spent researching their 
  potential employer may reveal his recent 
  dealings (perhaps a Cha (Gather Information) 
  check at his local watering hole, the Rack & 
  Spindle, or questioning appropriate PC contacts 
  (fences, sages of old civilizations, etc). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rovos, AC 14, HD 2 (13 hp), Longsword 1d8+1 or 
  Heavy Crossbow 2d8+1, 19: as weapon, S13 D13 
  C10 I13 P10 W12 Ch11, L10, Mv 30 ft. Rovos 
  wears heavy leathers with a should pauldron, 
  arm and leg braces. He has the Fighter Adaptable 
  ability, with the Ranged style. He may change 
  styles twice per combat. 
   
  Forest Trek 
  Drelnor Forest is ancient and lush, filled with oak, 
  yew and willow trees. The deeper one travels, 
  the larger the tree trunks, until they are as broad 
  as houses. The canopy above is thick and 
  intricate, often obscuring direct sunlight, casting 
  the forest floor in cold, dark shadows. The noise 
  of insects and birds is constant.  
  The ruined temple is located at least 5 days into 
  the woods, with a 30% chance of a random 
  encounter every 12 hours. If an encounter 
  occurs, roll 1d10:  
   
  1. Hooting, jeering, and human screams 
  can be heard distantly through the trees. 
  Some scouting reveals 4d6 Skorn 
  (beastmen, Midlands p.104) encamped, 
  torturing a pair of human barbarians 
  over a roasting fire (distracting their 
  sentry).  
   
  2. A yellow-grey Giant Serpent skin is 
  found. At first it appears to be a single 9 
  ft body-tail section, recently shed. 
  Further investigation however reveals an 
  additional 12 ft length, including a 
  fearsome 3 ft wide skull. There is a 50% 
  chance the 11 HD monster is nearby and 
  hungry 
  (LFG 
  p.122 
  but 
  Str 
  20, 
  2d8+poison, Luck 11, Off Turn Attacks).  
   
  3. A huge clearing, devoid of trees but 
  choked with long grasses. The exposed 
  roots of trees lurk around the perimeter, 
  as if afraid to encroach. Sunlight or 
  starlight shines brightly from above, and 
  a cool breeze blows. Something glitters 
  in the clearing’s centre, but it’s hard to 
  make out, masked by the fanning grass.  
   
  4. Strangle cooing noises sound overhead 
  as 1d4 Giant Eagles (LFG p.106) land on 
  some of the sturdier branches in the high 
  canopy, engaged in some manner of 
  mating ritual. Leaves and smaller limbs 
  fall to the forest floor. The eagles are 
  attracted to any movement below.  
  
   
  4 
   
  5. A low rumbling sound forewarns of a 
  narrow river ahead, blocking the party’s 
  path. The waters are not overly deep (up 
  to about 5 ft), but fast flowing and 
  treacherous (Str check to wade across, 
  or lose 1 Con due to exhaustion). Some 
  trees on the far shore have been painted 
  red (blood); marking the territory of the 
  Red Jaw thuels (they paint their jaws 
  red). 2d4 barbarian sentries (LFG p.114, 
  with warhorns) patrol the area. 
   
  6. An odd 18 ft long, 5 ft wide and 3 ft high 
  mound is located here, overgrown with 
  grasses and small trees. A small amount 
  of digging reveals large stones form a 
  cairn beneath. An ancient inscription (in 
  Giant tongue) confirms it is the grave of 
  Judermok (a giantess). Looting the bones 
  produces 1 x Valuables (LFG p.147), but 
  also invokes a curse: the next time the PC 
  fumbles an attack roll, their weapon 
  shatters into thirteen pieces (Luck (Will) 
  save resists; if a magical weapon it is 
  damaged instead).   
   
  7. A staggeringly enormous tree can be 
  seen ahead, trunk as wide as a house, 
  the highest branches dwarfing the 
  canopy. A 5 ft wide hollow is situated on 
  the western side, from which a faint glow 
  emanates. A muffled singing, or perhaps 
  praying/chanting, 
  can 
  be 
  heard 
  emanating from within.  
   
  8. Roaring, screeching and the snapping of 
  branches can be heard before two rival 
  Owlbears (LFG p.120) burst into view, 
  snapping and clawing at each other.  
   
  9. An ancient elven dream spire stands in a 
  cluttered grove; a curling 7 ft horn of 
  white stone, marked with sorcerous 
  runes. The grove is located on a leyline 
  crossing.   3d6 Freakish Batbeaks guard 
  the area, recently spawned from a twist 
  in the Veil. The abominations cannot 
  venture more than 1,000 ft from the 
  spire.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Freakish Batbeaks, AC 14, HD 3, Acidic tentacle 
  2d4+1, 19: special, S8 D16 C10 I4 P13 W10 Ch2 
  L6, Mv 60 ft flying. On a 19+ attack roll, the 
  batbeak attaches itself to the target’s head and 
  vomits larvae down their throat (Luck (Con) save 
  resists). The target dies 2d4 days later when a 
  fully grown batbeak bursts out of them. An 
  Apothecary may perform surgery to remove the 
  parasite (Int (Apoth) test at disadvantage, if 
  successful the target lives, but requires 2 weeks 
  recovery). 
   
  Freakish Batbeaks are 4 ft alien entities from 
  another dimension; hideous amalgams of 
  
   
  5 
   
  octopod, bat and netherworldly horror. Their 
  overriding instinct is to feast upon or impregnate 
  mortals with their vile, squirming larvae.  
   
  10. A band of 1d6 Green Croakers (with 
  shortbows) riding Giant Dragonflies are 
  patrolling here, determined to drive off 
  any humans they encounter.  
   
  Giant Dragonfly, AC 15, HD 4, Stinger 1d6 + 
  poison, 19: random limb paralysed for 2d6 
  rounds (no save), S14 D19 C14 I3 P10 W10 Ch4 
  L7, Mv 120 ft flying. The giant dragonfly’s poison 
  causes paralysis for 1d6 x 10 mins (Luck (Con) 
  save resists).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Croakers 
  The Myurp occupying the temple come in three 
  varieties according to skin colouration; green, 
  grey and black. 
   
  Green Croaker, AC 14, HD 1, Knife 1d4+2, 19: 
  special, S10 D15 C10 I10 P13 W8 Ch8 L4, Mv 30 
  ft inc swim/climb. On a 19+ attack roll, the green 
  croaker chokes its victim with elongated fingers, 
  poisoning it with toxic secretions (Luck (Con) 
  save or 1d3 Con loss). A croaker may spend an 
  action coating their knife with their natural toxin 
  (lasts 2d6 rounds or until used). 
   
  Grey Croaker, AC 13, HD 3, Club 1d6+2, 19: 
  special, S15 D13 C12 I10 P10 W12 Ch8 L6, Mv 30 
  ft inc swim/climb. Grey croakers are bulkier than 
  their green cousins, with stronger hindlegs. On a 
  19+ attack roll, the grey croaker launches itself at 
  the target, causing 2d6 extra damage, and 
  pushing them 15 ft (no save). If the target is 
  pushed into a wall or similar, they are also 
  knocked prone.  
   
  Black Croaker, AC 13, HD 5, 2 x Sword 1d8+2, 
  19: disarm, S15 D15 C12 I13 P15 W13 Ch10 L8, 
  Mv 30 ft inc swim/climb. Black croakers are more 
  intelligent than their kin, and highly agile. When 
  staggered, they emit an ribcage rattling croak, 
  causing humans within 20 ft to be stunned (lose 
  next action, Luck (Will) save resists).  
   
  Lost Temple  
  Situated in a wind sheltered valley, little remains 
  of the above ground portion of the temple (a few 
  crumbling structural walls, fallen blocks, etc), 
  most of which are concealed by heavy 
  overgrowth. Pinpointing the ruins requires an Int 
  (Wilderness Lore) check. Once in the correct area 
  however one structure is readily apparent; a dark 
  green trapdoor of malachite, decorated with an 
  ice crown motif.  
   
  The slab is free of grass/vines, and recently used 
  (looking for tracks reveals humanoid prints). The 
  trapdoor leads to Area 1. There is a 50% chance 
  1d2 green croakers on sentry duty, hiding nearby. 
  Besides the trapdoor, there is a second entrance 
  about 200 ft south; an old, unused tunnel 
  constructed by the croakers in case of 
  emergency. The passage is approx. 5 ft in 
  
   
  6 
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  7 
   
  diameter, shut with a wooden door, and 
  concealed with leaves etc (Perc (Det) check to 
  find, Str (Ath) check to force). The tunnel slopes 
  downwards 90 ft before becoming submerged. 
  After swimming underwater for 3 rounds, the 
  passage climbs back up then emerges into the 
  south east corner of Area 13. 
   
  The underground complex is generally dark and 
  damp, with the sound of constant dripping and 
  splashing. The croakers have good night vision, 
  but are blind in complete darkness, and keep the 
  interior lit with luminous moss, glow bugs, 
  torches and self made lamps (using oil extracted 
  from plants).  
   
  The temple is constructed of expertly cut 
  sandstone, 8 ft high ceilings shored up with 
  petrified beams of forest oak. Elven runes of 
  foresight, protection, winter and inspiration are 
  carved into some pieces, including petrified 
  wooden doors.  
   
  Much of the temple is flooded with water (noted 
  in grey on the map), due to a rising underground 
  river (ultimately joining up with the Fennorn). 
  Unless otherwise noted, the cloudy water is 
  about waist deep, chillingly cold, and beset with 
  pond insects such as mosquitoes (halves PC 
  movement). The occasional freshwater fish, 
  turtle, eel, etc will tend to make themselves 
  known (eating surface bugs, gliding past a PC, 
  etc). 
   
  Temple Encounters 
  Whilst exploring the temple, there is a 30% 
  chance of a random encounter every 20 minutes. 
  If an encounter occurs, roll 1d10:  
   
  1. 1d3 Grey Croaker acolytes in hooded 
  robes from Area 12 are enroute to check 
  on the tadpoles in Area 13, the chief in 
  Area 17, or to exit the temple via Area 1.  
   
  2. 2d6 Green Croakers, returning from a 
  surface hunting expedition, carrying two 
  unconscious Skorn (beastmen; to be 
  shackled in Area 16). 
   
  3. Emerging from the underground river in 
  Area 8, a Giant Lake Serpent (a pet of the 
  Myurp) is looking for food (as Giant 
  Serpent LFG p.122 but swim 30 ft). It will 
  attempt to strike from ambush, and 
  quietly drown its prey. 
   
  4. 3d6 Stirges (LFG p.126) can be heard 
  buzzing down a nearby passage. The 
  swarm has detected the party’s heat 
  signature and is hunting them (they 
  ignore the cold blooded croakers, who 
  sometimes eat them as snacks).  
   
  5. 1d3 frogmen Tadpoles from Area 13 
  swim around the next corner, splashing 
  as they playfully leap out of the water.  
   
  6. An incredibly loud, stomach turning 
  croaking 
  echoes 
  throughout 
  the 
  complex for a few moments (care of the 
  Colossal Frog in Area 8).  
   
  7. A translucent 6 ft elf with antlers flows 
  out of a nearby wall, crosses the 
  passage/room, then disappears through 
  the opposite wall. The phantom might 
  have useful information to provide if 
  interacted with (eg temple layout or the 
  contents of Area 6 or 18). The ghost 
  believes it is still alive and living in the 
  long forgotten past, somehow mistaking 
  the party for visiting pilgrims.  
   
  
   
  8 
   
  8. A surge in the underground river causes 
  the water levels to rise to chest height. 
  PCs suffer -1 to hit with slashing or 
  bludgeoning weapons. 
   
  9. Yor’f, an attractive (relatively speaking) 
  male croaker, is hiding in a murky nook, 
  desperately 
  trying 
  to 
  avoid 
  the 
  attentions of Sm’ubb (see 10). 
   
  10. Sm’ubb, the Chief from Area 17, is 
  wading through the halls, looking for a 
  specific male frogman she wishes to 
  spawn with. She is quite cranky and 
  distracted, munching on a giant leech. 
   
  Area 1 – Main Entry 
  The trapdoor opens to reveal descending 
  sandstone stairs, 10 ft wide, lit by flickering oil 
  lamps. The walls are set with tiled mosaics of 
  leafless trees, icy rivers and stormy skies. 
   
  If there were no sentries above ground, there are 
  1d2 Green Croakers here, lounging in waist high 
  water at the base of the steps. A quiet party 
  might take them by surprise (they are expecting 
  a returning scouting party, not PCs), but if not, 
  they croak loudly to alert their kin in Area 3. 
   
  Area 2 – Reception Hall 
  This 25 ft by 20 ft waiting area is filled with 
  cloudy, waist high water and surface skimming 
  bugs. The walls and ceiling are painted with 
  faded murals of 7 ft naked elves with antlers, 
  their skin the colour of autumn leaves.  
   
  Area 3 – Croaker Dens 
  These 20 ft square rooms were originally acolyte 
  chambers, now converted into croaker dens. 
  Prayers are still inscribed on some of the walls, 
  reading right to left, the old elven way. Mud and 
  straw nests cover most of the room. There are 
  1d6 Green Croakers in each area. 
   
  Area 4 – Deep Drop 
  The southern two thirds of this 35 ft by 25 ft 
  chamber has been excavated by the croakers to 
  make it 15 ft deep. The northern section has 
  waist height water before the sudden drop off. If 
  the complex has been alerted to the party, 2d6 
  Green Croakers will be hiding here in ambush. If 
  possible they will attempt to grapple and drown 
  the PCs.  
   
  Area 5 – Mirror Shrine 
  This 20 ft octagonal chamber has a high 15 ft roof 
  and water 4 ft deep. In the centre is a half 
  submerged, intact mirror, its border shaped like 
  swirling clouds. The surface is stained and 
  spotted with mould, but searching below reveals 
  elven runes along the bottom (Perc check 
  required to read them in the murk, translating as 
  “Give of the future to bless the present”). 
   
  The mirror is enchanted and immovable, a true 
  relic of the fey, impervious to mundane damage. 
  The frogmen sense the magic here and are 
  fearful to enter. Cleaning the mirror, then staring 
  deeply into one’s own eyes might activate it (Will 
  check 
  required). 
  If 
  successful, 
  the 
  user 
  instinctively understands a supernatural offer is 
  being made to them: they may sacrifice part of 
  their future to gain an immediate gift.  
   
  If accepted, the PC ages 5d6 years (an 
  inconsequential price for an elf), and gains the 
  following boon (roll 1d4): 
   
  i. 
  Fey Joining: Once per adventure, may 
  increase a single physical attribute by 4 
  (no action, max 19, excluding Luck) for 
  2d6 rounds.  
  
   
  9 
   
  ii. 
  Quicksilver: Once per adventure, may 
  take an extra move and action during 
  their turn.  
   
  iii. 
  Nature’s Chosen: Immune to poison and 
  disease (magical or otherwise), as well as 
  Undead related drain (attribute, level, 
  aging, etc). 
   
  iv. 
  Storm Soul: may cast Lightning Bolt once 
  every 1d4 months.  
   
  The mirror activates but once every year and 
  requires a check for a DDM effect (like any other 
  magic use). 
   
  Area 6 – Secret Vault 
  A secret door in the western wall may be opened 
  by pressing on the lips of a male elf depicted in a 
  faded mosaic (black armoured, antlers growing 
  from his head, hands outstretched over a mass 
  of kneeling humans). The lips depress with an 
  ominous “snick”, then the wall slides aside (Perc 
  check to notice the slight join around the lips). 
   
  The sealed 12 ft by 18 ft chamber beyond is 
  unknown to the Croakers, and has not been 
  opened for thousands of years. The water from 
  the corridor pours in, swiftly rising to just below 
  waist height.   
   
  The interior is painted with vistas of distant 
  lands, or perhaps distant times, depicting snow 
  clad fir trees, mountain peaks, and elves riding 
  triceratops. In one corner of the room is a 
  submerged chest containing 1 x 5 HD Lair 
  Treasure 
  (LFG 
  p.140; 
  made 
  of 
  elven 
  coinage/trinkets) and the Boots of Formlessness. 
   
  The boots grant up to 3 attunements over time:  
   
  1. Once every 1d4 days the wearer may 
  spend an action to cast Silence 15 ft 
  Radius. 
   
  2. Once every week, the wearer may spend 
  an action to transform into shadow (as 
  Gaseous Form, but cannot fly, however 
  may move along any surface). 
   
  3. Once every three months, the wearer 
  may spend an action to summon a Shade 
  (LFG p.123) that obeys commands for 
  1d6 x 10 minutes. If the wearer is 
  knocked unconscious, the shade goes 
  uncontrolled.  
   
  A non-elf attuned to the boots inevitably 
  develops extreme haughtiness (see Elf LFG p.30, 
  subsides in 1d6 months if the attunement ends). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 7 – Sacred Pool, Northern Bank  
  This area is a huge underground cavern (about 
  200 ft wide at its broadest point), with towering 
  rock columns that reach all the way to the ceiling 
  50 ft above (beyond the range of ordinary 
  
   
  10 
   
  torchlight). Water levels on the northern bank 
  (extending 35 ft out) are about chest height, 
  spotted with softly glowing algae.  
   
  The columns are approx. 5 ft wide, carved with 
  elven prayers that have been defaced by the 
  croakers and covered with blasphemous litanies. 
  Blood, bile and faeces have been employed to 
  paint images of anurans fighting, fornicating and 
  feasting, interspersed with leering icons of 
  Tebu’saat, the Croaking God. 
   
  An old elven skiff is located near one of the rock 
  columns, now petrified, but sealed well enough 
  that it still floats. The frogmen sometimes use it 
  for sleeping and spawning, evidence of which 
  can be found inside.  
   
  3d6 Green Croakers and 1d6 Grey Croakers are 
  socialising in the sacred cavern, paddling, diving 
  for fish, or spawning in lurid mating rituals unfit 
  for human experience (the throaty croaking and 
  stinking, frothy egg pools are especially 
  revolting). They will be incensed at any intrusion 
  into their sacred place.  
   
  Area 8 – Sacred Pool Proper 
  The greater pool is more than 40 ft deep, 
  extending approx. 160 ft north to south. The 
  subterranean river filling the complex originates 
  from here, flowing deep below the complex. In 
  addition to the croakers in Area 7, a 20 ft Colossal 
  Frog is hibernating on the pool floor. If combat 
  breaks out in the cavern, the croaker’s pet 
  behemoth awakens to aid them in 2d6 rounds.  
   
  Colossal Frog AC 14, HD 13, Bite 4d6, 19: 
  special, S20 D8 C18 I3 P9 W14 Ch5 L14, Mv 50 ft 
  inc swimming and jumping. Major Exploit 
  Protection, Off Turn Attacks. 10 ft reach. On a 19+ 
  attack roll, a humanoid target is swallowed, 
  suffering 3d6 damage on the frog’s turn. A 
  swallowed target may attack the monster’s guts 
  with a small weapon such as a dagger.  
   
  Area 9 – Frog God Altar 
  This 30 ft by 25 ft raised section is mostly 
  unworked stone, but includes a tiled area at the 
  back where the croakers have constructed a 
  giant toad altar to Tebu’saat, illuminated by a 
  flickering torch pole. Whatever elven idol once 
  stood here is in rubble nearby, replaced with the 
  frog god’s image.  
   
  Area 10 – Ante-room 
  This large ante-room once housed the elven 
  priests ceremonial gear, including robes, sticks of 
  incense, oils, and so on. All of it has been 
  damaged or destroyed by the croakers, but some 
  remnants are woven into their straw/mud nests. 
  1d6 Green Croakers reside here.  
   
  Area 11 – Shaman Sanctum 
  What was once the elven priest’s sanctum has 
  been taken over by the croaker’s shaman 
  Cr’noop. The walls and floor are covered with 
  hard mud, painted with symbols of Tebu’saat.  
   
  Cr’noop is a 7 ft Black Croaker, wearing a beaten 
  gold torc (300 gp), and carrying a staff topped 
  with a giant bird skull. He is arrogant, 
  overbearing, and speaks common (thickly 
  accented and interspersed with gurgling). 
  Depending on how dangerous the party seems, 
  he might seek to negotiate their withdrawal (or 
  his own freedom). Cr’noop knows about the 
  prisoners hidden in Area 16 for example, and the 
  sealed chamber in Area 18. He does not have any 
  genuine magical ability, but is well versed in the 
  history and religious lore of his kind.  
   
   
  
   
  11 
   
  Area 12 –  Frogmen Archives 
  This 30 ft by 20 ft room belongs to 1d4+1 Grey 
  Croaker acolytes (in ragged, hooded robes) of the 
  shaman Cr’noop (Area 11). Hardened mud 
  tablets are stacked on shelves, detailing the 
  history of the frogmen in the region (albeit in 
  their own language). The histories are prized by 
  the croakers, and might provide a bargaining chip 
  for PCs.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 13 – Tadpole Nursery 
  These smaller chambers were once pilgrim 
  domiciles, but are now used as infant croaker 
  nurseries. There are 2d4 Croaker Tadpoles 
  lurking about. The 3 ft tadpoles have been taught 
  to speak common by the shaman Cr’noop (Area 
  11), and will be curious about the PCs (“what 
  ya?”, “why ugly eyes?”, “uughh hair!”, etc). 
   
  Croaker Tadpole, AC 10, HD 1 hp, Bite 1d3, 19: 
  the tadpole trips the PC by swimming between 
  their legs, S4 D15 C6 I6 P13 W4 Ch7 L3, Mv 30 ft 
  inc swim/climb.  
   
  In the south eastern corner of Area 13 is the 
  underwater tunnel leading to the surface (5 ft 
  diameter, see p.7). If battle is going poorly for the 
  frogmen, they may seek to escape this way, 
  taking any easily carried treasures with them. 
   
  Area 14 – Living Chamber 
  What was once a library is now a converted 
  croaker living area, scattered with nests, half 
  eaten 
  fish/humans/beastmen. 
  2d6 
  Green 
  Croakers are here at any one time. The room is 
  poorly ventilated and smells terrible.  
   
  The double doors allowing entry may be sealed 
  tight with a barring beam leaning in one corner 
  (requires 3 x great success Str checks to break 
  down, or significant time with the right tools).  
  The frogmen, or PCs, might hole up here for a 
  time, depending on how matters unfold.  
   
  Area 15 – Storage  
  The old reading and meditation room is now a 
  storage area, littered with sundry items useful to 
  the croakers (barrels of rotting meat, bundles of 
  straw, mud bricks, cut logs, rope, tools, etc). The 
  northern corner is conspicuously empty of 
  clutter and dirty footprints disappear into the 
  “wall”. Examining the area reveals a spring 
  loaded secret door, and 40 ft corridor to Area 16.  
   
  Area 16 – Prison 
  The original purpose of this secret room is 
  unclear, but the croakers have converted the 
  
   
  12 
   
  area into a holding pen for prisoners. A human 
  barbarian named Drunmot (60’s, heavily scarred, 
  with Crow Biter tribe warpaint) and 1d3 Skorn 
  are shackled to the walls, starving, beaten and 
  dying (all on 1d3 hp).  
   
  Drunmot, AC 10, HD 1, 19: as weapon, S13 D10 
  C13 I10 P10 W12 Ch11, L4, Mv 30 ft. Drunmot is 
  a berserker with S13, +2 to attack, and never 
  checks for morale. He will gladly help the party 
  kill any croakers they find. 
   
  Skorn, AC 10, HD 2, as weapon 19: the target is 
  clubbed in the head, losing its next action (Luck 
  (Will) save resists), S15 D10 C13 I7 P12 W8 Ch8, 
  L5, Mv 30 ft. Rudimentary dark vision, advantage 
  to sense danger or detect scents. In their 
  weakened state, it may be possible to persuade 
  or coerce the beastmen into aiding the party. 
   
  Area 17 – Hall of Idols 
  This 40 ft by 20 ft mirrored hall is mildewed and 
  mud stained, lined with stone idols of the Frog 
  God in his many guises (eating, sleeping, 
  fornicating, fighting, etc). Various nests fill the 
  common area, including the large and brightly 
  decorated nest of the croaker chief, Sm’ubb. 
   
  Sm’ubb is 6 ft tall, a particularly skinny Black 
  Croaker with slender fingers well acquainted 
  with choking the life out of her enemies. She 
  speaks common, similar to Cr’noop (Area 11), 
  and will not be pleased to find interlopers in her 
  personal domain.  Sm’ubb has survived as chief 
  by bullying and outwitting her rivals, and will 
  attempt to do the same with the PCs.  
   
  Sm’ubb, AC 13, HD 7, Sword 1d8+2 and Bite 
  1d10, 19: disarm or bites off random limb below 
  the joint (Luck (Dex) save resists), S15 D15 C12 
  I14 P15 W16 Ch11 L8, Mv 30 ft inc swim/climb. 
  Sm’ubb has Major Exploit Protection. When 
  staggered, she emits an ear splitting croak, 
  causing humans within 20 ft to be stunned (lose 
  next action, Luck (Will) save resists).  
   
  Searching the nests recovers 1 x Carry Loot and 1 
  x Trinkets & Curios (LFG p. 136, 141).  
   
  Area 18 – Sealed Chamber 
  The stone double doors leading to this chamber 
  are magically sealed, decorated with a scene of 
  fog cloaked trees, cut through with beams of 
  morning light.  
   
  The doors are impervious to mundane tools, and 
  may only be opened via Knock, Dispel Magic, by 
  the hand of an elf, or a person blessed by the 
  mirror in Area 5.  
   
  The 40 ft corridor beyond has not been set foot 
  in since the Second Age, dusty floor tiles of blue 
  and white portraying a winding river with ice 
  floes. The corridor is completely dark, quiet, and 
  smells stale/musty.  
   
  If anyone other than an elf (or person blessed by 
  the mirror) approaches the east/west doors, a 
  hissing sound is heard (as ice binding golems in 
  each chamber swiftly melts, issuing large clouds 
  of steam from beneath the doors). In 2d4 rounds, 
  the doors swing open to release twin Sandstone 
  Golems upon any intruders. The golems do not 
  communicate, and will not stop until all non-
  elves are driven from the temple.  
   
  Sandstone Golem, AC 14, HD 6, Fist 2d6, 19: the 
  targets weapon is crushed (magical weapons are 
  immune), S19 D11 C17 I- P13 W- Ch-, L8, Mv 20 
  ft. The statues are Golems with the usual benefits 
  (LFG p.112). They have 50% Magic Resistance, 
  except against Stone to Flesh, Transmute Rock to 
  
   
  13 
   
  Mud, Stoneshape or Move Earth spells which 
  cause 6d8 damage (once only).  
   
  The final chamber is 30 ft square, with a 15 ft 
  ceiling, decorated with large tapestries of elven 
  history (battlefields, city scapes, an elven magus 
  queen with antlers dating back to the First Age). 
  The tapestries are faded and delicate, but have 
  been semi preserved by magic, and worth a small 
  fortune to the right buyer (2d4 x 300 gp). 
   
  In the centre of the room is a prayer mat and 
  private altar to the Bruhga of Winter Light (2 ft 
  diameter column, sandstone inlaid with onyx, 
  1,500 gp). The altar is inscribed with various 
  prayers, including a lost elven spell: 
   
  Shield of Winter 
  2nd Level 
  Range: Self 
  Duration: 2d6 hours or until expended 
   
  As Shield, but the disc is made of magical ice. If 
  the shield is used to negate a physical attack, the 
  attacker must make a Luck (Con) save or be 
  frozen (helpless) for 2d6 rounds. If the caster is 
  subject to a Fireball spell, the Shield of Winter 
  automatically negates the Fireball, then ends.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aftermath 
  If Rovos is able to retrieve any genuine elven 
  artefacts he considers the expedition to be a 
  success (especially any of the items in Areas 6 
  and 18), and will recommend the party to others. 
  If Rovos dies, word eventually gets back to Port 
  Brax, tarnishing the PCs’ reputation there.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  14 
   
  CREDITS 
   
  Author:   
  Stephen J. Grodzicki. Copyright © 2018. 
   
  Artwork:  
  Some artwork copyright 2018 Majiek Zagorski and The Forge Studios LLC, used with permission. 
  Some artwork copyright Josh Soper, used with permission. 
   
  Some artwork by Publisher’s Choice Quality Stock Art copyright Rick Hershey / Fat Goblin Games, used with 
  permission. 
  Some artwork copyright 2018 JE Shields, used with permission. 
  Some artwork copyright 2018 Dean Spencer, used with permission. 
  Map copyright the ever excellent Dyson Logos, used with permission.  
   
  Website: 
  Midlands Low Magic Sandbox Setting PDF via DTRPG or DTRPG Link USD $24 Softcover via Lulu  Lulu Link 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  Hirelings Toolkit http://www.drivethrurpg.com/product/233067/Hirelings-Toolkit 
  Traps Toolkit http://www.drivethrurpg.com/product/233067/Hirelings-Toolkit 
  LFG USD $7 Softcover or USD $22 Hardcover: http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
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