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Expert Game Adventure

TEMPLE OF THE FROG


by David L. Arneson & Davidj. Ritchie

Table of Contents

DM BACKGROUND ........................................ . ... .. ... .... ..... 2


The King Returns .......... . ................... . ........... .. ................ 2
The Lady Vanishes .................................... . ........ . ........ .. ... 3
The Spook Ponders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
BEGINNING THE ADVENTURE ................ .. .... .. ..... .. ...... ... ...... 5
A Reunion In Corunglain ............... . ........ . ...... . ...... . ...... . ........ 5
A Summons In Blackmoor ....... . .. . ............ . . ............................ 6
A Meeting In Glantri ........................... . .......................... .. . 6
A Proposal In Confidence ................................................. . .... 8

CREDITS RUNNING THE ADVENTURE ............................. . .... . ........ . ... 11


Out Of Blackmoor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Editor: Deborah C. Ritchie Trail Of the Frog ...................................... . ...... . ..... . ........ II
Cover Art: Dennis Beauvais Heart Of Darkness ............. .. . . ........... .. . • .... . ...... . .... . . . ....... 12
Interior Artist: Mark Nelson Jaws Of Death .......................................... . .. . ...... . ......... 15
Cartographer: Dennis Kauth
Typographer: Kim N . Lindau THE CITY OF THE FROG ................................................... 16
Keyline: Stephanie Tabat Frog Swamp ................................................................ 16
The Moat ........................ . . . ................................... . ... 16
DAVID L. ARNESON is the co-author of The Temple Compound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
the DUNGEONS & DRAGONS® Fantasy The Temple Garden .............................. .. ........... . .............. 18
Role Playing Game. The Outer Bailey ......................... . ......................... . ........ 18
Frog Town .................................... . ............................. 21
Distributed to the book trade in the United S tates by Random
ljousc, Inc. and in Canada by Random H ouse o(Canada, Lid . Dis· THE TEMPLE OF THE FROG .................................... .. ......... 25
tributcd to the toy and hobby uadc: by region~ distribute:rs. Diitrib· Ground Floor ........................................ . ............... . .... . . 26
utcd in the United Kingdom by TSR UK Ltd.
Second Floor ............ ·" ........ . ...................... .. ................. 32
DUNGEONS <It DRAGONS, D.!tD, PRODUCTS OF YOUR Third Floor ... . ... . ........... . ........ . .................................... 35
lMAGINAT!ON', and the TSR logo an: trO<kmark.t owned by
TSR. Inc. Fourth Floor ......................................... . ...................... 35
° Copyright 1986 TSR , foe. AU rights rcacrvcd. Fifth Floor ..... . . . ........ . . . ................... . .... . ...................... 38
Sixth Floor .............................. . ....................... . . . ........ 38
Any quc.stions on this material should be sent, along with a self·
addressed, scamped return envelope, 10 •• o&ne Ga.me Q.uc:stions," THE TEMPLE DUNGEON ............... .. . . ......... . ......... . ... . ........ 40
at the address below:
The Upper Dungeon ......................................................... 40
The Lower Dungeon .............. . ........... . . . .. ..... . ......... . ... . ...... 44
TSR Inc. TSR UK Ltd.
POB 756 The Mill , Rathmore Road ENDING THE ADVENTURE ..... . ........................................... 47
Lake Geneva, Cambridge CBl+AD Escape From Frog Island .................. . ... .. . • .............. . . ........... 4 7
WI 531+7 United Kingdom
Future Pastimes .......................... . ........... .. ... . ................. 47
PREROLLED CHARACTERS .............. . .................... . .... . ........ 48

TSR, Inc.
P"ODUCTI M YOU" tllAOtNATION' "

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ISBN 0-88038-317-8 9175
DM BACKGROUND
Stop! If you are plan to participate in this throughout the text where they are most beset the countryside in the wake of war.
module as a player, read no further. likely to be encountered. When introduced, Bands of freebooters, many of them deserters
their statistics are shown in an abbreviated from the armies defeated by U ther, roamed
This module is the second in a series of ad-
form with combat and movement adjust- the kingdom, living by robbery. If the realm
ventures set in the mythical kingdom of
ments already computed. was ever to know peace , monsters and men
Blackmoor. Blackmoor was the first cam-
must both be dealt with.
paign setting ever created for use in a fantasy And now- welcome to Black.moor.
Unfortunately, Uther had other threats
role-playing game. The Blackmoor presented
about which he must worry. The bitter foes
in this module is a substantially revised and THE KING RETURNS that surrounded his kingdom were not long
expanded setting based on material devel-
Full 3,000 years before the crowning of the idle after their defeat. The Skandaharian
oped for that venerable campaign. In view of
first Emperor of Thyatis, there existed the raiders sent regular and frequent scouting
this fact, it is perhaps fitting to note that the
great Empire ofThonia. Rich and decadant, parties into Blackmoor to learn if it might yet
events, places, and characters resident in
it ruled much of the civilized world. In the far be safe to again reave its fat coasts. The bi-
Blackmoor exist some 3,000 years before
north of the empire was a vigorous border zarre and evil superbeing that called itself the
those described in any other D&D® fantasy
province called Black.moor. There, far from Egg of Coot flooded the realm with his agents
role-playing game material.
the ken of the great wizards of the Thonian and spies. From west of the broad Misauga
The adventure in this module is designed
capital, men discovered wild magic, stronger River, the expanding Afridhi Empire pressed
for a party of five to eight player characters against the young kingdom's borders, often
than any at the empire's center. By blending
(PCs) of the 10th to 14th levels of experience.
this magic with the arts of science, they sending raiding parties into the Barony of the
A balance of character classes will be needed
learned to forge tools of awesome power that Lakes, the province that guarded the fragile
since the PCs will face many problems, each
would one day give them mastery over the western frontier. To the southeast, the Iron
of which may be most easily and effectively Duke, ambitious military governer of what
empire of which they had once been only the
solved by a character of a different class. A had recently become the Thonian Empire's
least part.
number of prerolled characters are included But the power of Blackmoorian science was northernmost province, hatched plots within
for use in the event that there aren't enough
not even a glimmer in the eye of a few sages plots, all designed to weaken Blackmoor.
PCs of the correct levels and classes available.
when Uther Andahar led the Great Rebellion With these threats commanding his atten-
Read this entire module before playing.
against Thonia and became the first king of tion, the king was unable to devote his full en-
There are some plot elements that won't be ergy to the task of cleansing his realm of
the fledgling realm of Blackmoor. The tale of
fully developed until late in the module, but
Uther's rebellion and of the vile plot that lawlessness and undoing the damage that in-
for which the groundwork must be laid much
nearly cost him his new-won crown is told in evitably follows in the wake of war.
earlier. If you are not already aware of these
the first module in this series, DAl (AD- Though severely handicapped, Uther had
ele~ents before play begins, you won' t be
VENTURES IN BLACKMOOR). It has no two important resources in his campaign
able to plant clues or build drama as effec-
place here. Suffice it to say, that Blackmoor against banditry and terror: the King's Com-
tively.
fought and won a prolonged war against the panions and The Fetch.
Study the maps while reading the area keys
Thonian Empire and a host of other enemies. Among those who served Uther were a few
in the module booklet. These keys refer to en-
In the aftermath of that war and even as his remarkable individuals called the King's
counter locations by giving first the number
old enemies prepared for a new assault on Companions. Knights, mercenaries, rogues,
of the map on which the area is located and
Blackmoor, King Uther set about ending the idealists- the Companions were all manner
then the an:a'snumber (e.g., 2-13). Many of
lawlessness that had grown up in the land of men. Having joined Uther during the
these keys include boxed information that
during the terrible fighting just past. early days of the Great Rebellion, by its end,
should be read aloud to the players when they
This was no inconsiderable task. Still only they had become his trusted lieutenants.
enter the area. Unboxed information is pro-
lightly settled after centuries of human habi- Among the Companions were some of the
vided only as a guide for you, the DM; it is
tation, Blackmoor was an area of small bar- best generals and warriors in the North-and
not read to the players. While every effort has
onies and freeholds that lived by trade and all were fanatically devoted to Uther and his
been made to provide all information needed
the exploitation of mineral and timber re- cause. Many now ruled new baronies created
for play, you may want to add extra details to
sources. As was to be expected of an area still for them by a grateful king, and they were en-
the boxed descriptions for atmosphere.
half frontier, life there was hard and danger- ergetic in hunting down those who violated
These abbreviations are used in the module: ous. Settlements were few, and the king's the king's law.
writ often stretched no further than the hori- Uther's second advantage in his campaign
AC • Armour C lass; MV .. Movement
zon under the eyes of one of his barons. of pacification was an elderly gentlemen
Rate; HD • Hit Dice or Level; hp • cur-
A wild and powerful magic permeated the named Fletcher William-and an organiza-
rent hit points; #AT • Number of attacks; D
land. The wild magic spawned monsters such tion that was much more than it seemed. As
- Damage; AL - Alignment; F • Fighter;
as had not been seen inside the empire's bor- Keeper of the Peace at the University of
T - Thief; M - Magic User; C - Cleric; ders in centuries. Worse, it also spawned Blackmoor, Fletcher William controlled a
OL - Open Lodes; FT • Find Traps; RT
things that had never been seen anywhere staff of 40 full-time bailiffs and 40 student
- Remove Traps; PP • Pick Pockets; MS
else before-gibbering horrors that killed by auxiliaries whose salaries were paid by the
- Move Silently; CW • Climb Walls (Sheer
night, leaving in their wake only smashed university. Only a handful of these individ-
Surfaces); HS - Hide in Shadows; HN -
Hear Noise. timbers and the bloody remains of farm fami- uals were a ctually employed keeping the
lies murdered in their passing. Nor were peace at the university, though. The rest op-
Nonplayer characters (NPCs) are introduced monsters the only danger. Lawless men also erated unde r Fletcher William's di rection as

2
DM BACKGROUND

undercover agents of U ther and his Regency


Council. Fletcher William and his few score
talented agents were highly successful in
thwarting the enemies of the realm, and those
few persons in the know referred to the el·
· derly Keeper of the Peace as The Fetch in
tribute to the seemingly supernatural skills he
exhibited as Blackmoor's chief spook. The
Fetch's agents were often called in when local
authorities failed to eliminate outlaw bands.
Using their proven techniques of infiltration
and sneak attack, The Fetch's agents almost
always succeeded where others had failed.
Using his two great advantages, the king
was able to overcome all obstacles and bring
the first faint glimmerings of a new peace and
prosperity to the land. For the first time in
centuries, men had real hope that the sav·
agery that had characterized the North since .
it was first colonized might be coming to an
end. T hen Uther was abducted by agents of
the Iron Duke, and, in the year that it took to
locate and rescue him, the land reverted to its
former state. The king returned to his throne
to find all of his work undone and the king·
dom in worse straits than ever. Undaunted by
this setback, he rolled up the royal sleeves
and once again set about bringing peace to
the land. Even as he d id so, disaster struck
from a totally unexpected quarter.
Misauga and south of the Amber Channel, southwest frontier. Here, entire villages were
THE LADY VANISHES the land was cut by sluggish winding creeks, disappearing, as large bands were now not
dotted with stagnant lakes and overgrown by only robbing but also abducting the popu-
When Han Aleford, Baron of the Lakes died
dense pestiferous fens. Within this tangled lace. There was evidence that a single group
fighting for Blackmoor against the empire,
wilderness, annies could disappear without a was behind these mass abductions.
the accession of his daughter, Rissa, was op·
trace, and small outlaw bands could hide al- When 25 of Rissa's subjects disappeared
posed by those who felt that a woman barely
most indefinitely. This was the Great Dismal from the village of Burnt, the baroness deter-
out of her minority could not hope to rule the Swamp, the area for which the young Baron- mined to personally follow th.e trail of the
frontier fief of a frontier realm. But Rissa
ess of the Lakes was responsible to Uther. raiders and finally bring them to book. With
Aleford soon proved her critics wrong. Hav·
Throughout this untamed land, she must en- a company of soldiers, she tracked them
ing been trained in the arts of war by none
force the king's writ and offer what protection across the Big Muddy and almost to the
other than the Great Svenny, foremost of the
she could to a handful of major settlements banks of the Root River. There, her party
King's Companions, she could out·ride, out·
and several score other dwelling places- was ambushed by a vastly superior force.
shoot and out·fight half the barons of the
some so small as to be nameless. When the melee was over, Rissa and her per-
realm and most of the soldiers of her fief.
Even in the best of times, it required con- sonal guard were prisoners. Two men es-
More importantly, she was an avid learner
stant patrolling to contain the local bandits caped. The others were dead.
who had absorbed from Svenny, Uthcr, and
and hunt down the monstrous life forms that A week after the baroness plunged into the
her father most of the principles of command
struggled out of the swamps to prey on hu- wilderness, a single survivor reached the set-
in peace and war. In fact, she was uniquely
mankind. With the Afridhi threat to the fron· tlement of South Pim with the news that
fitted to lead the barony that guarded the
tier on the rise, the times were hardly calm . Rissa was taken. Like wildfire, the word
.realm's western frontier against the depreda-
Once the needs of border security were met, spread. When it reached Uther at Blackmoor,
tions of the implacable Afridhi. Within six
few soldiers were left for the vital swamp pa- the king was devastated. It was not just that
months of her accession, young Rissa had
trols. The situation demanded the utmost Rissa was a valued lieutenant. The loss was
won the hearts of her soldiers and become one
skill and cunning, and even Rissa's consider· more personal. Though none knew it, the
of Blackmoor's foremost leaders.
able talents were challenged by it. Almost all young king had long been enamored of his
In truth, the Barony of the Lakes needed
of her time was spent in the field, hunting baroness. Were it not for the fact that she
the strongest and steadiest possible hand
down Afridhi raiders or local bandits. cherished a youthful infatuation for Uther's
upon its tiller. If Blackmoor was a frontier,
Meanwhile, the bandit threat continued to liegeman Svenny, Uther would have long
then the Barony of the Lakes was practically a
grow, becoming exceptionally severe along since pressed his suit. Since Svenny seemed
wilderness. For a hundred miles east of the
the banks of Loch Gloomen, on the barony's oblivious of the lady's affection, though,

3
DM BACKGROUND

Uther concluded that time would still her Dismal Swamp. The name of the sect was the team to the temple.
passions and make her open to his own pro- Order of the Frog. Its leaders called them- Before this plot could be put into effect,
posal. Now time had run out. selves the Monks of the Swamp. though, The Fetch had to locate the right
Bowing to the will of his Regency Council, After much additional questioning, The agents for the job. Boldness and cunning
who insisted that he not endanger himself by Fetcb's agents discovered one other thing. At would count for much, but familiar faces
leading a rescue, Uther instead sent theGreat least one well-known figure in Blackmoor were out. Where, then, to find proven adven-
Svenny and a large company of royal guards- had visited the Monks of the Swamp and turers who would also be unknown to the or-
men to locate the site of the ambush and pick been gifted by them . The gentleman's name der's recruiters? The answer followed hard
up the scent. But the trail was cold. Svenny was Miklos Haruska, and he was the Guild· on the heels of the question, popping into The
and his men spent two weeks fruitlessly master of the Thieves' Guild at Vestfold and a Fetch's mind in a sudden flash of insight. Of
prowling the banks of the Root River and prominent citizen of sorts in Blackmoor. course. The gate. The gate in the lower cellar
Loch G loomen, without result. The sight of Armed with this lead, the angry king had ofBiackmoor's Comeback Inn. The gate that
the ambush was empty except for the stripped Master Haruska (popularly known as "Old opened onto another age. He could recruit
corpses of her soldiers. The enemy dead had Slyboots") brought to Blackmoor Castle to adventurers from out of the gate.
been carried off, and Rissa Aleford and her explain bis fraternization with a sect that had
companions had vanished into the depths of proved itself an enemy of the crown.
the Great Dismal Swamp. After a lengthy interview, in which Uther
made it clear that Haruska would either help
THE SPOOK PONDERS rescue Rissa or be shortened by a head, Old
Slyboots spilled all that he knew about the or-
Svenny and his men did find one possible
der. Unfortunately, his knowledge did not in·
clue, though its significance was unclear.
elude the location ofits headquarters since he
When they examined the bodies of the dead
was blindfolded and taken by a roundabout
soldiers at the sight of the ambush, they
way during his one visit to the Monks of the
found beside one a curious cloak brooch un-
Swamp. But the thief admitted that he had
like any they had ever seen. It was in the
been retained by the order to recruit some
shape of a frog holding in its mouth a small
henchmen from the realm's small criminal
struggling human figure. underworld. After only a modicum of stall-
There was consternation in Blackmoor
ing, Harusca supplied the name of his contact
when Svenny returned with news of his fail- in Vestfold.
ure. The king was as distraught as a man of
According to Haruska, the "Froggies," as
his iron will ever allowed himself to be. But
they were called within the Thieves' Guild,
there was a kingdom to rule, so he hid his
were very active just now in recruiting both
feelings and took the necessary action, ap-
new members and hirelings for service at the
pointing the wizardjallapierie to take tempo-
temple. Since recruits were conveyed to the
rary control of the barony.
temple under conditions of utmost secrecy, it
Meanwhile, The Fetch's agents pursued
was unlikely that any could locate it, but per-
their only clue-the brooch. After weeks of
haps the king's agents could tail them. Thus
searching and questioning, they found an an-
speculated Haruska.
swer. A cleric in the city of Maus had seen a
With this information in hand, the king
similar brooch. It was the symbol of an ob-
and The Fetch hatched a plot to infiltrate the
scure century-old religious sect that had be-
Order of the Frog and learn the location of its
come active in the last few years.
temple. They could use onJy agents who were
The sect's theology was peculiar, at best,
not known in Blackmoor. Reliable agents
and it had never attracted many adherents.
long part of The Fetch's organization might
Basically, it preached that the existing senti-
be recognized and arouse suspicion. On the
ent species were all too weak and unadaptable
other hand, the kind of locals who would ex-
for long-term survival and must be sup-
cite no suspicion would scarcely be reliable.
planted by a new intelligent species bred
Trusted men who were not known to the
from-frogs. The sect's "great work" was to
Froggies would have to be found.
ceaselessly labor to create this new species.
Once agents were selected, Old Slyboots
Once success was attained, the church hierar-
would be prevailed upon to introduce them to
chy would govern the new race of amphibian
the order's recruiters. The agents would then
"superbeings."
travel to the temple as hirelings of the order.
Since the sect had, until recently, been dis-
Upon reaching their destination, they would
creet in its activities, none could gauge its
rescue Rissa and escape to the Barony of the
size. In fact, little was known about it save
Lakes, where they would give Jallapierie the
that it was militant, mysterious and ruled by
information he needed to locate and destroy
a clerical brotherhood that resided in a frog-
the the temple. Just to be on the safe side, a
shaped temple somewhere deep in the Great
second team of agents would track the first

4
BEGINNING THE ADVENTURE
This adventure begins with a meeting in the
.Comeback Inn at which The Fetch tells the sure hunt last year sent half the city on a "You realize, of course, that this is re-
PCs about Rissa's loss and recruits them to wild goose chase after the Inn Between the ally stinking mutton. How do you eat this
rescue her. However, before this meeting can Worlds, Corunglain has sort of fallen stuff?"
take place, you must first bring the PCs to- apart. Service is lousy, the measures are Grimacing at the joint in her hand, she
gether in the same room of the inn. Each of short, and the diversions are anything but takes another healthy bite, then nods to-
the PCs can arrive at the inn in one of Black- diverting. ward her still-hooded companion.
moor) and how that adventure ended. Each But here you be, waiting for something "You boys remember Veslo, right?"
of these methods of arrival is detailed in one to break. Call it a hunch, if you like. A The person referred to nods in your di·
of the three sections that immediately follow. whisper in the back of each of your heads rection. It is Veslo Meridan, the half-elven
You may need to use more than one of the is telling you that Corunglain is where you woman who, like Malefor, is one of the top
methods in order to bring everyone together. ought to be. Something, it says, is going to agents of The Fetch, lost Blackmoor's
Once the PCs are all in the same room, use happen here. chief spook and your former host at the
the fourth section in this part of the adventure Then Something does happen. Proba- Comeback Inn. Meridan leans against the
to conduct the meeting with The Fetch. bly the last thing in the world that you'd wall with a kind of boneless grace that is
In the back of this module, you will find a expect. It all starts one stifling hot morn· deceptive. Though she appears relaxed,
list of prerolled characters who can be played ing in Cheap Street. You're sitting in the her eyes never stop scanning the room,
in this adventure. These are the same charac- common room of a dive called the Conviv- and her hand never moves more than a
ters found in DA 1 (Adventures In ial Cockatrice washing down a very medi- few inches from the sword that is visible
Blackmoor), but their characteristics have ocre breakfast with an even worse ale where her cloak hangs partly open. Before
not been adjusted to reflect any changes re- when two vaguely familiar figures enter you can ask the elf to sit, Malefor resumes
sulting from that earlier adventure. Before from the street. Despite the heat, both are her bantering, one-sided conversation.
using any of them that you used in DA I, you muffied in hooded cloaks that hide their "So what have you lowlifes been doing,
must make any appropriate changes in their faces. After a brief conversation with the anyway? Whatever it is, it can't pay very
levels or possessions. barkeep, they stride purposefully toward well. Mind if I have some of that ale?"
your table. Without waiting for your answer, Malefor
A REUNION IN CORUNGLAIN The foremost figure reaches into the grabs the ironstone pitcher from its tray
folds of his robe and draws forth a gold and splashes a quantity of the bitter brew
If you have played module DAI (Advencures coin. With a flick of his hand, he tosses it into a pewter mug. The woman starts to
In Blackmoor), and one or more of the PCs onto the center of table, where it rolls in a take a long swallow, shudders, and then
who is participating in this adventure re- tight circle for a moment before coming to suddenly stops and slams the mug down
turned to his own time at the end of that ear- a stop in a bare space between the dishes on the table's scarred planks with a re-
lier adventure, then use this section to bring of cold greasy mutton and roasted meal- sounding thud. She glowers at the pitcher
to the Comeback Inn all PCs not in Black- ies. The coin is stamped with the profile of and then looks pityingly into your eyes.
moor. At the start of play, all PCs who re- a bearded man. Wreathing the man's face " Well, so that's what ale tastes like in
turned to their own time and who are are the words "Uther, Once And Al- the future. You have my sympathy. But,
participating in this adventure are gathered ways." listen. I didn' t come here to have my
in an inn in the city of Corunglain. With stomach insulted. Veslo and l have got a
them are any PCs who were not involved i.n The PCs should , of course, recognize this as a proposition for you folk, and, if what you
the previous adventure, they are also present. Thonian coin from ~.000 years ago. say is true, we've traveled 4,000 years to
These new PCs have fallen in with those PCs make it."
who were involved in the original adventure Malefor picks up the gold coin from the
The man who tossed the coin now opens
and have become their companions during a his cloak and throws back his hood to table, flips it in into the air, catches it and
prolonged stay in Corunglain. At the start of holds it up before your eyes between
show himself-and turns out to be no man
the adventure, read this passage to those thumb and forefinger.
at all. Instead, before you stands a tall,
players whose PCs are in Corunglain . "How'd you like to make a few thou-
blond , blue-eyed female. Her name is
Ruda Malefor, and she is an agent of the sand more of these? No difficulties. Noi
It's been a hot summer in Corunglain. No kingdom of Blackmoor, a realm that too much danger. Nothing very taxing.
rain and a sun that by mid-morning has hasn't existed for a good 3,000 years. All you have to do is take a little trip. In-
the pavement hot enough to fry an egg. Reaching out with a booted toe, this terested?"
And out of the Broken Lands blows the lovely but deadly anachronism drags over
kind of hot dry wind that makes mousy lit- an empty chair and sprawls into it with After some questioning by the PCs and more
tle serving girls sharpen their kitchen her long legs stretched out before her. Tho bantering conversation on her part, Malefor
knives and speculatively eye their lovers' stunned for words, you mutely watch as at last gets to the point.
necks. she draws a dagger and deftly spears a
None of you could say for sure why it is joint of mutton, which she proceeds to "I can't tell you what exactly it's all about
you're still in town. It can't be Corun- munch enthusiastically. After a few bites, because I don't know myself. All I can tell
glain's inherent charm because the place the woman speaks between mouthfuls of you is that The Fetch sent me to find you
hasn't got any. Since the great trea- greasy meat. and bring you in. He wants to talk to you

5
BEGINNING T HE ADVENTURE

of DAl (Adventures In Blaclcmoor). Once the PCs in their quarters at the Comeback
himself. So. For making one more trip the players enter the inn, they must wait a Inn, where they have been spending a quiet
through the gate and just listening to what short time for Alwyn. The witch appears after vacation as guests of the crown. Since The
he has to say, he'll pay you 3,000 gold 1-4 days, accompanied by six soldiers. Fetch has intended all along to use the PCs as
pieces each . Those you keep even if you undercover agents, he has allowed the rumor
don't like what you hear. And, if you do a Soldiers (6): AC 5 (chainmail); HD 6; hp 25
to spread that they are being detained in
little job for him, they'll be a lot more. each; MV 120' (40'); #AT 1; D 1-6(cross-
Blackmoor for further questioning in the
That's the deal. A week or so on the bow) or 1-8 (sword); Save F6; ML 10; AL
matter of the king's abduction. Meanwhile,
trail-then th rough the gate-then have a L; XP 60 each.
they have had the run of the inn and the
short talk with Fetch, pick up your 3,000 The soldiers wear blackened armor and black town, having a good time at crown expense.
yellow ladies, and get a decent meal. tunics emblazoned with the silver Hawk of Now The Fetch is ready to collect a service in
Then, if you don't like the proposition, we Andahar. Each soldier has 20 quarrels and exchange for all of the gold he has spent.Just
pop you back through the gate to your carries 10 gold pieces. These are Uther's before The Fetch arrives for his meeting, any
own time. End of story." guardsmen, and they are assigned to protect PCs who were not involved in the previous
Alwyn and the amulet. They take their orders adventure or who did not stay in Blackmoor
If the PCs remind Malefor that they can't from the witch. If Alwyn is killed or incapaci- when it was over arrive at the Comeback Inn
exit the inn where the gate is located, Malefor tated, they take their orders from Malefor. If and join the PCs already there.
assures them that it's all taken care of. At the M alefor is killed or incapacitated, they take
Fetch's request, Fredigar Cripps has made their orders from Meridan. A MEETING IN GLANTRI
Malefor and Veslo honorary employees of the
Black moor Comeback Inn for the duration of Immediately upon arriving, Alwyn gathers There are two situations in which you will
their present mission . As such, they can get up the party and tries to get them through the need to use this section.
the players in and out of the building contain- gate into Blackmoor. The soldiers stay with
1. If you have not as yet played module DAI
ing the time gate. Alwyn, letting the PCs go through the gate
(Adventures In Blaclcmoor), you can still
If the PCs ask how Malefor and Meridan first . The witch's first attempt to get to Black-
play this module by using this section to in-
managed to find them, Malefor explains that moor fails spectacularly, and the party steps
troduce the PCs to Blackmoor. However,
J allapierie and Alwyn Morland figured out out of the gate and into the lower cellar of the
please note that once a character is used dur-
how to use the amulet that controls the gate, lnn Between the Worlds (Room 8 on the DA!
ing play of DA2 , you will be unable to use
and popped them through at a time that they floor plan) where it is attacked by two fire gi-
that character to play DA I. If you decide to
judged to be a few weeks after that at which ants and six hellhounds.
go ahead and play this module without hav-
the PCs returned home. Alwyn will be pop- Fire Giants (2): AC 4; HD 11 + 2•; hp 48 ing played DAI , use this section to introduce
ping through the gate in a few weeks to pick each; MV 120' ( 40'); #AT I ; D 1-8 (battle the players to Blackmoor.
them up and take them to Blackmoor. The axe); Save Fl I ; ML 9; AL C; XP 60.
only problem is that she isn't quite sure of the 2. In the unlikely event that all of the PCs
Each fire giant carries a big, double-bitted
exact setting to use for the return trip, so who played DAI were killed or remained in
batde axes and wears heavy bronze ar-
there may be a little (not much) trial and er- Blackmoor at the end of that adventure, use
mor.
ror involved. this section to introduce any desired new PCs
If the players don't readily agree to come Hellhounds (6): AC 4; HD 4; hp 16 each; to Blackmoor.
back to Blackmoor, Malefor continues to ar- MV 120' (40'); #AT 1 bite or 1 breath; D
At the scan of this adventure, all of the new
gue until she finally breaks down their resist- 1-6 or special; Save F4; ML 9; AL C; XP
PCs are gathered in an inn in the city ofGlan-
ance. Then she insists on staning the journey 175 each.
tri, shown on map #2 of the D&D® Expert
immediately since she and Veslo have their Once the fire giants and their hellhounds are Set. Read this passage to those players whose
horses and a couple of pack mules loaded with d isposed of, Alwyn again tries to reach Black- PCs are in Glan tri.
food standing outside. moor. T his time, she is successful, and the
After a short trip through the Broken party arrives safely in the lower cellar of Glantri. End of the short but dangerous
Lands, the PCs and the two agents reach the Blackmoor's Comeback Inn. From there, the road from Corunglain . After a dreary
Inn Between the Worlds. If all of the PCs PCs making up the party are taken to their week guarding a fat spice caravan as it
participating in the adventure are part of the old rooms on the inn's second floor for a re- crawled through the blasted moonscape of
party, then you can run this journey as pan of union with those PCs who stayed in Black- the Broken Lands, its good to get back to
the adventure, complete with random en- moor at the end of their previous adventure. civilization . Now, you can spend a few
counters as per the D&D9 Expert Set. If, any weeks relaxing, gathering the news and
of the PCs arc not pan of this party, then you A SUMMONS IN BLACKMOOR squandering the small fortune in gold you
should not describe the journey to the Inn Be- got for playing bodyguard to that nervous
tween the Worlds. Instead, simply tell the If you played the first module in this series,
any PCs who survived and stayed in Black- merchant and his wares. At least, that's
playcn that after a jou rney of about a week
moor are now residents of that land. Rissa you r plan.
they reach their destination. Then something happens that changes
A recent rockfall has left a new path to the disappears a month after the end of the pre-
vious adventure. A month after that, Uther your prespective on the situation. Late
top of the chimney on which the Inn Between
and The Fetch hatch their plot, and, shortly one dark, misty night, you're sitting in an
the Worlds sits. The inn, itself, is as described
in the FURTHE R ADVENTURES section thereafter, The Fetch requests a meeting with

6
BEGINNING THE ADVENTURE

otherwise deserted tavern called the Blue


Gremlin, hefting a few mugs and swap-
ping lies. It's an unpretentious dump in
one of those neighborhoods where the
City Watch patrols in groups of five or
more, and it's not the sort of place you' d
normally be caught dead in. But you 've
got gold in your purses and it's been a
thirsty week-and this is the only place
open at this time of night. So you ignore
the oppressive heat in the windowless
thirty-foot square room and the intolera-
ble stench being given off by the smoking
oil lamps suspended from the sooty ceiling
ten feet above your heads-and you try to
have a good time.
The grubby little tavern is just starting
to take on a rosy glow of relaxed good fel-
lowship when you have some unexpected
company. Suddenly, the only door bursts
open and what looks like a score of the
most unpleasant characters you've seen in
quite awhile pile through the doorway and
make for your table with mayhem in their
eyes.

The "unpleasant characters" are a group of


local hireswords who have been individually
eyed female. Beneath a silver-gray elven going to miss. As to why they attacked
recruited by Blackmoorian agents to attack
cloak, she wears a fine shirt of gleaming you, it's very simple."
the PCs. Treat them as brigands.
chainmail. At her side hangs a heavy- Dropping the shell of the pomegranate
Hireswords (20): AC 4 (chainmail and Jooking sword of archaic pattern. on the floor, the woman reaches into her
shield); HD l; HP 5 each; MV 120' (40'); The lady ignores you while she uses a purse with her left hand and draws forth a
flAT 1; D 1-8 (sword); Save Fl; ML 8; AL wickedly curved dagger to dig the seeds coin, which she tosses onto the table with a
C; XP 10 each. from a pomegranate she is holding in her flick of her wrist. The coin rolls in a tight
Each hiresword carries a purse containing 10 left hand. After a moment, she ever so circle for a moment before coming to a
carefully lifts the razor-sharp blade free of stop. There is a stunned silence . Staring
silver pieces and 25 gold pieces. The gold
the pomegranate and uses it to feed a row up at you from the coin is the the profiled
pieces are of a type that the PCs have never
of fleshy blood-red seeds into her open face of a bearded man. Wreathing it are
before seen. For one thing, the coins are curi-
ously uniform in size and weight. For an- mouth, throwing back her gold-crowned the words "Uther, Once And Always."
other, both faces contain the profile of a head to let the sweet red juice trickle down The str ange coin is the same as the gold
bearded man wreathed with the words her throat. When she lowers her head, a pieces you took from your assailants, and
"Uther, Once and Always." These are Tho- stream of carmine juice stains her chin, it is like nothing you've ever seen before.
and she smiles insolently like some great As you puzzle over this turn of events, the
nian coins from the Blackmoor of 4,000 years
hunting cat that has just tasted the first blond woman pulls up a chair, sits at your
previous.
blood of a new-killed antelope. table and slides her dagger back into its
The PCs should be able to dispose of this riff- Stepping into the room, the woman boot sheath. Looking up at you from this
raff without much difficulty. Once they have once more worries at the pomegranate. As vulnerable position and lacing her fingers
killed or driven off their attackers and looted she walks toward you, digging away at the behind her head, she breaks the silence.
the bodies (discovering the Thonian coins), fruit, another tall gray-cloaked figure si- "That trash there attacked you because
read the following: lently steps into the vacant doorway. The I hired them to!' Having said this, the
newcomer has a hood pulled low over his woman glances at each of you in turn, as if
You are piling your loot on the table, spec- face and holds a cocked crossbow, which daring you to object to the fact that she has
ulating about who your victims were and he keeps aimed at you but makes no move nearly gotten you killed. Evidently satis-
why they attacked you when a voice from to use. fied with what she sees, she nods her head
the open doorway intones "Actually, I "As to who this carrion was;' the blond and continues.
think I can answer your questions." woman says, toeing aside the body of one "My partner and I," she says, waving
When you tum toward the speaker, you of your late assailants,'' he and his friends toward her companion in the doorway,
find yourselves facing a tall, blond, blue- were just some local talent that nobody is "are looking for a few good men. I was

7
BEGINNING THE ADVENTURE

told that you boys qualified. But I had to any place within it, but the mysterious refuse is gone, as is the faint odor of decay
be sure. That merchant whose spice boxes Ruda Malefor and her companion take that seemed to permeate the room you just
you just brought in was singing your you by roundabout ways that leave you left. This room is clean and neat and occu-
praises to anyone who would listen down lost and confused. pied by a much larger troop of soldiers.
at ·he Merchants' Consortium. Seems Finally, after almost two weeks, you Though they are dressed like the soldiers
you folks routed a few nasty critters along climb a tall chimney of broken rock that in the room you just left, they are not the
the way from Corunglain and refrained looks very much like a dozen other rock same men!
from stealing the gentleman's wares as formations that you have passed during As you are puzzling this out, Veslo, the
you easily could have. That tells me that the last fortnight. But at the top is a shal- soldiers you just left, and the short female
you are competant and honest. But, since low bowl of black stone, and sitting square in men's clothing enter the new chamber.
fat merchants aren't exactly the best judge in the middle of the bowl is a two story The female momentarily turns toward the
offighting men, I had to see for myself. So building. The signboard in front of the wall of fog and fiddles with her amulet.
I hired this riffraff to take you on where I building proclaims that it is " The Come- Facing Malefor, she says simply, "the gate
could watch from the street. And, I must back Inn." is shut."
say that you are every bit as good as that This, says your grinning blond guide, is At that Malefor heaves a small sigh and
great tub of guts said you were. Anyway, your destination. With hardly a pause, embraces all of you with her eyes. A smile
I've got a proposition for you. Want to she leads you through an open door and touches her lips as she speaks.
hear it?" down a ramp into the dark interior of what "Welcome to Blackmoor. I hope you'll
seems to be a stable. From there, you understand when I tell you that I've not
Presumably the PC 's are interested, though wind your way through a series of corri- been exactly straight with you. Oh, our
the blond woman may have to overcome dors until, at last, you come to a long, agreement is still good. You're here to lis-
some objections from any soreheads in the rock-walled room littered with refuse. In- ten to a proposal, and if you don't like it,
party. Once these are overcome, the lady side an archway in the room's north wall you can go back to that tavern where I
presents her proposition. boils a luminous fog. found you-richer by 3,000 gold pieces.
Half a dozen soldiers lounge about the But there is one thing that I didn't tell
"I'm Ruda Malefor. My partner over room. They wear blackened armor and you-since had I done so, you'd have
there is Veslo Meridan. She and I work for carry silver shields emblazoned with a thought me just a trifle fey.
a man called The Fetch. You've never black hawk. A short, boyish-looking "My apology, my friends . But you are
heard of him. He takes care of special woman in elegant men's clothing stands no longer in your own world. Or, at least,
problems for a realm that I'm sure you've before the archway. She is holding an am- let's say that you are no longer in your
never visited. Anyway, we have a special ulet in one hand and concentrating might· own time. Where-rather, when-you
problem that needs the attentions of some ily on it, touching its face from time to are is in a time some 4,000 years before
folks like you. time and mumbling to herself. Suddenly, your birth. We are in the cellars of the
More than that, I can't say. Except that she looks up, mumbles more loudly, and Comeback Inn, which sits beneath the
if you'll take a little trip with me, we'll see turns in your direction. With a curt ges· casde of Blackmoor in the realm of Black-
my boss and he'll tell you about the deal ture, she motions you forward. moor, and I am an agent of his majesty
himself. The trip should take about two As you look questioningly at each other, Uther I, king of Blackmoor. That fog we
weeks, and he'll pay each of you 3,000 you notice that Ruda Malefor has tied a walked through is a gate in time that we
gold pieces to make it. That's yours to rope around her waist and is stalking to- used to bring you back to our age. When
keep even if you don't like what you hear. ward the arch. Dropping the hempen coils you are through here, we'll use it to take
And, if you do this little job for him, at her feet, she hurriedly instructs you to you back to your own age again-or you
they'll be a lot more. That's the deal. A grab the rope before entering what she can stay here and make a place in our
couple of weeks on the trail-then have a calls "the gate." Once inside, she says, time. For now, though, a night's sleep,
short talk with The Fetch and pick up you must keep hold of the rope and walk and in the morning, you see The Fetch."
your 3,000 yellow ladies. Then, if you straight ahead. With this caution, your
don't like the proposition, you're free to guide turns and enters the roiling fog.
Then, it is your turn. A PROPOSAL IN CONFIDENCE
head back here with no hard feelings and a
lot richer. What do you say?" The fog is cold. It burns like the driest When the PCs are gathered, The Fetch visits
ice. Around you, a wind howls, carrying them in their rooms at the Comeback Inn.
If the players don't readily agree to see The on its breath the sound of distant battles. After sharing a sumptuous breakfast laid out
Fetch, Malefor continues to argue until she As you stare to left and right, you can in their quarters, the old man leans back in
breaks down their resistance. Once she does dimly see fell monsters and decadent rev- his chair and begins to speak.
so, read the following to the players: elers half hidden in the mists that boil
around you. From time to time, thunder My friends, I have a problem. It's a very
assails your ears, and the swirling fog is lit simple problem, really. Blackmoor has a
And so, you once again find yourselves in by an eldritch light. Finally, after a short
the Broken Lands. This blasted stretch of lot of enemies. Some of them are very
eternity, you step from the mists. dangerous. At the moment, we are facing
country isn't really very big, and it The room before you seems to be the
shouldn't take more than a week to reach invasion from four directions. In this situ-
same as the one you just left. But the

8
BEGINNING THE ADVENTURE

ation, we need all the help we can get. The would b e to catch the whole band in their Froggies are deathly afraid of him. He
one thing we don't need is to lose any of lair and bag the lot for the headsman. was the one who started them running
our better people. That's where you come in. slaves. They raid our people and carry
That, unfortunately, is exactly what has You sec, we're pretty certain that we them off for sale to the duchy and the em-
happened. A few weeks ago, we lost a very know who the slavers are-but we can't pire. They pay in letters of credit that the
important war leader, a young woman seem to locate their base. We' re up against Froggies use to buy food and weapons.
named Rissa Aleford . As Baroness of the a religion, you see. A secret order. Sworn The trade must be profitable. Rumor has
Lakes, young Rissa has been our strong to silence. Very hard to penetrate. it that, in the last year, while we' ve been
arm in the west for many years. It's a Speaking of silence, you understand, of preoccupied with other things, the order
rough territory. Mostly swamp and deep course, that what is said in this room, has doubled the number of people it sup-
forest. Strong enemies on three sides. Not stays in this room. Whether or not you ac- ports at its base.
much in the way of help that we could cept my proposal, you must keep it in con- In fact, the order is recruiting more
send. But Rissa held her fief with less fidence. people right under our noses. Not mem-
trouble than others have had holding Right. Here it is then. Maybe 150 years bers. Just hirelings. Adventurers, thieves,
more settled lands. ago, we had a cult crop up here in the fighting men- all types of bold rascals.
There was one aspect of her situation, North. Called itself the Order of the Frog. Apparently, Saint Stephen is assembling a
though, that neither Rissa nor anyone else Founded by a handful of dotty old small army at his base, a place they call
was able to do anything about. We be- scholars. Seems these chaps had come to the City of the Frog. Unfortunately for
came aware of it a few years ago, but its the conclusion that all of us sentient folk this Stephen fellow, we have found a
importance was lost in the press of other were, shall we say, a bit outmoded- means of sending some of our own people
matters. Until recently, we were occupied thought that the frogs would inherit the to his recruiters.
fighting a rather desperate war, and, after earth-decided to labor toward that end. Our idea is to use our contact to get you
that, we had some other difficulties. Any- Nasty bit of nonsense, of course. Not recruited by the order. We'd use our own
way, this matter didn' t seem all that seri- many people took the weird old Froggies people, but they might be recognized.
ous at first. seriously, then. But when the wee ones You, on the other hand, will be fresh faces
Now, well- slavery has always been a started to turn up missing, it seemed a bit who will be in no danger of discovery. Af-
blight on the land, and it's become a seri- more dangerous than silly. You see, our ter it recruits you, the order will send you
ous problem in the last half-year. Here in funny little Froggies were into some very to the City of the Frog. Once you get
Blackmoor, it's illegal . But the Thonian nasty practices, after all. Human sacri- there, you will search out and rescue Rissa
Empire lives by slave labor, and so do fice , and such. Anyway, some of our peo- and as many of our people as possible.
some of our other neighbors. Over the last ple got uncommonly upset over having Don' t worry too much about getting them
few years, we' ve seen more and more their children done in for the sake of a out of the swamp. Just get clear of the city.
slavers operating out of the swamps along bunch of spotted croakers. In fact, they We'll have another team following you.
our southern and western borders, prey- hung a fair number of the senior Froggie Once you're clear, they'll get you home.
ing on our people. They used to content types before the rest of that lot packed up They will also, by the way, guide a troop
themselves with taking a traveler now and their vestments and went to live in the of soldiers to the place and clean it out
again or raiding an occasional farmstead, Great Dismal Swamp. once and for all.
but lately they've been hitting some fairly After that, the order dropped from That's the mission. The pay is-well-
big villages. Our agents in Thonia and the sight. Oh, every now and again, there'd generous. Shall we say, 1,000 gold pieces
duchy report that our people are being be a rumor that some of the old boys were for each of you if you locate the city,
bought and sold at a slave market hidden still alive or that the order was recruiting I 0, 000 if you rescue the baroness and 500
somewhere in the Great Dismal Swamp. in the larger towns. But we never placed gold pieces per head for any other Black-
With everything else that's going on, much credence in such talk. moorians you get out?
we might have ignored this situation a All that changed about five years ago.
while longer. But not now. You see, young We didn't know it at the time, but from The Fetch increases this offer by up to 50% if
Rissa led a party of men after some slavers what we' ve heard since, there was some the PCs haggle. When money matters are set-
who had just wiped out a village in her kind of change inside the order. It had sur- tled, he provides the PCs with a locket con-
barony, and she somehow managed to vived, you see. For a century it had fes- taining a likeness of Rissa. He then ushers the
stumble into an ambush. The lone survi- tered in that awful stinking swamp, three members of the backup team into the
vor informs us that she and her personal getting more and more eccentric and be- room and introduces them to the PCs. These
guard were taken by the slavers, and, ing gradually forgotten . And, then, some- NPC's include:
since her body wasn't found on the field, one came along who had a head for
we believe that report to be correct. leadership, and suddenly the order got ac-
ALWYN MORLAND
So. What we want to do now is get the tive again. Neutral 10th level magic-user; Str l 2; Int 12;
baroness back, along with any more of our We don't really know much more. Our Wis 12; Con 18; Dex 18; Cha 18; AC 6;
people who may be in the hands of these informers tell us that the man calls himself hp 28.
scoundrels. It would be even nicer if we Saint Stephen and is some kind of for-
This small, elegently dressed, boyish woman
could discourage them from future depre- eigner. He apparently has some very pow-
is both magician and bard. Alwyn carries a
dations. What would make us truly happy erful magic at his disposal, and the
purse containing 30 gp, a jeweled dagger,

9
BEGINNING THE ADVENTURE

worth 300 gp, and a backpack containing a silver amulets. A needle in the master amulet tures In Blackmoor), but these shouldbe
lantern, a flask of oil, 10 iron rations, a tinder points toward the nearest attuned amulet that used only if you are playing this moduleas
box, and a water skin. She also has a magic is within 12 miles of it. The Fetch gives one of part of an ongoing campaign in Blackmoor.
lute, inlaid with ivory and gold filigree and the smaller amulets to each of the PCs, thus
set with a number of large, oddly shaped allowing the backup team to locate them .
gemstones worth 9,000 gp. Once per day, by When the backup team has left, The Fetch
playing the correct tune, the user can weave brings Miklos Haruska into the room and in-
any one of the magic user spells charm per- troduces him. On the morrow, Haruska and
son, sleep, hold person, charm monster, con- the PCs will take a short ocean voyage to
fusion, or bold monster. Unbeknownst to Vestfold where t hey will meet a Froggie re-
Alwyn, the lute can be used in a similar fash- cruiter. Once Haruska has put the PCs in
ion to cast an animate dead spell or to turn contact with the order, he will return to
the largest of the lute's gems into a magic jar Blackmoor. He is unaware of the existence of
(as per the magic jar spell). a backup team.
In addition to the spells she can cast with
MIKLOS HARUSKA - OLD SLY-
her lute, Alwyn knows the magic user spells
BOOTS
detect magic, hold portal, read magic, detect
evil, ESP, knock, dispel magic, fly, phantas- Chaotic 12th level thief; Str 10; Int 12; Wis 8;
mal force, dimension door, polymorph oth- Con 13; Dex 15; Cha 10; AC 7; hp 35; OL
ers, remove curse, teleport, and wall ofstone. 66%; FT 62%; RT 58%; PP 75%; MS
64%; CW 98%; HS 50%; H N 1-5.
RUDA MALEFOR
Miklos Haruska (popularly known as "Old
Lawful 10th level fighter; Str 12; Int 14; Wis
Slyboots" in tribute to his reputed cunning)
13; Con 9; Dex 12; Cha 12 ; AC 4; hp 38.
is Guild Master of the Thieves ' Guild ofVest-
As The Fetch's top agent, Ruda leads the fold. Miklos is a mercenary rascal, whose al-
backup team. She wears elven boots and rug- legience is always for sale. That's why the
ged loosely cut pale gray traveling clothes. order bargained for his services in their re-
Beneath these garments, she wears chainmail cruiting drive, and that's also why neither
armor. She is armed with a dagger and a The Fetch nor Saint Stephen trusts him. He
sword + 1, + 2 against spell users and carries has only stayed alive this long because he has
a backpack containing two water skins.. 15 many contacts and is useful to all sides in the
iron rations, a rope of climbing, a bag of bubbling kettle of Blackmoorian politics.
holding containing 200 gold pieces and 100 Miklos is one of those dark, wiry types that
silver pieces, a flask of oil, a lantern, a vial of tend to vaguely remind people of small, vi-
holy water, and three holy symbols. cious rodents. Only a little over five and a
half feet tall, he weighs a mere 145 pounds,
VESLO MERIDAN
none of it fat. His close-cropped black hair
Lawful 10th level elf; Str 10; Int 14; Wis 11; frames a sharp-featured, ratty face domi-
Con 12; Dex 13 ; Cha 9; AC l; hp 37. nated by piercing black eyes. As if his appear-
ance were not striking enough, Miklos tends
Ruda Malefor's constant companion is a re-
to favor capes and cloaks of midnight blue
clusive individual, who always wears an el-
and black, cut in the old Imperial style that is
ven cloak with the cowl pulled far forward to
now rarely seen in the North.
hide her face. Beneath her cloak, Veslo wears
Miklos carries a throwing dagger + 2, a
plate mail + 1. She carries a shield + 1, a sil-
sword + 1, a crossbow with 15 quarrels + 1,
ver dagger, a longbow with 15 arrows + 1, a
and a backpack containing his thieves' tools,
sword + 2, and a purse holding 40 gold
15 iron rations, a 50' length of rope, an elven
pieces. She also has a backpack containing a
cloak, a lantern, a flask of oil, a tinder box,
lantern, a flask of oil, 15 iron rations, a 50'
two water skins, a steel mirror, a holy symbol,
length of rope, a tinder box, two water skins,
and a bag of holding that contains 800 gold
a steel mirror, and a holy symbol.
pieces. In addition, he has two magical heir-
Veslo knows t he magic user spells hold por-
looms of which he is secretly quite proud.
tal, light, sleep (x3), invisibility, knock, web,
One is the magic ring that he acquired
mirror image, dispel] magic, fly, lightning
from the Monks of the Swamp. The ring
bolt, remove curse, wall oflire, and teleport.
holds one use each of three spells: confusion,
According to The Fetch's plan, the members massmorph, and wall of fire.
of the backup team will secretly track the PCs Miklos' other heirloom is an amulet that he
from Blackmoor to their destination. In order wears constantly and that seems to negate
to assist them in this task, they have a large any spell cast on or at him. This item has ad-
silver amulet that is attuned to a set of smaller ditional properties described in DAl (Adven-

10
RUNNING THE ADVENTURE

Once the PCs accept The Fetch's proposi- • The fact that the temple has an amazing unless and until the PCs try to force the or-
tion, they must get recruited by the Order of array of " magic" (e.g., technological) de- der's recruiter to give them information or
the Frog, travel to the City of the Frog, locate vices and that the temple's doors and gates otherwise help them .
Rissa, and escape. This part of the module open only to certain monks.
describes their recruitment, their journey to Once you are inside, the little man closes
the city, and the workings of the order. TRAIL OF THE FROG the door and shoots home a bolt. Then, he
seats himself at the head of the table, mo-
When the PCs are done questioning
OUT OF BLACKMOOR Haruska, read this passage:
tioning you to take the remaining seats.
When you are seated, he questions you
Read this passage to the players after they closely, firing his queries like quarrels, his
meet Haruska. Your opportunity to probe Haruska comes gravelly voice snapping like a bowstring.
to an end when, at dusk on the day after
Before dawn the following morning, you you set sail, you reach the walled town of Once J ons has asked each PC a few questions
are hustled aboa rd a waiting boa t at Vestfold. Here, you are to meet the man concerning his origins, travels, and skills, he
Blackmoor's Old North Dock. Your goods that Haruska says is the Froggie recruiter makes an offer.
are already on board. Your horses stay be- to whom he has been told to bring any
hind in the care of the proprietor of the candidates that he locates. After two days
Comeback Inn. at sea in a miserable little boat, warm food The pay is 200 gold pieces per month all
and a soft bed would be much appreci- found . Do well and they'll be more. We
The two-day passage from Blackmoor
to Vestfold is spent practicing your cover ated, but Haruska marches you directly need captains as well as soldiers, and you
story under the able direction of your from the docks through a maze of twisty might be just what we' re seeking. We have
companion, Miklos Haruska. The cover alleys and crooked passages to a scarred a temple in the swamp southeast of here.
door on a back street in the weavers' dis- That's where we need men. If you join us,
devised for you by The Fetch is that you
come from a land far across the northern trict. a boat, the Gretchin' Feichin' is leaving
seas where barbarous warfare is common. for there in a few hours. I'll want you on
Having contracted your services to the it. Agreed?
At his knock, a small peephole in the door
losing contender in a power struggle, you opens a crack and someone demands to know
found it expedient to steal a small ship and If the PCs don' t agree, Jons doubles the
your business. H aruska gives his name and
flee to another land across the wide North says that he's "come with men for Stephen." money offer, but remains adamant that they
Sea. A month ago, you were shipwrecked The peephole shuts with a thud, and the door must take the boat that is leaving for the tem-
on the eastern coast of Blackmoor. Since opens wide. A gray, wizened, perfectly bald ple this night. Once matters are settled with
not much is known of the lands across the little man ushers you into a dimly lighted his recruits, Jons turns to Haruska.
North Sea, you can speak of the lands in room that is bare except for a long table
your own time as if they existed in this flanked by a dozen chairs. A pair of candles in Alright, Haruska. They look good. You
age, and none will be the wiser. Haruska cheap pewter holders gutter atop the table. can have 500 a head for bringin' 'em in-
spends much of the voyage asking you As Haruska passes your host, he greets him payable at the end of their first month.
questions to satisfy himself that this ap- as "Jons." But, before you go, there's one other
proach will, indeed, work as planned. thing. Stephen wants to talk to you. Now.
Jons: AC 9; HD 3; hp 9; MV 120' (40'); #AT I've got orders to send you along the next
And just as Haruska questions you, so
1; D 1-4 + poison (poisoned dagger); time you brought in some new meat-and
you get to question Haruska.
Save as normal man; ML 12; AL N; XP this is the next time. So you'll be going
35. Jons' purse contains 30 gold pieces along with your friends.
At this point, give the players a chance to ask
and a ragged scrap of parchment contain-
Haruska any questions they want about the
ing the notation "Gretchin' Fetchin ' - Haruska, who is obviously unhappy at this
City of the Frog. Sensitive to the fact that the Kelpie Wharf-midnight." Characters
continued conjunction of his head and neck turn of events, at first tries to argue that he
who fail to Save vs. Poison when stabbed has previous commitments, then finally gives
depends on the outcome of this mission, he
by Jons sustain 4-16 points of damage. in when Jons tells him that the deal is off if he
answers as truthfully and completely as he
can. Haruska does not, of course, know the Jons is the order's primary recruiter in Black- doesn't go along. Knowing that his head is
city's location. But he does remember its lay- moor, but he is a mere hireling who is kept ig- going to come off if he ruins this deal, he be·
out. Information that he can provide in- norant of its operations. In order to ensure comes a reluctant member of the PCs' party,
cludes: that he can' t reveal anything that he does find actively participating in the rest of the adven-
out, he is conditioned just as if he were a ture. In addition to using his abilities on be-
• A description of the city and temple that half of the pany, you can also use him as a
member of the order (see the Heart of Dark-
includes little information on Frog Town mouthpiece to make suggestions and give the
ness portion of this module).
and none on the temple dungeon, but players hints.
much material on the aboveground temple If the PCs attack Jons, he fights until sub-
and the outer bailey. dued or killed. If they subdue and question
him, he dies as a result of his conditioning be- Once it is settled that Haruska will accom-
• A very general rundown of the order's pany you , Jons gives you directions to the
fore telling them anything. The encounter
structure that includes some information Kelpie Wharf where you will find the
with Jons follows the course laid out below
on the clothing and customs of the monks.

11
RUNNING THE ADVENTURE

Tehn and his eight crewmen sleep on the open 5 Giant Crocodile ( 1): AC 1; HD 15; hp 80;
Gretchin' Fetchin 'and her captain, Jarad deck. When the boat is underway, Tehn mans MV 90' (30'), swimming 90' (30'); #AT 1
Tehn. When you inform Tehn that you are a stem steering sweep while four men per side bite; D 3-24; Save F8; ML 9; AL N; XP
passengers sent by Jons, he will take you pole the boat along. There is barely room for 1,350.
aboard and see to your needs. the crew on the tiny deck. Unless an en-
6 Giant Sturgeon (1): AC O; HD 10 + 2; hp
counter is taking place, the PCs are forced to
If, instead of allowing themselves to be re- 50; MV (swim) 180' (60'); #AT 1 bite; D
stay in the hold when the boat is underway,
cruited as planned, the PCs attempt to coerce 2-20; Save F5 ; ML 9; AL N; XP 1,600.
both for reasons of security and to give the
Jons, they will have to locate the Gretchin crew room to work. During encounters, ev- Don't let the boat be seriously damaged in
Fetchin' themselves. This is a simple matter eryone on board is required by Tehn to be on these encounters unless it has been taken over
of going down to the harbor and asking deck defending the boat. by the PCs (see below). If more than two
around. However, at some time during their The trip to the City of the Frog takes 10 crewmen arc killed in encounters, Tehn en-
search, Haruska disappears, having decided days, and consists of three legs. If you have a lists the PCs to help pole the boat for the rest
that he has done all that is expected of him. copy of module DAI (Adventures in Black- of the trip. If Tehn is killed, a crewman re·
Whether they get directions from Jons or moor), you can use its color map of The places him. On the voyage's tenth day, the
find the Gretchin ' Fetchin' themselves, the Northlands to trace the voyage and can mod· boat reaches the City of the Frog.
PCs get to the boat just before it sails. ify the route taken if desired. Note that this It is possible that the PCs may take control
map's scale is 12 (nor24) miles per hex. If you of the boat or, even, leave it altogether. If they
At last you locate Gretchin' Fetchin, don't own DAI , measure the voyage in days try the former, Tehn and his crew fight to the
pulled up alongside a crumbling stone and legs as outlined below. death. Add 1-4 days to each leg of the trip if
pier in an out-of-the-way corner of the the PCs take over or leave the boat or ifTehn
1. The trip's first leg takes the boat up two
harbor. The vessel is a flat-bottomed and all his crew are killed. At the end of this
slow-moving channels (the Barleycorn River
barge about 30 feet long and 10' wide with extended trip, the PCs encounter one of the
and Draco Channel) to a broad lake (the
a draft of maybe two feet. There is no order's slaver parties composed of32 slavers,
Lake of Mists). It lasts three days, and you
cabin-only a hold that can't be much two slaver captains, and 10 swamp rats in 12
needn't check for encounters during it.
more than eight feet deep. When you ar- canoes.
rive, her crew of eight is taking on board 2. The second leg consists of one day spent
the last of a pile of mealy bags. A tall, bur- under sweeps crossing the lake in a dense fog. Slavers (32): AC 7 (leather armor); HD 2; hp
8 each; MV 120' (40'); #AT 1; D 1-4
ley man with a shock of flaming red hair During this leg, check for encounters once by
(sling) or 1-8 (sword); Save F2; ML 7; AL
and a voice like rusty nails falling down a rolling ld6. An encounter occurs on a roll of
d rain pipe is cursing the crew to greater 5-6. N; XP 20 each.
speed. Slaver Captains (2): AC 7 (leather armor);
3. Throughout the third leg of the voyage,
HD 4; hp 16 each; MV 120' (40'); #AT 1;
the boat is inside the Great Dismal Swamp. It
The red-haired man is Captain Jarad Tehn. D 1-8 (sword); Save F4; ML 8; AL N; XP
first travels down a sluggish channel called
If the PCs tell Tehn that they have been sent 75 each.
the Big Muddy for four days, then spends an-
by Jons (whether true or not), he takes them other two days on Loch Gloomen in the cen- Swamp Rats (10): AC 7 (leather armor); HD
aboard, but insists that they stay in the hold ter of the swamp. You must check for 5; hp 20 each; MV 120' (40'); #AT l; D 1-
(which is almost full of mealy bags) while the 6 (bow) or 1-8 (sword); Save F5; ML 9;
encounters once per day during this leg. An
boat is underway. If the PCs don't mention encounter occurs on a roll of 4-6. AL N; XP 175 each.
Jons' name, Tehn and his crew don't allow
them on board, fighting to keep them off the To find the encounter type, roll l d4 if the PCs If the slavers become aware that the PCs are
vessel, if necessary. Captain and crew are a re in the G reat Dismal Swamp (third leg) new recruits, they blindfold them and escort
conditioned just as if he were members of the and ld6 if they are not (second leg). them to the City of the Frogs as comrades.
order (see the Heart of Darkness portion of Otherwise, they try to make them prisoners
1 Large Crocodiles (4): AC 3; HD 6; hp 24
this module). and carry them into the city as slaves.
each; MV 90' (30'), swimming 90' (30');
Jarad Tehn: AC 7 (leather armor); HD 4; hp #AT 1 bite; D 2-16; Save F3; ML 7; AL
20; MV 120' (40'); #AT 1; D 1-8 (sword); N; XP 275 each. HEART OF DARKNESS
Save F4; ML 12; AL N; XP 75. Tehn's 2 Harpies (8): AC 7; HD 3•; hp 12 each; At the end of their journey, the PCs slide
purse holds 30 gold pieces. MV 60' (20'), flying 150' (50'); #AT 2 down a winding channel and into a sheltered
Crewmen (8): AC 7 (leather armor); HD 2; claws + special; D 1-4/1-4/1-6; Save F6; cove on Loch Gloomen's Frog Island. Hid-
hp 10; MV 120' (40'); #AT 1; D 1-6 ML 7; AL C; XP 50 each. den from the lake by dense stands of towering
(crossbow or short sword); Save F2; ML 160-foot royal crown palms and moss-hung
12; AL N; XP 20. Each crewmen carries a 3 Giant Leeches (4): AC 7; HD 6; hp 24 cypress trees, this cove is the secret headquar-
short sword and a purse containing 20 each; MV 90' (30'); #AT 1 bite; D 1-6; ters of the Order of the Frog. After creeping
gold pieces. In addition, one crossbow Save F3; ML 10; AL N ; XP 275 each. past Frog Town, the PCs tum into The Ha-
and one case of 20 quarrels per crewman 4 Lizard Men (8): AC 5; HD 2+ l; hp 10 ven (1 -23) and edge up to one of the docks.
is bracketed to the boat's low gunwales for each; MV 60' (20'), swimming 120' (40'); Here, they are met by the Harbor Master. If
use in emergencies. #AT 1 weapon; D 1-6 (spear); Save F2; they arrive as recruits, he has an acolyte
ML 12; AL N; XP 25 each. guide them (and Haruska, if he is along) to

12
RUNNING THE ADVENTURE

guest cottage 25L, where they are temporar- a desperate gamble. installed in the temple.
ily lodged. If they arrive as prisoners, they Speaking with all of the hauteur that he
The Chief Keeper: The only saint who is not
are stripped of their clothing and possessions, could muster, he informed them that he had
an alien is Sefton Bril, the Chief Keeper. His
fitted with leg irons, and sent to the slave pen come on a fiery comet to lead them to the
(1-17A). Keepers of the Frogs are a power unto them-
light of true knowledge. Though he had no
The PCs have now attained the first of idea at the time of what exactly the monks selves inside the order, and Stephen has
found it politic to leave Bril's authority un-
their goals, reaching the City of the Frog. might consider to be "true knowledge," it
touched and his keepers unconditioned. Bril
Now they must locate and rescue Rissa. sounded good, and he carried it off with pa-
Supervises the keepers and runs the lower
Standing in their way are the Monks of the nache. The monks made Stephen and his
dungeon as a private realm.
Swamp and many hundreds of their minions. companions honored guests.
Their opposition, the Order of the Frog, is Within hours, Stephen had obtained an ac- Below the saints in Stephen's new hierarchy
led by a man of resource and ambition. H igh curate rundown on the order's theology. arc the inner circle monks, the order's senior
Priest Saint Stephen and his four sainted Within days, he had so awed his hosts with functionaries. Below them are the outer circle
companions appeared out of nowhere and his technology (and a good line of patter) that monks who hold the low-level positions of au-
took over the order five years ago. They now the order's high priest had declared him a thority. The rest of the monks arc acolytes,
rule it with an iron hand. Though Stephen saint. A few weeks later, at his command and not yet entrusted with its secrets. The order
and his companions appear normal enough with enthusiastic encouragement from the or- also has many non-cleric members, lay
(except for the slight greenish cast of their der's leaders, the bewildered old High Priest brothers who do much of its dirty work and
skin), they are quite literally not of this world. "joined the Frog," and Saint Stephen re- most of its fighting.
They are aliens, members of a scientific expe- placed him. His first official act was to put the Except for saints and keepers, members of
dition that crashlanded on this planet some monks to work salvaging his lifeboat. Since a the order arc kept fanatically loyal to both the
years ago. deep-space lifeboat is a large vessel that car- order and its head by periodic visits to the
After the crash, a dispute arose among the ries everything needed to start a self- Mind of the Frog (7-63). Here, they arc
expedition's members. Though their vessel sustaining colony, the material scavenged hooked up to an alien behavior modification
was stranded and it might be years before from the wreck gave Stephen the wherewithal device that uses hypnotic conditioning to al-
their d istress beacon brought rescue, most of to tum the Order of the Frog into a very pow- ter their attitudes.
the crew were against violating a service di- erful organization, indeed. The seemingly The effects of this alien conditioning are re-
rective against contact with primitive cul- powerful "magic" represented by its equip- flected in the morale of the order's members.
tures such as that of Blackmoor. They wanted ment also helped Stephen to tighten his grip In addition, though they may speak loosely of
to enter suspended animation and await res- on the order. the order's secrets when in the City of the
cue. A minority, led by Security Officer In the five years since he appeared, Saint Frog and off-guard, no member will know-
Stephen ("the Rock") Rocklin, argued that Stephen has used his alien technology to re- ingly aid its enemies or betray its secrets to
rescue was uncertain and that the crew might make the Order of the Frog. But alien tech- them. If he tries to do so, his conditioning
be forever trapped in their sealed hibernation nology is not all that Stephen has brought to works like a geas cast by a 36th level wizard to
chambers. This faction maintained that con- Frog Swamp. He has reorganized the order kill the individual. Finally, as a result of this
tact with the locals would be the key to sur- along more efficient lines and placed his own conditioning, members of the order are im-
vival if no rescue materialized. When the men in key positions. In the present hierar- mune to the effects of charm person, sleep,
captain and chief science officer overruled chy, Stephen is the order's absolute ruler. Be- ESP; hold person, and confusion spells.
them, Rocklin and his faction mutinied. neath him is a council of five "saints" who The Keepers of the Frogs have a special
Their bid to take over the stranded ship carry out his wishes and help him rule. All status and an independent identity within the
failed, and a mere handful of them escaped in but one is an alien. They include: order. Ever since its founding, the order has
a lifeboat. As they sped away, a loyalist sent a invested time and treasure in trying to de-
The Rector: The current rector is Brand
Hellbore missile after them. Try as they velop new breeds of frogs that combined ap-
Kirk, one of Stephen's companions, formerly
might to evade the deadly seeker, it caught up propriate froggy traits with humanoid
a hydroponics tech aboard the alien vessel.
with the lifeboat and knocked it down in Frog intelligence or other desirable qualities. Most
He handles the daily running of the temple.
Swamp very near the Temple of the Frog. of their crude efforts have been dead ends,
When the awed monks from the nearby The Chancellor: Chancellor Dygar Mendel, but some have seemed worth preserving. It is
temple arrived on the scene to see what all of another of Stephen's companions was for- the keepers who run the experiments and
the noise was about, they found Stephen and merly a quartermaster's mate. He now runs tend to their results. This work gives them
his four surviving companions standing the City of the Frog and manages the order's their special status, and they guard it jeal-
amidst the wreckage in a state of despair. But financial affairs. ously. Only the saints, the inner circle, and
the presence of potential danger, in the form the keepers know the details of this "great
The Guardian: Stephen's third companion,
of the monks' armed retainers, soon galva- work." At present, two species are under de-
Guardian Lynn Raupp was formerly assist-
nized Stephen. Experimenting with his trans- velopment: the killer frogs and the frog folk.
ant commander of Stephen's security section.
lator badge, he quickly found a setting that let
She now commands the order's small army of Killer Frogs
him understand most of what the monks were
soldiers, slavers and scouts.
asking him. Then, realizing that the monks Armor Class: 7
were already impressed by the circumstances The Magus: Formerly an assistant engineer Hit Dice: 1
of his arrival, the size of his vessel, and the aboard the alien ship, Magus Willis Strom is Move: 90' (30')
lovely froggy color of his skin, Stephen made in charge of "magic"- e.g., the alien devices Swimming 120' (40')

13
RUNNING THE ADVENT URE

Attacks: 1 bite or 1 kick frog folk are equally at home in the water, and are identical to inner circle rings except that
Damage: 1-8/1-6 can stay submerged indefinitely. they don't open the doors to offices or quar-
No. Appearing: 3-24 (5-40) ters occupied by saints.
Mutating a human into one of the frog folk is
Save As: Fighter 3 a lengthy and complex process involving the AQolytes: The 30 acolytes wear black-edged
Morale: 11 white robes. Their rings are identical to inner
injection into the human system of a con·
Treasure Type: Nil trolled virus that stimulates growth in desired circle rings except that they don't open the
Alignment: Chaotic
directions. The armor class, hit dice, and xp doors to any of the water gates.
XP Value: 10 value shown first above arc for fully mutated
The Keepers: The 32 keepers wear green
Killer frogs are two to th ree feet long, and frog folk; the numbers in parentheses are for
robes edged in yellow. They wear rings iden·
have the same general characteristics as their partially mutated frog folk in the maturing
tical to the chief keeper's ring. The keepers
smaller brethren. That is to say, they are pond (9-61). also wear frog control rings similar to the
cold-blooded water-dweller s who lay eggs.
The frog folk are a source of friction in the or· master frog control ring worn by the chief
H owever, their thick, mottled green skins of-
der, since the keepers resent the ease with keeper. H owever, their rings have a range of
fer the same protection as leather armor, and
which they were developed using Saint only 60' and are superceded by the master
their heavy hind legs can propel them as
Stephen 's "magic." Before the frog folk came ring. If more than one of these rings is being
much as 10 feet into the air and can deliver a
along, the killer frogs were the pride of the used within the same area, their effects cancel
lethal kick. They also have acute vision, be-
temple, and the keepers were greatly re- out.
ing able to see in the dark almost as well as in
spected and feared due to their ability to cre-
daylight. Their visual acuity makes them The Lay Brothen: The Jay brothers are at
ate and control the little monsters. Now,
wary of bright sunlight; they prefer cool, dark the lowest level in the order's hierarchy.
Saint Stephen has stolen much of their thun·
caves, deep ponds, and sheltered swamps. There are 200 of them in the City of the Frog,
derby so rapidly developing the frog folk. For
But their most unusual feature is a mouthful of whom 120 are assigned to the temple and
this reason, Stephen and his fellow aliens are
of sharp teeth. They arc carnivorous and 80 to the outer bailey. Lay brothers not as·
not loved by the keepers.
have been conditioned to be man-eaters. signed to the temple can' t enter the temple
The order's structure is reflected in the
Though unintelligent, the killer frogs are the except for religious services. Lay brothers
dress and rings of its members. Rings are
pride and joy of the Keepers of the Frogs wear dark brown tunics and cloaks fastened
more than mere jewelry to the monks. All of
since they were the first successful species to with a silver brooch fashioned in the likeness
the visibile doors and gates in the temple and
be developed. of a frog devouring a human.
garden (including water gates, but not secret
Frog Folk doors) are electronically locked at all times. The Hirelings: The order can also draw on
They open only when approached by some· 200 hangers-on and hirelings in Frog Town.
Armor Class: 6 (8) one wearing the correct ring. These rings Some 30 of these individuals are fishermen
Hit Dice: 2+ 1 ( 1 +1)
aren't magical. Rather, th ey are miniatur- and trappers, experienced "swamp rats"
Move: 90' (30')
ized transmitters that broadcast an l.D. code who serve the order as guides and keep the
Swimming 120' (40') read by a receiver in each door. When the re· city supplied with fresh meat and fish. An·
Attacks: 1 bite or 1 kick other 80 are slavers, who are paid salaries
ceiver reads the right code, it opens the door,
or by weapon plus bounties for participating in the slave
then closes it behind.
Damage: 1-411 ·6 or by weapon raids, which are a source of both cash and ex·
No. Appearing: 3-12 (6-36) The Saints: The six saints can be recognized
perimental subjects. The rest are bawds,
Save As: Fighter 2 (Fighter I) by their crimson-borde red gold robes. Each
publicans, and servants who aren't paid by
Morale: 8 saint, other than the chief keeper, wears a
the order, but whose presence is tolerated by
Treasure Type: D ring that opens all doors and gates in the tem-
it. Frog Town's residents can ' t be identified
Alignment: Neutral ple and garden. The chief keeper's ring opens
by their garb or jewelry.
XPValue: 25 (15) all doors and gates except those to Saint
Stephen's room (6·61) and the Mind of the Froggy Minions: There are about 140 killer
The frog folk were developed at the direct or-
Frog (7-63). In addition to his chief keeper's frogs, 30 wholly mutated frog folk, and 30 parti·
der of Saint Stephen, using some of the
ring, he wears the order's master frog control ally mutated frog folk in the lower dungeon.
"magic" that he brought to the temple. Un·
ring that lets him control all killer frogs The killer frogs are savage little monsters who
like the keepers' beloved killer frogs , which
within 120' as if he had cast a charm spell will attack anyone or anything unless con·
are magically mutated representative s of
over them. This ring's effect supercedes that trolled. The keepers use their frog control rings
their species, the frog folk derive from hu·
of all other items or spells used to control to channel this froggy fury and keep the killers
manoid stock and are the result of genetic
killer frogs . subdued. The wholly mutated frog folk are con-
surgery performed on the order's captives. As
ditioned by Saint Stephen and will fight fanati·
a consequence, they are a warm-blooded , in- The Inner Circle: The 16 inner circle monks
cally on behalf of the order. The partially
telligent, upr ight, bi-pedal, species, with wear gilt-edged crimson robes. Their rings
mutated frog folk are not conditioned. They
fully articulated hands and opposable are identical to that of the chief keeper except
hate the order for what it has done to them and
thumbs. But they also have gills, webbed that they don't open the doors to any any
will aid in its destruction. All killer frogs and
hands and feet, thick, mottled green skins, doors or gates in the lower dungeon.
frog folk wear a plastic necklace containing a
bulging eyes, exceptionally muscular legs,
The Outer Circle: The 20 outer circle monks transmitter that can be used to trace them when
and long, sticky forked tonges. Like frogs ,
wear white-edged black robes. Their rings they arc in Frog Swamp.
they lay eggs. Though they dwell on land, the

14
RUNNING THE ADVENTURE

This, then, is the Order of the Frog against minds (or their genes), Haruska (if he is with Swamp. Stripped of weapons, equipment
which the PCs have set themselves. Sheer them) is in peril of his life. He has been and magic items, the prisoner is b rought to
numbers and power make it a threat to them, brought to the city so that Saint Stephen can the temple and confined in the lower
but their danger is even greater than they coerce him into agreeing to a partnership be- dungeon's special treatment cell (9-71) with
know. For the intentions of the ir foes are far tween the order and Haruska's Vestfold Rissa.
more siniste r than the PCs understand. Thieves' Guild, thus allowing the order to ex·
2. There is a 50% chance that, having kept a
pand its operations. Since mind control even·
close watch on the city and temple, they be-
JAWS OF DEATH tu ally wears off, Stephen can 't simply
come aware of any disturbance caused by the
condition Haruska, get him to agree to the
If the PCs enter the city as prisoners, they are PCs actions and enter the city to lend their
partnership, and let him go. Once the condi-
automatically relegated to the status of aid, arriving just in time to help the PCs out
tioning wore off, the thief might not abide by
slaves. After 1-4 d ays in the slave pen (1 - of some dangerous situation.
the agreement. Therefore, if Haruska can't
17 A), they are shifted to the lower dungeon's be talked into the agreement, Stephen plans 3. R egardless of whether events 1 and 2 oc-
prep cell (9-73) where they are held for 2-8 to kill him and deal with his successor. cur, when the PCs reach the shore of Frog Is-
days. After that, they are individually moved Saint Stephen is preoccupied with other land during their escape from the city, the
to the laboratory (9-57) where, in a one-hour matters when the PCs and Haruska arrive backup team's riverboat appears to pick them
operation, each PC is infected with a virus and can't see any of them for 2-5 days. They up and convey them to safety as per the Es-
that gradually turns him into one of the Frog thus have that much time in which to gather cape From Frog Island section.
Folk over a period of six weeks. T he PCs information and make their move. Once he
spend their weeks of developing into slimy becomes available, Saint Stephen sees two
green things locked up in a maturing cell (9- PCs per day until all have been examined.
81 ). He speaks repeatedly with Haruska during
If the PCs enter the city as hirel.ings, they that time, refraining from making a decision
are also candidates for membership in the or- on the thiers status until after the PCs' indi-
der, though no one informs them of this fact . vidual fates have been decided.
Saint Stephen individually interviews each Meanwhile, if they enter the city as re-
new hireling to determine his suitability for cruits, the members of the party arc treated
membership. Interviews are held in the Mind as honored guests. They have the run of the
of the Frog (7-63) with the PC booked up to outer bailey and Frog Town, but can openly
the alien conditioning equipment. If Stephen enter the garden and tempJe onJy to attend
feels that the PC is unsuitable, the character religious services, which are open to everyone
is unhooked and returns from the interview in the city (including guests). That treatment
without incident. continues until and unless they are caught vi-
But there is an 80% chance that the alien olating security.
finds the PC suitable for recruitment into the Should the PCs discuss their true purpose
order, in which case, he is conditioned to de- in front of one of their number who has been
votion to Saint Stephen and the order. He conditioned, their talk sets up a conflict in
then rejoins the party, as if nothing had hap- which the conditioned PC makes a saving
pened, having been conditioned to forget his throw to see if the conditioning is broken. If
ordeal. The conditioning takes an hour, and he fails his saving throw, he starts a violent
the PC's memory of that hour is a blank. argument with the other players in which he
A single bout of conditioning doesn' t tum defends the order and threatens to "report
a character into a fanatic, place him under a your disloyalty to Stephen!' If not subdued
geas, or confer immunity to spells. Such ef- by the other PCs or convinced that they are
fects take 5-10 sessions. Instead, a single ses- joking or that he has misheard them, the PC
sion has the same effect as a charm person makes good on this threat.
spell except that the victim gets no saving With their own party divided and an order
throw when first subjected to it, and its effects of hundreds of fanatics opposing them, the
can't be detected or affected by detect magic PCs could have a tough time of it. But they
or dispel magic spells. Victims do get regular have some assistance. The backup team has
saving throws to see if they throw off the ef- trailed them from Vestfold in its own boat (a
fects of the conditioning. riverboat with a crew of 8, identical to the
When all PCs have had their interview and Gretchin' Fctchin,' but without cargo or cap-
returned to the party, those who were found tain). While the PCs are in the City of the
suitable are inducted into the order as lay Frog, the backup team is hiding out in a small
brothers. They stay in their guest cottage nearby cove. They can affect events inside
awaiting further instruction. Unsuitable PCs the city in three ways:
are sent to Frog Town to j oin the squad of
slavers in shack 1-36E. L There is a 20% chance that one them is
While the PCs are in peril of losing their captured while scouti~g the city from Frog

15
THE CITY OF THE FROG
The grandiosely named City of the Frog is ac- cates in the quicksand. bridges. In addition, three magical iron-barred
tually no city at all, but rather a small clois- The locals avoid the dangers of quicksand gates (at Gt, G2, and G3) block passage both
tered settlement devoted to scientific and and deep water by using flat-bottomed ca- on the surface and underwater. The gates ex-
magical studies and the adoration of the noes to traverse Frog Swamp. These allow tend below the water's surface to the very bot-
Frog. Hidden at the end of an inlet on the them to travel faster and at less risk, but only tom of the moat and extend five feet above the
northern shore of Frog Island, a tangled jun- slightly reduces the peril posed by the wild water's surface. They are controlled by the
gle of sawgrass and mangrove swamp in the swamp's abundance of monsters. If the party magical rings carried by the order's members
northeastern part of Loch Gloomen, the city is traveling afoot, check for an encounter and are kept closed at all times.
consists of four areas separated from each once every two hours; if in canoes, check once It is forbidden to enter the moat except
other by walls or water barriers: the temple every four hours. To determine what the with the express permission of the monks.
compound, temple garden, outer bailey, and characters encounter, r oll 1d4, if it is day and This permission is granted only for purposes
Frog Town. Each of these areas is detailed in 1d6 if it is night or if the Monks of the Swamp of making deliveries. Any unauthorized at-
the following sections. This part of the mod- have released their minions. The result deter- tempt at traversing the moat is met by a gen-
ule also contains details on the temple envi- mines the type of encounter. eral alarm and catapult and cros.sbow fire
rons, including the moat and Frog Swamp, from the walls and towers of the temple com-
1 Crocodiles (8): AC 5; HD 2; hp 10 each;
the surrounding fen that is an extension of the pound and garden. Thus, it is possible to tra-
MV 90' (30'), swimming 90' (30'); #AT 1
Great Dismal Swamp. verse the moat only at night or under cover of
bite; D 1-8; Save Ft; ML 7; AL N; XP 35
dense fog. Even on clear n ights and foggy
each.
FROG SWAMP days, there is a 10% chance that characters
2 Rock Python (1): AC 6; HD 5°; hp 30; attempting to swim the moat will be detected
Surrounding the City of the Frog on the MV 90' (30'); #AT 1 bite/I squeeze; D 1- and a 20% chance that a party traversing the
north, west, and northeast is Frog Swamp, a 4/2-8; Save F3; ML 8; AL N; XP 300. moat in a vessel will be detected. These
pestiferous fen populated by all manner of chances are halved if a crossing is attempted
carnivorous horrors. The waters of the 3 Giant Leeches (3): AC 7; HD 6; hp 25
during a foggy night.
swamp are generally two feet deep, though in each; MV 90' (30'); #AT I bite; D 1-6;
Part of the moat abuts the curtain wall
some areas, their depth increases to four or Save F3; ML 10; AL N; XP 275 each.
around the temple and garden. The slippery,
even five feet. Sinkholes up to six feet deep 4 Giant Rats (10): AC 7; HD 1/2; hp 4 moss-covered, closely morticed stones of
are common, and deeper holes are not un- each; MV 120' (40'), swimming60' (40'); these walls are climbable, but only with great
known. The uncertain footing in these slimy #AT I bite; D 1-3 + disease; Save as nor- difficulty; halve the success chance whenever
waters makes travel on foot a constant agony mal man; ML 8; AL C; XP 12 each. All a thief tries to climb them. The banks of the
of unexpected spills and unpleasant dunk- of the giant rats are diseased. moat that are not formed by the curtain wall
ings. Anyone trying to traverse Frog Swamp are low and marshy, providing easy entry and
on foot has an 80% chance each hour of tak- 5 Killer Frogs (12): AC 7; HD 1; hp 5 each;
exit. These banks are also choked with weeds
ing a serious spill causing 1-4 points of dam- MV 120' (40'), swimming 90' (30'); #AT
that provide cover.
age. In 10 % of these mishaps (50 % , if the 1 bite/I kick; D 1-8/ 1-6; Save F3; ML 11;
The part of the moat east of G2, south of
character is a dwarf or hallling), the water is AL C; XP 10 each.
G 1 and north of G3 is clear of all dangerous
deep enough so that the character could 6 Frog Folk (8): AC 6; HD 2 + 1; hp 10 life forms. There is a 40% chance that at-
drown. The possibility of drowning in a mis- each; MV 90' (30'), swimming 120' (40'); tempting to traverse any other part of the
hap is J % for an unencumbered man wear- #AT 1 bite or 1 kick; D 1-4/ 1-6; Save F2; moat will lead to an encounter. To find the
ing no armor or only leather armor. If the ML 8; AL N ; XP 25 each. type of encounter, roll ld4, ifitisdayand ld6
character is wearing chainmail or plate mail if it is night or the Monks of the Swamp have
or is otherwise encumbered, he has a 3% As if monsters and terrain were not enough,
released their minions. The result determines
chance of drowning. Frog Swamp, the City of the Frog which it sur-
the type of encouter.
rounds, and the nearby waters of Lake
Dotting the swamp at intervals of between Gloomen are subject to dense fogs that block 1 Crocodile (1): AC 5; HD 2; hp 16; MV
ten and a hundred yards are sand bars and out sun and stars and make it difficult to deter· 90' (30'), swimming 90' (30'); llAT 1 bite;
grassy hummocks of dry ground. The grassy mine direction. On any given day, there is a D 1-8; Save Fl; ML 7; AL N ; XP 35.
hummocks are generally safe, but the sand 10% chance that there will be dense fog all day
bars can be treacherous. Most are safe, but 2 Crocodiles (2): AC 5; HD 2; hp 12 each;
and night. There is an 80% chance that there
some are actually quicksand. Anyone trying MV 90' (30'), swimming 90' (30'); llAT 1
will at least be fog all night and throughout the
to traverse Frog Swamp on foot has a 5% bite; D 1-8; Save Fl ; ML 7; A L N;XP35
morning. There is only a 10% chance that the
chance each hour of stumbling into a patch of each.
entire day and night will be clear. Characters at-
quicksand. If his companions throw him a tempting to travd through Frog Swamp during 3 Crocodiles (4): AC 5; HD 2; hp 10 each;
rope, extend a pole, or otherwise manage to periods of dense fog have a 50% chance of get- MV 90' (30'), swimming 90' (30'); #AT 1
rescue him within 2-8 rounds, the character ting lost during each hour of travel. bite; D 1-8; Save Fl; ML 7; AL N ; XP 35
survives the encounter. Otherwise, he has a each.
5 % chance of locating an overhanging
branch or other feature that he can use to pull
THE MOAT 4 Crocodiles (6): AC 5; HD 2; hp 10 each;
himself free of the quicksand. If he is not res- Surrounding the temple compound and garden MV 90' (30'), swimming 90' (30'); #AT 1
cued and doesn't pull himself free, he suffo- is a 30-foot deep moat crossed by three draw- bite; D 1-8; Save Fl; ML 7; AL N; XP 35
each.

16
THE CITY OF THE FROG

5 KillerFrogs(15): AC 7; HD l; hp5 each; 2. The Temple Courtyard each; MV 120' (40'); #AT 1; D 1-10 (po·
MV 120' (40'), swimming 90' (30'); #AT learm) or 1-8 (sword); Save F2 ; ML 10;
I bite or l kick; D 1·8/l-6; Save F3; ML This broad, perfectly flat courtyard is cov- AL C; XP 20 each.
11 ; AL C; XP 10 each. ered by a bed of rough white marble chips. Gatehouse 4 B is just a 20-foot high solid lime-
A short, wide, green-flagged limestone stone arch containing a 20-foot wide by 15-
6 Frog Folk (4): AC 6; HD 2 +I; hp 10
walk leads from the gatehouse to a flight of foot high tunnel.
each; MV 90' (30'), swimming 120' (40');
#AT 1 bite or I kick; D 1-4/1-6; Save F2; three low, broad steps leading up to the 5. The Southwest Tower
ML 8; AL N; XP 25 each. doors of the temple.
This windowless 30-foot high limestone
Random encounters with crocodiles, killer At night, electric floodlights affixed to the tower has an interior stair that spirals down
frogs or frog folk have a 95 % chance of draw- courtyard·wall at 30-foot intervals keeps the the upper dungeon's southwest stairwell (8-4)
ing the attention of the guards on the towers courtyard brightly illuminated. However, to the lower dungeon's southwest barracks (9-
in temple compound and garden walls. unless their attention is drawn by a distur- 63). Short stairs lead from the tower's top to
Characters in chainmail or plate mail or bance, the guards atop the compund's towers the battlements on the south and west walls of
who are otherwise encumbered have a 20% ignore the courtyard. the temple compound. Atop the crenelated
chance of drown ing if they fall into the moat. tower is a catapult that faces southwest. Two
All other characters have only a 2 % chance of 3. The West Dock soldiers are on duty atop the tower.
drowning in this situation. While it is possi-
Soldiers (2): AC 5 (chainmail); HD 2; hp 8
ble for unencumbered characters to swim the This low palmetto wood pier is just I 0 feet
each; MV 120' (40'); #AT 1; D 1-6 (cross-
moat, those who are heavily encumbered wide, but it runs for 60 feet along the outer
bow) or 1-8 (sword); Save F2; ML 10; AL
should not be allowed to attempt this feat, surface of the wall of the temple com-
C; XP 20 each.
since it implies traveling in a specific chosen pound. A sloping limestone lip projecting
direction, not j ust staying alive while in the from the wall shelters the pier from the el· 6. The Southeast Tower
water. Allowing a character in full plate mail ements. The wall, itself, is cut back to
This windowless 30-foot high limestone
jump into the moat with the intention of make a shallow 10-foot deep by 40-foot
tower has an interior stair that spirals down
swimming it is an abuse of the swimming long bay at the center of the pier. A 10-foot
square verdigrised bronze trapdoor is set the upper dungeon's southeast stairwell (8-9)
rules.
in the center of this bay. to the lower du ngeon 's southeast barracks (9·
84). Short stairs lead from the tower's top to
THE TEMPLE COMPOUND the battlements on the south and east walls of
The trapdoor is electronically sealed and far the temple compound. One soldier is on duty
T his 90-yard square walled compound built too heavy to tear open by main force. It opens
atop an outcropping of rock 200 yards from atop the tower.
only to a saint's ring, inner circle ring, or
the lakeshore is a veritable fortress. Its 10- keeper's ring, and leads to the lower Soldier (1): AC 5 (chainmail); HD 2; hp 8;
foot thick limestone walls loom 20 feet over dungeon's loading bay (8-46). All supplies MV 120' (40'); #AT 1; D 1-6 (crossbow)
the surrounding moat, and the gatehouse and enter the temple via this trapdoor. or 1·8 (sword); Save F2; ML 10; AL C;
four big corner towers top the walls by an· XP20.
other 10 feet. A wooden drawbridge in the 4. The Temple Gate
gatehouse connects the compound with the 7. The Northeast Tower
The Temple Gate consists of two limestone
temple garden. gatehouses connected by an oak drawbridge. This windowless 30-foot high limestone
1. The Temple Building Gatehouse 4A is 30 feet tall, and contains a tower has an interior stair that spirals down
pair of stairwells that lead to its top from the the upper dungeon's northeast stairwell (8-
The order's massive temple is built in the upper dungeon's south concourse (8-1 ). Atop 35) to the lower dungeon's northeast barracks
likeness of a giant frog. Its windowless, this gatehouse are a pair of catapults (one fac- (9-77). Short stairs lead from the tower's top
green limestone walls soar 130 feet above ing west, the other facing east). There are two to the battlements on the north and east walls
the temple compound. Between its front soldiers atop the·gatehouse at all times. Two of the temple compound. Atop the crenelated
legs are a pair of monumental bronze more soldiers stand guard inside the 20-foot tower is a catapult that faces northeast. Two
doors whose surfaces are blueish green wide by 20-foot high tunnel leading through soldiers are on duty atop the tower.
with verdigris. Here and there, greasy the gatehouse to the temple courtyard. Soldiers (2): AC 5 (chainmail); HD 2; hp 8
smokes emanate from vents in its sides or Sunk into the right wall of this tunnel is a each; MV 120' (40'); #AT I; D 1-6 (cross-
roof to mingle with the mists that cloak the smooth red plastic alarm button. Hitting this bow) or 1-8 (sword); Save F2; ML 10; AL
city. button causes the computer to sound the alarm C; XP 20 each.
throughout the temple, drop an iron portcullis
at the north end of gatehouse 4A, and start an 8. The Northwest Tuwer
The temple is detailed in The Temple of the
Frog part of this module. The front doors are
electric winch that raises the northern 20 feet of This windowless 30-foot high limestone
electronically sealed except immediately be- the bridge between 4A and 4B. The portcullis tower has an internal stair that spirals down
fore and after services. They open to any of stays down, the bridge stays up until the com- the upper dungeon's northwest stairwell (8·
the order's rings. puter resets them. Except during alarms, the 39) to the lower dungeon's northwest bar-
bridge is down and the portcullis up. racks (9-74). Short stairs lead from the
Soldiers (4): AC 5 (chainmail); HD 2; hp 8 tower's top to the battlements on the north

17
THE CITY OF THE FROG

and west walls of the temple compound. Tho AL C; XP 20 each. littered with 4,000 copper pieces, 2,000 silver
soldiers are on duty atop the tower. piece, and 260 gold pieces.
10. Guard Towers
Soldiers (2): AC 5 (chainmail); HD 2; hp 8 13. The South Dock
Each of these windowless 30-foot high towers
each; MV 120' (40'); #AT 1; D 1-6 (cross-
contains a winding stair that spirals down to
bow) or 1-8 (sword); Save F2; ML 10; AL This sturdy palmetto wood dock rests on
an archway in the temple garden. T he arch in
C; XP 20 each. two·foot thick log pilings.
tower IOA faces east; those in !OB and toe
face north. Short stairs lead from the tower's
THE TEMPLE GARDEN top to the adjacent battlements atop the walls It is reserved for Saint Stephen's use. If the
When the first monks dug a moat around of the temple garden. There are two soldiers guards in tower 1OB or I OC see anyone else
on duty atop each tower. The soldiers ring an using it, they sound their alarm bells.
their new temple and a U -shaped canal from
Loch Gloomen to carry supplies to their alarm bell if they detect a problem. When- 14. The Bailey Gate
doorstep, the resulting channels drained the ever they sound one of these alarm bells, the
water from a 90-yard by 180-yard segment of guards at the Temple Gate (1-4A) and Bailey The Bailey Gate consists of two separate gate-
Frog Swamp. This area became a wooded Gate (1 -14A) immediately press their alarm houses connected by a drawbridge. Gate -
garden, a stretch of solid ground over which buttons, and the guards at the Frog Gate (1- house l 4A is 30 feet tall, and contains a
the monks could stroll for exercise and re- 9) quickly close their gates. stairwell that leads to its crenelated top.
freshment of the spirit. There are two soldiers atop the gatehouse.
Soldiers (2): AC 5 (chainmail); HD 2; hp 8 Two others stand guard inside the 20-foot
Since various species of nasties kept wan- each ; MV 120' ( 40'); #AT 1; D 1-6 (cross-
dering in from the nearby swamp and stick- wide by 20-foot high tunnel leading through
bow) or J-8 (sword); Save F2; ML 10; AL the gatehouse to the temple courtyard.
ing fang and claw into the soft-bodied monks C; XP 20 each.
during their constitutionals, the brothers Sunk into the left wall of this tunnel is a
eventu ally walled this garden off from the 11. The Arbor smooth red plastic alarm button. Hitting it
swamp. Like the temple compound, the gar- drops an iron portcullis at the west end of
den today is protected by a 10-foot thick, 20- T he trellised walls of this whitewashed ar- gatehouse HA and starts an electric winch
foot high limestone wall. At the corners of the bor teem with rare species of climbing that raises the western 20 feet of the bridge
compound are four 60..foot square, 30-foot roses cultivated by Saint Stephen. between 14A and 14B. The portcullis stays
high limestone towers formed by throwing re- down and the bridge up until reset by the
taining walls around part of the spoil gener- computer. Except during alarms, the bridge
ated by digging the canals and moat. Oak 12. The Lily Pond is down and the portcullis up.
bridges connect the temple garden with the Soldiers (4): AC 5 (chainmail); HD 2; hp 8
other parts of the " city." This pond's placid surface is liberally dot- each; MV 120' (40'); #AT l; D 1-10 (po-
There are always five lay brothers working ted with huge lilies, whose pads host learm) or 1-8 (sword); Save F2; ML 10;
in the garden during the day. scores of frogs of various species. AL C; XP 20 each.
Lay Brothers (5): AC 9; HD 1; hp 4 each; The 20-foot deep pond also hosts a community of Gatehouse 14B is just a 20-foot high solid
MV 120' (40'); #AT 1; D 1-4 (dagger); nixies. These water sprites have Saint Stephen's limestone arch containing a 20-foot wide by
Save Fl; ML 6; AL N; XP 10 each. permission to stay in the safety of the pond as 15-foot high tunnel.
9. The Frog Gate long as they don't bother the members of the or-
der or their guests. The nixies have learned to THE OUTER BAILEY
The Frog Gate consists of a stone gatehouse identify members of the order (including lay
whose fuced oak bridge leads into the temple As the temple grew, the monks drained the
brothers employed as soldiers) by their garb and swamp to the east of the temple and walled
garden via a 10-foot square tunnel in the west- rings. All others are fair game and will be
ern wall. The gatehouse is 20 feet tall, and has a the area in with a barrier almost identical to
charmed or anacked for mischiefs sake. that around the temple compound. Part of
pair of heavy oak gates that can be barred from
the inside. A pair of identical doors in the west- Nixies (10): AC 7; HD 1 • ; hp 8 each; MV this area was a natural harbor, which became
ern wall of the garden can also be barred from 120' (40'); #AT 1 + special; D 1-4 + the center of commerce between the temple
the inside. The gate in the western wall is closed charm; Save El; ML 6; AL N; XP 13 and the Duchy of Ten. Since it sheltered the
only in time of ac.ute danger. The gatehouse each. order's guests and trading partners in much
gate is kept closed at all times. the same way that the outer compound of a
The pond is too small to hold large numbers castle shelters the local peasants, the monks
Inside the gatehouse, to the right of the of the giant bass that nixies usually keep, but
gate, is a 10-foot square guard room. Oppo- took to calling the area "the outer bailey." At
they arc attended by five of these fish, which present, this is a restricted area given over to
site this guard room is a flight of stairs leading they can call to their assistance.
to the top of the gatehouse. Two soldiers stand warehouses and guest cottages.
guard atop the gatehouse, and another pair of Giant Bass (5): AC 7; HD 2; hp 8 each; MV During the day, five lay brothers work on
soldiers occupies the guard room. (swim) 120' (40'); #AT 1bite;D 1-6; Save the grounds of the outer bailey (repairing
Fl; ML 8; AL N; XP 20 each. docks, cutting grass, etc.).
Soldiers (4): AC 5 (chainmail); HD 2; hp 8
each; MV 120' (40'); #AT 1; D 1-10 (po- The monks have long used the nixics' pond as Lay Brothers (5): AC 9; HD 1; hp 4 each;
learm) or 1-8 (sword); Save F2; ML 10; a wishing well, and the muck on the bottom is MV 120' (40'); HAT 1; D 1-4 (dagger);
Save Fl ; ML 6; AL N; XP 10 each.

18
THE CITY OF THE FROG

15. Sentry Towers in the center of the west wall. If the players
tion to a pitiful hobble. A bi-valve gate in ma nage to slip into this building and loot it,
Each of these windowless 30-foot high towers the center of each pen's eastern wall is se- they find 800 gold pieces and 2,000 silver
except for ISA, ISE, and ISJ has an internal cured by a thick iron chain closed by a pieces in the lockers on the second and third
stair leading to an arch tha t opens into the stout padlock. A bored sentry patrols the
outer bailey. The arches in towers JSB, ! SC, floors.
perimeter of the pens.
and 1SD face south; those in l SF and lSG 19. Warehouses
face east; those in lSH and l SI face north. The human beings in the pens are prisoners Each windowless, one-story, whitewashed
Tower J Sj has a wooden gate that connects of the order captured during slave raids and wooden warehouse is used to score a separate
the outer bailey and Frog Town. The gate is destined to be placed on the auction block as category of goods. Warehouses 19A, 19B,
open during the day, but closed and barred soon as a party of slave buyers arrives. and 19C all have a 10-foot high by 10-foot
from the outer bailey side a t night and during
Prisoners (20): AC 9; H D 1; hp 3 each; MV wide double door centered .in the south wall.
alarms. The door to 19D is in its west wall. All doors
Short stairs lead from the tower's top to the 120' (40'); NAT 1; D 1-2 (fists); Save as
normal man; ML 3; AL N; XP 10 each. arc secured with heavy iron padlocks.
battlements atop the outer bailey's walls.
Building 19A holds comestibles, including
Atop each crenelated tower is a large barrel of Sentry (1): AC 7 (leather); HD 2; hp 12 ; MV 2SO barrels of flour, SO barrels of pickels, 200
10-pound rocks for use in repelling attackers. 120' (40'); NAT 1; D 1-6 (crossbow) or 1-8 barrels of salted meat, 100 barrels of salted
There are two sentries at the gate in I SJ and (sword); Save F2; ML 8; AL N; XP 20. fish , SO barrels of oil, 90 casks of wine, cider,
one sentry atop each tower. The tower sen-
18. The Bailey Barracks and spirits, 20 casks of salt, SO casks of
tries ring alarm bells if they detect a problem.
pressed fowl, 40 casks of sweet butter, 30
Wheneve r they do so, the officers and soldiers This three-story limestone building houses casks of molasses, 100 bags of sugar, and SO
in the bailey barracks man the walls within 3- two companies of troops, one on each of the bags of oats. With these items stacked to the
12 minu tes. two top floors. T he physical arrangement of rafters, there is barely room to move in the
Tower Sentry (I): AC 7 (leather armor); HD each barracks room is similar to that used by narrow aisles.
1; hp 6; MV 120' (40'); NAT 1; D 1-6 the company of soldiers in the southwest bar- Building 19B holds lumber, textiles and
(crossbow) or 1-8 (sword); Save Fl; ML racks (9-63) of the lower dungeon . The first hides. The eastern third of the warehouse is
8; AL N ; XP 10. floor contains a kitchen, messroom, and bath given over to a lumber rack containing SOO
for the officers and men. Each company has a 20-foot long 8-inch oak planks, 200 20-foot
Gate Sentry (2): AC 7 (leather armor); HD 1; commander and two sections, each of lS lay long six-inch oak timbers, a.n d 100 20-foot
hp 6; M V 120' (40'); NAT 1; D 1-1 0 (po- brothers and one section leader. Except dur- long foot-thick oak baulks. The western third
learm) o r 1-B(sword); Save Fl ; ML8; AL ing religious services, 4S soldiers, both com- contai ns SO 10-foot diameter, six-foot width
N; XP 10. pany commanders, and one section leader rolls of cloth of the colors and types used to
16. The Common H ouse occupy the building. During services, the make the various uniforms and robes of the
building is empty. order's members. Piled in the center of the
This two-story limestone building houses a
Commanders (2): AC S (chainmaiJ); HD 3; warehouse's di rt floor is a stack of over 200
kitchen and messroom on the first floor. The
hp 12 each; MV 120' {40'); NAT 1; D 1-6 bullock hides of the type used in making shoe
second floor contains a big 24-tub bath plus
(mace); Save C3; ML 12; AL C; XP 35 soles and leather armor. Next to this moun·
quarters for five attendants and cooks, all of
each. Each commander is an inner circle ta in ofleather is a smaller pile of several hun-
whom are lay brothers. d red untanned pelts from various swamp
monk and knows the cleric spells protec-
Lay Brothers (S): AC 9; HD 1; hp 4 each; tion from evil and .remove fear. animals killed by the hunters and trappers in
MV 120' (40'); NAT l; D 1-4 (dagger); Frog Town.
Save Fl ; ML 6; AL N; XP 10 each . Section Leaders (4): AC 7 (leather); HD 2; Building 19C holds enough weapons to
hp 8 each; MV 120' (40'); NAT 1; D 1-6 equip a small army. There are 100 casks of
The facility is used by those assigned to guest (mace); Save C2; ML 11; AL C ; X P 20 steel quarrel heads, 20 casks of halberd
cottages. It has (unlocked) doors in the north each. Each section leader is an outer circle heads, 2S casks of sword blades, 10 casks of
and south walls. An exterior entrance in the monk and knows the cleric spell remove rivets, 100 unpainted steel shields, SOO hel·
west wall gives access to a tool shed contain- fear. mets, 400 chainmail shirts, 200 casks of quar-
ing scores of gardener's, carpenter's, and ma-
Soldiers (4S): AC 7 (leather); HD 1; hp 6 rels, five barrels of pikestaffs, and 2S crates of
son's tools. I 0 crossbows each. This wealth of weaponry
each; M Y 120' (40'); NAT 1; D 1-6 (cross-
17. The P ena bow) or 1-8 (sword); Save Fl; ML 8; AL does not even begin to fill the warehouse, and
N; XP 10 each. Saint Stephen considers it to be just a tithe of
These pens are made of sharpened, close- what he needs to equip the army he would
All of the building's occupants except for one like to build.
set palmetto stakes pounded into the
section man the walls during alarms. One sec- Build ing 19D holds the parts of Stephen's
ground to make a 10-foot high pallisade.
tion arrives at the scene of any disturbance in lifeboat that have not already been salvaged
The larger, southern pen contains six
draft horses. The much smaller northern Frog Town, the outer bailey, or the temple gar- to provide the temple with its magic. All of
den within 3- 12 minutes. If there is no external the vessel's electronics, power and computer
pen holds a score of filthy, half-naked
threat, two more sections and both company equipment has been removed, but structural
men, women, and children, all of whom
commanders arrive in lS-20 minutes. members and hull plating fill the warehouse
wear heavy leg irons that confine locomo-
The windowless building has but one door, with a jumble of bright metallic gear that is

19
THE CITY OF THE FROG

incomprehensible to those not born on an- silver pieces. The harbor master is present Lay Brothers (5): AC 9; HD 2; hp 8 each;
other planet. except when examining the cargo of an in- MV 120' (40'); #AT l; D 1-4 (dagger);
coming trading boat or supervising an auc- Save F2; ML 6; AL N; XP 20 each.
20. The Counting House
tion. Entrance is gained by a single door in
24. The Bailey Master's Quarters
This one-story, whitewashed clapboard the building's west wall. The quarters are
building has a single windowless room con- kept locked. The bailey masier occupies this two-story,
taining 40 crude, straight-back chairs facing clapboard house. The first floor is an office;
Harbor Master: AC 9; HD 4; hp 18; MV
a podium near the center of the west wall. the second is a bed chamber. The bailey mas-
120' (40'); I/AT l; D l-6(mace); SaveC4;
There are locked doors in the west and east ter runs the outer bailey, except for the harbor
ML 12; AL C; XP 75. The harbor master
walls and six narrow, iron-barred windows area. He is present except during religious
is an inner circle monk and knows the
each in the north and south walls. The struc- services and alarms. The building's only en-
cleric spells protection from evil, remove
ture is occupied only when one of the trading trance is a locked door in the east wall.
fear, and bold person. His purse contains
boats brings in a party of slave buyers from
40 gold pieces, and he wears on his belt a Bailey Master: AC 7 (leather armor); HD 4;
the Duchy of Ten. There is a 5% chance of
heavy ring containing the keys to the hp 16; MV 120' (40'); #AT l ; D 1-6
this happening during each day in which
warehouses (19), counting house (20), (mace); Save C4; ML 12; AL C ; XP 75.
there are slaves in the pens ( 17). When a
harbor master's quarters (24), and the leg The bailey master is an inner circle monk
party arrives, a public slave auction is held,
irons worn by the order's prisoners. and knows the cleric spells protection
and the harbor master, one section of troops
from evil, remove fear, and hold person.
(15 soldiers and a section leader) from the 22. Blockhouses
His purse holds 30 gold pieces, and he car-
bailey barracks (18), 1-4 slave buyers, and
These 10-foot square, one-story limestone ries a ring of keys that unlock the door to
any slaves in the pens ( l 7B) are present.
buildings are blockhouses around which the his quarters and all of the buildings to
Slave Buyers (4): AC 9; HD 2; hp 7 each; order can rally to defend the harbor. ln each which the harbor master has keys.
MV 120' (40'); #AT l; D 1-4 (dagger); case, the wall that faces away from the harbor
25. Guest Cottages
Save F2; ML 3; AL N; XP 20 each. Each contains a stout oak door that can be barred
slave buyer carries a bag of holding con- from the inside, but that have no exterior Each of the 16 one-story, whitewashed
taining 7 ,000 gold pieces, and each has lock. The other walls each contain two arrow wooden guest houses has bunk space for 10
two bodyguards. Slave buyers fight only slits. persons plus a stove and latrine. Unlike the
to defend their persons and property. other buildings in the outer bailey, the cot-
23. The Haven
tages do not have lockable doors.
Bodyguards (8): AC 7 (leather armor); HD
T he shallow waters of the Haven are only 10 Cottage 25A houses the wizard Lorea, who
4; hp 16 each; MV 120' (40'); #AT 1; D 1-
feet deep in most places, but that is plenty of has been retained by Sai.n t Stephen to assist in
4 (club); Save F4; ML 8; AL N; XP 75
draft for the shallow-bottomed trading boats the order's magical research. Cottages 25M,
each. Each bodyguard carries ten sets of
that the order uses to carry goods to and from 25N, and 25P each house 10 acolytes; 25D,
leg irons and a ring o f keys that fit them.
the Duchy of Ten. At any given time, there 25E, and 25F each house five lay brothers. The
They will fight only in defense of them-
are 1-4 of these boats tied up at the docks in other cottages are empty. Lorea is in the secret
selves, their masters, or their masters'
this harbor, and one boat arrives or departs archives (8-49) between the end of sunrise serv-
property.
each day, on average. These boats are identi- ice and noon. He is in his cottage at all other
Prisoners are auctioned one at a time. The cal to Gretchin' Fetchin' (and carry the same times except when an alarm is sounded; then he
process consists of first showing off each pris- crew). The captain and crew sleep on board automatically gravitates toward the source of
oner, allowing the buyers to examine his mus- their vessels, and will fight to defend them. the alann, reaching the scene in 5-10 minutes.
cles, dentition, etc. Then, the buyers bid There is a 90% chance that any disturbance The acolytes and lay brothers are in their cot-
against each other for ownership of the indi- in the harbor causes the soldiers in towers tages only after midnight. Between sundown
vidual. The harbor master serves as the auc- 26A and 26B to raise the alarm. During the and midnight, they are in Frog Town. At other
tioneer. When he has cal.led a high bid three day, there are five lay brothers on the docks times, they are working in the outer bailey, tem-
times, he gavels a sale. The prisoner is loosed working as stevadores. ple, or garden. Except for Lorca's spell book
from his leg irons, and new irons b rought by and a locked chest holding 1500 gold pieces in
Captain: AC 7 (leather armor); HD 4; hp 16;
his buyer are fit . The auction ends when all cottage 25A, these cottages hold nothing of
MV 120' (40'); I/AT 1; D 1-8 (sword);
prisoners are sold. Since few buyers care for value.
Save F4; ML 11 ; AL N; XP 40. The cap-
the temple's hospitality, they invariably leave
tain's purse cholds 40 gold pieces. Lorca: AC 8; HD 10; hp 40; MV 120' (40');
the city with their purchases as soon as the
#AT l; D 1-4 (dagger) or by spell; Save
auction is over. Prisoners fetch l 00-800 gold Crewmen (8): AC 7 (leather armor); HD 2;
MIO; ML 10; AL C; XP 900. Lorca
pieces on the block at Frog Island. hp 10; MV 120' (40'); I/AT 1; D 1-6
knows the magic user's spells charm per-
(crossbow or short sword); Save F2; ML
21. The Harbor Master's Quarters son, detect magic, read magic, invisibility,
8; AL N; XP 20 each. Each crewmen car-
knock, wizard lock, dispel magic, fireball,
The harbor master occupies this one-story, ries a short sword. In addition, one cross-
protection from evil JO' radius, confusion,
two-room clapboard house. One room serves bow and one case of 20 quarrels per
polymorph self, wall of fire, animate
as an office; the other is his bed chamber. A crewman is bracketed to the boat's low
dead, and c/oudkill. He wears a ring of
half-ton steel vault built into the west wall of gunwales for use in emergencies. Each
protection + 1, 5' radius, and carries a
the building holds 500 gold pieces and 1,000 crewman's purse holds 15 gold pieces.
wand of negation.

20
THE CITY OF THE FROG

Acolytes (10): AC 9; HD 1; hp 6 each; MV enslave and did not want to recruit as lay the order, its members avoid her place, and it
120' (40'); #AT 1; D 1-6 (mace); Save Cl; brothers. Now, it is little more than a labor is a hotbed of anti-temple sentiment. The
ML 10; AL C; XP 10 each. pool for the order, a kind of warehouse for depredations of the killer frogs du ring their
their hirelings. Most of the members of the hunting forays are a common subject of dis-
Lay Brothers (5): AC 9; HD 2; hp 8 each;
order's slaving parties d well in Frog Town . So cussion . Frau J in is a woman of immense
MV 120' (4-0'); #AT !; D 1·4 (dagger);
do the "swamp rats," the hunters and fisher- girth, with a pleasant, open face and an
Save F2; ML 6; AL N; XP 20 each.
men who provide the temple with fresh meat earthy sense of humor. H er hard exterior ef-
26. The Harbor Towers and fish. Bawds, publicans, and a few slaves fectively masks an equally hard interior, but
round out the little town's current popula- there is a 20% chance that she will risk hiding
Each of these windowless 30-foot high tion. order's enemies.
towers contains a winding stair that spi- The residents of Frog Town are pretty
Frau J in: AC 9; HD 2; hp 9; M V 120' (40' );
rals down to a doorway in the inner bailey. much left alone within the town, but they
#AT 1; D 1-4 (dagger); Save F2; ML 12;
T he door in tower 26A faces west; that to can't leave without permission. To ensure
AL N; XP 20.
26B faces north. These doors have no that they abide by this restriction, they all
Jocks, but can be barred from the inside at wear plastic collars containing miniature F rau Jin's Barkeep: AC 7 (leather armor);
need. Short stairs lead from the tower's transmitters similar to those worn by the HD4; hp 16; MV 120' (40'); llAT !; D 1-4
top to the adjacent battlements of the killer frogs. T he collars emit a steady signal (mace); Save F4; ML 9; AL N; XP 75.
outer bailey walls. Atop each crenelated showing the wearer's location. The Frog
Towner's collars also contain a self-destruct Frau Jin's Wenches (6): AC 9; HD I; hp 4
tower is an east-facing catapult. T here is each; MV 120' (40'); #AT 1; D 1-4 (dag-
one soldier atop each tower who rings an feature that causes them to explode (doing 8-
ger); Save F l; M L 4; AL N; XP 10 each.
alarm bell if he detects a problem. When- 32 points of damage to the wearer) if tam-
ever he does so, the troops in the bailey pered with. 28. Ratty Tom's Place
barracks arrive to man the walls in 3-12 This and other indignities have spawned
Ratty Tom's is a tavern presided over by a
minutes. much resentment in Frog Town. If given the
big, blustery onetime slaver. While the PCs
opportunity, at least half of the slavers and
can pick up much information at Ratty
Soldier(!): AC 7 (leather armor); HD I; hp most of the other residents would sack ihe
Tom's, the proprietor is a spy for the order,
6; MV 120' (4-0'); #AT l; D 1-6 (cross- temple and win their freedom. For the
and secretly reports all that he hears to the
bow) or 1-8 (sword); Save Fl; ML 8; AL present, Frog Towners keep their mou ths
resident. The wenches who work both the
N; XP 10. shut and bide their time, but, unless other-
common room and the second-floor bordello
wise noted, if the PCs reveal their true pur-
are also spies, albeit unwilling ones. Having
pose to a Frog Towner other than R atty Tom
FROG TOWN ( 1-28), there is a 50% chance that their confi-
been purchased from the order by Ratty
Tom, they must do his, which includes spying
During the temple's early days, some fur dant will assist them and a 5% chance that he
on customers. Ratty Tom keeps them locked
traders wheedled permission to set up trading will tum them in to the order.
up on the second floor after hours. On any
posts along the southern shore of Frog Island Even if the players make no attempt to
given night, there are 30 slavers and lay
beneath the walls of the outer bailey. Over raise Frog Town against the order, it is an ex-
brothers in the common room. Ratty Tom's
time, others came to these posts-drifters, cellent place to gather information. During
quarters off the common room contains a
bawds, criminals on the run. They formed a the day, almost all of the residents are abed,
locked chest holding 1,000 gold coins.
small community called Frog Town. As it and no Froggies are visible. At night, the
grew, Frog Town ceased to be a haven for place comes alive, and most Frog Towners Ratty Tom: AC 7 (leather armor); HD 3; hp
traders and became a nest of bandits who are at revel in one of the taverns or bawdy 12; MV 120' (4-0'); #AT 1; D 1-4 (club);
preyed on the Duchy of Ten and the Barony houses. Since Frog Town boasts the only real Save F3; ML 6; AL N; XP 35.
of the Lakes. When their many depredations entertainment in the C ity of the Frog, most
Ratty Tom's Wenches (9): AC 9; HD 1; hp 4
finally threatened to bring too much atien- off-duty Froggies below the rank of saint usu-
each; MV 120' (40'); #AT I; D 1-2 (kick);
tion to the temple and draw a punitive expe- ally end up there. None of the celebrating
Save as normal man; M L 4; AL N; XP 5
d ition down on the monks' heads, the order Froggies speak of the temple's lower
each .
acted. dungeon , but there is much "shop talk" on
The newly installed high priest, Saint other order-related matters. One of the items 29. Black Nell's Dock
Stephen, led the monks and their armed lay of "information" that the PCs pick up in
Black Nell is an elderly witch who runs a gen-
brothers in a surprise night attack on Frog Frog Town is a (false) rumor that the rooms in
eral store where customers can purchase
Town. Once they had control of the town, the upper floors o f the temple house impor-
food, clothing, weapons, and all standard
they executed its leaders and worst bandits tan t prisoners.
equipment. Prices are twice those listed on
(generally one and the same). The survivors
were brought u nder temple control, exercised 27. Fraujin's House page 19 of the D&D(r) Expert rules. Though
she does not speak openly, she nurses a pri-
by an inner circle monk who served as its Frog Town, Frau J in's two-story woodframe
vate hatred for the order stemming from her
"resident" and had veto power over all activ- establishment is a tavern and bawdy house
son's execution during its attack on Frog
ity. employing a barkeep and six wenches. At
Town. There is an 90% chance that she will
Thereafter, Frog Town became a dumping night, there are 20 patrons in the common assist its enemies.
ground for persons whose services were de- room, most of them slavers or swamp rats.
sired by the temple, but whom it could scarce Since Frau Jin doesn't conceal her distaste for

21
THE CITY OF THE FROG

Black Nell: AC 9; HD 5; hp 15; MV 120' Dhu Gillie: AC 7 (leather armor); HD 5; hp XP 2, 000. Weewak carries a blaster with a
( 40'); #AT 1; D 1-4 (dagger) or by spell; 20; MV 120' (40'); #AT 1; D 1-8 (sword); spare power pack. He has infravision, and
Save M 5; ML 10; AL N; XP 175. Black Save F5; ML 11; AL N; XP 175. can also breathe underwater. He can be
Nell knows the magic user 'spells protec- harmed only by magic or magic weapons,
Dhu Gillie's Daughters (3): AC 9; HD 2; hp
tion from evil, sleep, knock, wizard Jock, but is immune to sleep, charm, control,
8; MV 120' (40'); #AT 1; D 1-4 (dagger)
and fly. and hold spells.
or 1-6(short sword); Save F2; ML 10; AL
30. The Peg-Leg Manticore N; XP 20 each. Far from being a loyal servant of the order,
the taciturn Weewak is dedicated to its utter
This inn is a favorite of the monks and lay 32. Hester's Place
destruction. He is, in fact, a cyborg assigned
brothers, since it is owned by the temple.
Wife of a trader executed by the order, Hester by the alien vessel's captain to track down
Former slaver captain Prestor Bumpo runs
Mably and her three children now survive on and kill any surviving mutineers and destroy
the place on the order's behalf. The bar-
the charity of Dhu Gillie's family, Black Nell, all traces of alien technology left by their es-
tender and 12 wenches are all slaves of the or-
Frau Jin, and Mama Egraine's girls. Much cape. Having located the mutineers, he now
der, and are locked up on the second floor
as she fears the order, there is a 95 % chance awaits an opportunity to carry out his mis-
after hours. On any given night, there are 35
that H ester will hide its enemies in the small sion. When the time is right, he plans to kill
patrons in the common room.
cellar below her one-room shanty. the mutineers and destroy the temple, so that
Prestor Bumpo: AC 7 (leather armor); HD 5; all of the salvaged technology will be unusa·
H ester & Children (4): AC 9; HD 1; hp 3;
hp 20; MV 120' (40'); #AT 1; D 1-8 ble. If Weewak learns the PCs purpose, he ac·
MV 120' (40'); #AT 1; D 1-2 (kick); Save
(sword); Save F5; ML 9; AL N; XP 175. tively aids them in order to gain their aid in
as normal man; ML 5; AL N ; XP 5.
Bumpo's purse holds 30 gold pieces. getting inside the temple.
33. Mama Egraine's Inside Weewak is a powerful self-destruct
Prestor Bumpo's Bartender: AC 9; HD 1; hp
device that disintegrates everything within 30
7; MV 120' (40'); #AT 1; D 1-4 (club); This comfortable , o ne-story wood-frame
feet when detonated . Once he is inside the
save as normal man; ML 6; AL N; XP 5. structure is a bawdy house catering to the up-
temple and believes that the mutineers are
per crust. Mama Egraine and her girls make
Prestor Bumpo's Wenches (12): AC 9; HD 1; dead, he detonates the device next to its main
a nice living from their enterprise, and their
hp 4 each; MV 120' (40'); #AT 1; D 1-2 pillars, collapsing the building. Anyone in-
various caches hold 3,000 gold pieces. At
(kick); Save as normal man; ML 4; AL N; side the temple on the tu rn after the detona-
night, there are a dozen patrons in the parlor.
XP 5 each. tion is buried in the rubble, taki ng 8-80
At least half are captains or members of the
points of damage.
Each night, after closing up, Bumpo takes the order's inner or outer circles. There is a 50%
night's receipts (30 gold pieces and 200 silver chance that a saint other than Saint Stephen Weewak's Bartender: AC 9; HD 3; hp 15;
pieces) to the residency. The order le ts him is present. MV 120' (40'); #AT 1; D 1-4 (club); Save
keep only 100 copper pieces, 100 silver F3; ML 8; AL N; XP 10.
Mama Egraine: AC 9; HD 2; hp 8; MV 120'
pieces, and 10 gold pieces on sight.
(40'); #AT 1; D 1-4 (dagger); Save F2; Weewak's Wenches (10): AC 9; HD 1; hp 4
31. Gillie's Tavern ML 9; AL N; XP 20. each; MV 120' (40'); #AT 1; D 1-2 (fist);
Save as normal man; ML 5; AL N; XP 5
This two -story, limestone building is the fa- Mama's Girls (5): AC 9; HD 1; hp 5 each;
each.
vored watering hole of most swamp rats and MV 120' (40'); #AT 1; D 1-4 (d agger);
some slavers. T he proprietor, Dhu Gillie, is Save Fl; ML 7; AL N; XP 10 each. 35. Cyrobeline's
an old swamp rat, himself. At night, there are
34. The Fast Roger This two-story tavern and bawdy house also
20 patro ns in the common room. The cadav-
offers games of chance run by Cymbeline's
erous Gillie and his three pretty daughters This sprawling, one-story, limestone building
girls, all ex-slaves imported to Frog Town
(Lisa, Sarah, and Kristina) do all the work. is a tavern and bawdy house owned by the or-
from the flesh pots of Starport. Having
All four live on the top floor. der and run by a mysterious swamp rat who
bought their freedom, Cymbeline's girsl are
As a side business, Gillie runs a bank for calls himself Weewak. The tall, bald, dark-
now partners in this lucrative enterprise. The
Frog Tow n residents. The old man is holding skinned killer joined the order's company of
various false-bottomed drawers, hidden
deposits amounting to 4,000 gold pieces and swamp rats shortly after Stephen took over.
chests, and secret niches in the building hold
8,000 silver pieces locked in five sturdy chests To all appearances, he is a loyal servant of the
8,000 gold pieces.
in his quarters. order. The rest of the staff, a bartender and
The proprietor is a widow, whose husband
Both Gillie and his daughters hate the or- 10 wenches, a re all slaves that Weewak keeps
was among those killed d uring the order's at-
der, and would aid in its destruction if they locked up in the south wing after hours. At
tack on Frog Town. Since her marriage was
saw any chance of winning. If Gillie joins an night, the north wing's common room hosts
one of convenience, Cymbeline does not hate
attack on the order, all of the swamp rats also 40 patrons. Weewak keeps receipts amount-
the order as violently as some others in Frog
join. Gillie is devoted to his girls, and would ing to 500 gold pieces and j ,000 silver pieces
Town, but she certainly bears it no love .
do almost anything to keep them from harm. in a Jocked ironbound oak chest in his quar-
There is a 60% cha nce that she will hide the
Not that there is much danger of that. Gillie's ters just off the common room.
order's enemies. There is also a 30% chance
daughters are big, rangy girls who love to
Weewak: AC O; HD 20; hp 8; MV 120' (80'); that she will provide the order's enemies with
prowl the deep marsh and can negotiate Frog
#AT 1 fist or weapon; D 3-30 (fist) or 6-36 a possession that she thinks may be of use co
Swamp with the same facility as swamp rats.
(hand blaster); Save FlO; ML 12; AL N; them. This is a frog control ring that a

22
THE CITY OF THE FROG

drunken keeper pledged against a gambling counters in Frog Swamp half as often as of the order from this windowless, one-story,
debt. Since the keeper tumbled into the moat parties not so blessed. one-room stone blockhouse. The building is
and died on his way home on the night of his both home and office. A large locked chest in
The shacks contain oak bunk beds, cooking
big loss, it has always been assumed that the the room's southwest corner holds 500 gold
stoves, and modest stores of food. Due to the
ring was lost with him. Though she knows pieces and 1,000 silver pieces. The Resident
comparative lawlessness of Frog Town, the
that the monk put great store by the ring and has a radio communicator in the southeast
residents keep nothing of value within them.
that all keepers wear similar rings, Cymbe- corner with which he keeps the temple in-
There is a 30% chance that the residents of
line is unaware of its purpose. formed about conditions in Frog Town. En-
each shack are on a hunting trip or guiding a
trance is gained by a single door in the
Cymbeline: AC 9; HD 2; hp 8; MV 120' band of slavers through the treacherous
building's north wall. The quarters are kept
(40'); II AT 1; D 1-4 + poison (poisoned swamps. Even when they are gone, they
locked. Except during religious services, the
dagger); Save T2; ML 9; AL N; XP 20. leave the doors to their shacks unlocked. If
resident is always present.
not absent on a raid or hunting trip, the
Cymbeline's Girls (5): AC 9; HD 1; hp 4
swamp rats are in their shacks during the day The Resident: AC 7 (leather armor); HD 6;
each; MV 120' (40'); /IAT 1; D 1-4 (dag-
working on their weapons or cleaning hides. hp 24; MV 120' (40'); lfAT 1; D 1-6
ger); Save Tl ; ML 8; AL N; XP 10 each.
From sundown until midnight, the shacks are (mace); SaveC6; ML 12; AL C; XP 275.
36. Slaver Shacks empty, and the swamp rats are at one of the This short, rotund cleric is an inner circle
taverns or bawdy houses in Frog Town. monk and knows the cleric spells protec-
Each of these one-story wooden shacks
tion from evil, remove fear, hold person,
houses 15 slavers and a slaver captain. There 38. Market Houses
speak with animal, and remove curse. His
are five shacks, altogether.
These two abandoned shacks are the site of a purse holds 20 gold pieces and the keys to
Slavers (16): AC 7 (leather armor); HD 2; hp Frog Towner black market in various items, the residency.
8 each; MV 120' (40'); #AT l; D 1-4 including pelts and goods stolen from the or·
43. New Harbor
(sling) or 1-8 (sword); Save F2; ML 7; AL der. In addition to pelts, very small quantities
N; XP 20 each. Each slaver carries a of any items other than lumber stored in the There are no less than 30 flat-bottomed ca-
purse holding 20 gold pieces. outer bailey's warehouses can be purchased noes drawn up on the shore or tethered to the
after dark in these buildings. palmetto log docks of this small harbor. All of
Slaver Captain (1): AC 7 (leather armor);
these vessels belong to swamp rats or other
HD 4; hp 16 each; MV 120' (4-0'); /IAT l; 39. Fraujin's Barn
residents of Frog Town. There is a 90%
1-8 (sword); Save F4; ML 8; AL N; XP
Frau Jin keeps a pair of cows in this small, chance during the day and a 10% chance at
75 each. The captain carries a purse hold-
one-story, wooden structure. Built into the night that anyone trying to steal one of these
ing 4-0 gold pieces. northeast corner is a small chicken coop. A canoes will be observed by someone who will
The shacks contain oak bunk beds, cooking trap door in the northwest corner leads to a sound the alarm. This draws 4-16 assorted
stoves, and modest stores of food. Due to the shallow hidden basement where Frau Jin residents to the area within l-4 minutes.
comparative lawlessness of Frog Town, the hides anyone she gives sanctuary from the or- While Frog Towners tend to ignore other
residents keep nothing of value within them. der. alarms, those who appear as a result of this
There is a 10% chance that the residents of alarm will fight to keep the canoes from being
40. Sheds
each shack will be away on a raid. Even when damaged or stolen and to capture the thieves.
they are gone, they leave the doors to their Each of these rickety sheds holds a variety of
44. East Harbor
shacks unlocked. If not off on a raid, the slav- construction, nautical, agricultural, and log-
ers and their captain are in their shacks dur- ging tools. There is an 80% chance that any There are no less than five trading boats
ing the day sleeping off the effects of the common tool or item of equipment the PCs docked at the palmetto log piers of this small
previous night's revels. From just before sun- want can be stolen from one of these sheds harbor. These vessels belong to order and are
down until around midnight, the shacks are (providing, of course, that no one observes used to carry slavers on their raids. They
empty, and the residents are at one of the tav- them and raises the alarm). The shed doors aren't occupied or guarded, but attempting
erns or bawdy houses in Frog Town. close with a simple latch. to steal one in daylight causes the soldier in
tower 26B to sound the alarm. There is a
3 7. Rat Shacks 41. The Slick
20 % chance that a similar attempt at night
Each of these one-story wooden shacks This stinking pool of brackish water is coated causes an alarm.
houses five hunters or fishermen. These pros by a thin film of black liquid. From time to
are called "swamp rats" in tribute to their time, the pool gives off noxious fumes. The
ability to get along in the hostile Great Dis- fumes are natural gas. Throwing a torch or
mal Swamp. All together, there are 30 swamp other open flame into the pool causes an ex-
rats in six shacks. plosion that does 3-36 points of damage to
anyone within 30 feet, blows out every win-
Swamp Rats (5): AC 7 (leather armor); HD
dow in Frog Town, and causes an alarm
5; hp 20 each; MV 120' (40'); lfAT 1; D 1-
throughout the city.
6 (bow) or 1-8 (sword); Save F5; ML 9;
AL N; XP 175. Each swamp rat carries a 42. The Residency
purse holding 30 gold pieces. Parties ac-
The Resident oversees Frog Town on behalf
companied by swamp rats check for en-

23
THETEMPLEOFTHEFROG
The walls of the frog-shaped temple building as if they were wizard locked by a 7th level Computer Control: The environmental sys·
are constructed of finely dressed 500-pound magic user. They can be opened by magic. tern, the accent lights, the door machinery,
blocks of green limestone, closely morticed to the altar machinery, and the communications
Environment: The interior of the above-
make it appear that the entire structure is an system are controlled by the computer in
ground temple is environment-controlled to
organic whole-as if it is, in fact, a giant frog . room 5-53. In addition, it controls the Tern·
keep it at a constant temperature of 68 de-
Even the limestone flags that cover the floors pie Gate (1-4) and Bailey Gate {1·14).
grees, a noticable 10 to 15 degrees cooler than
of all of the rooms are tightly joined to further
the temperature outside. The environmental Other Machinery: The power plant powers
this effect. Generations of sculptors have la-
control unit is part of the power plant (5-54-), the altar machinery, the east and west door
bored to carve the exterior stone of the temple
but is controlled from the computer room (5- machinery, the machine shop, the Mind of
in the likeness of a frog, softly rounding an-
53). This system merely changes the ambient the Prog (7-63), the automated medical
gles to make them appear more lifelike. In-
temperature inside the temple. It can't be equipment in the lower dungeon's laboratory
side the temple, these same sculptors have
used as a weapon, and its effects aren't ne· (9-57), and the two autoblasters in Saint
decorated walls and pillars with spectacular
gated by magic items or spells meant to ne- Stephen's room (6-61). Unless otherwise
friezes of frogs and froglike beings in all man-
gate the effects of cold. noted, these items are mechanical devices
ner of poses.
whose workings aren't affected by magic
Nor have the sculptors confined them· Plumbing: Pumping machinery in the
items or spells.
selves to the walls. Every doorway inside the power plant pumps both hot and cold run·
aboveground temple boasts an elaborately ning water through a maze of plastic pipes Personal Weapons & Equipment: The ali·
carved door hand-crafted from a single slab cannibalized from Stephen's lifeboat. This ens and their most trusted henchmen are
of white oak. Sconces carved in the shape of mechanical systems workings aren't stopped equipped with alien weapons of two different
grinning upthrust frog faces are set in the by magic items or spells. types: hand blasters and heavy blasters. A
walls of all halls and corridors at intervals of hand blaster is a small, easily concealed
Communications: A computer-controlled
10 feet, the mouth of each frog accomodating weapon that works exactly like a wand of fire·
intercom built into the temple walls links all
a white candle symbolizing the purity of the balls (doing 6-36 points of damage at a range
rooms. All Froggies have an I.D. code that
frog. The tops of pillars are decorated with of240 feet). A heavy blaster is a two-handed,
they can use to talk to the occupants of any
carved ferns, through whose leafy fronds shoulder-fired weapon the size of a crossbow
room . Conversations are initiated by simply
peek dozens of tiny, grotesque amphibian vis· that works like a wand of fireballs, but does 8-
saying aloud" [four-digit I.D. code] initiat·
ages. 48 points of damage at 360 feet. Both weap·
ing communication with [name of room)."
AJien technology multiplies the impact of ons use the same power packs. They can be
These words activate sound pickups in both
thls weird decor. In fact, the temple is perme· reloaded with new power packs. Each pack
the room the speaker occupies and the room
ated with the magic of technology. It takes the has 5-20 charges (uses) when the players ob·
he wants to contact. All sounds emanating
following forms: tain it (or encounter someone who posseses it.
from either room are heard in the other.
In addition to these weapons, all aliens and
Lighting: Unless otherwise noted, all of the Though the sounds are projected at their des·
some others wear alien battle armor, a form·
aboveground rooms and corridors are fitted tination through small, cunningly concealed
fitting, acrylic mesh with a repulsion field
with powerful foot-square glow panels that wall and ceiling speakers, they seem to come
that gives the weare r armor class 0, without
emit a diffused, almost heavenly ligh t when from the ether. The circuit is open, and com·
adding to encumbrance. Each suit of battle
turned on. The panels contain sensors that munication continues, until someone with a
armor is powered by a small power cell that
tell them when someone is in the room. When valid I .D . in one of the two linked rooms says
lasts 1-4 months . When the power is gone,
they sense a biological presence, they start to aloud" [four-digit I.D. code] terminating
the armor ceases to function .
operate at a preset level. The room's occu- conversation." The computer can override
pant can change the amount of light the panel I.D. codes i.n order to permit general an- Alien Possessions: AJI aliens have two spe-
gives off by verbally instructing it in the com· nouncements or cut off some areas or persons cial devices. Each wears a small translator
mon tongue to "dim" or "brighten up." from communication . Magic items and spells badge (a quarter-inch diameter) plastic disc)
Equipped with their own power cells, these that retard or prevent the use of clairaudience that lets him understand and speak (but not
panels can operate for months without re- temporarily block the functioning of all inter- read) all languages. Each disc's power pack
charging. They are supplemented in the nave coms within range. can keep it operating for 5-20 months. Each
by the focused beams of accent lights used for alien also has a miniature transmitter·
Monitoring: Visual pickups set into hldden
dramatic effect. The presence of alien light· receiver implanted in his mastoid that lets
glassed-in recesses in the walls provide a com-
ing devices does not prevent the use of dark· him bypass the temple communications sys-
plete view of the temple nave (2-1), Hall of
ness spells. tem in order to talk directly to the computer
Saints (2-12), Hall of Trust (2-13), choir loft
or another alien.
Security: Except where otherwise noted, all (3-26), Hall of Toil {4·40), Hall of Peace (5-
doors other than secret doors are tied into an 44), west stairs (5·4-6), east stairs (5-47), and To the PCs, as to the monks themselves, all of
electronic security system that seals them to breeding pond 9-60. AJ1 of these areas can be these devices are a form of magic, and you
those who lack the proper identity code. The viewed using any of the monitors attached to should take this into account in your descrip·
codes are built into the rings worn by the or· the computer. They are regularly scanned tions. For example, instead of describing a
der's members. Those doors that are tied into from the comP,uter room. Magic items and glow panel in technological terms, you might
this system automatically open whenever spells that retard or prevent the use of dair· refer to it as "a smooth, flat stone that gives
someone wearing the correct ring touches voyance temporarily block the functioning of off a ghostly light like white hot coals, but that
their handles. In all other respects, treat them all visual pickups within range. stays cool to the touch and is not consumed."

25
THE TEMPLE OF THE FROG

Since the PCs are unfamiJiar with these de- 2 Outer Circle Member (1): AC 9; HD 3; ing incarcerated in the lower dungeon's spe-
vices, they won't know how to use them un· hp 12; MV 120' (40'); llAT l ; D 1-2 (fist); cial treatment cell (9-71) for 2-8 weeks, the
less they are shown or they spend time Save C3; ML 11; AL C; X P 35. The intruders are either turned into frog folk
examining them. If a character tries to figure monk knows the cleric spells protection (80% chance) or made to "join the Frog" at a
out how a device works, roll d %. He has a from evil and remove fear. special mass sacrifice (20% chance). Being
success chance equal to his intelligence; a roll enamoured of Saint Stephen's "magic," all
3 Inner Circle Member (1): AC 9; HD 4;
of99-100 indicates that he misuses the item, Froggies use blasters in preference to other
hp 12; MV 120' (40'); #AT l; D 6-36
either breaking it or inflicting damage on weapons, happily blasting away at intruders
(hand blaster); Save C4; ML 12; AL C;
himself or another player as a result of mis- from the greatest possible range.
XP 75. The monk knows the cleric spells
use. Special Note: The descriptions that follow
d etect evil, protection from evil, and h old
Except as specificaJJy noted above, magic often ignore the presence in cabinets and
person.
items and spells don't affect the operation of closets of such items as clothing, footwear,
technological devices. Thus, a dispel magic 4 Soldiers (2): AC 5 (chainmail); HD 2; hp toiletries, smaJI amounts of money, clerical
spell cast over the power plant doesn't shut it 8 each; MV 120' (40'); #AT 1; D 1·8 supplies, and the like. Assume that all desks
dow n. Those technologicaJ devices of other (sword); Save F2; ML JO; AL C; XP 20 contain a generous supply of writing quills,
than a purely mechanicaJ nature can be de· each. ink pots, and parchment in addition to any
tected by magic, though, and spells and mag- other items noted. Unless otherwise noted,
5 Soldiers (6): AC 5 (chainmail); HD 3; hp
icaJ weapons can damage them. The exotic assume that, in addition to any other items,
15 each; MV 120' (40'); #AT 1; D 1-6
materials of which these devices are made are aJJ wardrobes contain 2-4 pairs of sandals, 2-6
(crossbow) or 1-8 (sword); Save F3; ML
proof against normal weapons. cinctures, assorted toiletries, 4-8 robes, tu-
10; AL C; XP 35 each .
Unless otherwise noted, all doors, cabi- nics or cloaks appropriate to the rank of the
nets, desks, and wardrobes are locked. 6 Soldiers (12): AC 5 (chainmail); HD 3; room's occupant(s), assorted underwear, and
Wooden cabinet and room doors can be hp 12 each; MV 120' (40'); llAT 1; D 1-6 a sack or box holding 10-100 gQld pieces.
forced open. Wooden cabinet doors, but not (crossbow) or 1-8 (sword); Save F3; ML
room doors or metaJ cabinet doors can be JO; AL C; XP 35 each. GROUND FLOOR
opened by picking their locks. Every door can 7 SpeciaJ: The intruders encounter 6 sol-
be opened by a knock spell. The temple's ground floor contains areas
diers as per a 5 resuJt. They are accompa- used in religious observances, meditation,
In generaJ, only members of the order who
nied by either the librarian (see 2-23), or and temple administration. Unless otherwise
have assigned duties inside the temple or who
by the sexton and choir master (see 2-5 noted, all areas have l 0-foot ceilings.
are attending worship services are allowed to
and 2-14), at your option.
enter the building. Others can enter only 1. Temple Nave
when summoned, and then they must be es- 8 Special: The intruders encounter 12 sol-
corted throughout their visit by an acolyte as- diers as per a 6 result. The soldiers are ac- It is almost 150 feet from the great bronze
signed to them by the temple secretary. companied by either the librarian (see doorways at the front of the temple to the
Soldiers stand guard at the front door to en- 2-23), the high priest (see 2-19), the
frog-shaped altar against the back wall,
sure that unauthorized persons don't tres- guardian (see 2-21), the choir master (see and a purest white lambs' wool carpet
spass. 2-14), or the sexton (see 2-5), at your op- covers the 20-foot wide aisle every step of
Unauthorized visitors and those visitors tion. the way. On either side, the aisle is flanked
who enter restricted areas without proper au- by ten massive pillars carved with intri-
If the alarm has not been sounded, members
thorization risk detection and capture as a re~ cate friezes showing frogs and other
of the order who encounter the intruders try
suJt of encounters with the temple staff or vaguely slimy things performing a variety
to escape and raise the alarm; the computer
members of the order. Roll l d6 every other of human tasks-from harvesting a crop
becomes aware of the intruders' presence the
tum to see if intruders have an encounter in of reedlike plants to keeping ledgers in an
tum after they successfully do so. The alarm
the aboveground part of the temple; an en- amphibian counting house. These pillars
is automatically sounded whenever the in·
counter occurs on a result of l . support a 50-foot ceiling cut from the
truders enter the computer room (5-53) or
If the computer detects an unauthorized same green stone as the walls and pillars
encounter an aJien.
presence, it sounds an alarm placing the en- and carved in the same intricate fashion as
The alarm consists of a soft femaJe voice
tire temple on alert until the intruders escape the latter.
endlessly repeating over the intercom the
or are captured or killed. Jn this case, roll ld6 The northern half of the hall opens out
words "intruder alert" and the name of the
every tum (instead of every other tum) to see level or area in which the intruders were last 35 feet on either side of the aisle to make
if the intruders have an encounter in the room for seven 20-foot carved white oak
encountered. If all power is shut down or the
aboveground temple; an encounter occurs on pews that flank the outside of the pillars.
computer is destroyed, then the alarm ceases
a result of 1. Low, broad steps lead to an altar cum pul-
to sound, but is still in effect.
Determine the nature of each encounter by pit against the rear wall. The flanking
Any Froggies that encounter the intruders
rolling ld4 if the computer has not sounded walls on either side are covered with huge
during and alarm call upon them to surren·
the alarm and ld8 if it has done so. tapestries that hang from heavy hooks
der. If the intruders don't do so, the Froggies
1 Acolyte (1): AC 9; HD l; hp 6; MV 120' attack; they will break off their attack to par- near the ceiling. Three more 20-foot pews
(40'); llAT 1; D 1-2 (fist); Save Cl; ML lay. Promises made to secure the intruders' are angled beneath each tapestry. Glowing
10; AL C; XP 10. surrender are not honored. Instead, after be- stones set in the ceiling cast a pale light

26
MAP 2: TEMPLE OF THE FROG - GROUND FLOOR
Scale: 1 Square = 5 Feet

A
N

,.
i • 17


I •
-~

1•
--! •
le

«>1986 TSR Inc . All Rights Reserved.


THE TEMPLE OF THE FROG

Following this affirmation offaith, the Froggies 2. Altar Machinery


over the room. Stronger beams of warm sing another hymn, and the priest delivers a
light from a cupola high above the altar brief homily, followed by a rote prayer to the A short hall leads to a dusty ramp that rises
highlight elements of the tapestries and " spirit of the Frog." After that, if it is sundown, into the darkness and slants off to the right
the altar itself. the service ends with a final hymn, d uring before debouching into an irregularly
The tapestry to the right of the altar which the priest lead s a recessional. shaped space crammed to its 4-0-foot ceiling
shows a land sinking into the ocean. Terri- During sunrise services, the final hymn is with an cumbersome array of brass and steel
fied humans, elves, dwarves, and half- preceeded by the ritual sacrifice. The mouth of gears.
lings cling to the illusory safety of a few the frog-shaped altar opens while the lay broth-
islands of dry grou nd not yet inundated by ers drag forward from the guard room (2-9) one
the all-consuming waves of an angry sea. The machinery opens the frog-altar's mouth. A
or more captives who are to be "offered up to small motor powered by the power plant in (5·
The turrets of Blackmoor castle can be the Frog." The victims are clothed in breaka-
seen slipping beneath the waves in the 54) and controlled by the computer in (5-53) op-
way safron robes, and are gagged and bound erates the mechanism, but a brass control wheel
background. with silken cords. When they reach the altar, the in this space can be used to manually override
The tapes try to the left of the altar robes are tom away, and they are cast into the the powered system.
shows a pastoral scene in which yeoman mouth of the frog-altar. They then fall 60 feet The space's Ooor is raised about 10 feet above
farmers wo rk their bountiful land, and down a spiral slide into the lower dungeon 's kill·
skilled craftsmen ply their trade under the the level of the nave (2-1) and five feet above the
ing pond (9-59), where they are devoured by level of the dais on which the altar stands. An
brilliant sun of a new day. The frog- the waiting killer frogs. This process is called eye-level peephole lets a viewer see what is go-
shaped outline of the Temple of the Frog "joining the Frog;' and it is deemed a great ing on in the nave. The space contains no glow
can be scene in the background. All of the honor to be selected as a sacrifice. Though all panels, but there are candles in the wall sconces.
figures except for a few d omestic animals members of the order make a ritual pledge of
are froglike humanoids. their willingness to "join the Frog" when they 3. The Monks' Stair
join the order or advance in rank, in practice This O.ight of limestone stairs connects the tern·
'Ibis large hall is the site of the temple's reguJar the high priest (Saint Stephen) only selects pris· pie's main store room (2-25) with the upper
religious services. Each day at sunrise and sun- oners for this distinction. dungeon's priest hole (8-52).
set, all Froggies who aren 't on duty gather here During services, the candles are lit, and the
for a service, presided over from atop the altar glow panels are dimmed. Changes in the color 4. Vault
by an inner circle monk, who wears a safron and intensity of the accent lights create dra·
robe and a green stoic for the occasion . The matic effects. For example, when the frog- At the foot of the narrow stairwell is a short,
keepers sit in the pews to the altar's left. The in- .altar's mouth opens, a nimbus of blue light dusty passage ending in a brass door locked
ner circle monks sit in the pews to its right. All bathes the officiating priest who stands in the with a dead bolt.
outer circle monks, acolytes, and lay brothers pulpit built into the head of the frog-altar while
who aren't in the choir sit in the pews flanking another beam of light imparts an eerie green Behind the door is a cabinet where the order
the main pillars. The back of each pew contains glow to the mouth of the frog-altar. All of this stores valuable objects used in rare special serv·
a rack holding 12 books of devotions that con- trickery is coordinated from the command cen· ices. Though the lock appears to be a simple
tain all hymns, prayers, and other liturgical in- ter (2· 15) . dead bolt, it is actually a trap. If the handle of
formation used. Except during the hour before and after a the bolt is not tumed to the right before the bolt
Before the service, the keepers and inner cir- service, the big bronze doors opening onto this is pulled, then a cloud of poison gas is released
cle monks gather near the front door. The serv· hall from outside are sealed. When they are into the room from tiny holes in the ceiling just
ice begins with a processional in which the open, four of the six guards from the guard· as the doors are opened. All characters in the
officiating priest and those sitting in the pews room (2-9) guard the doorway to prevent unau· room must immediately Save vs. Poison or take
Oanking the altar take their places. After a thorized persons from entering the temple. 5-20 points of damage.
hymn to " the Frog:• the Froggies recite the Only Froggies and guests of the saints are au·
Vestfold Creed: thorized to enter the temple when the doors are The door conceals an alcove with five brass
open. During the day, when the doors are closed shelves. The top shelf holds an emerald·
I do humbly and sincerely maintain that the and services are not in progress, Sexton H oris encrusted green jade statue of a frog squat·
reign of man is ended, and that the reign of Tisa and five acolytes are hard at work cleaning ting on a lily pad and holding a struggling
the frog is upon us. For man, in his sin, will the nave. human in its mouth. The next shelf down
destroy his world, and the frogs will inherit holds a jade box. The other shelves hold
Acolytes (5): AC 9; HD I ; hp 6 each; MV 120'
the earth. Hale of heart, clean of limb, the stacks of vestments in various patterns and
(4-0'); #AT 1; D H(club); Save Cl; ML 10;
pop-eyed, web-footed god will come in sol- colors.
AL C; XP JO each.
emn, sticky-tongued majesty to cleanse the
land and build the eternal pond. Woe unto In combat, the acolytes use their cleaning im· The head-sized frog statue, an heirloom that
those who deny him. Glory to those who plements as makeshift clubs. See 2-6 for Tisa's once adorned the Froggies' abandoned temple
serve him. For his froggy fury will dash unto attributes. in Vestfold, is worth 11 ,000 gold pieces. Inside
the uttermost depths those that do oppose the hollow statue, is a tray of eight
him, and his ineffable slime-birthed wisdom
will know his own.

28
THE TEMPLE OF THE FROG

glass vials, each containing one dose of a spe- make sure that the front door to the temple is 9. Guard Room
cial potion. The consequence of some forgot- sealed and guarded by the soldiers in the
ten experiment that the order been unable to guard room (2-9). The east wall of this irregularly shaped 15-
duplicate, this potion instantly turns the user foot square room is a narrow, 15-foot long
Horis Tisa: AC 7 (leather armor); HD 4; hp
into an entity similar to the frog folk. The corridor. Ceiling-high oak shelves set into
20; MV 120' (40'); /IAT l; D 6-36 (hand
user does not lose any of his existing charac- the first ten feet of the north wall hold stacks
blaster); Save C4; ML 12; AL C ; XP 75.
teristics, but his skin becomes green and mot- of thin, safron-colored cotton robes and sev-
The sexton knows the cleric spells bless,
tled, he develops gills and webbed hands and eral coils of silken cord. A scarred, circular
detect evil, and protection from evil. His
feet, his legs become longer and stronger, his oak table and six equally beat-up oak chairs
purse holds 20 gold pieces.
eyes bulge out, his nose retracts, and his take up the southwest comer. There are four
tongue becomes long and sticky. As a result of The scrolls are theological works. The door in doors in the room's south wall.
this singular transformation, he gains the the south wall leads to the west door machin-
abilities to swim, breathe under water, and ery (2-8). The door to this room is always open, but it
bite and kick for damage as one of the frog can be entered only by saints, inner circle
6. Main Slop Room
folk. His skin thickens and toughens so that monks, outer circle monks, and six armed Jay
he is AC 6 when he is unarmored or wearing brothers who stand guard over both the tem-
leather armor. His class, level, hit dice, sav- The floor, walls, and ceiling of this 5-foot
ple doors and the prisoners in the cells of
ing throws, and alignment don't change. The by 10-foot room are covered with one-foot
square slabs of green-veined black slate. honor (2-11 ).
effects of the potion last for eight hours.
The jade box is unlocked. Inside, resting Built into the south wall is a waist-high, Guards (6): AC 5 (chainmail); HD 4; hp 20
on a green velvet pillow, is a jade ring. This pine cabinet topped with the same type of each; MV 120' (40'); llAT 1; D 8-48
unique item is a ring of frog calling. Once per slate as that covering the walls. Recessed (heavy blaster) or 1-8 (sword); Save F4;
day, the wearer can use it to summon a frog in its top is a white porcelain basin with ML 10; AL C; XP 75 each.
swarm that has a 30-foot radius and moves 20 brass fittings. Hanging from brass hooks
During services, the guards wear safron
feet per round as directed by the wearer. The in the east wall are assorted cleaning im-
robes over their armor. The robes in the
wearer must be within 480 feet of the swarm plements. Beneath them is a box of car-
shelves set in the north wall are the breaka-
in order to direct it. The hopping, leaping, penter's tools.
way robes worn by both guards and victims
biting frogs obscure vision and drive off crea- during services. The cord is used to bind the
tures of less than 3 Hit Dice (no saving The basin is a sink. Inside the unlocked cabi-
victims.
throw). The swarm stays for one entire day or net are several stoneware crocks of lye and
until the wearer decides to let it disperse. It two oak buckets. 10. East Door Machinery
can only be used if there are swamps nearby, 7. Ground Floor L atrine This space is crammed with machinery that
and the frog swarm has a means of reaching opens and closes the eastern valve of the tem-
the user. ple's massive front door, and is in all ways
The floor, ceiling, and walls of this 5-foot
The cloth-of-gold vestments stored in the identical to the room containing the west
by 10-foot room are covered with one-inch
cabinet are worth 2,000 gold pieces. door machinery (2-8).
square green and yellow tiles. There is a
There are no glow panels in this area, but
white porcelain basin with brass fittings 11. Cells of Honor
there are candles in the wall sconces.
against the south wall. The basin is half-
5. Sexton's Quarters filled with water. A small, waist-high, Each of these bare, unlighted five-foot square
slate-topped, white oak cabinet is built cells is closed by a stout oak door containing a
into the east wall. Recessed in its green- small eye-level peephole. Each door is barred
The walls of this 10-foot square room are
veined, black slate top is yet another white from the outside. Each cell is furnished only
paneled in a golden pine. A woven grass
porcelain basin with different brass fit- with an oak bucket. At any given time, there is
mat covers the floor. There is a white oak
tings. one naked prisoner per cell awaiting his turn to
bed against the east wall and a double-
"join the Frog." When it is the victim's tum, the
doored white oak wardrobe in a five-foot
The first "basin" is a flush toilet. The second guards dress him in a safron robe, bind and gag
square alcove next to the entrance in the
is a sink. Inside the cabinet, is a woven basket him, and march him to the altar. Almost invari-
north wall. Beside the bed is a white oak
full of sheets of thin paper. ably, these poor wretches are teenage peasant
reading table piled high with scrolls. Next
to the table, in the south wall, is a door. boys and girls kidnapped by the order's slavers
8. West Door Machinery for just this purpose.
These are the quarters of Sexton Horis Tisa. This space contains machinery that opens Prisoners (3): AC 9; HD 1; hp 5 each; MV
This short, wiry, balding inner circle monk and closes the western valve of the temple's 120'(40'); llAT l; D l -2 (fist); Save as nor-
supervises of routine temple maintenance. massive front door. A small motor powered mal man; ML 4; AL N; XP 5 each.
H e is in Frog Town (usually at Ratty Tom's- by the power plant (5-54) and controlled from
by the computer (5-53) operates the mecha- 12 . Hall of Saints
1-28) between sunset service and midnight.
He is in this room between midnight and nism. The big brass control wheel opposite This hallway is hung with portraits of former
dawn. He is in the nave (2-1) at aJI other the door can be used to manually override the high priests. The door in the south wall opens
times. If an alarm sound or Tisa becomes power system. The room has neither glow onto a flight of stairs that go up to the chang·
aware of a disturbance, his first thought is to panels nor wall sconces. ing room (3-31).

29
THE TEMPLE OF THE FROG

13. Hall of Trust Attendant: AC 0 (battle armor); HD 4; hp


16; MV 120' (40'); #AT l ; D 6-36 (hand in mumate two or three-person group-
The stairs in this hall go down to the upper ings. Atop each table is a green jade vase
blaster); Save C4; ML 12; AL C; XP 75.
dungeon's practice hall (8·53). of cut yellow swamp lilies. The north and
This inner circle monk knows the cleric
14. Organ Space spells hold person, detect evil, and protec- west walls contain doors.
tion from evil.
This 15-foot square room is crammed Use of this room is restricted to saints, inner cir·
16. Robing Room cle monks, and their guests. The door in the
with the huge metal and wood organ
pipes. A small open space before the door west wall leads to the outer sanctum (2-17).
The floor of this 10-foot by 25-foot room is That in the north wall leads to the sanctum
ends in a bench and keyboard.
covered with a white lamb's wool carpet. sanctorum (2-19). The cabinet is stocked with
Its east, west, and south walls are lined 24 bottles of wine and 50 crystal goblets (worth
Giant flues above the organ distribute their with ceiling-high glass-doored oak cabi- 500 gold pieces). The books are light reading.
sound throughout the nave. nets whose shelves are piled high with
Choir Master Pochep Bose is the organist. robes of various sorts. The oak·paneled 19. Sanctum Sanctorum
Tall and gaunt, his hideously scarred face makes north wall is fitted with half a dozen brass
him shun human company and seek the solace clothes hooks. The walls and ceiling of this 25-foot by 35·
of his organ. He is in this room constantly ex- foot room are paneled in golden oak. A
cept between midnight and dawn, when he is gray wool carpet covers the floor. The en-
The cabinets contain dozens of samples of
sleeping in the choir master's quarters (3-30). tire east wall is lined with oak book cases.
each color and style of robe, tunic, cloak, and
Any disturbance in the command center (2-15) Hundreds ofleatherbound books are visi-
cicnture worn by the order's members, in·
immediately draws Bose into that room. Bose's ble through the leaded glass of their doors.
eluding saint's robes and those robes worn by
conditioning is incomplete, and he will betray Against the west wall is a gray metal cabi-
the officiating priest during services. Turning
the order in order to save himself (and betray net, next to which is an oak sidechair.
the middle hook in the north wall clockwise
those he helps in order to get back into the or- There are doors in each of the other walls.
opens a secret door leading to the altar ma-
der's good graces). But dominating the room is a huge carved
chinery (2-2).
Pochep Bose: AC 9; HD 4; hp 12; MV 120' oak desk. Behind the desk is a leather arm-
17. Outer Sanctum chair. In front of it are three more chairs
(40'); #AT 1; D 6-36 (hand blaster); Save
C4; ML 12; AL C; XP 75. Bose is an in· upholstered in nubby gray silk.
ner circle monk and knows the cleric spells The floor of this 25-foot square room is
detect magic, protection from evil, and re- covered by a white lambs' wool carpet. The metal cabinet holds a computer terminal
sist fire. Tapestries cover the north and south and opens only to a saint's ring. The desk
walls. Facing each tapestry is a pair of 20- holds writing materials and a hand blaster.
15. Command Center foot white oak pews, intricately carved The door in the north wall leads to the sec·
with the temple's standard frog motif. retariat (2-20). That in the west wall leads to
The alcove in this 10-foot by 30-foot There are doors in the east and west walls. the nave (2-1 ). That in the south wall leads to
room's east wall holds a metal cabinet the inner sanctum (2·18).
whose face is dotted with what appear to This meditation chamber is empty at night, Saint Stephen is in this office during the
be jewels. Similar, smaller cabinets rest on but during the day, there are five acolytes day. He enters any adjacent room in which
long metal tables against the north and present, saying private devotions from the six there is a disturbance in 1-4 rounds.
south walls. books of devotions in each pew. The tapes-
Saint Stephen: AC 0 {battle armor); HD 10;
tries are smaller versions of those in the nave
hp 50; MV 120' (40'); #AT 1; D 3-36
This command center controls light and (2- t ) .
(hand blaster); Save FlO; ML 9; AL N;
sound during religious services. Monitors in
Acolytes (5): AC 9; HD l; hp 6 each; MV XP 900. In addition to his temple ring,
the smaller cabinets on the tables can be used 120' (40'); #AT 1; D 1-2 (fist); Save Cl; Stephen wears a ring of spell turning with
to communicate with the computer and to
ML 10; AL C; XP 10 each. 12 uses and a helm ofteleportation.
view all areas where there are functioning
video pickups. The tall cabinet is an auxiliary 18. Inner Sanctum Stephen is not conditioned to be loyal to the
power plant, sheathed in collapsium. It can order, but his battle conditioning give him the
sustain up to 24 points of damage before it The floor of this 25-foot square room is same immunity to spells as other members of
shuts down, but can be harmed only by covered with a green wool carpet. Its the order. H e will fight to save the order that
magic or magic weapons. Power packs for north and south walls are lined with he has built, but, if the battle is clearly lost, he
both blasters and battle armor can be re- ceiling-high golden oak shelves crammed teleports to one of the river boats anchored in
charged by plugging them into a small slot in with leather-bound books. A limestone The Haven (1-23) and uses the boat to escape
the face of the plant. If both the power plant fireplace carved in the temple's frog motif Frog Island, returning later to rebuild.
(5-54) and this auxiliary shut down, then all juts from the center of the east wall . A tall 20. Secretariat
alien devices installed in the temple except for oak cabinet occupies the southeast corner.
the glow panels immediately shut down. An There are six small, round oak tables and
attendant is always present. A gray wool carpet covers the floor of this
12 green velvet armchairs scattered about
15-foot by 25-foot room. Its walls and ceil-

.30
THE TEMPLE OF THE FROG

ring. Inside are eight large sacks and an eb·


ing are paneled in dark oak. Open shelves leather armchair. Two similar chairs are ony box. One sack holds 500 copper pieces.
built into the east wall contain 40 two-foot set in front of the desk. One holds 600 silver pieces. Three others
square ledgers bound in green leather. each hold 500 gold pieces. The remaining
There is a desk in the southwest corner, T he metal cabinet opens only to a saint's two each hold 600 platinum pieces. The inte·
behind which is a straight-backed oak ring. Inside is a computer tenninaJ. The oak rior of the ebony box contains a black velvet
chair. There are four similar chair s cabinet is an emergency armory with four pillow in which are cushioned 12 small emer-
against the north wall. Opposite them is heavy blasters, two hand blasters, six spare alds worth 2,500 gold pieces each.
an oak cabinet. There are doors in the power packs, six swords, and four maces. Dygar Mendel is in this office du ring the
west and south walls. T here is also a locked steel box in the oak cab- day, except during religious services. Mendel
inet holding two inner circle and six outer cir- dislikes fighting and avoids combat if at all
The red ledger books contain the order's fi- cle rings. possible. If cornered, he will fight back. Oth-
nancial records, including lists of prisoners Lynn Raupp is present during the day. e rwise, he attempts to run.
(by name) and their disposition. Among the Wherever Raupp is, there too is her pet dis-
entries in the most recent book is one for placer beast, Schroedinger. R aupp and h er Dygar Mendel: AC 0 (battle armor); HD 2;
"Aleford, Rissa" together with the notation pet enter the nave 1-4 rounds after any dis- hp 10; MV 120' (40'); #AT I ; D 3-36
"special treatment." The oak cabinet holds turbance starts in that area. They always at· (hand blaster); Save F2; ML 8; AL N; XP
writing materials. T he desk contains several tack intruders enthusiastically. Raupp breaks 20.
spools of green ribbon, a brass seal in the like- off combat only if the fight is clearly lost, in 23. Librarian's Quarters
ness of a frog devouring a struggling human, which case, she retreats to a convenient area
and a wooden box holding 30 sticks of yellow to gather new forces and then returns to the
The floor of this 25-foot square room is
sealing wax. The seal is that of the order, and attack. Raupp's pet is p rogrammed to be in· covered with a black wool carpet. The
is used on all official communications. tensely loyal to Raupp. H e will defend her to
west and south walls are lined with open
The door in the south wall leads to the the death, and avenge her if she is kjlJed. bookcases con tai n ing leather-bou nd
sanctum sanctorum (2- 19). That in the west books and lacquered scroll cases. There is
Lynn Raupp: AC 0 (battle armor); HD 11;
wall leads to the nave (2-1 ). an oak cabinet against the north wall a nd
hp 44; MV 120' (40'); llAT I ; D 3-36
This is the order's secretariat. Here reside its
(hand blaster); Save Fl I ; ML 10; AL N ; a similar cabinet occupies the northeast
current operating records, and from here come
XP 11 00. Raupp wears a scarabofprotec· corner. An oak bed dominates its south·
the written orders that cause things to get done. east corner. Between the bed and the cor-
tion with six uses. Like Saint Stephen,
The secretariat is run by Temple Secretary ner cabinet, angled to face the door, is an
R aupp has undergone battle conditioning
Hugh Karf, assisted by four acolytes who act as oak desk with a carved oak armchair.
that make her immune to the same spells
runners. Karf and his runners are in this room
as other members of the order. There is a black velvet armchair in the
during the day (except during religious serv- southwest corner.
ices). They enter any adjacent room in which Schroedinger: AC 4; HD6* ; hp 54; MV 150'
there is a disturbance in 1-4 rounds. (50'); llAT 2 tentacles; D 3-812-8; Save F6;
Most of the books and scrolls in the shelves
ML 12; AL N; X P 500 .
Hugh Karf: AC 9; HD 6; hp 24; MV 120' are of no interest , but there is a rare copy of
(40'); llAT I ; D 6-36 (hand blaster); Save 22. Cbancellory Friar H yckum 's shocki ng tale Dragons of De·
C6; ML 12; AL C; XP 275. Karfisan in- pravity, wort.h 1,000 gold pieces.
ner circle monk and knows the cleric spells The walls and ceiling of this 25-foot T he double-doored corner cabinet is
detect evil, protection from evil, hold per- square room are paneled in white oak. A locked a nd wizard-locked. Inside are two
son, resist fire, and cure disease. fine, pale green wool carpet covers the scrolls, a spell book, and an iron-bound oak
floor. The south wall is lined with oak chest. One scroll is a cursed scroll that turns
Acolytes (4): AC 9; HD I ; hp 6 each; MV
book cases. Hundreds of leather-bound the reader into a (very small) frog. The other
120' (40'); llAT I; D 1-4 (mace); Save Cl;
books are visible through the leaded glass is a magic user spell scroll containing the
ML 10; AL C; XP IO each.
of their doors. Against the east wall is a spells fly, conjure elemental, and lower water.
21. Guardian's Office gray metal cabinet. There is a similar cab· The chest holds 800 gold pieces.
inet against the west wall. Next to the lat- These are the quar ters of Vidor Strang.
The walls and ceiling of this 25-foot ter is a big wh ite oak desk, behind which is Though Strang is an honorary inner ci rcle
square room are paneled in white oak. A a padded green leather armchair. Two monk and wears an inner circle ring, he is not
fine, light blue wool carpet covers the similar chairs are set in front of the desk. a cleric, but a magic-user, and the spell book
floor. The north wall is lined with oak is his. H e is also the temple librarian and ar·
book cases. Hundreds of leatherbound The cabinet against the east wall contains a chivist. He is always in this room, though he
books are visible through the leaded glass computer; it opens only to a saint's ring. The enters the library in 1·4 rounds if there is a
of their doors. Against the east wall is a other cabinet hides a vault partially sunk into d isturbance there. Strang believes that the
gray metal cabinet. There is a much the floor. The vault is made of 1/16-inch col- keepers have become corrupt, and he would
smaller oak cabinet opposite it against the lapsium, a superdense annor plating that is like to see them destroyed for th e good of the
west wall. Next to the oak cabinet is a big immune to damage from any weapons in order. Though he will fight to preserve the or-
white oak desk, behind which is a blue Blackmoor (including alien blasters). It der as a whole, there is a 10% chance that he
open s only to Mendel's or Saint Stephen 's will help intruders penetrate the dungeons by

31
THE TEMPLE OF THE FROG

showing them the secret door to the monks' the north wall opens a secret door to the The first "basin" is a flush toilet. The second
stair (2-3). monks' stair(2-3). The door in the south wall is a sink. The unlocked cabinet holds a basket
goes to the library (2-24). That in the east of thin paper sheets.
Vidor Strang: AC 9; HD 8; hp 32; MV 120'
wall goes to the robing room (2-16).
(4-0'); #AT 1; D 1-4 (dagger); Save M8; 29. Second Floor Slop Room
ML 10; AL C; XP 650. Strang wears a
ring of spell turning with 3 uses. He SECOND FLOOR The floor, walls, and ceiling of this 15-foot
knows tbe magic-user spells protection Most of this floor is an open balcony that square room are covered with one-foot
from evil, read languages, read magic, in- overlooks the nave (2-1 ). Unless otherwise square slabs of green-veined black slate.
visibility, knock, wizard lock, dispel noted, all ceilings are 10 feet high. Built into the west wall is a waist-high,
magic, fireball, polymorph others, and slate-topped pine cabinet. Recessed in the
polymorph self 26. Choir Loft
slate top are three white porcelain basins
24. Library with brass fittings. Hanging from brass
This open, 20-foot high U-shaped loft hooks in the north wall are assorted clean-
looks out over the temple nave some 30 ing implements.
The walls of this 25-foot square room are feet below. It is surrounded by a heavy
lined with golden oak book cases, except railing, and four ramps give access to seat- The basins are sinks. The unlocked cabinet
where the north, east and south walls are ing in a bank of 20-foot pews around the
each pierced by a door. The western half holds brown stoneware crocks of soap, lye,
inside of the U. It's floor is covered by a
of the room contains six free-standing oak and beeswax. Next to them is an oak bucket
white lambs' wool carpet. Thick white filled with cleaning rags.
book cases. All are tightly packed with old wool curtains embroidered with tiny frogs
leather-bound volumes and lacquered conceal the outer wall of the U-shaped 30. Choir Master's Quarters
scroll cases. Three polished oak tables loft.
with flanking benches are distributed over Dark oak paneling covers the walls and
the eastern half of the room. The cham- When services aren't in progress, the loft is ceiling of this 15-foot by 25-foot room. A
ber's floor is covered by a worn green car- empty and the curtains are gathered to reveal dark brown carpet covers the floor.
pet. the doors on the outside of the U. During Ceiling-high oak shelves in the north wall
services, the curtains are closed, except in hold scores of thick black lacquer cases
The volumes in this library are all theological front of the booths (3-35, 3-36, 3-38, and 3- and a few books. The room's southwest
in nature. The door in the north wall leads to 39), and the loft is occupied by 60 members of corner contains a bed and night table. The
the main store room (2-25). That in the east the temple choir ( 10 members of the outer cir- northwest corner contains a brown leather
wall leads to the nave (2-1 ). That in the south cle, 30 acolytes, and 20 lay brothers). Press- armchair. There is a tall, double-doored
wall leads to the librarian's quarters (2-23). ing a certain stone in the northeast wall of the oak wardrobe to the right of the door.
There are always six acolytes present. Any loft causes a section of the wall to swing in-
disturbance in the nave draws them to that ward, revealing the steps leading down to the Choir Master Pochep Bose occupies these
area in 1-4 rounds. vault (2-4) quarters between midnight and dawn. See 2-
Acolytes (6): AC 9; HD 1; hp 6 each; MV 27. Meeting Room 14 for his attributes.
120' (4-0'); #AT 1; D 1-6 (mace); Save Cl; The black lacquer cases hold sheet music.
ML 10; AL C; XP 10 each. A leather sack in the wardrobe holds 300 gold
This 10-foot by 30-foot room is paneled in
pieces.
25. Main Store Room dark oak that matches the 15-foot oak ta-
ble and flanking benches that are its cen- 31. Changing Room
The east, west, and south walls of this 25- tral feature . The east and west walls each
foot by 15-foot storage area are lined with contain a single door. The walls and ceiling of this 15-foot by 45-
three-foot deep, ceiling-high shelves hold- foot room are paneled in dark oak. There
in g innumerable bundles, boxes, bins, are two doors in the west wall and one
28. Second Floor Latrine
crocks, and shrouded piles of material. door in the north wall. The room's north-
Half a dozen pine crates are scattered east and southwest corners each contain a
The floor, ceiling, and walls o f this 10-foot flight of stairs.
about the floor. The shelves in the east and
square room are covered with one-inch
south walls have gaps to accomodate a
square green and yellow tiles. There is a Before and after services, this room serves as
pair of doors.
white porcelain basin with brass fittings in a changing room for members of the choir;
the room's southwest comer. It is half-
This general storage area contains wooden present at such times are 30 acolytes, 20 lay
filled with water. Built into the room's east brothers, and 10 outer circle members, all
boxes and bins of torches, candles, wood
wall is a waist-high, slate-topped white unarmed. At other times, it is empty. The
scraps, nails, spikes, hooks, screws, pins, and oak cabinet. Recessed in the cabinet's
the like. The crocks hold beeswax, lye, soap, southwest stairs go down to the hall of saints
green-veined black slate top is another ba- (2-12); the northeast stairs go up to the Hall
and other cleaning supplies. The shrouded sin with different brass fittings. There is a
piles are disassembled furni ture. The half- of Toil ( 4-40).
yellow stoneware pot of soap atop the cab-
empty crates contain straw. inet.
Pressing a loose stone high in the middle of

32
MAP 3: TEMPLE OF THE FROG - SECOND FLOOR
Scale: 1 Square = 5 Feet

....................•
~-+-+--+-.:t
••• •••••
. .

•••
• •
.•.
•••

·...,
... .
~ ~
••
- i - . - - - - . . . - --•-t--f-f·-1--
·..
~

·..•······•···•·····•.··
..... • •• ----t---t--+----+--

--4-.+-+---f-
• •
• • -+-----t---

• •
• •


• •

0 1986 TSA Inc. All Rlgh.. Reumld.


THE TEMPLE OF THE FROG

MAP 4: TEMPLE OF THE FROG - THIRD FLOOR


Scale: 1 Square = 5 Feet

32. Profane Closet has two doors in the north wall and one in the 37. Eaat Acceas Way
east wall. The doors in the north wall lead to
The walls of this 5-foot by 15-foot closet con· This narrow, 15-foot, oak-paneled corridor
saint's booths (3-35 and 3-36).
tain scores of brass hooks on which choir has two doors in the north wall and one in the
members hang their everyday clothing while 35-36. Booths west wall. The doors in the north wall lead to
performing. If a service is in progress, there saint's booths (3-38 and 3-39).
are 30 acolyte robes, 20 lay brother robes, A red carpet covers the floor of this oak- 38-39. Booths
and 10 outer circle robes hanging from the paneled booth. It contains two red leather
hooks. Otherwise, it is empty. armchairs facing a glass wall. These booths are reserved for the use of Lynn
Raupp and Brand Kirk. Since Raupp
33. Sacred Closet
These booths are reserved for the use of Sain t doesn't attend services, booth 39 is always
The walls of this 5-foot by 15-foot closet con- Stephen and Dygar Mendel. Since Saint unoccupied. Booth 38 is occupied by Brand
tain scores of brass hooks on which choir Stephen doesn't attend services, booth 35 is Kirk during religious services. Both booths
members hang their liturgical garments always unoccupied. Booth 36 is occupied by are identical to booths 35-36.
when they aren't in use. During services, the Dygar Mendel during religious services. The
closet is empty. At other times, the hooks hold booths are unlighted. The glass is one-way THIRD FLOOR
60 green-trimmed safron choir robes. glass allowing those inside to see out, but The third floor is nothing more than a vast
34. West Access Way keeping those outside from seeing in. The
access space and storage area. All rooms have
curtains are puUed back during services.
This narrow, 15-foot, oak-paneled corridor 15·foot ceilings.

34
THE TEMPLE OF THE FROG

40. Hall of Toil The stairs at A and B go up to the priests' walk


(6-60). There are two guards stationed beside square slabs of gray-veined black slate.
Heavy canvas cunains cover archways in the The east wall contains a waist-high, slate-
the archway opposite the door to the fourth floor
west and south walls of this hall. The archway topped pine cabinet. Recessed in its slate
slop room (5-49). They have orders to detain
in the west wall leads to the main equipment top is a white porcelain basin with brass
unauthorized persons who enter this area.
space (4-41). That in the south wall leads to a fittings.
stairwell whose stairs go down to the robing Guards (2): AC 5 (chainmail); HD 5; hp 25
room (3-31) and up to the Hall of Peace (5· 44). each; MV 120' (40'); #AT 1; D 8-48 The basin is a sink. Inside the unlocked cabi-
(heavy blaster) or 1-8 (sword); Save F5; net is a brown stoneware crock of soap. Next
41. Main Equipment Space
ML 10; AL C; XP 175 each. to it is a copper bucket filled with cleaning
Any disturbance in this hall draws the occu· rags.
A double row of pillars marches down the
center of this huge room, whose walls are pants of rooms 5-50, 5-51, and 5-52 in 1-4 50. The Guardian's Quarters
lost in shadow. Here and there, the light seconds and causes the alarm to be sounded,
from the glowing stones in the ceiling reflects if the computer is still working.
The stone walls of this spartan 10-foot by
off some outlandish machine. Greasy cables 45. Upper Loft 15-foot room are unadorned. There is a
slither along the floor in all directions. Half a bed in the northeast corner and an oak
dozen large, boxy metal columns are cen- wardrobe in the northwest comer. At the
This open, 4-0-foot high loft looks down on
tered near the room's nonh edge. foot of the bed is a shallow 2-foot by 3-foot
the temple nave 50 feet below. It is sur·
rounded by a heavy railing, and two ramps box filled with sand.
This space is both a storage area for alien
give access to seating in a bank of 20-foot
equipment being refurbished for use in the These are Lynn Raupp's quarters. She and
pews set on steep risers. There is a large
temple and the main accessway for electrical double-door at the back of the loft, and her pet are present between midnight and
repairs. The cables include electrical and dawn. See 2-21 fortheir attributes. The sand·
smaller doors are set in jogs in the east and
communications lines. The metal columns box is Schroedinger's.
west walls.
are air shafts. All of the fireplaces, stoves, and
air vents in the temple are connected to these 51. The Chancellor's Quarters
oversized shafts. Secret doors in the shafts are 46-47. Stairs
triggered by twisting a metal protrusion. In· The oak paneling on the walls and ceiling
The west stairs go up to the west walkway (6·
side, the shafts are packed with a fibrous ma· of this 15-foot square room and the brown
55). The east stairs go up to the east walkway
terial that acts like a filter. While it is possible wool carpet covering the floor are the only
(6-56).
io hide in the shafts, they can' t be used to tra· signs of luxury. An oak bed occupies the
vel between floors since the shafts with which 48. Fourth Floor Bathroom northwest comer, and a brown cut velvet
they connect are too small for humans. armchair occupies the northeast corner.
The floor, ceiling, and walls of this l 0-foot T here is an oak wardrobe against the
42. Unfinished Latrine
square room are covered with one-inch south wall.
square black and gold tiles arranged in an
The 10-foot square room before you is Dygar Mendel's occupies these quarters from
abstract pattern. There is a curious glass
bare, dusty, and obviously disused. midnight to dawn. See 2-22 for his attributes.
booth containing gold fittings in the
northwest comer. A white porcelain basin 52. The High Priest's Quarters
43. Unfinished Slop Room with gold fittings occupies the southwest
corner. It is half-filled with water. Built
The walls and ceiling of this L-shaped
The 10-fooi square room before you is into the east wall is a waist-high, marble·
room are paneled in white oak, and there
bare, dusty, and obviously disused. topped golden oak cabinet. Recessed in
is a white carpet on tbe floor. A white oak
the cabinet's black-veined gray marble
four-poster occupies the southeast corner.
top is another white porcelain basin with
There is a wardrobe against the north
different gold fittings . Atop the cabinet is
FOURTH FLOOR a jade pot of scented soap.
wall, and a writing desk and chair in the
northeast corner.
Guests and those who don't have appropriate
Saint Stephen is i.n these quarters be·
business on the fourth floor are allowed there The glass booth is a shower. The basins are a
tween midnight and dawn. See 2-20 for
only under escort. Except in the upper loft, flush toilet and sink, respectively. The un·
his attributes.
ceilings are 15 feet high . locked cabinet holds a stack of towels and a
woven basket full of sheets of thin paper. The
44. Hall of Peace In addition to its other contents, the ward-
jade pot is worth 100 gold pieces; the gold fit·
robe holds an alien backpack containing 30
tings, 300.
This T-shaped hall is paneled in white iron rations, a full waterskin, a 50-foot rope,
oak. A gray and white wool carpet covers 49. Fourth Floor Slop Room and a purse holding 50 gold pieces. Ever pre·
the floor. There seem to be doors or arch· pared, Saint Stephen keeps these items ready
ways everywhere. The floor, walls, and ceiling of this I0-foot against the day when he may have to make a
square room are covered with one-foot fast getaway from the temple.

35
THE TEMPLE OF THE FROG

53. The Computer Room communicate orders and information re· 55-56. Walkways
quests to the computer using the intercom
The west walkway connects the west stairs (5·
The walls, floor, and ceiling of this 25-foot system. When communicated with in this
46) with the stairs leading to the observation
by 45-foot room are covered with two-foot fashion, the computer replies over the inter·
deck (7-62). The east walkway connects the
smooth, gleaming white panels of an un· corn. The aliens can also communicate using
east stairs (5-47) with the stairs leading to the
known material. The entire ceilin g glows . their implants. In order of preference, the
observation deck.
with an intensely b right light. There are computer obeys Saint Stephen, Willis,
two iron beds, an oak desk, an oak chair, Raupp, Mendel, Kirk, the apprentice com· 57. Machine Shop
and an oak wardrobe against the north putennan, and the attendant.
wall. Four open metal cabinets line the Neither Strom nor his apprentice are fight· This 50-foot by 60-foot room is crammed
south wall. In front of each open cabinet is ers by nature, but both will fight to the death with strange machines that whir and buzz
a white oak side chair. Centered against to protect the computer. If intruders draw and click. Most of the room's southern
the west wall is a tall metal cabinet con- near the computer room, they barracade third is occupied by a huge hexagonal
taining a single blinking red light. themselves inside instead of venturing out to tank, and there are two thick metal shafts
join the fight. in the middle of the remaining floor space.
The cabinets against the south wall are termi· 54. The Power Plant There is a double door in the north wall.
nals attached to the computer set against the Stairs in alcoves in the east and west walls
west wall. The unlocked desk contains a lead to two other doors.
The walls, floor, and ceiling of this 25-foot
drawer full of strange tools and computer by 45-foot room are covered with two-foot
parts. The wardrobe contains a saint's robe, smooth, gleaming white panels of an un· The machines include laser drill presses,
two inner circle robes, and a chest holding known material. The entire ceiling glows milling machines, lathes, stampers, heat
200 platinum pieces. Temple Magus Willis with an intensely bright light. There are treatment units, and other, even more eso-
Strom and his apprentice computerman oc· two iron beds and a wardrobe against the teric alien devices. During the day, there are
cupy this room. south wall. An open metal cabinet and five acolytes hard at work in this area. At
two other tall metal cabinets are set night, it is empty.
Willis Strom: AC 0 (battle armor); HD 2; hp
20; MV 120' (40'); #AT l; D 3-36 (hand against the north wall. There is an oak Acolytes (4): AC 9; HD 1; hp 6 each; MV
blaster); Save F2; ML 7; AL N; XP 20. side chair in front of the open cabinet. The 120' (40'); #AT l; D 1-4 (club); Save Cl;
room's entire southeast comer is occupied ML 10; AL C; XP 10 each. In combat,
Apprentice Computennan: AC 0 (battle ar· by a featureless, ceiling high, metal tank. the acolytes use metal tools as clubs.
mor); HD 3; hp 12; MV 120' (40'); #AT
l; D 6-36 (hand blaster); Save C3; ML 58. Cistern
The open cabinet is a computer terminal.
12; ALC; XP 75. This individual is an in·
The other cabinets are monitoring devices. Catch basins in the temple roof keep this 15-
ner circle monk and knows the deric spells
In addition to its other contents, the ward· foot deep cistern filled with water. The catch
detect evil and protection from evil. basins' outlets are only a few inches across
robe holds a suit of leather armor and three
Computer: AC O; HD 10; hp 40; MV 0 (O); inner circle robes. (too small to be entered). Plastic pipe carries
#AT I electric shock; D 8-48; Save F5; T he metal tank is a sealed power plant, water from the cistern through the temple
ML 12; AL N; XP 1,100. The computer sheathed in collapsium. It can sustain up to walls to all sinks, toilets, and showers.
is similar to a stationary golem. It can be 48 points of damage before it shuts down, but
59. Main Lighting Space
damaged only be magic weapons or spells, can be harmed only by magic. If both the
and is immune to poison, paralysis, petri- power plant and its auxiliary in the command This area is a jungle of electrical cables. T he
fication, and breath attacks and to sleep, center(2-15) shut down, then all alien devices accent lights used in religious services are se·
charm, and h old spells. To keep fools from installed in the temple except for the glow cured to ports cut in the floor and accessed via
tampering with it, Willis Strom has run a panels immediately shut down. trapdoors. It is possible to drop through these
current through its insulated cabinet. An apprentice powerman is always on duty trapdoors into the nave 90 feet below.
Anyone but Saint Stephen, Willis Strom, in this room.
60. The Priests' Walk
or his apprentice cornputerrnan who
Apprentice Powerman: AC 0 (battle armor);
touches the computer with his body or
HD 3; hp 12; MV 120' (40'); #AT I ; D6- This 20-foot by 50-foot balcony is the
with a weapon or tool sustains 8-48 points
36 (hand blaster); Save C3; ML 12; AL " mouth" of the frog-shaped temple .
of damage from electric shock.
C; XP 75. This inner circle monk knows Overhead, an overhanging limestone
Anyone can use a terminal keyboard to talk the cleric spells detect evil and protection ledge forms the upper part of the mouth.
to the computer. The computer will answer from evil. The floor of the balcony is the lower half.
questions posed by anyone using a terminal The surrounding by a three-foot high by
by displaying data on the screen, but it takes FIFTH FLOOR four-foot thick limestone railing forms a
orders affecting temple operations only from prominant froggy lip. The north wall,
the aliens, the apprentice computerman, and The fifth floor other than the east and west
forming the back of the mouth, contains a
the attendant in the command center (2· 15). walkways (6-55 and 6-56) is restricted to ali-
double door of bluish-green bronze.
It is possible for anyone who knows the one· ens and members with assigned tasks. The
word I.D. code of one of these individuals to walkways have l 0-foot ceilings. The other ar·
eas have 15-foot ceilings.

36
THE TEMPLE OF THE FROG

MAPS: TEMPLEOFTHEFROG-FOURTHFLOOR
Scale: 1 Square = 5 Feet

Saint Stephen is wont to observe his realm Draco Lizards (4): AC 5; HD 4+2; hp 22; blasters, these two don't have power packs.
from this pleasant balcony. It is here too that MV 120' (80'), glide 150' (50'); #AT 1 Instead they draw power from the power
he pursues one of his hobbies-watching the bite; D 1-10; Save F3; ML 7; AL N; XP plant (or auxiliary). The cables connecting
wild draco lizards that inhabit Frog Swamp. 125. them to the power plant are just long enough
In order to draw the lizards near, Stephen has so that they can be wheeled to the edge of the
The double doors in the nonh wall open only
the temple staff regularly feed them . Slightly balcony to fire down at an attacking foe.
to Saint Stephen's ring or to <\.knock spell;
concave stone projections built into the bal- The room is guarded by a cyborg named
they can't be forced .
cony at A and B are filled with fresh meat be- Norn who is programmed to kill anyone ex-
fore both daily services, drawing the winged 61. Saint Stephen's Room cept Stephen who enters the room.
predators to the temple. Once the meat is
Norn: AC O; HD 20; hp 8; MV 120' (80');
gone, the dracos tend to stay in the area, This l 0-foot by 20-foot room is packed llAT 1 fist or weapon; D 3-30 or 4-48
though they don't remain on the balcony. with arcane machines of metal and glass. (heavy blaster); Save FlO; ML 12; AL N;
However, since they have come to associate XP 2,000. Norn has infravision, and can
the balcony with food, they do sometimes These are items of alien equipment salvaged breathe underwater. He can be damaged
dive on those they see standing on it. There is from Stephen's lifeboat. Ainong them are only by magic items or spells. He is im-
a 25% chance that a party of intruders who two autoblasters, large wheeled, swivel- mune to sleep, charm, and hold spells.
enter this area are attacked by four draco liz- mounted blasters that do 8-48 points of dam-
ards. age at a range of320 feet and that can be used
to make three attacks per round. Unlike other

37
THE TEMPLE OF THE FROG

SIXTH FLOOR 63. Mind of the Frog


This area is forbidden to everyone except ali·
ens and those who accompany them. All its This entire 10-foot by 20-foot room ap·
rooms have 15-foot ceilings. pears to be a single machine whose entire
purpose is focused on something that
62 . Observation Deck looks like a chair built into the north wall.
This room appears to be a corridor. Stone
bays at A and B are actually view ports The room is, in fact, a single vast machine, a
shielded from the elements by clear convex mind-control device tha t Stephen uses to con·
plastic sheets. From outside, these bulging dition members of the order as descr ibed in
plastic shields look like the pop eyes of a frog. the Heart ofDarkness portion of this module.
The collapsium door between this area and
the M ind of the Frog (7-63) opens only to one
of the aliens' rings or to a knock spell. It can't
be forced.

38
MAP 6: TEMPLE OF THE FROG - FIFTH FLOOR

~N

MAP 7: TEMPLE OFTHE FROG - SIXTH FLOOR

~N

Scale: 1 Square = 5 Feet

01986 TSR Inc. A• Right• Reaerved.


THE TEMPLE DUNGEON

Beneath the temple compound is a large 8 Special: The intruders encounter 12 sol· 5. Commander Rill's Quarters
dungeon cut from the natural limestone be· diers per a 6 result. The soldiers are ac-
drock. Here, as in the aboveground temple, companied by an outer circle monk and The southwest corner of this sparsely fur-
alien technology provides light, ventilation, an inner circle monk, per 1 and 2 results. nished 10-foot by 30-foot room contains
plumbing, environmental control, security, They are also accompanied by either an oak bed with a small oak wardrobe at
and communications . Unless otherwise Lorca (see 1-25) or by two keepers per a 3 its foot. An oak desk and chair occupy the
noted, assume that all lockers, wardrobes, result. east wall. Assorted furs are scattered over
and desks have the same contents as those in the floor.
the aboveground temple. UPPER DUNGEON
The dungeon can be entered only by saints Commander Rill, who is in charge of the men
and those other Froggies who have business All ceilings and walls in the upper dungeon
are faced with 500-pound limestone blocks. quartered in the southwest barracks (9-63), is
there. Intruders risk detection and capture as always present.
a result of random encounters with the tern· The floors are flagged with limestone. As in
pie staff or members of the order. If the in- the aboveground temple, frog-shaped wall Commander Rill: AC 5 (chainmail); HD 5;
truders aren't yet detected, roll ld6 every sconces containing white candles are set in hp 25; MV 120' (40'); #AT 1; D 6-36
other tum to see if they have an encounter; if the walls at 10-foot intervals. Here too, the (hand blaster); Save C5; ML 12; AL C;
detected, roll ld6 every tum instead. An en- candles are unused as light comes from the XP 175. This short, fat inner circle monk
counter occurs on a result of 1. Determine the alien glow panels. Unless otherwise noted, all knows the cleric spells detect evil, remove
nature of each encounter by rolling ld4 if the doors are cut from a single piece of oak and fear, bless, and hold person.
intruders aren't yet detected and ld8 if they are sealed electronically as in the above-
ground temple. Except as noted, ceilings are In addition to their other contents, the ward-
are detected. robe holds a chainmail shirt and a mace + 1,
20 feet high. A disturbance in any room or
hall on this level automatically draws the oc- and a deep drawer in the desk contains a
Outer Circle Monk (1): AC 5 (chain- small sack holding 200 electrum pieces.
mail); HD 4; hp 20; MV 120' (40'); flAT cupants of all adjacent rooms into the area
1; D 6-36(hand blaster); Save C4; ML within 1-6 rounds. 6. Wine Cellar
11; AL C; XP 75. The monk knows the 1. South Concourse
cleric spells detect evil, protection from Two oak tuns stand against the south wall
evil, and bless. The two stairwells in this corridor lead to the of this 20-foot square room . The north
top of the Temple Gate (1-4A). wall and part of the east and west walls
2 Inner Circle Monk (1): AC 5(chainmail); hold racks of dusty bottles.
HD 5; hp 25; MV 120' (40'); #AT 1; D 6- 2. Southwest Guard Room
36 (hand blaster); Save C 5; ML 12; AL
C; XP 175. The monk knows the cleric This 15-foot by 20-foot room has doors in One tun holds ale. The other contains a
spells detect evil, protection from evil, the north and west walls. A large hooded cheap, rough red wine. The bottles contain
cook stove stands against the south wall. various types of red and white wine.
bless, and hold person.
Fifteen-foot oak trestle tables and benches 7. Southeast Guard Room
3 Keepers (2): AC 7 (leather armor); HD 6; flank a north-south center aisle. Above
hp 24 each; MV 120' (40'); #AT 1; D 1-6 and slightly in front of the stove, metal
(mace); Save C6; ML 12; AL C; XP 275 This 15-foot by 20-foot room has doors in
cooking gear hangs from an iron rack sus- the north and east walls. A large hooded
each. The monks know the cleric spells pended by a chain from the ceiling.
detect evil, protection from evil, bless, cook stove stands against the south wall.
hold person, and cause disease. Fifteen-foot oak trestle tables and benches
Pushing a loose stone in the east wall opens a flank a north-south center aisle. Above
4 Soldiers (4): AC 5 (chainmail); HD 2; hp secret door to the southwest passage (8-3). and slightly in front of the stove, metal
8 each ; MV 120' (40'); #AT 1; D 1-8 Two soldiers are present. cooking gear hangs from an iron rack sus·
(sword); Save F2; ML 10; AL C; XP 20 pended by a chain from the ceiling.
Soldiers (2): AC 5 (chainmail); HD 2; hp 8
each.
each; MV 120' (40'); #AT 1; D 1-8
5 Soldiers (8): AC 5 ( chainmail); HD 3; hp (sword); Save F2; ML 10; AL C; XP 20 Pushing a loose stone in the west wall opens a
15 each; MV 120' (40'); flAT 1; D 1-6 each. secret door to the southeast passage (8-8).
(crossbow) or 1-8 (sword); Save F3; ML Two soldiers are present.
3. Southwest Passage
10; AL C ; XP 35 each . Soldiers (2): AC 5 (chainmail); HD 2; hp 8
Pulling a loose stone in the west wall opens a each; MV 120' (40'); #AT 1; D 1-8 (sword);
6 Soldiers (12): AC 5 (chainmail); HD 3;
secret door to the southwest guard room (8- Save F2; ML 10; AL C; XP 20 each.
hp 12 each; MV 120' (40'); #AT 1; D t-6 2). Stairs at the passage's other end go down
(crossbow) or 1-8 (sword); Save F3; ML to a double door that opens onto the lower 8. Southeast Passage
10; AL C; XP 35 each. dungeon's south tunnel (9-54). Pulling a loose stone in the east wall opens a
7 Special: The intruders encounter eight 4. Southwest Stairwell secret door to the southeast guard room (8-7).
soldiers per a 5 result. T hey are accompa- Stairs at the passage's other end go down to a
nied by an outer circle monk and an inner Stairs wind upward counterclockwise to the double d oor that opens onto the lower
circle monk, per I and 2 results. top of the southwest tower (1·5) and down dungeon's south tunnel (9-54).
clockwise to the southwest barracks (9-63).

40
THE TEMPLE DUNGEON

9. Southeast Stairwell to dawn. See 2-20 for his attributes.


There are three oak side chairs in front of
Stairs wind upward counterclockwise to the it. The north wall is lined with empty oak 18-20. Monks' Quarters
top of the southeast tower (1-6) and down bookcases. The west wall contains a metal
clockwise to the southeast barracks (9-84). cabinet. Anchored to the east wall of this 10-foot by
10. Commander Zik's Quarters 20-foot room are two iron double-decker
The metal cabinet holds a computer termi- bunks. There is a tall pine wardrobe
nal; it opens only to a saint's ring. Rector against the north wall .
The southeast comer of this sparsely fur·
nished 10-foot by 30-foot room contains Brand Kirk is always present except during
services and between midnight and dawn. These quarters are assigned to outer circle
an oak bed with a small oak wardrobe set
at its foot . An oak desk and chair occupy monks. Two of them are present at night and
Brand Kirk: AC 0 (battle armor); HD 5; hp
the west wall. one during the day. A disturbance in one of
25; MV 120' (40'); #AT I; D 3-36 (hand
these eel.ls causes the monks in the other two
blaster); Save F5; ML 10; AL N; XP 175.
cells to arrive to investigate after 1-4 rounds.
These are the quarters of Commander Zik, In addition to his temple ring, Kirk wears
the inner circle monk who is in charge of the a ring of spell storing containing the Outer Circle Monks (2): AC 7 (leather ar-
men quartered in the southeast barracks (9- magic-user spells charm monster, ice mor); HD 4; hp 16 each; MV 120' (40');
84). He is never present, preferring to stay storm/wall, animate dead, teleport, disin · #AT 1; D 1-6 (mace); Save C4; ML 11 ;
with his men. tegrate, and stone to flesh•. AL C; XP 75 each. The monks know the
cleric spells detect evil, protection from
11. South Concourse Wash Room Kirk is a skilled fighter, but, like all of the ali-
evil, and bless.
ens except Raupp, prefers to let the locals do
The floor, ceiling, and walls of this 20-foot most of the bleeding and dying. Ifinvolved in 21·24. Junior Keepers' Quarters
square room are covered with one-inch combat, he stays well back from the melee,
square green tiles. Four curtained stalls using his blaster and his ring to back up his Set against the west wall of this 10-foot by
are built into the south wall. White porce· troops. If the fight is clearly lost, he retreats 20-foot room are two iron three-tiered
lain basins with brass fittings are recessed (using his magic ring to teleport to a ..other lo- bunks. There is an oak wardrobe against
into the green-veined black slate counter cation in the temple, if possible). This does the south wall.
tops of waist-high, slate-topped, white oak not mean that Kirk is a coward, by any
cabinets in the east and west walls. means. He is perfectly wi.lling to risk his life These quarters are assigned to keepers, two
to save his cushy position at the temple, and of whom are present. A disturbance in one of
The curtained stalls contain flush toilets. The will organize a new assault on the intruders these cells causes the monks in the other three
basins are sinks. The unlocked cabinets each each time an attack fails. cells and in cells 25-28 to arrive to investigate
hold crocks of soap and lye and a woven bas· 15. Rector's Bed Chamber after 1-4 rounds.
ket full of sheets of thin paper.
Keepers (2): AC 7 (leather armor); HD 6; hp
12. East Concourse The stone walls of this spartan 10-foot by 24 each; MV 120' (40'); #AT 1; D 1-6
20-foot room are unadorned. Its sole fur· (mace); Save C6; ML 12; AL C; XP 275
This is an empty hallway. niture is an oak four-poster in the south· each. The monks know the cleric spells de-
13. Rector's Day Room west corner and a side chair against the tect evil, protection from evil, bless, hold
n~rth wall. person, and cause disease.
An oak desk faces the door in the north 25-28. Senior Keepers' Quarters
wall of this 10-foot by 20-foot room. Be· Brand Kirk 1s present from midnight to
hind the desk is a brown leather armchair. dawn.
Set against the west wall of this 10-foot by
Two oak chairs face the desk. 16. Rector's Closet 20-foot room are two iron three-tiered
In addition to standard wardrobe contents, bunks. There is an oak wardrobe against
There is an acolyte behind the unlocked desk the north wall.
during the day. this closet holds an iron-bound oak chest con·
taining 100 platinum pieces, 100 electrum
Acolyte (1): AC 9 ; HD l ; hp 6 ; MV 120' pieces, and 300 gold pieces. These quarters are assigned to keepers, one
(40'); #AT 1; D 1-2 (fist); Save Cl; ML of whom is present. A disturbance in one of
10; AL C; XP 10. 17. Secretary's Quarters these cells causes the monks in the other three
cells and in cells 21-24 to arrive to investigate
14. Rector's Study An iron cot against the east wall and a after 1·4 rounds.
pine wardrobe against the north wall are
The floor of this 20-foot by 40-foot room is Keeper (1 ): AC 7 (leather armor); HD 7; hp
the sole furnishings of this 10-foot by 20·
covered by a green wool carpet. A large, foot room. An icon on the west wall shows 28; MV 120' ( 40'); llAT I; D 1-6 (mace);
intricately carved oak desk is angled to a frog bathed in a heavenly light. Save C7 ; ML 12; AL C; XP 450. The
face the room from the northeast comer. monk knows the cleric spells detect evil,
Behind it is a green leather armchair. protection from evil, remove fear, bless,
Temple Secretary Hugh Karf (an inner circle
hold person, striking, and cause disease.
monk) occupies these quarters from midnight

41
THE TEMPLE DUNGEON

29. Monk's Hall 33. Northeast Guard Room 41. Northwest Stairwell
This is an empty hallway. The door in the Stairs wind upward counterclockwise to the
west wall opens only to a saint's ring or a This 15-foot by 20-foot room has d oors in top of the northwest tower ( 1-8) and down
keeper's ring. Any suspicious noise in this the south and cast walls. There is a large clockwise to the northwest barracks (9-74).
hall (as of a door being forced) causes two hooded cook stove against the north wall.
Fifteen-foot oak trestle tables and benches 42. Commander Skilk's Quarters
monks per round from rooms 21-28 to enter
the hall to investigate. flank a north-south center aisle.
This 10-foot by 30-foot room contains an
30. Chief Keeper's Office Pushing a loose stone in the west wall opens a oak bed in the northeast corner and an oak
secret door to the northeast passage (8-34). wardrobe and an ironbound oak chest
The north wall of this L-shaped 10-foot by One soldier is present. against the west wall.
20-foot room is lined with shelves contain-
Soldier (1): AC 5 (chainmail); HO 2; hp 8;
ing assorted scroll cases. There is a bat- Commander Skilk, who is in charge of the
MV 120' (40'); #AT 1; D 1-8 (sword);
tered oak desk angled to face the room soldiers quartered in the northwest barracks
from the southeast corner. Behind it is a Save F2; ML 10; AL C; XP 20.
(9-74), occupies these quarters at night. See
brown leather armchair. Two similar 34. Northeast Passage 8-53 for his attributes. The locked chest holds
chairs face the desk. a chainmail shirt and a large bag containing
Pulling a loose stone in the east wall opens a se-
500 gold pieces.
cret door to the northeast guard room (8-33).
This is the chief keeper's office, but he is
Pulling a different stone in the west wall open8 a 43. Northwest Washroom
never present. The scroll cases contain reli-
secret door to the north passage (8-35).
gious scrolls. This washroom has exactly the same contents
35. Northeast Stairwell and decor as the northeast washroom (8-31 ),
31. Northeast Washroom
except that the cabinet and sink are set in the
Stairs wind upward counterclockwise to the
west (not east wall). It has the same two toilet
The floor, ceiling, and walls of this 10-foot top of the northeast tower (l-7) and down
stalls in the north wall, and the cabinet's con-
by 20-foot room are covered with one-inch clockwise to the northeast barracks (9-77).
tents are the same.
square yellow tiles. Two curtained stalls 36. North Passage
are built into the north wall. Two white 44. Monk's Common Room
porcelain basins with brass fittings are re- Pressing a loose stone in the eastern wall of
cessed into the yellow-veined black slate this passage opens a secret door to (the north- The walls of this 40-foot square room are
counter top of a waist-high white oak cabi- east passage (8-34). Pressing a loose stone in lined with open shelves containing crock-
net in the east wall. the west wall opens a secret door to the north- ery, cooking utensils, tins, bins, bags, and
west passage (8-40). The doors· in the south boxes. The northwest corner contains a
The curtained stalls contain flush toilets. The wall lead to the emergency stairwells (8-37 hooded cook stove. There are two wheeled
basins are sinks. The unlocked cabinet con- and 8-38). tables near the west wall. Three long ta-
tains a stoneware pot of soap, a crock of lye, a 37-38. Emergency Stairwells bles flanked by benches take up the east-
long-handled brush, and a woven basket of ern part of the room.
thin paper sheets. The eastern emergency stairwell (8-37) con-
nects the north passage (8-36) with the lower The tins, bins, bags, and boxes contain food
32. Commander Mor's Quarters dungeon's east causeway (9-76). The western and drink. There are two acolytes and two
emergency stairwell (8-38) connects the north outer circle monks present during the day
This 10-foot by 30-foot room contains an passage (8-36) with the lower dungeon's west and two outer circle monks present at night.
oak bed in the northwest corner, a small causeway (9-75).
oak wardrobe against the west wall, and a Acolytes (2): AC 9; HD 1; hp 6 each; MV
39. Northwest Guard Room 120' (40'); #AT 1; D 1-2 (fist); Save Cl;
brown leather armchair against the east
wall. There is a pile of scrolls on the floor ML 10; AL C; XP 10 each.
beside the bed. This 15-foot by 20-foot room has doors in
the south and west walls. A large hooded O uter Circle Monks (2): AC 7 (leather ar-
mor); HD 4; hp 20 each; MV 120' (40');
Commander Mor, who is in charge of the cook stove stands against the north wall.
Fifteen-foot oak trestle tables and benches #AT 1; D 2-7 (mace + 1); Save C4; ML
men quartered in the northeast barracks (9- 11; AL C; XP 75 each. The monks know
77), occupies this room except during reli- flank a north-south center aisle.
the cleric spells detect evil, protection
gious services and between sundown and from evil, and bless.
midnight (when he is in Frog Town). Pulling a loose stone in the east wall opens a
secret door to the northwest p assage (8-40). 45. Main Larder
Commander Mor: AC 5 (chainmail); HD 5;
hp 20; MV 120' (40'); #AT 1; D 6-36 40. Northwest Passage
The north and west walls of this 50-foot by
(hand blaster); Save C5; M L 12; AL C; Pulling a loose stone in the west wall opens a se- 60-foot room each contain a pair of iron-
XP 175. This burley inner circle monk cret door to the northwest guard room (8-33).
knows the cleric spells detect evil, remove Pulling a different stone in the east wall opens a
fear, bless, and hold person. secret door to the north passage (8-35).

42
THE TEMPLE DUNGEON

morph self. Another case holds not scrolls, The curtained doorway contains a double
bound oak doors. Every other inch of wall but a lacquered box tied shut with an int ri- door that opens only to a saint's ring or inner
space is taken up with sturdy oak shelves cate knot. If the box is forced open or the knot circle ring. Opposite this door is a secret door
piJed high with tins, bins, bags, and is untied incorrectly, the box turns into a fire- in the north wall that opens when a candle
crocks . Five free-standing shelves in the ball doing 6-36 points of damage to the char· sconce is rotated clockwise. The stairs con-
southern half of the room are similarly acter holding it and incinerating its contents . nect wi th the monks' stair (2-3).
laden. If the knot is untied correctly (e.g., if the lock
53. Practice Hall
is picked), the lid pops open to reveal a ring of
The containers hold food. frog control identical to those worn by the
keepers. This cavernous room's 30-foot ceilings are
46. Loading Bay supported by nine pairs of round piJlars.
The wizard Lorca is present from sunrise
to noon. See 1-25 for his attributes. The north-south aisle between those pil-
This 10-foot by 20-foot room contains two lars is apparently an archery range since
5-foot square four-wheeled dollies. SO. Public Archives there are butts set against the north wall.
This room is identical in appearance to the Weapons racks flanking the outside of
A gray button set in the south waJI opens and hidden archives (8-50), but it contains the re- each row of pillars hold a hedge of swords,
doses a ceiling trapdoor connecting this load - cords that are open to aJJ of the order's mem- spears and polearms of every description.
ing bay with the west dock (1-3). bers. One case contains architectural There are six ironbound oak weapons
47. West Concourse drawings of the temple. If the players find chest against the west wall, and four more
this scroll case, show them the floor plans of flanking the butts along the north wall.
Tucked away in a deadend of this hallway is a the aboveground temple (not the d ungeon). Twelve casks of arrows occupy the south-
5-foot wide trapdoor through which food and A shelving section in the room's northwest west corner, while 20 casks of quarrels oc-
other supplies can be lowered to the level be- comer swings out to reveal a door on which is cupy the southeast corner. The double
low. After a five-foot drop, the supplies slide mounted a full-length mirror oflife trapping. doors in the south wall are flanked by
down a gently sloping 250-foot ramp to the Inside the mirror arc a vampire and eight racks of bows and crossbows. The angled
lower kitchen (9· 79). Another deadend holds dire wolves. The vampire can't be seen in the southwest and southeast walls are covered
a secret door leading to the priest's hole (8- mirror, but can be talked to (in which ca se, it by heavy canvas mats. The other walls are
52); it opens when a candle sconce is rotated claims to be a Blackmoorian warrior impris- hung man-high with shields. The floor is
clockwise. oned by the order for some imaginary crime). ankle-deep in white sand.
48. Chief Keeper's Quarters The mirror's occupants attack all present
when it is broken. This combination armory and practice room
is unoccupied from midnight to dawn and
T he floor of this 20-foot by 30-foot room is Vampire(!): AC 2; HD9''; hp 72; MV 120' during services. At other times, Commander
covered with a green wool carpet. T here is (40'), flying 180 (60); #AT 1 bite; D 6-36; Skilk, an outer circle monk, and 16 soldiers
a waJnut four-poster in the northeast cor- Save F lO; M L 11; AL N; XP 2000. are present.
ner, a green leather armchair in the north·
west comer, a walnut wardrobe against Dire Wolves (8): AC 6; HD 4 + l; hp 17 each; Commander Skilk: AC 4 (chainmail + ring
the west wall, and a big, carved walnut ta- MV 150' (SO'); #AT 1 bite; D. 2-8; Save of protection); HD 5; hp 30; MV 120'
ble and chair against the east wall. F2; ML 8; AL N; XP 125 each. (40'); #AT 1; D 1-6 (mace) or 6-36 (hand
The door opens onto the secret archives (8- blaster); Save CS; ML 12; ALC; XP 175.
Chief Keeper Sefton Bril occupies these quar· 49). The proper way to enter this room is to This big, bearish, red-bearded inner cir-
ters between midnight and dawn. See 9-57 open the door wi th eyes closed so as to avoid cle monk knows the cleric spells detect
for his attributes. In addition to its o ther con- becoming trapped in the mirror. evil, protection from evil, bless, and hold
tents, the locked cabinet holds a small chest person. As a reward for leading the slav·
containing 1,200 gold pieces. 51. Slide ing party that ambushed Rissa Aleford,
This area is occupied b y the spiral stone slide Skilk was given her ring of protection + 1,
49. Secret Archives which he now wears.
connecting the mouth of the frog-altar in the
nave (2-1 ) to the lower dungeon's killing Outer Circle Monk (1): AC 5 (chainmail);
This 20-foot by 30-foot room is lined with pond (9-59). Periodic oilings make the slide's
glassed-in shelves containing leather- HD4; hp 20; MV 120'(40'); #AT 1; D 1-6
smooth stone surface too slick to get any pur· (mace) or 6-36(hand blaster); Save C4;
bound books and green lacquered scroll chase. Barring magical means of rescue,
cases. A 15-foot long carved oak table ML 11 ; AL C; XP 75. The monk knows
those who start the descent from the altar in- the cleric spells detect evil, protection
flanked by six carved oak chairs occupies evitabJy wind up in the pond.
the center of the room. from evil, and bless.
52. Priest's Hole Soldiers (16): AC 5 (chainmail); HD 3; hp 12
The books are the secret record of the order's each; MV 120' (40'); #AT I; D 1-6 (cross-
experiments and are filled with details on the This triangu lar room has a cu rtained bow) or 1-8 (sword); Save F3; ML 10; AL
creation of killer frogs. One scroll case holds a doorway in the southeast corner. An arch C ; XP 35 each.
magic user spell scroll containing the spells in the southwest corner partially conceals
massmorph, polymorph others, and poly- a flight of stairs climbing into darkness. The canvas curtains conceal double doors

43
DM BACKGROUND

leading to the priests' hole (8-52) and the east Keeper (1): AC 7 (leather armor); HD 7; hp Sefton Bril: AC 0 (battle armor); HD 10; hp
concourse (8-12). That to the priests' hole 28; MV 120' (40'); #AT 1; D 1-6 (mace); 60; MV 120' (40'); #AT l; D 6-36 (hand
opens only to a saint's ring or inner circle Save C7; ML 12; AL C ; XP 450. The blaster); Save ClO; ML 12; AL C; XP
ring. A shadowed archway in the east wall monk knows the cleric spells detect evil, 900. Bril knows the cleric spells cure light
half conceals a flight of stairs going up to the protection from evil, remove fear, bless, wounds, detect evil, protection from evil,
Hall of Trust (2-13). The chests along the hold person , striking, and cause disease. remove fear, bless, hold person, know
west wall hold weighted, blunted weapons alignment, resist lire, curse, cause dis-
Soldier (1): AC 5 (chainmail); HD 5; hp 25;
(treat as clubs). Those flanking the butts con- ease, striking, animate dead, cause seri-
MV 120' (40'); llAT 1; D 1-8 (sword);
tain daggers and swords. ous wounds, and dispel evil. He wears a
Save F5; ML 10; AL C; XP 175.
medallion of ESP.
LOWER DUNGEON 56. Waiting Room
If Brit and his companions find themselves
All ceilings, floors, and walls in the lower This is an empty room. clearly overmatched in combat, Brit retreats to
dungeon are cut from the naked limestone a convenient checkpoint adjacent to the breed-
57. Laboratory
bedrock. Rusty iron brackets set at 10-foot ing pond (9-60), leaving his companions to keep
intervals hold unlit torches; illumination is the enemy occupied. Brit then opens the check-
Three multitiered tables near the south point, takes control of all killer frogs, and leads
provided by alien glow panels. Unless other- wall hold retorts, alembics, vials and
wise noted, all doors are made from iron- them against the intruders.
beakers of arcane liquids. Four beds on
bound oak planks and are electronically 58. Recovery Room
pedestals stand against the north wall.
sealed as in the aboveground temple. Except
as noted, ceilings are 15 feet high .
In this laboratory, the keepers perform their This 20-foot by 40-foot room contains 10
There are eight checkpoints on this level. vile experiments. Most of the equipment, in- iron beds, six set against the west wall and
Each consists of a 10-foot square area whose cluding the beds, is of alien design. four against the east wall.
east and west boundaries are iron-barred The beds are actually medical diagnostic
gates that open only to a keeper's ring or and treatment units (medus). Straps built Two partly mutated frog folk are strapped to
saint's ring. Benches cut into the north and into them can be used to secure the patient beds against the east wall.
south walls accomodate two guards, one a (victim), and wheels in the pedestal allow
soldier, the other a keeper. These men pass no Frog Folk (2): AC 8; HD 1+1; hp 5 each;
them to be moved about. The computer sen-
MV 90' (30'), swimming 120' (40'); #AT 1
one except a soldier or officer bound for his sors in each medu accept voice commands
bite or 1kick;D1·4/ 1-6; Save Fl; ML 8;
duty station, a keeper, or a saint. and make verbal responses. Retracting
AL N ; XP 15 each.
Keeper (1): AC 7 (leather armor); HD 7; hp probes in the sealed pedestal perform opera-
28; MV 120' (40'); #AT 1; D 1-6 (mace); tions. If used for their intended purpose in- 59. Killing Pond
stead of to create mutants, the medus have
Save C7; ML 12 ; AL C; XP 450. The The slide from the frog-altar in the nave (2-1)
monk knows the cleric spells detect evil, the same effect on their patients as if they had
ends in this pond. Normally, it is empty, but
protection from evil, remove fear, bless, been subjected to the cleric spells cure serious
during services, gates G4 and G3 are open so
wounds, neutralize poison, cure disease , and
hold person, striking, and cause disease. that killer frogs can invade the pond and devour
cure blindness. Only the aliens can operate
Soldier (1): AC 5 (chainmail); HD 5; hp 25 ; the victims. There are 20-70 killer frogs present
them for their intended purpose. The keepers
MV 120' (40'); #AT I ; D 1-8 (sword); during services. They always attack unless re-
know how to use them only to create mu-
Save F5; ML 10; AL C; XP 175. strained by a frog control ring or spell.
tants.
The main feature of the lower dungeon is an There are four keepers present. Except Killer Frogs (70): AC 7; HD l; hp 5 each;
from midnight to dawn and during services, MV 90' (30'), swimming 120' ( 40'); llAT 1
underground lake 30 feet deep. Six water
gates (G l-G6) divide the lake into separate Sefton Bril is also present. If there is a distur- bite or 1 kick; D 1-8/ l -6; Save F3; ML 11 ;
ponds. Unless otherwise noted, the water bance in rooms 9-54, 9-55, 9-56, 9-60, 9-61, AL C ; XP 10 each.
9-62 , 9-64, 9-75, 9-76, 04 9-78, the occupants
gates are electronically locked at all times. 60. Breeding Pond
The lake is surrounded by sheer, unclimbable of this room become aware of it in 1-6 rounds
rock walls. and immediately move toward the scene of
the disturbance with the intention of quelling This vast cavern contains an underground
54. South Tunnel it. If there is a disturbance in 9-58, they enter lake about 120-feet square. A double row
that room in 1-2 rounds. of nine pillars supports its 30-foot ceiling.
This is an empty hallway. Here and there, small, sandy islands dot
55. Main Watch Room Keepers (4): AC 7 (leather armor); HD 7; hp the lake.
28 each; MV 120' (40'); #AT 1; D 6-36
(hand blaster); Save C7; ML 12; AL C ; This lake is home to the order's killer frogs.
The iron-barred north and south walls of XP 450 each. Each monk knows the cleric
this 20-foot square room are sealed by At night, only 20 of the little monsters are
spells detect evil, protection from evil, re· present; the rest are out hunting in Frog
sturdy gates. Four carved oak armchairs move fear, bless, hold person, striking,
face the north wall. Swamp. During services, 70 killer frogs are
and cause disease. present; the rest are in the killing pond (9-
A soldier and a keeper occupy the armchairs. 59). At other times, 140 are present. They al-

44
DM BACKGROUND

ways attack unless restrained by a frog con· C; XP 35 each. Rissa's Guardsmen (5): AC 9; HD 10; hp 39
trol ring or spell. each; MV 120' (40'); NAT l ; D1·2(fist)or
64. West Tunnel
by weapon; Save FlO; ML 9; ALL; XP
K iller Frogs (14-0): AC 7; HD 1; hp 5 each;
This is an empty hallway. 900 each.
MV 90' (30'), swimming 120' (40'); //AT I
bite or I kick; D 1-8/1-6; Save F3; ML 11; 65. Keepers' Room Except for being filthy dirty, Rissa and her
AL C; XP 10 each. guardsmen are in good condition and raring
An alcove in the east walJ of this 20-foot for a fight. After weeks of captivity, their one
Gates G2 and G4 are open when the killer
square room holds a hooded cook stove. desire is to cut their way out of the vile tern·
frogs are hunting.
There is a table against the north wall and pie, get back to civilization, and raise a com·
61. Maturing Pond a door in the east wall. pany of troops to return to the City of the
Frog and destroy it. Like her men, Rissa is
This pond is home to 30 partially mutated
The east wall's door is unlocked. keen on escaping quickly and cleanly, but she
(and mostly listless and despirited) frog folk.
will acceed to the PCs' wishes in all matters
They don't normally attack Froggies or in· 66. Keepers' Washroom save three:
truders, but can be galvanized by a chance to
strike effectively at the monks. 1. If she sees Commander Skilk, whom she
There is a pile of stack of crates against the
recognizes as the man who butchered her sol·
Frog Folk (30): AC 8; HD 1 + 1; hp 5 each; west wall of this 10-foot square room.
diers, she will insist on killing him.
MV 90' (30'), swimming 120' (40'); //AT 1 Otherwise, it is empty.
bite or 1 kick; D 1-4/1-6; Save Fl; ML 8; 2. If she sees the ring of protection + 1 that
AL N; XP 15 each. The crates contain green ceramic tiles. she was wearing when captured, she will try
to reclaim it, since it is a family heriloom. If
62. Holding Pond 67. Holding Pen the ring is in the possession of a PC, who
This pond is holds 30 wholly mutated frog refuses to part with it, she waits until the
folk during the day and 6·24 frog folk at An small oak desk and chair are set party escapes from the city, and then again
night. At night, gate GI is open so that the against the west wall of this 10-foot by 30- demands the ring's return, taking it back by
frog folk can hunt. They take no action foot room. The north and south walls each force, if necessary.
against Froggies, but attack intruders. contain three barred cells.
3. She insists on taking along any and all
Frog Folk (30): AC 8; HD 2 + 1; hp 10 each; All cells are locked . They open to keys on a Blackmoorians she encounters during the es·
MV 90' (30'), swimming 120' ( 40'); //AT 1 ring in the unlocked desk. Sefton Bril'sjailer, cape, including the prisoners in cells 9-68, 9-
bite or 1kick;D1-4/1-6; Save F2; ML 8; a bronze golem, occupies the room. He 69, and 9-70, the occupants of the cells of
AL N; XP 25 each. leaves only to pursue escaping prisoners. honor 2-11, and the prisoners in the sJave pen
( 1-17A). She will not leave without rescuing
63. Southwest Barracks Bronze Golem (1 ): AC O; HD 20• • ; hp 140; them once she knows that they are captives.
MV 120' (40'); NAT 1 fist + special; D 3-
The east and west walls of this 30-foot by 30 + special; Save FIO; ML 12; AL N; Rissa's guardsmen follow her orders in all
40-foot room are lined with eight double· XP 4300. matters.
decker iron bunks. There is an oak locker 72. The Tank
at the foot of each bunk. Centered in the 68-70. Holding Cells
north wall is a door. Opposite it is a stair· The floors of each of these cells are piled with This ceU is is used to hold members of the or·
case. rotting straw, and there is an oak bucket in der awaiting trial and punishment for infrac·
one corner. Each cell holds six prisoners con· tions of temple law. It is identical to cells
These quarters are assigned to 30 soldiers demned to "join the Frog." 68-70, but it is empty.
and two outer circle monks. The stairs go up 73. Prep Cell
to the Southwest Guard Room (8-2). Unlike Prisoners (6): AC 9; HD 1; hp 5 each; MV
the other doors on this level, this room's door 120' (40'); NAT 1; D 1·2 (fist); Save as nor· This cell is is used to hold prisoners slated for
mal man; ML 4; AL N; XP 5 each. mutation into frog folk. It is identical to cells
opens to all rings except for acolyte rings.
The lockers have the same contents as ward· 71. Special Treatment Cell 68-70, but it is empty.
robes. There are 10 soldiers and an outer cir· 74. Northwe•t Barracks
This cell holds Rissa Aleford and her escort of
cle monk present.
five guards with whom she was captured. All
Outer Circle Monk (1): AC 5 (chainmail); are dressed in filthy rags and have been strip· The east and west walls of this 30-foot by
HD 4; hp 20; MV 120' (40'); NAT 1; D 6- ped of all armor and weapons. They are be· 40-foot room are lined with eight double·
36 (hand blaster); Save C4; ML 11; AL ing held until Stephen can close a deal to sell decker iron bunks. There is an oak locker
C; XP 75. The monk knows the cleric them to Rissa's bitter enemies, the Afridhi. at the foot of each bunk. Centered in the
spells detect evil, protection from evil, and Any of the Fetch's agents who are captured south wall is a door. Opposite it is a stair-
bless. are also locked in this cell. case.
Soldiers (10): AC 5 (chainmail); HD 3; hp 15 Rissa AJeford: Lawful 11th level fighter; Ste The stairs go up to the Northwest Guard
each; MV 120' (40'); NAT 1; D 1-6 (cross- 9; Int 12; Wis 15; Con 13; Dex 14; Cha
bow) or 1-8 (sword); Save F3; ML 10; AL Room (8-39). Otherwise, the room is identi·
15; AC 9; hp 54.

45
DM BACKGROUND

80. Maturing Pen

An oak armchair against the east wall is


the only furnishing in this 10-foot by 30-
foot room. The north wall contains three
barred cells.

All cells are locked. They open to the keys on


a ring hanging from an iron hook in the door
in the west wall.
81-83. Maturing Cells
The keepers use these presently empty cells to
house humans who are in the advanced stages
of being mutated into frog folk, but who can't
yet survive in the maturing pond (9-61). The
floor of each cell is piled with reeds, and there
is an oak bucket in one corner.
84. Southeast Barracks
This room is identical to the southwest bar-
racks (8-63) except that the stairs go up to
Southeast Guard Room (8-7). Commander
Zik and eight soldiers are present.
Commander Zik: AC 5 (chainmail); HD 5;
hp 25; MV 120' (40'); #AT 1; D 6-36
(hand blaster); Save C5; ML 12; AL C;
XP 175. Zik knows the cleric spells detect
cal to the Southwest Guardroom (9-63). The stairs go up to the Northeast Guard evil, protection from evil, bless, and hold
There are 12 soldiers and an outer circle Room (8-33). Otherwise, the room is identi- p erson.
monk present. cal to the Southwest Guardroom (9-63).
Soldiers (8): AC 5 (chainmail); HD 3; hp 15
There are 15 soldiers present. each; MV 120' (40'); #AT 1; D 1-6 (cross-
Outer Circle Monk (1): AC 5 (chainmail);
HD 4; hp 20; MV 120' (40'); #AT 1; D 6- Soldiers (10): AC 5 (chainmail); HD 3; hp 15 bow) or 1-8 (sword); Save F3; ML 10; AL
36 (hand blaster); Save C4; ML 11; AL each; MV 120' (40'); #AT 1; D 1-6(cross- C; XP 35 each.
C; XP 75. The monk knows the cleric bow)or 1-8 (sword); SaveF3; ML 10; AL
spells detect evil, protection from evil, and C; XP 35 each.
bless.
78. East Tunnel
Soldiers (12): AC 5 (chainmail); HD 3; hp 15
This is an empty hallway.
each; MV 120' (40'); #AT 1; D 1-6 (cross-
bow) or 1-8 (sword); Save F3; ML 10; AL 79. Lower Kitchen
C; XP 35 each.
75-76. Causeways The walls of this 40 -foot square room are
lined with open shelves containing crock-
The west (9-75) and east (76) causeways are ery, cooking utensils, tins, bins, bags, and
cut from the limestone bedrock. A wall of boxes. The northeast comer contains a
ceiling-high iron bars on the side facing the hooded cook stove. There are two small,
breeding pond keeps the killer frogs from get- wheeled tables near the south wall, a large
ting at those using the causeway and the chopping block beside the stove, and two
wooden bridge at its north end . large tables flanked by benches in the cen·
77. Northeast Barracks ter of the floor.

The east and west walls of this 30-foot by 40- The tins, bins, bags, and boxes contain food
foot room are lined with eight double-decker and drink. The room is unoccupied.
iron bunks. There is an oak locker at the foot
of each bunk. Centered in the south wall is a
door. Opposite it is a staircase.

46
ENDING THE ADVENTURE

ESCAPE FROM FROG ISLAND where they again take ship for Blac.kmoor. Af-
ter two days afl oat, they arrive in Blackmoor,
In order for the PCs to accomplish their main where they arc again put up at the Comeback
objective and rescue Rissa, they must pene- lnn until The Fetch can meet with them and
trate the temple's lower dungeon. Once they pay them oIT.
do so, they will almost certainly be detected M eanwhile, a military expedition
and pursued by large numbers of Froggies mounted from the Barony of the Lakes pro-
and their minions. In this event, once they fi- ceeds to the City of the Frog, where it finds
nally achieve their obj ective, the PC s will most of the occupants dead and the survivors
probably want w escape the city with some scattered through Frog Swamp. If Rissa, any
dispatch. They can take two different escape of her guardsmen, Ruda Malefor, Veslo
routes: Meridan, Alwyn M orland, or Miklos
1. They can steal a canoe or riverboat and en- Haruska were killed in the City of the Frog,
ter Loch Gloomen. If they do so, they are met then the cxpediticn locates their bodies, and
by the backup team's boat within 1-4 turns they are raised from the dead by the Black-
and taken aboard for an uneventful two day moorian cleric Garamond Bolitho (see DA J).
voyage up the Big Muddy to the town of The adventure need not end with the P Cs'
South Pim. escape, of course. They could instead be
killed or turned into Frog Folk (in which case,
2. They can try to negotiate Frog Swamp. In they fo rget their identilies, develop a taste for
this event, the monks release all surviving flies, and disappear into Frog Swamp). ln ei-
frog folk and killer frogs into the swamp to ther event, the backup team eventually re-
pursue them, and the party must check for turns to Blackmoor, and leads a military
random encounters per The City of the Frog expedition against the temple which accom-
part of this module . After 1-4 days spent plishes all of the goals the players failed to
splashing through the swamp pursued by achieve.
killer frogs, frog folk, and other of Frog Is-
land's denizens, the PCs reach the shores of BACK TO THE FUTURE
Loch Gloomen, and are picked up by the
backup team's boat, which takes them to If the PCs survive their adventure, The Fetch
South Pim. pays them for their achievements as per the
Beginning the Adventure part of this module.
Meanwhile, the PCs' actions set in motion You then have two oprions:
certain events in the City of the Frog:
1 . lf you are playing this module as a stand-
1. IfWeewak is not with them , he notices the
alone adventure, then Ruda Malefor or Veslo
uproar in the temple caused by their pres- M eridan return the PCs to their own time.
ence. Seeing this as his big chance, he sneaks Their connection with Blackmoor is at an
into the temple and starts looking for aliens. end .
At just the moment that the PCs are escaping
from the temple, he activates his self-destruct 2. If you are playing this module as pan of a
device, partially wrecking the structure. continuing campaign in Blackrnoor, then the
PCs can either return to 1heir own time as per
2. When Weewak explodes (or when the PCs option #I or they can stay in Black moor as
escape the temple if Weewak is prevented agents of The Fetch , in which capacity they
from self-destructing), fighting breaks out be- can be assu red of facing innumerable future
tween the keepers and other Froggies and be- dangers on behalf of the realm.
tween Frog Towners and Froggies. As the
PCs are escaping from the City of the Frog, ~~~~~
clouds of smoke begin to rise from its build-
ings, and there is general fighting. If the PCs
left Rissa, any of her guardsmen, R uda M a-
lefor, Veslo Meridan, Alwyn Morland, or
Miklos H aruska in Froggie hands when they
escaped, then these individuals all escape on
their own during the confusion and are
picked up by the backup team's boat after the
PCs are already on board.
Awaiting the PCs at South Pim is an escort of
30 royal guardsmen who accompany them on
a two-week overland journey to Vestfold,

47
PREROLLED CHARACTERS

The characters herein have been tailored es-


pecially for use in this module. They can be PRE ROLLED
used by players instead of their normal char- CHARACTER TABLE
acters, or you can include one or more of
them in the party as NPCs. NAME CLASS LEVEL STR INT W IS CON DEX CHA H P
Each prerolled character starts the adven-
ture with a filled waterskin and a backpack jareel Takis c JI 12 11 J4 16 1l 7 58
containing 15 iron rations, a 50' rope, 1 large Them Mor c 10 8 12 15 13 14 13 41
sack, 1 small sack, a tinder box, a lantern, a Axel Kars F 10 15 9 6 17 J3 IJ 62
flask of oil, a mirror, a holy symbol, and up to Purda Blue F 11 12 12 11 13 17 9 54
80 en of other equipment selected from the Newton Depoe M 11 10 15 8 10 9 10 23
Normal Equipment list found on page 19 of Alphidia Alkot M 10 7 16 13 J4 12 9 31
the D&D• Expert Booklet. In addition, Kokra the Touch T 11 11 10 9 14 14 10 30
thieves start with a set of thieves' tools, and Sean Boldfinger T 10 13 9 lJ 11 16 13 18
magic users have their spell books along. Gillam Khandum D 10 16 7 10 16 10 9 60
All prerolled fighters have a warhorse. All Ismelian Sotadis E 10 11 14 11 II 8 11 32
other prerolled characters have a riding Gclon Melandil E 10 12 17 9 10 14 8 27
horse. Both warhorses and riding horses have Bob Silvcrhecls H 8 12 16 12 10 14 10 24
their own saddles, bridles and saddle bags.
There are 500 gold pieces in each saddle bag.
Each magic user has a mule for his spellbook.
Prerolled characters have the attributes
listed on the Prerolled Character Table and
the armor, weapons and magic items listed on
the Preselected Equipment & SpeU List.

PRESELECTED EQUIPMENT tect magic, hold portal, light, read magic, de- lowing spells: detect magic, protection from
AND SPELL LIST tect evil , detect invisible, knock, dispel evil, read magic, shield, sleep, continual
magic, infravision, protection from normal light, detect evil, knock, web, dispel magic,
Jareel Takis: Chainmail armor; staff of strik- missiles, charm monster, massmorph, re- fireball, haste, polymorph others, polymorph
ing with 26 charges; scroll of protection from move curse, animate dead, cloudkill, stone to self, magic jar.
magic. Knows the following spells: detect flesh.
evil, detect magic, protection from evil, re- Gelon Melandil : Plate mail armor + 1;
move fear, bless, find traps, know alignment, AJphidia Alkot: Dagger; wand of illusion; Shield; sword + 1, energy drain; dagger;
resist fire, cure blindness, cure disease, re- ring ofprotection + 1; potion of undead con- helm of teleportation. Knows the following
move curse, animate dead, cure serious trol. Knows the following spells: detect spells: detect magic, read languages, read
wounds, dispel magic, commune, raise dead. magic, magic missile, read magic, continual magic, shield, ventriloquism, continual light,
light, knock, wizard Jock, dispel magic, invis- levitate, mirror image, wizard lock, dispel
Them Mor: Plate mail armor; mace + 1; ibility 10' radius, protection from evil 10' ra- magic, fly, lightning bolt, hallucinatory ter-
wand of enemy detection; potion of speed. dius, confusion, remove curse, wizard eye, rain, remove curse, hold monster.
Knows the following spells: detect evil, detect hold monster, teleport.
magic, light, protection from evil, find traps, Bob Silverheels: Chainmail arm or + 1; short
hold person, know alignment, silence 15' ra- Kokra the Touch : Leather armor; crossbow; sword + 1, flames on command; dagger; ring
dius, cure blindness, cure disease, locate ob- 16 normal quarrels; 4 quarrels + 1; sword; of spell turning.
ject, animate dead, cure serious wounds, dagger + 1; scroll ofprotection from undead;
raise dead. bag of holding.

Axel Kars: Chainmail armor; two-handed Sean Boldfinger: Leather armor + 1; sling
sword; dagger; ring of fire resistance; potion with 20 stones; short sword; dagger; ring of
of healing. x -ray vision; scroll of protection from lycan-
thropes.
Purda Blue: Chainmail armor + 1; sword
+ 1, intelligence of 9, see invisible, detect G illam Khandum: Chainmail a r mor; war
evil, find traps, alignment Lawful , ego 4; hammer + 3; dagge r ; gauntlets of ogre
dagger. power; bag of holding.

Newton Depoe: Dagger; staff of power with Ismelian Sotadis: Chainmail armor; long
18 charges; medallion of ESP; potion of in- bow; 12 normal arrows; 8 + 1 arrows; sword;
vulnerability. Knows the following spells: de- dagger; elven cloak and boots. Knows the fol-

48

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