TEXT:  
   
   
   
   
   
   
   
  
  Forstal’s Final Rest 
   
  Player's Background: 
  Thirty years ago a group of adventures went into the cave complex near the town of 
  Logan's Bluff. The village and surrounding area had been beleaguered by a humanoid 
  band of Trogs. The Trog population rampaged throughout the area for several months. 
  A cry was heard in the wilderness and a hearty group of adventurers came to the 
  rescue. 
  The adventurers were able to overcome the Trog population and closed down their 
  cavern headquarters. The brave heroes were led by the fighter Delatin Forstal. During 
  the final battle underground Forstal fought off Trog after Trog to allow his fellow 
  adventurers an escape route. As his strength began to wane he was rescued by one of 
  his party. The mage Seltin cast forth a mighty fireball which decimated the final 
  contingent of Trogs thereby allowing time to bring Forstal back to the surface. There 
  among the fresh air Forstal perished. The heroes of the cavern constructed a tomb for 
  Forstal shortly thereafter. Within the tomb was a monument to Forstal himself-savior of 
  the land. 
  The tomb itself is somewhat of a local shrine that visitors often see while in the area. 
  The town of Logan's Bluff benefits from this patronage and the townspeople help with 
  the upkeep of the shrine. Recently strange noises have been heard in the crypt area. 
  Some believe that noises are the reawakening of the evil that had plagued the 
  countryside. As these rumors have flourished the patronage to the shrine has subsided 
  considerably. The town elders have once again called out for heroes to get to the 
  bottom of the mystery. 
   
  DM Background 
  In some ways the rumors are true. When the heroes of the caverns sealed off the area 
  they left behind a few caverns that went unsealed. Although the caverns were sealed 
  off some of the Trogs were able to get through the rubble and have set up life in the 
  abandoned caves below the tomb. To further complicate the situation a small tribe of 
  Bullywugs have recently relocated. 
  
  The Bullywugs set out on a river a few leagues to the North. During their trip they 
  encountered a cavern complex that the river led into. At the end of their journey the 
  Bullywugs went over a subterranean waterfall which deposited the creatures into the 
  caves underneath Forstal's Tomb. 
  The Bullywugs have cleaned up the scattered debris and made the caves their home. 
  During the initial search of the caves the humanoids discovered the few remaining 
  Trogs and were subsequently enslaved by them. Although the Bullywugs outnumber the 
  Trogs the strength factor keeps the lesser amphibians at bay. 
  The caves that are still occupied in the complex are fairly clean due to continued 
  maintenance by the Bullywugs. The lower portions of the cave are coated with varying 
  levels of muck due to the general nature of the caves. The climate in general is cool with 
  the exception of the water in area #4. The water is from the upper reaches and 
  eventually from the surface. This area is warmer that the other areas and is used for food 
  gathering in the form of fish from the surface. 
  In the bottom reaches of the caverns will be found the current combined wealth of the 
  occupants. The Bullywugs are currently happy with their lifestyle but the Trogs have 
  others things in mind. The last remaining Trogs want desperately to return to the surface 
  world where they plan to take revenge on those who ruined their lives. The problem the 
  Trogs cannot overcome is finding a way out. The Trogs realize that the exit lies in the 
  ceiling of area #1 but are unable to obtain enough leverage to open the trapdoor. The 
  Trogs are smart enough to realize that any future incursions upon their territory will 
  mean that a new entrance has been located or the old entrance has been reopened. The 
  Trogs will make every opportunity to escape from the caverns and take their revenge on 
  each and every human and demi-human that they discover. 
   
  1.  TOMB AREA 
  The bronze doors squeak open and reveal the cobweb filled tomb area of Delatin 
  Forstal-Hero of the Caverns. The red granite floor is covered in a thick coat of 
  dust. The walls of the tomb are covered with murals depicting various battles in a 
  set of caverns. In the center of the room is a large stone coffin. In the back left 
  corner of the tomb is a large slab of basalt with engraved runes on it. 
  DM: The tomb area of Forstal has not seen many visitors recently but still has a 
  shroud of magnitude surrounding the memorial. The basalt tablet details the life of 
  Delatin Forstal and his heroic deeds to fight off serpent men of the caverns. The 
  
  history pays particular attention to his final stand against the overwhelming odds 
  to allow his companions fight their way to freedom. 
  The coffin is the final resting place of the hero. The lid can be lifted to reveal the 
  skeletal remains of Forstal. The skeleton is still encased in banded armor still 
  stained with the blood of many foes. A long sword resides in a scabbard around 
  the waistline of the armor and can be used if needed. A slight draft can be felt as 
  if the old warrior still lived on. 
  The draft is an air current coming from the caverns below. It will take a combined 
  strength of 36 points to move the large coffin. Once this is accomplished a 
  trapdoor will be located. When the door is opened the draft will increase to a 
  breeze. Darkness will be the only thing visible and the floor below extends down 
  15 feet. 
   
  2.  ENTRANCE CAVE 
  The floor below is dry and rocky. Several small rock formations exist in the area 
  and the whole place is very dark. Very little light comes from above. Once 
  illumination is obtained you notice the presence of some large humanoid skeletons 
  on the floor. A broken spear is in the center of one chest. 
  DM: This cavern is the entry/exit point for the caverns. This was the sight of the 
  first and last battles for the cavern when Forstal and Co. made their heroic journey 
  into the darkness. The floor of this cave is dry due to the elevation however this 
  ends rapidly as the delvers leave the cavern through the exit to the North. Halfway 
  down the passage the delvers will know that the floor is sloping. Other than the 
  skeletons there is nothing of note in this cavern. The bones represent the last 
  attempt of the Trogs to kill the human invaders. The attempt did succeed in the 
  fact that no other adventurers have attempted entry to the caves. 
   
  3. MUD CAVE 
  The passage slopes dramatically the farther the delvers explore. As the passage 
  slopes the flooring becomes slick due to a thick coating of mud. The trip down 
  ends in a small cave with grunting and slurping noises. As you round the bend 
  yellow eyes come into view, three pairs of yellow eyes. 
  
  DM: The cave bottom is covered with a thick viscous coating of mud. This feature 
  has made it very attractive for the current occupants. Three creatures are rolling in 
  the mud and enjoying themselves. It has been several months since they have 
  seen humans and are taken aback by the presence of the adventurers. This will 
  not stop the Bullywugs from attacking as they know of stories about humans and 
  the hatred born of the bullywug race. These Bullywugs do not have any weapons 
  as they are only relaxing in the mud cave. Further they do not have any treasure. 
  Monsters: Bullywugs (3) AC6 HD 1 HP 5ea. #AT 3 D 1-2/1-2/2-5 
   
  4.  POND CAVE 
  The sound of running water comes towards you as you travel down the passage. 
  Rounding the corner your light reflects off of the large pond in the Northern 
  portion of the cave. The pond is fed by a small river in the wall. A rift separates 
  this cave from a lower section of what appears to be another still larger cavern. 
  Seven large frog creatures are near the edge of the pond with spears. They 
  appear to be fishing until the illumination alerts them that they are not alone. 
  DM: This cave supplies the occupants with a food source as a moderate amount 
  of fish are emptied into the pool from the world above. These fish are then easily 
  caught by the "great bullywug hunters". The fish are the main staple of the dark 
  citizens of the caves. 
  The Bullywugs are very adept at using the spears and will not hesitate to use them 
  as defense. The Bullywugs will also realize that the force will need to be dealt with 
  quickly, 
  Monsters: Bullywugs (7) AC6 HD 1 HP 6x4, 5x3 #AT1 D 1-6 no treasure. 
   
  4a) THE DROPOFF 
  This section of the cavern is a large drop off. The sides are very slick and the 
  descent is approximately 10'. It can be successfully scaled with rope but those 
  who land first will be immediately attacked by those who roam below. 
   
  
  5.  COMMON AREA 
  The floor of this cave has numerous puddles of moisture around it. Sounds of 
  oncoming creatures begin to become quite audible. It becomes louder as you 
  stand waiting for the others to come down. You start to realize that you will be 
  meeting with a large group of creatures alone unless your fellow party members 
  hurry up. 
  DM: The creatures coming to attack are Bullywugs. They are certainly aware that 
  the presence of adventurers will cause a serious threat to their somewhat peaceful 
  environment. This cavern is used as the common room for the Bullywugs and does 
  have several old campfires in it. Upon hearing the commotion of battle in the area 
  above all fires have been extinguished and all subjects in the common room have 
  armed themselves for battle. By the time the second adventurer is almost down 
  the slope the Bullywugs will be starting their approach for battle. Three Bullywugs 
  per round will show up and attack until all twelve have been accounted for. 
  Monsters: Bullywugs (12) AC6 HD 1 HP 8x2, 7x5, 6x3 5x2 #AT1 D 1-8 as per spears. 
   
   
  6.  ARMORY 
  This small cave appears to be dry but the passageways to get there were all 
  sloping down. As you approach you can hear shuffling noises coming from down 
  the passage where a small cave is. As you near with the illumination you observe 
  four humanoids fast approaching with barbed spears. 
  DM: This small cave is used as the armory for the Bullywugs. Other than the 
  guards presently here there are also 6 regular spears and 4 barbed ones. Also in 
  the room are the makings of additional weapons. Two stone axes lay against the 
  far wall of this cavern that appears to be too large for the Bullywugs to use 
  properly. There is also a foul stench from the Trogs that have been in this cave. 
  They are the primary users of the stone axes. 
  As with the other areas of the caves there are no types of treasures present. The 
  weapons can be sold for normal value at the marketplace should a buyer be 
  located. 
  Monsters: Bullywugs (4) AC6 HD 1 HP 8,7,7,6 #AT 1 D 1-8 
  
  7.  EMPTY CAVE 
  As you wander down the passageway you suddenly become submerged in a thick 
  muck. As you continue you notice that tunnel slopes down and travel becomes 
  more difficult as the muck slows you down. The cave itself is completely sub-
  merged in muck and mire. The travel is slow but not dangerous and the cavern 
  itself is rather large and has a substantial floor to ceiling rock formation with 
  sparkles in it. 
  DM: As stated above the travel is slow and aside from the interment drops in the 
  floor fairly safe. The rock formation in the center has small deposits of quartz in it 
  but it is low grade ore and not worth selling. The deposits can be picked out but 
  the going will be slow and non-profitable. Other than the quartz there is nothing of 
  interest in the cavern. 
   
   
  8. COMMON ROOM 
  Well-lit is the best way to describe this area. The cavern is medium sized and has 
  a bend in the center of the cave. Several Bullywugs are in the cave and appear to 
  be involved in various activities. Due to the presence of light in the cave they do 
  not appear to notice your presence. 
  DM: This cavern is used as a common room for the Bullywugs. The area has been 
  designated for regular use by the clan. There are currently six Bullywugs present 
  in the room at this time and none are armed. There are two small tables with 
  papyrus on top. Bullywug writing can be seen but not understood even if the 
  language proficiency is present. 
  Once the Bullywugs discover the adventurer’s presence they will attack without 
  fear. The Bullywugs will realize that any penetration to this depth will mean that 
  any further assistance from the others will not be available. The Bullywugs have 
  no treasure in this area. 
  Monsters: Bullywugs (6) AC 6 HD1 HP 7x2, 6x4 #AT3 D 1-2/1-2/1-5 
   
   
  
  9. LEADER CAVE 
  Just like the cave before this cavern is well lit. Unlike the prior cave this cavern has 
  a long walnut table in it that appears to have the boards lashed together with 
  rope. Around the table is six Bullywugs. 
  DM: This cavern is used by the bullywug leadership for planning and other things. 
  The table is actually one of the rafts that the Bullywugs discovered the cave with. 
  The Bullywugs around the table are the leaders of the clan. Each bullywug has the 
  wicked barbed spears that have been seen in the other portions of the complex. 
  The leader attacks as a 2HD monster and receives +1 on all damage rolls due to 
  his ability as an experienced warrior. His retinue of assistants are all full hit die 
  creatures and very adept at using the barbed spears. All of these Bullywugs fight 
  without fear and will not quit fighting until they die. 
  Monsters: Bullywugs (6) AC6 HD 2, 1 HP 15, 8x5 #AT 1 D 1-8 
   
   
  10. TROG ANTECHAMER 
  The tunnel slopes down at an increasing rate and empties into a very large cavern. 
  In the center of the cavern is a large rock formation with more quartz deposits. As 
  you peer into the darkness you hear belabored breathing. 
  DM: This cavern is used by the Trogs as an antechamber for the Bullywugs who 
  have grievances. There is always one Trog and five Bullywugs present at all times 
  as dictated by a treaty between the Bullywugs and the Trogs. The belabored 
  breathing is the Bullywugs as they have never known any intruders in the 
  complex. The Trogs are those that remain from the earlier incursion to the caves 
  prior to the bullywug appearance to the area. The Trog in this cave and the Trogs 
  in area #11 are well aware of the danger that the adventurer party will pose to 
  their well-being. The Bullywugs will attack first as ordered. If the Bullywugs are 
  destroyed quickly (within the first round) the Trog will retreat and alert the Trogs 
  in area #11. A final battle will be fought there at that time. As with the other 
  caverns there is no treasure in the caves. 
  Monsters: Bullywugs (5) AC6 HD 1 HP 6,5x4 #AT 3 D 1-2/1-2/2-5 
  
  Monster: Troglodyte   AC 5 HD 2 HP 13 #AT 1 D 1-8 as per stone battle axe, SA 
  odor 
   
   
  11. TROG CAVE 
  As you near the Southern portion of the cave you notice that there is a steep drop 
  off. Attached to the floor with iron spikes is a small rope fixture. Climbing down is 
  fairly easy as there appears to be knots every three feet. 
  DM: This cavern is used as the HQ for the surviving Trogs of the original clan. 
  There are four Trogs still remaining in this cave unless the Trog from #10 is 
  present. These Trogs are familiar with humans and are the remaining members of 
  the group that chased out the "Heroes of the Caverns". The Southern portion of 
  the cave is filled with rubble. The rubble area used to be entrance to the Trog 
  Kingdom. The heroes were able to destroy the entrance portion of the caverns and 
  seal away most of the Trogs. A few escaped as the adventuring party retreated to 
  the safety of the upper world. 
  Monsters: Troglodytes (4) ACS HD2 HP 15, 14,13x2, #AT 1 D 1-8 (stone battle 
  axes) SA revulsion odor 
   
  Treasure: This cavern is also the resting place of the combined wealth of the 
  Trogs and the Bullywugs. A crude wooden chest sits in the back of this cavern and 
  contains the following: 
  85 gp in a loose pile  
  120 sp also in a loose pile 
  200 cp in sacks of 50 each  
  1 piece of gold jewelry worth 120gp  
  1 scroll of cure light wounds, 1 potion of levitation 
   3 gold rings worth 25 gp. 
  
   
   
  
   
   
  Area #2 <above> and Area #8 <below> 
   
   
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[1e Compatible, OSRIC]/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/FO2 Forstals Final Rest (Filbar; 1-2e).pdf