TEXT:  
    
   
  Old Frog and Toad 
  1 
  Old Frog and Toad 
   
   
   
   
  Trade caravans are being attacked on the main road. Usually this just means  
  more guards are needed, and that is a call any young band of adventurers  
  will respond to. Keep an eye out as there is more than one band of  
  trouble-makers out there.  
   
   
  A 2-hour adventure for 2nd level characters 
  For the 5th edition of the world’s most popular role playing game 
   
    
   
  by G Christopher Dyson 
   
   
   
   
   
   
   
   
   
   
  
   
    
   
  Old Frog and Toad 
  2 
  Old Frog and Toad 
   
  Level of play 
  This module is designed for a group of 4-6 first or 
  second level characters in a balanced party. 
   
  It could be adapted for a stronger or weaker group. 
  Suggested modifications are in margins. 
   
  It is best to do the first encounter as listed and 
  modify following encounters based on the results 
  of that fight,  
  Adaptability 
  If played as a League of Rats game, this module 
  would be set outside the Golden Kingdom town of 
  Vollenchia. A mostly human city on the southern 
  coast with a long stretch of elven lands to the 
  north west, dwarven hills to the north and gnoll 
  pride lands to the south.  
   
  It is a fairly dry city, so long periods of rain are 
  unusual. 
   
   
   
  The module could be adapted to be set in any 
  location such as a city near deep water in realms 
  that have been forgotten. 
   
  It could also be placed in any large city in a world 
  of your own device. 
   
   
  Tip: 
   
  Locations can be pretty vague. Some gamers love 
  the detail of fully developed worlds with vast 
  published histories; these can be great, but they 
  come with a big disadvantage: Despite all the ideas 
  they present, they limit creativity for player 
  characters, so when building a world, leave lots of 
  it unexplained. 
   
   
  Background 
  There has been an unusually long period of rain 
  around Vollenchia with less trade caravans on the 
  roads. This has led to less pickings for the local 
  banditry.  
   
  Meanwhile Tippitz, a frogfolk shaman has had a 
  vision and taken leadership of a part of his tribe. 
  He has led a number of misguided warriors to an 
  old temple which he aims to unlock through 
  sacrificing halflings. To this end, the band has been 
  attacking caravans and kidnapping halflings. They 
  have taken a gnome as well, by mistake. 
   
  Far to the west of Vollenchia, trouble is stirring in 
  the form of an orc military force. This is still 
  unknown in the east, but a shipment of their 
  weapons has been captured by bandits who are 
  still on the hunt for more treasure. 
   
  Outline 
  The module begins with the party being hired to 
  guard a caravan and find out who has been 
  attacking them. 
   
  In part 1 of the module, characters will get the job 
  and learn some background 
   
  Part 2 is also the first part of the Sound of Drums 
  storyline. It should fit seamlessly here as nothing 
  more than a red herring or random encounter. 
   
  In Part 3, the characters will find clues to the 
  location of their quarry and track them to Frog 
  Hollow. 
   
  In Part 4, the characters will be in position to 
  attack the froglings’ camp and rescue the prisoners. 
  This takes place under an old ziggurat in a place 
  called Frog Hollow. 
   
  
   
    
   
  Old Frog and Toad 
  3 
  Part 1 Anyone will do 
   
  Read Aloud: 
   
  The Old Crow tavern sits not far from the west 
  gate of the city. There is a large square used by 
  travelers and merchants to assemble their wagon 
  trains. This has always been a good source of 
  business for the Crow. It also means the Crow is a 
  good place to come looking for work. 
   
  On this particular rainy day, a Halfling trader has 
  come to the tavern looking for help.  After asking 
  around for a few minutes, he makes his way to 
  your table. 
   
  “Good morning. I’m told you may be in the market 
  for some work. There has been some trouble on 
  the road; we’ve had a few wagons attacked. Now I 
  could just hire more guards and hope that helps, 
  but I’d rather pay a bit more and get the job done 
  right. That means rooting the problem out. 
   
   
  The Halfling is named Jondath Footfall. He 
  manages a group of wagons used to do deliveries 
  around Vollenchia. He usually employs caravan 
  guards for a pittance. Sometimes they do the job, 
  sometimes they don’t. Usually they will defend the 
  wagon but not pursue the problem. 
   
  Right now, he is concerned about some shipments 
  that were attacked. The last one was an empty 
  wagon returning to town. He has lost three 
  Halfling drivers and a gnome in the last two days. 
   
  Jondath is offering 50gp as a reward for stopping 
  the attacks – specifically the attacks in which 
  halflings are being targeted. 
  If pushed, he will increase the offer to 60gp (he 
  won’t even consider the 50gp each the players ask 
  for – just ignore that.)  
   
  He suggests you talk to the survivors of the last 
  attack and then choose one of his wagons to ride 
  with on its next trip.  
   
   
   
   
  Tip: 
   
  When hiring PCs for anything, they will always ask 
  for at least twice the offered sum. If you offer a 
  lump sum, they will ask for that each. Sometimes 
  they will forget to ask for money altogether, but 
  they will never accept what is offered. 
   
  If they want more, do not be afraid to call their 
  bluff. The employer can turn and walk away and 
  then you sit they looking blankly at them saying 
  “so now what do you do?” Stay silent for a minute 
  and then ask if they are having fun. Eventually they 
  will get the message. 
   
  Do not give them an adventure until they accept 
  that the job offer is a hook and that the adventure 
  itself is the reward. It does not work the other way 
  around.  
   
  Accepting the hook is their responsibility, not the 
  DM’s. 
   
   
  Jondath directs the characters to meet with the 
  crew who just returned to town.  
  There are only two of them: Leroy and Harskin: a 
  human and a tiefling. They will tell a story with the 
  following points. 
   
  Their wagon was attacked on the north road 
  by the river while heading back to town. 
   
  They had no cargo, just the gold they were 
  carrying 
   
  A band of frogmen charged the wagon and 
  leapt up to attack the driver, Badra 
  Whistlepond. They knocked her off the 
  wagon and then turned on the gnome, 
  Orulen, knocking him off the wagon too. 
   
  The attackers then turned on Leroy and 
  Haskin but left them both beaten. 
   
  When they woke, Orulen and Badra were 
  gone, but the wagon was in tact, as was their 
  gold.  
   
  The horse was gone, but Leroy was able to 
  track it down. By the time they had it back, 
  they had no idea where the others were and 
  so returned to town. 
   
  If the characters make insight rolls, they will feel 
  that these two are telling the truth. 
   
  Jondath will tell the party that both Badra and 
  Orulen were well liked. He wants them back if they 
  are still alive as well as any others of his staff. 
   
  
   
    
   
  Old Frog and Toad 
  4 
  Jondath can let them know that previous 
  shipments were attacked while loaded, there have 
  been deaths, but every time it is Halfling drivers 
  that go missing. Sometimes goods and gold go 
  missing but not always. 
   
  What he wants is for the characters to join a 
  wagon out of town to go by the river as bait; set a 
  trap for the frog folk, flush them out and make 
  sure they pose no further threat. 
   
  To this end, he sets the party up with a wagon 
  loaded with fruit and grain bound for Andoora. It 
  will be driven by two Halflings named Keggsy and 
  Syrronia.  
   
  Should Keggsy become involved in any battles he 
  is a commoner. 
  Syrronia is a sorcerer. 
   
  Stats for both are in the back of the module. 
   
  Part 2: The road to trouble 
  Part two of this module also serves as part 1 of the 
  Sound of Drums story arc. 
   
  Read Aloud: 
   
  On the second day out of town, the wagon is on the 
  road a few hundred yards from the river. Syrronia 
  is keeping an eye out in that direction, though the 
  view is often obscured by trees. 
   
  The road runs by the side of a hill which has been 
  cut to a cliff to build the road. Clumps of trees are 
  scattered about on the right. Keggsy looks a little 
  nervous and with good reason as this would make 
  a good place for an ambush.  The water in the 
  distance seems calm though. 
   
  Suddenly there is movement from one of the trees 
  and two men leap down from them. Two archers 
  appear on the slope to the left and a black scaled 
  dragonborn steps out on the road in front. 
   
  “We’ll be taking your goods!” the dragonborn spits. 
   
   
  The party is under attack from 5 bandits. 
   
  During the first round, the leader will breath acid 
  on the driver of the wagon (and anyone else in the 
  same line). This should reduce him to zero hit 
  points. He will be unconscious and will need to 
  make death saving throws each round as though 
  he were a PC. 
  Be careful with the NPCs. Either kill them both or 
  make sure Syrronia looks powerful in battle. This 
  will matter later. 
   
   
  Tip: 
   
  Don’t roleplay with yourself! 
  In this scenario, you control 5 bandits and 2 NPCs. 
  The players have one character each, so you’ll be 
  very busy and you will spend time hitting yourself. 
   
  This is hard work for you and boring for everyone 
  else. 
   
  Take Keggers out in the first round and don’t roll 
  for Syrronia’s attacks, just describe her spells. 
   
   
  The bandits each have leather armour and a 
  scimitar. The archers have a light crossbow each. 
  They each carry 5gp, the dragonborn has 10gp. 
   
  The dragonborn is wielding a silver scimitar of 
  orcish manufacture. Make sure the players hear 
  that the blade is not common in this region. 
   
   
  Adjusting the module: 
   
  If the party win this battle too quickly, you should 
  consider increasing the difficulty of later 
  encounters, which will have an option for stronger 
  parties. 
   
  If taken alive, the bandits will talk. They know 
  nothing about frogfolk attacks. They don’t work 
  for anyone except Toranthus, the drgonborn 
  leading the group. Torranthus got his scimitar by 
  trading with another group of bandits in the hills 
  to the west. 
   
  Part 3: Finding the ambush 
  The party must continue on, possibly without a 
  driver. 
   
  They should be able to travel safely for the rest of 
  the day. 
   
  Early on the third day, the party will come closer 
  to the river in an area where the last wagon has 
  attacked. 
   
   
   
  
   
    
   
  Old Frog and Toad 
  5 
  Read Aloud: 
   
  During the morning of the third day, you are in the 
  area where the last wagon was attacked. The road 
  runs closer to the river and the ground is boggy. 
  Rain is falling on and off which has turn the trail to 
  mud which slows the wagon down. 
   
  Up ahead you see another wagon abandoned by 
  the side of the road. It has no hose or ox tethered 
  to it, nor does it have a driver. 
   
   
  If the party investigates they will find some of the 
  load has been knocked off the wagon. A barrel of 
  fish is open and the smell is quite prominent. The 
  rest of the load contains fish and wine. The 
  markings on the wagon identify it as belonging to 
  the “Rapid Ride” company.  
   
  A DC 10 Survival roll will reveal footprints that 
  appear to be from webbed footed humanoids. 
   
  If they achieve a 15 or higher, signs of a scuffle can 
  be seen and it looks like tracks lead away from the 
  wagon, possibly caused by frogfolk dragging a 
  captive. 
   
  Tracks of an ox lead west, away from the river. 
   
  Based on the quality of the tracks and the smell of 
  the fish, this happened several hours ago. 
   
  Due to the deep prints in the wet ground, it will 
  require only a DC 10 survival roll to follow, but 
  with more rain coming, the party will need to 
  move quickly. The tracks do leave the road. If 
  Syrronia and Keggsy are both dead, the party will 
  need to abandon the wagon. If either live, they will 
  be left unprotected, so the party may choose to 
  split. Although this is a wise thing to do, it will 
  make the rest of the adventure difficult. 
   
  If the unclaimed barrels of fish and wine are 
  offered to the halflings, they will take them. 
   
   
   
   
  Tip: 
   
  Splitting the party is bad. One half has more fun 
  than the other and I am always in the other side. 
   
  The other problem is that the encounters are 
  scaled for a full party, so splitting often leads to 
  death. 
   
  Always find a way to council against this. 
   
  In this case, the solution is to have Syrronia seem 
  quite powerful during the earlier fight. If the party 
  trusts her to do her job, they will do theirs. 
   
   
  Read Aloud: 
   
  The trail leads along the river for a while with the 
  tracks getting harder to follow all the time. 
  Eventually they lead towards the river where they 
  stop. 
   
  About fifty feet off the shore is a well wooded 
  island. It is hard to tell from this distance, but 
  some kind of building seems to be there amid the 
  trees. 
   
  The water is not deep and can be waded or swam 
  quite easily. The other bank is muddy, but there is 
  a lot of vegetation on the island. 
   
  Read Aloud: 
   
  Trudging out of the river, you find the island to be 
  well vegetated. There is a lot of ground cover 
  holding the surface together and quite a few large 
  trees. Birds chitter about, but mostly use the 
  branches to shelter themselves from the rain. 
   
  The island is quite large, maybe several hundred 
  feet across and from where you are trees obscure 
  the other side. 
   
  There is a stone building half way across the 
  island. Again, it is hard to make out due to trees 
  obscuring your view. 
   
  There is no path leading to the structure, but there 
  are no tracks either. The ground here is less 
  muddy and with the rain the trail has gone cold. 
   
  You are about to pick a direction when one of the 
  bushes lashes out at you with a wiry branch. 
  
   
    
   
  Old Frog and Toad 
  6 
   
  The party is being attacked by 4 animated shrubs. 
  One of them gets a surprise round. These shrubs 
  are indistinguishable from other shrubs so the 
  number of enemies cannot be gauged until the 
  attack in round 1. 
   
  All 4 shrubs attack during the first round. In the 
  2nd round an awakened tree moves in and attacks 
  as well. 
   
   
   
  Adjusting the encounter. 
   
  If the party is strong, add two more awakened 
  shrubs. This should not be necessary as the tree is 
  quite a challenge and the party may not be willing 
  to rest after the fight. 
   
  It can be better to control the danger by allowing 
  more or less short rests. If the party struggles here, 
  let them have an uninterrupted short rest. If they 
  are strong, don’t let them rest. Have a giant toad 
  attack them if they stop when they don’t need to. 
    
   
  The players will be shocked to learn that the plants 
  have no treasure, however there is a body nearby 
  belonging to a previous victim wearing breastplate 
  of acid resistance. 
  Part 4: Frog Hollow 
  With the landing dealt with, the party can head 
  inland to the place called Frog Hollow. In the 
  center of the island is an old small ziggurat (kind 
  of like a short step pyramid) The base is only fifty 
  foot by fifty foot, but most of it is underground. 
   
   
   
   
  Read Aloud: 
   
  Pushing through the foliage, you gradually get a 
  better view of the old stone structure. It is a small 
  ziggurat, its base is a square fifty feet on a side and 
  the top no more than thirty feet high. 
   
  The stone is old, crumbling and moss covered. It is 
  hard to tell the age but the weather here has not 
  treated it well. The door is flanked by two large 
  standing stones. 
   
  There is only one way into the structure. The front 
  door sits behind two large standing stone. Trees 
  grow right up to the walls which makes 
  approaching from any other direction difficult. 
  Location 1: 
  Behind the standing stones there is a frogfolk and 
  a giant toad on sentry duty. The large stone door 
  to the ziggurat is closed and sound does not travel 
  well through it. Should the frogfolk call for help, it 
  will not be answered. 
   
  Once inside, there is very little lighting. Some light 
  comes from glowing fungus and through cracks in 
  the structure but mostly it is dark. Characters will 
  need some kind of light source. 
  Location 2: 
  Descending down below the ziggurat the 
  characters find a large empty entrance hall. It is 
  dusty and dark. The air smells foul and several 
  large mushrooms are growing by the back door. 
  The mushrooms are violet fungus. They will attack 
  if the party stops at the back door (to listen, check 
  for traps etc) The frogs usually move straight 
  through the door without stopping so the funguses 
  ignore them. 
   
  
   
    
   
  Old Frog and Toad 
  7 
  Location 3:  
  The wing of the entrance hall is a barracks for the 
  frogfolk warriors. There is bedding for eight, but 
  two frogfolk are sleeping there (unless woken by 
  sounds from elsewhere) 
  If captured and questioned, they will reveal their 
  numbers, but more likely they will call for help. 
  Location 4: 
  This room is the day room used by the frogfolk. 
  Five frogfolk are in the room which also contains 
  rotten goods stolen from wagons that proved to be 
  of no use to the frogs. 
  Anyone other than a frogfolk entering here will be 
  attacked. 
  If any are captured and questioned, they will 
  reveal that Tippitz resides in the back room and 
  that they have all sworn to follow him and his 
  visions.  
   
  Location 5: 
  This is the frog stables. Currently it contains 1 
  giant toad tied up. 
  There is also feed and bedding for two giant toads.  
  Close inspection will reveal the remains of a 
  gnome (Orulen) have been eaten by the toad 
  Location 6:  
  The door to this chamber is locked. Inside are two 
  Halfling prisoners. Both are in poor health. One of 
  them is Badra Whistlepond. 
   
  Location 7:  
  The Froglings store their good food and drink in 
  here as well as cooking supplies. There are 
  salvageable and marketable goods here worth 
  120gp to the characters. 
  Location 8: 
  Further underground, this large chamber is the 
  dwelling of Tippitz, a frogfolk shaman. He has an 
  altar set up for sacrifices. 
  Location 9: 
  Hidden behind Tippiz’s sanctuary is an excavated 
  chamber with ancient runes carved on the walls. 
  The runes speak of a dark god promising power to 
  those who slay his enemies, who are identified as 
  halflings. Tippitz believes that sacrificing halflings 
  will reveal more of the god’s power to him. 
  A successful religion roll will reveal that the god he 
  is worshiping either does not exist or is so old as to 
  be forgotten. 
   
  Wrapping up 
  With Tippitz’ defeat, Jondath will happily pay the 
  reward. The trade route is safer now as the threat 
  to halflings has been resolved, but there is no 
  denying that other bandits are about. 
   
   
  Tip:  
   
  Lengthy descriptions of rooms serve very little 
  purpose other than atmosphere. When moving 
  through a dungeon, players are usually eager to 
  face the next encounter, so descriptive text should 
  be kept to a minimum. If something is critical to 
  the plot, it can very easily get missed as the players 
  are paying less attention to that kind of detail. 
   
  Dungeon crawls should be run with a higher pace 
  than an investigation. 
   
  
   
    
   
  Old Frog and Toad 
  8 
  Rewards 
  Treasure 
   
  The party should have collected the following 
  treasure that can be split between the characters. 
   
  Reward from Jondath 
   
  60gp 
  Carried by bandits 
   
  30gp 
  Goods from the froglings  
  120gp 
   
  Special/magic items 
  Silvered scimitar (Bandit leader) 
  Breastplate armour of acid resistance (found on 
  island) 
   
   
  Aside note 
   
  The players may assume the silver weapon is there 
  so they can fight a were-rat in a later game. It isn’t. 
  It is there so they start to learn about the orcish 
  military presence approaching Vollenchia. That it 
  leads meta-gamers to assume there are 
  lycanthropes coming up, is just a bit of 
  misdirection. 
   
  The acid resistant armour is another matter. It will 
  come in handy in a later module. 
  Experience Points 
   
  The following XP can be earned and should be 
  divided by the number of players.: 
   
  Bandit  
   
  25XP 
  Giant Toad 
   
  200XP 
  Awakened shrub 
  10XP 
  Awakened Tree  
  450XP 
  Violet Fungus 
   
  50XP 
  Frogling  
   
  25XP 
  Frogling Shaman 
  200XP 
   
  Additional XP 
   
  The following are XP bonus rewards: 
   
  Keeping Keggsy alive 
   
  100XP each 
  Keeping Syrronia alive 
   
  100XP each 
  Defeating all froglings 
   
  100XP each 
  Finding the orcish blade  
  50XP each 
  Rescuing Badra  
   
  50XP each 
  Returning Orulen’s remains 
  50XP each 
   
  Downtime 
  All characters receive 10 days of downtime for 
  completing this module. 
   
  Character Directory 
   
  Badra Whistlepond: Female Halfling wagon 
  driver, taken only a day earlier. 
   
  Jondath Footfall: Owner and manager of Footfall 
  wagoneers. 
   
  Keggsy: A Halfling driver working for Jondath 
   
  Leroy: A human working as a laborer for Jondath. 
   
  Harsking: A Tiefling hired as security for Jondath. 
   
  Orulen: A gnome working as security for Jondath. 
   
  Syrronia: A Halfling sorcerer working for Jondath. 
  Her job is to keep an eye on the party. 
   
  Torranthus: A dragonborn bandit. 
   
   
   
   
  
   
    
   
  Old Frog and Toad 
  9 
  NPC / Monster Stats 
   
  Awakened Shrub Small plant unaligned 
  Armor Class 9 
  Hit Points 10  
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 
  (−4) 
  8 
  (−1) 
  11 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  6 
  (−2) 
   
  Damage Vulnerabilities fire 
  Damage Resistances piercing 
  Senses passive Perception 10 
  Languages druidic 
  Challenge 0 (10 XP) 
  False Appearance. While the shrub remains 
  motionless, it is indistinguishable from a normal 
  shrub. 
  Actions 
  Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., 
  one target. Hit: 1 (1d4 − 1) slashing damage. 
   
  Awakened Tree Huge plant, unaligned 
  Armor Class 13 (natural armor) 
  Hit Points 59 
  Speed 20 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  19 
  (+4) 
  6 
  (−2) 
  15 
  (+2) 
  10 
  (+0) 
  10 
  (+0) 
  7 
  (−2) 
   
  Damage Vulnerabilities fire 
  Damage Resistances bludgeoning, piercing 
  Senses passive Perception 10 
  Languages Druidic 
  Challenge 2 (450 XP) 
  False Appearance. While the tree remains 
  motionless, it is indistinguishable from a normal 
  tree. 
  Actions 
  Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., 
  one target. Hit: 14 (3d6 + 4) bludgeoning damage. 
   
   
  Bandit Medium humanoid (any race), 
  Armor Class 12 (leather armor) 
  Hit Points 11 (2d8 + 2) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  11 
  (+0) 
  12 
  (+1) 
  12 
  (+1) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
   
  Senses passive Perception 10 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP) 
  Actions 
  Scimitar. Melee Weapon Attack: +3 to hit, reach 5 
  ft., one target. Hit 4 (1d6 + 1) slashing damage. 
  Light Crossbow. Ranged Weapon Attack: +3 to hit, 
  range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) 
  piercing damage. 
  Breath weapon: The dragonborn sorcerer uses a 
  breath weapon, a 30’ line of acid doing 7(2d6) and 
  half damage on a successful DC 12 dexterity save. 
   
  Commoner Medium humanoid 
  Armor Class 10 
  Hit Points 4 (1d8) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
   
  Senses passive Perception 10 
  Languages Common, Halfling 
  Challenge 0 (10 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
   
   
  
   
    
   
  Old Frog and Toad 
  10 
  Frogfolk Small humanoid (frogfolk), Neutral evil 
  Armor Class 12 
  Hit Points 5 (2d6 −	2) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 
  (−2) 
  15 
  (+2) 
  9 
  (−1) 
  8 
  (−1) 
  7 
  (−2) 
  8 
  (−1) 
   
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common,  
  Challenge 1/8 (25 XP)  
  Amphibious. The Frogfolk can breathe air and 
  water. 
  Standing Leap. The Frogfolk’s long jump is up to 
  20 feet and its high jump is up to 10 feet, with or 
  without a running start. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage. 
   
  Frogfolk Shaman  Small humanoid (frogfolk), 
  Lawful evil 
  Armor Class 12 
  Hit Points 32 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 
  (−2) 
  15 
  (+2) 
  12 
  (+1) 
  8 
  (−1) 
  16 
  (+3) 
  14 
  (+2) 
   
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common,  
  Challenge 1 (200 XP)  
  Amphibious. The Frogfolk can breathe air and 
  water. 
  Standing Leap. The Frogfolk’s long jump is up to 
  20 feet and its high jump is up to 10 feet, with or 
  without a running start. 
  Actions 
  Shillelagh. Melee Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 4 (1d8 + 3) bludgeoning 
  damage. 
  Spells 
  Cantrips: Shillelagh, Produce Fire 
  1st Level: Beast Bond, Cure Wounds, Thunderwave 
  2nd Level: Moonbeam, Melf’s Acid Arrow 
   
  Giant Toad Large beast, unaligned 
  Armor Class 11 
  Hit Points 39  
  Speed 20 ft., swim 40 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  15 
  (+2) 
  13 
  (+1) 
  13 
  (+1) 
  2 
  (−4) 
  10 
  (+0) 
  3 
  (−4) 
   
  Senses darkvision 30 ft., passive Perception 10 
  Languages — 
  Challenge 1 (200 XP) 
  Amphibious. The toad can breathe air and water. 
  Standing Leap. The toad’s long jump is up to 20 
  feet and its high jump is up to 10 feet, with or 
  without a running start. 
  Actions 
  Bite. Melee Weapon Attack  +4 to hit, reach 5 ft., 
  one target. Hit: 7 (1d10 + 2) piercing damage plus 
  5 (1d10) poison damage, and the target is 
  grappled (escape DC 13). Until this grapple ends, 
  the target is restrained, and the toad can’t bite 
  another target.  
  Swallow. The toad makes one bite attack against a 
  Medium or smaller target it is grappling. If the 
  attack hits, the target is swallowed, and the 
  grapple ends. The swallowed target is blinded and 
  restrained, it has total cover against attacks and 
  other effects outside the toad, and it takes 10 
  (3d6) acid damage at the start of each of the toad’s 
  turns. The toad can have only one target 
  swallowed at a time. If the toad dies, a swallowed 
  creature is no longer restrained by it and can 
  escape from the corpse using 5 feet of movement, 
  exiting prone. 
   
  
   
    
   
  Old Frog and Toad 
  11 
  Sorcerer Medium humanoid 
  Armor Class 14 
  Hit Points 6 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  10 
  (+0) 
  12 
  (+1) 
  10 
  (+0) 
  10 
  (+0) 
  10 
  (+0) 
  14 
  (+2) 
   
  Senses passive Perception 10 
  Languages Common, Halfling 
  Challenge ½  (100 XP) 
  Actions 
  Club. Melee Weapon Attack: +2 to hit, reach 5 ft., 
  one target. Hit: 2 (1d4) bludgeoning damage. 
  Magic Missile: 2 slots: Does 9 (3d4+3) force 
  damage 
  Fire Bolt: +4 to hit, 1d10 fire damage 
   
  Violet Fungus Medium plant, unaligned 
  Armor Class 5 
  Hit Points 18  
  Speed 5 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  3 
  (−4) 
  1 
  (−5) 
  10 
  (+0) 
  1 
  (−5) 
  3 
  (−4) 
  1 
  (−5) 
   
  Condition Immunities blinded, deafened, 
  frightened 
  Senses blindsight 30 ft. (blind beyond this radius), 
  passive Perception 6 
  Languages — 
  Challenge ¼ (50 XP) 
  False Appearance. While the violet fungus 
  remains motionless, it is indistinguishable from an 
  ordinary fungus. 
  Actions 
  Multiattack. The fungus makes 1d4 Rotting Touch 
  attacks. 
  Rotting Touch. Melee Weapon Attack: +2 to hit, 
  reach 10 ft., one creature. Hit: 4 (1d8) necrotic 
  damage. 
   
   
  Coming Soon 
  Rats in the Rain Part 2: Beneath the 
  Storm 
  Release Date 15/Apr/2016 
   
  Continuing the Rats in the Rain trilogy, Beneath 
  the Storm takes the party back to the sewers on 
  missions for Jasper Grain and Kendra the Mouse. 
  Far beneath the city is an ancient tomb that 
  protects a powerful secret. The challenge is finding 
  it before agents of the Black Rainbow take 
  possession of it. 
   
   
   
  The Sound of Drums 
  Release Date 29/Apr/2016 
   
  Not so much an adventure in its own right, the 
  Sound of Drums is a building story arc in which a a 
  number of small scenarios spaced out over time 
  allow the players to feel the rising threat of a 
  coming foe.  
   
   
  
   
    
   
  Old Frog and Toad 
  12 
  Maps and Handouts 
  The lair at Frog Hollow 
   
  
   
    
   
  Old Frog and Toad 
  13 
  New Rules 
  Frogfolk Small humanoid (frogfolk), Neutral evil 
  Armor Class 12 
  Hit Points 5 (2d6 − 2) 
  Speed 30 ft. 
   
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA 
  7 
  (−2) 
  15 
  (+2) 
  9 
  (−1) 
  8 
  (−1) 
  7 
  (−2) 
  8 
  (−1) 
   
  Senses darkvision 60 ft., passive Perception 8 
  Languages Common, Draconic 
  Challenge 1/8 (25 XP)  
  Amphibious. The toad can breathe air and water. 
  Standing Leap. The toad’s long jump is up to 20 
  feet and its high jump is up to 10 feet, with or 
  without a running start. 
  Actions 
  Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 
  one target. Hit: 4 (1d4 + 2) piercing damage. 
  Sling. Ranged Weapon Attack: +4 to hit, range 
  30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning 
  damage. 
   
   
  Tip: 
   
  To add a little mystery or to make an enemy seem 
  unknown or exotic, all you need to do is build a 
  new monster, which is really easy. 
   
  Just take an existing monster and give it a new 
  name and description. Everything else can stay the 
  same. 
   
  Players won’t know what to expect and that adds 
  to the fun. 
   
  The kobold is listed in the SRD and its stats can be 
  used for any small humanoid race such as the 
  froglings. If you have the full core rules, you could 
  use a Bullywug. 
   
   
   
  Acknowledgements 
  With thanks to: 
   
  My play testers, who remain 
  anonymous for their own protection 
  (when I find things that don’t balance I 
  always blame the play testers for not 
  spotting that) 
   
  Drakan Games for their map drawing 
  guide. 
   
  Lord Zsezse Works for cover art 
   
  Roshan Pietersz for the Rats in the Rain 
  logo 
   
  Dias Ex Machina Games for the 5E logo  
   
  All other images from pixabay are 
  distributed royalty free. Please advise 
  immediately if this is not the case. 
   
  Wizards of the Coast for the SRD 5E 
  rules and OGL 
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