TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use 
  of the material or artwork contained herein is prohibited without the express written permission of Wizards of the 
  Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  COR7-11 
   
   
   
   
   
   
   
  Hidden Cache 
   
  A One-Round Dungeons & Dragons® Living 
  Greyhawk™  
  Core Adventure 
  Version 1.0 
   
   
  by Christopher Lindsay 
  Circle Reviewer Creighton Broadhurst  
  Reviewers: Chris Chesher and Sam Weiss 
  Playtesters: Charles Arnett, Trevor Kidd, Alexander Lindsay, Vincent Price, Shay Rockman 
   
   
  Rumors of a hidden trove of magic and weapons lead you deep into the Mistmarsh. A one-round Core adventure set in 
  the Domain of Greyhawk for characters level 1-10 (APLs 2-8). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Complete 
  Divine [David Noonan], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, 
  James Wyatt], COR6-19 Heir Aberrant [Andrew Lloyd and Andrew Nuxoll],  Magic Item Compendium [Andy Collins, 
  Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Manual of the Planes [Jeff Grubb, Bruce R. Cordell, 
  David Noonan], Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], Monsters of 
  Faerun [James Wyatt, Rob Heinsoo], Player’s Handbook II [David Noonan]. 
   
  
  COR7-11 Hidden Cache 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information on NPCs and monsters. For your 
  convenience, Appendix 1 is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  session tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK adventure record (AR). You 
  need one copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to Living 
  Greyhawk games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To calculate the 
  Average Party Level (APL) follow of the party sum the 
  levels of all characters participating, adding any animals 
  as specified in Chapter 5 of this document. Divide this 
  total by the number of players and round to the nearest 
  whole number, adding one to the result for tables of six 
  characters. 
  1. Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals gained 
  from class abilities and one standard horse, warhorse, 
  or riding dog for a PC with Mounted Combat does 
  not affect APL). 
  2. Sum the results of step 1 and divide by the number of 
  characters playing in the adventure. Round to the 
  nearest whole number. 
  3. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Living Greyhawk adventures are designed for APL 2 
  and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. Enlist a sixth player. 
  
  COR7-11 Hidden Cache 
   
  Page 2 
  2. Advise characters to buy riding dogs to help protect 
  them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set in the 
  Domain of Greyhawk. All characters pay 2 Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per time 
  unit. Rich Upkeep costs 50 gp per time unit. Luxury 
  Upkeep costs 100 gp per time unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about lifestyle and upkeep can be 
  found in the Lifestyle and Upkeep section of Chapter 3 of 
  the Living Greyhawk Campaign Sourcebook. 
   
  PREPARATIONS FOR PLAY 
  Prior to running this adventure, you should familiarize 
  yourself with the scout class (Complete Adventurer) and the 
  pious 
  templar 
  prestige 
  class 
  (Complete 
  Divine). 
  Additionally, you are likely to find it helpful to review 
  the rules that govern swarms (Encounter 4 – Grand Pool), 
  and under water combat (DMG, page 92-93). 
   
  Because the adventurers are only in Greyhawk City 
  very briefly do not spend time applying the free city’s 
  laws pertaining to weapon and spell use.  
   
  ADVENTURE BACKGROUND 
  Tired of having his plans foiled by meddlesome 
  adventurers, Turrosh Mak has put some amount of effort 
  into feeding misinformation into the Greyhawk City 
  rumor-mill. He has spread news of a hidden cache of 
  magic and weapons located nearby in the Mistmarsh. 
  Mak has even circulated copies of a map that shows the 
  location of an ancient shrine, long thought abandoned.  
   
  Unbeknownst to Turrosh Mak, a small contingent of 
  cultists dedicated to Wastri have recently taken 
  possession of the lost temple, and even now make plans 
  to take control of the surrounding area. The bullywugs 
  and their master have been harassing the lizardfolk of the 
  Mistmarsh in particular, hoping to wipe them out by 
  stirring up inter-tribal conflict. Unfortunately for the 
  bullywugs, their lack of subtlety has done quite the 
  opposite, uniting several of the surrounding tribes 
  against them.  
   
  Despite the fact that the lizardfolk are confident in 
  their ability to mete out death to the bullywugs, they 
  have a longstanding superstitious fear of the ancient 
  temple from which the bullywug attacks have originated. 
  The origin and nature of these superstitions are largely a 
  mystery, even to the lizardfolk themselves, whose fear of 
  this ancient landmark is without reason. (It would not be 
  superstition otherwise.) This alone, however, has been 
  enough to keep the Mistmarsh lizardfolk from mounting 
  an attack on the bullywugs, and has caused them to seek 
  the assistance of outsiders instead. 
   
  ADVENTURE SUMMARY 
  Introduction: The PCs are resting at the Green Dragon 
  Inn in the City of Greyhawk, and some may be involved 
  in a lucky hand of Three Dragon Ante. Verin Tah’kis 
  finds themselves incapable of paying off their debt to the 
  winning gamblers, and instead offers to repay them with 
  valuable information. If one or more PCs are gambling, 
  and they agree to this, Verin Tah’kis tells them about 
  Turrosh Mak’s hidden cache of weapons and magic, and 
  provides them with a treasure map, after thanking them 
  for their benevolent generosity, of course. 
   
  If no PCs are involved in the game, they are nearby, 
  and hear a ruckus break out where the gambler offers the 
  map in lieu of his debt, to other gamblers who seem less 
  then willing to accept anything but good hard coin. At 
  this point, the PCs have the option of bailing Verin 
  Tah’kis out of his gambling debt, receiving the map in 
  exchange for their generosity. 
   
  NOTE: If the possibility of playing an extended 
  round exists, the PCs can actually begin this adventure by 
  playing a round of Three Dragon Ante, where the DM (as 
  the NPC) cleverly throws the game… in the interest of 
  forwarding the storyline of course. Do not use this 
  opening, however, if your time is limited to a standard 
  four-hour play session. 
   
  Either way, once the PCs have heard the tale of the 
  hidden cache, and have possession of the map, it is up to 
  them to decide whether they wish to take advantage of 
  the opportunity or not. Nobody is hiring them to seek 
  out this treasure, and no further compensation, other 
  then what is implied in the tale itself, is offered. It is 
  completely up to them to decide if the risk is worth the 
  reward. If they do not go, the adventure is over. Fill out 
  the ARs listing no experience or gold earned. 
   
  Encounter 1: Assuming the PCs choose to pursue 
  the treasure, they begin their trek into the Mistmarsh 
  using the map as their guide. If one or more PCs are 
  skilled in Survival, they might have a go at negotiating 
  the swamp on their own. However, if that is not the case 
  it is possible for the PCs to procure a guide from one of 
  the outlying hamlets bordering the swamp. 
   
  Encounter 2: As the evening approaches, the PCs 
  encounter the lizardfolk druid Ssesthraal (and followers 
  at higher APLs). This encounter is designed to begin with 
  
  COR7-11 Hidden Cache 
   
  Page 3 
  some degree of dramatic tension. However, if the PCs are 
  not spoiling for a fight, it is more likely that Ssesthraal 
  plucks up the nerve to negotiate with the PCs, describing 
  his tribe’s difficulties with bullywugs that are newly 
  arrived to the area, and ask for their assistance. The PCs 
  must camp before they can proceed further into the 
  Mistmarsh, and assuming they agree to assist Ssesthraal 
  with his bullywug troubles, the PCs’ rest passes without 
  further incident. 
   
  Encounter 3: First thing the next morning, Sister 
  Janalyn, a cleric of Wastri, stumbles upon the PCs 
  campsite as they are making preparations for the day. She 
  is the former associate and lover of Vhen’Dor, the self-
  proclaimed guardian of the ancient temple, hidden away 
  in the Mistmarsh. Janalyn would prefer to travel about 
  the Domain of Greyhawk, actively converting humans to 
  the tenets of Wastri, rather then hiding out in the middle 
  of a swamp, and beating back the local tribes of lizardfolk. 
  It is possible for the PCs to learn something about 
  Vhen’Dor in this encounter, assuming they do not attack 
  Janalyn outright. 
   
  Encounter 4: The PCs come upon the temple 
  structure about midday (of the day they are projected to 
  reach that location) which resides in the midst of a 
  clearing, just above the waterline. The water surrounding 
  the ancient building is shallow enough to wade through, 
  but deep enough to hide the bullywugs that have set up 
  an ambush for interlopers. 
   
  Encounter 5: Assuming the PCs manage to fight 
  their way past the bullywug guardians, they enter the 
  temple. Dire toad “guard dogs” (possessing the fire 
  element template at higher APLs) protect the foyer.  
   
  Encounter 6: Past the foyer, the PCs may delve 
  deeper into the structure. The next chamber is flooded 
  with water and algae, hiding bloodbloater swarms that 
  threaten any living creature passing through this area. 
  (Vhen’Dor bypasses these creatures by pitching bloody 
  sacrifices into the pool on his way through. He is also  a 
  good swimmer.) 
   
  Encounter 7: Past the pool lies the main temple 
  area, where Vhen’Dor has worked hard to erect a shrine 
  to Wastri. When the PCs arrive in this area, Vhen’Dor 
  defends the shrine with his life. At lower APLs, Vhen’Dor 
  is simply a fighter devoted to his dark fascist god. 
  However, at higher APLs he also has levels of pious 
  templar. 
   
  Encounter 8: Once the PCs have defeated 
  Vhen’Dor, it is simple for them to locate a poorly hidden 
  secret door that leads to a portal chamber beyond the 
  main shrine. Here a portal to the Vast Swamp, from 
  whence Vhen’Dor and his bullywug followers came, 
  leads. The chamber also contains a sizeable chest with a 
  cache of magic and weapons. Conscientious PCs might 
  look for a means to shut down the portal.  
   
  Conclusion: The PCs discover that it is only 
  possible to shut the portal down from the originating 
  side (in the Vast Swamp). PCs that do so must pay  extra 
  TUs to return home. However, if the PCs negotiated 
  successfully with Ssethraal, the lizardfolk druid, they may 
  return to the Mistmarsh with proof of their success, and 
  gain an additional boon for their trouble. 
   
  INTRODUCTION 
  The adventure begins with the PCs taking their rest in 
  the Green Dragon Inn, within the City of Greyhawk. The 
  reason for their presence in the city is up to each 
  individual PC, and the DM is encouraged to ask each PC 
  for some reasonable explanation that involves their desire 
  for a break, however brief. PCs should not be involved in 
  any specific mission or quest at the immediate onset of 
  this adventure. 
   
  The posting board at the Green Dragon Inn has been 
  atypically bare for the last week or so, and the 
  adventuring population that normally finds only a 
  brief respite within the hall of this prosperous 
  establishment, instead lingers en masse. 
   
  Without specific purpose, many adventurers 
  find they are given to wanton indulgence and idle 
  entertainment. Those of more noble purpose sit and 
  patiently watch the posting board like a hawk for 
  any messenger that might post news, indicating that 
  evil is afoot once again.  
   
  Several would-be heroes sit nearby, passing the 
  time idly in a game of Three Dragon Ante. At the 
  moment, you cannot help but notice that the 
  conversation at the table has grown quite heated.  
   
  A scrawny, weasel-faced man’s voice rises to a 
  fevered pitch, as a large warrior lifts him off the 
  ground with a single hand, “I’m soooorry… But I 
  don’t have the money. Please don’t huuurrt me. 
  Please…  I can give you a map… a treasure map that 
  has recently come into my possession. I will give it 
  to you if you will forgive my debt.” 
   
  When the other card players appear to be less 
  than interested in the map, the gambler looks about 
  the taproom frantically looking for a sympathetic 
  benefactor, “Caaan anyone help me out with my 
  debt. I can give you this treasure map in exchange.” 
   
  Any PC, or group of PCs, may step in to save the card 
  player. They have the opportunity to pay Verin Tah’kis 
  gambling debt, in exchange for the treasure map, and 
  information regarding its origin. His debt is 10 gp x APL. 
  If the players hesitate for more then a moment, let them 
  know that several adventuring groups in the inn seem 
  interested in the prospect of a treasure map, given the 
  current lack of employment postings on the board.  
   
  Allow the PCs the opportunity to turn Verin Tah’kis 
  down at least three times before having another 
  adventurer step in and purchase the map. It should be 
  fairly obvious to the PCs that this is their opportunity for 
  adventure. If they choose not to take it, they get one 
  more chance to make good, since Verin Tah’kis offers to 
  sell the map and the story behind it (told to him by Verin 
  Tah’kis) for twice what he purchased it for. If the PCs 
  continue to remain apathetic, this adventure is over for 
  
  COR7-11 Hidden Cache 
   
  Page 4 
  them. Fill out the ARs with no XP or GP earned, though 
  the PCs are still required to pay out the requisite 
  adventure upkeep. 
   
  Assuming the PCs purchase the map, either from the 
  gambler or his immediate benefactor, read or paraphrase 
  the following. 
   
  The man is grateful for the coin you’ve paid, and 
  explains the map’s origin, “Turrosh Mak has hidden 
  a cache of magic and weapons in an abandoned 
  temple in the Mistmarsh. This map shows the 
  location of the temple. Though he does not attend to 
  the guardianship of these items personally, their 
  loss would cost him greatly. The map comes from a 
  spy, likely a member of the thieves’ guild here in the 
  city, though it is impossible to be sure, since he 
  disappeared shortly after passing it along. Perhaps 
  agents of the warlord caught up with him, and even 
  now seek out their prized map.” 
   
  Whether the PCs hear the information from Verin 
  Tah’kis or his benefactor, it is second or third hand; the 
  original teller of the story is long gone. Those telling the 
  story believe that it might be true, and assign an 
  appropriate value to the map because of this. Since this is 
  the case, Sense Motive checks made by the PCs are of 
  little use, since the teller of the story is being perfectly 
  truthful, insofar as they believe the map holds value. 
   
  Any character succeeding on a DC 15 Knowledge 
  (geography) check can verify that the map is a fairly 
  accurate representation of the Mistmarsh. As a general 
  note, no actual map is provided. It is less important that 
  the players themselves have a map, than they understand 
  their PCs have a map, which they are perfectly capable of 
  reading and following. 
   
  EXTENDED PLAY OPTION 
  If you have at least five hours to play this adventure, you 
  might begin the game with any number of PCs playing 
  Three Dragon Ante with the Verin Tah’kis, a scrawny, 
  weasel-faced man. In order to facilitate the beginning of 
  the adventure however, it is necessary for you to play as 
  poorly as possible, losing to the PCs purposefully (though 
  they need not know this). In order to expedite the game, 
  you might reduce the regular buy-in of 50 gp to as little as 
  10 gp per player.  
   
  Verin Tah’kis has borrowed the money from Ricard 
  Damaris (nominally a friend of the scrawny man and 
  owner of the Green Dragon), who respects his skill with 
  the game. Dissatisfied with the offer of the map as 
  payment, the innkeeper threatens to call the city guard in 
  order to collect the man’s debt lawfully. The PCs can pay 
  Ricard off, however, and take possession of the map 
  themselves, as described above. 
   
  1: THROUGH THE MARSH 
  Finding the Mistmarsh takes very little effort on the part 
  of the PCs, though negotiating its paths may prove to be 
  significantly more difficult if they do not possess the 
  appropriate skills. 
   
  The Mistmarsh lies to the south and east of the city 
  of Greyhawk, and is centered around the Neen River 
  which flows out of Diamond Lake. The Neen flows 
  west, where it joins with the Ery River that skirts 
  the northern edge of the marsh before flowing into 
  the Selintan. The road south to Hardby from 
  Greyhawk crosses the confluence of the Ery and 
  Neen rivers. 
   
  Allow the PCs a Knowledge (nature), Knowledge (local-
  Core), or bardic knowledge check to learn more about 
  the Mistmarsh. 
  • 
  DC 10: The Mistmarsh is a dangerous place. The 
  swamp is full of fearsome creatures and fell hazards. 
  It would be foolish to travel the swamp without a 
  skilled guide. 
  • 
  DC 12: Creatures commonly encountered in the 
  swamp include crocodiles, leeches, snakes, giant 
  toads, carnivorous plants, swarms of piranha, and 
  hordes of insects. Several tribes of kobolds and 
  lizardfolk also inhabit the swamp. 
  • 
  DC 16: The environment in the marsh is harsh. The 
  heat and high humidity can be overwhelming in the 
  summer months. The waters of the marsh are quite 
  dangerous. Wading through them is usually 
  avoidable 
  but 
  attracts 
  unfriendly 
  attention. 
  Quicksand and sinkholes catch the unwary. 
  Drinking the water is a sure way to contract a disease 
  (or worse). 
   
  HIRING A GUIDE 
  If the party does not include anyone skilled at Survival, 
  they can hire a guide for this journey. A guide can be 
  hired from any of a handful of hamlets bordering the 
  swamp. The following guides are available: 
   
  �Bine Dissiny: N male human rogue 1; hp 8; 
  Survival +3; Bluff +6; Sense Motive +6.  
   
  Fee: 25 gp. 
   
  Bine is more than a bit of a con artist. He claims 
  expertise at whatever it is the PCs need from him. He also 
  wants full payment in advance. Bine runs at the first sign 
  of trouble (for example, when the lizardfolk druid is 
  encountered) at which point the PCs need to make a new 
  Survival check without him (see below). If the PCs have 
  encountered Bine in a previous adventure (COR6-19 Heir 
  Aberrant), they may be aware of his ineptitude and 
  cowardice. Leave it up to them to remember, however. 
   
  �Yart: N female half-orc ranger 2; hp 18; Survival 
  +7; Sense Motive -1.  
   
  Fee: 75 gp. 
   
  Yart is polite (for a half-orc). She needs the money to 
  help pay off yet another gambling debt to the Greyhawk 
  Theives’ Guild. Apparently, Yart has a bit of a gambling 
  problem, and frequently puts herself in a position of debt 
  because of this. Yart is willing to accept half payment in 
  
  COR7-11 Hidden Cache 
   
  Page 5 
  advance and half upon returning from the swamp. She 
  does not get involved in combat, but she flee when 
  confronted with danger. 
   
   
  �Selenie Weitz: N female human druid 1/ranger 2; 
  hp 21; Survival +11; Sense Motive +4.  
   
  Fee: 200 gp. 
   
  Selenie’s manner makes her seem significantly older 
  than her relative few years. Her skin is bronzed by many 
  days in the swamps and a wicked-looking scar mars her 
  abdomen. Selenie’s price is high because she regards 
  adventurers as troublemakers. She views the fee as proper 
  restitution for the damage they do to “her” swamp. Like 
  Yart, she defends herself in combat but does not help the 
  PCs. She can cast any Open 1st-level druid spell for a fee 
  of 50 gp. She normally prepares slow poison and two cure 
  light wounds but prepares different spells if asked. She 
  does not even heal an unconscious PC unless another 
  party member pays her fee. 
   
  PCs hiring a guide can negotiate the price using a 
  Diplomacy check against the applicant’s Sense Motive. 
  Success lowers the price by 20%. 
   
  TRAVELLING IN THE MISTMARSH 
  The Mistmarsh is a deep swamp that is difficult to 
  navigate. Even with the map, it is possible for the PCs to 
  get lost. However, their skill at negotiating the swamp 
  has a large impact on their ability to make progress and 
  their physical condition when they arrive at their 
  destination. Measure the party’s success at this with a 
  Survival check. The result of the check determines their 
  condition during the remainder of the encounters in this 
  adventure. Ask the players to select one “guide” PC (or 
  NPC) to make the check. The guide may “take 10” if 
  desired but may not “take 20.” Only PCs with ranks in 
  Survival can aid the guide. If more than one PC insists on 
  being the guide, have both make the check but use the 
  lowest result to simulate the inevitable bickering and 
  confusion that results. 
   
  The following circumstance modifiers also apply: 
  • 
  +2 if the PCs brought an adequate supply of fresh 
  water or have someone in the party who casts create 
  water on a daily basis. 
  • 
  +2 if the PCs brought an adequate supply of rations. 
  • 
  +2 if the PCs have an endure elements spell cast upon 
  them. All PCs must be so protected in order to 
  receive this bonus. 
  • 
  +4 if the PCs use the spell commune with nature to 
  find out about the terrain. 
  • 
  +4 if the PCs voluntarily slow their pace to give 
  themselves ample time to rest. This bonus can be 
  earned multiple times, but each time it is earned, an 
  additional day of travel is added to the amount of 
  time it takes to reach the abandoned temple. 
   
  The path given on the map does not allow for the 
  practical use of boats, and bringing boats confers no 
  advantage on the PCs. However, it may be useful to have 
  watercraft once the PCs reach the clearing in which the 
  temple resides, though carrying such transportation 
  through the swamp effectively doubles the time it takes 
  to reach the clearing. 
   
  Once the total bonus has been calculated, have the 
  guide make one Survival check for the entire trip 
  through the swamp. The table below shows the 
  consequences of this check: 
  • 
  DC 12 or less: PCs begin any encounter exhausted 
  and with 1d6 points of nonlethal damage. In 
  addition, it takes them three more days of travel time 
  to reach the clearing of the hidden temple. 
  • 
  DC 13-17: PCs begin any encounter fatigued and 
  with 1d3 points of nonlethal damage. In addition, it 
  takes them an extra day of travel time to reach the 
  clearing of the hidden temple. 
  • 
  DC 18-22: Each PC must succeed on a DC 12 
  Fortitude save or begin each encounter fatigued. 
  • 
  DC 23-31: PCs are relatively rested and healthy 
  (considering that they have waded through a deadly 
  swamp). 
  • 
  DC 32+: PCs are not only healthy, but also move 
  quickly through the swamp. If the PCs did not earn a 
  +4 bonus to the check by deliberately slowing their 
  pace, they arrive at the clearing one day sooner than 
  normal. 
   
  TRAVEL TIME 
  The PCs must reach the clearing of the hidden temple in 
  10 days or less. If the total time required to reach the 
  temple is 11 days or greater the PCs are unable to seal the 
  gate that passes from the Vast Swamp to the Mistmarsh, 
  though the rest of the adventure remains unchanged.  
   
  The base time required to reach the temple is 7 days. 
  This travel time can be adjusted in the following ways. 
  • 
  +1 day if the PCs find and hire a guide. 
  • 
  -1 day if the party’s guide (whether PC or NPC) 
  made a DC 32 Survival check. 
  • 
  +1 or +3 days if the party’s guide made a DC 13 or 
  lower Survival check. 
  • 
  +1 or more days if the party slowed their pace to 
  improve their Survival check. 
  • 
  -4 days if the party was able to use flight (or similar 
  methods of travel) to travel over the swamp rather 
  then walk through it. 
  • 
  -2 days if the party deals peaceably with Ssesthraal 
  and agrees to help him. 
  • 
  +1 day for each extra day the party rests to recover 
  from a combat encounter with Ssesthraal. 
   
  2: LIZARDFOLK PATIENCE 
  Toward the evening of the third day of travel through the 
  Mistmarsh, Ssesthraal, a lizardfolk druid, approaches the 
  PCs. Ssesthraal has been charged by his tribe to solicit 
  assistance from other lizardfolk tribes, in dealing with 
  bands of bullywugs that are encroaching upon their 
  
  COR7-11 Hidden Cache 
   
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  territory. They have traced the source of the bullywugs 
  back to the hidden temple, and are mystified by the 
  seemingly unending supply of the creatures within the 
  ancient building and its surrounds. 
   
  Happening upon the PCs, Ssesthraal decides to 
  attempt to enlist their assistance in exploring the temple 
  (which he and his people are loathe to approach), find 
  where the creatures are coming from, and eliminate the 
  source, if possible. Ssesthraal and his tribe are extremely 
  superstitious and believe that only death and plague 
  surrounds the temple. They hope that by remaining 
  outside of its walls, they can avoid both. 
   
  Coming to the end of your third grueling day of 
  traveling through the swamp, it is less than clear 
  just how far you’ve come along the route marked on 
  your map. During the day, the surrounding mist 
  does little to hamper the heat, and in fact it may be 
  amplifying 
  its 
  effects 
  by 
  providing 
  an 
  uncomfortable level of humidity. At night, however, 
  the mist does even less in the way of insulating you 
  from the cold, generally making things miserable at 
  that time as well. Each step you take through the 
  swamp is accompanied by the slurping sound of 
  mud pulling at your feet, and at times you can’t see 
  further than a few feet in front of your face, as the 
  mist seems to expand and contract at random 
  intervals. 
   
  Prior to the start of this encounter, you should have the 
  PCs establish a marching order (single file only), for 
  traveling through the Mistmarsh. The exposition given 
  above can be read or paraphrased, at your preference, and 
  is provided only to give the PCs a general sense of their 
  current surroundings. 
   
  After the PCs have established their marching order 
  and they have a general sense of their current 
  environment, read or paraphrase the following: 
   
  Just ahead of you, the brush parts to reveal the 
  presence of a single lizardfolk. The creature wears 
  finely crafted leather armor, and a well-oiled club 
  hangs from his waist. Various bits of fur, feathers, 
  holly, and other such fetishes, hang from his 
  clothes, seemingly at random. He seems to snarl in 
  surprise at your approach. 
   
  If the PCs are playing at APL 4 or above, give them a Spot 
  check to note the presence of Ssesthraal’s three honor 
  guards. The DC for this equals the result of the 
  lizardfolks’ Hide checks. If you wish to simplify this, you 
  can treat the DC as though the lizardfolk were able to 
  take 10 on the check. 
   
  If the PCs attack Ssesthraal he does his best to slow 
  them down with his spells, before fleeing into the 
  swamp. Specific tactics appear below. However, if the 
  PCs attempt to parlay with the druid, he is quite 
  interested in speaking with them. Ssesthraal provides the 
  PCs with the following information. 
  • 
  Strange frogmen have been attacking his tribe en 
  masse. Although they have been successful at 
  repelling these creatures so far, their attacks are 
  growing in frequency. 
  • 
  The lizardfolk have tracked the frogmen back to an 
  abandoned structure, deep in the swamp. (If the PCs 
  show Ssesthraal their map, he indicates that the 
  location coincides with their current destination.) 
  • 
  Sometimes giant venomous toads that eat anything 
  that moves accompany the frogmen. 
  • 
  Ssesthraal’s scouts have noted the presence of a 
  single human at the site of the temple, though they 
  do not believe the human has left the temple yet. 
  • 
  The human appears to be only lightly armored, and 
  bears a pole with a large hooked blade on one end.  
   
  PCs that make a DC 20 Knowledge (religion) check (or 
  DC 25 bardic knowledge check) recognize the 
  description of the weapon as a guisarme, and realize that 
  it is the favored weapon of Wastri, which also explains 
  the presence of the ‘frogmen’ and giant toads. PCs with 
  the Kingdom of Sunndi as their home region receive a 
  +10 circumstance bonus to this check. 
   
  Ssesthraal would be extremely grateful to the PCs if 
  they would do whatever they can to prevent further 
  incursion by the frogmen. He informs them, that if they 
  might provide him with proof of this, that they shall have 
  his favor. 
   
  APL 2 (EL 4) 
   
  �Ssesthraal: male lizardfolk druid 1; hp 23; 
  Appendix 1. 
   
  �Lizardfolk (2): hp 11 each; MM 169 
   
  APL 4 (EL 6) 
   
  �Ssesthraal: male lizardfolk druid 1; hp 23; 
  Appendix 1. 
   
  �Lizardfolk (4): hp 11 each; MM 169. 
   
  APL 6 (EL 8) 
   
  �Ssesthraal: male lizardfolk druid 3; hp 36; 
  Appendix 1. 
   
  �Honor Guard (6): male lizardfolk ranger 1; hp 23 
  each; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Ssesthraal: male lizardfolk druid 5; hp 49; 
  Appendix 1. 
   
  �Honor Guard (8): male lizardfolk ranger 2; hp 29 
  each; Appendix 1. 
   
  Tactics: The tactics of the lizardfolk vary by APL: 
   
  APL 2: Ssesthraal begins combat by casting entangle, 
  attempting to trap as many PCs as he can in the area of 
  affect. If this is enough to slow the PCs down, Ssesthraal 
  leaves the area, never to return. However, if that is not 
  the case, he follows up with obscuring mist, and does his 
  best to remove himself from the area shortly thereafter. 
  
  COR7-11 Hidden Cache 
   
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  The lizardfolk, however, begin by throwing javelins at 
  PCs as appropriate, and then fight only to waylay PCs not 
  hindered by the druid’s spells. 
   
  APL 4: Ssesthraal’s tactics are the same as for APL 2. 
  The lizardfolk, however, begin by throwing javelins at 
  PCs as appropriate, and then fight only to waylay PCs not 
  hindered by the druid’s spells. Once Ssesthraal is safely 
  away from the combat, the lizardfolk do their best to 
  depart as well. 
   
  APL 6: Ssesthraal begins the encounter having 
  already cast barkskin and longstrider on himself. His tactics 
  remain unchanged otherwise. The honor guards drink 
  their potions of cat’s grace and attack the PCs using their 
  composite longbows. The main goal is still to flee the 
  area, however, and the lizardfolk do their best to prevent 
  the PCs from attacking Ssesthraal. 
   
  APL 8 – Ssesthraal begins the encounter having 
  already cast barkskin, resist elements (fire) and longstrider on 
  himself. He begins combat by casting entangle, followed 
  by sleet storm rather than obscuring mist. If forced to 
  continue combat he attempts to keep his distance while 
  casting call lightning, targeting PCs as appropriate. The 
  honor guards drink their potions of cat’s grace and attack 
  the PCs using their composite longbows. The main goal 
  is still to flee from the area however, and the guards do 
  their best to prevent the PCs from attacking Ssesthraal. 
   
  Mist: At all APLs, the mist of the Mistmarsh 
  provides the lizardfolk with concealment (20% miss 
  chance) at any range greater than 15 feet. 
   
  Treasure: The treasure from this encounter consists only 
  of the lizardfolk’s possessions. Refer to the Treasure 
  Summary to determine what the PCs find. 
   
   
  Development: If the PCs deal peaceably with Ssesthraal, 
  agreeing to assist the lizardfolk druid and his people, he 
  marks a shortcut on the PCs map, allowing them to cut 
  some time off their travel to the previously abandoned 
  temple (see the Travel Time section of Encounter 1). If 
  the PCs attack Ssesthraal, they receive no such assistance, 
  nor are they eligible for Favor of the Mistmarsh 
  Lizardfolk at the end of this adventure. Either way, the 
  PCs must rest at this time, as daylight is quickly waning. 
   
  3: WASTRI’S MOST DEVOTED 
  This encounter takes place the first morning after the 
  PCs encounter with the lizardfolk. First thing in the 
  morning, just after the PCs have completed their 
  preparations for the day, a human cleric of Wastri named 
  Janalyn stumbles into their camp. 
   
  Its early morning when the mists surrounding your 
  campsite part, and a tall, beautiful Suel woman with 
  platinum hair and striking blue eyes, strolls into 
  your midst. Wearing little more than a long gray 
  tunic emblazoned with a frog, she smiles slyly even 
  as she casually twirls a light silvery mace in one 
  hand. “Greetings subcreatures, I’m Sister Janalyn of 
  Wastri, and I’ve come with a message.” 
   
  Sister Janalyn is the former lover of Vhen’Dor, the newly 
  appointed guardian of the ancient temple featured later 
  in this adventure. Janalyn left Vhen’Dor after a rather 
  violent argument regarding their purpose and tactics in 
  the Domain of Greyhawk. Though her deity forbids her 
  from attacking Vhen’Dor directly, she feels rather put 
  out, vengeful even, and plans to steer the PCs directly 
  toward her former lover.  
   
   
   
  �Sister Janalyn: female human cleric 5; hp 36; 
  DMG 114. 
   
  If the PCs seem at all hostile, Janalyn refuses to deliver 
  her message unless they promise her safe passage. Once 
  they have done so, she passes along the following 
  information to them. 
  • 
  Her former associate, a warrior named Vhen’Dor, has 
  taken up residence in a formerly abandoned temple 
  in the middle of the Mistmarsh. 
  • 
  Vhen’Dor is accompanied by other servants of 
  Wastri, including giant poisonous toads and 
  bullywugs, and is working hard to carve out a 
  fiefdom of his own here in the swamp. 
  • 
  Vhen’Dor protects a considerable stash of weapons 
  and magic items (Janalyn is unaware of the specific 
  composition of this cache). 
  • 
  Vhen’Dor is also safeguarding a gate through which 
  many tribes of bullywugs are making plans to travel 
  into the Mistmarsh. He plans to use the temple as a 
  staging area for this strike force. 
   
  Once Janalyn has passed this information along to the 
  PCs, she thanks them for their time, and leaves on her 
  way to the city of Greyhawk.  
   
  She does not fight under any circumstances, 
  fleeing if they threaten her with violence or restraint in 
  any form. She never gets very close to them, nor does she 
  allow them to get close to her. If they ask her why she is 
  helping them, she indicates that she is paying off a debt. 
  She does not say anything further, though she is 
  referring to a perceived debt of vengeance to Vhen’Dor. 
   
  4: TEMPLE GUARDIANS 
  The remainder of the PCs journey through the swamp, 
  though miserable, is without event. Once the PCs reach 
  the temple, read or paraphrase the following: 
   
  A clearing in the mist reveals a wide-open expanse of 
  water. A small stone temple rests in the middle of 
  the clearing; moss clings in thick clumps to its 
  ancient walls, and hangs from the top of the dark, 
  yawning portal at its front. 
   
  The waters around the temple are patrolled by four 
  bullywug scouts (three at APL 2), charged with 
  
  COR7-11 Hidden Cache 
   
  Page 8 
  preventing intruders from entering the temple. Without 
  a boat, the PCs must either wade or swim through the 
  waters, which are about four feet deep.  
   
  The water is relatively still, however, requiring only 
  a DC 10 Swim check to negotiate. For PCs that are tall 
  enough to keep their head above water, it is unnecessary 
  for them to swim at all. However, any PC wading through 
  the water must spend 4 squares of movement to enter a 
  square of deep water, 
   
  Characters running here must succeed on a DC 15 
  Balance check. PCs that attempt such a maneuver may 
  slip and fall prone (PH 67). This means they become 
  submersed under the water. 
   
  Whether the PCs are surprised by the bullywugs or 
  not (see tactics), once each of the bullywugs are within 30 
  feet of a given target they strike. Read or paraphrase the 
  following to the PCs: 
   
  The water around you erupts as awkward, bulbous-
  eyed frogmen, wearing bright crimson headbands, 
  emerge from the waters of the shallow lake and level 
  shortbows, firing arrows that erupt into flame as 
  they streak toward you. 
   
  Natural swimmers, the bullywugs move effortlessly 
  through the water and have managed to clear the area of 
  hazards normally common to the swamp (i.e. leeches and 
  piranha). 
   
  APL 2 (EL 3) 
   
  �Temple Guardians (3): bullywug scout 1; hp 11 
  each; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Temple Guardians (4): bullywug scout 2; hp 18 
  each; Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Temple Guardians (4): bullywug scout 3; hp 26 
  each; Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Temple Guardians (4): bullywug scout 5; hp 41 
  each; Appendix 1. 
   
  Tactics: The PCs must make a successful Spot check in 
  order to avoid a surprise round. Given the circumstances, 
  the bullywugs are assumed to have taken 10 on their 
  Hide checks. The appropriate Spot DCs are given below. 
   
  APL 2: DC 23 Spot check. 
   
  APL 4: DC 24 Spot check. 
   
  APL 6: DC 24 Spot check. 
   
  APL 8: DC 26 Spot check. 
   
  The bullywugs keep their distance in combat, circling 
  them, using their skirmish ability, and shortbows to 
  greatest effect. At APLs 6 and 8 they drink potions of cat’s 
  grace before ambushing the PCs. 
   
   
  Treasure: Unless the bullywugs get the opportunity to 
  use them in combat, they have either potions of cure light 
  wounds or potions of cure moderate wounds with them (as 
  listed for their APL). These are not labeled. Refer to the 
  Treasure Summary to determine what else the PCs find. 
   
   
  Development: Once the PCs have defeated the 
  bullywugs, they can proceed into the temple proper. 
   
  5: FOYER PESTS 
  Once the PCs proceed inside the temple, they discover 
  the foyer, guarded by one or more dire toads. Once the 
  PCs enter the temple, read or paraphrase the following: 
   
  Steep stairs lead down from the narrow entryway of 
  the temple into the dimly lit foyer. Low, deep 
  croaking heralds the arrival of the chamber’s 
  resident, as a giant toad hops into view. The creature 
  seems to be eyeing you hungrily. 
   
  The chamber is constructed in tiers, with the rear portion 
  of the room being recessed past the initial series of steep 
  stairs. A series of pillars in this chamber may hide one or 
  more of its inhabitants. 
   
  Vhen’Dor has trained the dire toad(s) to serve as his 
  personal watchdogs. Whenever a creature other than 
  Vhen’Dor approaches this chamber, and are spotted by its 
  inhabitants, the dire toad(s) begin croaking as loud as 
  they can, raising the alarm to their master, even as they 
  move to attack the intruders. 
   
  APL 2 (EL 3) 
   
  �Dire Toad: hp 26; Appendix 1. 
   
  APL 4 (EL 5) 
   
  �Dire Toad (2): hp 26 each; Appendix 1. 
   
  APL 6 (EL 7) 
   
  �Fire Element Dire Toad (3): hp 26 each; 
  Appendix 1. 
   
  APL 8 (EL 9) 
   
  �Advanced Fire Element Dire Toad (3): hp 59 
  each; Appendix 1. 
   
  Tactics: The dire toads in this chamber attack intruding 
  PCs individually if possible, attempting to swallow whole 
  any PC smaller themselves.  
   
  Treasure:  At APL 2, PCs find six flasks of alchemist’s fire 
  at the rear of the chamber. Otherwise, they find nothing. 
   
   
  Development: Once the PCs have defeated the dire 
  toad(s), they may proceed further into the temple. It is 
  important that characters at APL 2 find the stash of 
  alchemist’s fire, since it makes it possible for them to 
  survive the bloodbloater swarm in Encounter 6. 
   
  
  COR7-11 Hidden Cache 
   
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  6: GRAND POOL 
  Just past the foyer, through a set of double doors lie a set 
  of stone steps that leads into this water-filled room. Once 
  the PCs step into this chamber, read the following: 
   
  Just through the double doors, a 10-foot wide stone 
  stairway leads down into the water that covers the 
  majority of this chamber’s floor. A thick layer of 
  green and brown algae floats on top of the water.  
   
  Though this room’s ceiling may have been 
  vaulted at one time, it seems to have partially 
  collapsed from above, causing the stonework to 
  droop so that it hangs a mere foot above the water’s 
  surface. 
   
  Though there is a set of stairs that leads up and out of this 
  chamber on the far side, they are difficult to spot from 
  where the PCs enter. Even flying PCs are forced to come 
  into contact with the water, and once a PC does, they 
  immediately attract the attention of the bloodbloater 
  swarms that float beneath the algae in the water. PCs that 
  attempt to walk through this chamber, find that the 
  water is about four feet deep, forcing taller PCs to hunch 
  as they make their way. Small or smaller PCs must swim 
  here (DC 10 Swim check). In addition to the water 
  resistance, the stone floor beneath is very slippery, 
  forcing those who walk through the water to move at half 
  speed.  
   
  Characters running here must succeed on a DC 15 
  Balance check. PCs that attempt such a maneuver may 
  slip and fall prone (PH 67). This means they become 
  submersed under the water. 
   
  This chamber is home to one or more bloodbloater 
  swarms, which float on the water, hidden by the layer of 
  algae that also grows upon its surface. The swarms 
  surprise PCs that fail a Spot check opposed by the 
  swarms’ (untrained) Hide check.  
   
  The swarms are attracted to any living creature that 
  enters the water, immediately moving toward them in an 
  effort to feed. As a general note, bloodbloater swarms 
  appear as swarms of tiny round jellyfish filled with 
  crimson goo. 
   
  APL 2 (EL 1) 
   
  �Bloodbloater Swarm: hp 22; Appendix 1. 
   
  APL 4 (EL 3) 
   
  �Bloodbloater Swarm (2): hp 22 each; Appendix 
  1. 
   
  APL 6 (EL 5) 
   
  �Bloodbloater Swarm (4): hp 22 each; Appendix 
  1. 
   
  APL 8 (EL 7) 
   
  �Bloodbloater Swarm (7): hp 22 each; Appendix 
  1. 
   
  Tactics: 
  The 
  bloodbloater 
  swarms 
  possess 
  no 
  Intelligence, and so are simply attracted to the nearest 
  living creature. If multiple PCs enter the water, however, 
  feel free to share the wealth and attack as many of them 
  as you can with a swarm or two, depending on their APL. 
   
  It is possible to break flasks of alchemist’s fire on the 
  ceiling above a bloodbloater swarm and still affect the 
  creatures, dealing full damage on a successful hit. If the 
  PCs do not think of this a DC 10 Knowledge 
  (architecture and engineering) check notes that the 
  ceiling is low enough for this tactic will work. PCs may 
  also attack a swarm with a torch, though doing so has a 
  50% chance of extinguishing the torch on any successful 
  attack. 
   
   
  Development: Once the PCs find the stairway leading 
  out of this chamber, they are free to leave. The swarms do 
  not pursue them outside of the water. 
   
  7: WASTRI’S SHRINE 
  Unless the PCs took extreme measures to hide their 
  presence (for example, casting silence and so on), it is 
  likely that Vhen’Dor is aware of their presence long 
  before they reach Wastri’s shrine. 
   
  Bright green banners emblazoned with the image of 
  a gray toad hang from the chamber’s back wall, while 
  a smaller such vestment is draped over the front of 
  the ancient stone altar resting in the center of the 
  room. Four milky candles, two feet tall stand upon 
  the corners of the altar, and bathe the chamber in a 
  shadowy luminescence. 
   
  A tall man stands to one side of the altar, 
  wearing a mithral shirt and holding a guisarme 
  comfortably across his shoulders. He is bald and his 
  bright green eyes burn with fanatic passion. “Submit 
  to the will of Vhen’Dor, humble servant of the 
  hopping prophet, or be destroyed.” 
   
  At higher APLs, Vhen’Dor is accompanied by one or 
  more dire toads. At APL 8 these creatures possess the fire 
  element template as well. 
   
  Vhen’Dor brooks no argument, and expects 
  immediate submission to his will. He is proud and 
  arrogant, and fully intends to execute nonbelievers, 
  which automatically include all nonhuman PCs. Human 
  PCs are hard pressed to convince the pious templar that 
  they are willing to serve Wastri, however, and must 
  successfully shift his attitude from hostile to friendly 
  (assuming they even bother with this tactic). 
   
  APL 2 (EL 4) 
   
  �Vhen’Dor: male human fighter 4; hp 30; 
  Appendix 1.  
   
  APL 4 (EL 6) 
   
  �Vhen’Dor: male human fighter 5; hp 37; 
  Appendix 1.  
  
  COR7-11 Hidden Cache 
   
  Page 10 
   
  �Dire Toad: hp 26; Appendix 1. 
   
  APL 6 (EL 8) 
   
  �Vhen’Dor: male human fighter 5/pious templar 2; 
  hp 50; Appendix 1.  
   
  �Dire Toad (2): hp 26 each; Appendix 1. 
   
  APL 8 (EL 10) 
   
  �Vhen’Dor: male human fighter 5/pious templar 4; 
  hp 63; Appendix 1.  
   
  �Fire Element Dire Toad (3): hp 26 each; 
  Appendix 1. 
   
  Tactics: In combat, Vhen’Dor attacks nonhuman 
  characters first using his guisarme to trip opponents, and 
  taking the extra attack afforded him by Improved Trip, 
  when successful. Characters that attempt to move into an 
  adjacent square to avoid being attacked by Vhen’Dor’s 
  reach weapon might be surprised at his versatility (see 
  the Short Haft feat in Appendix 2.) 
   
  At APL 8, Vhen’Dor begins the encounter having 
  precast bull’s strength on himself. 
   
   
  Treasure: Refer to the Treasure Sumary to determine 
  what the PCs find here. 
   
   
  Development: Assuming the PCs manage to defeat 
  Vhen’Dor, they may proceed unmolested through the 
  rear door into the hidden cache. However, if Vehn’Dor 
  does defeat them, he summarily executes all nonhumans, 
  and binds surviving humans to be transported back to the 
  Vast Swamp for conversion. During this journey, the PCs 
  manage to escape and return to civilization. (They, 
  however, incur an additional 1 TU cost to achieve this). 
   
  8: HIDDEN CACHE 
  The door leading to this chamber is unlocked and is not 
  trapped. This chamber not only contains Vhen’Dor’s 
  stash of weapons and treasure, it houses the portal from 
  the Vast Swamp. Assuming the PCs reach this point in 
  the adventure less than 10 days after starting, it is 
  possible for them to pass through the dark swirling 
  portal. Otherwise, it appears as a cold iron archway, 
  seemingly embedded in the stone wall. 
   
  This small chamber is basically empty with the 
  exception of a large chest, and a five-foot wide cold 
  iron archway embedded in the rear wall. 
   
  Passing through the portal is a one-way trip. Any 
  character doing so however, finds the remnants of the 
  ritual performed to open the portal (see below). 
   
   
  Trap: The chest is unlocked, but any character that opens 
  the container without saying the pass-phrase ‘All hail the 
  hopping prophet,’ sets off the trap (unless it is disabled of 
  course). 
   
  APL 2 (EL 1) 
  � Poison Needle Trap: CR 1; mechanical; touch 
  trigger; manual reset; Atk +8 ranged (1 plus greenblood 
  oil poison); Search DC 22; Disable Device DC 20. 
   
  APL 4 (EL 3) 
  � Melf’s Acid Arrow Trap: CR 3; magic device; 
  proximity trigger (alarm); automatic reset; Atk +2 ranged 
  touch; spell effect (Melf’s acid arrow, 3rd-level wizard, 2d4 
  acid/round for 2 rounds); Search DC 27; Disable Device 
  DC 27. 
   
  APL 6 (EL 5) 
  � Fireball Trap: CR 5; magic device; touch trigger; 
  automatic reset;; spell effect (fireball, 8th-level wizard, 8d6 
  fire, DC 16 Reflex save half damage); Search DC 29; 
  Disable Device DC 29. 
   
  APL 8 (EL 7) 
  �Chain Lightning Trap: CR 7; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (chain 
  lightning, 11th-level wizard, 11d6 electricity to target 
  nearest centre of trigger area plus 5d6 electricity to each 
  of up to 11 secondary targets); Search DC 31; Disable 
  Device DC 31. 
   
  Treasure: The PCs find a large quantity of gold pieces 
  along with several (APL dependant) useful magic items. 
  They do not, however, find any large cache of weapons. 
  This may alert perceptive PCs to the fraudulent nature of 
  the treasure map. Refer to the Treasure Summary to 
  determine exactly what the PCs find here.  
   
   
  CONCLUSION 
  Any number of things might occur at the conclusion of 
  this adventure. If the PCs are successful in defeating 
  Vhen’Dor and do so before the gate closes, it is possible 
  for them to travel to the other side of the gate, and close it 
  down permanently from that side. Since the gate on the 
  other side is constructed of wood, destroying it involves a 
  simple combination of smash, cut, and/or burn. This 
  ensures that the bullywug population cannot reopen the 
  gate and continue to make the unsettlingly quick 
  transition from their home to the Mistmarsh. Bringing 
  carven remnants of the destroyed gate back with them to 
  show the Ssesthraal earns the PCs the lizardfolks’ favor. 
  This journey costs participating PCs an extra TU to 
  accomplish.  
   
  If the PCs defeat Vhen’Dor, but don’t make it in time 
  to deal with the portal, Ssesthraal and the lizardfolk are 
  grateful, but not so much so that they grant their favor to 
  the PCs in return (since the PCs were on their way to the 
  temple anyway). 
   
  If the PCs are defeated by Vhen’Dor, it is likely that 
  they are either dead, or are transported back to the Vast 
  Swmp. During this journey, the PCs manage to escape 
  and return to civilization. (They, however, incur an 
  additional 1 TU cost to achieve this). 
  
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  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  2: Lizardfolk Patience 
  The PCs successfully negotiate with, or defeat the 
  lizardfolk 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  3: Wastri’s Most Devoted 
  The value of this encounter is in the information that 
  Janalyn can provide.  
  All APLs  
  0 XP 
   
  4: Temple Guardians 
  Defeat the bullywugs. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  5: Foyer Pests 
  Defeat the dire toad pets of Vhen’Dor. 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  6: Grand Pool 
  Defeat or survive the bloodbloater swarm(s). 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
   
  7: Wastri’s Shrine 
  Defeat Vhen’Dor (and his dire toad pets). 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  8: Hidden Cache 
  Disarm or survive the trapped chest. 
  APL 2  
  30 XP 
  APL 4  
  90 XP 
  APL 6  
  150 XP 
  APL 8  
  210 XP 
   
  Story Award 
  The PCs travel through the gate to the Vast Swamp and 
  destroy the gate. 
  APL 2  
  30 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  120 XP 
   
  Total Possible Experience 
  APL 2  
  600 XP 
  APL 4  
  900 XP 
  APL 6  
  1290 XP 
  APL 8  
  1,650 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  
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  2: Lizardfolk Patience 
   
  APL 2: Loot 39 gp; Magic 13 gp scroll of summon 
  nature’s ally II (13 gp); Total 52 gp. 
   
  APL 4: Loot 39 gp; Magic 13 gp scroll of summon 
  nature’s ally II (13 gp); Total 52 gp. 
   
  APL 6: Loot 264 gp; Magic scroll of summon nature’s 
  ally III (31 gp), 3 potions of cat’s grace (25 gp each); Total 370 
  gp. 
   
  APL 8: Loot 304 gp; Magic scroll of summon nature’s 
  ally IV (58 gp), 3 potions of cat’s grace (25 gp each), 3 potions 
  of cure moderate wounds (25 gp each); Total 512 gp. 
   
  4: Temple Guardians 
   
  APL 2: Loot 38 gp; Magic 12 gp 3 potions of cure light 
  wounds (4 gp each); Total 50 gp. 
   
  APL 4: Loot 54 gp; Magic 16 gp 4 potions of cure light 
  wounds (4 gp each); Total 70 gp. 
   
   
  APL 6: Loot 254 gp; Magic 16 gp 4 potions of cure light 
  wounds (4 gp each); Total 270 gp. 
   
  APL 8: Loot 329 gp; Magic 75 gp 3 potions of cure 
  moderate wounds (25 gp each), 280 gp 20 +1 flaming arrows 
  (14 gp each); Total 684 gp. 
   
  7: Wastri’s Shrine 
   
  APL 2: Loot 168 gp; Magic potion of cure moderate 
  wounds (25 gp); Total 193 gp. 
   
  APL 4: Loot 168 gp; Magic potion of cure moderate 
  wounds (25 gp); Total 193 gp. 
   
  APL 6: Loot 50 gp; Magic potion of cure moderate 
  wounds (25 gp), +1 mithral shirt (175 gp), ring of protection 
  +2 (167 gp), periapt of wisdom +2 (333 gp), +1 guisarme (192 
  gp); Total 942 gp. 
   
  APL 8: Loot 50 gp; Magic potion of cure moderate 
  wounds (25 gp), +2 mithral breastplate (683 gp), ring of 
  protection +2 (167 gp), periapt of wisdom +2 (333 gp), +1 
  shocking guisarme (692 gp); Total 1950 gp. 
   
  8: Hidden Cache 
   
  APL 2: Coin 400 gp; Magic amulet of aquatic salvation 
  (42 gp), arcanist’s gloves (42 gp), jumping caltrops (21 gp); 
  Total 505 gp. 
   
  APL 4: Coin 500 gp; Magic amulet of aquatic salvation 
  (42 gp), anklet of translocation (117 gp), arcanist’s gloves (42 
  gp), jumping caltrops (21 gp); Total 722 gp. 
   
  APL 6: Coin 500 gp; Magic amulet of aquatic salvation 
  (42 gp), anklet of translocation (117 gp), arcanist’s gloves (42 
  gp), dragon mask (333 gp), jumping caltrops (21 gp); Total 
  1055 gp. 
   
  APL 8: Coin 600 gp; Magic amulet of aquatic salvation 
  (42 gp), anklet of translocation (117 gp), arcanist’s gloves (42 
  gp), barricade buckler (347 gp), dragon mask (333 gp), 
  jumping caltrops (21 gp); Total 1602 gp. 
   
  Total Possible Treasure 
   
  APL 2: 800 gp 
   
   
  APL 4: 1037 gp 
   
  APL 6: 2637 gp 
   
  APL 8: 4748 gp 
   
  ADVENTURE RECORD ITEMS 
  �Favor of the Mistmarsh Lizardfolk: You may have a 
  member of the Mistmarsh lizardfolk accompany you, as 
  your cohort, if you also have the Leadership feat. You 
  gain a +2 bonus to your Leadership score for the purpose 
  of determining the level of this cohort. This bonus does 
  not allow you to exceed the maximum level for cohorts. 
  Use the rules in the Living Greyhawk Campaign Sourcebook 
  to create the cohort. If your cohort dies, score through 
  this favor. 
   
  �Wastri’s Unholy Enmity: Having slain a prominent 
  member of Wastri’s following, you have been cursed and 
  blessed in equal proportions.  
   
  You received a taint that causes you to suffer a -2 
  profane penalty in all social interactions with humans. 
  This comes in the form of a strange “feeling” that they 
  have about you, though they cannot put their finger on it. 
  At the same time, all amphibian enemies treat you as 
  though they had the ranger’s favored enemy class ability 
  pertinent to your race (+2 at APLs 2 and 4; +4 at APLs 6 
  and 8). If they already have favored enemy (your race) 
  this affect stacks.  
   
  You also received a blessing bestowing a +2 sacred 
  bonus on all social interaction checks with dwarves, 
  elves, halflings, and gnomes. This comes in the form of a 
  strange “feeling” that they have about you, though they 
  cannot put their finger on it. 
   
  Additionally, your attacks against aquatic humanoids 
  become more potent. Once per adventure you can (as a 
  supernatural ability) apply the bane (aquatic humanoids) 
  special ability to any one weapon you possess. The effect 
  lasts for 10 rounds. If you lose physical contact with the 
  weapon (for example, by handing it to someone else or 
  dropping it), the effect ends immediately. This AR item 
  lasts until you gain your next level after this AR. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Amulet of Aquatic Salvation (Adventure; CL 5th, Magic 
  Item Compendium; 250 gp) 
  • 
  Arcanist’s Gloves (Adventure; CL 3rd, Magic Item 
  Compendium; 250 gp) 
  • 
  Jumping Caltrops (Adventure; CL 11th, Magic Item 
  Compendium; 250 gp) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Anklet of Translocation (Adventure; CL 7th, Magic Item 
  Compendium; 1,400 gp) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  Dragon Mask (Adventure; CL 6th, Magic Item 
  Compendium; 4,000 gp) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Barricade Buckler (Adventure; CL 9th, Magic Item 
  Compendium; 4,165 gp) 
  
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  APPENDIX 1: APL 2 
  1: LIZARDFOLK PATIENCE 
  SSESTHRAAL 
  CR 2 
  Male lizardfolk druid 1 
  N Medium humanoid (reptilian) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common, Draconic  
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +2 armor, +5 natural) 
  hp 23 (3 HD) 
  Fort +4, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +3 (1d4+2) and  
  bite +1 (1d4+1) or  
  Melee mwk club +4  (1d6+2) and  
  bite +1 (1d4+1) 
  Base Atk +1; Grp +3  
  Special Actions spontaneous casting (summon 
  spells)  
  Combat Gear scroll of summon nature’s ally II 
  Druid Spells Prepared (CL 3rd): 
   1st—entangle (DC 13), obscuring mist 
   0—know direction, light, purify food and drink 
  Abilities Str 15, Dex 8, Con 14, Int 12, Wis 15, Cha 
  10 
  SQ animal companion (medium viper), hold breath, 
  link with companion, share spells, wild empathy +1 
  (-3 magical beasts) 
  Feats Multiattack, Practiced Spellcaster 
  Skills Balance +8, Handle Animal +1, Jump +11, 
  Knowledge (nature) +7, Survival +4, Swim +11 
  Possessions combat gear plus masterwork leather 
  armor, masterwork club, spell component pouch 
  Hold Breath (Ex) Ssesthraal can hold his breath for 
  54 rounds before he risks drowning. 
   
  MEDIUM VIPER ANIMAL COMPANION 
  N Medium animal 
  Init +7; Senses scent; Listen +5, Spot +5 
  Languages —  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 natural) 
  hp 9 (2 HD) 
  Fort +3, Ref +6, Will +1 
  Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft. 
  Melee bite +4 (1d4-1 plus poison) 
  Base Atk +1; Grp +0  
  Atk Options poison (Fort DC 11, 1d6 Con/1d6 Con) 
  Abilities Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 
  SQ link, share spells, tricks (attack, down, seek, stay) 
  Feats Improved Initiative, Weapon FinesseB 
  Skills Balance +11, Climb +11 , Hide +12, Listen +5, 
  Spot +5,Swim +7 
   
  3: TEMPLE GUARDIANS 
  TEMPLE GUARDIAN 
  CR 1 
  Bullywug* scout** 1 
  * Monsters of Faerun 25 
  ** Complete Adventurer 10  
  CE Medium humanoid (aquatic) 
  Init +2; Senses Listen +4, Spot +4 
  Languages Common  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 11 (1 HD) 
  Fort +3, Ref +4, Will +0 
  Speed 20 ft. (4 squares), swim 30 ft.; marsh move 
  Melee spear +1 (1d8+1/x3)  
  Ranged composite shortbow +2 (1d6+1/x3) 
  Base Atk +0; Grp +1  
  Atk Options Point Blank Shot, skirmish +1d6 
  Combat Gear 1 +1 flaming arrow (+3 to hit, 1d6+2 
  plus 1d6 fire damage), potion of cure light wounds 
  Abilities Str 13, Dex 15, Con 16, Int 8, Wis 10, Cha 4 
  SQ trapfinding 
  Feats Point Blank Shot 
  Skills Climb +5, Hide +6* (+12 in a marsh), Jump -1, 
  Listen +4, Move Silently +6, Spot +4, Survival +4, 
  Swim +9 
  Possessions combat gear plus spear, composite 
  shortbow (Str +1) with 19 arrows 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
  Skirmish (Ex) A scout deals extra damage during any 
  round in which she moves at least 10 feet away 
  from where he was at the start of the turn. The 
  extra damage applies only to attacks made after 
  the scout moves at least 10 ft. and only applies to 
  attacks taken during the scout’s turn. 
   
  4: FOYER PESTS 
  DIRE TOAD* 
  CR 3 
  *Monster Manual II 75 
  N Medium animal 
  Init +2; Senses low-light vision, Listen +8, Spot +9 
  Languages —  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee bite +5 (1d4 plus poison) 
  Ranged tongue +5 (see below) 
  Base Atk +3; Grp +3  
  Atk Options improved grab, poison (Fort DC 14, 1d6 
  Con/1d6 Con), swallow whole 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +8, Spot +9 
  
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  Improved Grab (Ex) If a dire toad hits an opponent at 
  least one size category smaller with a bite or 
  tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action, without 
  provoking an attack of opportunity. If the dire toad 
  successfully establishes a hold it can attempt to 
  swallow whole. Alternatively, the dire toad has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire toad is not considered 
  grappled). 
  Swallow Whole (Ex) A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check. Once inside the toad, the victim takes 1d6 
  points of bludgeoning damage plus 1d4 points of 
  acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the 
  victim to climb from the toad’s stomach to its 
  mouth, where another successful grapple check 
  frees the victim. Alternatively the victim can attempt 
  to cut its way free with either claws or a light 
  slashing weapon. Dealing at least 10 hit points of 
  damage in this way creates an opening large 
  enough to escape through (AC 13). Once a single 
  swallowed creature escapes, muscular action 
  closes the hole. A medium dire toad’s stomach can 
  hold 2 small or 8 tiny or smaller creatures. 
   
  5: GRAND POOL 
  BLOODBLOATER SWARM* 
  CR 1 
  *Fiend Folio 16 
  N Diminutive ooze (aquatic, swarm) 
  Init +1; Senses blindsight 60 ft., Listen —, Spot — 
  Languages — 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 22 (2 HD) 
  Immune poison, sleep, paralysis, polymorph, 
  stunning, mind-affecting effects 
  Fort +6, Ref +1, Will -5 
  Weakness fire vulnerability 
  Speed 5 ft. (1 square), swim 30 ft. 
  Melee swarm (1d6 plus 1 Str damage)  
  Reach 0 ft. 
  Base Atk +1; Grp —  
  Atk Options blood drain, distraction 
  Abilities Str 10, Dex 13, Con 22, Int —, Wis 1, Cha 1 
  SQ amphibious 
  Skills Swim +8 
  Blood Drain (Ex) On each round that a bloodbloater 
  swarm deals at least 1 point of damage to a victim, 
  it also drains blood and causes 1 point of Strength 
  damage. 
  Distraction (Ex) Any nonmindless creature 
  vulnerable to the swarm’s damage that begins its 
  turn with a swarm in its square is nauseated for 1 
  round; a Fortitude save DC 10 negates the effect. 
  Spellcasting or concentrating on spells within the 
  area of a bloodbloater swarm requires a 
  Concentration check (DC 20 + spell level). Using 
  skills involving patience and concentration requires 
  a Concentration check DC 20. 
   
  6: WASTRI’S SHRINE 
  VHEN’DOR 
  CR 4 
  Male human fighter 4 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Elven  
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 armor) 
  hp 30 (4 HD) 
  Fort +5, Ref +3, Will +1; True Believer 
  Speed 30 ft. (6 squares) 
  Melee mwk guisarme +8 (2d4+3) 
  Ranged mwk composite longbow +7 (1d8+2) 
  Reach 5 ft. (10 ft. with guisarme) 
  Base Atk +4; Grp +6  
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Trip, Short Haft 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 15, Dex 14, Con 12, Int 14, Wis 10, Cha 
  8 
  Feats Combat Expertise, Combat ReflexesB, 
  Improved TripB, Short HaftB, True Believer, 
  Weapon Focus (guisarme)B  
  Skills Climb +9, Jump +9, Handle Animal +6, 
  Knowledge (religion) +5, Swim +9 
  Possessions combat gear plus mithral shirt, 
  masterwork guisarme, masterwork composite 
  longbow (Str +2) with 20 arrows 
   
   
  
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  APL 4 
  1: LIZARDFOLK PATIENCE 
  SSESTHRAAL 
  CR 2 
  Male lizardfolk druid 1 
  N Medium humanoid (reptilian) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common, Draconic  
  AC 16, touch 9, flat-footed 16 
   (-1 Dex, +2 armor, +5 natural) 
  hp 23 (3 HD) 
  Fort +4, Ref +2, Will +4 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +3 (1d4+2) and  
  bite +1 (1d4+1) or  
  Melee mwk club +4  (1d6+2) and  
  bite +1 (1d4+1) 
  Base Atk +1; Grp +3  
  Special Actions spontaneous casting (summon 
  spells)  
  Combat Gear scroll of summon nature’s ally II 
  Druid Spells Prepared (CL 3rd): 
   1st—entangle (DC 13), obscuring mist 
   0—know direction, light, purify food and drink 
  Abilities Str 15, Dex 8, Con 14, Int 12, Wis 15, Cha 
  10 
  SQ animal companion (medium viper), hold breath, 
  link with companion, share spells, wild empathy +1 
  (-3 magical beasts) 
  Feats Multiattack, Practiced Spellcaster 
  Skills Balance +8, Handle Animal +1, Jump +11, 
  Knowledge (nature) +7, Survival +4, Swim +11 
  Possessions combat gear plus masterwork leather 
  armor, masterwork club, spell component pouch 
  Hold Breath (Ex) Ssesthraal can hold his breath for 
  54 rounds before he risks drowning. 
   
  MEDIUM VIPER ANIMAL COMPANION 
  N Medium animal 
  Init +7; Senses scent; Listen +5, Spot +5 
  Languages —  
  AC 16, touch 13, flat-footed 13 
   (+3 Dex, +3 natural) 
  hp 9 (2 HD) 
  Fort +3, Ref +6, Will +1 
  Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.; 
  Melee bite +4 (1d4-1 plus poison) 
  Base Atk +1; Grp +0  
  Atk Options poison (Fort DC 11, 1d6 Con/1d6 Con) 
  Abilities Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 
  SQ link, share spells, tricks (attack, down, seek, stay) 
  Feats Improved Initiative, Weapon FinesseB 
  Skills Balance +11, Climb +11 , Hide +12, Listen +5, 
  Spot +5,Swim +7 
   
  3: TEMPLE GUARDIANS 
  TEMPLE GUARDIAN 
  CR 2 
  Bullywug* scout** 2 
  * Monsters of Faerun 25 
  **Complete Adventurer 10 
  CE Medium humanoid (aquatic) 
  Init +3; Senses Listen +5, Spot +5 
  Languages Common  
  AC 17, touch 12, flat-footed 17; uncanny dodge 
   (+2 Dex, +2 armor, +3 natural) 
  hp 18 (2 HD) 
  Fort +4, Ref +5, Will +0 
  Speed 20 ft. (4 squares), swim 30 ft.; marsh move 
  Melee spear +2 (1d8+1/x3)  
  Ranged composite shortbow +3 (1d6+1/x3) 
  Base Atk +1; Grp +2  
  Atk Options Point Blank Shot, skirmish +1d6  
  Combat Gear potion of cure light wounds, 2 +1 
  flaming arrow 
  Abilities Str 13, Dex 15, Con 16, Int 8, Wis 10, Cha 4 
  SQ trapfinding 
  Feats Point Blank Shot 
  Skills Climb +6, Hide +7 (+13 in marsh), Jump +0, 
  Listen +5, Move Silently +7, Spot +5, Survival +5, 
  Swim +9 
  Possessions combat gear plus leather armor, spear, 
  composite shortbow (Str +1) with 18 arrows 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
  Skirmish (Ex) A scout deals extra damage during any 
  round in which she moves at least 10 feet away 
  from where he was at the start of the turn. The 
  extra damage applies only to attacks made after 
  the scout moves at least 10 ft. and only applies to 
  attacks taken during the scout’s turn. 
   
  4: FOYER PESTS 
  DIRE TOAD* 
  CR 3 
  *Monster Manual II 75 
  N Medium animal 
  Init +2; Senses low-light vision; Listen +8, Spot +9 
  Languages —  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee bite +5 (1d4 plus poison) 
  Ranged tongue +5 (see below) 
  Base Atk +3; Grp +3  
  Atk Options improved grab poison (Fort DC 14, 1d6 
  Con/1d6 Con),  
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +8, Spot +9 
  
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  Improved Grab (Ex) If a dire toad hits an opponent at 
  least one size category smaller with a bite or 
  tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action, without 
  provoking an attack of opportunity. If the dire toad 
  successfully establishes a hold it can attempt to 
  swallow whole. Alternatively, the dire toad has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire toad is not considered 
  grappled). 
  Swallow Whole (Ex) A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check. Once inside the toad, the victim takes 1d6 
  points of bludgeoning damage plus 1d4 points of 
  acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the 
  victim to climb from the toad’s stomach to its 
  mouth, where another successful grapple check 
  frees the victim. Alternatively the victim can attempt 
  to cut its way free with either claws or a light 
  slashing weapon. Dealing at least 10 hit points of 
  damage in this way creates an opening large 
  enough to escape through (AC 13). Once a single 
  swallowed creature escapes, muscular action 
  closes the hole. A medium dire toad’s stomach can 
  hold 2 small or 8 tiny or smaller creatures. 
   
  5: GRAND POOL 
  BLOODBLOATER SWARM 
  CR 1 
  *Fiend Folio 16  
  N Diminutive ooze (aquatic, swarm) 
  Init +1; Senses blindsight 60 ft., Listen —, Spot — 
  Languages — 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 22 (2 HD) 
  Immune poison, sleep, paralysis, polymorph, 
  stunning, mind-affecting effects 
  Fort +6, Ref +1, Will -5 
  Weakness fire vulnerability 
  Speed 5 ft. (1 square), swim 30 ft. 
  Melee swarm (1d6 plus 1 Str damage)  
  Reach 0 ft. 
  Base Atk +1; Grp —  
  Atk Options blood drain, distraction 
  Abilities Str 10, Dex 13, Con 22, Int —, Wis 1, Cha 1 
  SQ amphibious 
  Skills Swim +8 
  Blood Drain (Ex) On each round that a bloodbloater 
  swarm deals at least 1 point of damage to a victim, 
  it also drains blood and causes 1 point of Strength 
  damage. 
  Distraction (Ex) Any nonmindless creature 
  vulnerable to the swarm’s damage that begins its 
  turn with a swarm in its square is nauseated for 1 
  round; a Fortitude save DC 10 negates the effect. 
  Spellcasting or concentrating on spells within the 
  area of a bloodbloater swarm requires a 
  Concentration check (DC 20 + spell level). Using 
  skills involving patience and concentration requires 
  a Concentration check DC 20. 
   
  6: WASTRI’S SHRINE 
  VHEN’DOR 
  CR 5 
  Male human fighter 5 
  LE Medium humanoid (human) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Draconic, Elven  
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 armor) 
  hp 37 (5 HD) 
  Fort +5, Ref +3, Will +1; True Believer 
  Speed 30 ft. (6 squares) 
  Melee mwk guisarme +9 (2d4+3) 
  Ranged mwk composite longbow +8 (1d8+2) 
  Reach 5 ft. (10 ft. with guisarme) 
  Base Atk +5; Grp +7  
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Trip, Short Haft 
  Combat Gear potion of cure moderate wounds 
  Abilities Str 15, Dex 14, Con 12, Int 14, Wis 10, Cha 
  8 
  Feats Combat Expertise, Combat ReflexesB, 
  Improved TripB, Short HaftB, True Believer, 
  Weapon Focus (guisarme)B  
  Skills Climb +10, Jump +10, Handle Animal +7, 
  Knowledge (religion) +6, Swim +10 
  Possessions combat gear plus +1 mithral shirt, 
  masterwork guisarme, masterwork composite 
  longbow (Str +2) with 20 arrows 
   
  DIRE TOAD 
  CR 3 
  *Monster Manual II 75 
  N Medium animal 
  Init +2; Senses low-light vision, Listen +8, Spot +9 
  Languages —  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee bite +5 (1d4 plus poison ) 
  Ranged tongue +5 (see below) 
  Base Atk +3; Grp +3  
  Atk Options improved grab, poison (Fort DC 14, 1d6 
  Con/1d6 Con) 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +8, Spot +9 
  Improved Grab (Ex) If a dire toad hits an opponent at 
  least one size category smaller with a bite or 
  tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action, without 
  provoking an attack of opportunity. If the dire toad 
  successfully establishes a hold it can attempt to 
  swallow whole. Alternatively, the dire toad has the 
  option to conduct the grapple normally, or simply 
  
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  use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire toad is not considered 
  grappled). 
  Swallow Whole (Ex) A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check. Once inside the toad, the victim takes 1d6 
  points of bludgeoning damage plus 1d4 points of 
  acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the 
  victim to climb from the toad’s stomach to its 
  mouth, where another successful grapple check 
  frees the victim. Alternatively the victim can attempt 
  to cut its way free with either claws or a light 
  slashing weapon. Dealing at least 10 hit points of 
  damage in this way creates an opening large 
  enough to escape through (AC 13). Once a single 
  swallowed creature escapes, muscular action 
  closes the hole. A medium dire toad’s stomach can 
  hold 2 small or 8 tiny or smaller creatures. 
   
  
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  APL 6 
  1: LIZARDFOLK PATIENCE 
  SSESTHRAAL 
  CR 4 
  Male lizardfolk druid 3 
  N Medium humanoid (reptilian) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common, Draconic  
  AC 18, touch 9, flat-footed 18 
   (+2 armor, +7 natural, -1 Dex) 
  hp 36 (5 HD) 
  Fort +5, Ref +3, Will +6 
  Speed 40 ft. (8 squares); woodland stride, trackless 
  step 
  Melee 2 claws +5 (1d4+2) and  
  bite +3 (1d4+1) or  
  Melee mwk club +6 (1d6+2) and  
  bite +3 (1d4+1) 
  Base Atk +3; Grp +5  
  Special Actions spontaneous casting (summon 
  spells)  
  Combat Gear scroll of summon nature’s ally III 
  Druid Spells Prepared (CL 5th): 
    2nd—barkskin�, flaming sphere (DC 15) 
   1st—entangle (DC 14), longstrider�, obscuring mist 
   0—detect magic, know direction, light, purify food 
  and drink 
  �Already cast 
  Abilities Str 15, Dex 10, Con 14, Int 12, Wis 16, Cha 
  10 
  SQ animal companion (medium viper), hold breath, 
  link with companion, share spells, wild empathy +3 
  (-1 magical beast) 
  Feats Multiattack, Practiced Spellcaster 
  Skills Balance +8, Handle Animal +3, Heal +7, Jump 
  +11, Knowledge (nature) +8, Survival +7, Swim 
  +11 
  Possessions combat gear plus masterwork leather 
  armor, masterwork club, spell component pouch 
  Hold Breath (Ex) Ssesthraal can hold his breath for 
  54 rounds before he risks drowning. 
   
  MEDIUM VIPER ANIMAL COMPANION 
  N Medium animal 
  Init +8; Senses scent; Listen +6, Spot +6 
  Languages —  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 natural) 
  hp 18 (4 HD) 
  Resist evasion 
  Fort +4, Ref +8, Will +2 
  Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.; 
  Melee bite +8 (1d4-1 plus poison) 
  Base Atk +3; Grp +2  
  Atk Options poison (Fort DC 11, 1d6 Con/1d6 Con) 
  Abilities Str 9, Dex 18, Con 11, Int 1, Wis 12, Cha 2 
  SQ link, share spells, tricks (attack, down, guard, 
  seek, stay) 
  Feats Improved Initiative, Weapon FinesseB, Weapon 
  Focus (bite) 
  Skills Balance +12, Climb +12, Hide +13, Listen +6, 
  Spot +6, Swim +7 
   
  HONOR GUARD 
  CR 2 
  Male lizardfolk ranger 1 
  N Medium humanoid (reptilian) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 19, touch 12, flat-footed 17 
   (+2 Dex, +2 armor, +5 natural) 
  hp 23 (3 HD) 
  Fort +4, Ref +7, Will +1 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +5 (1d4+3) and  
  bite +3  (1d4+1) or  
  Melee mwk club +6  (1d6+3) and  
  bite +3  (1d4+1) 
  Ranged mwk composite longbow +6 (1d8+3/x3) 
  Base Atk +2; Grp +5  
  Atk Options favored enemy human +2  
  Combat Gear potion of cat’s grace 
  Abilities Str 16, Dex 15, Con 14, Int 8, Wis 13, Cha 8 
  SQ hold breath, wild empathy +0 (-4 magical beasts) 
  Feats Multiattack, TrackB, Weapon Focus (longbow)  
  Skills Balance +9, Jump +9, Survival +6, Swim +9 
  Possessions combat gear plus masterwork leather 
  armor, masterwork composite longbow (Str +3) 
  with 20 arrows, masterwork club 
  Hold Breath (Ex) A lizardfolk can hold its breath for 
  54 rounds before it risks drowning. 
   
  3: TEMPLE GUARDIANS 
  TEMPLE GUARDIAN 
  CR 3 
  Bullywug* scout** 3 
  * Monsters of Faerun 25 
  **Complete Adventurer 10 
  CE Medium humanoid (aquatic) 
  Init +3; Senses Listen +6, Spot +6 
  Languages Common  
  AC 17, touch 12, flat-footed 17; uncanny dodge 
   (+2 Dex, +2 armor, +3 natural) 
  hp 26 (3 HD) 
  Fort +5, Ref +5, Will +1 
  Speed 30 ft. (6 squares), swim 30 ft.; marsh move, 
  trackless step 
  Melee mwk spear +4 (1d8+1/x3)  
  Ranged mwk composite shortbow +5 (1d6+1/x3) 
  Base Atk +2; Grp +3  
  Atk Options Point Blank Shot, Precise Shot, skirmish 
  +1d6, +1 AC  
  Combat Gear 5 +1 flaming arrow, potion of cat’s 
  grace, potion of cure light wounds 
  Abilities Str 13, Dex 15, Con 16, Int 8, Wis 10, Cha 4 
  SQ trapfinding 
  
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  Feats Point Blank Shot, Precise Shot 
  Skills Climb +7, Hide +8 (+14 in marsh), Jump +7, 
  Listen +6, Move Silently +8, Spot +6, Survival +6, 
  Swim +9 
  Possessions combat gear plus leather armor, 
  masterwork spear, masterwork composite 
  shortbow (Str +1) with 15 arrows 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
  Skirmish (Ex) A scout deals extra damage during any 
  round in which she moves at least 10 feet away 
  from where he was at the start of the turn. The 
  extra damage applies only to attacks made after 
  the scout moves at least 10 ft. and only applies to 
  attacks taken during the scout’s turn. 
   
  4: FOYER PESTS 
  FIRE ELEMENT* DIRE TOAD** 
  CR 4 
  *Manual of the Planes 193 
  **Monster Manual II 75 
  N Medium elemental (augmented animal, fire) 
  Init +2; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages —  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD) 
  Immune fire 
  Fort +6, Ref +6, Will +6 
  Weakness vulnerable to cold 
  Speed 30 ft. (6 squares) 
  Melee bite +5 (1d4 plus1d4 fire plus poison) 
  Ranged tongue +5 (1d4 fire plus see below) 
  Base Atk +3; Grp +3  
  Atk Options burn, heat, improved grab, poison (Fort 
  DC 14, 1d6 Con/1d6 Con) 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +8, Spot +9 
  Burn (Ex) Any creature hit by the bite attack of a fire 
  element dire toad must make a successful Reflex 
  save DC 11 or catch fire, taking 1d4 points of fire 
  damage for 1d4 rounds.  
  Heat (Ex) A fire element dire toads bite attack deals 
  an additional 1d4 points of fire damage on a 
  successful hit. Any creature attacking a fire 
  element dire toad with a natural or unarmed attack 
  takes 1d4 points of fire damage on a successful hit. 
  Improved Grab (Ex) If a dire toad hits an opponent at 
  least one size category smaller with a bite or 
  tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action, without 
  provoking an attack of opportunity. If the dire toad 
  successfully establishes a hold it can attempt to 
  swallow whole. Alternatively, the dire toad has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire toad is not considered 
  grappled). 
  Swallow Whole (Ex) A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check. Once inside the toad, the victim takes 1d6 
  points of bludgeoning damage plus 1d4 points of 
  acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the 
  victim to climb from the toad’s stomach to its 
  mouth, where another successful grapple check 
  frees the victim. Alternatively the victim can attempt 
  to cut its way free with either claws or a light 
  slashing weapon. Dealing at least 10 hit points of 
  damage in this way creates an opening large 
  enough to escape through (AC 13). Once a single 
  swallowed creature escapes, muscular action 
  closes the hole. A medium dire toad’s stomach can 
  hold 2 small or 8 tiny or smaller creatures. 
   
  5: GRAND POOL 
  BLOODBLOATER SWARM* 
  CR 1 
  *Fiend Folio 16 
  N Diminutive ooze (aquatic, swarm) 
  Init +1; Senses blindsight 60 ft., Listen —, Spot — 
  Languages — 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 22 (2 HD) 
  Immune poison, sleep, paralysis, polymorph, 
  stunning, mind-affecting effects 
  Fort +6, Ref +1, Will -5 
  Weakness fire vulnerability 
  Speed 5 ft. (1 square), swim 30 ft. 
  Melee swarm (1d6 plus 1 Str damage)  
  Reach 0 ft. 
  Base Atk +1; Grp —  
  Atk Options blood drain, distraction 
  Abilities Str 10, Dex 13, Con 22, Int —, Wis 1, Cha 1 
  SQ amphibious 
  Skills Swim +8 
  Blood Drain (Ex) On each round that a bloodbloater 
  swarm deals at least 1 point of damage to a victim, 
  it also drains blood and causes 1 point of Strength 
  damage. 
  Distraction (Ex) Any nonmindless creature 
  vulnerable to the swarm’s damage that begins its 
  turn with a swarm in its square is nauseated for 1 
  round; a Fortitude save DC 10 negates the effect. 
  Spellcasting or concentrating on spells within the 
  area of a bloodbloater swarm requires a 
  Concentration check (DC 20 + spell level). Using 
  skills involving patience and concentration requires 
  a Concentration check DC 20. 
   
  
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  6: WASTRI’S SHRINE 
  VHEN’DOR 
  CR 7 
  Male human fighter 5/pious templar* 2 
  *Complete Divine 50 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Elven  
  AC 19, touch 14, flat-footed 17 
   (+2 Dex, +2 deflection, +5 armor) 
  hp 50 (7 HD) 
  Resist mettle 
  Fort +8, Ref +3, Will +5; True Believer 
  Speed 30 ft. (6 squares) 
  Melee +1 guisarme +11/+6 (2d4+4) 
  Ranged mwk composite longbow +10/+5 (1d8+2) 
  Reach 5 ft. (10 ft. with guisarme) 
  Base Atk +7; Grp +9  
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Trip, Short Haft, smite (+4 attack, +2 
  damage) 
  Combat Gear potion of cure moderate wounds 
  Pious Templar Spells Prepared (CL 2nd): 
   1st—cure light wounds (2) 
  Abilities Str 15, Dex 14, Con 12, Int 14, Wis 12, Cha 
  8 
  Feats Combat Expertise, Combat ReflexesB, 
  Improved Initiative, Improved TripB, Short HaftB, 
  True Believer, Weapon Focus (guisarme)B  
  Skills Climb +12, Jump +12, Handle Animal +7, 
  Knowledge (religion) +8, Swim +12 
  Possessions combat gear plus +1 mithral shirt, ring 
  of protection +2, periapt of wisdom +2, +1 
  guisarme, masterwork composite longbow (Str +2) 
  with 20 arrows 
  Mettle (Su) If Vhen’Dor makes a successful Will or 
  Fortitude saving throw that would normally reduce 
  the spell’s effect, he suffers no effect from the 
  spell. 
   
  DIRE TOAD* 
  CR 3 
  *Monster Manual II 75 
  N Medium animal 
  Init +2; Senses low-light vision, Listen +8, Spot +9 
  Languages —  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD)  
  Fort +6, Ref +6, Will +6 
  Speed 30 ft. (6 squares) 
  Melee bite +5 (1d4 plus poison) 
  Ranged tongue +5 (see below) 
  Base Atk +3; Grp +3  
  Atk Options improved grab, poison (Fort DC 14, 1d6 
  Con/1d6 Con) 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +8, Spot +9 
  Improved Grab (Ex) If a dire toad hits an opponent at 
  least one size category smaller with a bite or 
  tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action, without 
  provoking an attack of opportunity. If the dire toad 
  successfully establishes a hold it can attempt to 
  swallow whole. Alternatively, the dire toad has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire toad is not considered 
  grappled). 
  Swallow Whole (Ex) A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check. Once inside the toad, the victim takes 1d6 
  points of bludgeoning damage plus 1d4 points of 
  acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the 
  victim to climb from the toad’s stomach to its 
  mouth, where another successful grapple check 
  frees the victim. Alternatively the victim can attempt 
  to cut its way free with either claws or a light 
  slashing weapon. Dealing at least 10 hit points of 
  damage in this way creates an opening large 
  enough to escape through (AC 13). Once a single 
  swallowed creature escapes, muscular action 
  closes the hole. A medium dire toad’s stomach can 
  hold 2 small or 8 tiny or smaller creatures. 
   
  
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  APL 8 
  1: LIZARDFOLK PATIENCE 
  SSESTHRAAL 
  CR 6 
  Male lizardfolk druid 5 
  N Medium humanoid (reptilian) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common, Draconic, Elven  
  AC 19, touch 9, flat-footed 19 
   (+2 armor, +8 natural) 
  hp 49 (7 HD) 
  Fort +6, Ref +3, Will +7; +4 against spell-like abilities 
  of fey 
  Speed 40 ft. (8 squares) trackless step, woodland 
  stride 
  Melee 2 claws +6 (1d4+2) and  
  bite +4 (1d4+1) or  
  Melee mwk club +7  (1d6+2) and  
   
  bite +4 (1d4+1) 
  Base Atk +4; Grp +6  
  Special Actions spontaneous casting (summon 
  spells), wild shape 1/day (5 hours) 
  Combat Gear scroll of summon nature’s ally VI 
  Druid Spells Prepared (CL 7th): 
   3rd—call lightning (DC 17), sleet storm 
    2nd—barkskin�, flaming sphere (DC 16), resist 
  energy 
   1st—cure light wounds, entangle (DC 14), 
  longstrider�, obscuring mist 
   0—detect magic, know direction, light, purify food 
  and drink 
  �Already cast 
  Abilities Str 15, Dex 8, Con 14, Int 12, Wis 16, Cha 
  10 
  SQ hold breath, animal companion (medium viper), 
  link with companion, share spells, wild empathy +5 
  (+1 magical beasts)  
  Feats Multiattack, Practiced Spellcaster, Spell Focus 
  (evocation) 
  Skills Balance +8, Heal +10, Handle Animal +5, Jump 
  +11, Knowledge (nature) +10, Survival +10, Swim 
  +11 
  Possessions combat gear plus masterwork leather 
  armor, masterwork club, spell component pouch 
  Hold Breath (Ex) Ssesthraal can hold his breath for 
  54 rounds before he risks drowning. 
   
  MEDIUM VIPER ANIMAL COMPANION 
  N Medium animal 
  Init +8; Senses scent; Listen +6, Spot +6 
  Languages —  
  AC 19, touch 14, flat-footed 15 
   (+4 Dex, +5 natural) 
  hp 18 (4 HD) 
  Fort +4, Ref +8, Will +2 
  Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft. 
  Melee bite +8 (1d4-1 plus poison) 
  Base Atk +3; Grp +2  
  Atk Options poison (Fort DC 11, 1d6 Con/1d6 Con) 
  Abilities Str 9, Dex 18, Con 11, Int 1, Wis 12, Cha 2 
  SQ link, share spells, evasion, tricks (attack, down, 
  guard, seek, stay) 
  Feats Improved Initiative, Weapon FinesseB, Weapon 
  Focus (bite) 
  Skills Balance +12, Climb +12 , Hide +13, Listen +6, 
  Spot +6,Swim +7 
   
  HONOR GUARD 
  CR 3 
  Male lizardfolk ranger 2 
  N Medium humanoid (reptilian) 
  Init +3; Senses Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 20, touch 13, flat-footed 17 
   (+3 Dex, +2 armor, +5 natural) 
  hp 29 (4 HD) 
  Fort +5, Ref +9, Will +1 
  Speed 30 ft. (6 squares)  
  Melee 2 claws +6 (1d4+3 and  
  bite +4 (1d4+1) or  
  Melee mwk club +7  (1d6+3) and  
  bite +4  (1d4+1) 
  Ranged mwk composite longbow +8 (1d8+3/x3) or 
  mwk composite longbow +6/+6 (1d8+3/x3) with 
  Rapid Shot 
  Base Atk +3; Grp +6  
  Atk Options favored enemy human +2  
  Combat Gear potion of cat’s grace 
  Abilities Str 16, Dex 16, Con 14, Int 8, Wis 13, Cha 8 
  SQ hold breath, wild empathy +1 (-4 magical beasts) 
  Feats Multiattack, Rapid ShotB, TrackB, Weapon 
  Focus (longbow)  
  Skills Balance +8, Jump +9, Survival +8, Swim +10 
  Possessions combat gear plus masterwork leather 
  armor, masterwork composite longbow (Str +3) 
  with 20 arrows, masterwork club 
  Hold Breath (Ex) A lizardfolk can hold its breath for 
  54 rounds before it risks drowning. 
   
  3: TEMPLE GUARDIANS 
  TEMPLE GUARDIAN 
  CR 5 
  Bullywug* scout** 5 
  * Monsters of Faerun 25 
  **Complete Adventurer 10 
  CE Medium humanoid (aquatic) 
  Init +7; Senses Listen +8, Spot +8 
  Languages Common  
  AC 17, touch 12, flat-footed 17; uncanny dodge 
   (+2 Dex, +2 armor, +3 natural) 
  hp 41 (5 HD) 
  Resist evasion 
  Fort +5, Ref +6, Will +1 
  Speed 30 ft. (6 squares), swim 30 ft.; marsh move, 
  trackless step 
  Melee mwk spear +6 (1d8+1/x3)  
  Ranged mwk composite shortbow +6 (1d6+2/x3) 
  
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  Base Atk +3; Grp +5  
  Atk Options Point Blank Shot, Precise Shot 
  skirmish (+2d6, +1 AC) 
  Combat Gear 5 +1 flaming burst arrow, potion of cat’s 
  grace, potion of cure moderate wounds 
  Abilities Str 13, Dex 15, Con 16, Int 8, Wis 10, Cha 4 
  SQ trapfinding 
  Feats Improved InitiativeB, Point Blank Shot, Precise 
  Shot 
  Skills Climb +10, Hide +10 (+16 in marsh), Jump +10, 
  Listen +8, Move Silently +10, Spot +8, Survival +8, 
  Swim +10 
  Possessions combat gear plus leather armor, 
  masterwork spear, masterwork composite 
  shortbow (Str +2) with 15 arrows 
  Marsh Move (Ex) Bullywugs suffer no movement 
  penalties for moving in marshes or mud. 
  Skirmish (Ex) A scout deals extra damage during any 
  round in which she moves at least 10 feet away 
  from where he was at the start of the turn. The 
  extra damage applies only to attacks made after 
  the scout moves at least 10 ft. and only applies to 
  attacks taken during the scout’s turn. 
   
  4: FOYER PESTS 
  ADVANCED FIRE ELEMENT* DIRE 
  TOAD** 
  CR 5 
  *Manual of the Planes 193 
  **Monster Manual II 75 
  N Medium elemental (augmented animal, fire) 
  Init +5; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages —  
  AC 16, touch 12, flat-footed 13 
   (-1 size, +2 Dex, +5 natural) 
  hp 59 (7 HD) 
  Immune fire 
  Fort +9, Ref +6, Will +7 
  Weakness vulnerable to cold 
  Speed 30 ft. (6 squares) 
  Melee bite +9 (1d6+6 plus 1d4 fire plus poison) 
  Ranged tongue +8 (1d4 fire plus see below) 
  Space 10 ft. 
  Base Atk +5; Grp +13  
  Atk Options burn, heat, improved grab, poison (Fort 
  DC 16, 1d6 Con/1d6 Con) 
  Abilities Str 18, Dex 12, Con 19, Int 2, Wis 15, Cha 7 
  Feats Alertness, Improved Initiative, Weapon Focus 
  (bite) 
  Skills Hide +6, Jump +14, Listen +8, Spot +9 
  Burn (Ex) Any creature hit by the bite attack of a fire 
  element dire toad must make a successful Reflex 
  save DC 11 or catch fire, taking 1d4 points of fire 
  damage for 1d4 rounds.  
  Heat (Ex) A fire element dire toads bite attack deals 
  an additional 1d4 points of fire damage on a 
  successful hit. Any creature attacking a fire 
  element dire toad with a natural or unarmed attack 
  takes 1d4 points of fire damage on a successful hit. 
  Improved Grab (Ex) If a dire toad hits an opponent at 
  least one size category smaller with a bite or 
  tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action, without 
  provoking an attack of opportunity. If the dire toad 
  successfully establishes a hold it can attempt to 
  swallow whole. Alternatively, the dire toad has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire toad is not considered 
  grappled). 
  Swallow Whole (Ex) A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check. Once inside the toad, the victim takes 1d6 
  points of bludgeoning damage plus 1d4 points of 
  acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the 
  victim to climb from the toad’s stomach to its 
  mouth, where another successful grapple check 
  frees the victim. Alternatively the victim can attempt 
  to cut its way free with either claws or a light 
  slashing weapon. Dealing at least 10 hit points of 
  damage in this way creates an opening large 
  enough to escape through (AC 13). Once a single 
  swallowed creature escapes, muscular action 
  closes the hole. A medium dire toad’s stomach can 
  hold 2 small or 8 tiny or smaller creatures. 
   
  5: GRAND POOL 
  BLOODBLOATER SWARM* 
  CR 1 
  *Fiend Folio 16 
  N Diminutive ooze (aquatic, swarm) 
  Init +1; Senses blindsight 60 ft., Listen —, Spot — 
  Languages — 
  AC 11, touch 11, flat-footed 10 
   (+1 Dex) 
  hp 22 (2 HD) 
  Immune poison, sleep, paralysis, polymorph, 
  stunning, mind-affecting effects 
  Fort +6, Ref +1, Will -5 
  Weakness fire vulnerability 
  Speed 5 ft. (1 square), swim 30 ft. 
  Melee swarm (1d6 plus 1 Str damage)  
  Reach 0 ft. 
  Base Atk +1; Grp —  
  Atk Options blood drain, distraction 
  Abilities Str 10, Dex 13, Con 22, Int —, Wis 1, Cha 1 
  SQ amphibious 
  Skills Swim +8 
  Blood Drain (Ex) On each round that a bloodbloater 
  swarm deals at least 1 point of damage to a victim, 
  it also drains blood and causes 1 point of Strength 
  damage. 
  Distraction (Ex) Any nonmindless creature 
  vulnerable to the swarm’s damage that begins its 
  turn with a swarm in its square is nauseated for 1 
  round; a Fortitude save DC 10 negates the effect. 
  Spellcasting or concentrating on spells within the 
  area of a bloodbloater swarm requires a 
  
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  Concentration check (DC 20 + spell level). Using 
  skills involving patience and concentration requires 
  a Concentration check DC 20. 
   
  6: WASTRI’S SHRINE 
  VHEN’DOR 
  CR 9 
  Male human fighter 5/pious templar* 4 
  *Complete Divine 50 
  LE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic, Elven  
  AC 21, touch 14, flat-footed 19; Dodge, Mobility 
   (+2 Dex, +2 deflection, +7 armor) 
  hp 63 (9 HD); DR 1/— 
  Resist mettle 
  Fort +9, Ref +4, Will +6; True Believer 
  Speed 30 ft. (6 squares) 
  Melee +1 shocking guisarme +14/+9 (2d4+7 plus 1d6 
  electricity) 
  Ranged mwk composite longbow +12/+7 (1d8+3) 
  Reach 5 ft. (10 ft. with guisarme) 
  Base Atk +9; Grp +12  
  Atk Options Combat Expertise, Combat Reflexes, 
  Improved Trip, Short Haft, smite (+4 attack, +4 
  damage) 
  Combat Gear potion of cure moderate wounds 
  Pious Templar Spells Prepared (CL 4th): 
   2nd—bull’s strength 
    1st—cure light wounds (2) 
  Abilities Str 16, Dex 14, Con 12, Int 14, Wis 12, Cha 
  8 
  Feats Combat Expertise, Combat ReflexesB, DodgeB, 
  Improved Initiative, Improved TripB, Mobility, Short 
  HaftB, True Believer, Weapon Focus (guisarme)B, 
  Weapon Specialization (guisarme) B  
  Skills Climb +14, Jump +14, Handle Animal +8, 
  Knowledge (religion) +10, Swim +13 
  Possessions combat gear plus +2 mithral 
  breastplate, ring of protection +2, periapt of wisdom 
  +2, +1 shocking guisarme, masterwork composite 
  longbow (Str +3) with 20 arrows 
  Mettle (Su) If Vhen’Dor makes a successful Will or 
  Fortitude saving throw that would normally reduce 
  the spell’s effect, she suffers no effect from the 
  spell at all. 
   
  FIRE ELEMENT DIRE TOAD 
  CR 4 
  *Manual of the Planes 193 
  **Monster Manual II 75 
  N Medium elemental (augmented animal, fire) 
  Init +2; Senses darkvision 60 ft., low-light vision, 
  Listen +8, Spot +9 
  Languages —  
  AC 15, touch 12, flat-footed 13 
   (+2 Dex, +3 natural) 
  hp 26 (4 HD) 
  Immune fire 
  Fort +6, Ref +6, Will +6 
  Weakness vulnerable to cold 
  Speed 30 ft. (6 squares) 
  Melee bite +5 (1d4 plus1d4 fire plus poison) 
  Ranged tongue +5 (1d4 fire plus see below) 
  Base Atk +3; Grp +3  
  Atk Options burn, heat improved grab, poison (Fort 
  DC 14, 1d6 Con/1d6 Con) 
  Abilities Str 10, Dex 14, Con 15, Int 2, Wis 15, Cha 7 
  Feats Alertness, Weapon Finesse 
  Skills Hide +8, Jump +10, Listen +8, Spot +9 
  Burn (Ex) Any creature hit by the bite attack of a fire 
  element dire toad must make a successful Reflex 
  save DC 11 or catch fire, taking 1d4 points of fire 
  damage for 1d4 rounds.  
  Heat (Ex) A fire element dire toads bite attack deals 
  an additional 1d4 points of fire damage on a 
  successful hit. Any creature attacking a fire 
  element dire toad with a natural or unarmed attack 
  takes 1d4 points of fire damage on a successful hit. 
  Improved Grab (Ex) If a dire toad hits an opponent at 
  least one size category smaller with a bite or 
  tongue attack, it deals normal damage and 
  attempts to start a grapple as a free action, without 
  provoking an attack of opportunity. If the dire toad 
  successfully establishes a hold it can attempt to 
  swallow whole. Alternatively, the dire toad has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple check, but the dire toad is not considered 
  grappled). 
  Swallow Whole (Ex) A dire toad can swallow a 
  grabbed opponent that is at least one size category 
  smaller than itself by making a successful grapple 
  check. Once inside the toad, the victim takes 1d6 
  points of bludgeoning damage plus 1d4 points of 
  acid damage per round from the dire toad’s 
  stomach. A successful grapple check allows the 
  victim to climb from the toad’s stomach to its 
  mouth, where another successful grapple check 
  frees the victim. Alternatively the victim can attempt 
  to cut its way free with either claws or a light 
  slashing weapon. Dealing at least 10 hit points of 
  damage in this way creates an opening large 
  enough to escape through (AC 13). Once a single 
  swallowed creature escapes, muscular action 
  closes the hole. A medium dire toad’s stomach can 
  hold 2 small or 8 tiny or smaller creatures. 
  
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  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  Short Haft 
  You have trained in polearm fighting alongside your 
  comrades in arms, sometimes reaching past teem while 
  they shield you, and sometimes shielding them while 
  they attack from behind you. 
   
  Prerequisites: Proficiency with a reach weapon, 
  Weapon Focus with a reach weapon, base attack bonus 
  +3. 
   
  Benefit: As a swift action, you can choose to lose 
  the benefit of wielding any reach weapon other than a 
  spiked chain or a whip. In return, you can use that 
  weapon to threaten and attack spaces adjacent to you. 
  With another swift action you can give up this feat’s 
  benefit in order to regain the use of your weapon’s 
  superior reach. 
   
  Special: A fighter can select Short Haft as one of 
  his fighter bonus feats.  
   
  Source: Player’s Handbook II, page 82 
   
  True Believer 
  Your deity rewards your unquestioning faith and 
  dedication. 
   
  Prerequisites: Must choose a single deity to 
  worship. Must be within one step of that god’s 
  alignment. 
   
  Benefit: Once per day when you are about to 
  make a saving throw you may declare that you are 
  using this feat to gain a +2 insight bonus on that saving 
  throw. 
   
  This feat also allows you to use a relic of the deity 
  you worship. 
   
  Source: Complete Divine, page 86 
  
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  DM MAPS 
  DM MAP 1: ENCOUNTER 1 
  
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  DM MAP 2: ENCOUNTER 3 
  
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  DM MAP 3: ENCOUNTERS 4−7 
   
   
   
    
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR7-11 Hidden Cache (3E).pdf