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TG1 Lost Temple of Ibholtheg (SW)

This module describes an adventure in which characters explore a jungle to find a lost golden temple sacred to a toad god. They travel to the frontier town of Kraden's Hill, where three merchant companies seek brave adventurers to venture into the jungle. The characters must first track down a nearby orc tribe to learn how to find the temple hidden deep within the dangerous jungle.

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100% found this document useful (1 vote)
666 views34 pages

TG1 Lost Temple of Ibholtheg (SW)

This module describes an adventure in which characters explore a jungle to find a lost golden temple sacred to a toad god. They travel to the frontier town of Kraden's Hill, where three merchant companies seek brave adventurers to venture into the jungle. The characters must first track down a nearby orc tribe to learn how to find the temple hidden deep within the dangerous jungle.

Uploaded by

Astronomer855
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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TG1

Fantasy Renaissance Adventure Module

LOST TEMPLE OF IBHOLTHEG


Written by “Weird Dave” Coulson

An Adventure for Character Levels 3-5

Memories of the Toad God #1


LOST TEMPLE OF IBHOLTHEG
Fantasy Renaissance Adventure Module TG1
For use with Swords & Wizardry

An Adventure for Character Levels 3-5

Written by “Weird Dave” Coulson

Memories of the Toad God #1

On the borders of the uncivilized Great Jungle lies the out-


post of Kraden’s Hill. Brave adventurers are needed to lead
expeditions into the perilous jungle, facing cannibal monsters,
dangerous flora, and worse, all in search of wealth and power
hidden deep inside the jungle. Find this and more in the LOST
TEMPLE OF IBHOLTHEG!

A Fantasy Renaissance Adventure Module brought to you by your friends


at Cut to the Chase Games!
$12.00

www.cuttothechasegames.com
Cut to the Chase Games LLC
Proud company of St. Paul, MN
Fantasy Renaissance Adventure Module TG1
LOST TEMPLE OF IBHOLTHEG
MEMORIES OF THE TOAD GOD #1

For use with the Swords & Wizardry game


Writer: “Weird Dave” Coulson
Editor: James Lund
Cover Art: Matt Morrow
Interior Art: Johnathan L Bingham
Cartography: Glynn Seal
Layout: “Weird Dave” Coulson

The Cut to the Chase logo is a trademark of Cut to the Chase Games LLC.
Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew
J. Finch. Cut to the Chase Games LLC is not affiliated with Matthew J. Finch,
Mythmere GamesTM, or Frog God Games.
Swords & Wizardry Compatibility Logo courtesy of Ryan Thompson and
Christopher Arendt.
LOST TEMPLE OF IBHOLTHEG
Far to the south, on the borders of the Great Jungle, fought hard and with unflinching desperation to repel
brave caravans of merchants, traders, and settlers the traders and mercenaries. They saw the lake as a
have begun to colonize the frontier. For several years holy site, but were forced to relent after that fateful
now they’ve cut into the harsh wilderness, but stand battle.
on the brink of destruction from unknown, terrible
forces. Just as rumors of a lost temple have surfaced, Now, three years later, Kraden’s Hill is seeing an
those same forces seem to be on the move. explosion of new growth. A steady supply of rare plants
and animals sent along the rough trade route linking
TG1 Lost Temple of Ibholtheg is the first adventure in Kraden’s Hill to civilization has kept the meager colony
the Fantasy Renaissance Adventure Module series alive, but now farmers and settlers have been making
MEMORIES OF THE TOAD GOD. It is designed for a party the journey southward as well. Eager to escape work
of four to six Swords & Wizardry Complete characters, under the control of greedy lords in high castles, many
levels 3 to 5. The GM should read the module have come to see Kraden’s Hill as a fresh start.
thoroughly before playing to become familiar with
the overall plot of the adventure. But that’s not all. Many have been lured to Kraden’s
Hill; scholars, adventurers, thieves, and thrill-seekers
Weird Dave’s Notebook: The Frontier have seen ample reasons to visit. Rumors of a great
The Memories of the Toad God series takes place in a temple made of gold hidden deep within the jungle
frontier town on the borders of an inhospitable and have spread by regular trade with several of the orc
dangerous jungle. Details are given below for this tribes who have ancient legends of the site. They
speck of civilization known as Kraden’s Hill, but little speak of the place in hushed whispers and claim that
is determined as to whom the townmaster answers. it is a holy place, sacred to a toad god who once
Find a place in your campaign for Kraden’s Hill to help ruled over all of the jungle.
root the characters in your setting. You won’t regret
it. Kraden’s Hill has now become home to several
merchant companies looking to find this temple of
the toad god and claim it as their own. Grimden
House controls the majority of trade in the frontier
Adventure Background town, but two others have begun to make inroads as
well – the dwarves of Clan Ironstar and the humans of
The Great Jungle is a vast wilderness filled with
Noviortum House. These three companies seek brave
equal parts terrible monsters and tales about them.
heroes to venture forth into the dangerous jungle and
Expeditions returning home from treks into the jungle
find the golden temple before their rivals do.
tell stories about tribes of cannibal orcs, white-furred
gorillas using tools for war, man-eating plants as big as
It is a place ripe for plunder, and not just in terms of
a horse, and insects large enough to suck a traveler
hidden treasures in the jungle.
dry of blood in an instant. Some expeditions simply
don’t return at all.

But an abundance of natural resources in the Great Module Synopsis


Jungle and an overflowing population hungry for
expansion has forced the rulers of the land to make The characters come to Kraden’s Hill intent on
a push to settle the area. Some years ago, a brave finding their fortune within the great golden temple
band of merchants representing Grimden House – hidden somewhere in the jungle. They arrived with an
owners of a large caravan network across the land independent merchant who was traveling south with
– saw a profit in the venture and set forth to conquer a larger Grimden House contingent. They have an
the Great Jungle. They brought with them a sizable opportunity to search the frontier town and get a feel
army of mercenaries, and before long they reached for the place. The Thirsty Serpent is the best tavern and
the edge of the jungle. inn in Kraden’s Hill, although they cater to Grimden
House interests almost exclusively.
They fought for every inch of land, paying for it with
the blood of the settlers and traders. Eventually they The party’s arrival marks them as potential employees,
won a slice of land from the wilderness. Kraden’s and they soon find that the three merchant companies
Hill was founded, named in honor of their leader, are all interested in an audience with them. Grimden
Kraden Grimden, who fell in battle against a horde of House is straightforward; offering a decent upfront
screaming black-skinned cannibal orcs. Even as their payment but little compensation upon discovery. The
leader was lost, the brave settlers routed the orcish dwarves of Clan Ironstar are shrewd negotiators but
horde. The spot was perfect, located just a short have little to offer now – instead they promise to make
distance from a tranquil freshwater lake. The orcs sure the characters are well taken care of should they

2
find the temple. The sorcerers of Noviortum House offer known as the Swamp of the Screaming Toad. Therein
to share in the mystical secrets the temple contains. lies the secret to stopping the plague and putting
down this newly revived Ibholtheg cult.
Ultimately their decision to sign on with a merchant
company or go on their own into the jungle is up to The final adventure in the series is TG3 Shadow Out
the characters. Finding the temple is going to be a bit of Sapphire Lake. A lurking, living shadow rises from
more difficult, and involves first tracking down a tribe the depths of tranquil Sapphire Lake, wreaking havoc
of black-skinned orcs that live nearby. These orcs, of over Kraden’s Hill, and it’s up to the characters to rise
the Goyega Zaa Tribe, have been trading peacefully up and put an end to it. They must descend into the
with Kraden’s Hill for several years, and the characters depths of Sapphire Lake itself to find the source of the
find that they are arriving at the advent of the Feast of shadow. There they will discover the source is actually
First Fruits. Social occurrences outside the characters’ a crack in the planar prison known as the Pit of Black
experience are bound to occur, but if they can keep Gulfs. Only by passing into the Pit and sealing it from
their wits about them, they can learn that they must the inside can the characters finally put a stop to
seek out the hut of a blind orc shaman named Bula Ibholtheg’s rise.
Goyega.

Bula Goyega tells the characters that they must find Involving the Characters
the Idol of the Squamous Toad, an unholy relic hidden
in the jungle, before they can find the Lost Temple of The adventure starts with the characters arriving in
Ibholtheg. He gives rough directions but the characters Kraden’s Hill with the understanding that there are
must navigate and survive tough encounters in the lucrative employment opportunities for adventurers
heart of the jungle to find the idol. There, they face willing to brave the dangers of the Great Jungle. You
off against degenerate toad-men and mutant frog can print and cut out the rumors in Player Handout
demons known as cipactli; descendants of Ibholtheg’s 1 to give to the characters before they start to give
unholy brood. Upon investigating the idol they find them an idea of what they’re after.
the path before them clear.

The Lost Temple itself is hidden a short distance away, Adapting the Module
and within that unholy site of fabulous wealth the
characters face madness-inducing fog, undead This module tries to use as many generic location
abominations, more cipactli, and more despicable names as possible to make it easy to port to nearly any
monsters. An aspect of Ibholtheg itself still lingers over fantasy campaign setting. Below are the elements of
the site, but killing it triggers the collapse of the temple. the module that would need to be mapped out to an
With bravery, skill, and no small amount of luck, the existing setting along with notes of how they fit within
characters will flee the crumbling temple and retreat the adventure.
to the jungle to see the ruins of the Lost Temple of
Ibholtheg. The Great Jungle: A vast expanse of largely unexplored
jungle wilderness on the edge (or even just beyond)
of settled territories. Occupied by tribes of nomadic
Future Modules wild elves, savage shadow orcs, and native humans
who were once part of a large Aztec-like civilization
The MEMORIES OF THE TOAD GOD series of Fantasy long ago.
Renaissance Adventure Modules detail the return
to power of a squamous evil that once plagued the Kraden’s Hill: A frontier town settled a few years ago
jungle. Known as Ibholtheg, this being is ancient, by enterprising members of Grimden House.
malevolent, and lies sleeping within the Pit of Black
Gulfs into which it was cast long ago by greater powers. Grimden House: A powerful merchant family with
It stirs once more, awakened by the encroachment trade connections across a wide area. Their interests
upon its sacred grounds, and only a brave band of lie in plundering the Great Jungle for valuables to be
adventurers can stand up and put a stop to it before sold in other markets.
it oozes over the land once again.
Clan Ironstar: Dwarven merchants with an eye for
In TG2 Tongues of the Screaming Toad, an old sect adventure and gold in the inhospitable jungle.
of Ibholtheg’s worshippers takes up residence in
the frontier town of Kraden’s Hill. People spiral into Noviortum House: A merchant family with ties to
madness as their tongues blacken and eventually fall mystical powers in faraway lands. Known for using
off. Researching this curse reveals hidden schemes magic to further their ends, with a keen interest in
between the merchants of the town. Eventually the arcane locations.
characters will track down an ancient site in the jungle
3
For days now you’ve seen nothing but tall
Ibholtheg: Squamous bat-toad entity of ancient mountains and craggy hills as you made your trek
antiquity. Worshipped by mutant bullywugs, some of south with a merchant caravan to the far frontiers
which can fly on bat-like wings. of civilization. The going was rough at times, and
slow, but now you’re on the downward slope of
the mountain range. You’ve caught brief glimpses
PART ONE: OFFERS IN KRADEN’S HILL of the deep emerald expanse known as the Great
Jungle but so far all you’ve experienced is the
weather getting hotter and stickier, causing your
The characters arrive in Kraden’s Hill seeking fame clothing to cling to you like a hungry leech. Finally,
and fortune in the wild frontier town. It’s likely they’ve as the morning sun beats down, you see your
arrived having heard of a golden temple somewhere destination – the frontier town of Kraden’s Hill. It sits
in the jungle and the merchants willing to pay top just south of a tall, barren hilltop that would offer a
coin for its discovery and plunder. Adventure has a fantastic view of the surrounding area. Three dozen
way of finding the characters, and they don’t have wooden buildings, separated by rough streets and
to wait long before offers come pouring in. Who can the hill are enclosed behind a stout wooden wall,
the characters trust? Who’s talking straight and who’s reaching twenty feet high. Beyond the wall, the
playing dirty? huge green expanse of the Great Jungle waits like
a lurking panther. Darkness the morning sun cannot
dispel waits beneath the canopy of thick jungle
Welcome to Kraden’s Hill leaves. About a mile east of town, you can see a
glittering azure lake with a clear path between it
The below text assumes the characters came into and the town.
Kraden’s Hill with the latest merchant caravan
from somewhere in the north. Adjust the text if the The merchant caravan takes the rest of the morning
characters are arriving via some other means. and early afternoon to make the trek to the gates of
Kraden’s Hill. The caravan master, Baldred Invershaw,
requests that the characters stay with the caravan
wagons until they enter the gates of the town. He
doesn’t want any trouble and trusts the party to keep
an eye out in case things take a turn for the worse.
4
Weird Dave’s Notebook: The Journey South NPC Profile: Ereldris and Esythis Evenleaf, Thirsty
The characters journey to Kraden’s Hill through the Serpent Owners
mountains and from the northern lands can be hand- The people of Kraden’s Hill view the wild elves
waved easily, but if you want to offer a little excite- of the Great Jungle with great suspicion and
ment for the journey you can use the module TG0 distrust. Most of the wandering bands have
Depths of the Croaking Grotto. That module introduces dealt only with the occasional arrow and have
the characters to Baldred Invershaw, an independent crossed blades with the settlers, but for the most
merchant who is being paid to lead the Grimden House part the elves seem more content to protect
caravan but has his own reasons for coming to the the interior of the jungle than the fringes. Ereldris
frontier town. and Esythis were born into a lifestyle of constant
moving, hunting and gathering for every meal,
The Frontier Life and their experience shows in their steely gaze
The caravan wagons stop a hundred feet from the and taut muscles.
gates of Kraden’s Hill as two armed men step forward
from a small guard station. The men are lightly armored But the two share a keen interest in the ways of
considering the heat, but wear tabards bearing the civilization. They worked as little more than slaves
crest of Grimden House. Baldred steps forward and after being captured in a raid on Kraden’s Hill, a
announces that Master Theodric Grimden is expecting common fate for captured wild elves. The elves
their arrival. The two guards look over his offered treat the past as a strange thing – except to a
paperwork for a moment, then announce their arrival few, it is something to learn from but not hold
and open the gates. grudges over. Ereldris and Esythis took work at the
Thirsty Serpent and gained the trust of the original
Inside, Kraden’s Hill is a bustling frontier town. It is the owner. But after only a few months the owner
hub for the entire region, as dozens of settlers have fell ill from a snake bite and the Evenleaf twins
taken up offers to start cultivating the land on the were able to purchase it from precious gems
border of the jungle. None of the settlements – small their people had gathered from the mountains
gatherings of farms really – have ventured deep into (nothing of value to the elves but pretty to look
the Great Jungle and most are within three days ride at). The two have run the Thirsty Serpent for over
of Kraden’s Hill. They come into town on an irregular a year now, quietly keeping it running for the
basis to trade, catch up on news, and for safety when merchants and travelers that come to Kraden’s
jungle raiders and predators strike. Hill.

Baldred drives the caravan wagons to the center


of Kraden’s Hill, which sits just shy of the towering hill The Thirsty Serpent
that gives the town its name. Merchant arrivals are
always a big event, so swarms of people come out There are two taverns in Kraden’s Hill – the Jewel of the
to see what kind of wares are for sale. Baldred tells Jungle, which caters to higher-end merchants and
the characters to stay at the Thirsty Serpent, which is customers, and the Thirsty Serpent. The Thirsty Serpent
where he’ll be staying as well, before he gets caught also offers the only inn in town for travelers. Baldred
in the rush of potential customers. stays there along with the other travelling merchants,
although many of them dine and relax at the Jewel.
Purchases in Kraden’s Hill
Because of its remoteness, buying gear and goods Read or paraphrase the following as the characters
in Kraden’s Hill is expensive. Unless otherwise noted, approach the Thirsty Serpent.
prices for items that can be found are 4x higher than
normal. The merchants in town may be willing to cut One of the largest buildings in Kraden’s Hill, with
a deal once the characters establish themselves at least three stories, the Thirsty Serpent bears a
somewhat or if they join up with one of the three swinging sign depicting a mug of ale being dumped
mercantile powers in town (Grimden House, Clan down the open mouth of a snake, its belly full. The
Ironstar, or Noviortum House). Availability for items is doors inside are on swings and don’t quite fill the
up to the GM but a good rule of thumb is to assume doorway. Pushing through them, you see a wide
there is a 75% chance that a given common item is common room with benches and tables of rough
available in town. wood. Behind the bar hang dozens of snakes nailed
to the wall like trophies. Most of them are exotically
patterned and colored, and one of them is so large
it is hung in the middle, dropping down ten feet on
either side! An elf with bronzed skin stands behind
the bar, and you see from the kitchen another elf,
female, but otherwise with nearly identical features.
5
Ereldris Evenleaf, a wood elf, and his twin sister a note. The note is from Theodric Grimden, head
Esythis run the Thirsty Serpent. Ereldris talks abruptly, of Grimden House in Kraden’s Hill, and invites the
interrupting often, and has no social graces – the same characters to join him at his personal residence for fine
goes for his sister Esythis. The two switch jobs irregularly brandy and to discuss business. The boy who delivered
and they employ a handful of other wood elves from the note was instructed to lead the characters back
their tribe to fill in the rest of the duties. Prices are to Theodric’s residence.
NOT higher than normal in the Thirsty Serpent (which
is considered a modest inn, costing 5 sp a night) as The sun is sinking low over the horizon as the boy leads
the Evenleaf twins are not particularly interested in the characters through Kraden’s Hill. They walk down
wealth. muddy streets beneath the shadow of many wooden
buildings, most of which house the guards, merchants,
The menu at the Thirsty Serpent is not extensive, and settlers that keep the town running. Theodric’s
however. They offer mugs of sweetwater, a crystal residence is one of the largest, with two stories and
clear sweet liquid, or fermented nectar wine for 2 sp grand doors, but otherwise appears much like the
each. Food consists of specialty salads with exotic rest of the buildings. Theodric Grimden himself is sitting
greens and well-prepared snake meat for 5 sp each outside on a chair, attended by two guards.
(available without the snake meat for only 2 sp).
Theodric Grimden is a handsome man in his late 30s,
Rumors About Town with an easy smile and clean-shaven face. He dresses
A character seeking rumors, either in the Thirsty simply and practically considering the humidity, but
Serpent or elsewhere, can make a Charisma check always is sure to keep a scarf over his shoulder that
to learn one of the following items. bears the symbol of Grimden House. He rises to greet
the characters by hand, introducing himself and
• The shadow orc tribes that inhabit the Great welcoming them officially to Kraden’s Hill. He asks
Jungle have become restless of late. Several if any of them would like goblets of brandy before
of them trade with the people of Kraden’s Hill offering them seats outside around his table and
but there are others that are little more than getting down to business.
degenerate savages!
• Theodric Grimden is said to have at least three “I’m sure you’ve heard the rumors,” Theodric
bastard children in the surrounding farms and begins, sipping on his brandy with a satisfied sigh.
settlements outside of Kraden’s Hill. His wife “Somewhere out in the Great Jungle is a golden
doesn’t know about any of them, though. temple, hidden amidst the vines. Well, let me tell
• The dwarves of Clan Ironstar are all crazy. you this – it is no rumor.” He reaches behind him
They keep their armor on and march around and pulls out a solid gold bar, nearly a foot long
as if they were an army! Their leader, Adbrek and half as wide. “This was found in the camp of
Ironstar, is a soldier first and a merchant shadow orcs just a few months ago after a raid.
second. There’s no gold to our knowledge in the mountains,
leastwise not enough for the savage orcs to mine
or smelt, so that begs the question – where did this
Offers for Employment come from?” Theodric’s eyes gleam with avarice in
the last light of the setting sun as he leans forward.
After the day winds down, Baldred Invershaw and
the rest of the merchants that traveled with the Theodric is telling the truth, and goes on to say that
characters close up shop, post their own guards, after some investigation he learned that the shadow
and head over to the Thirsty Serpent for rounds of orcs tell stories of a legendary golden temple
refreshment and beds. Baldred finds the characters, somewhere in the jungle. They didn’t build it, and
pays them their wage of 30 gold each, and then tells by all accounts its existence predates their arrival to
them that they should expect to be hearing from the the jungle centuries ago. But some orcs have found
merchant powers of Kraden’s Hill very soon. Baldred golden blocks like these in their foraging.
can provide a rough description of the three for the
characters’ benefit. On the back of the golden brick, which Theodric
shows with a great flourish, is the stamped image of
It’s important that the characters meet with at least a squatting toad with bat-like wings over its shoulders.
Theodric Grimden, as he has the most concrete Characters can make Intelligence checks at -4
information regarding the golden temple. (clerics with no penalty) to identify the symbol as an
ancient being called Ibholtheg, a squamous bat-toad
Grimden House Offer thing that ruled over a primordial jungle in ages long
As the characters are dining in the Thirsty Serpent (or past. Theodric confirms this as well, and assures them
if they’ve moved over to the Jewel of the Jungle), that they are seeking an ancient temple of Ibholtheg
a messenger boy arrives at their table and delivers somewhere in the jungle.
6
As far as business goes, Theodric is willing to pay the long sent scouts inside to keep an eye on the savage
characters 500 gold each to lead an expedition to shadow orcs. It was many years ago when they
find the golden temple and secure it for Grimden first heard of the golden temple and they’ve been
House. All rights to the temple itself would belong to hunting for it ever since.
the merchants, though suitable compensation would
be offered if jungle creatures that need to be cleared But now, renewed interest from the humans has
out inhabit the temple. Theodric would send a team forced them to redouble their efforts. Adbrek knows
of 10 native bearers and an experienced guide that of the gold bar found by Theodric, and snorts about
the characters would assist in the journey. Theodric its significance. Clan Ironstar has been making inroads
can be negotiated up to 750 gold per character, into the jungle for a long time now, and Adbrek feels
with successful Charisma checks raising his offer by 50 now is the time to set out fully to find the golden
gold. temple.

Theodric understands if the characters don’t agree Unfortunately, the coffers of Clan Ironstar are
right away, but cautions them that they must make somewhat sparse. Adbrek can only offer 100 gold per
their decision by dusk the next day. There are many character to help find the golden temple of Ibholtheg,
other parties interested in claiming the treasures of but he offers to share in the profits from the temple’s
the golden temple. Theodric doesn’t reveal their plan loot – 5% would go to the characters after the final
of action until he has a signed and sworn agreement tally is done. If the rumors of gold and treasure are
from the characters (see Preparations to Set Out true, even that amount is likely to set the characters
below). up for life! Adbrek can be talked up to 10%, with
successive Charisma checks increasing the offer by
1% (dwarves gain a +2 to these checks).
Clan Ironstar Offer
The dwarves of Clan Ironstar have a permanent The characters would be accompanying a group
residence in Kraden’s Hill that doubles as their of 10 native bearers into the jungle along with an
storefront. Early in the morning after the characters accomplished guide who would act as Clan Ironstar’s
arrive, they find a contingent of four dwarves sitting representative. Adbrek gives the characters until
around a table in the Thirsty Serpent waiting for them. sundown to decide.
They all bear the symbol of Clan Ironstar on their full
armor.
Noviortum House Offer
The leader, Adbrek Ironstar, stands up to greet the Around noon on the day after arriving, representatives
characters by name. He is a burly dwarf, stout, with a of Noviortum House visit the characters. Wherever
full beard as black as coal and a wild mane of hair. A the characters are, they turn around to find three
well-worn battle axe hangs at his side and he wears figures wearing heavy purple robes standing nearby,
his armor with the comfortable ease of a soldier. He watching them. The middle one, a tall lanky man,
introduces himself and invites the characters to chat steps forward and pulls down his hood to reveal a
with him about the possibility of gainful employment bald head, narrow eyes, and pale skin. He introduces
in search for lost treasure in the jungle. himself as Natan of Noviortum House and asks if the
characters have yet to sign on with an expedition into
Assuming that they are amiable, Adbrek asks that the the jungle to find the temple of Ibholtheg. He nods
characters follow him outside. sagely at their answer (he already knows the truth of
the situation) and offers a cup of jungle flower tea to
Adbrek Ironstar and his dwarven companions lead the characters if they are willing to listen to his offer.
you out of the Thirsty Serpent and up to the top of
Kraden’s Hill. The hilltop is bare and has been leveled Natan speaks slowly and deliberately, trying never to
off to create a thirty foot wide broad plain. Adbrek waste words. Assuming they agree, he leads them to
motions out to the jungle. “There’s danger lurkin’ in their mercantile warehouse.
that jungle, that’s fer sure,” he begins with a note of
excitement in his voice, “and treasure too if you’ve The robed man Natan leads you and his fellows
got the guts to get it! I know you’ve already spoken quickly through the mud-packed streets of
to Theodric, but hear me out before ya make up Kraden’s Hill, past many buildings, until arriving at
yer mind. That Grimden House is crooked, I tells ya!” what appears to be a large warehouse. One of the
robed figures steps forward and opens the door,
Adbrek begins to talk animatedly about how which Natan enters and gestures for you to follow.
Grimden House has been trying to keep the treasures Inside, boxes and crates are stacked nearly to the
of the Great Jungle all for themselves, choking off the ceiling. An assortment of people, humans and wild
competition. Clan Ironstar, who have a stronghold elves, are working to open some of the crates,
in the mountains just to the north of the jungle, have revealing strange objects and instruments. Natan
7
leads you to a small office room and sits down on
an ornate rug in the center, gesturing for you to do You head downstairs into the common room of the
the same. Thirsty Serpent before the full light of dawn breaks
across the land, but you see you are not alone.
Natan and Noviortum House are interested in Standing at the bar, picking his teeth with a small
plumbing the Great Jungle for its mystical secrets. wooden stick is an impressive half-orc with dull
They have gained much wisdom since arriving in ebony skin. A well-worn bow is slung across his back,
Kraden’s Hill, though their efforts are diminished by a curved blade hangs at his side, and his open shirt
the greed and influence of Grimden House. Now, shows a multitude of scars across his broad chest.
however, events are being set in motion to uncover He smiles upon seeing you. “So you must be the
the temple of Ibholtheg, and Noviortum House must ones I’m taking into the jungle, eh?”
take an active stance.
Jabu speaks Common competently and has been
Natan does not seek the gold of the temple of visiting the people of Kraden’s Hill almost since
Ibholtheg, but instead only the knowledge contained Grimden House arrived. Many of the half-shadow
within. For the return of any ancient relics or items orcs are hired as guides in the jungle or guards as
contained within the temple, Noviortum House is they tend to have a better temperament than their
willing to pay 500 gold per piece. They are willing full-blooded brothers and sisters. Jabu, however, has
to provide 10 native bearers and a guide to assist in made a name for himself as a trustworthy guide who
finding the temple and carrying away any suitable knows the jungle very well, as well as the region’s
items. Once the temple is discovered and cleared of shadow orc tribes.
any hostile inhabitants, Noviortum House would have
exclusive access to it to do with as they see fit. Jabu speaks with the characters for a short while,
asking if they need anything before they set out. The
Natan asks that the characters make up their decision native bearers are waiting for them at the edge of
before sundown, as the expedition must leave very town, and the sooner they leave the sooner they’ll be
soon into the jungle. back he says with a wink.

Weird Dave’s Notebook: The Three Offers


The players have a choice now to go with one of the
three offers, or perhaps to ignore them and set out
on their own for the golden temple. Though they don’t
know it now, Grimden House is the best offer consider-
ing the temple is destined to collapse into the earth
once the avatar of Ibholtheg is destroyed, though
Noviortum House’s offer could still be honored. Clan
Ironstar is banking on keeping the golden temple for
any rewards.

Preparations to Set Out

Whichever offer they accept, the characters should


make their decision by sundown. Each of the merchant
companies has offered to send the characters with
10 native bearers (humans and wild elves indigenous
to the region who speak broken Common) and an
experienced guide.

The characters meet their guide, Jabu, the morning


they are to set out into the jungle. He is a half-shadow
orc ranger with a crude sense of humor and practical
jungle experience.

8
PART TWO: WELCOME TO THE GREAT
NPC Profile: Jabu, Half-Shadow Orc Ranger
Raised in the jungle as a member of the JUNGLE
Moronkula tribe, Jabu cut his teeth and earned
his scars hunting great panthers, huge serpents, With Jabu and the native bearers ready to go, the
and other beasts growing up. As a half-orc, the characters can set out into the Great Jungle from
child of a human slave mother and a shadow Kraden’s Hill. Their first destination is the shadow orc
orc father, he had to work extra hard to prove village of Goyega Zaa, whom Jabu explains are not
himself. He distinguished himself quickly as a skilled the friendliest of shadow orc tribes. However, they
tracker, with a reputation for moving silently like a are arriving during the Festival of First Fruits, a time
shadow upon unsuspecting prey. The Moronkula of celebration, when warfare between tribes is not
tribe was the first to make peaceful contact with permitted by the orc gods. It is their safest method to
the human settlers, who had up to that point finding out the location of the temple of Ibholtheg.
only encountered the shadow orcs when they
were victims of their savage raids. A peace was Your packs are ready and the native bearers, a
brokered, and soon several other tribes came to combination of wild elves and humans who have
trade with the strangers in Kraden’s Hill. lived in or near the jungle for generations, give the
signal that they are ready to head out. Jabu smiles
Jabu made himself available as a guide and broadly and motions for everyone to start moving.
liked the respect given from the outsiders that The gates of Kraden’s Hill, at the opposite end
came with his skills. He found himself staying from where you entered, creak open ponderously,
in Kraden’s Hill more and more, until he could revealing the emerald, shadow-haunted Great
finally afford a small shack inside the settlement. Jungle beyond.
Now he is one of the more experienced guides
in town, and though he never had much need The jungle is too rough for animals so everyone must
for golden pyramids, he finds the high pay being go on foot (or at least the native bearers and Jabu
offered by the merchant companies a great go on foot).
lure.

Weird Dave’s Notebook: Using Jabu


The Great Jungle
Jabu should be used to offer information to the play- The journey to Goyega Zaa (home of the Goyega
ers and to guide them in the ways of the jungle, but tribe) from Kraden’s Hill takes the characters and
not to supplant any specific character. If there is bearers five days of hard jungle traveling. It’s a
a ranger in the group, Jabu is happy to consult with hot, sticky, miserable journey, potentially filled with
them on anything they find in the jungle, especially dangerous encounters.
if they have a favored terrain relevant to the area
(mostly forest). Don’t overuse Jabu – his main purpose For every half day of travel, there is a 30% chance the
is to get the characters to Goyega Zaa safely. characters encounter something in the jungle. Roll on
the random encounter table below. Choose a time
The characters’ employer (whomever they chose) for the encounter to occur, or you can roll 1d12 to
waits at the gate with the native bearers. They carry determine the hour randomly. This could result in a
enough food and water for the whole trip, but the night encounter!
merchant makes sure to point out that the native
bearers are not skilled in combat. They were hired for
their skill in carrying things, not in fighting, so they are d10 Jungle Encounter
likely to flee if danger presents itself. 1 Giant constrictor snakes
2 Savage shadow orcs
The employer pulls Jabu and the characters aside
3 Swarm of poisonous snakes
as they are preparing to leave to go over the route.
The expedition will travel to the shadow orc village of 4 Giant boar rivals
Goyega Zaa, who are said to know the most about 5 Cannibal natives
the jungle and its secrets. Once there, they must find
6-8 Heat wave
out where the temple of Ibholtheg is located and then
travel there with all haste. After the temple is found, it 9 Troll ambush
must be cleared of any hostile inhabitants and given 0 Giant ape attack
a rough accounting of its treasures and location. The
characters are then to return to Kraden’s Hill to report Giant constrictor snakes
their findings and for final payment. The jungle around the characters hides 2 giant
constrictor snakes eager for a quick meal.
9
Swarm of poisonous snakes
Giant constrictors are not the only serpent threat in
the Great Jungle. Rustling in the nearby undergrowth
alerts the characters to the presence of 3 swarms of
poisonous snakes that surge forward to attack.

Tactics: The poisonous snake swarms focus on the


least armored character available.

Giant boar rivals


The characters come across 2 giant boars that were
fighting over a mate. They immediately turn upon the
characters, seeing them as intruders.

Tactics: The boars charge in recklessly, intent on killing


the intruders to their turf.

Cannibal natives
Like the shadow orcs, not all of the native humans of
the Great Jungle are friendly. Many of the ones that
lived in close proximity to Kraden’s Hill were absorbed
as slaves and taught the basics of civilization. But not
too far from town, small bands of cannibals – barely
recognizable as humans anymore – still live to hunt
for flesh. A pack of 10 cannibal natives attack the
characters, eager to add their skulls to their belts.

Tactics: The cannibal natives are capable hunters,


moving quickly through the jungle and as silently
as possible. They use their blow darts at range to try
drugging the characters with jungle tree frog poison.

Heat wave
The jungle is hot, but the characters hit a particularly
bad spot of heat and humidity. Each character must
Tactics: Any character looking for trouble and make a saving throw to avoid suffering from fatigue
succeeding at a Wisdom check notices the creatures (chain mail or plate armor suffer -4 to the save).
before they attack, but everyone else is surprised. The Fatigued characters suffer -2 to ability checks and
snakes go for the smallest characters first, eager to attack rolls until they rest for 8 hours.
crush their opponents quickly.
Troll ambush
Savage shadow orcs Trolls lurk in the Great Jungle, feasting on the lesser
The Great Jungle is filled with tribes of shadow orcs creatures. They hunt in a wide range, and anyone
that are not friendly to outsiders. A hunting group of or anything that comes into that territory they view
8 shadow orc warriors stumble upon the characters as their prey. Unfortunately, the characters stumble
and decide to punish them for trespassing. into such a territory. A single troll moves to attack the
expedition.
Tactics: Four of the shadow orcs charge forward while
the other four hang back, shooting arrows at targets. Tactics: The troll uses a wounded brocket (a type of
The shadow orcs shooting bows have half cover where jungle deer) to lure the characters into a pit trap. The
they are from the surrounding trees. The shadow orcs brocket can be heard plainly, crying in the jungle a
focus their attacks on the characters, but if they are short distance away. Jabu wants to investigate but
able to capture one or more of the native bearers the won’t do it alone. Anyone that checks out the sound
orc band flees with their captured slaves as quickly as sees the wounded brocket lying against a fallen
possible. log, with a great gash in its side. Actively looking
and succeeding at a find traps check is needed to
Treasure: The shadow orcs carry the bodies of five find the trap, which otherwise dumps unsuspecting
dead brockets (jungle deer) that the expedition can characters 20 feet down into spikes. The fall deals
use instead of their own food for five days. 2d6 bludgeoning damage and the spikes deal 2d10
piercing damage. The troll, hiding nearby, leaps out
10
to attack. • Strange creatures are known to lurk in the
darkest depths of the Great Jungle. Tales of
If the characters do not take the bait, the troll attacks frogs and toads as big as a horse with the
a short time later by simply leaping out the jungle. wings of bats and the jaws of a crocodile are
told around shadow orc campfires to scare
Treasure: Finding the troll’s lair requires a Wisdom young orcs. Jabu has seen many monsters but
check. Doing so, the characters find its small treasure nothing that matches that description in his
pile. The troll has accumulated a bag of 100 gold from journeys.
various victims. • Shadow orcs have been keeping the native
humans in the Great Jungle as slaves for
Giant ape attack countless generations – the wild elves do
There are only a handful of giant apes in this section of the same. As a result, half-orcs like Jabu are
the Great Jungle, which is thankful, as the beasts are common in the jungle.
ferocious and terrifying. The characters hear the giant • The native humans in the region are
ape bellowing a short distance before it shows up a descendants of a once mighty civilization
few rounds later. who built great pyramids in the jungle and
worshipped strange gods. Jabu believes the
Tactics: The giant ape is not a subtle opponent, and golden temple is likely a remnant from this
bangs its massive fists down upon the enemy that ancient time, if it exists at all, though none of
deals it the most damage. If it is reduced to ¼ or less the native bearers claim to know about it.
hit points, the giant ape retreats into the jungle to
nurse its wounds. It does not pursue characters that
flee more than 50 feet from it. Goyega Zaa and the Feast of First Fruits

After five days of traveling (or longer if the characters


Jungle Living with Jabu need rest after some of the jungle encounters), they
finally come upon Goyega Zaa.
As the characters are traveling through the Great
Jungle, they have some time to talk with their shadow On the morning before their arrival, they are
orc guide Jabu. He knows quite a bit about the customs confronted by a band of 10 shadow orc warriors who
and traditions of the various jungle inhabitants and is appear out of the shadows of the jungle. Jabu speaks
happy to share them over an evening meal or as they the native language, a primitive dialect of Orc,
break camp in the morning. You can use the below introducing himself and everyone else as travelers
list of quotes and tidbits to help bring the Great Jungle who have come to share to share in the Feast of First
to life in the eyes of the characters. Fruits. The warriors seem leery at first, but Jabu hands
them each a piece of cured, peppered jerky as a
• There are many tribes of shadow orcs in the bribe that earns their trust.
Great Jungle. Each has a permanent home
somewhere, whose location is identified with In explanation, Jabu explains that the shadow orcs
the word “Zaa,” meaning “home.” So Goyega have a fondness for peppered jerky, a food item they
Zaa is the home of the Goyega tribe. do not have in the jungle. It can be used as a bribe in
• The Goyega tribe are one of the most certain circumstances.
mysterious, and their shamans are known to be
great spellcasters. This is why Jabu suggested Goyega Zaa Introductions
traveling there during the Festival of First Fruits The warriors lead the characters, Jabu, and the native
to try and get as much information about the bearers silently through the jungle for about a mile or
golden temple as possible. If any tribe is likely so. As they approach Goyega Zaa the sound of drum
to know anything about it, it’s going to be the beats gets louder and louder. Read or paraphrase the
Goyega tribe. The tribe’s chief is Mandla, a following as they come upon the shadow orc village.
powerful warrior, but their shamans hold the
real influence. The orc warriors you’ve been following through the
• For as long as there have been shadow orcs in jungle for the past mile grow visibly more relaxed
the jungle there have been wild elves. The wild as a great clearing opens up before you. Primitive
elves have, as far as Jabu knows, never built huts made of mud, straw, and wood stand around
a permanent settlement, instead opting to the perimeter of the large circular clearing, in the
move quickly in bands among the trees. They center of which sits a great bonfire. Shadow orc
are unfriendly and likely to kill intruders just men, women, and children move about the village,
for trespassing into the jungle, and they war tending to various tasks, many of which seem
constantly with the shadow orcs – even the to center around a large tent. Beneath the tent
peaceful ones like Jabu’s tribe, the Moronkula. many orcs are cutting, peeling, and slicing fruits of
11
Any attempts to question Mandla or Omotayo are
NPC Profile: Bula, Blind Shaman of the Jungle met with hand waving and a promise to speak during
Bula is a gifted shaman with many divine abilities, the Feast of First Fruits, as they still have much to
all of which she bends for the good of the Great prepare. The village is alive with movement, and Jabu
Jungle. She is nearly 100 years old, and though recommends that they wait in their hut until sundown
she was born in the Goyega tribe she considers when the feast begins.
all the tribes of shadow orcs to be her family. Her
interests are in the preservation of the jungle as a Mind Your Manners
living, breathing system, and she views her gods As the characters interact with the Goyega tribe,
– the Snake God, the Crocodile God, the Ape they’re going to have to be on their best behavior.
God, and many others – as powerful spirits that Social etiquette in the orc village is going to save their
share in her mission. In her old age, she has taken lives more than swords and spells. As the characters
to referring to herself in the third person (“Bula proceed through the Feast of First Fruits they will make
knows what Bula knows” is a common phrase). a series of party Charisma checks. Each time more
than half the party fails the check the party gains a
Bula knows that it is only a matter of time before faux pas point, and if they have 3 faux pas points the
the ancient temple of Ibholtheg, the Squamous tribe rises up and forcibly ejects them from the village
Toad God, is found. Ibholtheg is a stain on the (though they do not resort to combat unless the
jungle’s history – a terrible otherworldly being characters spill blood first). If anyone rolls a natural 20
interested only in spreading death and madness. on their Charisma check in such a circumstances they
She sees in the characters opportunity to destroy remove a faux pas point from the accumulated pool
the temple for good, which Bula believes will (though they can’t have less than 0).
end the threat of Ibholtheg. This is why she helps
the characters. Jabu can be used to help smooth out rough edges
or provide guidance, but remember the characters
must suffer the consequences of their own actions.
all kinds from several huge baskets. The rhythmic
pounding of drums fills the air and the savory smell Feast of First Fruits
of roasting meats wafts heavily around you. One of The rush and activity of Goyega Zaa begins to settle
the warriors who led you here jogs into the village, down as the day winds down, as the sun begins to
returning moments later with two orcs. One of them set a solemn presence has crept over the village. A
is older and clearly stronger, with the countenance group of four shadow orc warriors come to escort
of a leader worn on his heavily scarred brow. The the characters and Jabu (the native bearers are left
other is a woman, her features hidden by a brown outside of the village along with most of the village
robe. She leans heavily on her staff, which is topped slaves) to the table beneath the tent.
by a rough-cut emerald clutched in the mouth of a
crudely carved panther head. Read or paraphrase the following.

The male is Mandla, chief of the Goyega tribe, and the The warriors lead you out of your hut and into
female is Omotayo, their spiritual leader. Mandla steps the village as the sun sets and twilight blankets
forward and demands to know what the party is doing the jungle. The fire in the center crackles and
in Goyega Zaa. Jabu steps forward to introduce the burns brightly, illuminating much of the area, and
characters but is cut short quickly by Omotayo. She together with the flickering torches set all around
steps forward and peers closely at each character the clearing your vision quickly adjusts. You are led
in turn. Her staff glows if she approaches anyone solemnly to the tent where you saw orcs peeling
with magical ability, which seems to interest the orc and cutting fruit earlier. Now, it is cleared except
shaman greatly. for a long table, at the head of which sits Mandla.
He is dressed in exotic bones and feathers, marking
Finally, with a flourish, Omotayo steps back and him as the chief of the Goyega tribe, and at his
pronounces that the “gods of the jungle and the sky right and left are four robed shamans, all women,
have delivered these strangers to Goyega Zaa, and their hoods down and their black hair stylized with
the Goyega people will welcome them to the Feast flowers. Mandla stands as you approach and
of First Fruits!” This does not seem to go over very well motions for you to sit at his table.
with Mandla, who scowls bitterly, but otherwise lets
the characters into the village. He takes them to a There are enough seats the table for Jabu and all of
small hut nearby and tells them they can wait there the characters. Once they are seated, Mandla claps
until sundown when the feast will begin. his hands together and the entire tribe begins to
chant in unison. Jabu whispers that they are invoking
the gods of the jungle, the sky, and the water to bless
the coming year and provide for the Goyega tribe.
12
Shaman Talk
Once the chant is over, Mandla addresses the crowd. As the sun rises and the Feast of First Fruits draws to a
close, Omotayo draws the characters aside. She asks
Mandla’s clap signals the chant is over, and a hush what brings them to Goyega Zaa, and though she
falls over the village as two slave humans bring knows they seek the Temple of Ibholtheg, she wants
forth a great plate of fresh fruit. Delicate slices of a to hear it from the characters. If they lie, she frowns
green melon, large chunks of a yellow fibrous fruit, and tells them that the gods have told her they would
long thin pieces of an orange-colored fruit, and be coming seeking the ancient site of the Squamous
many others decorate the plate. The slaves set the Toad God. But she does not have the location.
platter before Mandla, who stands and addresses
the village. He speaks gustily, gesticulating wildly However, she knows of one who does. Several miles
to the shamans at his side, then to the sky, then away lives the blind ancient shaman of the Goyega
to the whole jungle around you. The orcs in the tribe, Bula, who knows much of the hidden world.
village clap and cheer wildly as the chief finishes Omotayo gives the characters a large bird feather,
his address, after which he sits down and Omotayo green as jade with a decorative black eye in its
stands. All is quiet as she leans on her curious staff, center, and instructs them to give the feather to Bula
her eyes scanning the crowd – until finally settling as a token of their trust.
on you.
Saying Goodbye
The shaman says nothing, but sits back down with a Jabu is eager to leave Goyega Zaa as the Feast of
nod of her head to the chief. Everyone in the village First Fruits marks a sacred peaceful time, and now
raises their hands to the sky, including Jabu, who looks that it is over Mandla and the rest of the tribe might
expectantly at the characters. If any of the characters get into a violent mood. He suggests offering a gift to
do not raise their hands, the characters must make a Mandla of some value in token for their stay – anything
party Charisma check to avoid a faux pas point. worth 100 gold or more would suffice. Failure to do so
automatically incurs 1 faux pas point.
After everyone has their hands to the sky, Mandla
takes the first piece of fruit and devours it noisily,
the juices running down his chin. Once complete, Hut of the Blind Shaman
he shouts exultantly to the sky and the entire village
takes up the cry, ululating and shouting. Again Jabu Once the characters receive directions to the hut of
motions for the characters to do the same, and if one Bula, they can set out at any time. Their native bearers
or more do not they must make a party Charisma have not been harmed, and the journey takes several
check or gain a faux pas point. hours through the jungle. Read or paraphrase the
following.
The Feast of First Fruits begins after that, and great
platters of fresh delicious fruit are brought out by After hacking through the jungle for several hours,
slaves for the entire village to enjoy. The shamans following the directions from the orc shaman
eat sparingly, picking at their food, but Mandla Omotayo, you finally see your destination. Up
takes to the fruit with great gusto. He speaks of the ahead, through the mass of trees and vines, you see
Goyega ancestors, of great battles against razorback a small hut squatting amidst some thick underbrush.
boars and huge constrictor snakes, and invites the Despite the noonday sun overhead, the shadows
characters to tell their own stories. cling to this area like a drowning man to a piece
of flotsam and the darkness seems to center on the
The Feast of First Fruits lasts all night, during which hut. The door is closed but a small window next to it
the characters should make three party Charisma shows flickering firelight from within.
checks to avoid gaining faux pas points as the night
progresses. As the characters approach they are confronted
by 3 giant constrictor snakes, which rear up from
Weird Dave’s Notebook: Story Time around them. If the characters have the feather from
The shadow orcs of the Great Jungle enjoy thrilling Omotayo and show it to the snakes, they back down
tales told of daring adventures against impossible and slither back into the nearby jungle. Otherwise
foes. This is a great opportunity for the characters they attack to kill any intruders.
to relate some of their past experiences. As long as
it looks like they’re getting into the moment, don’t After dealing with the snakes, the characters see
worry about a Charisma check – likely any story the that a wizened old shadow orc woman now stands
players tell is going to impress! in front of the closed door to the hut. She is dressed
in little more than rags and wears a variety of bone
and flower jewelry around her neck and wrists. Coiled
at her side is another giant constrictor snake, hissing
13
softly at the characters. The Idol of the Squamous Toad
Bula beckons the characters closer and asks them The journey to the Idol of the Squamous Toad takes 10
their business at her hut. If presented with the feather, days of jungle travel. Jabu helps lead the characters,
she takes it gingerly and comments matter-of-factly finding water enough for the entire group every
that Omotayo may yet have use for the brains the couple of days as they trek deeper into the Great
jungle gods gave her. If asked about the golden Jungle.
temple or anything about Ibholtheg, Bula grows quiet
for a moment before she speaks. Just as when they were searching for Goyega Zaa,
every 12 hours there is a 30% chance the characters
“What you seek is a dangerous place,” the blind encounter something in the jungle. Roll on the random
orc shaman begins, “full of anger and hate. It is encounter table under “The Great Jungle”.
a cancer on this land, a boil loathsome beyond
measure, and must be removed. Bula knows where On the 10th day, Jabu tells the characters that they’re
it is, but more importantly – Bula knows how to see close to the site of the idol. About noon that day they
it. Seek you the foul Toad God’s idol and place your find it. Read or paraphrase the following.
hand upon it. You will see then what Bula speaks of,
and you will know what Bula knows.” Jabu hacks away at the jungle foliage, sweat
beading on his broad forehead, when he stops
Jabu asks for directions and Bula speaks in their suddenly and raises a hand for silence. Your eyes
peculiar dialect for a moment. The half-orc nods and adjust to the shadows of the jungle, which seem
turns back to the characters, letting them know that longer and more sinister this far in, and then you see
they have a 10-day journey in front of them to find the it. About a hundred feet in front of you, covered
Idol of the Squamous Toad. almost entirely in choking vines, is a great stone
statue. At least you think it’s made of stone, but
it appears to be porous and green. The statue is
carved in the likeness of a toad, twenty feet tall,

14
squatting down on its haunches. A pair of wings PART THREE: THE LOST TEMPLE
wrap around its broad shoulders and its mouth is
more crocodilian than toad. But the eyes are not
like anything you’ve seen before. A shiver runs With the way to the Temple of Ibholtheg now
down your spine and you feel a deep loathing illuminated, the characters and the rest of their
towards this statue and you sense that you are not expedition can make their way to its location. Their
alone, that some presence above you – far above path is blocked by two primary obstacles – a band
you – watches intently. No birds or animal noises of wild elves that have sworn to keep the temple
break the silence that has subtly stolen over the from being repopulated again, and a thick madness-
entire area. inducing fog that hides the temple itself.

The Idol of the Squamous Toad is shunned by the


tribes of shadow orcs and none dwell near it. Jabu Wrath of the Watchers
has seen it once before, while tracking a wounded
panther through the jungle. He did not stay long, and From the Idol of the Squamous Toad the journey to
does not wish to linger now. The native bearers are the Temple of Ibholtheg winds through the jungle for a
genuinely frightened and none will draw any closer total of 12 hours. The path created by the idol’s vision
than where they are now. cuts through dense jungle, down deep gullies, and
across a swift-moving but shallow river.
Approaching the idol, the characters’ sense of
uneasiness grows as the hideous carved details After 10 hours of travel, the jungle becomes thicker
become clearer. The idol is modeled after a toad, but and wilder. Toads croak incessantly in the darkness
its shoulders are too narrow and it stands too tall to and the shadows grow closer, imparting a feeling of
be a regular member of its species. The wings don’t extreme isolation. But the characters are not alone at
belong, and sharp talons dig into the earth from its this point. A band of wild elves that call themselves
four legs. Its crocodilian mouth is closed but teeth jut the Shadow Watchers lurks nearby, always on guard
out from its upper and lower lip. The strange eyes are to keep intruders from finding the Temple of Ibholtheg
wide open, and upon closer inspection are carved to and preventing the release of its evil back unto the
resemble a night sky. world.

Anyone that touches the idol feels the unnaturally Eight wild elf watchers led by Duru, their female leader,
cold, porous stone beneath their fingers. After a surround the characters. If the Watchers are not
moment, the eyes of the idol light up from within, noticed, Duru calls for them to halt in an old dialect of
shooting blazing yellow light from the holes that form Elven. Anyone that speaks Elven can understand the
the stars. The lights play upon the shadows of the dialect with an Intelligence check.
jungle for a moment in a dazzling display of darkness
and light before it fades away. Each character that Duru and her kind do not speak Common, so if no
touched the idol has, for the next 24 hours, a sparkle in one in the party can speak their dialect of Elven Jabu
their eyes that allows them to see a trail of pale yellow steps forward as an interpreter. Duru demands to
light heading off into the jungle. This is the way to the know what the characters are doing in this part of the
Temple of Ibholtheg. jungle. She is straightforward and blunt, telling them
that access to the Temple of Ibholtheg is forbidden.
Unfortunately, this action summons a brood of
Ibholtheg’s minions who descend with a screech two If the characters explain that they are here to destroy it
minutes after the lights die away. They shriek like the (whether or not they believe that to be true), Duru can
croaking of a dying frog, announcing the arrival of 2 be convinced to step aside. She starts the encounter
cipactli and 8 degenerate toad-men that attack the as hostile, and each successful Charisma check
characters immediately. adjusts her attitude by one level (hostile to unfriendly,
unfriendly to neutral). If the characters intimidate her,
Tactics: The cipactli fly-hop between the trees to she orders her elves to attack without mercy.
surprise their opponents, blending in with the shadows
of the jungle before launching each attack while the Tactics: The wild elves keep their distance as much as
degenerate toad-men rush forward with their spears. possible, relying on the cover of the jungle (half cover)
Their tongues lash out at any spellcaster in range and and their archery skills to take out the characters.
they are not afraid to engage armored opponents Duru uses her ranger spells as best she can, focusing
with fangs and claws. The cipactli have no language attacks on whomever is dealing the most damage.
known to the world anymore and fight until destroyed Duru and the wild elves will fight until death.
while the degenerate toad-men have no thoughts
but to punish and destroy the intruders in their sacred
location.
15
Weird Dave’s Notebook: But They’re Elves! You’ve made slow progress through the fog, but
Not all elves are good. The wild elves of the Great finally you break free and find yourself standing in
Jungle are not friendly as a rule, and many of them an enclosed clearing. The trees grow much taller
are hostile to outsiders. The Shadow Watchers have here, and their thick leafy canopy creates a natural
taken a fanatical approach to their duty, and though ceiling that blocks out the sun. In the middle of this
no one in living memory knows the atrocities commit- natural dome squats a great stepped pyramid,
ted by the worshippers and spawn of Ibholtheg, the several hundred feet high, made of dull gold and
Shadow Watchers know it is their duty to keep it from covered with grasping, tangled jungle vines. Though
returning. They are ruthless and vicious. practically no light pierces the overhead canopy,
the structure is illuminated by an unearthly green
pallor as if it shed the light from its own surface.
Veil of Ibholtheg A half-circle of steps rises in front of the pyramid,
leading up to a darkened archway flanked by two
The Temple of Ibholtheg is protected by more than just large green statues of squatting frogs similar to the
its hidden location. A thick gray fog hangs around the idol you touched to find this place.
sacred site, and as the characters leave the Shadow
Watchers they find themselves in the thick of it. Read This is the Lost Temple of Ibholtheg, where a vestige
or paraphrase the following. of that once-great outer power broods in silence and
awaits its time of resurrection. The temple is guarded
The jungle seems to close in around you as you by a froghemoth that waits on the opposite side from
move forward, but then you realize that something the entrance. As the characters approach, the great
IS drawing closer. A thick gray fog seeps between beast lets out a deafening croak and launches itself
the trees and heavy undergrowth, suffocating into battle.
everything in its wake. Its tendrils tug at your
clothing like a living thing before you find yourselves Tactics: The froghemoth is a special guardian of
completely engulfed in it. Sight and sound become Ibholtheg, living eternally as the guardian of this
muffled within the fog and you feel yourself temple. It fights until destroyed but cannot pursue
growing light-headed. You hear the native bearers inside as it is too large to get more than a tongue
screaming but it sounds far off. attack into the entrance, and then only for the first
15 feet.
The fog warps the minds of anyone inside, causing
them to attack the nearest target with mindless General Features
ferocity. The native bearers fall upon one another Walls: The outer walls of the Temple of Ibholtheg
savagely and the characters must make saving are made of gilded bricks, but beneath that layer the
throws to avoid the effect. Those that fail fall under entire structure is composed of pale green, porous
the confusion spell, but the resulting behavior is always stones. The stones are as strong as any rock.
to attack the nearest creature. At the end of every Archways: There are no regular doors in the Temple
turn an affected character can make another saving of Ibholtheg. Exits and entrances into the halls and
throw to end the effect. chambers are archways decorated with the faded
symbols of Ibholtheg (bat-toad-crocodile images).
Unless the characters can act quickly, the native Smell: Inside the temple the air is foul smelling as if
bearers kill each other in 2d4 rounds. If all of the a dead thing had lain too long in the sun.
characters saved against the fog, Jabu can be the Sounds: The curious green stone that makes up
one that is affected, forcing the party to deal with the temple dulls sound, so that any noise made in one
maddened half-orc. Otherwise you can assume chamber can only be heard in adjoining areas.
Jabu made his save and works to assist the rest of the Secret doors: Secret doors in the temple are found
characters. on a 1 in 6 chance. The doors are on concealed
hinges that push open.
Once a target successfully saves against the fog they Ceilings: Unless otherwise noted the ceilings are 10
are immune to its effects for the next 24 hours. feet tall throughout the Temple of Ibholtheg.
Light: There is no light in the temple. The characters
must provide their own illumination if they also cannot
see in the dark.
The Lost Temple Outer Yard Pyramid’s top: At the top of the Temple of Ibholtheg
is a broad flat surface. Characters that examine it can
After walking through the Veil of Ibholtheg for an hour,
make an Intelligence check to determine that a part
the characters finally come upon the golden temple.
of it opens somehow, but no amount of budging or
Read or paraphrase the following.
pulling gets it to move. The secret to opening it is in
area 16.

16
The Lost Temple 1st Level
4. Reliquary Storeroom

1. Temple Steps This small chamber was used by some of the elder
priests to store sacred items. The room contains three
The semi-circular stairs leading up to the entrance to chests, all of which are locked and trapped. Each
the temple are flanked by two large statues, similar requires an open locks check to open.
to the Idol of the Squamous Toad but not nearly as
faded. Their stony gaze is fixed on the spot directly in Each of the chests has a poison needle trap
front of the door. Though ominous, the statues do not detectable with a find traps check. It deals 1 piercing
animate and there is no danger within them. damage if not detected and requires a saving throw
to avoid 2d6 diluted snake venom (half damage on
save).
2. Ascent of Suffering
The first chest contains several mummified frogs and
Beyond the large archway, the hallway continues a stone of good luck. The second chest holds a small
on into darkness, ascending with small flights of golden box with onyx figurines of a bat, a toad, and a
stairs every ten feet. crocodile (each worth 75 gold coins). The third chest
contains several broken bottles along with an intact
Each of the three flights of steps contains a trap potion of gaseous form and a potion of extra healing.
that triggers when stepped upon. A billowing cloud
of poisonous gas escapes upward and fills the area
above the triggered steps. Anyone in the cloud must 5. Chapel of the Bat
make a saving throw or suffer 3d6 poison damage.
The traps reset after pressure is removed from them. A great statue of a bat, ten feet wide, stands in the
northeast corner of this chamber. Its abnormally
large head bears a wide-open mouth, fangs bared,
3. Tales of the Squamous Toad with two rubies for eyes. It was clearly carved to
capture the image of a fearsome creature about
A large chamber opens up before you, empty to strike at some unsuspecting prey. A cloud of
except for grand murals along the walls. The murals larger than normal bats rises up from either side of
are each 20 feet square and depict aspects of the statue, their screeching filling the chamber.
worship of a loathsome, gargantuan toad-bat-
crocodile creature. Men and women in elaborate The three aspects of Ibholtheg – toad, bat, and
feathered headdresses bow in supplication in one crocodile – were honored and worshipped by the
mural; in another, they offer young women as ancient people who built the temple. The statue of
sacrifices before a great altar. One of the images the bat keeps the 3 swarms of vampire bats alive in a
shows the temple as you saw it today, enshrouded perpetual stasis. The creatures move to engage the
beneath its natural canopy, with a handful of figures characters.
approaching the entrance. You realize you’re not
alone as the croaking grows louder and creatures Tactics: The swarms engulf as many characters as
hop out of the shadow of the corners! possible, biting and clawing, attempting to drain the
blood from their victims. They fight until death.
There are 2 cipactli and 6 degenerate toad-men
in this room, hidden against the walls by using their Treasure: The two rubies in the bat statue’s eyes can
natural camouflage ability. They leap out to attack be removed. They are each worth 250 gold.
anyone that enters.

Tactics: The cipactli launch themselves into melee, 6. Temple Library


attacking ferociously with bite and claw. They fight
until dead. This chamber is lined with shelves along the walls,
though most appear to be empty. A handful of
If any character looks closer at the mural with the dusty books, a dozen at the most, seem to be the
temple as it appears today, they notice striking sole occupants of this once grand library.
similarities between the painted figures and the
characters themselves! Ibholtheg’s priests foresaw Anyone that disturbs the books in this room trigger the
this day and painted it in the walls of this chamber, release of its ancient guardian, a wraith dedicated to
reflecting the final day of the temple – but not the last protecting the knowledge of the temple (what little is
day of Ibholtheg. left at this point).

17
Tactics: The wraith attacks the person who touched 8. Chapel of the Crocodile
the books first, but once summoned it does not rest
until all intruders in the library are destroyed. It does A round chamber opens up before you. Situated
not pursue characters out of the room. equidistant from one another along the walls are
four large crocodile heads made of bronze, their
Treasure: The dozen books on the shelf appear to mouths open to show rows of razor-sharp teeth.
be a treatise on worshipping Ibholtheg written in an Each of the busts has gemstone eyes of a different
ancient tongue lost to the world now. Rites, scriptures, hue – blood red, deep blue, emerald green, and
commandments, and other religious iconography fill pale white.
the pages. To the right buyer, the books can fetch
50 gold each. Alternately, Noviortum House would To the worshippers of Ibholtheg, the crocodile
accept the books as fulfilling the characters’ part of represents their god’s bestial nature. This room is
their bargain. where non-believers would be taken for cleansing in
the “jaws of the crocodile.” Anyone not speaking the
command word (now lost to time) when they enter,
7. Grand Hall of the Squamous Toad triggers the rise of 4 spectral crocodiles that slither out
of the wall (one from each head).
A long chamber stretches out before you, twenty
feet wide and almost a hundred feet long. The floor Tactics: The spectral crocodiles, though smaller than
is covered with a thin layer of slime and a horrendous their largest living relative, fight ferociously and with
odor of rotten meat fills the air. In a large alcove in intent to kill their target. The spectral crocodiles are
the center of the south wall squats a statue, similar immune to turning attempts as long as they remain in
to the ones in front of the temple, depicting the the Temple of Ibholtheg.
toad-bat-crocodile form of Ibholtheg. A silver crown
rests on the statue’s head that doesn’t appear to Treasure: The gemstone eyes in each of the bronzed
be made of stone. An archway on the north wall crocodile heads are worth 25 gold (eight in total).
frames a set of steep stairs leading upwards.

This is where the lesser priests of old venerated 9. Chapel of the Toad
Ibholtheg (only the senior priests were allowed to
ascend to the higher levels). Now it is the home to 8 The north wall of this chamber is decorated with a
degenerate toad-men and a toad-man shaman who grisly display of dozens of giant frog corpses. They
worship at the statue. They leap forward to attack as are hung on the wall with their bellies exposed; their
the characters enter. arms and legs are splayed out, held up with stone
bands. The stench of death and decay is heaviest
The slime on the floor makes movement difficult. The in here, but your eyes are drawn to the creature
toad-men are immune to it, but any character that on the floor. It appears to be a giant toad, but it’s
ends their movement in the slime (which coats the composed of the flesh of dozens of other frogs and
entire floor of this room) must make a saving throw or toads. It lets out a deformed croak before leaping
fall prone. forward.

Tactics: The toad-men focus their attacks on prone Ibholtheg’s priests venerated toads and frogs of all
targets if possible while the shaman uses its spells to kind, and they believed they were doing their outer
incapacitate targets. They are not afraid to leap power’s will by displaying the dead creatures in this
about and lure the characters further in if possible. room. It was a reminder to them of what came before
and what was to come. The creature, a horrible
Treasure: The crown atop the statue’s head can be frogflesh golem, was created to maintain the impurity
removed. It is engraved with loathsome symbols of of the chapel.
Ibholtheg, but is worth 150 gold.
Tactics: The frogflesh golem is a relentless opponent
but a simple one. It attacks whatever is dealing the
most damage to it mercilessly.

18
The Lost Temple 2nd Level 12. Hall of Teeth

The ceiling of this long, narrow chamber is filled


10. Hall of Croaking with teeth – monstrous teeth, some as large as
daggers. Images of crocodiles adorn the walls,
Monstrous croaking fills this rectangular chamber, mostly pictured devouring humanoid creatures.
drowning out all other sounds. Images of toads and At the far end, the bones of a massive crocodile
frogs are carved into the walls, and scavenging jaw hang open, stretched wide enough to nearly
around the floors are robed humans. Their clothes encompass the entire wall, with a gleaming fiery
are in tatters, and their tongues loll out over jewel in its center.
sharpened teeth. They lurch forward with an
ungainly hopping action, their claws outstretched, The floor, though unmarked, contains a number of
the flesh on their bodies pulled unnaturally tight. pressure plates that trigger specific teeth to be shot
down upon the ground. Finding the pressure plates
There are 5 ghasts here who were once priests of requires a find traps check every 5 feet. There is a
Ibholtheg. The croaking in the chamber is a result of pressure plate every 10 feet in the hall.
Ibholtheg’s movements and used to only occur on an
infrequent basis. Now it never stops and it has called Anyone stepping on a plate triggers the tooth above
its priests back to the world of the living. to be shot down. It strikes for 3d6 piercing damage
but does not reset on its own.
The croaking drowns out any voices, so any spell or
effect that requires a target hear is nullified. Treasure: The jewel in the crocodile’s mouth is colored
glass – it is worthless. The teeth on the crocodile’s
Tactics: The ghasts are happy to slake their thirst jawbone, however, are well-preserved and rare,
with the fresh blood of the characters. If any of the each worth 10 gold (there are 20 teeth in total).
characters becomes paralyzed, the rest of the ghasts
focus their attacks on that target. Due to the unholy
nature of the temple the ghasts are immune to being 13. Well of Dreams
turned.
The hallway takes a turn to the south and abruptly
Treasure: Each of the ghasts wears a pendant with the ends in a dead end, occupied only by a well. It’s
symbol of Ibholtheg upon it (worth 50 gold each). hewn of black stone and stands five feet high
with no other accoutrements. A muted muttering
punctuated by an occasional scream drifts lazily
11. Conversion Chamber up from the depths of the well, which appears to
hold only inky blackness to an unknown depth.
Skeletons hang on the walls of this square chamber, Looking closer you can see ancient pitted ladder
strung up by iron manacles attached to the ceiling. rungs carved into the wall of the well.
They show signs of broken ribs and cracked skulls; a
foul odor permeates the air. The priests used the well for extreme isolation. It
descends down past the first level, into the depths of
Priests of Ibholtheg would take prominent non- the earth, ending in a small chamber about 10 feet
believers to this chamber and force them to convert square. There, the priest would sit and dream about
to the worship of the Squamous Toad. If they did not, Ibholtheg, gaining insight from the whispers and
they were left here to rot and eventually be fed to screams of past priests who went insane.
some other temple guardian. The skeletons are all
that remains of the people who held out against the Anyone descending into the well must make a saving
priests of Ibholtheg long ago. throw or suffer 2d6 psychic damage for every 20 feet
descended (the well is 100 feet deep). On a failure,
Treasure: One of the people brought here long ago the jolt of the psychic intrusion is enough to force
managed to swallow a magical ring before being another saving throw to hang on to the ladder, with
captured. In a pile of bones beneath one of the failure resulting in a fall of the remaining feet (1d6 per
skeletons lies a ring of poison resistance. 10 feet fallen).

Treasure: At the bottom of the well sits the skeleton of


the last priest of Ibholtheg from that ancient era, who
sat down here until he died. At his side, characters will
find a +1 scimitar, its handle and pommel engraved
with the image of the Squamous Toad.

19
14. Test of Black Tongues mindless undead, and in this temple they are immune
to being turned.
A grotesque room opens up before you. Hanging
from the ten foot ceiling are hundreds of elongated
black tongues, several of which squirm and writhe The Lost Temple 3rd Level
on the hooks they are hung from. The hideous
stench of decaying meat assails your senses but it
appears as though these tongues are fresh, albeit 16. Vestige of Ibholtheg
long and black.
The steep stairs end abruptly in a large square
In order to pass to the highest chamber of the Temple chamber that must occupy most of this top level
of Ibholtheg, elder priests needed to first cross several of the stepped pyramid. Several of the toad-bat-
rooms designed to test their faith. This room contains crocodile creatures lay prostrate before a huge,
hundreds of magically animated tongues; a favored monstrous thing. It resembles the statues and idols
sign of Ibholtheg. It was said that if the priest were you’ve seen in the temple only vaguely, as where
true to the tenets of the Squamous Toad the tongues those were carved images, this looks like the real
would not harm them. thing. It stands twelve feet tall, hunched back on its
large toad-like legs; a massive bulk squatting down.
It is impossible to get through the room to the other Its head is large and bulbous, but its mouth is filled
side without going through the tongues. They can with rows of razor sharp teeth. A thick black slime
be attacked (AC 12, hp 10, half damage from coats its entire body, which drips down from its four
bludgeoning and piercing damage, immune to arms that end in ebony claws. The thing rises up,
psychic damage) but that prompts them to lash out. unfurling hideous slime-encrusted bat wings, and
The tongues attack anyone who have attacked them lets loose a terrible croak that seems to shake the
within a reach of 10 feet. One tongue attacks within very foundations of the temple – its minions rise and
each 5-foot square, they have an attack bonus of +7, turn towards you at the signal.
and deal 1d8+4 acid damage on a successful hit.
This is the Vestige of Ibholtheg, a sort of avatar for
If someone simply walks through the room without the outer power that still dwells on the Prime Plane.
attacking, the tongues move forward as if curious It is served by 4 cipactli and the creatures all launch
about the intruder. They slap themselves against any attacks as the characters enter.
available skin, leaving a tingling sensation and a slimy
coating behind but do no damage. A character There is a secret opening in the 20-foot high ceiling
passing through must make a saving throw to pass that opens up to the top of the pyramid. A cleverly
through unmolested. On a failure the tongues sense hidden lever on the east wall (detectable as a secret
something wrong and lash out as above, though the door) triggers the mechanism, which takes 2 rounds to
character reaches halfway before this happens. open completely.

Tactics: The Vestige lets loose its croak first, attempting


15. Blessings of Slime to stun the characters before it and its cipactli minions
attack. The creatures in this chamber fight until death,
The walls of this room are coated in a thick, though when the Vestige of Ibholtheg dies it triggers
translucent green slime that oozes slowly, pooling the temple collapse (see Temple Collapse).
on the floor. Toad and frog images are carved into
the walls, and it seems as though the slime originates
from the mouths and eyes of these carved frescos. 17. Secret Treasury
A handful of slime-coated humanoid figures turn
towards you as you enter and lurch forward, raising If the characters take the time to search the room for
their hands menacingly, dripping with the same a secret chamber as the Vestige of Ibholtheg dies,
slime. they have a chance to find this secret treasury before
the temple collapses completely. Carefully monitor
To the elder priests of Ibholtheg, to fall in the service of the characters action if they do find the secret room,
the Squamous Toad was to become one of its faithful as the temple is going down pretty quickly.
servants in the afterlife. There are 4 slime zombies in
this room, former elder priests that now protect the Treasure: In this chamber sits three closed iron chests,
entrance to the vestige of Ibholtheg’s chamber on each of them locked but not trapped (regular open
the third level. locks check to pick the locks). The first chest contains
a potion of fire resistance, a potion of extra healing,
Tactics: The slime zombies shamble forward and and a protection scroll vs. poison. The second chest
attack without thought to advanced tactics. They are contains a potion of invisibility, a spell scroll of dispel
20
magic, and a handaxe +1. The third chest contains a characters that they must get out quickly.
spell scroll of hold person, a pair of boots of levitation,
and a potion of invulnerability. The Temple of Ibholtheg collapses into a titanic
sinkhole in the jungle floor in 1 minute and there
isn’t anything the characters can do to stop it. The
Temple Collapse quickest way out is the hatch in the ceiling, but if
the characters aren’t looking for that they’ll likely
Once the Vestige of Ibholtheg is slain, it lets loose a miss it. As the shaking continues, the rooms that the
horrendous croak that echoes throughout the temple characters passed through to get to the top are
and shakes it to its core. The shaking grows more no longer a threat (the tongues writhe on the floor,
violent as the thing dissolves into a pool of black acid, any undefeated creatures cower or are destroyed
and the shaking does not give up. It’s obvious to the already, etc.), but the mad flight out doesn’t leave
21
much time for lollygagging. A straight run out from Rewards
area 16 to the exit at area 1 is approximately 400 feet.
In addition to the experience awards for defeating
Characters with a base movement of 30 feet can their foes in combat (or cleverly avoiding combat),
escape in 7 rounds while those with a base movement the characters can also earn bonus experience points
of 25 feet can escape in 8 rounds. Anyone still in the for accomplishing story-centered goals. The list below
Temple of Ibholtheg after a minute has passed has to offers examples of some that can be used, but create
make a saving throw or suffer 10d6 bludgeoning your own as you see fit!
damage (half on a success) each round to make it
out. • Made peace with the Goyega orcs
• Met with Bula without violence
The whole temple sinks into the earth in a dramatic • Defeated the Vestige of Ibholtheg
collapse, taking its gilded bars and secrets with it. • Escaped the collapsing temple with some
treasure
Weird Dave’s Notebook: Make It Dramatic!
As the temple collapses around them and the char-
acters flee for their lives, you can spice things up Next Steps
a bit by having them make periodic saving throws to
avoid falling debris. The damage isn’t the problem; it’s The Great Jungle is still a dangerous place, filled with
the fact that failing costs the character a round of treasure, monsters, and opportunities for adventure.
movement. Try not to overdo it though – this is sup- The characters can stay in Kraden’s Hill and soak up a
posed to be a climactic moment after the characters bit of renown from their exploits.
killed the Vestige of Ibholtheg!
Things begin to take a sinister turn around town,
however, as Ibholtheg’s influence spreads out from
EPILOGUE the Great Jungle. Soon the characters are going to
have to face the terrors of …

It’s likely the characters’ native bearers were killed TONGUES OF THE SCREAMING TOAD!
when they first entered the Veil of Ibholtheg. With the
temple gone, the veil has dispersed and is no longer a
threat, though that can come as little comfort to the
characters at this point. Their trek back to Kraden’s Hill
takes them 12 days of jungle traveling, and if they still
have some fight left in them they can run into one of
the random encounters. Otherwise it’s simply a long
journey back.

Whichever employer they went with is overjoyed at


the discovery but despondent over the news of the
temple’s collapse. Jabu confirms the story, lending
credence to the tales – the half-orc is known to be
trustworthy to a fault and is known to be bad at telling
lies.

22
TG1 Monster and NPC Information
Giant constrictor snake: HD 6; hp 29; AC 5 [14]; Atk 1 bite
(1d6); Move 10; Save 11; Special: constrict (automatic NPC Profile: Ereldris and Esythis Evenleaf, Thirsty
constrict after bite, 1d8 damage each round, can only Serpent Owners
restrict one victim at a time); AL N; CL/XP 7/600 The people of Kraden’s Hill view the wild elves
of the Great Jungle with great suspicion and
The giant constrictor snake is a massive predator, easily distrust. Most of the wandering bands have
30 feet long, with a wide mouth capable of biting nearly
dealt only with the occasional arrow and have
any creature in the jungle. This snake slithers through the
crossed blades with the settlers, but for the most
lush underbrush, its green scales allowing it blend in easily
part the elves seem more content to protect
with its surroundings, but it can just as easily be found in a
tree waiting for a victim to walk by beneath it. the interior of the jungle than the fringes. Ereldris
and Esythis were born into a lifestyle of constant
moving, hunting and gathering for every meal,
Shadow orc warrior: HD 1; hp 6 each; AC 6 [13]; Atk 1 and their experience shows in their steely gaze
spear (1d6); Move 9; Save 17; AL C; CL/XP 1/15 and taut muscles.

The shadow orcs of the Great Jungle have dark gray skin But the two share a keen interest in the ways of
and keep their black hair cut into topknots. Ritualistic civilization. They worked as little more than slaves
scarring is common among the various tribes, with each after being captured in a raid on Kraden’s Hill, a
scar telling a story of the orc’s deeds. Some tribes see common fate for captured wild elves. The elves
peaceful relationships with the merchants of Kraden’s Hill treat the past as a strange thing – except to a
as a way to increase their standing in the jungle, while few, it is something to learn from but not hold
other tribes only concern themselves with which type of grudges over. Ereldris and Esythis took work at the
merchant tastes the best over an open fire. Thirsty Serpent and gained the trust of the original
owner. But after only a few months the owner
fell ill from a snake bite and the Evenleaf twins
Swarm of poisonous snakes: HD 4; hp 18; AC 5 [14]; were able to purchase it from precious gems
Atk swarm (1d8); Move 12; Save 13; Special: poison their people had gathered from the mountains
(attacked victims must save or suffer -2 to all attacks (nothing of value to the elves but pretty to look
and ability checks for 24 hours), half damage from at). The two have run the Thirsty Serpent for over
weapon attacks, swarm attack (every creature in 20’ a year now, quietly keeping it running for the
radius gets attacked); AL N; CL/XP 5/240 merchants and travelers that come to Kraden’s
Hill.
Great swarms of poisonous snakes are a common
problem in the Great Jungle, as the smaller vipers have
learned that they can live longer and feed on greater
food by slithering together. A swarm encompasses Fallen descendants of once proud civilizations, cannibal
an area 20’ wide and wear down their victims with a natives of the Great Jungle are humans who have
dangerous venom. become dangerous and primitive. They communicate
with grunts and gestures and generally don’t have a
sense of scale or self-preservation. A single cannibal
Giant boar: HD 3+3; hp 21; AC 7 [12]; Atk 1 gore (3d4); native facing off against much larger or dangerous prey
Save 14; Special: boar’s endurance (attacks 2 rounds is undaunted.
after death); AL N; CL/XP 4/120

That snorting in the underbrush might be a giant boar, Troll: HD 6+3; hp 34; AC 4 [15]; Atk 2 claws (1d4) and 1
and if so you want to make sure you don’t let it charge bite (1d8); Move 12; Save 11; Special: regeneration (3
you. The beast’s powerful gore attack at the end of a hp/round except from fire or acid); AL C; CL/XP 8/800
charge has felled creatures much larger than itself, and
for this purpose many shadow orc tribes in the Great The trolls that dwell in the Great Jungle are taller and
Jungle seek to tame and ride the boars. The boars are lankier than their mountain kin, but their mottled green
as large as ponies! skin allows them to blend in with their surroundings easier.
Generally hairless, a troll enjoys stalking its prey for miles
before striking at the right moment.
Cannibal native: HD 1+1; hp 7; AC 8 [11]; Atk 1 spear
(1d6) or 1 blowgun (1d3 plus poison, range 12); Move 12;
Save 17; Special: poison (save or suffer -2 to attack rolls
and ability checks for 24 hours); AL C; CL/XP 2/30
Great ape: HD 8; hp 58; AC 6 [13]; Atk 2 claws (1d6) and
1 bite (1d8); Move 12; Save 8; Special: rend (if both claws NPC Profile: Jabu, Half-Shadow Orc Ranger
hit, deals extra 1d6+3 damage); AL N; CL/XP 9/1100 Raised in the jungle as a member of the
Moronkula tribe, Jabu cut his teeth and earned
Few creatures in the Great Jungle can match the size his scars hunting great panthers, huge serpents,
and ferocity of the great ape. Standing around 20’ tall, and other beasts growing up. As a half-orc, the
the great ape crashes ungracefully through the jungle
child of a human slave mother and a shadow
and beats its chest as a warning to all that it’s in the area.
orc father, he had to work extra hard to prove
Its claws are capable of tearing boars and snakes in half,
himself. He distinguished himself quickly as a skilled
but if severely wounded the great ape is smart enough
to flee to fight another day. tracker, with a reputation for moving silently like a
shadow upon unsuspecting prey. The Moronkula
tribe was the first to make peaceful contact with
Cipactli: HD 6; hp 33; AC 3 [16]; Atk 2 claws (1d8) and 1 the human settlers, who had up to that point
bite (1d6); Move 12; Save 11; Special: pounce (can leap only encountered the shadow orcs when they
at least 10’ before attack, hit victim is knocked prone), were victims of their savage raids. A peace was
magic resistance 50%, regeneration (3 hp/round until brokered, and soon several other tribes came to
reduced to 0 hp); AL C; CL/XP 8/800 trade with the strangers in Kraden’s Hill.

When the kingdom of Xilonoc stood in the Great Jungle, Jabu made himself available as a guide and
offerings were made to the favored servants of Ibholtheg liked the respect given from the outsiders that
the Squamous Toad – cipactli. These deep jungle came with his skills. He found himself staying
monsters have the head and scales of a crocodile and in Kraden’s Hill more and more, until he could
the hind quarters of a toad, and are able to heal from finally afford a small shack inside the settlement.
most wounds. They are intelligent enough to understand Now he is one of the more experienced guides
speech but are only able to croak out a few phrases. in town, and though he never had much need
for golden pyramids, he finds the high pay being
offered by the merchant companies a great
Degenerate toad-man: HD 3; hp 15 each; AC 6 [13]; Atk
lure.
spear (1d6+1); Move 9, swim 12; Save 14; AL C; CL/XP
3/60

Once, these foul creatures held a place of honor in the Duru: HD 5; hp 27; AC 4 [15]; Atk 2 long bow (1d6) or
Great Jungle and commanded great respect. Now, the 2 long sword (1d8); Move 12; Save 12; Special: elf traits
degenerate toad-men live in squalor in crude mud huts (immune to sleep); AL N; CL/XP 6/400
on the banks of jungle rivers, cowering in fear from the
stronger shadow orcs and cannibals that have come to When Ibholtheg’s temple was found, a secret order
dominate the area. The croaking language of the toad- of elves took it upon themselves to make sure no one
men is a very crude dialect of lizard-man so that people discovered the golden site. That mantle of responsibility
that speak that language can often pick up the words has passed from generation to generation, and now
of a toad-man. rests with Duru, a stern elf who is not afraid to put down
anyone that attempts to cross the mists.

Wild elf watcher: HD 2; hp 10; AC 5 [14]; Atk long bow


(1d6) or long sword (1d8); Move 12; Save 16; Special: elf Toadhemoth: HD 10; AC 3 [16]; Atk 4 tentacles (1d6),
traits (immune to sleep); AL N; CL/XP 2/30 tongue (1d6), bite (2d6); Move 9, swim 12; Save 5;
Special: resistance to fire (50%), surprise on roll of 1-2 on
Sworn to protect the temple of Ibholtheg from intruders, 1d6, grab (tentacle victims must make saving throw or
the wild elf watchers serve Duru, their leader, and are be stuck), swallow (can swallow one stuck victim instead
honor-bound to obey his every command. The watchers of bite, 1d8 damage per round, swallowed victim must
are fearless in their duty and ruthless in combat. use dagger to deal 10 damage to escape)

In the time of Xilonoc, the priests of Ibholtheg the


Squamous Toad would experiment with creating
monsters that held aspects of their loathsome god. One
of those results was the toadhemoth, a huge bulky, scaly
monster with a crocodile’s mouth and a trio of unblinking
eyestalks on its head. It’s forearms were replaced by four
slimy tentacles that it could use to beat opponents into
a bloody pulp.
Toad-man shaman: HD 4+4; hp 22; AC 6 [13]; Atk
NPC Profile: Bula, Blind Shaman of the Jungle
spear (1d6+1); Move 9, swim 12, fly 9; Save 13; Special:
Bula is a gifted shaman with many divine abilities,
spellcasting (cleric, 2/1 – cause light wounds, hold
all of which she bends for the good of the Great
person); AL C; CL/XP 5/240
Jungle. She is nearly 100 years old, and though
she was born in the Goyega tribe she considers The most blessed of the toad-men are the ones born with
all the tribes of shadow orcs to be her family. Her wings, who become toad-man shamans. They worship
interests are in the preservation of the jungle as a at foul altars and are smarter than their degenerate
living, breathing system, and she views her gods kin, though they are prideful to a fault. They call upon
– the Snake God, the Crocodile God, the Ape the power of Ibholtheg to smite their enemies but are
God, and many others – as powerful spirits that not above flapping away to safety when a fight turns
share in her mission. In her old age, she has taken against them.
to referring to herself in the third person (“Bula
knows what Bula knows” is a common phrase).
Spectral crocodile: HD 3; hp 12; AC 4 [15]; Atk 1 bite
Bula knows that it is only a matter of time before (1d); Move 0, fly 9; Save 14; Special: incorporeal (only
the ancient temple of Ibholtheg, the Squamous affected by magic and magic items, ignores armor on
Toad God, is found. Ibholtheg is a stain on the opponents, can move through walls), immune to sleep
jungle’s history – a terrible otherworldly being and charm; AL C; CL/XP 4/120
interested only in spreading death and madness.
The crocodiles of the Great Jungle have always been a
She sees in the characters opportunity to destroy
sacred beast to the faithful of Ibholtheg (the creatures
the temple for good, which Bula believes will
being one third of the Squamous Toad’s being). When
end the threat of Ibholtheg. This is why she helps
the golden temple was built, the spirits of several of the
the characters. animals were bound to defend it, creating spectral
crocodiles. They appear as regular crocodiles, roughly
8’ long, but are able to move through the air as if it were
Swarm of vampire bats: HD 3; hp 15; AC 5 [14]; Atk 1 water.
swarm (1d8 plus blood drain); Move 0, flly 18; Save 14;
Special: half damage from weapon attacks, blood drain
(1d4 Constitution damage, recovers at a rate of 1 per Frogflesh golem: HD 6; hp 30; AC 9 [10]; Atk claws (2d8);
day); AL N; CL/XP 4/120 Move 8; Save 10; Special: magic items to hit, slowed by
fire and cold, immune to other spells; AL N; CL/XP 10/1400
Parts of the Great Jungle have become perfect breeding
grounds for swarms of vampire bats. These blood-sucking Hideous experiments were done during the time of Xilonoc
beasts, larger than a normal bat but only threatening in in Ibholtheg’s name, and one of the more successful
a large group, are able to move about during the day ones created froglfesh golems. These malformed
and night because of the thick jungle canopy. creatures, about 10’ long, are created from the skins of
hundreds of toads and frogs. Their stomach cavities are
large enough to hold and crush man-sized victims, and
Wraith: HD 4; hp 18; AC 3 [16]; Atk 1 touch (1d6 + level its powerful legs allow it to leap great distances.
drain); Move 9, fly 24; Save 13; Special: level drain (drain
1 level with hit), hit only by magic or silver weapons; CL/
XP 8/800 Ghast: HD 4; hp 21; AC 4 [15]; Atk 2 claws (1d3), 1 bite
(1d6); move 15; Save 13; Special: stench (anyone
The spectral remains of Ibholtheg’s human servants within 10’ must make a save or suffer -2 to attack rolls),
from Xilonoc, the wraith is a shadowy form of a near- paralyzing touch (victims of claw attack must make
naked man with an elaborate headdress. He protects saving throw or become paralyzed for 3d6 turns); AL C;
the knowledge of the golden temple, what little CL/XP 5/240
remains, but does not interact with intruders.
Human servants of Ibholtheg the Squamous Toad left
to rot in the golden temple have devolved into ghasts.
They are ravenously hungry and crave the flesh of living
creatures, though they can live centuries without eating.
Slime zombie: HD 2; hp 11; AC 8 [11]; Atk strike (1d8);
Move 6; Save 16; Special: immune to sleep and charm,
slime (victims hit must make a saving throw or have worn
armor reduced by 1 in effectiveness, weapons that hit
the zombie suffer a permanent -1 to damage, magic
items get a saving throw); AL N; CL/XP 3/60

A slime zombie is the undead remnant of a Xilonoc


resident who was not faithful to Ibholtheg. Now cursed
with a vibrant green slime that coats their skin and oozes
from their mouths, they exist only to serve the Squamous
Toad.

Vestige of Ibholtheg: HD 7; hp 44; AC 4 [15]; Atk 4 claws


(1d6), 1 bite (1d8); Move 9, fly 9, swim 9; Save 9; Special:
magic resistance 50%, noxious odor (anyone within 10’
must make a saving throw or suffer -2 to attack rolls),
stunning croak (as an action can let out a loud croak,
living creatures in 60’ must make a saving throw or be
stunned for 1d4 rounds, when stunned can only move
or attack not both and cannot cast spells), immune to
cold; AL C; CL/XP 11/1700

The Vestige of Ibholtheg is the only physical link the


Squamous Toad retains to the Prime Plane from its
once lofty perch in the days of Xilonoc. The vestige
resembles Ibholtheg, if smaller, with four massive claws, a
crocodilian jaw, and powerful legs. It is a mindless brute,
however, and fights to protect itself and the sanctity of
the golden jungle temple.
The Lost Temple External View
The Lost Temple Level One

7.

8.

6.
3.

9.
5.

4.
2.

1.

One Square = 5 feet


The Lost Temple Level Two

15.
13.

12.

10.

14. 11.

One Square = 5 feet


The Lost Temple Level Three

17.

16.

One Square = 5 feet


Thank You, Kickstarter 2016 Backers!
Without the support of these fantastic people, this module and the rest of the TG Memories of the Toad God
series would not have been possible. The Kickstarter campaign ran for 30 days, from October 17th, 2016,
through November 16th, 2016, and raised $6,891.00. Hoody hoo! Thank you to everyone!
IMMORTAL BACKERS The Mighty Schoop Ashran Firebrand
Travis Lovellette Mark James Featherston
Andrew Marrington
AgentCoulson EXPERT BACKERS Trevpb101
James Lund
Darren Pawluk - Cat Wrangler George Fields
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Michael Taylor Kent Matthew A. Stark
André Roy George Gordon
Anton Carcie Steven Nordhauser
GSJ Martin Blake
Brother Tom Jordi Rabionet
Drew Calderone Jo-Herman Haugholt
Matthew Robert Anderson Uriah Blatherwick
Scott Kehl Steve Fletcher
Chad “magehammer” Ries goonalan
Jester and Jen Deren Ben Fowler
Dr. Donald A. Turner Damon Wilson
Martin Nichol Doc Socrates
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MASTER BACKERS John Stodola Tyler M Locke
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COMPANION BACKERS Wallenstien
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Steven Danielson Robert McNeal
Frederic SCHAAFF Kevin J O’Brien
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Robert Miklos Tony A. Thompson
Adam Toulmin jason e. bean
David Dierks Karl stengard
Rhel Rob Lowe
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Bulldozers Michael J. Dulock
Thomas Milazzo Don, Beth & Meghan Ferris
Delnurfin Feadiel Stewart Wilson
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