TEXT: 23
  MCMLXXV
  
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  CEO
  Bill Webb
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  Matthew J. Finch
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  Charles A. Wright
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  Jim Wampler
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  FROG GOD GAMES IS
  Frog God 
  Games
  5th Edition Rules,  
  1st Edition Feel
  Author
  Bill Webb
  Producer
  Bill Webb
  Project Manager
  Zach Glazar
  Editor
  Jeff Harkness
  Fifth Edition Conversion
  Edwin Nagy, Patrick Pilgrim
  Fantasy Grounds Conversion
  Michael G. Potter
  Substantial Editor
  G. Scott Swift
  Art Director
  Casey W. Christofferson
  Layout and Graphic Design
  Charles A. Wright
  Cover Design
  Jim Wampler
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  Joshua Stewart
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  Lloyd Metcalf, Terry Pavlet, 
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  Cartography
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  2
  Frog God Games
  MCMLXXV ................................................................ p. 3
  The Adventure ..............................................................p. 4
  The Dungeon ............................................................... p. 17
  Legal Appendix .............................................................p. 21
  Table of Contents
  
  3
  MCMLXXV
  Converting 1975  
  for Fifth Edition
  As you read through the first few pages of this module, you’ll notice 
  there are references to Swords and Wizardry. This is intentional. I 
  wanted to make sure that the inspiration for this module was untouched 
  through conversion and that the primer on old school play was left intact. 
  The content that follows that section is converted for Fifth Edition. Any 
  creatures, hazards, or new magic items encountered are either in the Fifth 
  Edition SRD or in the Appendix in this module.
  When Bill wrote this module, he wanted to share with everyone 
  something that was special to him, and that was a part of his experience 
  with RPGs. I too want to share that with you all. While my experience in 
  old school roleplaying is no where near as extensive as Bill’s — I started 
  playing in 1985 and have many fond memories of that old school feel, 
  knowing that I had to be smart with how I played my character, or I would 
  be rolling up a new one while the rest of the group continued play.
  Given the spirit of this module, you’ll notice that many of the encounters 
  are not winnable by a group of 4-6 characters of 1st to 3rd level. There are 
  also traps that will outright kill a low-level character (depending on death 
  rules you utilize in your game, that is). That is the way it was with old 
  school games. There was wisdom in running away and figuring out how to 
  avoid combat, or to use the environment against a challenging encounter, 
  and in also realizing that the players should have a good time but also 
  be challenged. The players in my weekly Fifth Edition home game have 
  learned these lessons, often the hard way. I hope this conversion presents 
  an opportunity for you and your players to experience some of the 
  nostalgia of old school gaming.
  Patrick Pilgrim
  July 2018
  An Old School Primer
  This module is intended to show how old school roleplaying provides 
  enhanced descriptions and provides not only storyline and encounters 
  but creates a feeling of “being there.” I have borrowed from work I did 
  supporting Matt Finch at North Texas RPG Con in 2011, as well as sessions 
  I ran at PaizoCon in 2011 and 2012. Kudos to Tabletop Adventures (http://
  www.tabletopadventures.com/) for the great work they have put in over 
  the years in providing table ready description text. Back in the old days, 
  this was the way it was done—on the fly, by the old timers (and this author 
  counts himself an “old timer”).
  Rules were few, people did not really understand roleplaying games as 
  they do today, and we had to make them smell, hear and feel the stench 
  of the dead body, the weird drumming sounds in the deep, and the cold, 
  clammy touch of a ghoul’s claw.
  When the game was new, none of the players had read 100+ RPG 
  books. They did not know if a dwarf was a 6-inch tall faerie or one of 
  Tolkien’s hardened miners with an axe and a love of gold. We had to tell 
  them. As the game has evolved, we deal with a much more educated and 
  cunning set of players. In order to stay a step ahead, the game master must 
  create and describe many situations both hazardous and benign with equal 
  enthusiasm. Players can be kept on their toes and edges of their seats by 
  harmless blue flowers as well as deadly poisonous yellow flowers if they 
  don’t know which flower is which. The art of storytelling in our favorite 
  game is not dead—heavens no—but to really get back to the roots of the 
  game, it helps to provide mystery and fear.
  Some players have joked with me over the years that they never know 
  when to let up—and instead assume combat mode as soon as “flavor text” 
  gets heavy. Having personally never been a fan of the “spot check” or a 
  blind roll to “disarm the trap” without having it fully described, I use flavor 
  text to allow players to creatively solve problems by asking questions and 
  better understanding “what it is” that their characters see and do. Secret 
  doors are not automatically opened…they must be examined, loose bricks 
  and levers must be searched for, and so on. An orc is not just an orc. It could 
  be a hairy humanoid, with jutting tusks and whitish green skin, barking in 
  an obscene, unintelligible language while it charges at you with its rusted 
  poleaxe! The troll does not simply “regenerate”, but its wounds close over 
  the arrows in its chest almost faster than the blood drips from them.
  This is the stuff of 1975.
  I have tried in this module to provide a judge with enough information 
  to improvise and make the most of description as a technique in his or 
  her game. Resources exist (Tabletop Adventures, and our very own Tome 
  of Adventure Design come to mind) to add to this as deemed needed. It’s 
  not the only way, nor the best way to play. It’s just how I play, and I play 
  Swords and Wizardry.
  This adventure is designed for 4-6 characters of levels 1-4. The setting 
  may seem fairly easy for characters above 1st level, however, I would 
  enjoin upon the judge to play his or her monsters to kill. Treat them as if 
  they were your own player characters. A goblin with a bow would never 
  get near Joe Platemail III with his huge sword and slow movement rate. 
  A crocodile would grab a lightly armed opponent and drag them into the 
  water—it would never stand and fight a group of 5 men toe to toe. Ghouls 
  would paralyze one opponent and then move to the next, zombies would 
  well, ok, they would act like zombies and just stand there and attack.
  Two things make fairly played monsters in my games. One is that I play 
  them as smart as they are, and the second is that I roll all dice openly on 
  the table for all to see, and mandate that all do the same. Oddly, people 
  think I am discouraging player cheating. In reality, I find (even in my own 
  case at times) it’s the DM who more frequently dances the dice to keep 
  characters alive. Give these things a shot and see what the results are. I 
  have found that the players are more in love with the challenge of the 
  game and less in love with their characters. Likewise, a player who has 
  reached higher levels (as high as 4!) has truly made an achievement.
  On the player’s side, it is of critical importance, at least to me, that 
  they learn how to run as well as fight. As Gandalf said, “there is always 
  something bigger in this world than yourself”. Truly skilled old school 
  players employed many means of evasion as well as tricky means of 
  fighting the bad guys. Old rules even included methods for increasing 
  odds (gold pieces thrown behind for intelligent monsters, food for the 
  less intelligent monsters), and just because it was “there” did not mean 
  you had to kill it—at least yet. Players would base entire game sessions 
  and plans on taking out a single BEBG (big evil bad guy) that they had 
  previously escaped from.
  That is why speed, evasion and care are required. As experience points 
  (XP) for slaying monsters are few, and for gathering loot are big, it made 
  far more sense to avoid wasted resources by killing everything that crossed 
  one’s path, and instead staying goal focused and keeping one’s eye on the 
  ball. The big monsters (intelligent ones) have big treasure (and big XP). 
  The bugs (and purple worms) have none.
  MCMLXXV
  By Bill Webb
  
  4
  Frog God Games
  Now that you, as the reader, are sick of hearing this old grognard’s lectures 
  of how he runs the game, it’s time to get on with the adventure. I have tried 
  to illustrate several of the concepts I discussed above into examples of play 
  and a scenario that will challenge and reward players for using their noggins.
  The adventure begins with the characters finding a treasure map that 
  leads them through a forested section of a river valley and down into 
  the swamplands below. The map itself (players Map 1 and GM Map 1) 
  show the general path to the “treasure” (in reality a small dungeon). The 
  path taken to the dungeon may vary depending on the player’s choices of 
  travel—the GM map is coded with locations of the various encounters 
  and other areas of interest that they could find. No path is the “right” path, 
  although some may be easier than others.
  The player’s map is found in the back of the book and can be copied 
  and given to them as a handout. The Judges map varies slightly in that it 
  contains the map key detailing various encounter areas, and the players 
  map just shows a dotted line. How the characters get the map is up to you 
  as a Judge. Perhaps it was sold to the characters by a grizzled old man or 
  found as part of another treasure hoard. In any case, the introduction to 
  “how” they start the adventure is not detailed here.
  The adventure begins as the characters leave the [tavern, town, etc.] 
  and start down the road towards a valley. The valley itself is horseshoe-
  shaped, and the road the characters are on is near the top. The treasure map 
  indicates that the “treasure” is in the bottom of the valley along a swampy 
  river course and is located on an island within the swamp itself. The trick 
  is to find a safe way through the valley to reach the swamp, then to locate 
  the island and the treasure (really a small dungeon). The encounter areas 
  are located on the map and can be used if the players travel near them.
  Random Encounters
  Random encounter checks should be made twice per day and twice per 
  night. One way to handle this is to roll 1d12 per day and per night to 
  randomize the hour (1 = 6 am, 12 = 5 pm at day, and 1 = 6 pm and 12 
  =5 am at night) to determine when the check is made. In most terrains, a 
  random encounter typically occurs 5% of the time (rolling a 1 on a d20). 
  Forests increase the chance to 10% (1-2 on a d20), while there is a 20% 
  chance (1-4 on a d20) of a random encounter occurring.
  Encounter tables are organized by terrain with descriptions of each 
  encounter following the encounter table.
  Plains Above the Valley
  For random encounters in the plains above the valley, roll on the table 
  below and refer to the appropriate description after the table.
  d12
  Encounter
  1
  Circling Birds
  2
  Weird Snowfall
  3
  Falling Star
  4-5
  2d4 Bandits
  6
  2d6 Wolves
  7
  Trade Caravan
  8-9
  Herd of Animals
  10
  Swarm of Insects
  11
  Crazy Person
  12
  Ankheg
  1. Circling Birds. Large carrion birds circle high above in the distance. 
  Something must have died.
  You see a group of birds circling a mile distant. One by one, 
  the birds drop to the ground. If approached, and before they 
  can see what the birds are doing, they smell the cloying odor of 
  rotting flesh. The birds sit pecking at the corpse of a large elk.
  If the characters approach the carcass, the following can be read:
  The birds squawk and shift around the body but do not give 
  up their feast. One, sitting on the head of the dead creature, 
  eyes them balefully.
  2. Weird Snowfall. There are thousands of tiny seeds covering the 
  ground, each surrounded by a gossamer sphere of tiny white fluff that helps 
  it float lightly in the air. But the moment they move, it shifts and rises in 
  ways snow never does. As they brush it off, it hovers in the air, gradually 
  settling. They came, apparently, from the great tree (cottonwood) and 
  covered the ground, plants, and people. They get into everything, though 
  they do no damage. They are annoying to breathe but are only very dense 
  right around the tree. Within a short time, although one or two can be seen 
  still floating on the breeze; most have dispersed with the wind.
  You wake in the morning to find that all the ground is 
  white. Lying over everything is a layer of white stuff that 
  looks like snow. 
  3. Falling Star (Only at night, reroll otherwise). Sometimes shooting 
  stars do come to earth and great good fortune is said to favor those who 
  find one. Well, fortune is certainly smiling on the players as a rock the 
  size of a large dog sits not far from the campsite. The rock is still glowing 
  slightly and there is a trail of blackened, scorched grass to show where it 
  initially landed and then slid along the ground perhaps as much as fifty 
  paces. It is too hot to handle at the moment and a rock that size is very 
  heavy, but it is well-known that the iron from meteors can be used to make 
  superior steel and swords made from it may have a telling advantage. 
  Two long swords or four shorter blades could be made from the meteor, 
  if it can be successfully brought to a suitably skilled blacksmith. Those 
  weapons may at your discretion have a +1 to hit and damage bonus in 
  combat or else just be light, flexible and well-formed. 
  The meteor is found only once, although shooting stars can be a 
  recurring encounter.
  The night sky is bright and clear here in the grasslands. 
  The stars themselves twinkle like diamonds in the void. 
  Shooting stars race through the night, first white and then 
  darkening to orange. It looks as if they will fall to earth here 
  and perhaps bring luck and fortune with them, but they 
  always just disappear before they come to earth. 
  4-5. Bandits! The group encounters 2d4 bandits—it is possible the 
  bandits were trying to ambush the party, or, depending on the time of 
  day, the bandits could be in their camp and could be surprised by the 
  The Adventure
  
  5
  MCMLXXV
  party. Determining surprise is typically done by comparing the Dexterity 
  (Stealth) of anyone attempting to hide with the passive Wisdom 
  (Perception) score of those on the opposing side.
  6. Wolves. The party encounters a pack of 2d6 wolves. Wolves seldom 
  attack a party (unless wounded are present, or the characters number less than 
  1/3 the wolves number) during the day. At night, the wolves have advantage 
  on Dexterity (Stealth) checks when determining surprise, and attempt to gang 
  attack 1-2 characters in hopes of a quick kill and drag off attempt. If the party 
  has horses, the wolves attempt to kill one and then run off a short distance, 
  having learned that dead animals are often left behind by human groups.
  The howling of wolves seems to be getting closer and closer.
  7. Trade Caravan. These encounters typically involve 2d6 wagons 
  and are accompanied by 1d8 guards, 2 merchants (use the noble stat 
  block), and 2 drivers (commoners) per wagon. Guards are armed with 
  crossbows and hand weapons and typically wear chainmail. Goods range 
  in value from 10-100 gp per wagon and usually include items of value to 
  local villages (cloth, metal goods and sundries, farm equipment, food and 
  drink). There is a 10% chance that the caravan is carrying adventuring 
  supplies (such as arms or armor). If so, the number of guards is doubled. 
  Caravan merchants are happy to sell to or buy from the party. If a 
  successful DC 12 Charisma (Persuasion) check is made, the merchants 
  will sell items at normal prices and buy items at 50% of their value. If 
  the check fails, item prices are inflated to 150% of their normal value, 
  and buying prices decrease to 25% of their normal value. Each merchant 
  carries from 20-200 gp in cash.
  The trade caravan has setup camp in a clearing near a bend 
  in the road. Armed guards patrol the perimeter of the camp, 
  eyes searching for signs of mischief, while the merchants 
  busily barter with customers looking for a deal.
  8-9. Herd of Animals. A herd of deer or otherwise innocuous beasts 
  (boar, etc.) is spooked by the characters and runs by. Fast thinking players 
  can shoot arrows and get a few free meals.
  A crashing sound from the left greets you as a herd of 
  animals burst from the thicket, spooked by your passage.
  10. Insect Swarm. One of the characters accidentally steps on a nest of 
  hornets or otherwise nasty, biting insects (swarm of insects).
  11. Crazy Person. A disoriented, possibly unstable elderly humanoid is 
  lost/wandering about in the wilderness. Perhaps they are carrying a fishing 
  pole and casting into the grass, or they are digging a large hole with a 
  shovel, trying to unearth a “treasure” or “dungeon” and asks for help. 
  Lawful groups would likely attempt to return the innocent to their home 
  (usually less than 4 hours away). 
  12. Ankheg. The ankheg attempts to surprise the party by attacking 
  from below and burrowing up underneath them. Compare the passive 
  Wisdom (Perception) of each of the party members to the Dexterity 
  (Stealth) check of the ankheg to determine surprise. If none of the 
  party is surprised, a successful DC 15 Wisdom (Perception) check will 
  reveal mounds of disturbed dirt on the ground in the area indicating that 
  something is active nearby.
  A large, praying mantis-like creature bursts from the ground.
  The huge insect has no treasure; however, its hide could be used to make 
  one suit of high quality leather armor by a skilled armor worker. What 
  benefits high quality armor has are up to your discretion. Possible ideas are 
  resistance to a specific type of damage (piercing), or a bonus to AC (+1).
  Forest in the Valley
  For random encounters in the forest in the valley, roll on the table below 
  and refer to the appropriate description after the table.
  d12
  Encounter
  1
  Storm
  2
  Loud Birds
  3-4
  2d4 Kobolds
  5-6
  1d4 Giant Spiders
  7
  1d4 Worgs
  8-9
  Herd of Animals
  10
  Trap
  11
  Lunatic
  12
  Owlbear
  1. Storm. Lightning, thunder, wind, rain, and a tornado! The characters 
  should be moderately safe as long as they stay under cover.
  A bolt of lightning lances down from the sky, squarely 
  striking a small tree nearby. A shower of small wood chips 
  fly about as the tree virtually explodes under the electrical 
  onslaught. A few gray clouds have gathered overhead, but 
  nothing to indicate a storm. A gigantic flash of lightning is 
  followed immediately by a deafening clap of thunder and 
  with a rush, the rain starts. The water pelts down mercilessly, 
  instantly soaking everything. The rain drips under armor 
  and through clothing. Gusts of wind whip through the grass, 
  swirling it wildly. For a few moments, the rain comes down 
  so hard that the area is heavily obscured. Overhead, the sky 
  has grown completely black with thick clouds, and each flash 
  of lightning illuminates the boiling mass of thunderheads 
  above. Lightning and thunder are now virtually simultaneous, 
  and each boom shakes the ground. The torrent continues 
  for what feels like hours, and then quickly dies off with a 
  few final stinging drops. The rain passes, though the clouds 
  overhead promise to deliver more. Flashes of lightning still 
  burst in the sky, but the thunder sounds farther away. The 
  sky has a sickly greenish-yellow cast to it, turning the clouds 
  an unearthly shade. After some time, a sudden change takes 
  place. The clouds darken, and the wind begins whipping 
  ferociously. Sheets of rain fall from the sky drenching 
  everything, followed closely by heavy hail. Lightning streaks 
  across the sky; the black clouds are piled high above you. A 
  roaring sound is heard, and the ground begins to shake. A 
  writhing, grey finger of clouds begins to descend from the sky 
  towards the earth. As it touches down, the dust of the fields 
  mushrooms up around its base. Like a snake preparing to 
  strike, the storm writhes its way on a parallel course to your 
  own, spreading destruction in its wake
  2. Loud Birds. The trees above are filled with cacophonous birds.
  The woods are filled with birdsong today. From the lilting 
  twitters of tiny, brightly feathered finches to the throaty calls of 
  surly crows, the birds all seem to be trying to outdo each other in 
  volume and persistence. Above there are glimpses of the singers 
  darting away from the group to continue their serenades from 
  more secluded branches. The music is at times lovely, other 
  times cacophonous. The one thing it never is, is silent.
  
  6
  Frog God Games
  3-4. Kobolds. The party encounters a group of 2d4 kobolds. These 
  nasty little buggers are full of tricks and surprises. Whether the kobolds 
  surprise the party or not, they have laid an elaborate ambush designed to 
  give them every advantage.
  Each kobold carries a dagger and sling with 20 bullets, as well as one of 
  the following items that they will definitely use during combat:
  d6
  Item
  1
  A poisonous snake on a 5-foot pole (snake is 2 hp, attacks 
  separately, save at +2 or die)
  2
  1d2 oil flasks and a torch and tinder box
  3
  Caltrops
  4
  A thin leather trip rope, 10 feet long
  5
  Has a trap set nearby and tries to lead a character into it 
  (see encounter 10 below).
  6
  A vial of green slime (see Appendix).
  The kobolds will hit and run and will not engage the “big people” unless 
  they clearly have an advantage. They carry no treasure.
  5-6. Spiders. Without warning, 1d4 giant spiders descend from the 
  trees above, possibly surprising the party. As usual, compare the passive 
  Wisdom (Perception) of each character against the Dexterity (Stealth) 
  checks of each spider. Individual characters are surprised if their passive 
  Wisdom (Perception) is not equal to or greater than the Dexterity 
  (Stealth) check of a spider.
  If the party isn’t surprised, the party should notice the webbing in the 
  trees before they are attacked by the spiders.
  7. Worgs. The party encounters 1d4 worgs. These evil creatures hunt 
  the forest, slaying all they encounter. Typically, they will both attack the 
  same opponent, trying to down each foe in turn. They retreat from fire if 
  strongly presented and are intelligent enough to avoid heavily armored 
  foes if offered a “softer” target.
  8-9. Herd of Animals. A herd of deer or otherwise innocuous beasts 
  (boar, etc.) is spooked by the characters and runs by. Fast thinking players 
  can shoot arrows and get a few free meals.
  A crashing sound from the left greets you as a herd of 
  animals burst from the thicket, spooked by your passage.
  10. Trap. One thing about woods that have kobolds in them, is that 
  they often are filled with traps. These little devils have constructed several 
  traps in this area. Roll 1d6 to determine the type:
  d6
  Trap
  1
  Hidden Pit Trap. 10 feet deep, 3 (1d6) bludgeoning 
  damage. DC 12 Wisdom (Perception) check to spot and 
  avoid.
  2
  Swinging Logs Trap. 10 (3d6) bludgeoning damage to 
  all in the path. DC 11 Dexterity saving throw avoids. DC 11 
  Wisdom (Perception) check to spot and avoid the tripwire. 
  DC 11 Dexterity check with thieves’ tools to disarm.
  3
  Foot Snare Trap. DC 12 Dexterity saving throw to 
  avoid, otherwise snared, slammed into a tree for 7 
  (2d6) damage, suspended upside down. DC 12Wisdom 
  (Perception) check to spot the snare. DC 12 Dexterity 
  check with thieves’ tools to disarm.
  4
  Javelin Trap. Two javelins, ranged weapon attack, +4 to 
  hit, random target within 20 feet, 3 (1d6) damage. DC 13 
  Wisdom (Perception) check to spot and avoid the tripwire. 
  DC 13 Dexterity check with thieves’ tools to disarm.
  5
  Spiked Pit Trap. 5 feet deep, 11 (2d10) piercing damage. 
  DC 12 Wisdom (Perception) check to avoid spot and avoid.
  6
  Swinging Bees Nest Trap. A swarm of insects 
  appears in the space of the character. DC 13 Wisdom 
  (Perception) check to spot and avoid the tripwire. DC 13 
  Dexterity check with thieves’ tools to disarm.
  11. Lunatic. A VERY unstable and dangerous madman who is initially 
  encountered singing softly to themselves. This madman seems harmless 
  until the characters bed down or are otherwise unawares. The madman 
  then attacks with ferocity (berserker). This encounter only occurs once.
  12. Owlbear. The party encounters an owlbear. This horrific creature 
  plows through trees and brush to get at its victims. A clever tracker that 
  succeeds on a DC 10 Wisdom (Survival) check can find its lair (a small 
  cave). The lair contains the remains of a warrior along with the equipment 
  they were wearing when they died — a suit of rusty plate armor, a 
  longsword, and 23 gp in a pouch.
  
  7
  MCMLXXV
  Swamp/River in the Valley
  For random encounters in the swamp or near the river in the valley, roll 
  on the table below and refer to the appropriate description after the table.
  d12
  Encounter
  1
  Fog
  2-4
  Crocodile
  5
  Grey Ooze
  6
  Quicksand
  7
  Giant Beaver
  8-9
  Herd of Animals
  10
  1d3 Ghouls
  11
  Giant Python
  12
  Young Black Dragon
  1. Fog. Fog has settled in during the night. Being on watch consists of 
  straining to see further than twenty feet in any direction because the area 
  is heavily obscured. It seems the croak of frogs and the swish of passing 
  crocodiles and snakes are just outside of your visible range. A sudden 
  flurry of wings erupts a short distance from the camp, quickly followed by 
  the frustrated cry of a swamp cougar. The swamp’s nightlife seems to be 
  happening all around you, but characters cannot see any of it.
  2-4. Crocodile. A crocodile stalks the characters. It attacks any that 
  enter the water (or automatically if it surprises any of the characters). If it 
  kills someone, it grabs the body and retreats to deep water immediately.
  5. Grey Ooze. Anyone who has seen a blob movie knows how this 
  one goes. The grey ooze retreats into the water if dropped to half health, 
  otherwise it attacks mindlessly.
  6. Quicksand. A random character that fails a DC 10 Wisdom 
  (Perception) check falls into quicksand and starts to sink 1d4 + 1 feet 
  into the quicksand. At the beginning of each turn after falling into 
  quicksand, the character will sink another 1d4 feet. Provided the character 
  is not completely submerged, they can escape from the quicksand on a 
  successful Strength check. The Strength check has a base DC of 10, then 
  increases by one for each foot the character has sunk. If the character has 
  sunk 5 feet, the DC of the Strength check would be 15.
  If someone else is assisting the character out of the quicksand, the 
  base DC for the Strength check is 5 and increases in the same manner 
  mentioned previously — for each foot sunk, the DC increases by 1.
  7. Giant Beaver. This large animal is not dangerous as long as they are 
  left alone. Encounters can range from having the characters “trespass” on 
  the beaver’s territory (and dam) to randomly encountering one chewing 
  down a tree. If the characters back off, the giant beaver (see Appendix) 
  will do the same. Beavers are territorial; however, if anyone can speak 
  with animals, they can be friendly to a group as long as no threat is 
  perceived. The safety of a giant beaver dam could be a wonderful hiding 
  spot/campsite if the beaver is befriended or slain.
  8-9. Herd of Animals. A herd of deer or otherwise innocuous beasts 
  (boar, etc.) is spooked by the characters and runs by. Fast thinking players 
  can shoot arrows and get a few free meals.
  A crashing sound from the left greets you as a herd of 
  animals burst from the thicket, spooked by your passage.
  10. Ghouls. The party encounters 1d3 ghouls. These undead creatures 
  are encountered mostly at night, although daytime encounters are possible. 
  They haunt the swamp looking for flesh to eat; preferably human flesh.
  11. Giant Python. Preying even on small crocodiles, the valley is 
  home to large pythons (giant constrictor snake) that act as the local apex 
  predator (excepting the dragon). These snakes typically do not attack 
  anything during the day, preferring to sleep in the large trees that make 
  up their nests. A typical encounter would be for a sleeping character to 
  be attacked (surprised). Anyone bitten and squeezed while asleep cannot 
  make a sound if they are dropped to 0 hit points. The snakes will typically 
  retreat if wounded for more than half of their health.
  12. Young Black Dragon. Living in the swamp is Recaltrix the young 
  black dragon. She is a fine swimmer and prefers to come out of the 
  swamp (posing as a crocodile) to flying (due to the heavy tree cover). 
  Recaltrix is almost cat-like in her hunting techniques and prefers to watch 
  her prey and attack when it suits her.
  
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  Keyed Encounter Areas
  1. The Black Spire
  Ahead is a round, grassy mound with a slender finger of 
  stone at its top. You can see the hill is about 20 feet high and 
  40 feet across at the base and the granite obelisk is 7 feet high.
  Should someone climb the mound to examine the obelisk read the 
  following:
  The stone is old and weathered with an inscription at its 
  base written in a forgotten script. Behind the obelisk is a 
  large patch of freshly turned earth.
  In the distance, the party will notice a tall, solitary black spire. Read 
  the following:
  Against the horizon is a tall, black spire. It stands about 
  15 feet tall, its surface beaten and cracked by weather. There 
  are marks all over the surface, but too much time has passed 
  since they were carved, and they are now just shallow tracings 
  in the stone. 
  If the adventurers try to read the marks they will realize the carvings are 
  in an ancient tongue that they cannot read. The obelisk is merely a border 
  marker of an empire that fell long ago.
  2. Empty Armor
  Lying beside the road is a set of leather armor. A full 
  torso of tiny leather plates sewn together lies on the grass, 
  still in a round shape with the straps closed, so it gives the 
  eerie impression of still being worn, even though the wearer 
  cannot be seen.
  The owner must have been a middle-sized man, quite broad-shouldered. 
  If the area is searched, they find the leg armor scattered in the grass, 
  dispelling the illusion that anyone is in the body armor. No helm, weapons 
  pack or shoes can be found, only leather armor. The armor is still supple 
  and soft, although in some places grass is growing up through it. Grass 
  grows fast and leather weathers quickly, so this cannot have been here 
  long.
  3. The Bandit Camp
  There is an odd structure up ahead, instantly distinguished 
  by straight lines in an environment where all things curve. 
  As the characters near the structure they can determine that it is the wall 
  of an old building. Two sides still stand but the grassland has reclaimed 
  all the area around the walls. The two walls, only a story high, are at right 
  angles to each other and protrude awkwardly out of the plain. On the one 
  facing you, part of the interior when the building was complete, you are 
  struck by reflections off an old mosaic that covers the wall. The tiles are still 
  bright blue and white. Despite the gaps from missing tiles, you recognize 
  the scene as a mountain above a blue lake. No real mountains or lakes are 
  visible anywhere. Living here are 3 bandits, there is a 50% chance that one 
  is on guard and could spot the party at a distance. If the party is spotted, the 
  bandits have time to setup an ambush and surprise the characters.
  The bandits will not openly engage a larger party if they have surprise, 
  but instead spread out in the brush and attack from all sides with missiles, 
  targeting lightly armored foes first. They run if one of them is slain.
  Treasure. In the camp are 4 boxes of foodstuffs (20 days rations), a 
  small keg of wine (worth 10 gp), bedrolls, a tinderbox, 4 flasks of lamp 
  oil and a lantern. A sack of 60 tallow candles hangs from a hook on one 
  wall. In one bedroll is a pouch containing a set of dice and 36 sp. Stretched 
  between two poles are the partially tanned hides of three deer and a beaver 
  (worth 1 gp each for the deer hides and 4 gp for the beaver pelt). Wedged 
  into one of the poles is a hide scraper (worth 2 gp), and at the base is a pot 
  of oily wax (worth 10 sp) used in tanning hides. A pile of firewood rests 
  against another wall, and a chopping axe lays on top of it.
  4. An Empty Burrow
  If any of the characters in the party have a passive Wisdom (Perception) 
  of 12 or higher, read the following, otherwise they can make an active 
  check to notice the burrow.
  Concealed amongst the tall grass is a large, flat boulder. 
  Below the front edge someone or something has burrowed 
  under the rock, creating a small shelter. The burrow is small 
  and dark, but big enough for a person of average size to 
  squeeze inside. 
  If someone looks inside, or enters, the small space is damp and smells 
  strongly of wet fur. There are scatterings of bird bones and small piles of 
  dried dung littering the floor. There is no other life in here except for a few 
  beetles, crawling slowly along the wall. A ceramic drinking mug decorated 
  with a rose quartz (worth 11 gp) is filled with torn paper and lies on its side 
  on the floor. Mixed in the dirt near the mug is an assortment of 25 silver 
  temple coins, stamped with the faces of saints (despite being silver, these 
  are worth 25 gp total). At the bottom of the mug, is a golden sphere the size 
  of a die (worth 15 gp). The wadded torn up fragments of paper each bear 
  strange writing in deep indigo ink. This is the remains of a scroll of the spell 
  suggestion. Amazingly, none of the tears broke any of the lettering, so if the 
  scroll is repaired, or if the pieces are carefully laid out, it can still be used.
  5. For the Want of an Axle...
  Nestled in the tall grass is a broken-down wagon. The 
  peeling paint on the wind-blasted sideboards reads “Mygos’ 
  Traveling Mystical Emporium.” The rear axle is broken, 
  causing the wagon to sag drunkenly to the left. The leather 
  harnesses are rotting away but are still connected to the 
  shaft, but the tattered canvas cover has been destroyed 
  leaving the metal frame highlighted against the sky like the 
  ribs of some great beast. The wheels are sunk into the ground 
  several inches. 
  It would seem that the wagon was abandoned long ago. A heavy woolen 
  cloak, dyed dark blue, lies crumpled in a corner. Lighter blue ink has been 
  used to trace wandering spiral patterns on the cloak, and the fine garment’s 
  edges have been trimmed in bone-white thread and feathers. A silver clasp 
  in the shape of a walrus is used to secure the cloak (worth 36 gp). The right 
  interior pocket holds a leather scroll case. Within the leather scroll case 
  are three sheets of plain parchment scribed in a utilitarian, easy-to-read 
  script. Each sheet is labeled “Protection for the Traveling Wizard” in the 
  Common tongue. Each of the scrolls has a single cast of the shield spell. 
  The thick leather scroll case has been repeatedly treated with waterproof 
  and flame proofing oils. It weighs one pound and is worth 50 gp.
  
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  6. The Ogre Cave
  If encountered during the day, read the following:
  A dim light can be seen coming from a cave entrance on the 
  side of a steep cliff.
  If encountered at night, read the following:
  There are several dozen bones and skulls littering the 
  area at the base of the cliff. You notice what appears to be a 
  cave entrance, somewhat hidden by brown, dead vegetation 
  clinging to the cliff face.
  The cave itself sits on the edge of a 40-foot cliff along the trail winding 
  down into the valley. The trail itself is approximately 20 feet wide, with 
  a sand-crumbly edge being held together by vegetation. The entrance is 
  10 feet wide and 7 feet high and is obscured with brambles and vines 
  tacked onto a crossbar set of tree limbs. The vines are dead (unlike the 
  rest of the vegetation on the hillside), and any character with a passive 
  Wisdom (Perception) score greater than 10 will notice that this is probably 
  a (poorly) concealed door.
  The concealed door (the wood and vines) has 4 large brass bells on the 
  back side that are hung to clink and ring with a considerable echo if the door 
  is handled roughly. A successful DC 12 Intelligence (Investigation) check 
  and careful examination of the false door reveals the bells and can prevent 
  the ogre and his pet bear from immediately knowing they have company.
  Beyond the door is a cave tunnel that is 20 feet wide and 12 feet high, 
  branching of to the left and right sides at the 30-foot mark. The floor 
  of the cave is course, tan sand, and broken stalactites and stalagmites 
  litter the floor. A successful DC 10 Wisdom (Survival) check indicates 
  the stalactites and stalagmites were broken intentionally. Remains of a 
  campfire freshly doused with water (daytime) or a small coal fire (at night) 
  is immediately inside the doorway.
  6a. The Pantry and Spring
  Hanging from the walls of the cave are three gutted deer, 
  one stretched wolf pelt, and one dead (and gutted and 
  dressed) human. Blood stains the sand near the hanging 
  corpses, and flies and small cave beetles have been attracted 
  to the remains.
  There is also a small pool of clean, clear water in the cave 
  formed by flowing water from the cracks in the cave wall. 
  Many small, blind crayfish move around the pool.
  The left tunnel leads to a 40-foot diameter dead-end cave containing a 
  10-foot diameter pool of clean, clear water. The pool is 8 feet deep and 
  flows through cracks in the walls of the pool in both directions, providing 
  an excellent and replenishing water source.
  Note. If the bell trap was sounded, and the characters went this way 
  first, it is highly likely that they are attacked from the rear within 1 minute.
  6b. The Ogre’s Den
  The cave smells foul, like sweat and filth of some sort. 
  There is a large pile of rubble that lines the back wall of the 
  cave and huge pile of firewood is stacked against the left wall. 
  A fire pit made of stacked rocks rests in the center of the cave, 
  complete with a cooking spit and a large pot.
  The right tunnel leads back 80 feet to a 50-foot-long, 30-foot-wide 
  chamber. The ceiling is fully 12 feet high and has had all the lime deposits 
  knocked down (the ogre was tired of hitting his head on them) and are piled 
  along the back wall obscuring the ogre’s nest (see below). The ceiling is 
  well ventilated, and bats flitter about the roof entering and exiting the cave 
  via small cracks in the roof.
  Unless the players have been very stealthy, the ogre and his pet black 
  bear are here and ready for combat. They fight to the death if encountered 
  in the cave. If any of the characters speaks giant, it is also possible to 
  parley with the ogre, although it thinks of any intrusion into its home as 
  burglary and is therefore a very poor starting point for the negotiations. 
  The pair will not pursue a large group outside of the cave.
  The ogre’s nest is a foul collection of torn bedding and soiled clothing, 
  most of it shredded into long, worthless strips. The hilt of a greatsword 
  pokes out from beneath the pile. It is in decent condition, if a bit rusty. 
  Next to the sword is a suit of worn but serviceable scale mail sized for a 
  large human or half-orc. A few bones are still lying near the scale mail, 
  and they show evidence of having been gnawed on. A backpack lies by 
  the armor, and, like the bedding, it has been shredded to worthlessness. 
  Its contents lie strewn throughout the pile. The remains of trail rations 
  are mixed with a destroyed pile of rope and scraps from a canvas sack. 
  Several dozen coins are scattered amongst the refuse (69 gp, 148 sp). 
  Buried in the back is a shortbow which, surprisingly, shows no wear save 
  a missing bowstring. A quiver of arrows is here as well, chewed through, 
  but still containing three silver arrows.
  Poison Needle Trap. Next to the bedding is a latched chest with a poison 
  needle hidden within the lock. If the chest is opened without disarming the 
  trap, the poison needle springs out 3 inches from the lock and delivers 
  the poison dose. A creature within range takes 1 piercing damage and 11 
  (2d10) poison damage and must succeed on a DC 12 Constitution saving 
  throw or be poisoned for 1 hour.
  A successful DC 15 Intelligence (Investigation) check allows a 
  character to determine the trap’s presence from slight alterations to the 
  lock to accommodate the needle. A successful DC 13 Dexterity check with 
  thieves’ tools disarms the trap, removing the needle from the lock. The 
  trap is triggered if the disarm attempt fails.
  Treasure. The chest contains a light leather riding saddle worth 10 gp, 
  a square of fine lace worth 5 gp, and a pair of white elbow-length gloves 
  sprinkled with freshwater pearls around the top that will fetch 340 gp. 
  Beside them, wrapped in a rag, is a stick of charcoal and a 3-inch diameter 
  crystal sphere. At the bottom is a tall thin book with poorly executed 
  carving on its wooden covers is half-full of amateur sketches of people 
  and animals, done in charcoal (5 sp). Caught in a seam at the bottom is a 
  red-brown garnet worth 100 gp.
  Polished to a mirror-like sheen, the 3-inch diameter crystal sphere is 
  surprisingly heavy and is about the size of a plum. The sphere is a crystal 
  of illumination and erupts in bright silver light that clearly illuminates the 
  area around. When held in hand, this crystal sphere radiates silver light 
  brightly out to 20 feet, and dimly out to 40 feet. The sphere automatically 
  activates when grasped and deactivates one round after being released. 
  The sphere has no additional properties and does not require attunement.
  Next to the chest is a bucket and a longbow made of yew with a grip of 
  pale calfskin lies beside a quiver of deer hide tooled all over with cleverly 
  intertwined hunting scenes. There are no arrows in the quiver, but it holds 
  a silver flask (etched with flower decorations) which is full of rich red 
  wine. The bow is worth 75 gp, the quiver is worth 15 gp, and the flask is 
  worth 10 gp.
  The heavy, solid brass bucket holds two fine silver platters worth 30 
  gp each, a black onyx cat with yellow citrines for eyes worth 250 gp, a 
  hinged box with a tiny hunting scene on the top in bright enamels worth 15 
  gp, and a heavy coin pouch. The little box holds a fine powder (one-half 
  pound cinnamon, or a spell component or other spice). In the coin pouch 
  are 65 gp, 393 sp, 203 cp and 3 pieces of turquoise worth 10 gp each.
  
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  7. River Crossing
  At the bottom of the deep, wide chasm before you is a 
  rapidly flowing river that churns with white water as it flows 
  between tall boulders and rough, sharp rocks. A large tree has 
  been placed across the chasm to serve as the bridge.
  The path is split by a deep chasm with a river at the bottom. There is a bridge 
  across it, made of a single log. A big tree has been cut and dropped over the 
  chasm. There is no other way across except to walk on the tree. The tree was 
  more than a hundred feet tall and at least sixty of those feet are out over the 
  chasm. Below is a river with rushing white water between tall boulders. The 
  bark is still on this tree bridge, but the branches have been chopped off. A slightly 
  lighter color down the center shows the path. It’s about a foot wide and level. On 
  both sides another six inches of log slopes away. It’s not a difficult path, if you 
  don’t mind being suspended in space sixty feet above a wild river. Crossing the 
  bridge safely requires a successful DC 8 Dexterity (Acrobatics) check.
  8. Ruined Cottage
  The trail winds over a dark sandy soil, comfortable to walk or ride on 
  because it gives slightly but makes little dust. The temperature is pleasant 
  in the shade of the great trees. The air carries sweet plant scents.
  You smell the pleasant, sweet scents of the forest, and the 
  temperature is cool and comfortable in the shade of the tall 
  trees that line the path. In all directions are tall broad-leafed 
  trees reaching upward. Occasionally the trunk of a pine, 
  leaking sticky, fragrant sap, is present among the other trees. 
  Middle-sized shrubs dot the forest floor. Between them are 
  ferns and grasses but most of the ground is bare except for 
  fallen, brown leaves and fuzzy deep green mosses. 
  There is a ruined building ahead that stands in stark contrast 
  to the verdant forest. Only one wall stands, but you can see a 
  dark empty area where the interior was, and sections of the 
  fallen walls are visible. In front weeds, rare here in the forest, 
  form a wild tangle of green and brown shoots. It is both forlorn 
  and ugly. Four transparent glass bottles are lined up side by 
  side on a small shelf inside the remains.
  Each glass bottle is large enough to hold roughly a pint of liquid and 
  is stoppered by a substantial cork and are filled with a viscous liquid in 
  which different items of food are packed. The first contains pickled garlic 
  bulbs, the second pickled eggs of some sort, perhaps hens’ eggs, the third, 
  strands of red cabbage and the final one has small, silvery fish. In the 
  bottom of the fish bottle are also 4 silvery temple coins (worth 40 gp).
  9. Spiders and Flies
  What began as the occasional spider web has now quickly 
  blossomed into gossamer curtains and sheets of webbing. 
  There is evidence that the webs have been hacked and burned 
  away from the trail, but the forest has web upon web. All 
  around is the smell dust and decay. Here and there, you see 
  hanging objects that could be bodies; too many of them seem 
  to be humanoid in shape. Everywhere you look, you see gleams 
  that seem to be glittering eyes staring back at you. Eerily, you 
  notice that you can no longer hear the normal sounds of the 
  forest—only the gentle sighing of a mournful wind.
  There are 8 giant spiders lurking in the trees. Each round 1d3-1 spiders 
  notice the party and stalk them, attacking once 3 or more spiders have 
  seen them.
  Treasure. One of the corpses has a sack that contains a large, half-
  burned yellow candle, two thin gray woolen blankets, a heavy black skillet, 
  an old, large wooden spoon, a mink pelt worth 20 gp, a rabbit pelt worth 
  2 gp, and a black leather belt, carefully made with inconspicuous, very 
  fine tooling along its length. However, the buckle is missing and was very 
  sloppily cut off. The sack also holds a coil of coarse hemp rope, a pair of 
  gauntlets of heavy cowhide dyed black, held by solid iron rivets reworked 
  to look like stars, and a silver key. Loose at the bottom are various coins 
  totaling 7 gp, 19 sp, and 33 cp, and black and white stones — 2 pieces of 
  obsidian worth 10 gp each, 1 small, fractured piece of onyx worth 20 gp, 
  and 2 small, rough pieces of quartz worth 10 gp each. 
  Also present is a club hewn from a gnarled oaken limb, preserved with 
  a dark finish. The large burl of wood at the business end has been stained 
  a dark, rusty red from repeated use. The grip is bound in strips of cream-
  colored leather bearing fine runes dyed into the material. The leather strips 
  can be unwrapped from the club to reveal two castings of the druid cantrip 
  shillelagh. Each strip is four inches wide and two feet long. 
  10. Mysterious Shrine
  Next to the path but partially hidden by a screen of smaller plants is a 
  small shrine. Characters with a passive Wisdom (Perception) greater than 
  12 should notice the shrine. If no one has the requisite score, consider 
  allowing them an active check to find it.
  A small shrine composed of stacked rocks and twigs has 
  been established around a crudely carved 3-foot statue. The 
  statue has chubby arms and legs and a welcoming smile, 
  together with some tiny clay bowls and plates. Bits of food 
  and drink have been set in front of the god as a form of 
  tribute. A small scorched area perhaps indicates where a fire 
  has been set, although it may have been nothing more than 
  a large candle.
  11. A Fork in the Road
  The ground surrounding the path here is completely 
  blanketed with a vibrant, blue clover, the bright full blooms 
  almost glowing in the gloom of the woods. Hovering and 
  darting above the clover are tiny white butterflies. There is a 
  rustling among the clover and a small green viper courses his 
  way through the plants.
  Careful inspection and a successful DC 12 Wisdom (Perception) check 
  reveals a glimpse of something gleaming dully among the greenery. If 
  the adventurers search through the clover, they discover a small pewter 
  skeleton key, the top of which is carved to resemble a squat little face of a 
  mouse with a protruding tongue. There is a 10% chance that the little viper 
  (poisonous snake), which slithers quickly from the clover bed and across 
  the path, is disturbed by the party and attacks.
  12. Mushrooms and Fishhooks
  Huge, ancient trees with massive trunks reach heights that 
  you’ve rarely seen before. Twisted and tangled roots, some 
  up to four feet high and many covered with dozens of tiny 
  red mushrooms, cover the trail and make travel difficult and 
  dangerous. Further down the trail, the roots of two of these 
  forest behemoths have intertwined, forming a latticework 
  wall that bars your path.
  The trees are spaced much wider apart and more sunlight reaches the 
  forest floor. Some of the trees are ancient, reaching heights of a hundred 
  feet or more and spanning 10 to 15 feet across. The many tree’s great, 
  
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  twisted roots have grown over the trail in many places, at times rising 
  four feet above the ground before delving back into the loamy earth. 
  Dozens of tiny red mushrooms sprout from the soft wood of the roots, 
  creating a strange almost anthill-like appearance. Along in the trail, two 
  of the enormous trees have grown toward each other, their great roots 
  intertwining and forming a latticework wall that completely bars the path.
  At the blocked section, the roots have grown in a way that suggests a ladder, 
  easy to climb despite the slippery nature of the moss and the mushrooms 
  growing on them. The roots go up about eight feet. If any of the party wish to 
  climb them, they will need to succeed on a DC 10 Strength (Athletics) check. 
  As they climb, they find a small “nest” of twigs and leaves tucked up against 
  the trunk of one great tree. It is about the right size for a creature that is roughly 
  two feet tall. It contains a dirty suit of clothes in a very small size, a tiny pair 
  of shoes, and a small locked iron box. If any of the party has the skeleton key 
  above, it will fit into the keyhole and can be used to unlock the box, otherwise 
  a successful DC 15 Dexterity check using thieves’ tools will be sufficient to 
  open the lock. Inside are arrayed rows of fish hooks in different sizes and 
  materials. The smallest would be suitable for landing minnows while some of 
  the larger ones would probably be strong enough to cope with a particularly 
  fierce shark. Some of the smaller hooks are fashioned from stone and some 
  kind of crystal, while the larger ones are made from some kind of steel. There 
  is a total of 80 hooks. If anyone steals the hooks, Jasper the Leprechaun (see 
  Appendix), who owns them will become very upset.
  The little fellow hides invisibly high in a tree and does not bother the 
  party unless his abode is disturbed. Should the group leave food (or wine), 
  Jasper might be favorably disposed towards them, even helping them in 
  their next fight, although he still will not reveal himself. If the hooks are 
  stolen by the party, the opposite is true. He will instead use his major image 
  innate ability to create illusions of additional enemies when the group is in 
  combat and will plague the group with untied shoelaces, spoiled food, and 
  misplaced items. You can use your imagination to create havoc as desired.
  If a great quantity of wine or spirits is left as an offering, the party has 
  an opportunity to capture Jasper. Like all his kind, he has a propensity 
  to indulge a bit heavily when given the opportunity. While he remains 
  invisible, the drunk leprechaun can be located by his loud snoring. If 
  captured, Jasper offers his pot of 400 gold pieces for his freedom. The 
  gold is buried on a small hill not far from the tree lattice.
  13. Into the Swamp
  At the edge of a thickly forested territory, you can only 
  marvel at the new plant life all around. As you take in nature, 
  you feel water begin to seep into your boots. 
  Anyone looking down notices that the forest floor ahead is flooded as 
  it slowly becomes a soggy morass. The swamp ahead is alive with new 
  growth such as yellow birch trees with new catkins flowers hanging from 
  the branches and the dark green scale-like leaves of white cedar trees. 
  Any character that succeeds on a DC 13 Intelligence (Nature) check can 
  identify the different trees and flowers that grow throughout the swamp.
  They also notice the intense smells all around, most of which can be 
  identified by a character that succeeds on a DC 12 Wisdom (Perception) 
  check and a DC 10 Intelligence (Nature) check. Some enticing aromas 
  come from new flowers blooming above the water, but others are not so 
  appealing, like the smell of fetid leaves still decaying from last year’s 
  fall season. One cannot see very far ahead into the swamp due to the 
  overgrowth of the trees that make the area heavily obscured.
  Wet Feet
  The path descends into the dark waters of the swamp. Tall 
  grasses grow up in the shallows where the path should be, and 
  sections of the trail are underwater. The murky waters swirl 
  sluggishly and ripples indicate something large swimming 
  across the road just below the surface. Ahead the path rises 
  out of the water and continues on.
  If the adventurers follow the path they will find that the water covering 
  it is waist deep. Anyone who does not succeed on a DC 10 Dexterity 
  saving throw slips and falls. You should decide if there is a risk of an 
  encounter. Also, if the adventurers move to the right or left of the road the 
  water quickly rises to neck deep.
  14. Rats!
  A plump, insolent-looking rat sits, smirking, on the matted 
  moss on top of a dead stump in the water at the side of the 
  trail and licks its lips suggestively, daring anyone to throw a 
  stone at it. Long white whiskers stand out against its grey, 
  well-groomed fur, its green eyes gleaming in what remains of 
  the daylight. Its eyes betray an intelligence far greater than 
  any rat should have. A burst of foul-smelling gas suddenly 
  fills the air as the water around the stump bubbles. 
  If attacked, the rat can easily be slain. A better idea would be to toss it 
  something shiny.
  The rat’s nest is a few yards into the swamp, just off the trail. In its nest 
  are several items. For some reason, this rat feels a need to “trade” shiny 
  objects from time to time. Should the characters toss it an object, it runs 
  off and returns with an exchange gift. It will do this up to three times. 
  What the rat brings back is randomly determined, but can include:
  d8
  Trade Item
  1
  A silver piece
  2
  A gold piece
  3
  A small gem (10 gp)
  4
  A worthless polished rock
  5
  A broken piece of china or glass
  6
  A large white tooth (of a crocodile or other beast)
  7
  A small mirror made of silver (15 gp)
  8
  A magical ring of protection
  Items 7 and 8 can only be gotten once.
  15. Bubble Spit and Chomp
  The swamp bubbles and spits, methane deposits just under 
  the water exploding rhythmically. The air is so humid and 
  close that it’s hard to breathe.
  There is a crocodile on the opposite shore, resting, after having eaten 
  recently. It will attack if someone enters the water, attempting to surprise the 
  unsuspecting individual. If the party comes back this way again, the crocodile 
  may be hungry (50% chance) and lying in ambush near the water’s edge.
  16. Just Chomp
  Here the swamp forest forms a gallery overhead. Great trees 
  with air plants dangling from them arch over the swamp. The 
  water is so still one can see their reflection in its dark surface. 
  The tree trunks are gray or occasionally light brown, thin and 
  smooth. Most are quite plain, but a few are twisted round and 
  round with climbing vines. They branch far overhead, but the 
  limbs are long and bend down to dip leaves in the water. A 
  bright red and white butterfly basks on an olive-green leaf 
  near the water’s edge, its wings flicking slowly up and down.
  
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  Another crocodile, hungry and on the hunt, lies in wait in the tall 
  reeds at the water’s edge. It attacks anyone within 10 feet of the edge 
  of the trail.
  17. The Island of Screams
  This portion of the bog smells of rot, decay, and fermenting 
  wood. Every place where the ground rises out of the water is 
  speckled with tiny white and tan mushrooms. Fallen logs lay 
  soaked and decomposing all around, most of them covered 
  with broader, slimy looking fungus and moss.
  A 40-foot diameter island rises out of the swamp, but to get there, the 
  party must move through 30 feet of chest deep water. 
  The trees on the island that are still standing are ringed with brown 
  shelf-like fungi in tiers around their trunks. The mushrooms are getting 
  larger the further onto the island. I the center of the island is a small 
  area where they seem to have replaced the trees entirely. About a half-
  dozen of the fungi are tall enough for the caps to spread above the 
  character’s heads and there is a fine mist of yellowish green spores 
  sprinkling down from each. Beyond these large mushrooms, the other 
  mushrooms gradually get smaller again. These large mushrooms 
  include 3 shriekers, which will emit an audible shriek if a creature 
  comes too close. 
  If the shriekers are disturbed, the sound draws the attention of a troll 
  that lairs nearby.
  Treasure. The troll carries a large heavy sack contains a length of fine 
  brown silk (3 yards), a plain gold cup too small for a halfling to get a good 
  drink (worth 25 gp), and a large piece of carved white rock. The carving 
  is two hands long and is the head of a man with an aquiline nose and 
  thinning hair. It was obviously broken off from a larger sculpture. Also in 
  the sack is an iron mace studded with pointed spikes longer than a finger. 
  A ball of thick white yarn has become tangled around the mace and its 
  spikes. There is also a small shiny round metal cylinder with a cap that 
  holds toothpicks. At the bottom of the sack is 19 sp, 25 cp, and 2 pale blue 
  gems (quartz, worth 10 gp each).
  18. A Really Big Tree
  A massive tree, large enough that if a group of six held 
  hands they would likely not be able to reach around its base, 
  stands before you. The bark is weathered and dark with age 
  and odd cracks and crevices. Rich, red-brown wood can be 
  seen where the bark has come off the tree. Along the trail, 
  the great tree is on land, but the other side of its massive 
  trunk is green swamp water. Its limbs, many of which 
  are larger than most trees, spread wide and far overhead, 
  shading the area.
  At the base of the tree you can see a forest altar of some 
  kind, adorned by fresh flowers that have been layered on 
  older dry flowers and other unidentifiable offerings.
  Beyond the tree is a large granite boulder the size of a small 
  mountain. The path snakes around the boulder and opens 
  upon a colorful field full of vibrant flowers of every shape and 
  size that sway with the wind. Floral scents fill your nostrils as 
  does the tickling itch of pollen. The soft echoes of a nearby 
  stream leave you feeling serene and calm, relieved to have 
  escaped the swamp.
  It appears initially that the party has exited the swamp, but another step 
  forward proves this wrong, as feet submerge into the cold and moisture 
  inundated soil. This is a rare find indeed, as normally flowers like the ones 
  mentioned above do not grow in swamps. There may be a special reason 
  behind this — it is possible that a swamp druid resides here or perhaps the 
  soil here is just perfect for this type of plant life.
  Not far ahead, thick vines that give off a pungent odor grow 
  out of deep cracks in the head of an ancient statute. Much 
  taller than a man, the statue no longer stands, rather it is 
  partially submerged in the oily muck, leaving only part of 
  its nose and snarling mouth visible above the scum of dead 
  leaves and still water.
  A DC 12 Wisdom (Perception) check indicates that the statue must 
  have once been painted striking greens and yellows and reds, but age has 
  reduced its brilliant colors to pastels. Upon closer inspection, it appears 
  that the head has been severed, and the roots of a twisted river oak grow 
  in thick tangles around it.
  Some distance away lies an enormous stone hand, missing 
  half its fingers.
  The hand is the home to a nest of 12 water moccasins (poisonous snakes). 
  The snakes are highly aggressive, and attack if disturbed, with 1d4 of them 
  joining combat each round until all are slain or the characters retreat more 
  than 60 feet from the statue. Of the rest of the forgotten statue, there is no sign.
  19. The Pond
  The trail vanishes into a pond here. As you skirt the edge 
  of the pond looking for the trail, branches slap at your face, 
  while your gear gets caught by grasping vines.
  The pond appears to be at least 100 feet across, but its edge is irregular 
  and not easy to see. At the far edge, at what ought to be the pond’s exit, is a 
  beaver dam. The dam is woven of logs, sticks and leaves, and is easily 6 feet 
  higher than the stream at its center and at least 3 feet higher at its edges. It 
  is in excellent repair, and some of the branches on it still have green leaves. 
  The pond spreads out from there and the top of a beaver lodge can be seen 
  20 yards out in the pond. The stream spills under the dam, filling a wide 
  channel. Because the pond covers the trail, the players have to pick a place 
  to ford the stream, either above or below the dam. The trail continues once 
  the pond is crossed or the stream is forded. Curiously, there is no beaver.
  Several small turtles can be seen bunched together on a 
  log a dozen yards from the edge of the pond and around the 
  beaver lodge. They bask in the occasional beam of sunlight. 
  All of the turtles seem to be in a strange posture with their heads and 
  legs sticking stiffly out from their shells.
  A giant turtle (uses crocodile statistics) hides in the pond. Anyone at the 
  ponds edge for more than 3 rounds will likely be surprised and attacked. It 
  will attempt to surprise anyone that wanders into the water and will attack 
  while submerged.
  20. Narrow Path, Big Pig
  The path follows a stream for a bit and then rises out of 
  the mud a several feet, creating a ledge down to the water. 
  Although the trail is clear, and the banks of the stream are 
  obvious, the plants that grow along the edge of the stream are 
  very dense and difficult to move through.
  The distance from the ledge to the water is about 8 feet.
  Along the ridge, a female giant boar noses for grubs before a gently 
  swaying wall of cattails. Six piglets nose along the ground, their snouts 
  
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  MCMLXXV
  and stubby, immature tusks covered in rich brown mud. They oink happily, 
  till the mother catches sight of the party. She stands her ground, grunting 
  angrily, as her young barrel into the thicket. As soon as they are out of 
  sight, she joins them, knocking over cattails in her haste to get to safety. If 
  the group does not retreat in 3 rounds, she attacks. The only way around 
  her is to swim or wade through the water below.
  21. St. Elmo
  The terrain that the party must move across is considered difficult. Each 
  step they take results in the mud creating a suction (with accompanying 
  sound) forcing the characters to exert themselves to move the short 
  distance. Furthermore, there is quicksand in the area. Any character that 
  fails on a DC 8 Wisdom (Perception) check could find themselves waist 
  deep in quicksand before they know it.
  You can see an unusually large tree ahead. It is vacant 
  of all its leaves, and its branches reach out like arms in 
  towards the group. The dark gray lines that run vertically 
  through its pasty white trunk seem to form a face. A large 
  knot protruding from the center of the tree resembles a nose, 
  while a hollowed opening under the knot resembles a mouth. 
  A slowly pulsating, yellowish light escapes the “mouth”, 
  much like that of a firefly in the distance and dances off into 
  the trees.
  The glowing light in the center of the tree is a highly dangerous will-o’-
  wisp and is far beyond the abilities of the group. It will not attack unless 
  attacked, but instead will try to draw the group into a nearby patch of 
  quicksand. If the characters are not drowned, the wisp heads off in search 
  of other victims.
  22. Bobblehead
  A curiously-shaped object that resembles a white stone 
  catches your attention as it bobs just beneath the surface of 
  the water.
  The bobbing object is an elongated skull. The skin has withered away, 
  and a few tendons have been exposed, as has the bone. The jaw bone is 
  particularly prominent, much more so than any other skull the characters have 
  seen in a life of adventuring. A few wisps of hair cling to its pate. A copper 
  coin appears to have been pushed into its empty mouth. The coin is very old 
  and unidentifiable, while the skull has in fact been mummified by the effects 
  produced by the swamp. Extensive digging would ultimately reveal the rest 
  of the skeleton but would also cause a significant cave-in of the submerged 
  branches and vegetable matter on which the adventurers walk.
  23. The End is Near!
  The hanging moss and drooping tree branches part to 
  reveal a small clearing next to a slowly moving stream of clear 
  water. You can hear the sound of the water moving as it swirls 
  past a small statue of a man in the stream channel. Fashioned 
  from dark marble, the figure is carved with an ornate suit of 
  armor, sword and shield. Lichen and moss cling to its base, 
  swayed by the motion of the water rippling flowing past.
  Even a few golden fish can be seen swimming beneath the sunlight 
  dappled surface as the birds sing a cheerful song above. This seems to 
  be the only place in the swamp-land where the choking torrents of green 
  slime and brackish water do not touch, as if it’s protected by magic or 
  another force—even the air smells fresher.
  If the party follows the stream channel path, they reach the edge of 
  the swamp and head up out of it. The trail turns gravelly and the land 
  seems solid, no longer waterlogged. The smells are much less intense, and 
  the humidity drops noticeably. Overhead the trees thin and the sun beats 
  down. Bird songs are fewer and more distant. Pink and purple flowers 
  are small and hidden on the ground amid thin, pale green leaves. A few 
  of the biting flies follow for several dozen paces, but then they too are 
  gone. Only the mud remains, drying into a hard shell on legs and into stiff 
  blotches everywhere else it splattered. Of course, someone might find a 
  leech sucking on their leg later in the day. The forest ahead is sparsely 
  populated by very large trees and huge granite boulders, creating a maze-
  like atmosphere.
  24. Trees and Rocks
  The trail emerges from the rocks and forest into a glade. The 
  path, which has been clear through the trees, vanishes under the 
  vibrant plants of the meadow. Long slender blades of various 
  grasses cover the ground. The area where the trail leaves the 
  meadow on the other side can be seen, leading uphill.
  The path up the rocky ground under the trees 100 yards away is obvious 
  even from this distance. A straight line to the path will have the characters 
  stepping on buttercups and iris, pushing bright flowers into the soft 
  ground. It is squishy underfoot and water oozes into their footprints. At 
  the center of the meadow, the area is flooded, with a few inches of water 
  flowing over everything.
  The low hill just ahead is topped by a badly misshapen tree. 
  It looks as if the tree has experienced some horrible accident.
  It is split down the middle; each half now hangs out from the base of the 
  trunk as if the tree was struck with a giant axe. Closer examination reveals 
  obvious charring along the bark and the interior wood. The smell of burnt 
  wood is evident but has faded into a faint tinge in the air. The lightning 
  that destroyed this tree did so months ago. 
  A few feet beyond the tree is a large rock that is covered 
  with crude writing.
  The large, moss-covered rock stands ten feet in height, directly ahead in 
  the center of the path. The path goes around it on each side. Drawn in tree 
  sap on the surface of the rock is an arrow pointing down. If the party looks 
  closer and one of the characters succeed on a DC 8 Wisdom (Perception) 
  check, they will notice that at the base of the rock, buried in the dark soil, 
  is a roll of soft tree bark, that tied with string like a scroll. Unrolling the 
  crude bark scroll reveals several crude depictions of orcs scratched into 
  the surface of the bark.
  25. Goblins!
  In the distance you can barely make out what looks like an 
  old, ruined building of some sort sitting on top of the next hill.
  Closer examination reveals that the building is a ruined temple of some 
  sort, and from the look of things, it has been abandoned for dozens of 
  years. Only part of one wall remains, standing grimly over the rubble 
  strewn around the site. A single stone staircase leads six or seven feet 
  into the air, ending at nothing. Planks and timbers stick up from the ruin 
  randomly. The entire site is strewn with stones that vary in size from 
  pebbles to blocks too large for anyone to lift. This ruined building is the 
  home of 4 goblins, a goblin leader (see Appendix), and a goblin shaman 
  (see Appendix). There is a 50% chance during the day that they are not 
  
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  Frog God Games
  on guard (they fell asleep) and can be surprised. Otherwise, they 
  have an alert guard and have advantage when determining if they surprise 
  the party.
  Treasure. If the characters loot the goblins, they gain the following 
  treasures: 
  • A dagger with an ornate, gilded hilt studded with blue and red gemstones 
  (spinels) and embossed in arabesque patterns (150 gp). The blade is curved 
  almost back to the hilt and has fine writing engraved along the back of 
  the blade on either side. The writing is recognizable as that of an ancient 
  desert-dwelling people with a successful DC 18 Intelligence (History) 
  check. The actual meaning of the inscription has been lost to time.
  • Rough bone dice carved from cow bone and stored in a leather pouch (5 gp).
  • A small white ceramic container sealed with a silver-embossed glass 
  screw-on cap, inside which is a creamy white salve flecked with crushed 
  herbs, bearing a strong, pleasant aroma of lanolin and thyme. The beauty 
  salve heals minor superficial wounds and blemishes, instantly curing 
  acne, boils, rashes, cuts, and similar lesions. There are 12 applications of 
  the salve remaining in the jar.
  Inside the goblin lair is an old wooden chest. The large wooden chest 
  crumbles and falls apart as it opens, the wood having rotted over years of 
  sitting in this place. 
  Treasure. Anyone sorting through the old wood and dust while 
  succeeding on a DC 11 Wisdom (Perception) check, finds a sleeveless 
  leather tunic of such thin leather that it would provide no protection against 
  attack, but it is decorated nicely and in good condition. Lifting the tunic 
  reveals something is stored within it. Inside is a hinged metal box about a 
  hand wide, a finger tall, and a palm deep, that contains several coins (14 
  gp, 11 sp), and a small figurine fashioned in gold of an elf maiden sitting 
  on her knees, looking down as if in meditation (62 gp).
  26. Another Pond
  Beyond the ruined temple, the terrain is strewn with rocks 
  and occupied by huge trees. You hear the sound of running 
  water.
  If one of the characters succeeds on a DC 10 Wisdom (Perception) 
  check while following the sounds of the water for another fifty yards, the 
  sound will continue to become more distinct. 
  Obscured by a particularly large tree is a large pool of water, 
  big enough to be called a pond but too small to describe as a 
  lake. A stream is feeding the pond on the opposite side from 
  where you stand. It seems odd that although the gurgling 
  rivulet is running into the pool of water, there is no stream 
  running out.
  Intelligent players will realize that water must be leaving the pond 
  from somewhere, or else it would continuously rise and flood the area, 
  which doesn’t seem to be happening. There must be an egress below the 
  surface of the water where the overflow makes its way underground to 
  some unknown destination. You may decide that the hidden waterway 
  pathway leads to an underground cavern or all the way to another stream 
  that resurfaces elsewhere. 
  To notice the cavern at the bottom of the pool, a character must succeed 
  on a DC 12 Wisdom (Perception) check. If the check is successful, read:
  As you peer into the clear depths of the pond it is difficult 
  to tell how deep the pool actually goes, but you can just make 
  out a dark shape that looks like it might be a cave.
  The pond is about thirty feet deep and the cavern that leads underground 
  is at the bottom. The water if fresh and safe to drink.
  27. X Marks the Spot
  Past the pond and down into some thick rocks is where the map 
  indicated that the “treasure” exists.
  After passing through some thick undergrowth, you come 
  upon a wide circular clearing. Around the edge of the clearing 
  is a ring of menhirs, each about ten feet tall and situated a few 
  paces from the surrounding trees. The ground between the 
  stones is an overgrown mix of clover, wildflowers and stunted 
  berry bushes—except in the center of the clearing, which is 
  dominated by a massive slab of weathered stone, fully as 
  wide and long as a hay wagon. The stone sits atop a mound 
  of earth, and a circle of ground around it has been cleared 
  down to the dirt in the recent past. The slab itself has been 
  tipped halfway off the mound, as if someone tried to knock 
  it from its perch. You can see that the surface is covered in 
  dark stains.
  A character that succeeds on a DC 12 Wisdom (Perception) check and 
  searches the area beyond the standing stones will find there is a small, 
  4-foot diameter cave entrance that is hidden behind a small copse of trees. 
  The cave leads to a small dungeon complex below.
  
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  MCMLXXV
  Your torchlight reveals that the walls of the cave have 
  intricate stone etchings and highly detailed cave paintings 
  on them. The frescoes depict warfare, hunting, and even 
  marriage rituals. As you walk through the cavern, bone 
  fragments mixed with sand and gravel crunches beneath 
  your feet.
  No one has entered this cave for hundreds of years, and it was 
  completely hidden until a recent landslide exposed the tunnel entrance to 
  the outside. The entrance opens into a 30-foot long, 15-foot wide passage 
  that ends at a sinkhole. 
  At the end of the passage is a sinkhole that abruptly 
  descends deep into the bowels of the earth. Warm air flows 
  from the depths of the hole. 
  Climbing down into the hole is a slow and potentially treacherous 
  task, requiring a successful DC 12 Athletics (Strength) check to descend 
  without using a climber’s kit. If using a climber’s kit, the DC is reduced 
  to an 8.
  The Dungeon
  This small cave complex is the treasure trove indicated on the map. 
  The dungeon itself has several offshoot tunnels lead to unmapped (and 
  unwritten) areas, which can all be used to expand the dungeon. You 
  can add your own chambers and encounters to this area and it can act 
  as a starting point for an extended dungeon adventure. As written, no 
  wandering monsters are present here, however, if additional encounters 
  are desired, they can certainly be added.
  The cave complex contains a couple of very dangerous encounters and 
  an ancient tomb. The traps laid by the creators of the complex are old, 
  and often fail to function. The mechanical traps in area D (as noted in that 
  section) are particularly affected, although the other physical hazards (and 
  pits) still function normally.
  A. The Entrance
  The shaft from the sinkhole opens into a chamber with 
  tunnels leading out of it on the left and the right. The walls and 
  floor are damp and drops of water rain down sporadically from 
  the ceiling, draining into the loose gravel floor. Bats flit about 
  above, and guano covers the rocks and stalactites below. The 
  floor itself is relatively even, sloping only slightly to the left.
  The chamber is 30 feet wide. Each tunnel entrance is roughly 5 feet 
  wide and 7 feet high. The right tunnel appears dry and leads to area C, 
  while a tiny rivulet of drainage runs down the left tunnel to area B.
  B. The Wet Cave
  The tunnel opens before you into a large cave with a low 
  ceiling. The stone walls are stained with iron bacteria and 
  the cave itself is filled with orange-colored water. The water 
  cascades out of the far side of the entrance, creating a small 
  waterfall. The falling water echoes as it splashes far below.
  The tunnel opens into a large cave that is 60-feet in diameter and has a 
  low ceiling that is 8 feet high. The water in the cave is only 3 feet deep but 
  it is hard to tell that without testing the depth or entering the water. 
  The waterfall drops 60 feet to area F. Anyone getting within 10 feet 
  of the waterfall area must make a DC 8 Dexterity (Acrobatics) check or 
  slip and fall. If the check fails, the character must succeed on a DC 10 
  Dexterity saving throw or be carried over the waterfall, sustaining 21 
  (6d6) bludgeoning damage from the fall.
  C. Stone Rats
  The tunnel winds to the left and then back to the right, 
  slowly ascending in the process. The floor of the tunnel lacks 
  much of the gravel and sand that was present in the cave 
  below, and it is worn smooth in some places.
  The tunnel leads up a total of 90 feet while ascending 40 feet in the 
  process. A character that succeeds on a DC 12 Intelligence (Investigation) 
  check while inspecting the floor will notice two small stone rat statues at 
  the entrance to the cave. They are perfect simulations of the small rodents 
  and are in fact victims of the cockatrice that lives in this cave.
  The tunnel opens into a large cave with numerous 
  stalactites and stalagmites that have grown together to form 
  columns.
  The cave itself is 100 feet long and more than 60 feet wide, with a 
  tunnel exit leading to area D. The floor and ceiling have grown together 
  with numerous stalactites and stalagmites forming columns around the 
  room, forming a maze-like structure. Each round after the party enters 
  the room, there is a 25% chance of encountering a large, purple and red 
  chicken with hellish green eyes (a cockatrice).
  The cockatrice has no real tactics, other than pecking at intruders until 
  they stop moving and then feeding on the soft stone created by its horrible 
  ability. There is no treasure here. The beast fears area D and will avoid it 
  (having once been burned by an old trap).
  D. Tricks and Traps
  The long, narrow cavern appears to have been carved from 
  the stone rather than naturally formed like the previous 
  caves. The ceiling is covered with stalactites, but the floors 
  and walls are of smooth, carved stone. There is a thin layer of 
  dust and stone fragments scattered across the floor.
  Under the thin layer of detritus, you can just make out the 
  diamond patterns on the square pavers that serve as the floor 
  of this cave. 
  
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  The cavern is 90 feet long and 30 feet wide. The floor is made of tightly-
  laid stone that has a diamond pattern etched on each of the 3-foot square 
  stone pavers. Forty feet from the entrance from area C, there is evidence 
  of scorching and soot staining covering a 10-foot-wide swath. 
  Note. Each of the following traps has a percentage chance to not 
  function given their age and lack of upkeep. To determine if a trap will 
  work, roll a d6. A roll of 1-2 on the d6 indicates that the particular trap in 
  question does not activate. 
  Flame Jet Trap. An observant character that succeeds on a DC 10 
  Wisdom (Perception) check while carefully examining the walls and 
  floor near the soot-stained area of the cavern will discover nozzles 
  deftly hidden at knee-height in the walls. They will also notice that 
  the diamond patterns on the floor in this area are cleverly disguised 
  pressure plates. The trap can be disabled by wedging an iron spike 
  or other object under each of the pressure plates to prevent the trap 
  from activating.
  This flame jet trap is activated when a creature steps on one of the 
  hidden pressure plates and a gout of flame erupts from the nozzles, 
  scorching anyone in the 10-foot wide by 30-foot long area for 21 (6d6) 
  fire damage unless they succeed on a DC 13 Dexterity saving throw.
  Hidden Pit Trap. Twenty feet past the flame jet trap, at the 60-foot 
  mark in the cavern, is a series of covered pits. Because each pit has a 
  counterweight, each will only trigger if 100 pounds of weight is placed 
  on the cover to each. If one of these traps is triggered, the floor (pit cover) 
  swings open like a trapdoor, causing the creature to fall 20 feet to the 
  bottom of the pit. The pit cover then quickly swings closed, trapping the 
  creature in the dark, claustrophobic pit. A creature that falls into the pit 
  takes 7 (2d6) bludgeoning damage from the fall.
  A successful DC 14 Wisdom (Perception) check discerns that there is 
  something slightly different about this section of the floor. A successful 
  DC 14 Intelligence (Investigation0 check is necessary to confirm that the 
  section of the floor is actually the cover to several pits. Once detected, 
  an iron spike can be wedged between the pit’s cover and the surrounding 
  floor in such a way as to prevent the cover from opening, thereby making 
  it safe to cross. The cover can also be magically held shut using the arcane 
  lock spell or similar magic.
  Scythe Blade Trap. At the cavern exit, surrounding the diamond shape 
  pattern on each floor tile that is directly in front of, and just inside, the exit 
  (stepping on the diamond is safe, stepping outside the diamond on any 
  of these floor tiles is not safe), are pressure plates that activate when 30 
  pounds of weight is placed on them, triggering a scything blade trap that 
  cuts across the 10-foot exit tunnel. Any creature in this area must succeed 
  on a DC 15 Dexterity saving throw, taking 21 (6d6) slashing damage on 
  a failure.
  Careful examination of the walls while succeeding on a DC 15 Wisdom 
  (Perception) check reveals the blades set between the stones of the walls 
  on either side of the tunnel. The DC to spot the pressure plates is 15. 
  With a successful DC 15 Intelligence (Investigation) check, a character 
  can deduce the presence of the pressure plates from subtle variations in 
  the mortar and stone used to create the plates compared to the surrounding 
  pavers. Wedging and iron spike or other object under the pressure plates 
  prevents them from activating. Spiking the troughs that house the blades 
  will also prevent the trap from activating.
  E. The Tomb
  This small room has been completely finished with 
  stonework. The walls are painted with intricate scenes and 
  hieroglyphs of some ancient make. In the center of the 
  chamber is a large sarcophagus made of stone. The top of the 
  sarcophagus is intricately carved in the likeness of a human 
  male of middle years.
  The room itself is 30 feet square, with a 12-foot ceiling. A 
  comprehend languages spell can discern that this is the tomb of a 
  high priest of the god Set. The writing on the wall contains various 
  unsavory scenes related to Set’s dismembering of Osiris and of foul 
  rites performed in his service. The writing contains a series of prayers 
  to the dark god and promises from the deceased to serve Set in the 
  underworld as he did in life.
  The sarcophagus is 12 feet long and 5 feet wide. The lid is solid stone 
  and is very heavy, requiring three or more characters with a combined 
  Strength of 34 using crowbars or some other form of leverage to open. 
  Inside are the mummified remains of the high priest of Set. On its face, 
  the mummy wears a death mask of pure silver (1500 gp). Clasped in the 
  mummy’s hands, which are folded across its chest, is a golden broach inset 
  with various semiprecious stones (250 gp). Near the mummy’s feet are 6 
  canopic jars that are carved of various materials and intricately decorated 
  (worth 100 gp each). Also near the mummy’s feet is a large, thick tome. 
  The tome is a Manual of Wisdom (see Appendix). If the characters dump 
  oil into the sarcophagus and set it ablaze immediately (thinking mummy, 
  dried bandages, burn), the book is lost.
  Although the mummy is inert, there is a curse on anyone disturbing the 
  mummy’s rest. One minute after any portion of the mummy or the canopic 
  jars are removed from the sarcophagus, a Type I demon, a vrock, is 
  summoned to the chamber. The demon fights for 1 minute then disappears.
  F. The Waterfall Chamber
  This large cave is very wet and consists of many different 
  pools and ledges that drop to lower pools. An underground 
  river swiftly flows through the far side of the cavern.
  The cavern itself is more than 300 feet in diameter with water flowing in 
  from above (from area B as well as wilderness area 26). The underground 
  river is at least 30 feet deep at its shallowest, with a very strong current 
  that would easily sweep a creature away. No monsters or other dangers 
  (other than possibly drowning or falling) are present.
  You can either end the adventure here or add your own material to the 
  cave. Perhaps there are multiple exits from the cave? Maybe the river 
  leads deeper into the earth to areas that can be explored? Either way, this 
  ends the module. We hope you have enjoyed it!
  Appendix
  Creatures and NPCs
  Beaver, Giant
  Medium beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 27 (5d8 + 5)
  Speed 20 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  11 (+0)
  13 (+1)
  5 (–3)
  11 (+0)
  4 (–3)
   
  Skills Survival +2
  Senses passive Perception 10
  Languages —
  Challenge 1 (200 XP)
  Hold Breath. The beaver can hold its breath for up to 20 minutes.
  Keen Smell. The beaver has advantage on Wisdom (Perception) 
  checks based on scent.
  Actions
   
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  6 (1d8 + 2) piercing damage.
  
  20
  Frog God Games
  Goblin Leader
  Small humanoid (goblin), neutral evil
  Armor Class 17 (studded leather)
  Hit Points 60 (11d6 + 22)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  14 (+2)
  12 (+1)
  8 (-1)
  10 (+0)
   
  Skills Perception +3, Stealth +7
  Senses darkvision 60 ft., passive Perception 13
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Nimble Escape. The goblin can take the Disengage or Hide action 
  as a bonus action on each of its turns.
  Sneak Attack (1/Turn). The goblin deals an extra 7 (2d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the goblin that isn’t incapacitated, and the goblin 
  doesn’t have disadvantage on the attack roll.
  Actions
   
  Multiattack. The goblin makes two attacks with its dagger.
  Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) piercing damage.
  Light Crossbow. Ranged Weapon Attack: +5 to hit, range 
  80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  Goblin Shaman
  Small humanoid (goblin), neutral evil
  Armor Class 16 (studded leather, shield)
  Hit Points 54 (12d6 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  15 (+2)
  13 (+1)
  10 (+1)
  16 (+3)
  10 (+0)
   
  Skills Perception +5, Religion +5
  Senses darkvision 60 ft., passive Perception 15
  Languages Common, Goblin
  Challenge 2 (450 XP)
  Spellcasting. The goblin is a 5th-level spellcaster. Its spellcasting 
  ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). 
  The goblin has the following spells prepared:
  Cantrips (at will): guidance, ray of frost, thaumaturgy
  1st level (4 slots): bless, cure wounds, detect magic, protection 
  from evil and good
  2nd level (3 slots): augury, enhance ability, ray of enfeeblement
  3rd level (2 slots): fear, speak with dead
  Actions
   
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  5 (1d6 + 2) bludgeoning damage.
  Jasper the Leprechaun
  Small fey, neutral
  Armor Class 13
  Hit Points 14 (4d6)
  Speed 40 ft.
   
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7 (–2)
  16 (+3)
  11 (+0)
  16 (+3)
  15 (+2)
  16 (+3)
   
  Skills Deception +5, Perception +6, Persuasion +5, Sleight of 
  Hand +5, Stealth +7
  Damage Resistances bludgeoning, piercing, and slashing from 
  nonmagical attacks
  Condition Immunities charmed
  Senses passive Perception 16
  Languages Common, Sylvan
  Challenge 2 (450 XP)
  Innate Spellcasting. The leprechaun’s innate spellcasting ability is 
  Intelligence (spell save DC 13, +5 to hit with spell attacks). It can 
  innately cast the following spells, requiring no material components:
  At will: dancing lights, hideous laughter, invisibility (self only), 
  mage hand, magic mouth, major image, minor illusion
  1/day each: hypnotic pattern, major image
  Sneak Attack (1/Turn). The leprechaun deals an extra 3 (1d6) 
  damage when it hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally of the leprechaun that isn’t incapacitated, and the 
  leprechaun doesn’t have disadvantage on the attack roll.
  Actions
   
  Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 
  or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  Hazards
  Green Slime
  Green slime is corrosive, slick, and adhesive, sticking to anything it 
  comes into contact with. Metal, flesh, organic material is especially 
  vulnerable to the corrosive properties of the slime. It is often found in 
  warm, humid caverns and ruins, and will be noticeable as it clings to 
  ceilings, walls, and covers floors, usually in 5-foot squares.
  Green slime can detect movement within 30 feet and will drop on 
  unsuspecting victims when they are below it; it is unable to move so much 
  depend on unwitting prey. If a creature is aware of the presence of the 
  slime, they can attempt to avoid the hazard by succeeding on a DC 10 
  Dexterity saving throw.
  The green slime secretes acid and does 5 (1d10) acid damage to any creature 
  it comes into contact with. This damage continues on each of the creature’s 
  turns until it uses an action to remove or destroy the slime. Much like its more 
  evolved ooze relatives, the green slime is doubly caustic to nonmagical wood 
  and metal, doing 11 (2d10) acid damage against objects of these types.
  Green slime is vulnerable and will be destroyed by fire, cold, radiant 
  damage, sunlight or any disease curing magic.
  Magic Items
  Manual of Wisdom
  Wondrous item, very rare
  This book contains advice on perception and intuition, and its words 
  are charged with magic. If you spend 48 hours over a period of 6 days 
  or fewer studying the book’s contents and practicing its guidelines, your 
  Wisdom score increases by 2, as does your maximum for that score. The 
  manual then loses its magic but will regain it in a century.
  
  21
  Legal Appendix
  Designation of Product Identity: The following items are hereby designated as 
  Product Identity as provided in section 1(e) of the Open Game License: Any and all 
  material or content that could be claimed as Product Identity pursuant to section 1(e), 
  below, is hereby claimed as product identity, including but not limited to: 1. The name 
  “Frog God Games” as well as all logos and identifying marks of Frog God Games, 
  LLC, including but not limited to the Frog God logo and the phrase “Adventures worth 
  winning,” as well as the trade dress of Frog God Games products; 2. The product name 
  “The Lost Lands,” “MCMLXXV” as well as any and all Frog God Games product 
  names referenced in the work; 3. All artwork, illustration, graphic design, maps, and 
  cartography, including any text contained within such artwork, illustration, maps or 
  cartography; 4. The proper names, personality, descriptions and/or motivations of all 
  artifacts, characters, races, countries, geographic locations, plane or planes of existence, 
  gods, deities, events, magic items, organizations and/or groups unique to this book, but 
  not their stat blocks or other game mechanic descriptions (if any), and also excluding 
  any such names when they are included in monster, spell or feat names. 5. Any other 
  content previously designated as Product Identity is hereby designated as Product 
  Identity and is used with permission and/or pursuant to license.
  This printing is done under version 1.0a of the Open Game License, below. 
  Notice of Open Game Content: This product contains Open Game Content, as defined 
  in the Open Game License, below. Open Game Content may only be Used under and in 
  terms of the Open Game License.
  Designation of Open Game Content: Subject to the Product Identity Designation 
  herein, the following material is designated as Open Game Content. (1) all monster 
  statistics, descriptions of special abilities, and sentences including game mechanics 
  such as die rolls, probabilities, and/or other material required to be open game content 
  as part of the game rules, or previously released as Open Game Content, (2) all portions 
  of spell descriptions that include rules-specific definitions of the effect of the spells, and 
  all material previously released as Open Game Content, (3) all other descriptions of 
  game-rule effects specifying die rolls or other mechanic features of the game, whether 
  in traps, magic items, hazards, or anywhere else in the text, (4) all previously released 
  Open Game Content, material required to be Open Game Content under the terms of 
  the Open Game License, and public domain material anywhere in the text. 
  Use of Content from The Tome of Horrors Complete: This product contains or refer-
  ences content from The Tome of Horrors Complete and/or other monster Tomes by Frog 
  God Games. Such content is used by permission and an abbreviated Section 15 entry 
  has been approved. Citation to monsters from The Tome of Horrors Complete or other 
  monster Tomes must be done by citation to that original work.
  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards 
  of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All 
  Rights Reserved. 
  1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b) “Derivative Material” means copyrighted 
  material including derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in which an existing work may be recast, 
  transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game 
  Content” means the game mechanic and includes the methods, procedures, processes 
  and routines to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identified as Open 
  Game Content by the Contributor, and means any work covered by this License, in-
  cluding translations and derivative works under copyright law, but specifically excludes 
  Product Identity; (e) “Product Identity” means product and product line names, logos 
  and identifying marks including trade dress; artifacts; creatures; characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, 
  designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photo-
  graphic and other visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and special abilities; 
  places, locations, environments, creatures, equipment, magical or supernatural abilities 
  or effects, logos, symbols, or graphic designs; and any other trademark or registered 
  trademark clearly identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) “Trademark” means the 
  logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself 
  or its products or the associated products contributed to the Open Game License by the 
  Contributor; (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game Content; (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep-
  tance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 
  the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original ma-
  terial as Open Game Content, You represent that Your Contributions are Your original 
  creation and/or You have sufficient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, modifying or distributing, and You must add the title, 
  the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or Registered Trademark 
  in conjunction with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that 
  Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to copy, 
  modify and distribute any Open Game Content originally distributed under any version 
  of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy 
  of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of 
  this License with respect to some or all of the Open Game Content due to statute, judi-
  cial order, or governmental regulation then You may not Use any Open Game Material 
  so affected.
  13. Termination: This License will terminate automatically if You fail to comply with 
  all terms herein and fail to cure such breach within 30 days of becoming aware of the 
  breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000. Wizards of the Coast, Inc; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson. 
  System Reference Document 5.1 © 2016. Wizards of the Coast, Inc; Authors Mike 
  Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  material by E. Gary Gygax and Dave Arneson. 
  Tome of Horrors © 2018, Frog God Games, LLC; Authors: Kevin Baase, Erica Balsley, 
  John “Pexx” Barnhouse, Christopher Bishop, Casey Christofferson, Jim Collura, Andrea 
  Costantini, Jayson ‘Rocky’ Gardner, Zach Glazar, Meghan Greene, Scott Greene, Lance 
  Hawvermale, Travis Hawvermale, Ian S. Johnston, Bill Kenower, Patrick Lawinger, 
  Rhiannon Louve, Ian McGarty, Edwin Nagy, James Patterson, Nathan Paul, Patrick N. 
  Pilgrim, Clark Peterson, Anthony Pryor, Greg Ragland, Robert Schwalb, G. Scott Swift, 
  Greg A. Vaughan, and Bill Webb
  MCMLXXV © 2019, Frog God Games, LLC; Author: Bill Webb
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Frog God Games/1975.pdf