TEXT: Fantasy Renaissance Adventure Module
  LOST TEMPLE OF IBHOLTHEG
  Written by “Weird Dave” Coulson
  An Adventure for Character Levels 3-5
  TG1
   
  MeMories of the toad God #1
  
  LOST TEMPLE OF IBHOLTHEG
  Fantasy Renaissance Adventure Module TG1
  For use with Castles & Crusades
  An Adventure for Character Levels 3-5 
   
  Written by “Weird Dave” Coulson
  MeMories of the toad God #1
  a fantasy renaissance adventure Module brouGht to you by your friends 
  at cut to the chase GaMes!
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  On the borders of the uncivilized Great Jungle lies the out-
  post of Kraden’s Hill. Brave adventurers are needed to lead 
  expeditions into the perilous jungle, facing cannibal monsters, 
  dangerous flora, and worse, all in search of wealth and power 
  hidden deep inside the jungle. Find this and more in the LOST 
  TEMPLE OF IBHOLTHEG!
  
  Fantasy Renaissance Adventure Module TG1
  LOST TEMPLE OF IBHOLTHEG
  MEMORIES OF THE TOAD GOD #1
  For use with Castles & Crusades
  Writer: “Weird Dave” Coulson 
  Editor: James Lund
  Cover Art: Matt Morrow
  Interior Art: Johnathan L Bingham
  Cartography: Glynn Seal 
  Layout: “Weird Dave” Coulson
  The Cut to the Chase logo is a trademark of Cut to the Chase Games LLC.
  Cut to the Chase Games LLC is not affiliated with Troll Lord GamesTM or Chenault 
  & Gray LLC.
  
  2
  Far to the south, on the borders of the Great Jungle, 
  brave caravans of merchants, traders, and settlers 
  have begun to colonize the frontier. For several years 
  now they’ve cut into the harsh wilderness, but stand 
  on the brink of destruction from unknown, terrible 
  forces. Just as rumors of a lost temple have surfaced, 
  those same forces seem to be on the move.
  TG1 Lost Temple of Ibholtheg is the first adventure in 
  the Fantasy Renaissance Adventure Module series 
  MEMORIES OF THE TOAD GOD. It is designed for a party 
  of four to six Castles & Crusades characters, levels 3 to 
  5. The GM should read the module thoroughly before 
  playing to become familiar with the overall plot of the 
  adventure.
  Weird Dave’s Notebook: The Frontier
  The Memories of the Toad God series takes place in a 
  frontier town on the borders of an inhospitable and 
  dangerous jungle. Details are given below for this 
  speck of civilization known as Kraden’s Hill, but little 
  is determined as to whom the townmaster answers. 
  Find a place in your campaign for Kraden’s Hill to help 
  root the characters in your setting. You won’t regret 
  it.
  Adventure Background
  The Great Jungle is a vast wilderness filled with 
  equal parts terrible monsters and tales about them. 
  Expeditions returning home from treks into the jungle 
  tell stories about tribes of cannibal orcs, white-furred 
  gorillas using tools for war, man-eating plants as big as 
  a horse, and insects large enough to suck a traveler 
  dry of blood in an instant. Some expeditions simply 
  don’t return at all.
  But an abundance of natural resources in the Great 
  Jungle and an overflowing population hungry for 
  expansion has forced the rulers of the land to make 
  a push to settle the area. Some years ago, a brave 
  band of merchants representing Grimden House –
  owners of a large caravan network across the land 
  – saw a profit in the venture and set forth to conquer 
  the Great Jungle. They brought with them a sizable 
  army of mercenaries, and before long they reached 
  the edge of the jungle.
  They fought for every inch of land, paying for it with 
  the blood of the settlers and traders. Eventually they 
  won a slice of land from the wilderness. Kraden’s 
  Hill was founded, named in honor of their leader, 
  Kraden Grimden, who fell in battle against a horde of 
  screaming black-skinned cannibal orcs. Even as their 
  leader was lost, the brave settlers routed the orcish 
  horde. The spot was perfect, located just a short 
  distance from a tranquil freshwater lake. The orcs 
  fought hard and with unflinching desperation to repel 
  the traders and mercenaries. They saw the lake as a 
  holy site, but were forced to relent after that fateful 
  battle.
  Now, three years later, Kraden’s Hill is seeing an 
  explosion of new growth. A steady supply of rare plants 
  and animals sent along the rough trade route linking 
  Kraden’s Hill to civilization has kept the meager colony 
  alive, but now farmers and settlers have been making 
  the journey southward as well. Eager to escape work 
  under the control of greedy lords in high castles, many 
  have come to see Kraden’s Hill as a fresh start.
  But that’s not all. Many have been lured to Kraden’s 
  Hill; scholars, adventurers, thieves, and thrill-seekers 
  have seen ample reasons to visit. Rumors of a great 
  temple made of gold hidden deep within the jungle 
  have spread by regular trade with several of the orc 
  tribes who have ancient legends of the site. They 
  speak of the place in hushed whispers and claim that 
  it is a holy place, sacred to a toad god who once 
  ruled over all of the jungle.
  Kraden’s Hill has now become home to several 
  merchant companies looking to find this temple of 
  the toad god and claim it as their own. Grimden 
  House controls the majority of trade in the frontier 
  town, but two others have begun to make inroads as 
  well – the dwarves of Clan Ironstar and the humans of 
  Noviortum House. These three companies seek brave 
  heroes to venture forth into the dangerous jungle and 
  find the golden temple before their rivals do.
  It is a place ripe for plunder, and not just in terms of 
  hidden treasures in the jungle.
  Module Synopsis
  The characters come to Kraden’s Hill intent on 
  finding their fortune within the great golden temple 
  hidden somewhere in the jungle. They arrived with an 
  independent merchant who was traveling south with 
  a larger Grimden House contingent. They have an 
  opportunity to search the frontier town and get a feel 
  for the place. The Thirsty Serpent is the best tavern and 
  inn in Kraden’s Hill, although they cater to Grimden 
  House interests almost exclusively.
  The party’s arrival marks them as potential employees, 
  and they soon find that the three merchant companies 
  are all interested in an audience with them. Grimden 
  House is straightforward; offering a decent upfront 
  payment but little compensation upon discovery. The 
  dwarves of Clan Ironstar are shrewd negotiators but 
  have little to offer now – instead they promise to make 
  sure the characters are well taken care of should they 
  LOST TEMPLE OF IBHOLTHEG
  
  3
  find the temple. The sorcerers of Noviortum House offer 
  to share in the mystical secrets the temple contains.
  Ultimately their decision to sign on with a merchant 
  company or go on their own into the jungle is up to 
  the characters. Finding the temple is going to be a bit 
  more difficult, and involves first tracking down a tribe 
  of black-skinned orcs that live nearby. These orcs, of 
  the Goyega Zaa Tribe, have been trading peacefully 
  with Kraden’s Hill for several years, and the characters 
  find that they are arriving at the advent of the Feast of 
  First Fruits. Social occurrences outside the characters’ 
  experience are bound to occur, but if they can keep 
  their wits about them, they can learn that they must 
  seek out the hut of a blind orc shaman named Bula 
  Goyega.
  Bula Goyega tells the characters that they must find 
  the Idol of the Squamous Toad, an unholy relic hidden 
  in the jungle, before they can find the Lost Temple of 
  Ibholtheg. He gives rough directions but the characters 
  must navigate and survive tough encounters in the 
  heart of the jungle to find the idol. There, they face 
  off against degenerate toad-men and mutant frog 
  demons known as cipactli; descendants of Ibholtheg’s 
  unholy brood. Upon investigating the idol they find 
  the path before them clear.
  The Lost Temple itself is hidden a short distance away, 
  and within that unholy site of fabulous wealth the 
  characters face madness-inducing fog, undead 
  abominations, more cipactli, and more despicable 
  monsters. An aspect of Ibholtheg itself still lingers over 
  the site, but killing it triggers the collapse of the temple. 
  With bravery, skill, and no small amount of luck, the 
  characters will flee the crumbling temple and retreat 
  to the jungle to see the ruins of the Lost Temple of 
  Ibholtheg.
  Future Modules
  The MEMORIES OF THE TOAD GOD series of Fantasy 
  Renaissance Adventure Modules detail the return 
  to power of a squamous evil that once plagued the 
  jungle. Known as Ibholtheg, this being is ancient, 
  malevolent, and lies sleeping within the Pit of Black 
  Gulfs into which it was cast long ago by greater powers. 
  It stirs once more, awakened by the encroachment 
  upon its sacred grounds, and only a brave band of 
  adventurers can stand up and put a stop to it before 
  it oozes over the land once again.
  In TG2 Tongues of the Screaming Toad, an old sect 
  of Ibholtheg’s worshippers takes up residence in 
  the frontier town of Kraden’s Hill. People spiral into 
  madness as their tongues blacken and eventually fall 
  off. Researching this curse reveals hidden schemes 
  between the merchants of the town. Eventually the 
  characters will track down an ancient site in the jungle 
  known as the Swamp of the Screaming Toad. Therein 
  lies the secret to stopping the plague and putting 
  down this newly revived Ibholtheg cult.
  The final adventure in the series is TG3 Shadow Out 
  of Sapphire Lake. A lurking, living shadow rises from 
  the depths of tranquil Sapphire Lake, wreaking havoc 
  over Kraden’s Hill, and it’s up to the characters to rise 
  up and put an end to it. They must descend into the 
  depths of Sapphire Lake itself to find the source of the 
  shadow. There they will discover the source is actually 
  a crack in the planar prison known as the Pit of Black 
  Gulfs. Only by passing into the Pit and sealing it from 
  the inside can the characters finally put a stop to 
  Ibholtheg’s rise.
  Involving the Characters
  The adventure starts with the characters arriving in 
  Kraden’s Hill with the understanding that there are 
  lucrative employment opportunities for adventurers 
  willing to brave the dangers of the Great Jungle. You 
  can print and cut out the rumors in Player Handout 
  1 to give to the characters before they start to give 
  them an idea of what they’re after.
  Adapting the Module
  This module tries to use as many generic location 
  names as possible to make it easy to port to nearly any 
  fantasy campaign setting. Below are the elements of 
  the module that would need to be mapped out to an 
  existing setting along with notes of how they fit within 
  the adventure.
  The Great Jungle: A vast expanse of largely unexplored 
  jungle wilderness on the edge (or even just beyond) 
  of settled territories. Occupied by tribes of nomadic 
  wild elves, savage shadow orcs, and native humans 
  who were once part of a large Aztec-like civilization 
  long ago.
  Kraden’s Hill: A frontier town settled a few years ago 
  by enterprising members of Grimden House.
  Grimden House: A powerful merchant family with 
  trade connections across a wide area. Their interests 
  lie in plundering the Great Jungle for valuables to be 
  sold in other markets.
  Clan Ironstar: Dwarven merchants with an eye for 
  adventure and gold in the inhospitable jungle.
  Noviortum House: A merchant family with ties to 
  mystical powers in faraway lands. Known for using 
  magic to further their ends, with a keen interest in 
  arcane locations.
  
  4
  Ibholtheg: Squamous bat-toad entity of ancient 
  antiquity. Worshipped by mutant bullywugs, some of 
  which can fly on bat-like wings.
  PART ONE: OFFERS IN KRADEN’S HILL
  The characters arrive in Kraden’s Hill seeking fame 
  and fortune in the wild frontier town. It’s likely they’ve 
  arrived having heard of a golden temple somewhere 
  in the jungle and the merchants willing to pay top 
  coin for its discovery and plunder. Adventure has a 
  way of finding the characters, and they don’t have 
  to wait long before offers come pouring in. Who can 
  the characters trust? Who’s talking straight and who’s 
  playing dirty?
  Welcome to Kraden’s Hill
  The below text assumes the characters came into 
  Kraden’s Hill with the latest merchant caravan 
  from somewhere in the north. Adjust the text if the 
  characters are arriving via some other means.
  For days now you’ve seen nothing but tall 
  mountains and craggy hills as you made your trek 
  south with a merchant caravan to the far frontiers 
  of civilization. The going was rough at times, and 
  slow, but now you’re on the downward slope of 
  the mountain range. You’ve caught brief glimpses 
  of the deep emerald expanse known as the Great 
  Jungle but so far all you’ve experienced is the 
  weather getting hotter and stickier, causing your 
  clothing to cling to you like a hungry leech. Finally, 
  as the morning sun beats down, you see your 
  destination – the frontier town of Kraden’s Hill. It sits 
  just south of a tall, barren hilltop that would offer a 
  fantastic view of the surrounding area. Three dozen 
  wooden buildings, separated by rough streets and 
  the hill are enclosed behind a stout wooden wall, 
  reaching twenty feet high. Beyond the wall, the 
  huge green expanse of the Great Jungle waits like 
  a lurking panther. Darkness the morning sun cannot 
  dispel waits beneath the canopy of thick jungle 
  leaves. About a mile east of town, you can see a 
  glittering azure lake with a clear path between it 
  and the town.
  The merchant caravan takes the rest of the morning 
  and early afternoon to make the trek to the gates of 
  Kraden’s Hill. The caravan master, Baldred Invershaw, 
  requests that the characters stay with the caravan 
  wagons until they enter the gates of the town. He 
  
  5
  doesn’t want any trouble and trusts the party to keep 
  an eye out in case things take a turn for the worse.
  Weird Dave’s Notebook: The Journey South
  The characters journey to Kraden’s Hill through the 
  mountains and from the northern lands can be hand-
  waved easily, but if you want to offer a little excite-
  ment for the journey you can use the module TG0 
  Depths of the Croaking Grotto. That module introduces 
  the characters to Baldred Invershaw, an independent 
  merchant who is being paid to lead the Grimden House 
  caravan but has his own reasons for coming to the 
  frontier town.
  The Frontier Life
  The caravan wagons stop a hundred feet from the 
  gates of Kraden’s Hill as two armed men step forward 
  from a small guard station. The men are lightly armored 
  considering the heat, but wear tabards bearing the 
  crest of Grimden House. Baldred steps forward and 
  announces that Master Theodric Grimden is expecting 
  their arrival. The two guards look over his offered 
  paperwork for a moment, then announce their arrival 
  and open the gates.
  Inside, Kraden’s Hill is a bustling frontier town. It is the 
  hub for the entire region, as dozens of settlers have 
  taken up offers to start cultivating the land on the 
  border of the jungle. None of the settlements – small 
  gatherings of farms really – have ventured deep into 
  the Great Jungle and most are within three days ride 
  of Kraden’s Hill. They come into town on an irregular 
  basis to trade, catch up on news, and for safety when 
  jungle raiders and predators strike.
  Baldred drives the caravan wagons to the center 
  of Kraden’s Hill, which sits just shy of the towering hill 
  that gives the town its name. Merchant arrivals are 
  always a big event, so swarms of people come out 
  to see what kind of wares are for sale. Baldred tells 
  the characters to stay at the Thirsty Serpent, which is 
  where he’ll be staying as well, before he gets caught 
  in the rush of potential customers.
  Purchases in Kraden’s Hill
  Because of its remoteness, buying gear and goods 
  in Kraden’s Hill is expensive. Unless otherwise noted, 
  prices for items that can be found are 4x higher than 
  normal. The merchants in town may be willing to cut 
  a deal once the characters establish themselves 
  somewhat or if they join up with one of the three 
  mercantile powers in town (Grimden House, Clan 
  Ironstar, or Noviortum House). Availability for items is 
  up to the GM but a good rule of thumb is to assume 
  there is a 75% chance that a given common item is 
  available in town.
  The Thirsty Serpent
  There are two taverns in Kraden’s Hill – the Jewel of the 
  Jungle, which caters to higher-end merchants and 
  customers, and the Thirsty Serpent. The Thirsty Serpent 
  also offers the only inn in town for travelers. Baldred 
  stays there along with the other travelling merchants, 
  although many of them dine and relax at the Jewel.
  Read or paraphrase the following as the characters 
  approach the Thirsty Serpent.
  One of the largest buildings in Kraden’s Hill, with 
  at least three stories, the Thirsty Serpent bears a 
  swinging sign depicting a mug of ale being dumped 
  down the open mouth of a snake, its belly full. The 
  doors inside are on swings and don’t quite fill the 
  doorway. Pushing through them, you see a wide 
  common room with benches and tables of rough 
  wood. Behind the bar hang dozens of snakes nailed 
  to the wall like trophies. Most of them are exotically 
  patterned and colored, and one of them is so large 
  it is hung in the middle, dropping down ten feet on 
  either side! An elf with bronzed skin stands behind 
  the bar, and you see from the kitchen another elf, 
  female, but otherwise with nearly identical features.
  NPC Profile: Ereldris and Esythis Evenleaf, Thirsty 
  Serpent Owners
  The people of Kraden’s Hill view the wild elves 
  of the Great Jungle with great suspicion and 
  distrust. Most of the wandering bands have 
  dealt only with the occasional arrow and have 
  crossed blades with the settlers, but for the most 
  part the elves seem more content to protect 
  the interior of the jungle than the fringes. Ereldris 
  and Esythis were born into a lifestyle of constant 
  moving, hunting and gathering for every meal, 
  and their experience shows in their steely gaze 
  and taut muscles.
  But the two share a keen interest in the ways of 
  civilization. They worked as little more than slaves 
  after being captured in a raid on Kraden’s Hill, a 
  common fate for captured wild elves. The elves 
  treat the past as a strange thing – except to a 
  few, it is something to learn from but not hold 
  grudges over. Ereldris and Esythis took work at the 
  Thirsty Serpent and gained the trust of the original 
  owner. But after only a few months the owner 
  fell ill from a snake bite and the Evenleaf twins 
  were able to purchase it from precious gems 
  their people had gathered from the mountains 
  (nothing of value to the elves but pretty to look 
  at). The two have run the Thirsty Serpent for over 
  a year now, quietly keeping it running for the 
  merchants and travelers that come to Kraden’s 
  Hill.
  
  6
  Ereldris Evenleaf, a wood elf, and his twin sister 
  Esythis run the Thirsty Serpent. Ereldris talks abruptly, 
  interrupting often, and has no social graces – the same 
  goes for his sister Esythis. The two switch jobs irregularly 
  and they employ a handful of other wood elves from 
  their tribe to fill in the rest of the duties. Prices are 
  NOT higher than normal in the Thirsty Serpent (which 
  is considered a modest inn, costing 5 sp a night) as 
  the Evenleaf twins are not particularly interested in 
  wealth.
  The menu at the Thirsty Serpent is not extensive, 
  however. They offer mugs of sweetwater, a crystal 
  clear sweet liquid, or fermented nectar wine for 2 sp 
  each. Food consists of specialty salads with exotic 
  greens and well-prepared snake meat for 5 sp each 
  (available without the snake meat for only 2 sp).
  Rumors About Town
  A character seeking rumors, either in the Thirsty 
  Serpent or elsewhere, can make a CL 3 Charisma 
  check to learn one of the following items.
  •	
  The shadow orc tribes that inhabit the Great 
  Jungle have become restless of late. Several 
  of them trade with the people of Kraden’s Hill 
  but there are others that are little more than 
  degenerate savages!
  •	
  Theodric Grimden is said to have at least three 
  bastard children in the surrounding farms and 
  settlements outside of Kraden’s Hill. His wife 
  doesn’t know about any of them, though.
  •	
  The dwarves of Clan Ironstar are all crazy. 
  They keep their armor on and march around 
  as if they were an army! Their leader, Adbrek 
  Ironstar, is a soldier first and a merchant 
  second.
  Offers for Employment
  After the day winds down, Baldred Invershaw and 
  the rest of the merchants that traveled with the 
  characters close up shop, post their own guards, 
  and head over to the Thirsty Serpent for rounds of 
  refreshment and beds. Baldred finds the characters, 
  pays them their wage of 30 gold each, and then tells 
  them that they should expect to be hearing from the 
  merchant powers of Kraden’s Hill very soon. Baldred 
  can provide a rough description of the three for the 
  characters’ benefit.
  It’s important that the characters meet with at least 
  Theodric Grimden, as he has the most concrete 
  information regarding the golden temple.
  Grimden House Offer
  As the characters are dining in the Thirsty Serpent (or 
  if they’ve moved over to the Jewel of the Jungle), 
  a messenger boy arrives at their table and delivers 
  a note. The note is from Theodric Grimden, head 
  of Grimden House in Kraden’s Hill, and invites the 
  characters to join him at his personal residence for fine 
  brandy and to discuss business. The boy who delivered 
  the note was instructed to lead the characters back 
  to Theodric’s residence.
  The sun is sinking low over the horizon as the boy leads 
  the characters through Kraden’s Hill. They walk down 
  muddy streets beneath the shadow of many wooden 
  buildings, most of which house the guards, merchants, 
  and settlers that keep the town running. Theodric’s 
  residence is one of the largest, with two stories and 
  grand doors, but otherwise appears much like the 
  rest of the buildings. Theodric Grimden himself is sitting 
  outside on a chair, attended by two guards.
  Theodric Grimden is a handsome man in his late 30s, 
  with an easy smile and clean-shaven face. He dresses 
  simply and practically considering the humidity, but 
  always is sure to keep a scarf over his shoulder that 
  bears the symbol of Grimden House. He rises to greet 
  the characters by hand, introducing himself and 
  welcoming them officially to Kraden’s Hill. He asks 
  if any of them would like goblets of brandy before 
  offering them seats outside around his table and 
  getting down to business.
  “I’m sure you’ve heard the rumors,” Theodric 
  begins, sipping on his brandy with a satisfied sigh. 
  “Somewhere out in the Great Jungle is a golden 
  temple, hidden amidst the vines. Well, let me tell 
  you this – it is no rumor.” He reaches behind him 
  and pulls out a solid gold bar, nearly a foot long 
  and half as wide. “This was found in the camp of 
  shadow orcs just a few months ago after a raid. 
  There’s no gold to our knowledge in the mountains, 
  leastwise not enough for the savage orcs to mine 
  or smelt, so that begs the question – where did this 
  come from?” Theodric’s eyes gleam with avarice in 
  the last light of the setting sun as he leans forward.
  Theodric is telling the truth, and goes on to say that 
  after some investigation he learned that the shadow 
  orcs tell stories of a legendary golden temple 
  somewhere in the jungle. They didn’t build it, and 
  by all accounts its existence predates their arrival to 
  the jungle centuries ago. But some orcs have found 
  golden blocks like these in their foraging.
  On the back of the golden brick, which Theodric 
  shows with a great flourish, is the stamped image of 
  a squatting toad with bat-like wings over its shoulders. 
  Characters can make CL 5 Intelligence checks 
  to identify the symbol as an ancient being called 
  Ibholtheg, a squamous bat-toad thing that ruled 
  over a primordial jungle in ages long past. Theodric 
  confirms this as well, and assures them that they are 
  seeking an ancient temple of Ibholtheg somewhere 
  in the jungle.
  
  7
  As far as business goes, Theodric is willing to pay the 
  characters 500 gold each to lead an expedition to 
  find the golden temple and secure it for Grimden 
  House. All rights to the temple itself would belong to 
  the merchants, though suitable compensation would 
  be offered if jungle creatures that need to be cleared 
  out inhabit the temple. Theodric would send a team 
  of 10 native bearers and an experienced guide that 
  the characters would assist in the journey. Theodric 
  can be negotiated up to 750 gold per character, with 
  successful CL 3 Charisma checks raising his offer by 
  50 gold.
  Theodric understands if the characters don’t agree 
  right away, but cautions them that they must make 
  their decision by dusk the next day. There are many 
  other parties interested in claiming the treasures of 
  the golden temple. Theodric doesn’t reveal their plan 
  of action until he has a signed and sworn agreement 
  from the characters (see Preparations to Set Out 
  below).
  Clan Ironstar Offer
  The dwarves of Clan Ironstar have a permanent 
  residence in Kraden’s Hill that doubles as their 
  storefront. Early in the morning after the characters 
  arrive, they find a contingent of four dwarves sitting 
  around a table in the Thirsty Serpent waiting for them. 
  They all bear the symbol of Clan Ironstar on their full 
  armor.
  The leader, Adbrek Ironstar, stands up to greet the 
  characters by name. He is a burly dwarf, stout, with a 
  full beard as black as coal and a wild mane of hair. A 
  well-worn battle axe hangs at his side and he wears 
  his armor with the comfortable ease of a soldier. He 
  introduces himself and invites the characters to chat 
  with him about the possibility of gainful employment 
  in search for lost treasure in the jungle.
  Assuming that they are amiable, Adbrek asks that the 
  characters follow him outside.
  Adbrek Ironstar and his dwarven companions lead 
  you out of the Thirsty Serpent and up to the top of 
  Kraden’s Hill. The hilltop is bare and has been leveled 
  off to create a thirty foot wide broad plain. Adbrek 
  motions out to the jungle. “There’s danger lurkin’ in 
  that jungle, that’s fer sure,” he begins with a note of 
  excitement in his voice, “and treasure too if you’ve 
  got the guts to get it! I know you’ve already spoken 
  to Theodric, but hear me out before ya make up 
  yer mind. That Grimden House is crooked, I tells ya!”
  Adbrek begins to talk animatedly about how 
  Grimden House has been trying to keep the treasures 
  of the Great Jungle all for themselves, choking off the 
  competition. Clan Ironstar, who have a stronghold 
  in the mountains just to the north of the jungle, have 
  long sent scouts inside to keep an eye on the savage 
  shadow orcs. It was many years ago when they 
  first heard of the golden temple and they’ve been 
  hunting for it ever since.
  But now, renewed interest from the humans has 
  forced them to redouble their efforts. Adbrek knows 
  of the gold bar found by Theodric, and snorts about 
  its significance. Clan Ironstar has been making inroads 
  into the jungle for a long time now, and Adbrek feels 
  now is the time to set out fully to find the golden 
  temple.
  Unfortunately, the coffers of Clan Ironstar are 
  somewhat sparse. Adbrek can only offer 100 gold per 
  character to help find the golden temple of Ibholtheg, 
  but he offers to share in the profits from the temple’s 
  loot – 5% would go to the characters after the final 
  tally is done. If the rumors of gold and treasure are true, 
  even that amount is likely to set the characters up for 
  life! Adbrek can be talked up to 10%, with successive 
  CL 3 Charisma checks increasing the offer by 1%.
  The characters would be accompanying a group 
  of 10 native bearers into the jungle along with an 
  accomplished guide who would act as Clan Ironstar’s 
  representative. Adbrek gives the characters until 
  sundown to decide.
  Noviortum House Offer
  Around noon on the day after arriving, representatives 
  of Noviortum House visit the characters. Wherever 
  the characters are, they turn around to find three 
  figures wearing heavy purple robes standing nearby, 
  watching them. The middle one, a tall lanky man, 
  steps forward and pulls down his hood to reveal a 
  bald head, narrow eyes, and pale skin. He introduces 
  himself as Natan of Noviortum House and asks if the 
  characters have yet to sign on with an expedition into 
  the jungle to find the temple of Ibholtheg. He nods 
  sagely at their answer (he already knows the truth of 
  the situation) and offers a cup of jungle flower tea to 
  the characters if they are willing to listen to his offer.
  Natan speaks slowly and deliberately, trying never to 
  waste words. Assuming they agree, he leads them to 
  their mercantile warehouse.
  The robed man Natan leads you and his fellows 
  quickly 
  through 
  the 
  mud-packed 
  streets 
  of 
  Kraden’s Hill, past many buildings, until arriving at 
  what appears to be a large warehouse. One of the 
  robed figures steps forward and opens the door, 
  which Natan enters and gestures for you to follow. 
  Inside, boxes and crates are stacked nearly to the 
  ceiling. An assortment of people, humans and wild 
  elves, are working to open some of the crates, 
  revealing strange objects and instruments. Natan 
  leads you to a small office room and sits down on 
  
  8
  an ornate rug in the center, gesturing for you to do 
  the same.
  Natan and Noviortum House are interested in 
  plumbing the Great Jungle for its mystical secrets. 
  They have gained much wisdom since arriving in 
  Kraden’s Hill, though their efforts are diminished by 
  the greed and influence of Grimden House. Now, 
  however, events are being set in motion to uncover 
  the temple of Ibholtheg, and Noviortum House must 
  take an active stance.
  Natan does not seek the gold of the temple of 
  Ibholtheg, but instead only the knowledge contained 
  within. For the return of any ancient relics or items 
  contained within the temple, Noviortum House is 
  willing to pay 500 gold per piece. They are willing 
  to provide 10 native bearers and a guide to assist in 
  finding the temple and carrying away any suitable 
  items. Once the temple is discovered and cleared of 
  any hostile inhabitants, Noviortum House would have 
  exclusive access to it to do with as they see fit.
  Natan asks that the characters make up their decision 
  before sundown, as the expedition must leave very 
  soon into the jungle.
  Weird Dave’s Notebook: The Three Offers
  The players have a choice now to go with one of the 
  three offers, or perhaps to ignore them and set out 
  on their own for the golden temple. Though they 
  don’t know it now, Grimden House is the best offer 
  considering the temple is destined to collapse into 
  the earth once the avatar of Ibholtheg is destroyed, 
  though Noviortum House’s offer could still be hon-
  ored. Clan Ironstar is banking on keeping the golden 
  temple for any rewards.
  Preparations to Set Out
  Whichever offer they accept, the characters should 
  make their decision by sundown. Each of the merchant 
  companies has offered to send the characters with 
  10 native bearers (humans and wild elves indigenous 
  to the region who speak broken Common) and an 
  experienced guide.
  The characters meet their guide, Jabu, the morning 
  they are to set out into the jungle. He is a half-shadow 
  orc ranger with a crude sense of humor and practical 
  jungle experience.
  You head downstairs into the common room of the 
  Thirsty Serpent before the full light of dawn breaks 
  across the land, but you see you are not alone. 
  Standing at the bar, picking his teeth with a small 
  wooden stick is an impressive half-orc with dull 
  ebony skin. A well-worn bow is slung across his back, 
  a curved blade hangs at his side, and his open shirt 
  shows a multitude of scars across his broad chest. 
  He smiles upon seeing you. “So you must be the 
  ones I’m taking into the jungle, eh?”
  Jabu speaks Common competently and has been 
  visiting the people of Kraden’s Hill almost since 
  Grimden House arrived. Many of the half-shadow 
  orcs are hired as guides in the jungle or guards as 
  they tend to have a better temperament than their 
  full-blooded brothers and sisters. Jabu, however, has 
  made a name for himself as a trustworthy guide who 
  knows the jungle very well, as well as the region’s 
  shadow orc tribes.
  Jabu speaks with the characters for a short while, 
  asking if they need anything before they set out. The 
  
  9
  native bearers are waiting for them at the edge of 
  town, and the sooner they leave the sooner they’ll be 
  back he says with a wink.
  Weird Dave’s Notebook: Using Jabu
  Jabu should be used to offer information to the play-
  ers and to guide them in the ways of the jungle, but 
  not to supplant any specific character. If there is 
  a ranger in the group, Jabu is happy to consult with 
  them on anything they find in the jungle, especially 
  if they have a favored terrain relevant to the area 
  (mostly forest). Don’t overuse Jabu – his main purpose 
  is to get the characters to Goyega Zaa safely.
  The characters’ employer (whomever they chose) 
  waits at the gate with the native bearers. They carry 
  enough food and water for the whole trip, but the 
  merchant makes sure to point out that the native 
  bearers are not skilled in combat. They were hired for 
  their skill in carrying things, not in fighting, so they are 
  likely to flee if danger presents itself.
  The employer pulls Jabu and the characters aside 
  as they are preparing to leave to go over the route. 
  The expedition will travel to the shadow orc village of 
  Goyega Zaa, who are said to know the most about 
  the jungle and its secrets. Once there, they must find 
  out where the temple of Ibholtheg is located and then 
  travel there with all haste. After the temple is found, it 
  must be cleared of any hostile inhabitants and given 
  a rough accounting of its treasures and location. The 
  characters are then to return to Kraden’s Hill to report 
  their findings and for final payment.
  PART TWO: WELCOME TO THE GREAT 
  JUNGLE
  With Jabu and the native bearers ready to go, the 
  characters can set out into the Great Jungle from 
  Kraden’s Hill. Their first destination is the shadow orc 
  village of Goyega Zaa, whom Jabu explains are not 
  the friendliest of shadow orc tribes. However, they 
  are arriving during the Festival of First Fruits, a time 
  of celebration, when warfare between tribes is not 
  permitted by the orc gods. It is their safest method to 
  finding out the location of the temple of Ibholtheg.
  Your packs are ready and the native bearers, a 
  combination of wild elves and humans who have 
  lived in or near the jungle for generations, give the 
  signal that they are ready to head out. Jabu smiles 
  broadly and motions for everyone to start moving. 
  The gates of Kraden’s Hill, at the opposite end 
  from where you entered, creak open ponderously, 
  revealing the emerald, shadow-haunted Great 
  Jungle beyond.
  The jungle is too rough for animals so everyone must 
  go on foot (or at least the native bearers and Jabu 
  go on foot).
  The Great Jungle
  The journey to Goyega Zaa (home of the Goyega 
  tribe) from Kraden’s Hill takes the characters and 
  bearers five days of hard jungle traveling. It’s a 
  hot, sticky, miserable journey, potentially filled with 
  dangerous encounters.
  For every half day of travel, there is a 30% chance the 
  characters encounter something in the jungle. Roll on 
  the random encounter table below. Choose a time 
  for the encounter to occur, or you can roll 1d12 to 
  determine the hour randomly. This could result in a 
  night encounter!
  d10
  Jungle Encounter
  1
  Giant constrictor snakes
  2
  Savage shadow orcs
  3
  Swarm of poisonous snakes
  4
  Giant boar rivals
  5
  Cannibal natives
  6-8
  Heat wave
  NPC Profile: Jabu, Half-Shadow Orc Ranger
  Raised in the jungle as a member of the 
  Moronkula tribe, Jabu cut his teeth and earned 
  his scars hunting great panthers, huge serpents, 
  and other beasts growing up. As a half-orc, the 
  child of a human slave mother and a shadow 
  orc father, he had to work extra hard to prove 
  himself. He distinguished himself quickly as a skilled 
  tracker, with a reputation for moving silently like a 
  shadow upon unsuspecting prey. The Moronkula 
  tribe was the first to make peaceful contact with 
  the human settlers, who had up to that point 
  only encountered the shadow orcs when they 
  were victims of their savage raids. A peace was 
  brokered, and soon several other tribes came to 
  trade with the strangers in Kraden’s Hill.
  Jabu made himself available as a guide and 
  liked the respect given from the outsiders that 
  came with his skills. He found himself staying 
  in Kraden’s Hill more and more, until he could 
  finally afford a small shack inside the settlement. 
  Now he is one of the more experienced guides 
  in town, and though he never had much need 
  for golden pyramids, he finds the high pay being 
  offered by the merchant companies a great 
  lure.
  
  10
  9
  Troll ambush
  0
  Giant ape attack
  Giant constrictor snakes
  The jungle around the characters hides 2 giant 
  constrictor snakes eager for a quick meal.
  Tactics: Any character with a passive Perception 
  greater than the snakes’ Dexterity (Stealth) check 
  notices the creatures before they attack, but 
  everyone else is surprised. The snakes go for the 
  smallest characters first, eager to crush their opponents 
  quickly.
  Savage shadow orcs
  The Great Jungle is filled with tribes of shadow orcs 
  that are not friendly to outsiders.  A hunting group of 
  8 shadow orc warriors stumble upon the characters 
  and decide to punish them for trespassing.
  Tactics: Four of the shadow orcs charge forward while 
  the other four hang back, shooting arrows at targets. 
  The shadow orcs shooting bows have half cover where 
  they are from the surrounding trees. The shadow orcs 
  focus their attacks on the characters, but if they are 
  able to capture one or more of the native bearers the 
  orc band flees with their captured slaves as quickly as 
  possible.
  Treasure: The shadow orcs carry the bodies of five 
  dead brockets (jungle deer) that the expedition can 
  use instead of their own food for five days.
  Swarm of poisonous snakes
  Giant constrictors are not the only serpent threat in 
  the Great Jungle. Rustling in the nearby undergrowth 
  alerts the characters to the presence of 3 swarms of 
  poisonous snakes that surge forward to attack.
  Tactics: The poisonous snake swarms focus on the 
  least armored character available.
  Giant boar rivals
  The characters come across 2 giant boars that were 
  fighting over a mate. They immediately turn upon the 
  characters, seeing them as intruders.
  Tactics: The boars charge in recklessly, intent on killing 
  the intruders to their turf.
  Cannibal natives
  Like the shadow orcs, not all of the native humans of 
  the Great Jungle are friendly. Many of the ones that 
  lived in close proximity to Kraden’s Hill were absorbed 
  as slaves and taught the basics of civilization. But not 
  too far from town, small bands of cannibals – barely 
  recognizable as humans anymore – still live to hunt 
  for flesh. A pack of 10 cannibal natives attack the 
  characters, eager to add their skulls to their belts.
  Tactics: The cannibal natives are capable hunters, 
  moving quickly through the jungle and as silently 
  as possible. They use their blow darts at range to try 
  drugging the characters with jungle tree frog poison.
  Heat wave
  The jungle is hot, but the characters hit a particularly 
  bad spot of heat and humidity. Each character 
  must make a CL 3 Constitution saving throw to avoid 
  suffering from exhaustion (characters wearing 40 
  or more pounds of armor make the check at CL 5). 
  Exhaustion imposes an additional CL 2 to any ability 
  check until 8 or more hours of rest are completed.
  Troll ambush
  Trolls lurk in the Great Jungle, feasting on the lesser 
  creatures. They hunt in a wide range, and anyone 
  or anything that comes into that territory they view 
  as their prey. Unfortunately, the characters stumble 
  into such a territory. A single troll moves to attack the 
  expedition.
  Tactics: The troll uses a wounded brocket (a type of 
  jungle deer) to lure the characters into a pit trap. The 
  brocket can be heard plainly, crying in the jungle a 
  
  11
  short distance away. Jabu wants to investigate but 
  won’t do it alone. Anyone that checks out the sound 
  sees the wounded brocket lying against a fallen log, 
  with a great gash in its side. Actively looking and CL 
  3 Wisdom check is needed to find the trap, which 
  otherwise dumps unsuspecting characters 20 feet 
  down into spikes. The fall deals 2d6 bludgeoning 
  damage and the spikes deal 2d10 piercing damage. 
  The troll, hiding nearby and spottable only by a 
  character actively searching for it with a CL 5 Wisdom 
  check, leaps out to attack in surprise.
  If the characters do not take the bait, the troll attacks 
  a short time later by simply leaping out the jungle.
  Treasure: Finding the troll’s lair requires a CL 5 Wisdom 
  check. Doing so, the characters find its small treasure 
  pile. The troll has accumulated a bag of 100 gold from 
  various victims.
  Giant ape attack
  There are only a handful of giant apes in this section of 
  the Great Jungle, which is thankful, as the beasts are 
  ferocious and terrifying. The characters hear the giant 
  ape bellowing a short distance before it shows up a 
  few rounds later.
  Tactics: The giant ape is not a subtle opponent, and 
  bangs its massive fists down upon the enemy that 
  deals it the most damage. If it is reduced to ¼ or less 
  hit points, the giant ape retreats into the jungle to 
  nurse its wounds. It does not pursue characters that 
  flee more than 50 feet from it.
  Jungle Living with Jabu
  As the characters are traveling through the Great 
  Jungle, they have some time to talk with their shadow 
  orc guide Jabu. He knows quite a bit about the customs 
  and traditions of the various jungle inhabitants and is 
  happy to share them over an evening meal or as they 
  break camp in the morning. You can use the below 
  list of quotes and tidbits to help bring the Great Jungle 
  to life in the eyes of the characters.
  •	
  There are many tribes of shadow orcs in the 
  Great Jungle. Each has a permanent home 
  somewhere, whose location is identified with 
  the word “Zaa,” meaning “home.” So Goyega 
  Zaa is the home of the Goyega tribe.
  •	
  The Goyega tribe are one of the most 
  mysterious, and their shamans are known to be 
  great spellcasters. This is why Jabu suggested 
  traveling there during the Festival of First Fruits 
  to try and get as much information about the 
  golden temple as possible. If any tribe is likely 
  to know anything about it, it’s going to be the 
  Goyega tribe. The tribe’s chief is Mandla, a 
  powerful warrior, but their shamans hold the 
  real influence.
  •	
  For as long as there have been shadow orcs in 
  the jungle there have been wild elves. The wild 
  elves have, as far as Jabu knows, never built 
  a permanent settlement, instead opting to 
  move quickly in bands among the trees. They 
  are unfriendly and likely to kill intruders just 
  for trespassing into the jungle, and they war 
  constantly with the shadow orcs – even the 
  peaceful ones like Jabu’s tribe, the Moronkula.
  •	
  Strange creatures are known to lurk in the 
  darkest depths of the Great Jungle. Tales of 
  frogs and toads as big as a horse with the 
  wings of bats and the jaws of a crocodile are 
  told around shadow orc campfires to scare 
  young orcs. Jabu has seen many monsters but 
  nothing that matches that description in his 
  journeys.
  •	
  Shadow orcs have been keeping the native 
  humans in the Great Jungle as slaves for 
  countless generations – the wild elves do 
  the same. As a result, half-orcs like Jabu are 
  common in the jungle.
  •	
  The 
  native 
  humans 
  in 
  the 
  region 
  are 
  descendants of a once mighty civilization 
  who built great pyramids in the jungle and 
  worshipped strange gods. Jabu believes the 
  golden temple is likely a remnant from this 
  ancient time, if it exists at all, though none of 
  the native bearers claim to know about it.
  Goyega Zaa and the Feast of First Fruits
  After five days of traveling (or longer if the characters 
  need rest after some of the jungle encounters), they 
  finally come upon Goyega Zaa. 
  On the morning before their arrival, they are 
  confronted by a band of 10 shadow orc warriors who 
  appear out of the shadows of the jungle. Jabu speaks 
  the native language, a primitive dialect of Orc, 
  introducing himself and everyone else as travelers 
  who have come to share to share in the Feast of First 
  Fruits. The warriors seem leery at first, but Jabu hands 
  them each a piece of cured, peppered jerky as a 
  bribe that earns their trust.
  In explanation, Jabu explains that the shadow orcs 
  have a fondness for peppered jerky, a food item they 
  do not have in the jungle. It can be used as a bribe in 
  certain circumstances.
  Goyega Zaa Introductions
  The warriors lead the characters, Jabu, and the native 
  bearers silently through the jungle for about a mile or 
  so. As they approach Goyega Zaa the sound of drum 
  beats gets louder and louder. Read or paraphrase the 
  following as they come upon the shadow orc village.
  
  12
  The orc warriors you’ve been following through the 
  jungle for the past mile grow visibly more relaxed 
  as a great clearing opens up before you. Primitive 
  huts made of mud, straw, and wood stand around 
  the perimeter of the large circular clearing, in the 
  center of which sits a great bonfire. Shadow orc 
  men, women, and children move about the village, 
  tending to various tasks, many of which seem 
  to center around a large tent. Beneath the tent 
  many orcs are cutting, peeling, and slicing fruits of 
  all kinds from several huge baskets. The rhythmic 
  pounding of drums fills the air and the savory smell 
  of roasting meats wafts heavily around you. One of 
  the warriors who led you here jogs into the village, 
  returning moments later with two orcs. One of them 
  is older and clearly stronger, with the countenance 
  of a leader worn on his heavily scarred brow. The 
  other is a woman, her features hidden by a brown 
  robe. She leans heavily on her staff, which is topped 
  by a rough-cut emerald clutched in the mouth of a 
  crudely carved panther head.
  The male is Mandla, chief of the Goyega tribe, and the 
  female is Omotayo, their spiritual leader. Mandla steps 
  forward and demands to know what the party is doing 
  in Goyega Zaa. Jabu steps forward to introduce the 
  characters but is cut short quickly by Omotayo. She 
  steps forward and peers closely at each character 
  in turn. Her staff glows if she approaches anyone 
  with magical ability, which seems to interest the orc 
  shaman greatly.
  Finally, with a flourish, Omotayo steps back and 
  pronounces that the “gods of the jungle and the sky 
  have delivered these strangers to Goyega Zaa, and 
  the Goyega people will welcome them to the Feast 
  of First Fruits!” This does not seem to go over very well 
  with Mandla, who scowls bitterly, but otherwise lets 
  the characters into the village. He takes them to a 
  small hut nearby and tells them they can wait there 
  until sundown when the feast will begin.
  Any attempts to question Mandla or Omotayo are 
  met with hand waving and a promise to speak during 
  the Feast of First Fruits, as they still have much to 
  prepare. The village is alive with movement, and Jabu 
  recommends that they wait in their hut until sundown 
  when the feast begins.
  Mind Your Manners
  As the characters interact with the Goyega tribe, 
  they’re going to have to be on their best behavior. 
  Social etiquette in the orc village is going to save their 
  lives more than swords and spells. As the characters 
  proceed through the Feast of First Fruits they will make 
  a series of Charisma checks as a group. If more than 
  half of the group fails the check they gain a faux pas 
  point, and if they have 3 faux pas points the tribe rises 
  up and forcibly ejects them from the village (though 
  they do not resort to combat unless the characters 
  spill blood first). If anyone rolls a natural 20 on their 
  Charisma check in such a circumstances they remove 
  a faux pas point from the accumulated pool (though 
  they can’t have less than 0).
  Jabu can be used to help smooth out rough edges 
  or provide guidance, but remember the characters 
  must suffer the consequences of their own actions.
  Feast of First Fruits
  The rush and activity of Goyega Zaa begins to settle 
  down as the day winds down, as the sun begins to 
  set a solemn presence has crept over the village. A 
  group of four shadow orc warriors come to escort 
  the characters and Jabu (the native bearers are 
  left outside of the village along with most of the 
  village slaves) to the table beneath the tent. Read or 
  paraphrase the following.
  The warriors lead you out of your hut and into 
  the village as the sun sets and twilight blankets 
  the jungle. The fire in the center crackles and 
  burns brightly, illuminating much of the area, and 
  together with the flickering torches set all around 
  the clearing your vision quickly adjusts. You are led 
  solemnly to the tent where you saw orcs peeling 
  and cutting fruit earlier. Now, it is cleared except 
  for a long table, at the head of which sits Mandla. 
  He is dressed in exotic bones and feathers, marking 
  him as the chief of the Goyega tribe, and at his 
  right and left are four robed shamans, all women, 
  their hoods down and their black hair stylized with 
  flowers. Mandla stands as you approach and 
  motions for you to sit at his table.
  NPC Profile: Bula, Blind Shaman of the Jungle
  Bula is a gifted shaman with many divine abilities, 
  all of which she bends for the good of the Great 
  Jungle. She is nearly 100 years old, and though 
  she was born in the Goyega tribe she considers 
  all the tribes of shadow orcs to be her family. Her 
  interests are in the preservation of the jungle as a 
  living, breathing system, and she views her gods 
  – the Snake God, the Crocodile God, the Ape 
  God, and many others – as powerful spirits that 
  share in her mission. In her old age, she has taken 
  to referring to herself in the third person (“Bula 
  knows what Bula knows” is a common phrase).
  Bula knows that it is only a matter of time before 
  the ancient temple of Ibholtheg, the Squamous 
  Toad God, is found. Ibholtheg is a stain on the 
  jungle’s history – a terrible otherworldly being 
  interested only in spreading death and madness. 
  She sees in the characters opportunity to destroy 
  the temple for good, which Bula believes will 
  end the threat of Ibholtheg. This is why she helps 
  the characters.
  
  13
  There are enough seats the table for Jabu and all of 
  the characters. Once they are seated, Mandla claps 
  his hands together and the entire tribe begins to 
  chant in unison. Jabu whispers that they are invoking 
  the gods of the jungle, the sky, and the water to bless 
  the coming year and provide for the Goyega tribe.
  Once the chant is over, Mandla addresses the crowd.
  Mandla’s clap signals the chant is over, and a hush 
  falls over the village as two slave humans bring 
  forth a great plate of fresh fruit. Delicate slices of a 
  green melon, large chunks of a yellow fibrous fruit, 
  long thin pieces of an orange-colored fruit, and 
  many others decorate the plate. The slaves set the 
  platter before Mandla, who stands and addresses 
  the village. He speaks gustily, gesticulating wildly 
  to the shamans at his side, then to the sky, then 
  to the whole jungle around you. The orcs in the 
  village clap and cheer wildly as the chief finishes 
  his address, after which he sits down and Omotayo 
  stands. All is quiet as she leans on her curious staff, 
  her eyes scanning the crowd – until finally settling 
  on you.
  The shaman says nothing, but sits back down with a 
  nod of her head to the chief. Everyone in the village 
  raises their hands to the sky, including Jabu, who looks 
  expectantly at the characters. If any of the characters 
  do not raise their hands, the characters must all make 
  CL 3 Charisma check to avoid a faux pas point.
  After everyone has their hands to the sky, Mandla 
  takes the first piece of fruit and devours it noisily, the 
  juices running down his chin. Once complete, he 
  shouts exultantly to the sky and the entire village takes 
  up the cry, ululating and shouting. Again Jabu motions 
  for the characters to do the same, and if one or more 
  do not they must make a group CL 3 Charisma check 
  or gain a faux pas point.
  The Feast of First Fruits begins after that, and great 
  platters of fresh delicious fruit are brought out by 
  slaves for the entire village to enjoy. The shamans 
  eat sparingly, picking at their food, but Mandla 
  takes to the fruit with great gusto. He speaks of the 
  Goyega ancestors, of great battles against razorback 
  boars and huge constrictor snakes, and invites the 
  characters to tell their own stories.
  The Feast of First Fruits lasts all night, during which the 
  characters should make three group CL 3 Charisma 
  checks to avoid gaining faux pas points as the night 
  progresses.
  Weird Dave’s Notebook: Story Time
  The shadow orcs of the Great Jungle enjoy thrilling 
  tales told of daring adventures against impossible 
  foes. This is a great opportunity for the characters 
  to relate some of their past experiences. As long as 
  it looks like they’re getting into the moment, don’t 
  worry about a Charisma check – likely any story the 
  players tell is going to impress!
  Shaman Talk
  As the sun rises and the Feast of First Fruits draws to a 
  close, Omotayo draws the characters aside. She asks 
  what brings them to Goyega Zaa, and though she 
  knows they seek the Temple of Ibholtheg, she wants 
  to hear it from the characters. If they lie, she frowns 
  and tells them that the gods have told her they would 
  be coming seeking the ancient site of the Squamous 
  Toad God. But she does not have the location.
  However, she knows of one who does. Several miles 
  away lives the blind ancient shaman of the Goyega 
  tribe, Bula, who knows much of the hidden world. 
  Omotayo gives the characters a large bird feather, 
  green as jade with a decorative black eye in its 
  center, and instructs them to give the feather to Bula 
  as a token of their trust.
  Saying Goodbye
  Jabu is eager to leave Goyega Zaa as the Feast of 
  First Fruits marks a sacred peaceful time, and now 
  that it is over Mandla and the rest of the tribe might 
  get into a violent mood. He suggests offering a gift to 
  Mandla of some value in token for their stay – anything 
  worth 100 gold or more would suffice. Failure to do so 
  automatically incurs 1 faux pas point.
  Hut of the Blind Shaman
  Once the characters receive directions to the hut of 
  Bula, they can set out at any time. Their native bearers 
  have not been harmed, and the journey takes several 
  hours through the jungle. Read or paraphrase the 
  following.
  After hacking through the jungle for several hours, 
  following the directions from the orc shaman 
  Omotayo, you finally see your destination. Up 
  ahead, through the mass of trees and vines, you see 
  a small hut squatting amidst some thick underbrush. 
  Despite the noonday sun overhead, the shadows 
  cling to this area like a drowning man to a piece 
  of flotsam and the darkness seems to center on the 
  hut. The door is closed but a small window next to it 
  shows flickering firelight from within.
  As the characters approach they are confronted 
  by 3 giant constrictor snakes, which rear up from 
  around them. If the characters have the feather from 
  Omotayo and show it to the snakes, they back down 
  
  14
  and slither back into the nearby jungle. Otherwise 
  they attack to kill any intruders.
  After dealing with the snakes, the characters see 
  that a wizened old shadow orc woman now stands 
  in front of the closed door to the hut. She is dressed 
  in little more than rags and wears a variety of bone 
  and flower jewelry around her neck and wrists. Coiled 
  at her side is another giant constrictor snake, hissing 
  softly at the characters.
  Bula beckons the characters closer and asks them 
  their business at her hut. If presented with the feather, 
  she takes it gingerly and comments matter-of-factly 
  that Omotayo may yet have use for the brains the 
  jungle gods gave her. If asked about the golden 
  temple or anything about Ibholtheg, Bula grows quiet 
  for a moment before she speaks.
  “What you seek is a dangerous place,” the blind 
  orc shaman begins, “full of anger and hate. It is 
  a cancer on this land, a boil loathsome beyond 
  measure, and must be removed. Bula knows where 
  it is, but more importantly – Bula knows how to see 
  it. Seek you the foul Toad God’s idol and place your 
  hand upon it. You will see then what Bula speaks of, 
  and you will know what Bula knows.”
  Jabu asks for directions and Bula speaks in their 
  peculiar dialect for a moment. The half-orc nods and 
  turns back to the characters, letting them know that 
  they have a 10-day journey in front of them to find the 
  Idol of the Squamous Toad.
  The Idol of the Squamous Toad
  The journey to the Idol of the Squamous Toad takes 10 
  days of jungle travel. Jabu helps lead the characters, 
  finding water enough for the entire group every 
  couple of days as they trek deeper into the Great 
  Jungle.
  Just as when they were searching for Goyega Zaa, 
  every 12 hours there is a 30% chance the characters 
  encounter something in the jungle. Roll on the random 
  encounter table under “The Great Jungle”.
  On the 10th day, Jabu tells the characters that they’re 
  close to the site of the idol. About noon that day they 
  find it. Read or paraphrase the following.
  
  15
  Jabu hacks away at the jungle foliage, sweat 
  beading on his broad forehead, when he stops 
  suddenly and raises a hand for silence. Your eyes 
  adjust to the shadows of the jungle, which seem 
  longer and more sinister this far in, and then you see 
  it. About a hundred feet in front of you, covered 
  almost entirely in choking vines, is a great stone 
  statue. At least you think it’s made of stone, but 
  it appears to be porous and green. The statue is 
  carved in the likeness of a toad, twenty feet tall, 
  squatting down on its haunches. A pair of wings 
  wrap around its broad shoulders and its mouth is 
  more crocodilian than toad. But the eyes are not 
  like anything you’ve seen before. A shiver runs 
  down your spine and you feel a deep loathing 
  towards this statue and you sense that you are not 
  alone, that some presence above you – far above 
  you – watches intently. No birds or animal noises 
  break the silence that has subtly stolen over the 
  entire area.
  The Idol of the Squamous Toad is shunned by the 
  tribes of shadow orcs and none dwell near it. Jabu 
  has seen it once before, while tracking a wounded 
  panther through the jungle. He did not stay long, and 
  does not wish to linger now. The native bearers are 
  genuinely frightened and none will draw any closer 
  than where they are now.
  Approaching the idol, the characters’ sense of 
  uneasiness grows as the hideous carved details 
  become clearer. The idol is modeled after a toad, but 
  its shoulders are too narrow and it stands too tall to 
  be a regular member of its species. The wings don’t 
  belong, and sharp talons dig into the earth from its 
  four legs. Its crocodilian mouth is closed but teeth jut 
  out from its upper and lower lip. The strange eyes are 
  wide open, and upon closer inspection are carved to 
  resemble a night sky.
  Anyone that touches the idol feels the unnaturally 
  cold, porous stone beneath their fingers. After a 
  moment, the eyes of the idol light up from within, 
  shooting blazing yellow light from the holes that form 
  the stars. The lights play upon the shadows of the 
  jungle for a moment in a dazzling display of darkness 
  and light before it fades away. Each character that 
  touched the idol has, for the next 24 hours, a sparkle in 
  their eyes that allows them to see a trail of pale yellow 
  light heading off into the jungle. This is the way to the 
  Temple of Ibholtheg.
  Unfortunately, this action summons a brood of 
  Ibholtheg’s minions who descend with a screech two 
  minutes after the lights die away. They shriek like the 
  croaking of a dying frog, announcing the arrival of 2 
  cipactli and 8 degenerate toad-men that attack the 
  characters immediately.
  Tactics: The cipactli fly-hop between the trees to 
  surprise their opponents, blending in with the shadows 
  of the jungle before launching each attack while the 
  degenerate toad-men rush forward with their spears. 
  Their tongues lash out at any spellcaster in range and 
  they are not afraid to engage armored opponents 
  with fangs and claws. The cipactli have no language 
  known to the world anymore and fight until destroyed 
  while the degenerate toad-men have no thoughts 
  but to punish and destroy the intruders in their sacred 
  location.
  PART THREE: THE LOST TEMPLE
  With the way to the Temple of Ibholtheg now 
  illuminated, the characters and the rest of their 
  expedition can make their way to its location. Their 
  path is blocked by two primary obstacles – a band 
  of wild elves that have sworn to keep the temple 
  from being repopulated again, and a thick madness-
  inducing fog that hides the temple itself.
  Wrath of the Watchers
  From the Idol of the Squamous Toad the journey to 
  the Temple of Ibholtheg winds through the jungle for a 
  total of 12 hours. The path created by the idol’s vision 
  cuts through dense jungle, down deep gullies, and 
  across a swift-moving but shallow river.
  After 10 hours of travel, the jungle becomes thicker 
  and wilder. Toads croak incessantly in the darkness 
  and the shadows grow closer, imparting a feeling of 
  extreme isolation. But the characters are not alone at 
  this point. A band of wild elves that call themselves 
  the Shadow Watchers lurks nearby, always on guard 
  to keep intruders from finding the Temple of Ibholtheg 
  and preventing the release of its evil back unto the 
  world.
  Eight wild elf watchers led by Duru, their female leader, 
  surround the characters. If the Watchers are not 
  noticed, Duru calls for them to halt in an old dialect of 
  Elven. Anyone that speaks Elven can understand the 
  dialect with a CL 4 Intelligence check.
  Duru and her kind do not speak Common, so if no 
  one in the party can speak their dialect of Elven Jabu 
  steps forward as an interpreter. Duru demands to 
  know what the characters are doing in this part of the 
  jungle. She is straightforward and blunt, telling them 
  that access to the Temple of Ibholtheg is forbidden.
  If the characters explain that they are here to destroy 
  it (whether or not they believe that to be true), 
  Duru can be convinced to step aside. She starts 
  the encounter as hostile, and each successful CL 4 
  
  16
  Charisma (Persuasion) check adjusts her attitude by 
  one level (hostile to unfriendly, unfriendly to neutral). If 
  the characters intimidate her, she orders her elves to 
  attack without mercy.
  Tactics: The wild elves keep their distance as much as 
  possible, relying on the cover of the jungle (half cover) 
  and their archery skills to take out the characters. 
  Duru uses her ranger spells as best she can, focusing 
  attacks on whomever is dealing the most damage. 
  Duru and the wild elves will fight until death.
  Weird Dave’s Notebook: But They’re Elves!
  Not all elves are good. The wild elves of the Great 
  Jungle are not friendly as a rule, and many of them 
  are hostile to outsiders. The Shadow Watchers have 
  taken a fanatical approach to their duty, and though 
  no one in living memory knows the atrocities commit-
  ted by the worshippers and spawn of Ibholtheg, the 
  Shadow Watchers know it is their duty to keep it from 
  returning. They are ruthless and vicious.
  Veil of Ibholtheg
  The Temple of Ibholtheg is protected by more than just 
  its hidden location. A thick gray fog hangs around the 
  sacred site, and as the characters leave the Shadow 
  Watchers they find themselves in the thick of it. Read 
  or paraphrase the following.
  The jungle seems to close in around you as you 
  move forward, but then you realize that something 
  IS drawing closer. A thick gray fog seeps between 
  the trees and heavy undergrowth, suffocating 
  everything in its wake. Its tendrils tug at your 
  clothing like a living thing before you find yourselves 
  completely engulfed in it. Sight and sound become 
  muffled within the fog and you feel yourself 
  growing light-headed. You hear the native bearers 
  screaming but it sounds far off.
  The fog warps the minds of anyone inside, causing 
  them to attack the nearest target with mindless 
  ferocity. The native bearers fall upon one another 
  savagely and the characters must make CL 3 Wisdom 
  saving throws to avoid the effect. Those that fail fall 
  under the Confusion spell, but the resulting behavior is 
  always to attack the nearest creature. At the end of 
  every turn an affected character can make another 
  Wisdom saving throw to end the effect.
  Unless the characters can act quickly, the native 
  bearers kill each other in 2d4 rounds. If all of the 
  characters saved against the fog, Jabu can be the 
  one that is affected, forcing the party to deal with 
  maddened half-orc. Otherwise you can assume 
  Jabu made his save and works to assist the rest of the 
  characters.
  Once a target successfully saves against the fog they 
  are immune to its effects for the next 24 hours.
  The Lost Temple Outer Yard
  After walking through the Veil of Ibholtheg for an hour, 
  the characters finally come upon the golden temple. 
  Read or paraphrase the following.
  You’ve made slow progress through the fog, but 
  finally you break free and find yourself standing in 
  an enclosed clearing. The trees grow much taller 
  here, and their thick leafy canopy creates a natural 
  ceiling that blocks out the sun. In the middle of this 
  natural dome squats a great stepped pyramid, 
  several hundred feet high, made of dull gold and 
  covered with grasping, tangled jungle vines. Though 
  practically no light pierces the overhead canopy, 
  the structure is illuminated by an unearthly green 
  pallor as if it shed the light from its own surface. 
  A half-circle of steps rises in front of the pyramid, 
  leading up to a darkened archway flanked by two 
  large green statues of squatting frogs similar to the 
  idol you touched to find this place.
  This is the Lost Temple of Ibholtheg, where a vestige 
  of that once-great outer power broods in silence and 
  awaits its time of resurrection. The temple is guarded 
  by a toadhemoth that waits on the opposite side from 
  the entrance. As the characters approach, the great 
  beast lets out a deafening croak and launches itself 
  into battle.
  Tactics: The toadhemoth is a special guardian of 
  Ibholtheg, living eternally as the guardian of this 
  temple. It fights until destroyed but cannot pursue 
  inside as it is too large to get more than a tongue 
  attack into the entrance, and then only for the first 
  15 feet.
  General Features
   
  Walls: The outer walls of the Temple of Ibholtheg 
  are made of gilded bricks, but beneath that layer the 
  entire structure is composed of pale green, porous 
  stones. The stones are as strong as any rock.
   
  Archways: There are no regular doors in the Temple 
  of Ibholtheg. Exits and entrances into the halls and 
  chambers are archways decorated with the faded 
  symbols of Ibholtheg (bat-toad-crocodile images).
   
  Smell: Inside the temple the air is foul smelling as if 
  a dead thing had lain too long in the sun.
   
  Sounds: The curious green stone that makes up 
  the temple dulls sound, so that any noise made in one 
  chamber can only be heard in adjoining areas.
   
  Secret doors: Secret doors in the temple are 
  found with CL 4 Intelligence checks. The doors are on 
  concealed hinges that push open.
   
  Ceilings: Unless otherwise noted the ceilings are 10 
  feet tall throughout the Temple of Ibholtheg.
  
  17
   
  Light: There is no light in the temple. The characters 
  must provide their own illumination if they also cannot 
  see in the dark.
   
  Pyramid’s top: At the top of the Temple of Ibholtheg 
  is a broad flat surface. Characters that examine it can 
  make a CL 4 Intelligence check to determine that a 
  part of it opens somehow, but no amount of budging 
  or pulling gets it to move. The secret to opening it is in 
  area 16.
  The Lost Temple 1st Level
  1. Temple Steps
  The semi-circular stairs leading up to the entrance to 
  the temple are flanked by two large statues, similar 
  to the Idol of the Squamous Toad but not nearly as 
  faded. Their stony gaze is fixed on the spot directly in 
  front of the door. Though ominous, the statues do not 
  animate and there is no danger within them.
  2. Ascent of Suffering
  Beyond the large archway, the hallway continues 
  on into darkness, ascending with small flights of 
  stairs every ten feet.
  Each of the three flights of steps contains a trap 
  that triggers when stepped upon. A billowing cloud 
  of poisonous gas escapes upward and fills the area 
  above the triggered steps. Anyone in the cloud must 
  make a CL 3 Constitution saving throw or suffer 3d6 
  poison damage. The traps reset after pressure is 
  removed from them.
  3. Tales of the Squamous Toad
  A large chamber opens up before you, empty 
  except for grand murals along the walls. The murals 
  are each 20 feet square and depict aspects of 
  worship of a loathsome, gargantuan toad-bat-
  crocodile creature. Men and women in elaborate 
  feathered headdresses bow in supplication in one 
  mural; in another, they offer young women as 
  sacrifices before a great altar. One of the images 
  shows the temple as you saw it today, enshrouded 
  beneath its natural canopy, with a handful of figures 
  approaching the entrance. You realize you’re not 
  alone as the croaking grows louder and creatures 
  hop out of the shadow of the corners!
  There are 2 cipactli and 6 degenerate toad-men 
  in this room, hidden against the walls by using their 
  natural camouflage ability. They leap out to attack 
  anyone that enters.
  Tactics: The cipactli launch themselves into melee, 
  attacking ferociously with bite and claw. They fight 
  until dead.
  If any character looks closer at the mural with the 
  temple as it appears today, they notice striking 
  similarities between the painted figures and the 
  characters themselves! Ibholtheg’s priests foresaw 
  this day and painted it in the walls of this chamber, 
  reflecting the final day of the temple – but not the last 
  day of Ibholtheg.
  4. Reliquary Storeroom
  This small chamber was used by some of the elder 
  priests to store sacred items. The room contains three 
  chests, all of which are locked and trapped. Each 
  requires a CL 4 Dexterity check to open.
  Each of the chests has a poison needle trap 
  detectable with a CL 3 Intelligence check. It deals 1 
  piercing damage if not detected and requires a CL 3 
  Constitution saving throw to avoid 2d6 diluted snake 
  venom (half damage on save). 
  The first chest contains several mummified frogs and 
  a stone of good luck. The second chest holds a small 
  golden box with onyx figurines of a bat, a toad, and 
  a crocodile (each worth 75 gold coins). The third 
  chest contains several broken bottles along with an 
  intact potion of gaseous form and a potion of superior 
  healing.
  5. Chapel of the Bat
  A great statue of a bat, ten feet wide, stands in the 
  northeast corner of this chamber. Its abnormally 
  large head bears a wide-open mouth, fangs bared, 
  with two rubies for eyes. It was clearly carved to 
  capture the image of a fearsome creature about 
  to strike at some unsuspecting prey. A cloud of 
  larger than normal bats rises up from either side of 
  the statue, their screeching filling the chamber.
  The three aspects of Ibholtheg – toad, bat, and 
  crocodile – were honored and worshipped by the 
  ancient people who built the temple. The statue of 
  the bat keeps the 3 swarms of vampire bats alive in a 
  perpetual stasis. The creatures move to engage the 
  characters.
  Tactics: The swarms engulf as many characters as 
  possible, biting and clawing, attempting to drain the 
  blood from their victims. They fight until death.
  Treasure: The two rubies in the bat statue’s eyes can 
  be removed. They are each worth 250 gold.
  
  18
  6. Temple Library
  This chamber is lined with shelves along the walls, 
  though most appear to be empty. A handful of 
  dusty books, a dozen at the most, seem to be the 
  sole occupants of this once grand library.
  Anyone that disturbs the books in this room trigger the 
  release of its ancient guardian, a wraith dedicated to 
  protecting the knowledge of the temple (what little is 
  left at this point).
  Tactics: The wraith attacks the person who touched 
  the books first, but once summoned it does not rest 
  until all intruders in the library are destroyed. It does 
  not pursue characters out of the room.
  Treasure: The dozen books on the shelf appear to 
  be a treatise on worshipping Ibholtheg written in an 
  ancient tongue lost to the world now. Rites, scriptures, 
  commandments, and other religious iconography fill 
  the pages. To the right buyer, the books can fetch 
  50 gold each. Alternately, Noviortum House would 
  accept the books as fulfilling the characters’ part of 
  their bargain.
  7. Grand Hall of the Squamous Toad
  A long chamber stretches out before you, twenty 
  feet wide and almost a hundred feet long. The floor 
  is covered with a thin layer of slime and a horrendous 
  odor of rotten meat fills the air. In a large alcove in 
  the center of the south wall squats a statue, similar 
  to the ones in front of the temple, depicting the 
  toad-bat-crocodile form of Ibholtheg. A silver crown 
  rests on the statue’s head that doesn’t appear to 
  be made of stone. An archway on the north wall 
  frames a set of steep stairs leading upwards.
  This is where the lesser priests of old venerated 
  Ibholtheg (only the senior priests were allowed to 
  ascend to the higher levels). Now it is the home to 8 
  degenerate toad-men and a toad-man shaman who 
  worship at the statue. They leap forward to attack as 
  the characters enter.
  The slime on the floor makes movement difficult. The 
  toad-men are immune to it, but any character that 
  ends their movement in the slime (which coats the 
  entire floor of this room) must make a CL 3 Dexterity 
  saving throw or fall prone.
  Tactics: The toad-men focus their attacks on prone 
  targets if possible while the shaman uses its spells to 
  incapacitate targets. They are not afraid to leap 
  about and lure the characters further in if possible.
  Treasure: The crown atop the statue’s head can be 
  removed. It is engraved with loathsome symbols of 
  Ibholtheg, but is worth 150 gold.
  8. Chapel of the Crocodile
  A round chamber opens up before you. Situated 
  equidistant from one another along the walls are 
  four large crocodile heads made of bronze, their 
  mouths open to show rows of razor-sharp teeth. 
  Each of the busts has gemstone eyes of a different 
  hue – blood red, deep blue, emerald green, and 
  pale white.
  To the worshippers of Ibholtheg, the crocodile 
  represents their god’s bestial nature. This room is 
  where non-believers would be taken for cleansing in 
  the “jaws of the crocodile.” Anyone not speaking the 
  command word (now lost to time) when they enter, 
  triggers the rise of 4 spectral crocodiles that slither out 
  of the wall (one from each head).
  Tactics: The spectral crocodiles, though smaller than 
  their largest living relative, fight ferociously and with 
  intent to kill their target. The spectral crocodiles are 
  immune to turning attempts as long as they remain in 
  the Temple of Ibholtheg.
  Treasure: The gemstone eyes in each of the bronzed 
  crocodile heads are worth 25 gold (eight in total).
  9. Chapel of the Toad
  The north wall of this chamber is decorated with a 
  grisly display of dozens of giant frog corpses. They 
  are hung on the wall with their bellies exposed; their 
  arms and legs are splayed out, held up with stone 
  bands. The stench of death and decay is heaviest 
  in here, but your eyes are drawn to the creature 
  on the floor. It appears to be a giant toad, but it’s 
  composed of the flesh of dozens of other frogs and 
  toads. It lets out a deformed croak before leaping 
  forward.
  Ibholtheg’s priests venerated toads and frogs of all 
  kind, and they believed they were doing their outer 
  power’s will by displaying the dead creatures in this 
  room. It was a reminder to them of what came before 
  and what was to come. The creature, a horrible 
  frogflesh golem, was created to maintain the impurity 
  of the chapel.
  Tactics: The frogflesh golem is a relentless opponent 
  but a simple one. It attacks whatever is dealing the 
  most damage to it mercilessly.
  
  19
  The Lost Temple 2nd Level
  10. Hall of Croaking
  Monstrous croaking fills this rectangular chamber, 
  drowning out all other sounds. Images of toads and 
  frogs are carved into the walls, and scavenging 
  around the floors are robed humans. Their clothes 
  are in tatters, and their tongues loll out over 
  sharpened teeth. They lurch forward with an 
  ungainly hopping action, their claws outstretched, 
  the flesh on their bodies pulled unnaturally tight.
  There are 5 ghasts here who were once priests of 
  Ibholtheg. The croaking in the chamber is a result of 
  Ibholtheg’s movements and used to only occur on an 
  infrequent basis. Now it never stops and it has called 
  its priests back to the world of the living.
  The croaking drowns out any voices, so any spell or 
  effect that requires a target hear is nullified.
  Tactics: The ghasts are happy to slake their thirst 
  with the fresh blood of the characters. If any of the 
  characters becomes paralyzed, the rest of the ghasts 
  focus their attacks on that target. Due to the unholy 
  nature of the temple the ghasts are immune to being 
  turned.
  Treasure: Each of the ghasts wears a pendant with the 
  symbol of Ibholtheg upon it (worth 50 gold each).
  11. Conversion Chamber
  Skeletons hang on the walls of this square chamber, 
  strung up by iron manacles attached to the ceiling. 
  They show signs of broken ribs and cracked skulls; a 
  foul odor permeates the air.
  Priests of Ibholtheg would take prominent non-
  believers to this chamber and force them to convert 
  to the worship of the Squamous Toad. If they did not, 
  they were left here to rot and eventually be fed to 
  some other temple guardian. The skeletons are all 
  that remains of the people who held out against the 
  priests of Ibholtheg long ago.
  Treasure: One of the people brought here long ago 
  managed to swallow a magical ring before being 
  captured. In a pile of bones beneath one of the 
  skeletons lies a ring of mind shielding.
  12. Hall of Teeth
  The ceiling of this long, narrow chamber is filled 
  with teeth – monstrous teeth, some as large as 
  daggers. Images of crocodiles adorn the walls, 
  mostly pictured devouring humanoid creatures. 
  At the far end, the bones of a massive crocodile 
  jaw hang open, stretched wide enough to nearly 
  encompass the entire wall, with a gleaming fiery 
  jewel in its center.
  The floor, though unmarked, contains a number of 
  pressure plates that trigger specific teeth to be shot 
  down upon the ground. Finding the pressure plates 
  requires a CL 4 Intelligence check every 5 feet. There 
  is a pressure plate every 10 feet in the hall.
  Anyone stepping on a plate triggers the tooth above 
  to be shot down. It strikes for 3d6 piercing damage 
  but does not reset on its own.
  Treasure: The jewel in the crocodile’s mouth is colored 
  glass – it is worthless. The teeth on the crocodile’s 
  jawbone, however, are well-preserved and rare, 
  each worth 10 gold (there are 20 teeth in total).
  13. Well of Dreams
  The hallway takes a turn to the south and abruptly 
  ends in a dead end, occupied only by a well. It’s 
  hewn of black stone and stands five feet high 
  with no other accoutrements. A muted muttering 
  punctuated by an occasional scream drifts lazily 
  up from the depths of the well, which appears to 
  hold only inky blackness to an unknown depth. 
  Looking closer you can see ancient pitted ladder 
  rungs carved into the wall of the well.
  The priests used the well for extreme isolation. It 
  descends down past the first level, into the depths of 
  the earth, ending in a small chamber about 10 feet 
  square. There, the priest would sit and dream about 
  Ibholtheg, gaining insight from the whispers and 
  screams of past priests who went insane.
  Anyone descending into the well must make a CL 4 
  Wisdom saving throw or suffer 2d6 psychic damage 
  for every 20 feet descended (the well is 100 feet 
  deep). On a failure, the jolt of the psychic intrusion is 
  enough to force a CL 4 Dexterity saving throw to hang 
  on to the ladder, with failure resulting in a fall of the 
  remaining feet (1d6 per 10 feet fallen).
  Treasure: At the bottom of the well sits the skeleton of 
  the last priest of Ibholtheg from that ancient era, who 
  sat down here until he died. At his side, characters will 
  find a +1 scimitar, its handle and pommel engraved 
  with the image of the Squamous Toad.
  
  20
  14. Test of Black Tongues
  A grotesque room opens up before you. Hanging 
  from the ten foot ceiling are hundreds of elongated 
  black tongues, several of which squirm and writhe 
  on the hooks they are hung from. The hideous 
  stench of decaying meat assails your senses but it 
  appears as though these tongues are fresh, albeit 
  long and black.
  In order to pass to the highest chamber of the Temple 
  of Ibholtheg, elder priests needed to first cross several 
  rooms designed to test their faith. This room contains 
  hundreds of magically animated tongues; a favored 
  sign of Ibholtheg. It was said that if the priest were 
  true to the tenets of the Squamous Toad the tongues 
  would not harm them.
  It is impossible to get through the room to the other 
  side without going through the tongues. They can 
  be attacked (AC 12, hp 10, half damage from 
  bludgeoning and piercing damage) but that prompts 
  them to lash out. The tongues attack anyone who 
  have attacked them within a reach of 10 feet. One 
  tongue attacks within each 5-foot square, they have 
  an attack bonus of +7, and deal 1d8+4 acid damage 
  on a successful hit.
  If someone simply walks through the room without 
  attacking, the tongues move forward as if curious 
  about the intruder. They slap themselves against any 
  available skin, leaving a tingling sensation and a slimy 
  coating behind but do no damage. A character 
  passing through must make a CL 3 Charisma saving 
  throw to pass through unmolested. On a failure the 
  tongues sense something wrong and lash out as 
  above, though the character reaches halfway before 
  this happens.
  15. Blessings of Slime
  The walls of this room are coated in a thick, 
  translucent green slime that oozes slowly, pooling 
  on the floor. Toad and frog images are carved into 
  the walls, and it seems as though the slime originates 
  from the mouths and eyes of these carved frescos. 
  A handful of slime-coated humanoid figures turn 
  towards you as you enter and lurch forward, raising 
  their hands menacingly, dripping with the same 
  slime.
  To the elder priests of Ibholtheg, to fall in the service of 
  the Squamous Toad was to become one of its faithful 
  servants in the afterlife. There are 4 slime zombies in 
  this room, former elder priests that now protect the 
  entrance to the vestige of Ibholtheg’s chamber on 
  the third level.
  Tactics: The slime zombies shamble forward and 
  attack without thought to advanced tactics. They are 
  mindless undead, and in this temple they are immune 
  to being turned.
  The Lost Temple 3rd Level
  16. Vestige of Ibholtheg
  The steep stairs end abruptly in a large square 
  chamber that must occupy most of this top level 
  of the stepped pyramid. Several of the toad-bat-
  crocodile creatures lay prostrate before a huge, 
  monstrous thing. It resembles the statues and idols 
  you’ve seen in the temple only vaguely, as where 
  those were carved images, this looks like the real 
  thing. It stands twelve feet tall, hunched back on its 
  large toad-like legs; a massive bulk squatting down. 
  Its head is large and bulbous, but its mouth is filled 
  with rows of razor sharp teeth. A thick black slime 
  coats its entire body, which drips down from its four 
  arms that end in ebony claws. The thing rises up, 
  unfurling hideous slime-encrusted bat wings, and 
  lets loose a terrible croak that seems to shake the 
  very foundations of the temple – its minions rise and 
  turn towards you at the signal.
  This is the Vestige of Ibholtheg, a sort of avatar for 
  the outer power that still dwells on the Prime Plane. 
  It is served by 4 cipactli and the creatures all launch 
  attacks as the characters enter.
  There is a secret opening in the 20-foot high ceiling 
  that opens up to the top of the pyramid. A cleverly 
  hidden lever on the east wall (detectable with a CL 
  4 Intelligence check) triggers the mechanism, which 
  takes 2 rounds to open completely.
  Tactics: The Vestige lets loose its croak first, attempting 
  to stun the characters before it and its cipactli minions 
  attack. The creatures in this chamber fight until death, 
  though when the Vestige of Ibholtheg dies it triggers 
  the temple collapse (see Temple Collapse).
  17. Secret Treasury
  If the characters take the time to search the room for 
  a secret chamber as the Vestige of Ibholtheg dies, 
  they have a chance to find this secret treasury before 
  the temple collapses completely. Carefully monitor 
  the characters action if they do find the secret room, 
  as the temple is going down pretty quickly.
  Treasure: In this chamber sits three closed iron chests, 
  each of them locked but not trapped (CL 4 Dexterity 
  check to pick the locks). The first chest contains a 
  potion of lesser restoration, a potion of cure serious 
  
  21
  wounds, and a spell scroll of inspect plague. The 
  second chest contains a potion of invisibility, a spell 
  scroll of dispel magic, and a pearl of power. The third 
  chest contains a spell scroll of hold person, a pair of 
  boots of levitation, and a potion of remove curse.
  Temple Collapse
  Once the Vestige of Ibholtheg is slain, it lets loose a 
  horrendous croak that echoes throughout the temple 
  and shakes it to its core. The shaking grows more 
  violent as the thing dissolves into a pool of black acid, 
  and the shaking does not give up. It’s obvious to the 
  characters that they must get out quickly.
  The Temple of Ibholtheg collapses into a titanic 
  sinkhole in the jungle floor in 1 minute and there 
  isn’t anything the characters can do to stop it. The 
  quickest way out is the hatch in the ceiling, but if 
  the characters aren’t looking for that they’ll likely 
  miss it. As the shaking continues, the rooms that the 
  characters passed through to get to the top are 
  no longer a threat (the tongues writhe on the floor, 
  
  22
  any undefeated creatures cower or are destroyed 
  already, etc.), but the mad flight out doesn’t leave 
  much time for lollygagging. A straight run out from 
  area 16 to the exit at area 1 is approximately 400 feet.
  Characters with a base movement of 30 feet can 
  escape in 7 rounds while those with a base movement 
  of 25 feet can escape in 8 rounds. Anyone still in the 
  Temple of Ibholtheg after a minute has passed has 
  to make a CL 6 Dexterity saving throw or suffer 10d6 
  bludgeoning damage (half on a success) each round 
  to make it out.
  The whole temple sinks into the earth in a dramatic 
  collapse, taking its gilded bars and secrets with it.
  Weird Dave’s Notebook: Make It Dramatic!
  As the temple collapses around them and the charac-
  ters flee for their lives, you can spice things up a bit 
  by having them make periodic Dexterity saving throws 
  to avoid falling debris. The damage isn’t the problem; 
  it’s the fact that failing costs the character a round 
  of movement. Try not to overdo it though – this is sup-
  posed to be a climactic moment after the characters 
  killed the Vestige of Ibholtheg!
  EPILOGUE
  It’s likely the characters’ native bearers were killed 
  when they first entered the Veil of Ibholtheg. With the 
  temple gone, the veil has dispersed and is no longer a 
  threat, though that can come as little comfort to the 
  characters at this point. Their trek back to Kraden’s Hill 
  takes them 12 days of jungle traveling, and if they still 
  have some fight left in them they can run into one of 
  the random encounters. Otherwise it’s simply a long 
  journey back.
  Whichever employer they went with is overjoyed at 
  the discovery but despondent over the news of the 
  temple’s collapse. Jabu confirms the story, lending 
  credence to the tales – the half-orc is known to be 
  trustworthy to a fault and is known to be bad at telling 
  lies.
  Rewards
  In addition to the experience awards for defeating 
  their foes in combat (or cleverly avoiding combat), 
  the characters can also earn bonus experience points 
  for accomplishing story-centered goals. The list below 
  offers examples of some that can be used, but create 
  your own as you see fit!
  •	
  Made peace with the Goyega orcs
  •	
  Met with Bula without violence
  •	
  Defeated the Vestige of Ibholtheg
  •	
  Escaped the collapsing temple with some 
  treasure
  Next Steps
  The Great Jungle is still a dangerous place, filled with 
  treasure, monsters, and opportunities for adventure. 
  The characters can stay in Kraden’s Hill and soak up a 
  bit of renown from their exploits. 
  Things begin to take a sinister turn around town, 
  however, as Ibholtheg’s influence spreads out from 
  the Great Jungle. Soon the characters are going to 
  have to face the terrors of …
  TONGUES OF THE SCREAMING TOAD!
  
  TG1 Monster and NPC Information
  Giant constrictor snake: Large Size Animal; Physical Saves; 
  HD 6d8; hp 31; Move 30 ft., climb 30 ft., swim 30 ft.; AC 15; 
  Atk bite (1d4) and coil (2d6); Special: constrict (the round 
  after a coil hit, the victim must make a strength save or 
  suffer 2d6 damage per round, -2 cumulative penalty to 
  save after each round); AL N; XP 360
  The giant constrictor snake is a massive predator, easily 
  30 feet long, with a wide mouth capable of biting nearly 
  any creature in the jungle. This snake slithers through the 
  lush underbrush, its green scales allowing it blend in easily 
  with its surroundings, but it can just as easily be found in a 
  tree waiting for a victim to walk by beneath it. 
  Shadow orc warrior: Medium Size Humanoid; Physical 
  Saves; HD 1d8; hp 8; Move 30 ft.; AC 13; Atk crude axe 
  (1d8) or javelin (1d6); Special: darkvision 60 ft.; AL LE; XP 
  14
  The shadow orcs of the Great Jungle have dark gray skin 
  and keep their black hair cut into topknots. Ritualistic 
  scarring is common among the various tribes, with each 
  scar telling a story of the orc’s deeds. Some tribes see 
  peaceful relationships with the merchants of Kraden’s Hill 
  as a way to increase their standing in the jungle, while 
  other tribes only concern themselves with which type of 
  merchant tastes the best over an open fire.
  Swarm of poisonous snakes: Large Size Swarm; Physical 
  Saves; HD 4d8; hp 22; Move 30 ft.; AC 12; Atk bite (1d6); 
  Special: swarm traits (occupies a 10-foot circular space, 
  automatically hits any creature in its space each turn, 
  can occupy same space as another creature, attacks 
  against it that target individual creatures deal 1/2 
  damage), poison (bitten targets must make constitution 
  save, 1d4 damage or half on success from poison, on a 
  fail - suffer -1 to hit and on all physical attribute checks 
  for 10 minutes, second save after 10 minutes, success 
  negates poison, failure causes 1d4 damage and -3 
  penalty to attacks and physical checks, daily saves 
  are required for 1 week, lose 1 constitution point each 
  failure); AL N; XP 188
  Great swarms of poisonous snakes are a common 
  problem in the Great Jungle, as the smaller vipers have 
  learned that they can live longer and feed on greater 
  food by slithering together. A swarm encompasses 
  an area 20’ wide and wear down their victims with a 
  dangerous venom.
  Giant boar: Medium Size Animal; Physical Saves; HD 2d8; 
  hp 10 each; Move 40 ft.; AC 16; Atk gore (2d6); Special: 
  twilight vision, aggression (attack as 5 HD creature); AL 
  N; XP 20
  That snorting in the underbrush might be a giant boar, 
  and if so you want to make sure you don’t let it charge 
  you. The beast’s powerful gore attack at the end of a 
  charge has felled creatures much larger than itself, and 
  for this purpose many shadow orc tribes in the Great 
  Jungle seek to tame and ride the boars. The boars are 
  as large as ponies!
  Cannibal native: Medium Size Humanoid; Physical Saves; 
  HD 1d8; hp 6; Move 30 ft.; AC 13; Atk spear (1d6); Special: 
  tracking, pass without trace (in jungle terrain, can move 
  without leaving a sign); AL CE; XP 15
  Fallen descendants of once proud civilizations, cannibal 
  natives of the Great Jungle are humans who have 
  become dangerous and primitive. They communicate 
  with grunts and gestures and generally don’t have a 
  sense of scale or self-preservation. A single cannibal 
  native facing off against much larger or dangerous prey 
  is undaunted.
  NPC Profile: Ereldris and Esythis Evenleaf, Thirsty 
  Serpent Owners
  The people of Kraden’s Hill view the wild elves 
  of the Great Jungle with great suspicion and 
  distrust. Most of the wandering bands have 
  dealt only with the occasional arrow and have 
  crossed blades with the settlers, but for the most 
  part the elves seem more content to protect 
  the interior of the jungle than the fringes. Ereldris 
  and Esythis were born into a lifestyle of constant 
  moving, hunting and gathering for every meal, 
  and their experience shows in their steely gaze 
  and taut muscles.
  But the two share a keen interest in the ways of 
  civilization. They worked as little more than slaves 
  after being captured in a raid on Kraden’s Hill, a 
  common fate for captured wild elves. The elves 
  treat the past as a strange thing – except to a 
  few, it is something to learn from but not hold 
  grudges over. Ereldris and Esythis took work at the 
  Thirsty Serpent and gained the trust of the original 
  owner. But after only a few months the owner 
  fell ill from a snake bite and the Evenleaf twins 
  were able to purchase it from precious gems 
  their people had gathered from the mountains 
  (nothing of value to the elves but pretty to look 
  at). The two have run the Thirsty Serpent for over 
  a year now, quietly keeping it running for the 
  merchants and travelers that come to Kraden’s 
  Hill.
  
  Troll: Large Size Giant; Physical Saves; HD 6d8; hp 28; 
  Move 30 ft.; AC 16; Atk 2 claws (1d4) and bite (2d6); 
  Special: rend (if both claws hit, 1d4+1 extra damage), 
  regeneration 2 (except fire and acid damage), darkvision 
  60 ft., twilight vision; AL CE; XP 438
  The trolls that dwell in the Great Jungle are taller and 
  lankier than their mountain kin, but their mottled green 
  skin allows them to blend in with their surroundings easier. 
  Generally hairless, a troll enjoys stalking its prey for miles 
  before striking at the right moment.
  Giant ape: Large Size Animal (12’ tall); Physical Saves; HD 
  7d8; hp 49; Move 30 ft., climb 30 ft.; AC 14; Atk 2 claws 
  (1d8) and bite (2d6); Special: rend (if both claws hit, 2d6 
  extra damage), twilight vision; AL N; XP 613
  Few creatures in the Great Jungle can match the size 
  and ferocity of the great ape. Standing around 20’ tall, 
  the great ape crashes ungracefully through the jungle 
  and beats its chest as a warning to all that it’s in the area. 
  Its claws are capable of tearing boars and snakes in half, 
  but if severely wounded the great ape is smart enough 
  to flee to fight another day. 
  Cipactli: Large Size Aberration (10’ tall); Mental Saves; 
  HD 6d8; hp 31; Move 30 ft., jump 30 ft.; AC 14; Atk 2 
  claws (1d8) and bite (1d10); Special: regenerate 3 (as 
  long as it has 1 hp it regenerates, stops regenerating 
  when below 0), SR 8, immunity cold/fire/lightning (half 
  damage, quarter save), pounce (if the cipactli jumps it 
  can make a single claw attack, if it hits the victim must 
  make a strength saving throw or be knocked prone and 
  cipactli hits with bite attack); AL CE; XP 486
  When the kingdom of Xilonoc stood in the Great Jungle, 
  offerings were made to the favored servants of Ibholtheg 
  the Squamous Toad – cipactli. These deep jungle 
  monsters have the head and scales of a crocodile and 
  the hind quarters of a toad, and are able to heal from 
  most wounds. They are intelligent enough to understand 
  speech but are only able to croak out a few phrases.
  Degenerate toad-man: Medium Size Humanoid; Physical 
  Saves; HD 3d8; hp 12; Move 30 ft.; AC 14; Atk spear (1d6); 
  Special: darkvision 60 ft., hop (unaffected by difficult 
  terrain), croak (once per hour can release loud croak, 
  everyone in 60 ft. must make a wisdom saving throw or 
  be stunned for 1d6 rounds); AL CE; XP 66 
  Once, these foul creatures held a place of honor in the 
  Great Jungle and commanded great respect. Now, the 
  degenerate toad-men live in squalor in crude mud huts 
  on the banks of jungle rivers, cowering in fear from the 
  stronger shadow orcs and cannibals that have come to 
  dominate the area. The croaking language of the toad-
  men is a very crude dialect of lizard-man so that people 
  that speak that language can often pick up the words 
  of a toad-man.
  Wild elf watcher: Medium Size Humanoid; Physical Saves; 
  HD 2d8; hp 9; Move 30 ft.; AC 15; Atk longbow (1d6, 
  range 100 ft.) or long sword (1d8); Special: twilight vision, 
  enhanced senses, move silently, sleep resistance; AL LN; 
  XP 33
  Sworn to protect the temple of Ibholtheg from intruders, 
  the wild elf watchers serve Duru, their leader, and are 
  honor-bound to obey his every command. The watchers 
  are fearless in their duty and ruthless in combat.
  Duru: Medium Size Humanoid; Physical Saves; HD 5d8; hp 
  27; Move 30 ft.; AC 17; Atk 2 longbow (1d6, range 100 ft.) 
  or 2 long sword (1d8); Special: twilight vision, enhanced 
  senses, move silently, sleep resistance; AL LN; XP 295
  When Ibholtheg’s temple was found, a secret order 
  of elves took it upon themselves to make sure no one 
  discovered the golden site. That mantle of responsibility 
  has passed from generation to generation, and now 
  rests with Duru, a stern elf who is not afraid to put down 
  anyone that attempts to cross the mists.
  NPC Profile: Jabu, Half-Shadow Orc Ranger
  Raised in the jungle as a member of the 
  Moronkula tribe, Jabu cut his teeth and earned 
  his scars hunting great panthers, huge serpents, 
  and other beasts growing up. As a half-orc, the 
  child of a human slave mother and a shadow 
  orc father, he had to work extra hard to prove 
  himself. He distinguished himself quickly as a skilled 
  tracker, with a reputation for moving silently like a 
  shadow upon unsuspecting prey. The Moronkula 
  tribe was the first to make peaceful contact with 
  the human settlers, who had up to that point 
  only encountered the shadow orcs when they 
  were victims of their savage raids. A peace was 
  brokered, and soon several other tribes came to 
  trade with the strangers in Kraden’s Hill.
  Jabu made himself available as a guide and 
  liked the respect given from the outsiders that 
  came with his skills. He found himself staying 
  in Kraden’s Hill more and more, until he could 
  finally afford a small shack inside the settlement. 
  Now he is one of the more experienced guides 
  in town, and though he never had much need 
  for golden pyramids, he finds the high pay being 
  offered by the merchant companies a great 
  lure.
  
  Toadhemoth: Large Size Aberration; Physical Saves; HD 
  8d8; hp 44; Move 20 ft., swim 30 ft.; AC 14; Atk 4 tentacles 
  (1d8) and tongue (1d10); Special: constrict (if it hits with 
  a tentacle it constricts, victim must make a strength 
  save or suffer 1d8 automatic damage each round), 
  reach (tongue and tentacles can hit targets 15’ away), 
  immunity lightning (full); AL N; XP 623
  In the time of Xilonoc, the priests of Ibholtheg the 
  Squamous Toad would experiment with creating 
  monsters that held aspects of their loathsome god. One 
  of those results was the toadhemoth, a huge bulky, scaly 
  monster with a crocodile’s mouth and a trio of unblinking 
  eyestalks on its head. It’s forearms were replaced by four 
  slimy tentacles that it could use to beat opponents into 
  a bloody pulp.
  Swarm of vampire bats: Large Size Swarm; Physical 
  Saves; HD 3d8; hp 14; Move fly 60 ft.; AC 13; Atk bite 
  (1d4); Special: swarm traits (occupies a 10-foot circular 
  space, automatically hits any creature in its space each 
  turn, can occupy same space as another creature, 
  attacks against it that target individual creatures deal 
  1/2 damage), blood drain (bitten targets lose 1 point of 
  constitution, returns at a rate of 1 point per day or with 
  magic); AL N; XP 92
  Parts of the Great Jungle have become perfect breeding 
  grounds for swarms of vampire bats. These blood-sucking 
  beasts, larger than a normal bat but only threatening in 
  a large group, are able to move about during the day 
  and night because of the thick jungle canopy.
  Wraith: Medium Size Undead (Extraordinary); Mental 
  Saves; HD 5d12; hp 34; Move 30 ft., fly 60 ft.; AC 15; Atk 
  incorporeal touch (1d6); Special: energy drain (living 
  creatures hit by incorporeal touch lose 1 level, wraith 
  gains +5 hp), create spawn (can create wraith from 
  killed target), incorporeal (+1 or better weapons to hit), 
  darkvision 60 ft., unnatural aura (animals won’t approach 
  within 30 ft.); AL LE; XP 490
  The spectral remains of Ibholtheg’s human servants 
  from Xilonoc, the wraith is a shadowy form of a near-
  naked man with an elaborate headdress. He protects 
  the knowledge of the golden temple, what little 
  remains, but does not interact with intruders.
  Toad-man shaman: Medium Size Humanoid; Physical 
  Saves; HD 6d8; hp 39; Move 30 ft., fly 30 ft.; AC 14; Atk 
  spear (1d6); Special: darkvision 60 ft., hop (unaffected by 
  difficult terrain), croak (once per hour can release loud 
  croak, everyone in 60 ft. must make a Wisdom saving 
  throw or be stunned for 1d6 rounds), spells (4th level druid, 
  4/3/2 per day); AL CE; XP 474
   
  Spells: 0 – create water, detect poison, first aid, 
  know direction; 1st – entangle, obscuring mist, shillelagh; 
  2nd – heat metal, summon swarm
  The most blessed of the toad-men are the ones born with 
  wings, who become toad-man shamans. They worship 
  at foul altars and are smarter than their degenerate 
  kin, though they are prideful to a fault. They call upon 
  the power of Ibholtheg to smite their enemies but are 
  not above flapping away to safety when a fight turns 
  against them.
  Spectral crocodile: Medium Size Animal; Physical Saves; 
  HD 3d12; hp 21; Move fly 30 ft.; AC 15; Atk incorporeal 
  bite (2d4) and incorporeal tail slap (1d12); Special: 
  incorporeal (hit only by +1 or better weapons), strength 
  sap (living victims bit must make a wisdom saving throw 
  or lose 1d4 points of strength, return 1/day or with magic, 
  reduced to 0 strength cannot move), darkvision 60 ft.; AL 
  CE; XP 113
  The crocodiles of the Great Jungle have always been a 
  sacred beast to the faithful of Ibholtheg (the creatures 
  being one third of the Squamous Toad’s being). When 
  the golden temple was built, the spirits of several of the 
  animals were bound to defend it, creating spectral 
  crocodiles. They appear as regular crocodiles, roughly 
  8’ long, but are able to move through the air as if it were 
  water.
  NPC Profile: Bula, Blind Shaman of the Jungle
  Bula is a gifted shaman with many divine abilities, 
  all of which she bends for the good of the Great 
  Jungle. She is nearly 100 years old, and though 
  she was born in the Goyega tribe she considers 
  all the tribes of shadow orcs to be her family. Her 
  interests are in the preservation of the jungle as a 
  living, breathing system, and she views her gods 
  – the Snake God, the Crocodile God, the Ape 
  God, and many others – as powerful spirits that 
  share in her mission. In her old age, she has taken 
  to referring to herself in the third person (“Bula 
  knows what Bula knows” is a common phrase).
  Bula knows that it is only a matter of time before 
  the ancient temple of Ibholtheg, the Squamous 
  Toad God, is found. Ibholtheg is a stain on the 
  jungle’s history – a terrible otherworldly being 
  interested only in spreading death and madness. 
  She sees in the characters opportunity to destroy 
  the temple for good, which Bula believes will 
  end the threat of Ibholtheg. This is why she helps 
  the characters.
  
  Frogflesh golem: Large Size Construct; Physical Saves; HD 
  7d10; hp 33; Move 20 ft., hop 40 ft.; AC 18; Atk 2 claws 
  (2d8); Special: spell immunity (fire or cold spells act as 
  slow, electricity spells heal, immune to all other spells); 
  AL N; XP 546
  Hideous experiments were done during the time of Xilonoc 
  in Ibholtheg’s name, and one of the more successful 
  ones created froglfesh golems. These malformed 
  creatures, about 10’ long, are created from the skins of 
  hundreds of toads and frogs. Their stomach cavities are 
  large enough to hold and crush man-sized victims, and 
  its powerful legs allow it to leap great distances.
   
  Ghast: Medium Size Undead (Extraordinary); Physical 
  Saves; HD 4d8; hp 18; Move 30 ft.; AC 17; Atk 2 claws 
  (1d4) and bite (1d8); Special: stench (living creatures 
  within 30 ft. must make a constitution save or suffer 
  1d4 subdual damage and -2 penalty on attack rolls), 
  paralysis (living creatures hit by claw or bite must make 
  a strength save or be paralyzed for 1d4+1 minutes, elves 
  are not immune), darkvision 60 ft.; AL CE; XP 182
  Human servants of Ibholtheg the Squamous Toad left 
  to rot in the golden temple have devolved into ghasts. 
  They are ravenously hungry and crave the flesh of living 
  creatures, though they can live centuries without eating.
  Slime zombie: Medium Undead (Common); Physical 
  Saves; HD 3d8; hp 13; Move 20 ft.; AC 12; Atk slam (1d8); 
  Special: greenish slime (slime eats away flesh, attacks 
  deal extra 1d6 damage, weapons that hit the slime 
  zombie dissolve in 1d4 rounds unless scraped away, 
  armor worn by victim hit dissolves in 1d4 rounds unless 
  scraped away, scraping deals 1d6 damage but only 
  takes one round, magical weapons and armor last for +1 
  round per +1 magic), slow (never gains initiative, always 
  acts last); AL NE; XP 69
  A slime zombie is the undead remnant of a Xilonoc 
  resident who was not faithful to Ibholtheg. Now cursed 
  with a vibrant green slime that coats their skin and oozes 
  from their mouths, they exist only to serve the Squamous 
  Toad.
  Vestige of Ibholtheg: Large Size Extraplanar (14’ tall); 
  Mental Saves; HD 7d8; hp 52; Move 30 ft.; AC 15; Atk 
  4 claws (1d10) and bite (2d6); Special: poison (bitten 
  targets must make constitution save, 1d8 damage or 
  half on success from poison, on a fail - suffer -1 to hit and 
  on all physical attribute checks for 10 minutes, second 
  save after 10 minutes, success negates poison, failure 
  causes 1d4 damage and -3 penalty to attacks and 
  physical checks, daily saves are required for 1 week, 
  lose 1 constitution point each failure), SR 10, immunity 
  cold/fire/lightning (half damage, quarter save), stunning 
  croak ((once per hour can release loud croak, everyone 
  in 60 ft. must make a wisdom saving throw or be stunned 
  for 1d6 rounds); AL CE; XP 859
  The Vestige of Ibholtheg is the only physical link the 
  Squamous Toad retains to the Prime Plane from its 
  once lofty perch in the days of Xilonoc. The vestige 
  resembles Ibholtheg, if smaller, with four massive claws, a 
  crocodilian jaw, and powerful legs. It is a mindless brute, 
  however, and fights to protect itself and the sanctity of 
  the golden jungle temple.
  
  The Lost Temple
  External View
  
  The Lost Temple
  Level One
  One Square = 5 feet
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  The Lost Temple
  Level Two
  One Square = 5 feet
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  The Lost Temple
  Level Three
  One Square = 5 feet
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  Thank You, Kickstarter 2016 Backers!
  Without the support of these fantastic people, this module and the rest of the TG Memories of the Toad God 
  series would not have been possible. The Kickstarter campaign ran for 30 days, from October 17th, 2016, 
  through November 16th, 2016, and raised $6,891.00. Hoody hoo! Thank you to everyone!
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  This release of Fantasy Renaissance Adventure 
  Module TG1 Lost Temple of Ibholtheg is done 
  under version 1.0 of the Open Gaming License, 
  and the System Reference Document by per-
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  System Reference Document Copyright 2000-
  2003, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, 
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SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Adventures & Settings/C&C Memories of the Toad God/TG1 Lost Temple of Ibholtheg (C&C).pdf