TEXT:  
   
   
  The lake 
  below 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  The Lake Below 
   
  Rumours & Hooks 
  Two years ago, a church was erected on the 
  frontier shores of Lake Argos. Unknown forces 
  set upon the building, slaying or stealing away the 
  priestesses within. Abandoned shortly thereafter, 
  some say a great evil lingers over the site. 
   
  High Priestess Ulna is offering a handsome 
  reward to investigate and reclaim an abandoned 
  church. The resident clergy were killed or 
  kidnapped by unknown forces two years earlier.  
   
  A few years ago, the faithful of Argona (goddess 
  of hope, health and happiness, female clergy 
  only), erected a frontier church on the shores of 
  Lake Argos.  
   
  Unfortunately for the priestesses, a band of 
  toadmen living in underwater caverns nearby 
  took exception to the intrusion, and ate them.  
   
  Investigators from the nearest town were unable 
  to determine the fate of the clergy, and ultimately 
  chalked it up to bandits. When the second set of 
  priestesses also disappeared however, the church 
  was declared cursed and abandoned.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The adventurers might discover the abandoned 
  church while exploring the great lake, or seek it 
  out as agents of High Priestess Ulna (50’s, heavily 
  overweight, raven haired with streaks of grey), 
  who offers 1,000 gp to unravel the mystery and 
  secure the site. 
   
  Random Encounters 
  Depending on whether the adventurers approach 
  by lake or forest, there is a 25% or 40% chance of 
  a random encounter every eight hours. If an 
  encounter occurs, roll 1d6: 
   
  Forest 
   
  1. 2d4 Giant Spiders (LFG p.125) are 
  hiding in the trees. They drop massive 
  webs (Luck (Dex) save to avoid), before 
  pouncing, hoping to devour or cocoon 
  their victims. 
   
  2. Poisonous Scrub. The adventurers pass 
  through a patch of poisonous, thorny 
  vines. An Int (Wilderness Lore) check 
  avoids swollen and inflamed cuts (causing 
  1d4 Dex loss).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  3. 10d6 Beastmen (LFG p.100) have made 
  camp nearby; their drums can be heard 
  clearly up to half a mile away. Roaming 
  sentries (2d4) carry primitive horns to 
  summon more of their man eating kin. 
   
  4. A large pack of 5d4 Wolves (LFG p.129) 
  are prowling here, hungry for a meal. 
  They will surround and target pack 
  mules 
  or 
  horses 
  before 
  targeting 
  humanoids, if possible. They might be 
  placated with party rations. 
   
  5. A single Giant Scorpion (LFG p.122) has 
  flattened itself beneath the undergrowth, 
  hoping to take its prey by surprise (Dex 
  (Stealth) v Perc (Detection) contest).  
   
  6. Awful, guttural speech can be heard 
  beyond the next copse of trees (an Ettin 
  (LFG p.108) arguing with itself). 
   
  Lake 
   
  1. 2d4 six ft Giant Wasps buzz down from 
  the sky or nearby shore, hoping to 
  paralyze and carry away a meal. AC 14, 
  HD 3+4, Sting 1d6 + poison (Luck (Con) 
  save or paralyzed for 1d6 hours), 19: 
  grabs the target and flies away with it at a 
  rate of 40 ft per round (Opposed Str 
  check to break free). S15 D18 C12 I3 
  P13 W10 Ch5, L6, Mv 60 ft flying. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  2. 2d4 canoes, each carrying 1d4 barbarians 
  (LFG p.114) armed with bows and 
  spears, appear from a small island or 
  inlet.  
   
  3. 2d4 Giant Crocodiles (LFG p.103) are 
  lurking in the waters nearby. If the 
  adventurers are using a small boat, they 
  might try to overturn or breach it. If the 
  vessel is large, they trail along for a few 
  hours, hoping for an opportunity.  
   
  4. A terrible storm and/or rolling fog 
  sweeps in. There is a 50% chance 5d4 
  Nixies (water sprites, LFG p.125) sneak 
  on board to cause trouble. 
   
  5. Mutiny! If the PCs have chartered a ship, 
  the crew rebels, engulfing the vessel in 
  chaos as the quartermaster attempts to 
  usurp control! 
   
  6. Something truly colossal rises from the 
  deep, sending gigantic tentacles slithering 
  across the deck. A Luck (Dex) save is 
  required to avoid being dragged into the 
  water (crushed for 3d10 damage each 
  round, drowning rules apply LFG p.159). 
  A Str Contest (vs Str 23) is needed to 
  break free. 
   
  7.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  4 
   
  Map 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 – Entry Path 
  The approach to the church is on a moderate 
  incline, the dirt path turning to stone steps, with a 
  handful of gravestones spread about the area. 
  The building is on a small rise and in poor 
  condition (despite being a relatively new 
  structure); the door is broken, as are the windows 
  and the tower partially collapsed  (leaning 
  precariously to one side).  
   
  When the adventurers arrive, there may be one 
  or more toadmen on sentry duty (50% chance at 
  each of Areas 4, 5 and 6), concealed in the trees 
  or 
  lake 
  (the 
  church 
  occasionally 
  attracts 
  humanoids that the toadmen prey upon). If 
  present, they are well hidden, using their 
  chameleonic ability to gain advantage on any Perc 
  (Detection) vs Dex (Stealth) checks. Whether 
  detected or not, at least one sentry makes haste to 
  summon others from the underwater caverns.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 2 – Church 
  The church is wooden framed with plaster walls, 
  the entry door and windows broken. Most 
  dangerously, the roof and tower are collapsing. 
   
  The interior is in ruins, pews shattered and the 
  altar (which bears Argona’s starmaiden icon; a 
  beautiful woman with a trail of stars in lieu of 
  legs) defaced, smeared with blood and a 
  malodorous, translucent slime.  
   
  Wooden steps lead to the collapsing tower. Any 
  attempt to navigate the upper level requires a 
  Luck (Int) check to avoid inadvertently collapsing 
  the entire roof (causing 8d6 damage to those 
  below, and a Con check to avoid rolling on the 
  Injuries & Setbacks table, LFG p.54). 
   
  Little of value remains in the church, but a 
  thorough search reveals 1 x Trinkets & Curios 
  (LFG p.141). A search also reveals clues to the 
  toadmen menace: slime on the altar, a half eaten 
  female skeleton with a large bite from the ribs 
  (consistent with a giant toad/anuran), and a two ft  
  
   
  5 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  length of shrivelled flesh (giant toad tongue), 
  stuck beneath a broken pew. 
   
  If sentries have gone to fetch their kin, it takes 
  2d6 minutes for them to form a posse. After this 
  time, 2d6+15 tmen (from Area 9) assault the 
  church from all directions, hoping the trap the 
  adventurers inside. If more than half are killed, 
  the remainder attempt to flee into the lake. 
   
  Toadmen 
  No. Appearing: 2d4+1 (hunting party) or 8d10 
  (spawning cave) 
  Armor Class: 13 
  Hit Dice: 2+4 
  Attacks: Bite (1d8+1)  
  Nat 19: the toad’s tongue snatches the target’s 
  weapon or shield from its grasp. 
  S:17 D:16 C:13 I:4 W:12 Ch:6 
  Luck: 5 
  Move: 30 ft including up walls, ceiling, etc 
   
  Toadmen are 5 ft humanoid anurans of animal 
  intellect, often bulbous with dark green, noduled  
  Map 2 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  skin. Their back legs are particularly strong and 
  muscular, allowing them to jump up to 30 ft. 
  Toadmen have sticky, prehensile tongues that 
  reach up to 15 ft, helping them climb or grapple 
  foes (gaining advantage). Some variants are 
  known to have slow acting chameleonic abilities 
  (gaining advantage on hide checks after 1d6 
  minutes of matching their skin colour to the 
  environment). Toadmen see better than humans 
  in darkness, but are still blind in the absence of 
  light. They keep their underwater dens lit with 
  luminous moss, plants and algae.  
   
  Area 3 – Vegetable Garden 
  This fenced off area was once a vegetable garden 
  for the priestesses, now long since overgrown. A 
  small patch of wolfsbane is growing here, enough 
  for 3 doses. A properly brewed wolfsbane 
  mixture (Int (Apothecary) check with proper 
  instructions) splashed on an area or creature will 
  discourage wolves, dogs and lycanthropes (Luck 
  (Will) save or flee/delay for 2d6 rounds).  
   
   
  
   
  6 
   
  Area 4 – Lake Shore  
  The lake shore is in this vicinity, dropping away 
  steeply into deep water. About 100 ft to the 
  northeast, and 15 ft deep,  is Area 7; the curiously 
  luminescent entry tunnel to the toadmen’s 
  underwater caverns. There is a 50% chance of 
  1d2 toadmen sentries in this area, keeping watch 
  on the lake and church. The edge of the shore 
  displays obvious, humanoid sized, webbed tracks 
  leading into the water. 
   
  Area 5 – Northern Trees 
  This large forested area has a 50% chance of 
  concealing 1d2 toadmen sentries. Scouting here 
  reveals strange, webbed tracks leading to the lake 
  (Int (Wilderness Lore) or Perc check). 
   
  Area 6 – Southern Trees  
  This small forested area has a 50% chance of 
  concealing 1d2 toadmen sentries. Scouting here 
  reveals strange, webbed tracks leading to Area 5 
  (Int (Wilderness Lore) or Perc check). 
   
  Beneath the Lake 
  The lake water is murky and freezing cold. Vision 
  is poor, up to about 20 feet at best (reducing the 
  further a swimmer descends). 
   
  Unless the party follow some toadmen to their 
  lair, finding the 10 ft diameter entry tunnel 
  requires searching and a Perc (Detection) check 
  at a depth below 10 ft. Fighting underwater is 
  difficult and risks drowning (LFG p.159). 
   
  Area 7 – Underwater Entrance 
  This 10 ft diameter tunnel is illuminated by 
  faintly glowing lichen (as is all of the complex), 
  cultivated by the toadmen to help guide them 
  through the passages. The effect is eerie but 
  provides 15 ft of cloudy vision (disadvantage on 
  Perc checks). After descending southeast about 
  20 ft, the tunnel opens up into Area 8. 
   
  Area 8 – Main Cavern 
  This massive underwater cavern is approximately 
  130 ft x 110 ft, with a height of 15 ft. The entire 
  area is completely submerged until a swimmer 
  nears Area 9, when the ceiling rises a few feet, 
  allowing space to regain one’s breath. 
   
  The north eastern tunnel flows deeper under the 
  earth, to a destination of the GM’s choosing. The 
  toadmen tend to use it as a convenient trash 
  chute (when they can be bothered with such 
  things). Unless the party has a way to breathe 
  underwater, any exploration of this tunnel will 
  likely be limited.  
   
  There is a 70% chance of 1d8 Claw Toads 
  residing here (100% if the toadmen have been 
  alerted to the party). The claw toads are allies of 
  the toadmen (well, they try to resist eating them) 
  and attack intruders. Fighting underwater is 
  particularly dangerous and GMs might wish to 
  remind players of the Party Retreat rule (LFG 
  p.45). One of the claw toads is missing part of its 
  tongue (see Area 2). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Claw Toad 
  No. Appearing: 1d8  
  Armor Class: 14 
  Hit Dice: 4+2 
  Attacks: Bite (1d12) and Claw (1d6) 
  Nat 19: Special 
  S:19 D:12 C:17 I:3 W:14 Ch:2 
  Luck: 7 
  Move: 30 ft including up walls, ceiling, etc 
  
   
  7 
   
  Claw toads are 8 ft behemoths, fat and bulging 
  with lumpy skin, an enormous toothed maw, and 
  claws. They may make a special tongue attack up 
  to 15 ft, dragging their target into melee range, 
  and unable to move away without winning a Str 
  contest. On a 19+ attack roll, a claw toad swallows 
  a humanoid target whole. A swallowed target may 
  attack the monster’s guts with a small weapon 
  such as a dagger, suffering 3d6 crushing and 
  acidic damage on the monster’s turn. Claw toads 
  may spend their move action to jump up to 30 ft.  
   
  Area 9 – Dry Land 
  This 90 ft x 70 ft area rises out of the water with 
  an average 10 ft ceiling. The ground is gritty and 
  irregular, with patches of slick lichen and moss, 
  making for slippery footing.  
   
  2d6+20 toadmen live here, mostly eating, 
  sleeping and fighting. Carcasses and bones are 
  spread about, including recent meals of lost 
  barbarians and drowned beastmen. They attack 
  any intruders with savage ferocity. The toadmen 
  know what fire is, and are highly fearful of it, 
  which the party might use to their advantage. A 
  thorough search locates the discarded remains of 
  past victims (1 x Carry Loot, LFG p.136). 
   
  Area 10 –  Left Overs 
  This isolated corner is where the claw toads 
  “bury” the indigestible remains of their meals – 
  metals, gemstones, particularly hardy bones, etc. 
  The giant toads are not dissimilar to cats, 
  scratching the lake floor over any remains in a 
  half hearted attempt to bury them before 
  departing. Large numbers of sizable bones, 
  weapons and other metallic objects protrude 
  from the silty floor. 2d4 random weapons and 
  armour (50% chance rusted through), and 1 x 
  Carry Loot, may be scavenged with sufficient 
  time.  
   
  Area 11 –  Spawning Pool 
  A “door” of woven kelp and bark blocks the 
  entry to this chamber (wedged in place, 
  automatically moved by someone with Str 14+, or 
  else a Str check at advantage).  
   
  The 30 ft x 20 ft cavern is the toadmen’s 
  spawning pool. It has a 12 ft ceiling and is filled 
  with 6 ft of lake water that is thick with white egg 
  foam. There is a 75% chance Vt’Sut, Boss of 
  Brt’Mok (toadmen), is here cavorting with 1d6 
  female toad(wo)men. None dare disturb Vt’Sut 
  when he is in the spawning pool, and the 
  croaking 
  festivities 
  within 
  are 
  loud; 
  the 
  adventurers might take him by surprise.  
   
  Either way, Vt’Sut is highly intelligent for his 
  species, and speaks broken common (learnt from 
  the prisoners in Area 14). His preference is to kill 
  and eat the party, but he might attempt parley 
  first; he did not become Boss of Brt’Mok by 
  charging into every fight, especially when faced 
  with obviously capable warriors.  
   
  If questioned about the missing priestesses, 
  Vt’Sut admits they ate them (“Vt’Sut eat loghairs, 
  juicine, yerp” ) because they invaded their lands 
  (“Vaders Vt’Sut placen, so Brt’Mok eat, yerp”). 
  Vt’Sut cares nought for any toadmen slain by the 
  party, but is protective of his harem and himself. 
  If on the losing end of combat, he will attempt to 
  bargain 
  for 
  merciful 
  exile, 
  offering 
  his 
  “beautimus” belt, and promising to move the 
  toadmen to a much more remote section of the 
  lake. Whether he keeps such a promise is up to 
  the GM. 
   
  Vt’Sut is a 6 ft toadman Boss Monster with all the 
  usual benefits (LFG p.95), Int 5 and 4 HD (45 
  hp). He wears a wide girdle of soft leather, stolen 
  from Tulrok in Area 14 (permanent magical 
  object: LFG p.152) 
   
  Area 12 – Main Junction 
  This oddly shaped intersection is about 40 ft x 40 
  ft at its widest points. There is a 50% chance of 
  2d4 toadmen moving through here at any one 
  time. The northern nook includes a raised 
  section with a crude bed of bones covered with 
  
   
  8 
   
  luminescent moss (Vt’Sut’s bed). A search of the 
  bedding reveals 1 x Valuables (LFG p.147) 
  entangled within and beneath it.  
   
  Area 13 –  Croc Nest 
  This 30 ft x 20 ft chamber is home to an elderly 
  18 ft Giant Crocodile, the original inhabitant of 
  the complex. When the toadmen arrived, they 
  sought to oust her, but she killed so many of 
  them they stopped trying. These days she mostly 
  hibernates, occasionally venturing out into the 
  lake when the toadmen forget to feed her. Vt’Sut 
  has a spiteful respect for the giant reptile, and she 
  appreciates 
  his 
  food 
  offerings 
  (including 
  recalcitrant toadmen), so they tolerate one 
  another. There is a 50% chance she is hibernating 
  when the party arrives. Unless they disturb her, 
  she will not bother them.  
   
  Giant Crocodile, AC 14, HD 6, Bite 2d6+2, 19: 
  the target loses a limb (Luck (Dex) save resists), 
  S20 D10 C19 I3  P10 W12 Ch5, L8, Mv 30 or 
  swim 50 ft. On a 19+, the target is caught in the 
  croc’s jaws and rolled/drowned if water present 
  (lose action each turn until successful Luck (Dex) 
  save). The veteran reptile has Off Turn Attacks. 
   
  Area 14 – Prison 
  This 70 ft x 40 ft chamber has a heavy stone 
  “door” that plugs the entry. A Str check at 
  disadvantage is required to shift it enough to 
  squeeze through.  
   
  Inside are two starving human prisoners in poor 
  shape; (i) Edori, one of the original priestesses of 
  Argona (40’s, tattered rages, missing one arm,  
   
   
   
   
   
   
   
  half crazed with despair) and (ii) Tulrok 
  (barbarian, diseased bite wounds, thin yet wiry 
  with muscle, and a defiant gaze).  
   
  Edori’s single wish is to be free of this nightmare. 
  If she survives, she can confirm the toadmen 
  attacks on the church, that she taught Ut’Sut to 
  speak, and other harrowing tales.  
   
  Tulrok wants nothing more than a chance for 
  vengeance, and will gladly attack any toadmen he 
  finds (Barbarian 3, hp: 7). Ulrok has been 
  imprisoned for only four weeks, and does not 
  speak common (only the rare tribal dialect of 
  Gum’non). He insists the party keep his belt (see 
  Area 11) out of gratitude for freeing him. 
   
  Aftermath 
  At the GM’s option, there is a 50% chance 3d6 
  toadmen are returning from an unsuccessful hunt 
  just as the adventurers leave the site, requiring 
  one final showdown. 
   
  If the toadmen are not discovered, any further 
  priestesses sent to the church are eventually 
  eaten, much to the despair of High Priestess 
  Ulna. 
   
  If Vt’Sut and his kin are killed and/or driven off, 
  the church may be re-established, and further 
  settlers attracted to the region. High Priestess 
  Ulna will be very pleased and owe the party a 
  favour. 
   
   
   
   
   
   
   
   
   
   
   
  
   
  9 
   
  CREDITS 
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Artwork: 
   
  Some artwork copyright 2008 Bradley K McDevitt, used with permission. 
  Some artwork copyright 2016 Maciej Zagorski, and The Forge Studios, used with permission. 
  Some artwork copyright Claudio Cassini, used with permission. 
  Some artwork copyright Dyson Logos, used with permission. 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork © 2008 Jeff Freels, used with permission. 
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $6 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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