TEXT: Fantasy Renaissance Adventure Module
  DEPTHS OF THE CROAKING GROTTO
  Written by “Weird Dave” Coulson
  An Adventure for Character Levels 3-5
  TG0
   
  MeMories of the toad God #0
  
  DEPTHS OF THE CROAKING GROTTO
  Fantasy Renaissance Adventure Module TG0
  For use with Swords & Wizardry
  An Adventure for Character Levels 3-5 
   
  Written by “Weird Dave” Coulson
  MeMories of the toad God #0
  A missing amulet sends the characters on the last caravan of 
  the season bound for the frontier. Tracking the thieves turns 
  into a dangerous journey through rough mountains, where 
  predators and monsters lurk in the shadows of craggy peaks. 
  Can a band of characters recover the missing treasure and 
  return from the DEPTHS OF THE CROAKING GROTTO?
  a fantasy renaissance adventure Module brouGht to you by your friends 
  at cut to the chase GaMes!
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  Fantasy Renaissance Adventure Module TG0
  DEPTHS OF THE CROAKING GROTTO
  MEMORIES OF THE TOAD GOD #0
  For use with the Swords & Wizardry game
  Writer: “Weird Dave” Coulson
  Cover Art: Matt Morrow
  Interior Art: Matt Morrow, Jeshields, Gary Dupuis 
  Cartography: Dyson Logos 
  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.
  
  2
  DEPTHS OF THE CROAKING GROTTO
  The isolated town of Kraden’s Hill, located on the 
  edges of the frontier in the shadow of the Great 
  Jungle, requires caravans to regularly arrive with 
  goods and then to depart with local commodities. The 
  caravan route is perilous, however, winding through 
  the dangerous Fell Mountains before coming through 
  to the frontier town beyond. Some caravans are 
  waylaid by orcs or mountain beasts, their wreckage 
  discovered by subsequent merchants. Others are 
  never heard from again. But one such merchant 
  caravan carried something of great value that the 
  owners desperately want recovered.
  TG0 Depths of the Croaking Grotto is an adventure 
  module for a group of 4 to 6 characters levels 3 to 
  5. The bulk of the adventure is wilderness-based, so 
  at least a character is recommended with strong 
  survival skillsets. The Fell Mountains hold many dangers 
  especially for those who go poking into its deepest 
  depths.
  Weird Dave’s Notebook: The Frontier
  The MEMORIES OF THE TOAD GOD series focuses on 
  the frontier town of Kraden’s Hill. This module serves 
  as a convenient tie-in to the rest of the series, 
  introducing the characters to the region and giving 
  them a reason to continue on to the town to further 
  investigate the rumors of croaking evil lurking in the 
  jungle wilderness. Adventure awaits!
  Adventure Background
  The frontier town of Kraden’s Hill was established only 
  a few years ago by Kraden Grimden, headstrong 
  merchant from Grimden House, one of the most 
  influential trade companies in the region. He saw an 
  opportunity to plunder the natural wealth of the Great 
  Jungle and expand the borders of civilization, lining 
  Grimden House’s coffers with gold and establishing 
  stronger and deeper trade ties with other cities and 
  kingdoms.
  Or at least this was Kraden Grimden’s motive on the 
  exterior and the one for which he was known. Secretly, 
  the merchant wished to find the lost treasures of 
  Xilonoc, an ancient empire hidden away in the jungle, 
  in search for greater personal power. The frontier town 
  established in this way would prove a useful staging 
  point for expeditions into the jungle and his strong ties 
  to Grimden House would make smuggling recovered 
  relics and artifacts relatively easy.
  Kraden Grimden did not live past a year after the town 
  walls went up, however. He and his secret expedition 
  went out in search of ruins and were captured by a 
  tribe of cannibal natives and subsequently eaten. His 
  devotion to uncovering the secrets of Xilonoc got the 
  attention of another prominent merchant company, 
  Noviortum House, who specialize in buying and selling 
  arcane, religious, and historical items.
  Natan of Noviortum House, a high ranking agent of 
  the company, arrived in the frontier town shortly after 
  Kraden disappeared. Wasting no time, Natan and his 
  wizardly accomplices learned how far Kraden had 
  gone to find Xilonoc’s treasures and seized upon his 
  research when they learned of his untimely demise in 
  the jungle. The uncovered secrets in Kraden’s notes 
  and journals prompted Natan to request an item 
  from Noviortum House’s warehouse far to the north 
  – a curious copper amulet bearing strange markings. 
  These markings, he correctly presumed, identified the 
  item as originating from Xilonoc.
  Noviortum House worked with Grimden House to bring 
  the copper amulet securely through the Fell Mountains 
  to Kraden’s Hill as swiftly as possible. Fate intervened, 
  however, as a tribe of degenerate toad-men, long 
  worshippers of Ibholtheg the Squamous Toad, learned 
  that a certain copper amulet was passing through 
  their realm. Blundubba, the shaman, was given a 
  dream and told that the key to Ibholtheg’s release 
  onto the world was the copper amulet. 
  The degenerate toad-men and their allies swarmed 
  the caravan as it passed through the Fell Mountains, 
  claiming the item and other goods and taking it back 
  to their lair in the Croaking Grotto. Furious at the loss 
  and eager to cover the blunder, Grimden House 
  sought out the last merchant planned on making the 
  journey to Kraden’s Hill for the season and requested 
  a special job be completed by a team of adventurers 
  on the way.
  Module Synopsis
  Baldred Invershaw, a merchant captain of some skill, 
  hires the characters to find out what happened to 
  the last caravan to pass through the Fell Mountains 
  as it did not arrive in Kraden’s Hill. Baldred’s employer, 
  Grimden House, was transporting something very 
  valuable to the frontier town and they are willing to 
  pay handsomely to have the item recovered. The 
  characters accompany Baldred on the last caravan 
  wagon through the Fell Mountains for the season, 
  during some point they are expected to search for 
  the missing goods.
  The characters and the caravan arrive at the scene 
  of the original attack, and though about three weeks 
  have passed there are a number of things that can be 
  learned. The trail of the stolen goods leads further into 
  the Fell Mountains, a journey which Baldred does not 
  join but assures them that he will wait for their return. 
  
  3
  NPC Profile: Baldred Invershaw, Independent 
  Merchant Captain
  Baldred Invershaw is a tall man with broad 
  shoulders and a hefty girth, with a shrewd sense 
  of style that keeps him up to date with the latest 
  fashions in the region. This style sense is matched 
  only by his business wit, which has allowed him to 
  remain independent from the larger merchant 
  companies that run most of the trade routes. He 
  likes his freedom and was never one to shy away 
  from an opportunity.
  The journey to Kraden’s Hill is one Baldred has 
  made a number of times in the past year, mostly 
  ferrying extra goods from Grimden House to 
  supply the frontier town. He is a smart man, and 
  beneath his jaunty stylish hat his keen eyes take 
  in more than others think. And while he doesn’t 
  like the secrecy involved with whatever is in the 
  black oak chest (he honestly has no idea what’s 
  in it), if the characters deal straight with him he is 
  more than willing to repay the favor in kind.
  Into the Fell Mountains the characters must travel, 
  avoiding dangerous beasts and natural hazards, until 
  they finally come upon their destination – a narrow 
  valley holding a black pool leading into the Croaking 
  Grotto.
  The tunnels of the Croaking Grotto are occupied 
  by a tribe of degenerate toad-men who worship 
  a loathsome deity known as the Squamous Toad. 
  Blundubba, 
  a 
  bat-winged 
  toad-man 
  shaman, 
  ordered the raid on the caravan and had the stolen 
  goods brought back to the grotto. The key item, a 
  copper amulet emblazoned with ancient symbols, 
  was foreseen by Blundubba as the instrument through 
  which the Squamous Toad would be released onto 
  the world. The characters must retrieve the copper 
  amulet and return it to Baldred to complete their 
  mission and get paid.
  Future Modules
  TG0 Depths of the Croaking Grotto leads directly into 
  the beginning of TG1 Lost Temple of Ibholtheg and 
  gives the characters a solid reason and adventure 
  hook for traveling to the frontier town of Kraden’s Hill. 
  The copper amulet bears symbols from the ancient 
  empire of Xilonoc who existed in the distant past in 
  the jungle. It was the priests and Jaguar Knights of 
  Xilonoc that imprisoned Ibholtheg in a golden temple, 
  and one that the characters are destined to destroy if 
  they continue with the MEMORIES OF THE TOAD GOD 
  series.
  Involving the Characters
  The opening scene of the module assumes the 
  characters have already negotiated a fair price for 
  their service and have hired on with Baldred Invershaw 
  and his merchant caravan.
  Adapting the Module
  This module tries to use as many generic location 
  names as possible to make it easy to port to nearly any 
  fantasy campaign setting. Below are the elements of 
  the module that would need to be mapped out to an 
  existing setting along with notes of how they fit within 
  the adventure.
  Fell Mountains: A mountain range on the edge of 
  civilization, south of which sits the Great Jungle. A 
  wild and dangerous place with only a single mapped 
  route connecting to Kraden’s Hill.
  Kraden’s Hill: A frontier town settled a few years ago 
  by enterprising members of Grimden House.
  Grimden House: A powerful merchant family with 
  trade connections across a great area. Interested in 
  plundering the Great Jungle for valuables to be sold 
  in other markets.
  Ibholtheg: Squamous bat-toad entity of ancient 
  antiquity. Worshipped by mutant toad-men, some of 
  which can fly on bat-like wings.
  Xilonoc: 
  Ancient 
  society 
  of 
  humans 
  that 
  fell 
  mysteriously thousands of years ago. Descendants 
  are now barbaric natives of the jungle, many of whom 
  are cannibals.
  PART ONE: TRAIL OF THE COPPER 
  AMULET
  The module opens with the characters accompanying 
  Balder Invershaw and his caravan through the Fell 
  Mountains bound for the frontier town of Kraden’s 
  Hill. However, the characters have a slightly different 
  mission for which they were contracted – to find the 
  contents of a missing caravan wagon that failed to 
  arrive. The site of the original ambush provides some 
  clues as to the nature of the attack and leads the party 
  into the wilds of the Fell Mountains to face dangerous 
  foes and unpredictable natural problems before they 
  finally find the Croaking Grotto.
  
  4
  The Journey South
  Read or paraphrase the following to begin the 
  adventure.
  The jagged peaks of the Fell Mountains loom over 
  you like angry giants, a constant reminder of the 
  wild territory you’re crossing and the threat of 
  danger. You were hired a few days to accompany 
  Baldred Invershaw, a merchant captain, on the 
  last caravan train for the season bound for the 
  frontier town of Kraden’s Hill on the other side of the 
  mountains. Not only to accompany, however, but 
  to investigate and recover goods on the previous 
  caravan that hasn’t arrived two tendays ago. The 
  going has been swift, thankfully, with no problems 
  yet.
  The characters were hired for 75 gold each to find and 
  recover the stolen goods on the previous caravan, 
  with particular emphasis on a small black oak chest 
  with an intricate silver lock that held a copper amulet.
  Weird Dave’s Notebook: Flashback Opportunity
  After introducing the characters to the mountains 
  and letting them know what they signed up, you can 
  use the opportunity to flash back to the negotiations 
  with Baldred Invershaw if you wanted. It can be an 
  effective tool for a DM to use, and one that doesn’t 
  see play often at the table.
  Baldred Invershaw, the caravan leader, knows the 
  route quite well through the Fell Mountains and tells 
  the characters that the journey shouldn’t take more 
  than a tenday to complete. However, he also knows 
  that dangerous things lurk in the mountains – he’s 
  heard strange noises at night, especially in the last 
  few months. Manticores are known to roam the area, 
  along with tribes of mountain savages, orc bands, 
  and wyverns. Rock slides can block paths and sudden 
  violent storms are known to roll through the mountains.
  Few of them seem interested in anything the wagons 
  bring south or north, however – in Baldred’s experience, 
  the creatures simply seek fresh meat rather than to 
  raid and pillage. This is why he suspects they’ll find the 
  ruins of the previous caravan along with the goods 
  somewhere along the road, rooted through for food 
  of course but otherwise intact.
  The Ambush Site
  After about ten days of travel, the characters and 
  their caravan train arrive at the site of the ambush. 
  This is the location marked on the map with an “X”. 
  Read or paraphrase the following.
  
  5
  The poorly maintained road has been leading 
  you through a series of narrow valleys for the past 
  several days, though the path opens up a bit as you 
  approach midday. Ahead you hear the caravan 
  master call for a halt followed by a quick whistle 
  calling you forward. Arriving at the front, you see 
  why the caravans have stopped. Several hundred 
  feet away lay the remains of three wagons in piles 
  of split lumber and broken wheels. Large black 
  carrion birds pick at the darkly stained ground 
  around the wreckage.
  The ambush happened roughly three weeks ago 
  when the Grimden House wagons were set upon by 
  the croaking hordes of Blundubba and his degenerate 
  toad-man warriors. The toad-men killed the guards, 
  stole the copper amulet, and destroyed the three 
  caravans, hopping away into the mountains to the 
  east.
  Characters that approach the wreckage can identify 
  the following clues with successful Wisdom checks.
  •	
  The dark stains on the ground are blood, quite 
  a lot of it, from horses and men.
  •	
  There were three wagons on this caravan train, 
  each marked with the symbol of Grimden 
  House on their side.
  •	
  There are signs that the bodies of the horses 
  and men have been picked apart by carrion 
  eaters, including large scratch marks from 
  some beast.
  •	
  It appears to have only rained once since the 
  attack, and vague webbed foot prints can be 
  found around the area.
  •	
  The webbed foot prints move east into the 
  mountains though the trail quickly becomes 
  lost amidst the rocks of the mountains.
  Searching the wreckage itself turns up bundles of 
  silk and cured leather, torn to shreds by claws and 
  swords, along with a few cheap trinkets. Baldred 
  Invershaw claims these and explains that this is what 
  he was told to do (not a lie). A thorough search of 
  the area turns up a black wooden box marked with 
  the symbol of Noviortum House (a stylized N) with a 
  velvet interior. The box is empty and clearly discarded 
  after its contents were taken. The box matches the 
  description given to the characters.
  WEIRD DAVE’S NOTEBOOK: USING BALDRED
  BALDRED INVERSHAW SHOULD BE VIEWED AS A FRIEND TO 
  THE CHARACTERS, OR AT LEAST A DISINTERESTED THIRD 
  PARTY. He works for many merchant houses, though his 
  most lucrative contracts are with grimden house, so 
  he wants to see the characters succeed. He can be 
  used to prod the characters into action if they don’t 
  take it up themselves.
  Exploring the Fell Mountains
  The characters must now explore the Fell Mountains 
  searching for the copper amulet. The trail leading 
  southeast should be easy enough to find to begin 
  with, but after that the characters must traverse the 
  mountains in search of the toad-men. 
  Provide the players a copy of Player’s Handout 
  showing the map of the Fell Mountains that they must 
  search broken down into hexes. Each hex is 1 mile 
  and divided into one of three terrain types – valley 
  path, mountain slopes, and mountain peaks.
  WEIRD DAVE’S NOTEBOOK: A HEXCRAWL!
  ROLEPLAYING GAMES HAVE A GRAND HISTORY OF 
  HEXCRAWLS, WHEREIN THE PLAYERS ARE GIVEN A HEXED 
  MAP AND TOLD TO GO EXPLORING. THIS SECTION OF THE 
  ADVENTURE SHOULD CALL BACK TO THOSE EXPERIENCES OF 
  PLAYERS FREEDOM AND CHOICE, EVEN IF ONLY IN A SMALL 
  AREA!
  The DM’s map of the Fell Mountains includes numbered 
  hexes, and these correspond to the sites listed below. 
  Leave it up to the players to drive their progress.
  A lot of the numbered hexes have a potential to effect 
  adjacent hexes, so if the party enters a hex next to 
  one of them make sure to check and see if something 
  comes to investigate.
  1. 
  Abandoned Toad-Man Cave
  Close to the ambush site sites a cave near the base of 
  the mountain peak used by the toad-men after their 
  attack. They came here to lick their wounds and rest 
  up before returning to the Croaking Grotto with their 
  prize.
  Finding the cave requires entering the hex and 
  making a Wisdom tracking check. If they are following 
  the tracks from the ambush site give them +2 on 
  the check. If they succeed read or paraphrase the 
  following.
  The jagged peaks of the Fell Mountains loom over 
  you, but your eyes may have found a secret they 
  were trying to hide. In between some boulders near 
  the base of a tall peak you spot a cave entrance.
  A dripping sound can be heard from inside but nothing 
  else. The cave is currently unoccupied, but searching 
  it turns up bits of bone, half-eaten flesh, and a crusty 
  leather patch marked with the sigil of Grimden House. 
  The dripping comes from a small pool in the back of 
  the cave fed by stalactites clinging to the 10-foot-
  high ceiling. There are more webbed foot prints along 
  the edges of the brackish pool, which is only about 5 
  feet deep.
  
  6
  Treasure: In the center of the pool, weighed down by 
  a rock, is a waterproof sack made from the stomach 
  of a large toad. Inside sits 120 gold taken from the 
  caravan.
  2. 
  Lone Wyvern Peak
  A nasty territorial wyvern keeps a nest towards the 
  top of this peak. If the characters enter this hex or any 
  adjacent hex during the day there is a 2 in 6 chance 
  that the wyvern spots them and attacks.
  Tactics: The wyvern is brash and hungry and sees 
  anything living that enters its territory as nothing more 
  than food. It tries to dislodge rocks from a higher 
  elevation up the mountain to wound the characters. 
  The wyvern spends a few rounds pushing boulders 
  and rocks down on the party, who all must make 
  saving throws or suffer 3d6 bludgeoning damage, 
  half damage on a success. Once it has softened up 
  its prey the wyvern flies in as fast as it can and stings 
  whichever character seems to be hurting it, focusing 
  on spellcasters and ranged attackers where possible.
  Treasure: The wyvern has a small lair in this hex 
  discoverable with a Wisdom check. Inside is a skeleton 
  of a toad-man picked clean by the wyvern no less 
  than 3 weeks ago along with older skeletons of orcs, 
  humans, and other toad-men. Scattered about from 
  various raids are 10 semi-precious gemstones worth 20 
  gold each.
  3. 
  Shadow Orc Camp
  Degenerate toad-men are not the only ones that live 
  in the Fell Mountains. Bands of gray-skinned shadow 
  orcs also hunt and gather around the area, feuding 
  with one another and killing the toad-men when 
  they encounter them. If the party enters this hex or 
  any adjacent hex during the day they have a 1 in 6 
  chance of encountering a scouting party; at night 
  the odds increase to 3 in 6.
  The camp itself is little more than a dozen crude 
  triangular tents made from animal hides between 
  some boulders on the slope of one of the peaks. There 
  are a total of 24 shadow orc warriors led by a shadow 
  orc warband chief, some male and some female, 
  that live in the camp currently. They are the Pit Fury 
  warband of the Sukkanmi Tribe charged with keeping 
  this region under the control of their tribe.
  Tactics: A scouting party consists of 8 shadow orc 
  warriors from the camp moving as stealthily as they 
  can. If they spot the characters without being noticed 
  themselves, they set a crude ambush, leaping out 
  from behind rocks and boulders to hurl javelins before 
  charging into glorious melee.
  The camp keeps a lookout shadow orc warrior posted 
  at the northwestern and southeastern edges of the 
  hex. These lookouts are trained to spot movement 
  and send out a bird call to the tribe, alerting them to 
  trouble. The bird call can be identified as false with an 
  Intelligence check by a ranger, druid, or elf.
  What the Shadow Orcs Know
  If the characters think to question one of the shadow 
  orcs, they are going to have to break the language 
  barrier – they only speak a guttural version of Orcish. 
  They don’t give up information willingly, even under 
  torture, but if coerced with magic they can be made 
  to reveal the following.
  •	
  The shadow orcs are many and lay claim to all 
  of these mountains! They fight with the wyverns 
  and raid the men that come through on their 
  way to the “great jungle.”
  •	
  There are toad-men in the mountains too, 
  creatures that worship foul and loathsome 
  gods in their caves.
  •	
  There have been increased activity from the 
  toad-men lately, but the Sukkanmi have not 
  yet been able to find their lair. They think it is 
  somewhere to the southeast.
  •	
  The sacred cave to the northeast contains the 
  shadow orc’s sacred treasure. The warband 
  chief is the only one that knows the secret 
  word to enter the cave (“Sukkanmi”).
  •	
  
  7
  •	
  There are a trio of manticore that live to the 
  east – the orcs would love to kill them but 
  the warband chief has decided to appease 
  them with offerings of flesh from captured 
  merchants and toad-men.
  Treasure: The shadow orcs in the camp keep a 
  meager chest of treasure that they’ve managed to 
  raid from caravans. They offer these up to the tribal 
  leaders twice a year and the time approaches, so 
  their coffers are full. One of the hide tents contains 
  a wooden chest (unlocked) containing 425 silver, 200 
  gold, and six gemstones each worth 30 gold.
  4. 
  Sacred Cave
  The shadow orcs made their camp southwest of a 
  cave that has become sacred to their small band. The 
  cave can be found towards the top of the peak with 
  a Wisdom check. The narrow opening sits between 
  two boulders, each carved with pictograms and 
  symbols of orcish sorcery.
  Inside is a steep staircase, crudely cut into the 
  mountain, descending down about one hundred 
  feet.
  Trap: After a living creature descends the staircase 
  a chill breeze picks up from below and a low moan 
  escapes the darkness. The ghostly face of a long-
  dead orc warchief appears spectrally before the 
  visitor, opening its mouth menacingly. If no one speaks 
  the appeasement word (“Sukkanmi”) the ghost lets 
  out a shriek as the stairs melt away to create a steep 
  chute! Any character inside the tunnel suffers 3d6 
  bludgeoning damage at the bottom of the tunnel 
  and 60-foot-long drop, saving throw for half. The 
  stairs only reappear when the appeasement word is 
  spoken.
  Climbing up the chute requires three separate 
  Strength checks, each check representing 20 feet of 
  slow climbing. A failure sends the character tumbling 
  back down for falling damage (-10 feet because of 
  the slope).
  Treasure: At the base of the stairs (or chute if the word 
  was not spoken) is a cave roughly 20 feet wide and 
  long. The skeleton of an orc warchief sits on a crude 
  stone throne in the corner, a sheathed long sword 
  resting in his lap. The weapon is a long sword +1.
  5. 
  Orc Burial Site
  The shadow orcs of the Pit Fury warband bury their 
  honored dead on this slope. They bury them in crude, 
  rocky cairns as the ground is too hard to dig graves. 
  Each cairn is marked with a large white stone carved 
  with Orcish symbols denoting the name of the fallen 
  warrior.
  6. 
  Lazy Manticore Peak
  A greedy group of 3 manticore live near the peak 
  of a mountain in this hex. They have carved out a 
  nice cave for themselves and see this entire area as 
  their own, though they have also become quite lazy. 
  Nonetheless, there is a 1 in 6 chance of running into a 
  flying manticore in adjacent hexes, and a 2 in 6 chance 
  of encountering one in this hex. The manticores are 
  just as active at night as they are during the day.
  Tactics: If a manticore spots the characters, it flies 
  immediately back to the lair to alert the others. The 
  trio then decide that intruders must be killed (and the 
  orcs haven’t provided fresh meat for many days) so 
  they wing out to attack the party as soon as possible. 
  They use their tail spikes for several rounds before 
  closing into melee with bite and claw.
  The manticores are not interested in dealing with 
  the party, but if they are made an offer of meat – 
  especially horse meat – they stop to listen. They know 
  the exact location of the Valley of the Howling Toad 
  but haven’t been there in quite a few months, as the 
  toad-men cower and taste bad to them. They trade 
  horse meat (one horse for each character if possible) 
  for this information.
  Treasure: The cave the manticores have claimed as 
  their lair is a filthy place filled with rotting carcasses 
  and discarded bones. Scattered about are 200 gold 
  pieces and a pair of boots of striding and springing.
  7. 
  Shrine of Ibholtheg the Squamous Toad
  Several miles from the Croaking Grotto the toad-
  men have erected a shrine to their unwholesome 
  deity, Ibholtheg the Squamous Toad. A band of 6 
  degenerate toad-men live near the shrine, keeping it 
  safe from orcish vandals and other vagabonds. There 
  is a 1 in 6 chance of encountering a single degenerate 
  toad-man in adjacent hexes out on patrol.
  Read or paraphrase the following if the characters 
  explore this hex.
  
  8
  The slope of the mountain is littered with broken 
  boulders and shattered rocks, but an oddly clear 
  area sits below a broad shelf on the eastern end. 
  In the shadow of the shelf you can just barely 
  make out a statue, roughly ten feet tall, depicting 
  a squatting toad made of unusual green porous 
  stone.
  Tactics: If the toad-man on patrol spots the characters, 
  it hops with all haste back to the shrine to warn the 
  others. If the toad-men have time to prepare, they 
  crouch in the shadows of the shrine behind the statue, 
  waiting for the right moment to pounce and catch 
  the characters by surprise.
  Due to the proximity of the shrine, one of the toad-
  men can attempt to call upon Ibholtheg’s favor in 
  battle. By taking an action and croaking loudly to the 
  sky, the toad-man channels the Squamous Toad’s 
  power. The eyes on the shrine glow brightly and all 
  degenerate toad-men within sight of the shrine gain 
  +2 on their attack rolls. They fight until death.
  Treasure: The statue of Ibholtheg can be identified with 
  a successful Intelligence check as an ancient god of 
  intelligent frogs and toads from a long ago era. Inside 
  the bulbous head of the statue (which smashes easily 
  with a blunt weapon) is a large emerald gemstone 
  worth 250 gold.
  8. 
  Valley of the Croaking Toad
  The Croaking Grotto is attached to the Valley of the 
  Croaking Toad, which contains a shallow pool of black 
  water fed by the grotto itself. Read or paraphrase the 
  following once the characters explore this hex.
  The tall peaks of the Fell Mountains have hidden 
  this narrow valley from prying eyes. An eerie silence 
  falls over the area as you gaze upon the pool of 
  black water at the base of the valley, fed by a 
  narrow cave entrance on the eastern side. A single 
  switchback zig-zags down the steep valley slope to 
  the pool below.
  As the characters descend into the valley, a series of 
  loud croaks echo all around them, lasting for about 
  a minute. The croaks are a natural alarm created by 
  Blundubba’s influence over the valley, and also how 
  it got its name.
  At the base of the valley, the pool is actually quite 
  shallow, only about 5 feet deep, but its bottom is 
  muddy and thick. It stretches about 60 feet wide 
  and 100 feet long. There are 6 giant toads hiding in 
  the mud, alerted to the characters’ presence by the 
  croaking.
  The entrance into the Croaking Grotto itself is marked 
  on the map as area 1.
  Tactics: The giant toads wait for the characters to 
  enter the pool before leaping to attack, attempting 
  to swallow opponents and then submerge beneath 
  the water and back into the mud. The toads suffer 
  no movement penalties from the difficult terrain of the 
  pool.
  PART TWO: THE CROAKING GROTTO
  After searching the wild and dangerous Fell Mountains 
  the characters finally arrive at the entrance to the 
  Croaking Grotto where the trail of stolen caravan 
  goods leads. Inside dwells the degenerate toad-
  men of the Howling Frog Tribe and their shaman, 
  Blundubba. The toad-men do not give up their prizes 
  easily and likely the characters face some tough 
  scrapes in the mountain caves, but with luck and 
  determination they recover the copper amulet along 
  with other goods and make their way back to Balder 
  Invershaw.
  General Features
   
  Ceiling: Unless otherwise noted, the ceiling in 
  the caves is 15 feet high.
   
  Slick: In areas where there is no standing 
  water the floor of the cave is slick. Any non-toad-man 
  moving more than 20 feet in a single round must make 
  a Dexterity check or fall prone. A running character 
  suffers -4 on the check.
   
  Water: In areas where there is standing water, 
  the water is about 5 feet deep and sludge-like at the 
  bottom. Water-filled areas are considered difficult 
  terrain because of the sludge.
  The Depths of the Croaking Grotto
  1. 
  Narrow Entrance
  The shallow black pool at the base of the valley 
  enters or is fed by a narrow opening in the mountain 
  wall. The water is still enough to the point where 
  you’re not sure if it flows out or in, but it doesn’t 
  appear to be any deeper through the ten-foot-
  wide, ten-foot-tall entrance.
  The blackness of the water is a result of foul rites and 
  rituals performed by Blundubba, but ultimately it is 
  harmless to the touch. There’s a point in the crooked 
  path where the characters have to go single file 
  before entering the wider Croaking Grotto. The 
  sounds of dripping water and faint splashing can be 
  heard from within.
  
  9
  2. 
  Croaking Grotto
  The narrow entrance widens greatly into a broad 
  grotto easily one hundred feet wide. At the far end 
  in front of you, slick rocks stand jumbled together 
  to form a crude and slippery looking solid ground. 
  The walls of the grotto are wet and far above hang 
  dozens of stalactites dripping fetid water down. 
  Amidst the rocks at the end a roaring fire dances, 
  casting orange and yellow light across the entire 
  grotto. Croaking and chanting can be heard from 
  behind the slick stones.
  Unless the characters have managed to enter the 
  valley without triggering the croaking, the shaman of 
  the tribe, Blundubba, is in area 3 here along with some 
  degenerate toad-men. They hop and dance wildly 
  around the fire, calling out to the Squamous Toad to 
  answer their prayers. And, with the aid of the copper 
  amulet, Ibholtheg answers.
  A round after the characters enter the Croaking 
  Grotto, the still surface of the black water ripples and 
  breaks as a monstrous creature lurches to life. A great 
  slime toad, composed of dark mud and viscous green 
  slime, rises up with a croaking roar in the middle of the 
  water.
  Tactics: The water in the Croaking Grotto is no deeper 
  than it was outside but it is deep enough to hamper 
  movement. The great slime toad uses its tongue 
  attack to lash at any character that deals it significant 
  damage at a range before hopping forward to crush 
  opponents with its mud claws. The 6 degenerate toad-
  men from area 3 engage in combat as well.
  Once defeated, the great slime toad collapses in a 
  bubbling black mass, mingling back into the mud and 
  thick water.  When this happens, Blundubba flees to 
  area 8.
  3. 
  Altar of Slime
  A horrid stench rises from the slick rocks at the 
  eastern end of the grotto. Behind a pile of jumbled 
  stones sits a shallow pit filled with the embers of 
  the once blazing fire you saw when you entered. 
  Next to the fire pit is a carved stone block made 
  of a strange green porous material. It is coated in 
  glistening slime that seems fresh.
  This is the altar upon which Blundubba summoned the 
  great slime toad with the aid of the copper amulet. 
  It is marked with symbols of Ibholtheg the Squamous 
  Toad, identifiable with an Intelligence check, though 
  crudely carved by unskilled hands.
  The slime that coats the altar is mildly acidic, dealing 
  1d6 points of acid damage to any living non-toad-
  man creature that touches it. It can dissolve regular 
  stone and metal as well, though in a matter of minutes 
  through constant contact.
  When the great slime toad is summoned, Blundubba 
  and 6 degenerate toad-men squawk and croak at 
  the altar. The toad-men rush forward to combat with 
  the great slime toad but Blundubba hangs back, 
  careful not to be seen. When his forces are defeated, 
  the high priest hop-flies down the tunnel to area 8 to 
  mount a defense.
  4. 
  Secret Pool
  The narrow passage leading to this area is shrouded in 
  shadows and well-hidden. It is visible only with a close 
  inspection or a Wisdom check. At the end of the short 
  tunnel sits a small cave where the bottom drops down 
  40 feet (still filled with the black water).
  Treasure: At the bottom rests a waterproof sack 
  containing a small treasure cache Blundubba was 
  saving in case of an emergency – 250 gold, a potion 
  of flying, and a wand of hold portal (10 charges).
  5. 
  Common Area
  The passage from the rocky island in the grotto 
  leads up slick stone steps in darkness. Croaking and 
  webbed feet slapping against stone can be heard 
  ahead.
  
  10
  The toad-men of the tribe gather here to listen to 
  the tales told by Blundubba about the power of the 
  Squamous Toad. They listen and obey everything 
  the winged shaman says. There are a total of 12 
  degenerate toad-men in this area.
  Tactics: If the shaman was able to escape after the 
  defeat of the great slime toad, three of the toad-men 
  are crouched in the shadows of the plateau on the 
  northern end of the cave. The plateau is 7 feet tall. 
  The other nine line in wait around the corners (three of 
  them in front of the door to area 6, six of them in the 
  tunnel leading to area 7). They attack savagely and 
  with reckless abandon.
  6. 
  Cleansing Pool
  The tunnel from area 3 to this area is underwater, 50 
  feet long, and only 5 feet wide. The easier path is from 
  area 5. The below description assumes the characters 
  enter from the north. The door to the area is made of 
  wood and closed but not locked.
  An overwhelming stench washes over you as 
  you enter this cave. A pool of water, thicker and 
  somehow blacker than the larger grotto, fills the 
  southern half of the cave. Along the cave walls 
  leading up to the sludge-like pool are a handful 
  of barrels and boxes, some marked with merchant 
  house symbols.
  The toad-men of this small tribe would bathe and be 
  “cleansed” in the waters of this pool by Blundubba. 
  Ultimately, the ceremony was nothing more than 
  mummery and ancient phrases but it made the toad-
  men feel “holy.”
  Treasure: The barrels and boxes contain goods stolen 
  from caravans over the past several months. Baldred 
  Invershaw would pay 150 gold for them directly, 
  though there are four barrels and three boxes to carry.
  7. 
  Sleeping Cave
  The stench of this cave nearly makes you gag. 
  Small puddles of black stagnant water rest in 
  numerous indents and holes along the floor along 
  with scattered spears and other mundane gear.
  This is where most of the toad-men sleep. If Blundubba 
  escaped area 3 his croaks of warning are enough to 
  rouse the 6 degenerate toad-men that were sleeping 
  here, who wait in the corners of the cave to ambush 
  intruders.
  Treasure: Blundubba did not allow the toad-men to 
  keep worldly possessions so there is little treasure to 
  be found here. However, one of the toad-men did 
  manage to sneak away with a +1 dagger hidden 
  amongst a pile of oilskin cloths.
  8. 
  Cave of the Winged Shaman
  The door to this cave is locked and barred from the 
  inside if Blundubba was able to escape from area 3. 
  It takes three open door checks to break the door 
  down.
  A heady scent of incense fills your nostrils as you 
  look into this small cave complex. The area appears 
  to be divided into two forty-foot-wide caves with a 
  ten-foot passage running between them. The first 
  one that the door leads into is dry, unlike the rest 
  of the grotto caves, with a crude straw mat laid 
  out on the stony floor. Several pots sit in the corners 
  with faint incense smoke curling up from them. The 
  second cave is slimy and filled with all manner of 
  discarded goods – cloth bolts, leather skins, and an 
  assortment of other odds and ends sit in a moist pile.
  Blundubba, the winged shaman of the toad-man 
  tribe, keeps the wealth that his followers have raided 
  in the second cave of his personal chamber. The 
  shaman’s 2 frogflesh golems squat at the ready in the 
  first cave.
  NPC Profile: Blundubba, Winged Toad-Man 
  Shaman
  Toad-men born with bat-like wings are a rarity 
  and have a life of luxury ahead of them in 
  their role as spiritual communicators of a tribe. 
  Blundubba was born fortunate, but also greedy 
  and cowardly. He learned the ways of Ibholtheg 
  the Squamous Toad and knew the incantations, 
  but it was all just words to him – he didn’t really 
  believe that the Squamous Toad would ever be 
  released from its prison, wherever that was.
  Then Blundubba was given a vision one night, a 
  vision of a copper amulet and a caravan wagon 
  that was poorly guarded. Shocked into action by 
  this vision and the following impulse, Blundubba 
  gathered his meager tribe and led them from the 
  Croaking Grotto to the site he saw in his vision. His 
  vision did not lie, and the toad-men were able to 
  overtake the three wagons easily. Amongst the 
  possessions Blundubba found the copper amulet 
  he saw in his vision and felt great power surging 
  through it. The toad-men made their way back 
  to the Croaking Grotto where they fell into great 
  reverence of the winged shaman, who suddenly 
  had real power in his clawed hands.
  
  11
  Tactics: Blundubba is greedy and cowardly, a 
  combination the characters can use to try and 
  negotiate with him if they so choose. Otherwise, if 
  they break into his cave he orders the wax golems to 
  attack while he hangs in the back and casts as many 
  spells as possible.
  Treasure: Blundubba carries the Amulet of the Servant, 
  the copper amulet required by the characters 
  to complete their mission for Grimden House. The 
  accumulated wealth of the tribe comes to 500 gold 
  in heavy, sodden goods (roughly 200 pounds of trade 
  goods) easily sellable in the frontier town of Kraden’s 
  Hill.
  Weird Dave’s Notebook: Amulet Powers
  Ultimately, the Amulet of the Servant that brought 
  the characters into the mountains in the first place 
  can do whatever you need it to do. It is advisable 
  to have its powers locked away from the party, but 
  perhaps it can be used as a tool to communicate with 
  powerful patron beings?
  EPILOGUE
  Once the characters defeat (or trick) Blundubba and 
  take the copper amulet, they can return to Baldred 
  Invershaw and the caravan on the mountain road. 
  The merchant captain is happy to see the characters 
  and reports that they didn’t have any troubles while 
  they were gone, though he is eager to get back on 
  the road to Kraden’s Hill.
  Rewards
  The characters should be rewarded in XP by 
  encountering the monsters and hazards in the 
  adventure. In addition, you can award additional XP 
  based on these points or any other roleplaying factors 
  you see fit.
  •	
  Found the Croaking Grotto
  •	
  Defeated the great slime toad
  •	
  Recovered the copper amulet
  Next Steps
  This adventure can lead directly into TG1 Lost Temple 
  of Ibholtheg with the characters arriving in Kraden’s 
  Hill. There are rumors of a golden pyramid somewhere 
  in the Great Jungle and the merchant powers of the 
  frontier town are seeking experienced adventurers to 
  accompany forays to find the treasure site. Shadow 
  orcs, toad-men, ancient demons, and hidden treasure 
  await the characters in Kraden’s Hill and beyond!
  
  TG0 Monster and NPC Information
  NPC Profile: Baldred Invershaw, Independent 
  Merchant Captain
  Baldred Invershaw is a tall man with broad 
  shoulders and a hefty girth, with a shrewd sense 
  of style that keeps him up to date with the latest 
  fashions in the region. This style sense is matched 
  only by his business wit, which has allowed him to 
  remain independent from the larger merchant 
  companies that run most of the trade routes. He 
  likes his freedom and was never one to shy away 
  from an opportunity.
  The journey to Kraden’s Hill is one Baldred has 
  made a number of times in the past year, mostly 
  ferrying extra goods from Grimden House to 
  supply the frontier town. He is a smart man, and 
  beneath his jaunty stylish hat his keen eyes take 
  in more than others think. And while he doesn’t 
  like the secrecy involved with whatever is in the 
  black oak chest (he honestly has no idea what’s 
  in it), if the characters deal straight with him he is 
  more than willing to repay the favor in kind.
  Wyvern: HD 8; hp 47; AC 3 [16]; Atk bite 
  (2d8) or sting (1d6 plus poison); Move 
  6, fly 24; Save 8; Special: poison (save 
  or suffer -4 to attacks and saves for 1d4 
  days); AL N; CL/XP 10/1400
  Shadow orc warrior: HD 1; hp 6 each; 
  AC 6 [13]; Atk spear (1d6); Move 9; 
  Save 17; AL C; CL/XP 1/15
  Shadow orc warband chief: HD 4; hp 
  22; AC 4 [15]; Atk spear (1d6+1); Move 
  9; Save 13; AL C; CL/XP 4/120
  Manticore: HD 6+4; hp 33; AC 4 [15]; 
  Atk 2 claws (1d3) and bite (1d8); 
  Move 12, fly 18; Save 11; Special: tail 
  spikes (shoot 6 per round instead of 
  attacking, 1d6 damage each); AL C; 
  CL/XP 8/800
  Degenerate toad-man: HD 3; hp 15 
  each; AC 6 [13]; Atk spear (1d6+1); 
  Move 9, swim 12; Save 14; AL C; CL/
  XP 3/60
  Giant toad: HD 4; hp 18 each; Atk 1 
  bite (1d10); Move 6; Save 14; Special: 
  hop (30 feet); AL N; CL/XP 4/120
  Great slime toad: HD 7; hp 37; AC 3 
  [16]; Atk 2 tentacles (1d8) and bite 
  (1d4+1 plus disease); Move 6; Save 9; 
  Special: disease (save or death in 3d6 
  days unless cured); AL N; CL/XP 8/800
  
  NPC Profile: Blundubba, Winged Toad-Man 
  Shaman
  Toad-men born with bat-like wings are a rarity 
  and have a life of luxury ahead of them in 
  their role as spiritual communicators of a tribe. 
  Blundubba was born fortunate, but also greedy 
  and cowardly. He learned the ways of Ibholtheg 
  the Squamous Toad and knew the incantations, 
  but it was all just words to him – he didn’t really 
  believe that the Squamous Toad would ever be 
  released from its prison, wherever that was.
  Then Blundubba was given a vision one night, a 
  vision of a copper amulet and a caravan wagon 
  that was poorly guarded. Shocked into action by 
  this vision and the following impulse, Blundubba 
  gathered his meager tribe and led them from the 
  Croaking Grotto to the site he saw in his vision. His 
  vision did not lie, and the toad-men were able to 
  overtake the three wagons easily. Amongst the 
  possessions Blundubba found the copper amulet 
  he saw in his vision and felt great power surging 
  through it. The toad-men made their way back 
  to the Croaking Grotto where they fell into great 
  reverence of the winged shaman, who suddenly 
  had real power in his clawed hands.
  Blundubba, 
  winged 
  toad-man 
  shaman: HD 4+4; hp 22; AC 6 [13]; Atk 
  spear (1d6+1); Move 9, swim 12, fly 9; 
  Save 13; Special: spellcasting (cleric, 
  2/1 – cause light wounds, hold person); 
  AL C; CL/XP 5/240
  Frogflesh golem: HD 6; hp 30; AC 9 
  [10]; Atk claws (2d8); Move 8; Save 10; 
  Special: magic items to hit, slowed by 
  fire and cold, immune to other spells; 
  AL N; CL/XP 10/1400
   
  
  Fell Mountains
  Player Handout 1
  One Hex = 1 mile
  Caravan
  Ambush
  
  Fell Mountains
  GM’s Map
  1.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  One Hex = 1 mile
  
  Croaking Grotto
   
  One Square = 10 feet
  1.
  2.
  3.
  4.
  6.
  5.
  7.
  8.
  
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SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/TG0-3 Memories of the Toad God (SW)/TG0 Depths of the Croaking Grotto (SW).pdf