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EPISODE 34: Temple of the Frog By: Richard Pocklington, Chris Reed, and Harley Stroh Behold! The long rumored Temple of the Frog has been discovered! Evil froglins seem to inhabit its halls once again. Vanquish them, if you dare! A Dave Arneson’s Blackmoor adventure for heroes levels 4-10. Edited by: Will Upchurch, W. Robert Reed III

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Page 1: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

EPISODE 34: Temple of the Frog By: Richard Pocklington, Chris Reed, and

Harley Stroh

Behold! The long rumored Temple of the Frog has been discovered! Evil froglins seem to inhabit its halls once again. Vanquish them, if you dare! A Dave Arneson’s Blackmoor adventure for heroes levels 4-10.

Edited by: Will Upchurch, W. Robert Reed III

Page 2: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Preface by Dave Arneson: One day, a little over thirty years ago, I discovered that I was bored. The campaign that I was running had become a drag. It was consumed with these long tedious battles and constant bickering over historical details. These most recently uncovered details would mess up next week’s battle. Curses on all such books! Why not just use one source and be done with it? CLICK! Graph paper, pencil, the old 20-sided dice we never used, some really poorly sculpted plastic monsters…I began to imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with critters and gold! This dungeon needs a name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By Sunday night the first six levels of the dungeon were done and the gaming table in the basement had been transformed into a small medieval town with a castle. A dungeon seemed like a good idea since it would keep the players from running all over the place. We still needed some more details… Ah! I drew a map of the town and the country around it. These last details took me most of the rest of the week to complete. I was really excited about this idea. Now everyone could be a hero like in a book but without a tight (and often dumb!) plot. They could do just about anything that they wanted to do, for better or for worse. In that short time, Blackmoor was born. The campaign setting now known as Blackmoor was done within the month with additional details added as needed. Both the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked the game and wanted to keep playing. So the next few weeks were spent fleshing things out and trying to maintain the structure. In a very real way I have continued to “flesh things out” over the last thirty years. I continue to run the Blackmoor campaign in the games I judge at conventions and in my classroom. Over the years some 5,000+ people have adventured in Blackmoor in excess of 1,500 game sessions. The roads are well traveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin Clingman: Welcome to the magical world of Dave Arneson’s Blackmoor! The original Blackmoor campaign began over thirty years ago and served as the impetus for an entirely new

gaming experience where every player could be both a fantastic hero and a winner. The game that would become Dungeons & Dragons relied heavily on the core discoveries made while Dave Arneson created a new gaming genre through his exploration of Blackmoor with his core group of players. So what’s the big deal with Blackmoor? It’s a distinct and compelling world to adventure in. Blackmoor provides a solid, almost classical launching point for players of all gaming backgrounds. Before there were adventure or role-playing games, there was Blackmoor. Blackmoor can be defined by its key precept: High Fantasy. Powerful heroes defend the land against impossible odds. What could be more fun that that? The frontier kingdom of Blackmoor sits in quite a precarious position. Ruled by the young King Uther Andahar, Blackmoor is beset on all sides by enemies and would be conquerors. Blackmoor’s enemies range from the savage Afridhi to the amorphous super being, The Egg of Coot. On a moment’s notice, the people of Blackmoor must be prepared to take up arms to defend themselves from invasion or even worse horrors. Compound this political turmoil with the constant discovery of new power and horrible monstrosities to find a populace quite uneasy with their lot in life. Some of them take up arms to define their destinies rather than waiting to become victims of fate. These brave adventurers serve a heroic purpose for both people and country. What is Dave Arneson’s Blackmoor: The MMRPG (Massively Multiplayer Role Playing Game)?: Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in groups of 4 to 6 players in the rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to travel all over the world attending conventions and game days that are running Dave Arneson’s Blackmoor events. Since the rules for the campaign are the same everywhere in the world, players can quickly jump right into the action just about anywhere people are playing without having to worry about house rules. These complete rules can be found in Dave Arneson's Blackmoor: The MMRPG Campaign Sourcebook or by visiting http://mmrpg.zeitgeistgames.com/

Page 3: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Notes to the Judge: The most important part of Dave Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter the episode as necessary to ensure the enjoyment of the group and accommodate any unforeseen actions of the players. However, this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations. The complete episode should be read by the judge prior to play. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook. The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event. Prior to beginning play, the ATL (Average Table Level) should be determined to select the appropriate level of play. To do this, the total level of all players, followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may choose to round up or down if the particular number is not an offered ATL.

Time Units: The Blackmoor calendar has thirty-seven (37) weeks, with each week lasting a ten-day (10). Every character is allowed thirty-seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit. THIS IS A TIMED EVENT FOR THE MMRPG AND MAY ONLY BE PLAYED FOR FOUR HOURS! When the four hours are complete, the party is assumed to “given up” the task. Player(s) may have the option to run at any time during the event at which point, the event ends for that player and any treasures not claimed are permanently lost. If players are captured at any point, they are brought to Area 3-2 of the Temple. If not rescued by their party members, it takes 4 time units to escape and receive the certificate Froglin Prisoner. Episode Background The Cult of the Frog The Cult of Brr’bb’t (as it is known in an batrachian tongue of unknown origin) is an ancient religion whose existence predates human—and perhaps even Elven—settlement of the North. No one is precisely sure how old the cult is, not even its adherents. All that is known is that it has been a feature of the Great Dismal Swamp for as long as anyone can remember which is to say, effectively forever. The original founders of the cult, intelligent amphibians of a sort now extinct, were urged on by their strange god, Brr’bb’t, to subdue the Dismal and spread outward, with an eye toward conquering the lands beyond. Unfortunately, these amphibious beings were poorly adapted to life outside the swamp. They had difficulty surviving in other environments and thus their cult was confined to their native environment. Over time, the cult attracted non-amphibians to its service, luring them with promises of wealth and power. These other creatures, humans primarily, became the arms of Brr’bb’t, striking out against enemies outside the swamp itself. They also served as spies, acquiring information

Page 4: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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that allowed the cult to spread and prosper. Nevertheless, the cult did not grow as quickly as its founders had hoped and its plans for conquest were continually thwarted due to the inherent limitations of the amphibian physiognomy. It seemed that the cult would never realize its full potential and so it would not have—until the arrival of the mysterious man known as Saint Stephen. The Travelers Saint Stephen, as he styles himself, or Stephen the Rock, as he also known, is not native to Blackmoor. Instead, he comes from another place, an utterly alien dimensional realm where magic does not exist as it is known in the North. Instead, science and technology rule the day and wondrous devices are created that allow ordinary mortals to wield power equivalent to that of the greatest wizards and sorcerers. Saint Stephen was originally part of an expedition from his home realm to explore the wider multi-verse. An accident occurred that caused his vessel to crash on to Blackmoor, stranding him and his fellow Travelers. Rather than remain behind and seek a solution to their marooning, Saint Stephen instead set off into the wilds of Blackmoor, looking for ways that he could manipulate the local situation to give himself great power. He found the perfect vehicle for his ambition when he stumbled upon the Cult of Brr’bb’t. Saint Stephen quickly used his superior intellect and technology to ascend to the leadership of the cult. He reorganized its hierarchy, elevating individuals who shared his ruthlessness and dedication to the cause. He also initiated an extensive program of creating new species of amphibian beings to serve the cult’s goals. Drawing on the original amphibian stock, he technologically altered it to create first the froglin and then other sub-species and related creatures. His goal was same as the cults: to conquer the North. The only difference was that Saint Stephen had the means to achieve this end and an ego to believe that he was the man to succeed where the cult’s founders had failed for untold generations.

Now, under the leadership of Saint Stephen, the Cult of Brr’bb’t is slowly growing in power in ways that it has never done in the past. In a few months, the cult will possess a large enough army of froglin and other amphibians to engage in a war against the nearby swamp settlements—the first step toward a large conquest. Worse still, Saint Stephen has started employing slavers to kidnap children to use as test subjects for his latest experimental efforts to create even more advanced froglin. With each day, the cult grows stronger and soon it will become strong enough to challenge the Barony of the Lakes and perhaps one day the Kingdom of Blackmoor itself. That is, if the cult is not stopped … Episode Hook Read or paraphrase the following; You arrive on Frog Island; off in the distance you see what appears to be a large city of some-type with various buildings including a temple. An entire Thorpe has gone missing. Rissa Aleford, Baroness of the Lakes has even gone missing trying to locate the persons for the missing thorp. What evil can possibly be behind these sinister deeds? Your quest - to find answers to these three goals has led you here to the Temple of the Frog. Your mission: 1) Locate and return Rissa Aleford alive if

possible to Blackmoor. 2) Locate and rescue the missing thorp

residents. 3) Find out what evil mastermind is behind

such sinister deeds.

Level 1: Temple of the Frog Encounter Area 1: Temple of the Frog Read or paraphrase the following; Crouched above Frog Town like a fearsome beast, the Temple of the Frog might be seen from miles away, were it not for the constant miasma of swamp gases and dismal fog that permeate the air. As it is, the massive temple

Page 5: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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appears out of the mist like a terrible monster, spooking pack animals and startling even veteran travelers. Built of polished stone and draped in slime and vines, the Temple of the Frog looks for all the world as if it could bound off into the North, devouring entire towns in a rampage across Blackmoor. Temple Background: The Temple of the Frog dates back to time immemorial. The weird, almost alien cult has reared its terrible head on several occasions, only to be mercilessly beaten down by the allied forces of Man, Dwarf and Elf. And yet, each time the cult returns, defying all reason, to threaten the lands of Blackmoor anew. The root of the cult’s tenacity is unknown, although some sages speculate that there are greater dungeons, unknown even to the cultists of the Frog, that contain alien artifacts that warp and twist men’s minds. Despite repeated expeditions mounted by the various factions of the North, no adventurer has ever reported of finding these legendary dungeons let alone returning with proof of their mind-bending magics. The current Temple is actually a gestalt of several older temples, all dedicated to the same Cult of Amphiox. The first level of the Temple is houses in a squat bunker-like fortification. Unlike the giant Frog construction above it, the lower fortification is built of rough-hewn stone wrenched from ancient quarries to the south and ferried by slaves across endless miles of marsh and swamplands. What possessed these early savages to undertake such a monumental construction is yet another of the Temple’s mysteries. Still more incredible, investigations have demonstrated that the creators were aware that the blocks would sink over time; thieves hoping to tunnel into the lower dungeons of the Temple quickly discover that the stone blocks descend for scores - if not hundreds - of feet into the muddy soil beneath the upper levels of the temple. This lower level is the only part of the temple where strangers are permitted to enter and offer worship. The Frog sitting atop the platform houses the second level of the Temple. This level is home to the true worshippers of Amphiox, the cultists, priests and eunuchs that have dedicated their lives (and some say, souls) to the cult of the Frog god.

The dungeons beneath the Temple are where the true work of the Frog is done, as slaves are subjected to horrible experiments, and terrible abominations give rise to entire legions of frog soldiers. Infiltrating the Temple Access to the Temple can be gained by many means, and GMs should encourage their players to come up with cunning solutions by making it clear that if the Temple alarm is raised several dozen warriors and several hundred froglins, swarm to the defense, easily overrunning all but the strongest of opponents Following is a brief list of some of the most likely way the PCs will try to enter the Temple. Players being players will likely come up with even more cunning and clever solutions. Brute Force: Though not recommended, PCs can fight their way into the Temple via the main entrance (area 1-1). Success will hinge on speed and lethality. Battles lasting longer than 3 rounds will draw the attention of witnesses. While the Frog Towners are loathe to meddle in Temple affairs, they will gladly sound the town alarm, hoping to earn the thanks of their Temple tyrants. Begin at area 1-1. Deception: During the daylight hours the Temple is open to general worshippers. Players are permitted to enter after removing any weapon larger than a short sword unless they act in a suspicious manner, (such as carrying an overt holy symbol of another god.) Begin at area 1-1. Stealth: Any structure as ancient as the Temple is sure to have a weakness. The Temples’ is the sewer corridor to Temple area 1-10. PCs arrive with filth seeping into every crack and seem of their armor, but otherwise unharmed. Players may be able to make a Search DC 25+ATL or a Gather Information DC 25 + ATL reveal the presence of sewers under the Temple. Begin at area 1-10. Players may choose to use disguises or the clothing of the guards. The froglins/buuls will not be able to identify the imposters, but other humanoid denizens will be able to identify them as intruders. General Conditions

Page 6: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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The upper two levels of the temple are generally lit by pitch torches that are regularly replaced by cultists. The natural caves of the dungeons are unlit, while the remainder is lit by irremovable everburning torches. The walls of the Temple are covered in cracked and chipped mosaics depicting the tumultuous history of the Cult of Amphiox. Most surfaces are covered in a slick sheen of oil and water, black algae and frog slime. Architectural Stats: Reinforced Door: thickness 2 in.; Hardness 5; hp 30; Break DC 25. Masonry Wall: thickness 8 in.; Hardness 8; hp 90; Break DC 35. Area 1-1 Temple Steps Read or paraphrase the following: A series of low stone steps rise up from the muck of the swamp, ascending to a wide platform. The slick steps are worn from the endless pad of hundreds of feet, and black with grime and lichen. A pair of somber soldiers stands guard atop the platform, their eyes burning from beneath mailed helms, watchful and fierce. Behind the guards rests a massive kettle drum made from the skull of a mighty oliphant. A hooded slave, slick with sweat, hammers on the drum beating out a regular tempo that reverberates through the temple. Behind the drummer are the twin doors of the temple, strewn with vines. From dawn to dusk the temple doors are thrown open wide, with worshippers regularly filing in and out. The guards visually inspect anyone climbing the steps, stopping those that appear suspicious, or wearing heavy or medium armor, and carrying martial or exotic weapons. During the night, the temple doors are drawn closed, though not locked, and the pair of iron braziers are filled with burning oil, casting a smoky light over the steps and surrounding marshes. After dark, anyone approaching the temple is called out and inspected.

If the guards are attacked, they sound their horns, calling an additional 8 guards that arrive within 6 rounds. The temple goes on alert, and guards encountered will be alert and prepared for combat. Cultists inside the temple will attempt to close the temple doors, securing them with a massive sliding bolt. Once locked, the doors cannot be unlocked from the outside, but can be broken in. The hooded drummer is chained with leg manacles to a bolt driven into the stone platform. The cultists believe that the drummer has been brainwashed into utter devotion, but they have mistaken a broken spirit for obedience. The slave simply craves his own death, longing to be set free from the misery of his existence. A Peshwah barbarian, the slave has long since given up all hope of ever being returned to his people. He has no hope that the PCs can defeat the Temple of the Frog, and so hurls himself into vicious battle with the PCs. His leg shackles are long enough to permit him to move anywhere on the platform. If the PCs kill the slave, an ineffable look of peace passes over his eyes as his lifeblood seeps out onto the temple steps. The slaves whisper a single phrase as he dies, a clue to the puzzle in area 2-3: ‘Ware the pearls’ PCs must succeed on a DC 10 Listen check to hear the slave’s dying words; the difficulty check is increased by 1 for every 10 ft. away the listener is from the dying slave. ATL 3 – See Appendix I for Stat Blocks Amphiox Guard (2) Slave Drummer ATL 5 – See Appendix II for Stat Blocks Amphiox Guard (4) Slave Drummer ATL 7 – See Appendix III for Stat Blocks Amphiox Guard (4) Slave Drummer Frog Knight (2)

Page 7: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Architectural stat: Temple Doors: thickness 4 in.; Hardness 10; hp 60; Open Lock –; Break DC 35. Area 1-2 The Great Fane Read or paraphrase the following: The ruined remains of a temple lays stretched out before you. The walls, built of massive stone blocks, are covered in withered vines and slick, black mold. Two rows of pillars run the length of the temple, directing your gaze to the statue of an enormous golden frog, reclining like a corpulent man atop a massive stone block. The fat, bulbous thing seems to mock you with its wicked presence, as if to say that long after the reign of mankind has passed, the servants of the Frog will remain. A seething flame dances within the frog’s gaping mouth, illuminating the twin rubies that make the frog’s hooded eyes. A pair of heavy chains dangles from the frog, ending in manacles that rest in an empty pool before the pedestal. Rotting tapestries hang from a dark balcony that rings the entire temple, and you can almost sense the gaze a thousand, unblinking eyes watching over this vile place. The Great Fane was built upon the ruins of a previous Temple of Amphiox, with the express purpose of terrifying the population of Frog Island into belief, or failing that, subservience. While the temple is ancient, the golden Frog statue is relatively new construction. The frog statue stands atop a 10 ft. high stone block, and is 20 ft. tall. The statue is cast iron covered in a veneer of hammered gold. A DC 10 Profession: Metalworking check or a DC 20 Search check will permit PCs to note that the gold beneath the frog’s maw is melted thin, clinging only to the recesses and crannies of the rough iron cast. For alert heroes, this can serve as a warning of the statue’s dangers. The statue’s exterior is smooth though not perfectly vertical, and can be ascended with a DC 20 Climb check. The frog’s maw serves as a brazier, and is filled to the brim with a soupy mixture of fish oil, blood vine sap, and salamander blood, with attributes identical to Alchemist’s fire. The reservoir in the

maw is fed with pipes running from area 2-15. During worship services, priests in area 2-15 pump the molten mixture through pipes, causing the fire to spill over the lip of the frog’s maw, tracing the path of subtle rivulets across the body of the frog seemingly igniting the gold with molten fire, before splashing down into the pool, where the chained sacrifice (often a slave or criminal) is immolated alive. The tactic works equally well for discouraging intruders investigating the pool or attempting the climb the statue. The cultists in area 2-15 keep a close watch over the temple, and if any intruder attempts to climb, or otherwise disturb the statue, the cultists activate the statue’s mechanism, releasing a torrent of fire. The first round, the fire spills over the lip of the reclining frog, and runs coursing over the body of the Frog. Anyone one near the statue is dealt 3d6 points of fire damage and set aflame. The following round, the fire splashes into the pool, and anyone standing within the door suffers 5d6 points of fire damage and is set aflame. Any creature within 5 feet of the pool takes 5 points of fire damage from the splash. On the round following being set aflame, a target takes an additional 2d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Magically extinguishing the flames automatically smothers the fire. Hiding in the darkened recesses of the balcony, and clinging to the walls of the temple are 24 buul (killer frogs). These ferocious creatures coat the fane like a thick carpet, and advance on intruders (anyone who is not accompanied by a cultist or guard) like a hoping wave. The frogs approach slowly for the first 5 rounds, descending from the ceiling and balconies, before streaming down the rotting, tattered tapestries toward the intruders. They will pursue fleeing PCs to the best of their ability, but will not leave the first level of the temple. The tapestries can be easily climbed with a DC 10 Climb check, but if weighted with more than 100 lbs., must succeed on a DC 15 Fort save or

Page 8: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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tear, sending any climbers tumbling to the ground. The second level balcony is twenty ft. from the floor of the fane, and ringed by a low stone railing. Anyone attacking targets on the fane floor from the balcony enjoys the benefits of cover (+4 to AC from ranged attacks and +2 on Reflex saves). Treasure: Removing the gold from the statue is a monumental task that, if would take many craftsmen many days. The gems are both enormous rubies, with brilliant facets that seem to shine with a light all their own. The statue was cast around the eye gems making the gems extremely difficult to remove. The stones can be broken, and pulled out of the holes, providing 2x 1,000gp Rubies. ATL 3 – See Appendix I for Stat Blocks Buul (6) ATL 5 – See Appendix II for Stat Blocks Buul (12) ATL 7 – See Appendix III for Stat Blocks Buul (24) Area 1-2a Collection Coffer Read or paraphrase the following: An iron bound coffer rests atop a low stone block, a narrow coin-sized slot cut into the center of the coffer’s flat top. The coffer is secured by a trio of locks; each keyhole cast in the shape of a fanged maw. Several times every month the coffers are carried by slaves down into the town and used to collect “donations” from the faithful. Anyone failing to contribute the correct amount according to their station is thrown into shackles, dragged into the Temple of the Frog and never seen again. There is no system for determining this amount; it is an arbitrary, capricious, and often cruel judgment made by the collector. The three locks are all of good quality, requiring a DC 30 Open Lock check to open. All three locks must be opened to open the coffer. Each of the three locks is tied into a single blade trap; if anyone attempts to pick a lock and fails, the

trap is triggered, attacking a target standing directly before the chest. Once returned to the temple, the contents of chests are immediately emptied into the temple’s vault (see area 2-13 for more information). The chest is empty, save for 12 silver coins. Scything Blade Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18. Area 1-3 Storeroom Read or paraphrase the following: The air of the dark room is thick and musty. Dozens of crates, barrels and coffers are stacked haphazardly throughout the room, giving the room a tight, cramped feel, as if the grime crusted ceiling were about to collapse. This room contains foodstuffs, rations, wine and other supplies. Much of the stores are in poor condition, either covered in a light coat of mold or beginning to rot. Rancid food, spoiled wine, and aging lamp oil, are all easily found. A Search check DC 20 reveals the following mundane items: Backpacks (2), Bedrolls (4), Chalk, Fishing Net, Flask of average quality burgundy, Hemp Rope 100ft Unbeknownst to the temple, the storeroom has become the home of an escaped slave. Biage Opelnost, a Westryn druid, was captured by temple years ago and used in horrid laboratory experiments that broke her mind and drove her to madness. Biage escaped her tormentors months ago, but is mentally unstable and unwilling to leave the temple. Instead she has made her home in the storeroom, using her wild shape ability to burrow a nest into the temple walls. Biage will first attempt to hide within the walls of the storeroom (see area 1-3a) but if a party of heroes persist in searching the room, she will attack with her poisoned weapons in defense of her lair, wild shaping into a rat as a defense and fleeing into the walls, where she casts meld into stone. Reasoning with Biage’s is impossible – her madness leads her to assume (rightly) that everyone is an agent of the Temple of the Frog.

Page 9: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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A concealed door in the south-east corner of the room hides the entrance to Biage’s lair. The door can be found with a DC 15 Search check, but only after several crates and barrels are moved away from the wall. ATL 3 – See Appendix I for Stat Blocks Biage the Mad Druid ATL 5 – See Appendix II for Stat Blocks Biage the Mad Druid Vermin Companion ATL 7 – See Appendix III for Stat Blocks Biage the Mad Druid Vermin Companion Area 1-3a Rat’s Nest Read or paraphrase the following: A small hollow has been carved into the walls of the temple. Pressing inside, you see that the entire nook is fouled with the scat of rodents, chewed trash, bits of cloth and wood, and mud. The short, narrow cave appears to wind around the corner, out of sight. This foul nest is where Biage the Druid has spent the last several months, biding her time in the darkness. A small silver coffer is hidden beneath the debris and trash, and can be found with a DC 20 Search check. The coffer is not locked, but it is trapped with a fire trap cast by Biage, the mad druid. Inside the coffer are three colored flasks of blown glass, stoppered with silvered wax. The green flask contains a potion of barkskin +2; the first blue flask contains a potion of haste; the second flask contains mundane water and is trapped with a second fire trap. ATL3 Fire Trap (2): CR 4; spell; spell trigger; no reset; spell effect (fire trap, 5th-level druid, 1d4+5 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device DC 27. ATL5 Fire Trap (2): CR 6; spell; spell trigger; no reset; spell effect (fire trap, 7th-level druid, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 27; Disable Device DC 27.

ATL7 Fire Trap (2): CR 8; spell; spell trigger; no reset; spell effect (fire trap, 9th-level druid, 1d4+9 fire, DC 16 Reflex save half damage); Search DC 27; Disable Device DC 27. Area 1-4 Shrine of the Skymetal Read or paraphrase the following: The crude natural cave opens into a dark, closed shrine. The air is still here, and leaves a bitter taste on the tongue. Deep in the reaches of the shrine, you can see that portions of the ceiling have collapsed, scattering massive boulders about the room, and splitting the flagstones of the floor. Surrounded by fallen debris is a simple stone altar; floating above the altar, glowing with faint blue radiance, is a shard of black metal. This temple was a part of the Temple of the Frog hundreds of years ago, but has long since been forgotten and built over. Biage, the Mad Druid, discovered the shrine while digging out her lair, but even in her insanity – or perhaps, because of her insanity – the Druid followed to her instincts and avoided the shrine. The shrine’s worshippers belonged to a splinter sect of the Temple, priests and priestesses that worshipped a fragment of a black meteor as key to the source of the Temple’s powers. Whether or not this is the case, the Shard of Skymetal does demonstrate strange and frightening powers. The Shard absorbs all spells directed towards it, including those intended to divine its nature. When carried in hand, or mounted on a weapon or shield, the Shard can also be used to absorb spells directed at the wielder. With a DC 20 Reflex check, increased by +1 for every level of the caster, the wielder of the Shard is able to place the skymetal between themselves and the caster, nullifying the spell effect. After absorbing 100 spell levels, the Shard becomes inactive for 100 days. Absorbing a spell requires a readied action. This property of the Shard would seem to be entirely beneficial, but the people of Blackmoor are steeped in magic and the Shard of Skymetal devours the magical aspect of their souls as

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readily as it devours spells. A creature of Blackmoor carrying the shard for more than 4 hours ceases to heal naturally, and will not heal naturally for up to a week after divesting herself of the Shard. Similarly, after 4 hours of carrying the Shard, healing spells directed at the wielder of are absorbed greedily by the skymetal, even if the Shard has been discarded. This second effect ends after 8 hours of continuously maintaining a distance of 10 ft. or greater from the Shard. The shard is in stasis. If it is removed from the shrine, it clatters to the floor unless held by a PC or other force. Behind the altar sits a small teak box, masterfully carved with images of a city being destroyed by a rain of fire. Inside the box is a carefully folded robe and mantle. Both garments are woven from a fine purple thread laced with silver metal; when worn together, the robe and mantle of the Skymetal grant the wearer a +2 enhancement to her Intelligence and a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with Outsiders and other-planar beings. Area 1-5 Collapsed Room Read or paraphrase the following: The chamber before your is perhaps 3 strides in width and length, though the furthest reaches are covered in collapsed stone. The air is wet with the smell of rot and decaying plants, and a steady dripping sound can be heard coming from the back of the room. Trapped beneath the rubble is a pale, skeletal hand, picked clean by rodents and worms. This room has fallen prey to the same forces of decay that collapsed portions of area 1-4. The constant moisture of the swamp, combined with the steady sinking of the Temple, has rendered the ceiling of the room unsafe. The slightest tremor within the room will set of a trickling stream of sand that in turn triggers the collapse of the entire ceiling. A PC succeeding on a DC 20 Search check, or a DC 15 Knowledge: Stonework/Engineering check, or DC 15 Profession: Miner check, will recognize the danger of the room. A PC entering

the room without succeeding on DC 20 Move Silently check sets off the trap, collapsing the ceiling and filling the room with rubble. PCs succeeding on the Move Silently check can make their way to the skeleton. A DC 15 Search or Spot check permits a PC to recognize the dusty gold bracers on the skeleton’s arm. The bracers are bracers of armor +2, but removing them from beneath the rubble and off the skeleton’s wrist is a dangerous proposition. A would-be thief must succeed on two DC 20 Sleight-of-Hand checks or accidentally collapse the room. Collapsing Ceiling Trap: CR 7; mechanical; sonic trigger; no reset; Atk +15 melee (6d6); multiple targets (can strike all characters in the room); Search DC 20; Disable Device DC –. Area 1-6 Barracks Read or paraphrase the following: The room stinks of human sweat, stale half-beer and weapon’s oil. Over a dozen two-tiered bunks are placed about the room, with an equal number of trunks. Through the forest of bunks, discarded armor and weapons, you can see a fire pit dug into the wall, a small marsh deer roasting over the flames. At any time there are guards resting in this room, playing with dice, drinking, eating and otherwise whiling away their off-duty hours. Ferocious, hard-bitten mercenaries, the guards quick to leap to the attack, but will not have time to don their armor before battle. If given sufficient warning (for instance, the sounds of prolonged battle in area 1-2), the mercenaries will take the time to don their armor before investigating. If a battle in the barracks last for longer than 3 rounds, the captain in area 1-6a investigates. There is very little treasure in the room, as the mercenaries spend all their gold buying dubious attentions of ladies, and gambling. A careful Search of the trunks (DC 23) reveals a hidden niche carved into the base of one of the trunks. Hidden in the niche a single small emerald worth 100 gp, ATL 3 – See Appendix I for Stat Blocks Relaxing guards (4)

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ATL 5 – See Appendix II for Stat Blocks Relaxing guards (7) ATL 7 – See Appendix III for Stat Blocks Relaxing guards (10) Area 1-6a Captain’s Quarters Read or paraphrase the following: The small chamber is spartanly decorated, with a simple cot, a single foot locker, and half a dozen war trophies – broken shields, a shattered great sword, and a battered helm – hanging from the wall. A single lantern hangs from a spike driven into a wall, burning feebly. This room is home to Oggar Gashegal, the fierce captain of the Amphiox guards. He is swilling bad wine from a drinking horn and going over maps of outlining raids on nearby regions of Blackmoor. Gashegal is a veteran of many campaigns. Grizzled and scarred, age has not dulled his ferocity or love of battle. Unlike the soldiers serving beneath him, Gashegal will always be encountered in full armor – years of conflict have given him an almost supernatural awareness of danger. Many are the nights Gashegal awakens from dead sleep by nothing more than a premonition, and dons his armor to stalk the halls of the Temple, alert to danger from any side. TACTICS: If Gashegal hears combat in the adjoining barracks, he joins the battle with a roar. If it becomes clear that he and his forces cannot defeat the PCs, he withdraws into his quarters, locks the door, and attempts to escape through the secret door into the catacombs. From there he makes his way to the dungeons, rallying the cultists and raising the Temple alarm. Treasure: The foot locker at the head of Gashegal’s cot is unlocked and contains a small leather pouch with 50 gp. The locker also contains a stained tunic, rough homespun trousers, a bone scroll case, 2 vials of weapons oil and a whetstone.

Secreted beneath a flagstone (Search DC 25) is Gashegal’s hidden cache. The stone needs to be pried up or lifted from the floor (Strength check, DC 20), but underneath is a small hole padded with straw. Resting in the straw are 5 potions in identical steel flasks (2 potions of cure light wounds, an oil of bless weapon, and 2 oils of invisibility), a well-cut emerald (worth 250 gp), and a strange black egg, carved of stone and polished to a bright finish. A DC 20 Search of the quarters discovers the secret door running to the south. A simple latch unlocks the door, permitting a section of false wall to rotate. Hanging from a peg just inside the secret corridor is a backpack containing 2 weeks iron rations, 5 torches, a tinderbox, and two full waterskins. A DC 20 Search of the backpack reveals 3 small pearls sewn into a seam, each worth 50 gp. ATL 3 – See Appendix I for Stat Blocks Oggar Gashegal ATL 5 – See Appendix II for Stat Blocks Oggar Gashegal ATL 7 – See Appendix III for Stat Blocks Oggar Gashegal Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17. Strong Wooden Door: Thickness 3 in.; Hardness 5; hp 30; Break DC 28; Open Lock DC 25. Area 1-7 Stairs of the Dead Read or paraphrase the following: A narrow doorway is cut into the granite wall here, descending down a flight of slick stone steps into darkness. An elaborate carved arch decorates the otherwise simple portal. The stone carvings depict leering frog sitting atop mounds of human skeletons. The carven frog makes up the arch’s keystone, and looks down on you, grinning madly.

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The stairs descend down to the Temple’s catacombs, area 1-8. Alert PCs (Spot DC 15) will notice that the stairs are more than slick; a steady stream of water is running down the stairs, draining the muck from the temple. Area 1-8 Saint’s Sepulcher Read or paraphrase the following: A long narrow hall, shrouded in deep shadows, stretches before you. The arched ceiling is low and oppressive, and a thick coat of muck and mud has accumulated on the floor. Evenly spaced along the length of the hall are several elaborate stone sarcophagi. More disturbingly, the lid of each sarcophagus has been thrown open and discarded in the muck. The air is still and you can hear the faint sound of running water trickling down the steps and slowly seeping towards one end of the crypt. There are seven sarcophagi in the crypt, but two have slipped into the muddy pool at the north end of the chamber. At one time each held the body of a founding member of the current Temple of the Frog; each of these personalities has been sanctified for the work they did on the earthly plane, and “rewarded” with the curse of undeath: undead lurk deep within the crypt. The undead still wear their priestly raiment. Each is adorned with robes, mantles, and cloaks, once rich, but now rotting. The Wights wait for intruders to enter their tomb, and then spring from the shadows, howling with unholy hunger. While in the crypt, the undead enjoy an additional +2 bonus to turn resistance. Because of this, the undead pursue fleeing PCs to the top of the stairs, but no further, retreating back into the shadows from whence they came. ATL 3 – See Appendix I for Stat Blocks Ghouls (7) ATL 5 – See Appendix II for Stat Blocks Wights (7) ATL 7 – See Appendix III for Stat Blocks Wraiths (7) While the remains of the founders have been animated into undead, powerful vestiges of

saints’ previous powers do remain. The lid of each stone sarcophagus has a small stone box carved into its surface. The stone box is sealed by a primitive lock (DC 20, Open Locks) and inside each is a mummified portion of the saint. These dried finger bones, eyes and tongues were all severed from the saint following death, preserved in a briny mixture of embalming juices and buried along with the saints. Each retains a spark of their owner’s divine power. Carrying the body part in one’s mouth confers the powers to the “wearer;” eating a body part does the same, but the effects of wear off in 24 hours. DC 15 Knowledge: Religion or Bardic check, or a DC 20 Knowledge: Arcane check recalls this practice. A creature can only be under the blessing of a single saint at any time. If more than one relic is taken into the mouth or ingested, the PC must make a DC 25 Fort save or take 1d20 points of damage (unholy) every round until the PC is dead or one relic is removed. A PC consuming two relics at once quickly finds herself in a dangerous situation. Bringing these items out the Temple causes the relics to wither into dust. Sarcophagus Saint Relic/Power A) Dravah the Merciless; Index finger, +1 divine bonus to all attacks. B) Odah’cid’se the Mad, Eye, +2 divine bonus to Wisdom. C) Yekis of the Fiery Mind, Tongue, +3 caster level to arcane casters. (Note that this limits the caster to using spells without Verbal components.) D) Darpok the Wicked, Thumb, +2 divine bonus to Intelligence E) Sirch of the Nexus, Patch of cheek flesh, absorbs spells of 3rd level or lower. After absorbing 30 spell levels, the relic crumbles into dust. F) Nidsut the Firewalker,Ring finger, DR 5/magic. After absorbing 30 points of damage the relic crumbles into dust.

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G) Vade of the Farsight, Shard of skull, +1 divine bonus to Saves and Ability checks. Note that the lids to sarcophagus F and G have both sunk into pool on the north end of the chamber. In order to retrieve the unholy ring finger and the shard of Vade’s skull, the PCs will need to venture into the pool. The Pool: As the Temple continues to sink into the foul waters of the swamp, its rooms become less and less stable. Water seeping from the rest of the Temple has collected here in a foul, brackish pool, 3 ft. deep at its center, where the discarded lids of the sarcophagi rest. The pool is also home to a swarm of Tadrits. As soon as the water is disturbed, the Tadrits swim to the attack, churning the pool into a dark, violent froth. The north ends of the catacombs were designed to drain away water from the Temple, but the top of the twin sluice corridors running north from the catacombs are clogged with debris. Iron grates cover the sluice corridors, and the grates are thick with dead reeds, mud, and trash washed down from the temple. It takes two hours digging to free the grates, which can then be opened from the south. PCs attempting to sneak into the Temple from the north are forced to break open the grates before digging their way through the debris. Architectural stats: The bars of the iron grates are 2 in. thick, have a hardness of 10, 60 hp, and can be broken with a DC 25 Strength check. Regardless of how the grates are cleared, once the debris is removed the pool in area 1-8 drains down into area 1-9, taking the swarm of Tadrits with it. Anyone in the sluice gates when the water is released must succeed on a DC 25 Strength check or be swept along with the water, tumbling out of the sluice corridors, and falling back into area 1-9 for 2d4 points of falling damage. ATL 3 – See Appendix I for Stat Blocks Tadrits (4)

ATL 5 – See Appendix II for Stat Blocks Tadrits (10) ATL 7 – See Appendix III for Stat Blocks Tadrits (16) Area 1-9 Sewer Pool Read or paraphrase the following: The chamber before you contains of pool of filthy, fetid water. An oily sheen casts slick rainbows across the top of the pool, and the corpses of dead rats and birds can be seen floating in the brackish waters. High above, a pair of wide copper pipes feed into the room. A gentle trickle of water drips into the pool from the pipes. PCs desiring to sneak into the Temple of the Frog from the sewer entrance will need to scale the slick, algae-laden walls of the room, and then work their way back along the pipes to the openings. This requires a DC 20 Climb check to ascend the wall, and then a DC 25 Climb check to climb the overhanging pipe to its opening. The pipes are 20 ft. from the surface of the pools; a fall from the pipe inflicts 2d4 points of falling damage. The pool is 20 ft. deep and home to an albino water naga. The naga lurks at the base of the pool, rising to attack PCs as they attempt to enter the chamber. The naga is not evil, but it hesitant to allow intruders to pass, knowing that it will draw attention to its lair. The naga can be bribed with offerings of food or magic, but otherwise will do everything in its power to dissuade PCs from entering the Temple through the sewers. If reduced to 15 hp or less, the naga will surrender, desperately offering up its treasure as a peace offering. Treasure: Buried in the mud at the base of the pool are 450 gp, a gold necklace adorned with small pearls (worth 300 gp), and Dreadblow, a keen +1 bastard sword. ATL 3 – See Appendix I for Stat Blocks Albino Water Naga ATL 5 – See Appendix II for Stat Blocks Albino Water Naga

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ATL 7 – See Appendix III for Stat Blocks Albino Water Naga Area 1-10 Sewer Entrance Read or paraphrase the following: Heavy iron grates block your way. The grates are riveted to the stone walls, floor and ceiling of the sewer with thick bolts, caked with rust, and seemingly impassable. Heroes attempting to gain entry to the Temple through the sewers at Abuhc’s Grate begin their adventure here. Heavy iron grates block passage, and must be destroyed by damage or broken to allow entry to area 1-9. The bars of the iron grates are 4 in. thick, have a hardness of 10, 120 hp, and can be broken with a DC 25 Strength check. Noise of any sort alerts the water naga in area 1-9, who will snipe at PCs with her spells through the grating. Area 1-11 Lift, First Floor Read or paraphrase the following: A vertical shaft has been cut through the stone here, creating the room for lift to pass between the levels of the Temple. Several thick chains, with link as large as a human hand, hang from above and run down into darkness below. The lift begins play on the level above in area 2-14, but if the Temple alarm is raised and defenders are forced to flee before the onslaught of the heroes, defenders may ride the lift down to the dungeons. The sides of the lift shaft are worn smooth; climbing the shaft requires a DC 25 Climb check. Courageous PCs can also climb the chains (Climb, DC 15), but if the lift begins to move between the levels, PCs must make DC 15 Reflex saves for every round they continue to hold onto the chain, or suffer 1d12 points of bludgeoning damage as their hands and feet are crushed by the shifting chain. It is a 60 ft. fall the to base of the lift shaft, and a 40 ft. climb to the second level of the Temple. The lift moves at a rate of 10 ft. per round.

Area 1-12 Gear Room Read or paraphrase the following: The walls of this chamber are covered in a series of gears and levers. Thick, heavy chains are threaded through the gear teeth, running across the ceiling of the chamber, and into the lift shaft. A large wooden turnstile stands in the center of the room, running from floor to ceiling. Two ogres, gray flesh peeling from their bones, stumble dully around the turnstile, to the commands of a cruel, feminine voice. The gears and turnstile raise and lower the lift, driven by the labor of the ogre zombies. Atop a staircase stands the Zombie Mistress, a Westryn elf devotee of the cult of Amphiox. She directs the zombies from on high. If the PCs enter the gear room, or are spotted in the lift shaft, she turns the zombies on the PCs. If the PCs flee down the shaft, or attempt to slip past aboard the lift, she commands the zombies to take up the flaming braziers from above the stairs, and to pour the contents down the lift shaft after the PCs. This inflicts 1d12 points of fire damage to the zombies, but any PC in the shaft must succeed on a DC 25 Ref save or take 1d12 points of flame damage; PCs failing the save catch fire and take an additional 1d6 points of damage the following round. PCs trying to dodge the spilling oil, or putting out fires on themselves or others, must succeed on a DC 30 Climb checks (if climbing the shaft) or DC 25 Climb checks (if climbing the chain) or fall to the base of the shaft. See area 1-11 for information on calculating falling damage. Attempting to extinguish the flames is a full-round action and requires a DC 15 Ref save. If the PCs succeed in fighting their way past the zombies, the Mistress attempts to flee through the double doors down the dungeons. ATL 3 – See Appendix I for Stat Blocks Zombie Mistress Ogre Zombies (2) ATL 5 – See Appendix II for Stat Blocks Zombie Mistress Ogre Zombies (2)

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ATL 7 – See Appendix III for Stat Blocks Zombie Mistress Ogre Zombies (2) Level 2: Sanctuary of the Frog Encounter Area 2: Sanctuary of the Frog The second floor of the temple erected in the last few hundred years, making it relatively construction “new” when compared to the lower level. Built entirely inside the massive statue, and resting rests atop the foundation of the first level, the second level is home to the priests and devotees of the Cult of Amphiox. While this level is no less wet than the lower level, it is markedly less dirty; the masses that use the lower level are seldom permitted to visit the upper level, the monks and cultists are fastidious about maintaining the sacred halls of their inner sanctum. The second level of the Temple is entirely overrun with frogs, most of which are natural, unintelligent and non-combatants. Any time the PCs enter an area, roll 1d20; the result is the number of frogs found in the area, watching the PCs with cold beady eyes. These frogs serve no purpose but to unnerve the PCs with the knowledge that there is no where they can go in the temple without being watched by the Temple pets of Amphiox. Reinforced Door: thickness 2 in.; Hardness 5; hp 30; Break DC 25. Masonry Wall: thickness 8 in.; Hardness 8; hp 90; Break DC 35. Area 2-1 The Overlook Read or paraphrase the following: A narrow platform overlooks the stairway joining the second and first floor of the temple. The platform is muddy, and covered with the prints of webbed feet. A froglin stalker and buul watch the stairway from the platform. As the heroes climb or descend the stairs, the froglin gives his broodgang the order to attack, while sniping from the shadows with poisoned blow darts.

If the battle turns against the stalker, he flees down the hidden corridor to area 2-1a, then attempts to raise the alarm, alerting the Temple to intruders. Allow players a Spot check DC 21+ATL to spot the hiding froglins and buul. ATL 3 – See Appendix I for Stat Blocks Froglin Stalker Buul ATL 5 – See Appendix II for Stat Blocks Froglin Stalker (2) Buul (4) ATL 7 – See Appendix III for Stat Blocks Froglin Stalker (3) Buul (6) Area 2-1a Concealed Door A sliding wood panel is hidden here behind the tapestries that shroud the balcony (area 2-2). The door can be found with a DC 15 Search or Spot check if PCs are searching from the west side, and is easily seen from the east side. Area 2-2 Balcony Read or paraphrase the following: A wide stone balcony rings the dark fane below, protected by a low stone railing. Heavy tapestries, stained with rot and mold, hang from the walls. The tapestries seem to absorb all noise, blanketing the balcony with an unnatural, eerie silence. Occasional sconces are built into the walls, pulsing with a dull blue glow that casts an uneven light over the balcony. The sconces mimic the effects of continual flame spells, but are Traveler tech: permanent glow sticks. The glow sticks were retrieved by Ritpat scouts from the swamp and offered up to the priests of Amphiox who placed the glow sticks in the old torch sconces, declaring that it would sanctify the Temple and protect its defenders. This is, of course, religious claptrap, but Temple defenders fighting within the light of the glow sticks refuse to retreat, mistakenly believing the words of the charlatans.

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Area 2-3 Sanctum Doors Read or paraphrase the following: A short series of steps rise to a pair of imposing bronze doors flanked by iron braziers. The portals are cast to resemble the wide, gaping maw of a frog, and embedded gems and jewels that sparkle and scintillate in the light of the glowing, blood red coals. The portals guard the inner sanctums of the Temple, vaults that contain the holy relics of the cult of Amphiox. The portals are always locked; the key is held by the Hopping Bishop (see area 2-15). Upon close inspection (Search or Spot, DC 15) PCs see that there are 3 smaller frogs held inside the maw of the larger frog, and that the mouth of each smaller frog forms a keyhole. The keyhole frogs are distinguishable by the gems in their eyes: There is an emerald eyed frog, ruby eyed frog, and pearl eyed frog. Only the emerald eyed frog is a true keyhole; the other two are false. None of the gems is real, they’re clever fakes in an attempt to get would be thieves to set of the trap. Each of the three locks is tied into a single lightning trap; if anyone attempts to pick the proper lock and fails, or mistakenly attempts to pick a fake lock, the lightning bolt trap is triggered, targeting the PC closest to the doors. The portals can be unlocked with a DC 35 Open Lock check, or broken in. If PCs attempt to beat down the doors with sheer damage, the noise draws buul killer frogs and Amphiox guardsmen. ATL 3 – See Appendix I for Stat Blocks Amphiox Guard Buul ATL 5 – See Appendix II for Stat Blocks Amphiox Guard (2) Buul (2) ATL 7 – See Appendix III for Stat Blocks Amphiox Guard (4) Buul (4) ATL 3 & 5: Lightning Bolt Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, 5th-level wizard, 5d6

electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. ATL 7: Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. PCs attempting to loosen or study the gems may make an Appraise check DC 15 to determine that the gemstones are costume synthetics. Area 2-4 Dusk Sanctum Read or paraphrase the following: The narrow stairs open to a small room luxuriously appointed with elaborate rugs, and heavy tapestries embroidered with golden thread. The far wall is a massive work of stained glass, faceted like an enormous gem. The red and purple lights filter through the panes casting the room in a grim, bloody light. A pair of tall silver candlesticks stands in the center of the room, each holding a burning red candle. Resting on a short pedestal between the two candles is a silver cat-o-nine tails. The Dusk Sanctum holds one of the holiest relics of the cult, an artifact of bequeathed to the order by the alien Travelers. Resembling a whip, the relic is appears to be crafted entirely of some flexible metal. Though no seams or hinges can be seen, the tail of the scourge gently waves in the air like an intelligent stream of quicksilver. Area 2-5 Dawn Sanctum Read or paraphrase the following: The narrow stairs open to a small room luxuriously appointed with elaborate rugs, and heavy tapestries embroidered wit golden thread. The far wall is a massive work of stained glass, faceted like an enormous gem. The yellow light filters through the panes, casting the room in a garish light, sickly. A pair of tall gold candlesticks stands in the center of the room, each holding a burning white candle. Resting atop a small pedestal between the two candles is a narrow silver belt.

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Like its sister to the west, the Dawn Sanctum holds one of the holiest relics of the cult, an artifact of bequeathed to the order by the alien Travelers. The Shield Belt (Minor) resembles a silver belt with a plain buckle. If the belt is donned and activated, a shimmering translucent shield springs up before the PC, granting a Shield bonus to AC. Area 2-6 The Grand Overlook Read or paraphrase the following: Before you the true scope of the Temple of the Frog becomes clear. A wide balcony, arching out over the surrounding land, extends into the open air. You are standing in the mouth the Frog. A trio of mighty gongs stands on the balcony’s edge, along side the great horn used to call the faithful to service. Carved from the horn of a black dragon the, the spiraling horn exudes a palpable aura of evil, as thick as the swamp air. Eunuch warrior-priests tend the over look, calling the faithful to worship and keeping watch over the surrounding town and marsh. The eunuchs are fanatic devotees to the Cult of Amphiox, and bear the characteristic affects of their order. Their lips have been surgically removed, their mouths widened back to the jawbone to resemble the wide-lipped maws of their masters. The surgery is crudely done, resulting in jagged scars, and secured with stitched catgut and tied off behind the neck, further stretching the leering smile. The eunuchs attempt to team up on the heroes, forcing their foes off the lip of the balcony. It is a 60 foot fall to the rocky ground below. The devotees are fanatics and will fight to the death. ATL 3 – See Appendix I for Stat Blocks Eunuch Warrior-Priest (2) ATL 5 – See Appendix II for Stat Blocks Eunuch Warrior-Priest (4) ATL 7 – See Appendix III for Stat Blocks Eunuch Warrior-Priest (8)

Area 2-7 Dormitory Read or paraphrase the following: The room is filled with simple bunks. Each bunk is made of rawhide lashes with only threadbare homespun blanket for warmth. Small, unlit braziers are spaced throughout the chamber but all are unlit. This chamber is home to the cultists and eunuchs that make their home in the Temple. Each has given up all their worldly possessions over to the Temple, and even the bunks are unassigned, so there is no treasure to be found. Area 2-8 Cell of the Spring Master Read or paraphrase the following: A worn blanket separates this tiny chamber from the larger dormitory. The chamber is no less austere for its privacy. A simple straw mattress rests on the damp floor. At the back of the chamber a plain shrine has been cut into the wall. Two lit candles flank a green stone, crudely shaped in the image of a reclining frog. If the Spring Master hears PCs enter the dormitory (area 2-7), he will wait here, hidden in the shadows, waiting to initiate a surprise attack on the PCs. If the heroes press on without bothering to investigate the simple cell, the Master will slip out into the greater Temple and raise the alarm before tracking down the PCs. Like the eunuchs that follow his teachings, the Spring Master has been scarred in his fanatical devotion to the Cult of Amphiox. His lips have been surgically removed, and the spread of his mouth widened back to the jawbone, and tied back with catgut. Unlike his followers, the Spring Master has driven sharpened bones into his gums in imitation of fangs, completing the terrifying visage. Though the Spring Master is no coward, his goal in battle is to ensure the defeat of the intruders. He will not fight to the death, fleeing after taking half his hit points in damage, using his slow fall ability to descend to the first level of the temple, where he will attempt to raise the alarm. Once this is accomplished, the Spring Master returns

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to combat with a vengeance, letting nothing stand between him and brutal slaughter of the PCs. The Spring Master prefers to move battles into the open, where he can use his superior speed and spring attack to move in, attack, and out of range again, before an opponent can react. ATL 3 – See Appendix I for Stat Blocks Spring Master ATL 5 – See Appendix II for Stat Blocks Spring Master ATL 7 – See Appendix III for Stat Blocks Spring Master Area 2-9 Hall of the Frog Knights The entrance from the north is guarded by a strong wooden door reinforced by iron banding. The hall is crucial to the defense of the Temple’s dungeons. Accordingly, the door is kept bolted while the Frog Knights are in the hall and is locked in the rare instances when all the Knights are absent (such as when the Temple alarm has been raised.) When the door is locked it can be picked with a DC 30 Open Lock check, but when it is bolted it can only be destroyed or broken in (Break DC 25). When the PCs succeed in bypassing the door, read or paraphrase the following: Past the doorway you can see a round table where a hardened band of six warriors are gathered, drinking from wine jacks and gambling with bones. The warriors look up drunkenly, their eyes hooded and dull. Unless the PCs have succeeded in bypassing the door without making a sound, the Knights are prepared for the attack and only feigning indolence. Otherwise it takes the trained warriors a round to gather their wits about them. Regardless, the Knights’ tactics will be the same. Just beyond the door is an iron portcullis. The Frog Knights permit the first few ranks of heroes to pass, then drop the portcullis, separating the party and (if the heroes are unlucky) spearing one in the process. Then the Knights will leap to the attack, raining down their scimitars on the

PCs in the room, before turning their ranged weapons on those trapped outside. There are a dozen bunks in the room, and small ironbound coffer for each bunk. The coffers are all secured with crude locks (Open Lock, DC 15) and contain little more than a change of uniform and personal effects, and 10 gp. A close search of the coffers (Search, DC 25) discovers a sliding panel concealing a ring of protection +2, decorated with a small ruby, a wedding gift for the Frog Knight’s betrothed. The door on the eastern wall of the chamber is false, a fact that can be noticed by anyone searching the door and succeeding on a DC 25 Search or Spot check. The door is “unlocked” and anyone attempting to open the door triggers a poison dart trap that targets the square directly before the door, and one square to either side of the door. A secret door is hidden in the north wall of the chamber. The door can be found with a DC 25 Search check, revealing a latch hidden behind a false stone. Pulling on the latch causes the door to rotate open. It remains open for 5 rounds after the latch is released, then rotates closed. On the far side, the latch is readily apparent. ATL 3 – See Appendix I for Stat Blocks Frog Knight ATL 5 – See Appendix II for Stat Blocks Frog Knight (2) ATL 7 – See Appendix III for Stat Blocks Frog Knight (4) Reinforced Door: Thickness 2 in.; Hardness 5; hp 20; Break DC 25. Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (3d6); Search DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis. Iron portcullis blocks passageway (Thickness 3 in.; Hardness 10; hp 80; Break DC 28; Lift DC 23). Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in squares directly before, and on

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either side of, the door); poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22. Area 2-10 Warlady’s Quarters Read or paraphrase the following: Behind a moisture-stained tapestry is narrow corridor leading to a small chamber appointed with the taste of a warlord. Broken weapons, shields and skulls adorn the walls – trophies from a hundred battles across the North. A simple cot stands next to a desk. Atop the desk rest a scroll, quill and ink pot. This chamber is home to the mistress of the Frog Knights, a fierce warrior famed and feared across the North. The heiress to one of Blackmoor’s lesser noble houses, Feywynne turned her back on her family to seek her fortunes abroad. Feywynne fell in with a band of mercenaries turned slavers, and within a year had fought, lied and killed her way to the head of the company. From there it was a short step to selling her services to the Temple of the Frog, where Feywynne has flourished ever since. An attractive woman, with a warm, sanguine personality, Feywynne is utterly remorseless in battle, using every trick at her disposal. She has studied the fighting habits of men and elves extensively, and puts her knowledge to savage use in combat. If Feywynne hears battle in area 2-9, she hangs back, waiting for a critical moment when she can turn surprise to her advantage. (The Mistress is also carefully watching her own warriors, wary of betrayal.) If wounded to less than half her hit points, the Mistress attempts to flee to heal. Feywynne keeps her treasure in with a family moneylender in Maus, so her chamber has very little in the way of loot. An unlocked coffer at the base of her cot contains two changes of clothes, an empty flask, a flask containing a potion of cure light wounds, and a small sack containing 50 pp. A careful search of her desk (Search, DC 15) reveals a key stuck to the underside of the desk with a ball of beeswax. The key is a crude duplicate of the key used by the Hopping Bishop

to open the double doors to area 2-3. The key is an imperfect duplicate, working only 75% of the time. ATL 3 – See Appendix I for Stat Blocks Feywynne ATL 5 – See Appendix II for Stat Blocks Feywynne ATL 7 – See Appendix III for Stat Blocks Feywynne Area 2-11 Frothing Torrent Read or paraphrase the following: The small chamber before you is saturated with moisture. Shallow puddles cover the floor, and the walls and ceiling are stained with algae and slime. The door on the north end of the room is iron with a reinforced sill and view plate cut into its surface. PCs can spot the view plate with a DC 10 Spot check, +1 for every 10 ft. away from the north door. Cultists hold watch through the plate at all times (see area 2-12 for more information). If PCs are seen entering the room, the cultists slam the plate closed and proceed to activate the room’s trap. On the round that the room’s trap is activated, the PCs hear deep groaning sound that seems to emanate from the granite blocks above and around the PCs. On the second round, massive stone blocks drop from the ceiling; any PC standing in a square directly before a door is targeted by the swiftly descending block (Atk +15 melee, 6d6 dmg). On the third round the room begins to fill with water from gushing conduits in the ceiling. On the fourth rounds, Tadrits are washed into the room and begin to attack the PCs. The blocks can be lifted with a DC 20+ ATL Strength check; put the check must be made for every round the hero holds the block aloft. It takes the room a total of 10 rounds to fill with water from floor to ceiling. The room drains after the cultists in area 2-12 pull another lever (usually after 10 minutes or so), raising the stone blocks that obstruct the exits. The iron door to the north is barred from the far side, and must either be broken down or

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destroyed (Thickness 2 in., Hardness 10, hp 60, Break DC 28). ATL 3 – See Appendix I for Stat Blocks Tadrits (3) ATL 5 – See Appendix II for Stat Blocks Tadrits (3) ATL 7 – See Appendix III for Stat Blocks Tadrits (3) ATL 3 Descending Ceiling Block (2): CR 2; mechanical; remote trigger; automatic reset; Atk +15 melee (3d6, stone blocks); Search DC 20; Disable Device DC 22. Water-Filled Room: CR 7; mechanical; remote trigger; automatic reset; multiple targets (all targets in room); never miss; onset delay (3 rounds); water; Search DC 20; Disable Device DC 25. ATL 5 Descending Ceiling Block (2): CR 2; mechanical; remote trigger; automatic reset; Atk +15 melee (3d6, stone blocks); Search DC 20; Disable Device DC 22. Water-Filled Room: CR 7; mechanical; remote trigger; automatic reset; multiple targets (all targets in room); never miss; onset delay (3 rounds); water; Search DC 20; Disable Device DC 25. ATL 7 Descending Ceiling Block (2): CR 4; mechanical; remote trigger; automatic reset; Atk +15 melee (6d6, stone blocks); Search DC 20; Disable Device DC 24. Water-Filled Room: CR 7; mechanical; remote trigger; automatic reset; multiple targets (all targets in room); never miss; onset delay (3 rounds); water; Search DC 20; Disable Device DC 25. Area 2-12 Upper Halls Read or paraphrase the following: The short hall is appointed with heavy fur rugs and rich tapestries, all of which have been ruined by the constant moisture and foul air. A panel of strange machinery – gears, levers and wheels – rests on the south-west wall of the

room. The air is thick with the peculiar mix of oil, smoke, and worn metal. A pair of cultists lurk here, watching area 2-11 through a view plate cut into the iron door, throwing the levers when they witness intruders venturing into the trap (see area 2-11 for more information). The cultists are aided by a broodgang of buul drones, who hop to the priests’ defense if the PCs succeed in besting the trap. If the battle turns against the cultists, they attempt to flee east toward area 2-15. This is part of a stratagem to lure the PCs deeper into further ambushes. The panel of levers and gears is the mechanism for springing (and resetting) the trap in area 2-11. Heroes trying to operate the levers must succeed on a DC 12+ATL Intelligence check or be utterly confounded by the mechanism. PCs succeeding on the roll operate the trap in area 2-11 with ease; those failing the check should roll 1d8 and consult the following table each time they try to operate the machinery: Roll (d8) Result 1 Success! The trap springs (if set) or resets (if sprung). From this point on the PC can operate the trap without needing to roll an Int check 2-4 No effect. 5 Internal strain shuts the machinery down. It restarts after 1d12 rounds. 6-7 Gears blow out! The gears shudder and strain, then shatter with a tremendous explosion, scattering gear fragments throughout the room (Atk +15 ranged, 1d4+4, 1d4 shards scattered randomly throughout the room). The mechanism is broken and cannot be activated again. 8 Critical Failure! Something in the machinery has gone horribly, horribly wrong. A terrible shuddering shakes chamber before one of the levers blasts out like a spear, driven by the immense hydraulic power of the mechanism. The PC attempting to operate the machinery is targeted by the attack (Atk +15 ranged, dmg 2d8+ATL/x3, piercing). The mechanism is broken and cannot be activated again. A one-way secret door is hidden in the north wall, permitting travel from area 2-14 to 2-12 but

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not the reverse. The door can be found with a DC 28 Search check, but needs to be destroyed to pass from 2-12 to 2-14 (thickness 4 in., hardness 8, hp 45, Break DC 28). ATL 3 – See Appendix I for Stat Blocks Amphiox Cultist Buul ATL 5 – See Appendix II for Stat Blocks Amphiox Cultist (2) Buul (2) ATL 7 – See Appendix III for Stat Blocks Amphiox Cultist (3) Buul (4) Area 2-13 Chambers of the Hopping Bishop Read or paraphrase the following: This chamber is markedly different from spare quarters you have encountered thus far. Thick fur rugs, skins from dire lions and bears, cover the floor. The walls are decorated with rich tapestries depicting a world ruled by frog-like humanoids, with a star-studded frog-thing looking on from the heavens. Lit by a bank of small candles, the entire chamber seems to wave and dance with shadows. The chamber is divided into three smaller sections: an iron cage to the left, containing 6 fearsome killer frogs; a central shrine area decorated with totems, statuettes and charms depicting frogs and humans in a variety of obscene poses; and a small boudoir to your right, containing a well appointed bed with rich covers, spider-silk sheets, and embroidered pillows. There are the quarters of the Hopping Bishop, the disgusting master of the upper Temple. The master is absent, but his mistress, Nishrineth, is a deadly opponent in her own right, is present, hidden in the shadows of the boudoir. Despite appearances, the door to the buul cage is not locked. After the heroes enter the chamber, Nishrineth blows on her silent whistle, signaling the buul to attack. As the buul erupt from their cell, Nishrineth makes sneak attacks on spellcasters from the shadows, then flees, attempting to warn her lover in area 2-15.

Treasure: A careful search of the bed (Search DC 20) reveals the blade of a +1 Anarchic rapier. The blade needs to be hung in a pommel and guard before it can be used as a weapon; anyone succeeding on a DC 15 Weaponsmith check can replace the blade of another rapier with the chaos blade. Hidden behind the shrine (Search DC 20) is a small panel. Behind the panel are 3 long coffers built into the wall on sliding rails. Each is locked (Open Lock, DC 30), trapped and contains a significant portion of the cult’s wealth, as noted below: Coffer Treasure A 1,000 gp collected in small bags of 100 gp. B 2 platinum bars (worth 450 gp each) C One wand of cure light wounds (20 charges), a ring of feather fall, and a necklace of fireballs (type 1), 3 javelins of lightning, and Quicksilver, a Cat o’ Nine Tails ATL 3 – See Appendix I for Stat Blocks Nishrineth Buul (2) ATL 5 – See Appendix II for Stat Blocks Nishrineth Buul (4) ATL 7 – See Appendix III for Stat Blocks Nishrineth Buul (6) Area 2-14 Lift Room Read or paraphrase the following: A vertical shaft has been cut into the stone of the Temple here, descending down into the darkness. The rest of the chamber is taken up by a pile of chain, two small barrels and a pile of rags. A team of cultists and eunuchs are here; ready to launch a surprise attack on any PCs passing through area 2-12. The team waits until given the signal from area 2-13, then slips through the secret door to flank the heroes. The eunuchs lead off the attacks, trying to use the narrow

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corridors to limit the heroes’ effectiveness, while the priests provide support from the ranks. Both the cultists and the eunuchs are fanatical devotees of the Temple and willingly fight to the death, if only to delay and injure the PCs. The chain in the corner is a replacement for the lift chain, and weighs many hundreds of pounds. The barrels contain oil for the lift mechanism and are only slightly flammable (as regular oil, but 1-2 points of damage). Unless the Hopping Bishop (see area 2-15) and his minions have fled to the dungeons, the lift is also here. An iron cage secured to a complex series of gears, the cage door must be closed before the lift can descend the shaft. A single rope hangs from inside the cage, extending to a heavy bell mounted atop the cage. Pulling on the rope sounds the bell, the signal for the zombies in area 1-12 to lower the cage. The sides of the lift shaft are nearly worn smooth; climbing the shaft requires a DC 25 Climb check. Courageous PCs can also climb the chains (Climb, DC 15), but if the lift begins to move between the levels, PCs must make DC 15 Ref saves for every round they continue to hold onto the chain, or suffer 1d12 points of bludgeoning damage as their hands and feet are crushed by the shifting chain. It is a 100 ft. fall to the base of the lift shaft. The lift moves 10 ft. per round. ATL 3 – See Appendix I for Stat Blocks Amphiox Cultist Amphiox Warrior ATL 5 – See Appendix II for Stat Blocks Amphiox Cultist (2) Amphiox Warrior (2) ATL 7 – See Appendix III for Stat Blocks Amphiox Cultist (2) Amphiox Warrior (4) Area 2-15 Cistern of Creeping Fire Read or paraphrase the following: The air of this room is filled with choking smoke. The reason is readily apparent: a massive vat of burning golden liquid, bubbling and gurgling like a tar pit. The vat throws off a hellish red glare that saturates the room.

A priest adorned in regal robes and wearing the mask of a frog stands at the far end of the room, while a massive ogre tends the fiery vat. The far wall, not five steps from the priest, is decorated with a portal built to look like the gaping maw of a giant, fanged frog. The Hopping Bishop is here, overseeing the creation of the soupy mixture of fish oil, blood vine sap, and salamander blood used in the religious ceremonies to immolate living sacrifices. The vat in turn feeds the pipes that run to area 1-2. If the Bishop has been warned by the priests in area 2-12, or by sounds of battle, he has already signaled the cultists in area 2-14 to flank the PCs through the secret door (see area 2-14 for more details on the flanking strategy). If the Bishop is surprised, he commands the zombie and the buul froglings to attack, them attempts to call out to area 2-14, warning his temple henchman. In combat, the Bishop stays close to the portal on the north side of the room, fleeing to area 1-14 and down the lift to the dungeons if he is reduced to 20 hit points or less. The Bishop commands the zombie to grapple with the PCs. On the rounds following a successful grapple, the zombie can make a contested grapple check to hurl the grappled PC into the vat. Anyone hurled into the vat suffers 5d6 points of fire damage each round spent in the vat and is set aflame. The vat is 10 ft. deep, forcing medium or smaller PCs to swim to pull themselves from the fire. On the round following escaping the vat, a burning PC takes an additional 2d6 points of damage. If desired, the PC can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Magically extinguishing the flames automatically smothers the fire. A quick search of the room turns up the raw ingredients of the Temple’s fiery soup. Casks of fish oil, barrels of blood vine sap, and vials of salamander blood stand on the walls. The

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precise mixture is a secret known only to Hopping Bishop. ATL 3 – See Appendix I for Stat Blocks Hopping Bishop ATL 5 – See Appendix II for Stat Blocks Hopping Bishop Ogre Zombie ATL 7 – See Appendix III for Stat Blocks Hopping Bishop Ogre Zombie (2) Level 3: Dungeons of the Frog Encounter Area 1: Dungeons of the Frog The dungeons are where the cult performs the worst of its experiments, trifling with the creations of the gods in an attempt to create the perfect man-frog. The halls and galleries ring with the cries of tortured souls, driven mad by their remorseless captors. Like the second level of the Temple, the dungeons are entirely overrun with frogs – natural, unintelligent and non-combatants creatures. Any time the PCs enter an area, roll 2d20; the result is the number of frogs found in the area, watching the PCs with cold beady eyes. These frogs serve no purpose but to unnerve the PCs with the knowledge that there is nowhere they can go in the dungeons without being watched by the Temple pets of Amphiox. Reinforced Door: thickness 2in.; Hardness 5; hp 30; Break DC 25. Masonry Wall: thickness 8 in.; Hardness 8; hp 90; Break DC 35. Area 3-1 Guardroom Read or paraphrase the following: The slick stairs descend to a pair of large double doors. The massive wooden beams of the doors are streaked with rust from the iron banding, and reinforced with iron banding. The banding is decorated with twisted faces and depictions of ferocious frog warriors. Both doors have a single large pull ring. You can smell the scent of burning coals.

Just past the massive doors is a guardroom, the last line of defense for the Temple of the Frog. The doors are kept barred at all times, have a thickness of 8 in., a hardness of 5, 80 hp, and a Break DC of 30. A DC 25 Listen check reveals many muffled voices on the far side of the door. Directly above the doors are a series of hidden murder holes that can be noticed with a DC 20 Spot check. The doors are never opened unless the signal is given by the watchers above. See area 3-1a for more information on the murder holes, and their ability to attack groups in area 3-1. If the PCs succeed in breaking through the doors, they are confronted with 8 Amphiox guardsmen. The warriors are not willing to fight to the death but they have limited room for retreat. Terrified of the dungeons they defend, the guardsmen, withdraw to the platform in area 3-2, but no further. The room contains 4 barrels of oil, a weapons rack with 10 longspears and 4 scimitars, and two suits of masterwork chainmail packed in a straw-filled crate. ATL 3 – See Appendix I for Stat Blocks Amphiox Guard (2) ATL 5 – See Appendix II for Stat Blocks Amphiox Guard (4) ATL 7 – See Appendix III for Stat Blocks Amphiox Guard (8) Area 3-1a Murder Holes Read or paraphrase the following: The floor of this chamber is punctuated by dozens of small holes. Three cauldrons are spaced evenly about the room, boiling a fetid mix of swamp water and oil. The holes in the floor are murder holes. Four Ritpat froglins occupy this room, ready to rain down death on those passing beneath them. If a PC comes within 10 ft. of the doors to area 3-1, they are within the Ritpat’s target area. The ritpat’s have two tactics at their disposal. They can attack with spears or they can pour the boiling oil and water down over the murder holes.

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Melee attacks made from above are at –2 to hit due to the tight confines of the murder holes. PCs standing beneath the 5 ft. by 5 ft. square targeted by the boiling oil take 2d6 points of heat damage (Reflex save, DC 20 for half). There is enough boiling oil and water for the ritpat’s to make 10 attacks. It takes 2 ritpat’s to pour a cauldron. ATL 3 – See Appendix I for Stat Blocks Ritpat Froglin (2) ATL 5 – See Appendix II for Stat Blocks Ritpat Froglin (4) ATL 7 – See Appendix III for Stat Blocks Ritpat Froglin (8) Area 3-2 Vault of Transcendence GM’s Note: Area 3-2 is a large area, with dynamic features that can swiftly change the course of a battle. We recommend studying the entire area before running the encounter, in order to maximize its dramatic effect. Read or paraphrase the following: The wide stairway opens into a massive cavern that arches into darkness. In the center of the cavern is a raised platform occupied by dozens of operating tables, rusty metal implements, scores of stacked tomes and scrolls, and the corpses of over a dozen slaves. Ropes, chains and pulleys rise to the ceiling and walls, and dangle about the room, partially obscuring your vision. Ramps descend from the platform to the floor of the cavern, which is waist high in black, brackish water. Several iron cages are partially submerged in the water, each containing over a dozen slaves. The terrified wailing of the slaves fills the cavern, intensified by echoes into a dull, constant roar. Robed figures work feverishly atop the platform, gathering tomes and scrolls into their arms. This platform is where the servants of the Temple attempt to transform slaves into a master race of Frog Men. To date they have achieved only limited success, as demonstrated by the mindless abominations in area 3-2c. The robed figures are the wizard Morinox and his

apprentices. Warned of the party’s approach, Morinox is moving his work to safety. The platform is the personal domain of Morinox, the self styled “Master of Transcendence.” While he has no desire to die for his Temple masters, Morinox refuses to let his research fall into the hands of ignorant savages, and will fight the PCs to the best of his abilities. He has trained extensively in the use of ray spells, and uses them with great delight, singling out warriors for his ray of exhaustion, and fellow spellcasters for his scorching ray. If it becomes clear that Morinox and his apprentices cannot hold the platform, the wizard attempts to flee to his chambers (area 3-5). Morinox releases a cable on the platform, dropping several barrels suspended about the ceiling of the vault. Each trio of barrels (there are 9 in all) contain Tadrits. The Tadrits swarm through the water, instantly attacking those confined in the partially submerged cages (areas 3-2a, b and c). The PCs can elect to chase after Morinox, but it will be at the cost of a great many innocents. Treasure: Most of the tomes collected on the platform are the work of madmen, but a thorough search of the platform (Search, DC 15) turns several volumes from disparate times and places. Anyone studying the tomes for an extended period of time (12 time units minus their intelligence score) gains one rank in Knowledge: Arcana, Spellcraft, Nature, and Religion. ATL 3 – See Appendix I for Stat Blocks Apprentice Wizard (2) ATL 5 – See Appendix II for Stat Blocks Apprentice Wizard (2) Morinox ATL 7 – See Appendix III for Stat Blocks Apprentice Wizard (2) Morinox Tadrit (8) Area 3-2a Slave Cages Read or paraphrase the following: The men and women held in the iron cage are all weak and on the verge death. Pallid, and

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drawn, most bear open sores made worse by the filthy water that comes up to their thighs. The cry out for mercy and reach through the bars imploringly, begging to be set free. The iron cage is partially submerged in 2 ft. of water, and contains 24 commoners packed together in miserable conditions. All have only 1 or 2 hit points remaining. The iron cage is locked with a crude mechanism (Open Lock, DC 15). The cage can also be broken open (Thickness 2 in., Hardness 10; hp 40, Break DC 23). The cage is composed of iron bars on all six sides. If questioned, these slaves are the residents of the lost Thorpe of the Barony of the Lakes. If released, the slaves are able to make their way to safety, thanks to the confusion the players have left in their wake. Area 3-2b Sons of Transcendence Read or paraphrase the following: Unlike the other slaves in the cavern, the captives in this cell stand quietly, watching you with their wide, watery eyes. There are only 8 captives in each cage, but all have been intentionally infected with the Frog Mind, and will become slavering lunatics within the next 2 hours. Captives that succeed in surviving this long are stronger than most – these slaves all have 2 levels in warrior. The iron cage is locked with a crude mechanism (Open Lock, DC 15). The cage can also be broken open (Thickness 2 in., Hardness 10; hp 40, Break DC 23). The cage is composed of iron bars on all six sides. Area 3-2c Wall Cages Read or paraphrase the following: These cages are built along the wall and have shackles bolted into the walls and floor. One cage holds a young lone female dressed in rags. These cages are for isolating more powerful captives. This is where PCs are brought if they are captured during their raid on the Temple of the Frog.

The iron cage is locked with a crude mechanism (Open Lock, DC 15). The cage can also be broken open (Thickness 2 in., Hardness 10; hp 40, Break DC 23). The shackles have higher quality locks (Open Lock, DC 20), but can be broken more easily (Thickness, 1 in. Hardness 10; hp 15, Break DC 20). Rissa Aleford is the lone female in the cage. She is very wary of strangers and will only reveal who she is on a Diplomacy Check DC 20+ATL. Players who are honest and sincere in their intent when they speak with Rissa receive a +2 circumstance bonus to the check. Rissa has only 2 hp and is suffering from exhaustion. She is unable to participate in any combat. Area 3-3 Guests of the Frog Read or paraphrase the following: The ramp climbs out of the filthy water to an iron gate built into the natural stone cavern. Past the thick iron bars you can see a corridor lit by burning torches. Three doors are set into the corridor at regular intervals. This corridor houses the hidden masters of the Temple of the Frog. The Iron Gate is kept locked with a complex mechanism (Open Lock, DC 30), and reinforced with redundant bolts and welds (Thickness 2 in., Hardness 10; hp 100, Break DC 28). The corridor past the gate is laced with traps that are activated any time the hirelings are not in their rooms. The mechanism for activating and deactivating the traps is hidden outside of the gate and can be found with a careful Search (DC 25) of the wall outside the corridor. The letters on the map correspond to the following traps: Key Trap A Ceiling Pendulum: CR 3; mechanical; location trigger; manual reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27. B Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22. C Pit Trap: CR 3; mechanical, location trigger; manual reset; DC 20 Reflex save avoids;

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60 ft. deep (6d6, fall); Search DC 20; Disable Device DC 20. D Lightning Bolt Trap: CR 4; magic device; location trigger; manual reset; spell effect (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. E Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22. F Pit Trap: CR 3; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable Device DC 20. Area 3-4 Spymaster’s Quarters The spymaster is aware how closely he is watched and has retrofitted this room to his own designs. The door is seemingly locked, but the lock on the door is a fake, and attempting to pick it triggers a pair of poison needle traps. Either one of the needle traps can be disabled without affecting the function of the other. Both needles need to be discovered and disabled to make the fake lock safe. The true latch can be found near the base of the door with a DC 25 Search check. Once the PCs have succeeding in gaining the room read or paraphrase the following: This chamber filthy, with rotting food, spilled bottles of wine and discarded clothes lying all about. A comfortable looking cot rests in the back of the chamber, while a traveling pack and bedroll rest near the door. A coffer sits beside the cot, its surface littered with discarded chicken bones. This chamber is home to the Temple’s spymaster; like most facts “known” about the spymaster, the filth in the room is a ruse. The truth is that the spymaster’s chamber is a veritable nest of carefully arranged traps. Caltrops tainted with blue whinnis poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness) are littered about the room, and anyone moving through the room without succeeding on a DC 10 Search or Spot check is subject to an attack by a caltrop (base attack bonus +0). The PC’s shield, armor, and deflection bonuses do not count. If the PC is wearing shoes or other footwear, she gets a +2 armor bonus to AC. If the caltrops succeed in

the attack, the PC has stepped on one. The PC takes 1 point of damage, is poisoned by the blue whinnis and her speed is reduced by one-half because her foot is wounded. The movement penalty lasts for 24 hours, or until the PC is successfully treated with a DC 15 Heal check, or until she receives at least 1 point of magical curing. Likewise the cot is also trapped, so that anyone reclining on it is attacked by falling blocks. And finally, the coffer at the foot of the bed is locked and smeared with deadly contact poison (Nitharit, DC 13 Fortitude save resists, 0/3d6 Con). Inside the coffer is a simple note scrawled on parchment: Now you’ve made me angry. Treasure: The Spymaster is too cunning to keep his treasure here. Instead he has hidden his cache of loot elsewhere. The backpack contains a one week’s worth of iron rations, two waterskins, and an empty coin pouch. Door: Primary Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17. Door: Secondary Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (wyvern poison, DC 17 Fortitude save resists (poison only), 2d6 Con/2d6 Con); Search DC 22; Disable Device DC 17. Floor: Poisoned Caltrops: CR 2; mechanical, location trigger; automatic reset; Atk +2 melee (1 plus poison); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); multiple targets (anyone stepping in the room); Search DC 10; Disable Device DC 10. Coffer: Smeared with Contact Poison: CR 5; mechanical; touch trigger (attached); manual reset; poison (Nitharit, DC 13 Fortitude save resists, 0/3d6 Con); Search DC 25; Disable Device DC 19.

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Cot: Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in squares atop cot); Search DC 20; Disable Device DC 25. Area 3-5 Magister’s Quarters The door to this chamber is locked (Open Lock, DC 25) and trapped with a glyph of warding. Once the PCs have gained the room, read or paraphrase the following: The room before you is fastidiously neat. Bookshelves line the walls, stacked with orderly tomes and tightly bound scrolls. A simple cot covered with a number of covers sits to one side, while the opposite side of the room is home to a writing desk. These quarters are the home of Morinox, the Master of Transcendence. It houses his life’s work: an exhaustive study of the biology of the Thonian, and the means for drawing out its various animal natures. In addition to the various studies of man, there are also over twenty three volumes of spellbooks, collected with arcane recipes, studies and explanations for the following spells: 0—arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance; 1–animate rope, cause fear, charm person, color spray, comprehend languages, hold portal, identify, magic missile, mage armor, obscuring mist, sleep, summon monster I, true strike; 2–acid arrow, arcane lock, blur, flaming sphere, invisibility, levitate, resist elements, scare, summon monster II, whispering wind; 3–blink, dispel magic, explosive runes, flame arrow, fly, invisibility sphere; 4–fire shield, secure shelter, minor globe of invulnerability, wall of fire. If Morinox succeeds in getting back to the room before the PCs, he locks the door and spills lamp oil over the tome, then sets fire to his studies. Unless the flames are extinguished, the flames destroy the entire library in 5 rounds. In addition to the library of tomes, the chamber contains 2 silver candlesticks (15 gp each), a tapestry embroidered in gold thread depicting a black dragon descending upon a valiant knight

(100 gp) and a thick rug made from the skin of the rare northern ice tiger (500 gp). Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Area 3-6 St. Stephen Read or paraphrase the following: The door to this room appears to be an unusual blue steel alloy. The trim around the door appears to be of the same strange alloy. Architectural stats: The door is 10 in. thick, have a hardness of 50, and 200 hp, and can be broken with a DC 50 Strength check. The door is locked. The lock appears to be of an unseen make and requires a DC 100 Open Lock check. It has a hardness of 50, and 50 hp. As the players study the door, read or paraphrase the following: Several beeps come from the door and it begins to slide open. It reveals a 10 by 30 foot room. The room is lined with the same shiny blue steel alloy. Against the far wall sits a metal cabinet with an oak chair. Within the cabinet, a boxed window sits with a pad of buttons and lights below the window. Within the window, you see your party {assumes party is not invisible}. In the oak chair, sits a tall lithe gray haired man. He turns to you as he continues tapping on several buttons below the window box. “Quite an impressive display out there! I am surprised it took you so long. So are we ready to bargain?” This chamber is home to St. Stephen who is sitting at a computer terminal when the party enters. Between St. Stephen and the players is a Force Field. This is a non-magical effect that acts as a wall of force but cannot be dispelled and is

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immune to magic. Within St. Stephen’s side of the Force Field is an Anti-Life Field, which is a non-magical effect that acts as an anti life shell but cannot be dispelled and is immune to magic. The Anti-Life Field prevents teleport, dimension door, and extra-planar travel methods into St. Stephen’s quarters. St. Stephen is immune to all magic. What follows is a Q&A. Bargain? Why should we bargain? Well, we are at an impasse are we not? What type of bargain? I thought you small-minded creatures would never ask. Your precious Blackmoor as you know it is in danger and I don’t just mean from this Temple. I mean danger that I don’t think your King, your nomad tribesmen, or your orphaned Tenians can handle. Technology beyond your comprehensions threatens the land. But perhaps that word is too large for your vocabulary. So let me keep it simple. I have information Uther needs. You let me live, I return to Blackmoor with you, and you turn me over to Uther. And than you will be true heroes of the realm. So do we have a deal? What are you going to tell King Uther? Well, if I told you, I wouldn’t be of much value alive would I? Can you offer anything else? Ah, so it is greed that motivates you eh? So would you set me free for a trinket instead? Yes, we would consider taking a trinket. What is it? I have a Blade of Blue Lightning. It is far superior to any weapon you hold now and far more valuable than any trinket that you own. But of course, all your party members must agree. What does the Blade of Blue Lighting do? It is a weapon that is the embodiment of light.

What else can you offer? That’s only one item. My aren’t we greedy? Unfortunately this primitive land is difficult on true technology. This one item is all I have to offer. Can you make a decision – time is running short. Well we are just going to wait you out. This wall can’t stay here forever! The many faithful of Frog Town are sure to have been alerted. It is you who will run out of time as Frog Town comes down upon you. Wrap up: If players continue to banter, the judge should place pressure that they hear noises from above and perhaps Frog Town is coming down on top of them to get them to leave. If players continue for more than two minutes, Frog Knights arrive. ATL 3 – See Appendix I for Stat Blocks Frog Knight ATL 5 – See Appendix II for Stat Blocks Frog Knight (2) ATL 7 – See Appendix III for Stat Blocks Frog Knight (4) Decision made: Players have three choices, they can accept the impasse and will run out of time; they can bring St. Stephen back as a prisoner, or they can take the Blade of Blue Lightning (and the certificate Traitor to Blackmoor) and leave. If players choose to bargain with St. Stephen, he closes his cabinet (players are unable to open). The Force shield goes down and he exits the room (with or without them). If players bargained for the sword, he pulls the sword from his cabinet before shutting it. Groups who choose the Blade of Blue Lightning option receive the Traitor to Blackmoor certificate; this includes the recipient of the Blade of Blue Lightning.

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Episode Outcome Success or

Failure? Target Goal Certificate(s) Gained

Rescued Rissa Aleford Favor of Rissa Aleford. This player receives a +2 reputation bonus when dealing with the nobility of Blackmoor. This particular bonus stacks with Racial Reputation.

Rescued the slaves This player receives the feat: Racial Reputation: Thonian.

Turned in St. Stephen to King Uther

Favor of King Uther. This certificate will have future ramifications.

Total Success The hero named above is a True Hero of the Realm. For brave deeds above and beyond the call of duty, this hero is awarded the Medal of Heroism. This Medal awards one (1) Nobility point.

Party accepts the Blade of Blue Lightning

Traitor to Blackmoor: This player receives one negative (-1) nobility point and receives a –2 penalty to all Charisma based checks with Blackmoorians. One player receives the certificate Blade of Blue Lighting.

Froglin Prisoner

This player spent four (4) time units escaping from the prison of the Temple of the Frog. Because this player has spent a significant time around aquatic creatures, the player has earned a +2 competence bonus on skill checks related to aquatic type and subtype creatures.

Failure or Death

No certificate. But the PC may be Raised, Reincarnated, and etcetera through the rules outlined in the Blackmoor: The MMRPG Rulebook

XP Table: Reward the player characters experience points for items completed below: Played the event All ATL’s 750xp Special XP Award: Saved Rissa and/or slaves 325xp Brought back St.Stephen 325xp Total Possible Experience 1,500xp

Mementoes: List by each chapter what the players may have to take away from this episode. If an item has a Cert just list the name of the Cert in bold, do not list non-item certificates. Values provided are full market value; items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode per character (excluding certificates) is as follows: ATL 3: 750 gp ATL 5: 1,000 gp ATL 7: 1,250 gp

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Mementos – ATL: ALL Area 1-2 Ruby 1,000gp each (2) Area 1-3 10 darts, shortspear, bedroll (4), chalk, fishing net, flask of burgundy, Hemp Rope (100 foot), Potion of Barkskin (+2), Potion of Haste Area 1-4 Shard of Skymetal, Robe and Mantle of Skymetal Area 1-5 Bracers of Armor (+2) Area 1-9 Golden necklace with inset pearls 300gp, Dreadblow Area 1-12 Breastplate +1, light mace +2, shield (light steel). Area 2-2 Glow Stick (6) Area 2-5 Shield Belt (Minor) Area 2-10 Potion of Cure Light Wounds, Chain shirt +1, ring of protection +1, composite shortbow, scimitar +2, Shield Spike (light), spiked shield (light Steel) +1, buul whistle Area 2-13 ATL ALL Brace of 7 masterwork daggers, leather armor +1, ring of protection +1, short sword +1, buul whistle, Anarchic +1 Rapier, Wand of Cure Light Wounds, Ring of Feather Fall, Necklace of Fireballs, Javelin of Lightning (3), Quicksilver, Cat o’ Nine Tails. Area 2-15 Banded mail, Thundering morningstar +1, frog mask of spell storing (inflict serious wounds), buul whistle Area 3-2 Dagger (2), quarterstaff (2), Tomes of the Temple of the Frog, Arcane Recipes

Area 3-5 Nature, Silver Candlestick (2), Dragon Tapestry, Ice Tiger Rug Area 3-6 Blade of Blue Lightning Mementos – ATL: 3 Area 1-1 Longspear (2), Scale mail armor (2), Scimitar (2), Shield (light wooden) (2), Caru Kah Greatsword of the Blood Wind Area 1-6 Longspear (4), Scale mail (4), scimitar (4), shield (light wooden) (4), Battleaxe +1 of icy burst, half-plate +2, shield (heavy wooden) +1, spears (3), buul whistle, Emerald 250gp, Emerald 100gp, Black Egg, Potion of Bless Weapon (+2), Oil of Invisibility (2), Potion of Cure Light Wounds (2), Small Pearl 50gp each (3) Area 2-1 Spears (3), leather armor Area 2-3 Longspear, scale mail armor, scimitar, shield (light wooden) Area 2-6 masterwork kamas (4), buul whistle (2) Area 2-9 +2 Ring of Protection, Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel) Area 2-12 Morningstar, studded leather armor Area 2-14 Morningstar, studded leather armor, masterwork kama (2), buul whistle Area 3-1 Longspear (2), scale mail armor (2), scimitar (2), spear (6)

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Mementos – ATL: 5 Area 1-1 Longspear (4), Scale mail armor (4), Scimitar (4), Shield (light wooden) (4), Caru Kah Greatsword of the Blood Wind Area 1-6 Longspear (7), Scale mail (7), scimitar (7), shield (light wooden) (7), Battleaxe +1 of icy burst, half-plate +2, shield (heavy wooden) +1, spears (3), buul whistle, Emerald 250gp, Emerald 100gp, Black Egg, Potion of Bless Weapon (+2), Oil of Invisibility (2), Potion of Cure Light Wounds (2), Small Pearl 50gp each (3) Area 2-1 Spears (6), leather armor (2) Area 2-3 Longspear (2), scale mail armor (2), scimitar, shield (light wooden) (2) Area 2-6 ATL 5 Masterwork kamas (8), buul whistle (4) Area 2-9 +2 Ring of Protection, Chain shirt (2), composite shortbow (2), masterwork scimitar (2), shield spike (light) (2), spiked shield (light steel) (2) Area 2-12 Morningstar (2), studded leather armor (2) Area 2-14 Morningstar (2), studded leather armor (2), masterwork kama (4), buul whistle (2) Area 3-1 Longspear (4), scale mail armor (4), scimitar (4), spear (12)

Mementos – ATL: 7 Area 1-1 Longspear (4), Scale mail armor (4), Scimitar (4), Shield (light wooden) (4), Caru Kah Greatsword of the Blood Wind, Chain shirt (2), composite shortbow (2), masterwork scimitar (2), shield spike (light) (2), spiked shield (light steel) (2) Area 1-6 Longspear (10), Scale mail (10), scimitar (10), shield (light wooden) (10), Battleaxe +1 of icy burst, half-plate +2, shield (heavy wooden) +1, spears (3), buul whistle, Emerald 250gp, Emerald 100gp, Black Egg, Potion of Bless Weapon (+2), Oil of Invisibility (2), Potion of Cure Light Wounds (2), Small Pearl 50gp each (3) Area 2-1 Spears (9), leather armor (3) Area 2-3 Longspear (4), scale mail armor (4), scimitar, shield (light wooden) (4) Area 2-6 Masterwork kamas (16), buul whistle (8) Area 2-9 +2 Ring of Protection, Chain shirt (4), composite shortbow (4), masterwork scimitar (4), shield spike (light) (4), spiked shield (light steel) (4) Area 2-12 Morningstar (3), studded leather armor (3) Area 2-14 Morningstar (4), studded leather armor (4), masterwork kamas (6), buul whistle (3) Area 3-1 Longspear (8), scale mail armor (8), scimitar (8), spear (18)

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix – New Equipment & Feat New Magic Item: Frog Mask of Spell Storing Constructed of human leather in the shape of leering frog head, a frog mask of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (because the mask wearer needs not gesture). The activation time for the mask is same as the casting time for the relevant spell, with a minimum of 1 standard action. A spellcaster can cast any spells into the mask, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the Metamagic feat. A spellcaster can use a scroll to put a spell into the mask of spell storing. The mask magically imparts to the wearer the names of all spells currently stored within it. See certificate for more details. New Equipment: Buul Whistle The buul found in the Temple are all trained to obey commands of the buul whistle – small, clay whistles tied to a leather strap and worn around the neck. Playing upon the whistle produces keening sounds inaudible to the human ear. Playing certain notes in the proper combination issues commands to any buul within hearing distance (roughly 200 yards in the open, but as little as 50 ft. indoors and obscured by heavy walls and doors). Ranking members of the Temple know the following commands, but PCs will have to experiment to find the proper combination (a challenging task, when faced with a swarm of charging killer frogs).

New Feat: Buul Frog Whistle [General] You can make strange commands with a clay whistle. Benefit: Through the use of a special whistle, you can command the blood frog of the Great Dismal Swamp and surrounding areas. Notes Command Long Come, attack Long, short, long Cease attacks Short, long, short Follow Long, short, short Stay Short, short, long Return to buul maze (area 3-10)

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix I ATL 3 Stat Blocks Area 1-1 Temple Steps Amphiox Guard, Thonian Ftr2: Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 16, touch 11, flat-footed 15; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, shield (light wooden), pouch with 5 gp. Slave Drummer, Peshwah Bbn6: Medium Humanoid; CR 6; HD 6d12+18; hp 69; Init +2; Spd 40ft.; AC 12, touch 12, flat-footed 10; Base Atk + 6; Grp +11; Atk Greatsword +12 melee (2d6+6/19-20x2); Full Atk Greatsword +12/+7 melee (2d6+6/19-20x2); SQ illiteracy, fast movement, rage 2/day, improved uncanny dodge, trap sense +2; AL CN; SV Fort +8, Ref +4, Will +4; Str 18, Dex 14, Con 16, Int 11, Wis 14, Cha 10. Skills and Feats: Climb +10, Intimidate +9, Jump +9, Listen +9, Ride +11, Survival +11; Cleave, Great Cleave, Power Attack, Weapon Focus (Greatsword). Possessions: Caru Kah, Greatsword of the Blood Wind. The pommel of this +1 Greatsword is crafted from the bone of Heavy Steppes Charger and has been stained crimson by the blood wind. Area 1-2 The Great Fane Buul (6): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 1-3 Storeroom Biage the Mad Druid, Drd5: CR 5; Medium Humanoid; HD 5d8; hp 29; Init +3; Spd 30ft.; AC 13, touch 13, flat-footed 10; Base Atk +3; Grp +5; Atk Dart +6 ranged (1D4+2/x2 plus poison) or shortspear +6 melee (1D6+2/x2 plus poison); SQ immune to sleep , nature sense, animal companion, wild empathy, woodland stride, trackless step, resist nature's lure, wild shape 1/day; AL CN; SV Fort +4, Ref +4, Will +7; Str 14, Dex 16, Con 11, Int 7, Wis 16, Cha 10. Skills and Feats: Concentration +6, Hide +5, Knowledge (nature) +2, Move Silently +5, Survival +9; Stealthy, Weapon Finesse. Poison: Medium spider venom, Injury DC 14, 1d4 Str, 1d4 Str. Druid Spells Known (5/4/3/2; base DC = 13 + spell level): 0 – cure minor wounds, create water, purify food and water; 1 – cure light wounds, faerie fire, magic fang, pass without trace, produce flame; 2 – barkskin, flame blade, bull’s strength; 3 – poison, meld with stone. Possessions: 10 darts, shortspear.

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Area 1-6 Barracks Relaxing Guards, Ftr2: CR 2; Medium Humanoid; HD 2d10+2; hp 21; Init +1; Spd 30ft.; AC 12, touch 11, flat-footed 11; Base Atk +2; Grp +4; Atk Longspear +5 melee (1D8+2/x3) or scimitar +4 melee (1D6+2/8-20x2,); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump +3, Ride +2, Swim +5; Cleave, Power Attack, Toughness, Weapon Focus (longspear). Possessions: Longspear, scale mail, scimitar, shield (light wooden). Area 1-6a Captain’s Quarters Oggar Gashegal, Thonian Ftr7: CR 7; Medium Humanoid; HD 7d10+21; hp 68; Init 0; Spd 30ft.; AC 22, touch 10, flat-footed 22; Base Atk +7; Grp +10; Atk Battleaxe +1 of icy burst +12 melee (1d8+6/x3) or spear +10 ranged (1d8+3/x3); Full Atk Battleaxe +1 of icy burst +12/+7 melee (1d8+6/x3) or spear +10/+5 ranged (1D8+3/x3); AL LE; SV Fort +8, Ref +4, Will +5; Str 16, Dex 10, Con 17, Int 14, Wis 12, Cha 10. Skills and Feats: Climb +7, Intimidate +10, Jump +7, Knowledge (local) +5, Listen +3, Ride +4, Sense Motive +5, Spot +3, Swim +9; Cleave, Combat Reflexes, Great Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus, Weapon Specialization. Possessions: Battleaxe +1 of icy burst, half-plate +2, shield (heavy wooden) +1, 3 spears, buul whistle. Area 1-8 Saint’s Sepulcher Ghoul, Male Ghoul Undead 3 ; CR 1; Medium Undead ; HD (3d12); hp 28; Init +6; Spd Walk 30 ft.; AC 14, touch 12, flat-footed 12, Base Atk +1; Grp+2; Atk: +2 Melee (1d6+1/20/x2, *Bite ) or -3 Melee (1d3/20/x2, *Claw ) or ; Full Atk: +2 Melee (1d6+1/20/x2, *Bite ) or -3 Melee (1d3/20/x2, *Claw ) or ; SA Ghoul Fever (Su), Paralysis (Ex), Turn Resistance (Ex), Undead Traits; SQ: Darkvision (60'); AL: CE; SV Fort +1, Ref +3, Will +5; STR 12, DEX 14, CON *, INT 12, WIS 14, CHA 12 . Skills and Feats: Concentration +1, Hide +8, Move Silently +10; Improved Initiative, Stealthy.

Tadrits: CR 1; Tiny Aberration; HD 1d8; hp 5; Init +4; Spd 5 ft., swim 20 ft. (average); AC 16, touch 16, flat-footed 12; Base Atk +0; Grp –12 (+0 when attached); Atk/Full Atk Touch +6 melee (1d2 plus attach); Space/Reach 2-1/2 ft./0 ft.; SA Attach, infiltrate; SQ Tremorsense 10 ft.; AL NE; Fort +4, Ref +6, Will +1; Str 2, Dex 18, Con 11, Int 1, Wis 4, Cha 6. Skills and Feats: Hide +12, Listen +1, Spot –3; Great Fortitude, Weapon Finesse.

Area 1-9 Sewer Pool Albino Water Naga: Large Aberration (Aquatic); CR 7; HD 7d8+28; hp 59; Init +1; Spd 30 ft., swim 50 ft.; Space/Reach 10 ft./5 ft.; AC 15, touch 10, flat-footed 14; Base Atk +5; Grp +12; Atk Bite +7 melee (2d6+4 plus poison); Full Atk Bite +7 melee (2d6+4 plus poison); SA Poison, spells; SQ Darkvision 60 ft.; AL N; SV Fort +6, Ref +5, Will +8; Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15. Skills and Feats: Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11; Alertness, Combat Casting, Eschew Materials, Lightning Reflexes. Skills: A water naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based. Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells. Sorcerer Spells Known (6/7/7/4; base DC = 12 + spell level): 0-acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st-identify, magic missile, obscuring mist, shield, true strike; 2nd-protection from arrows, acid arrow, mirror image; 3rd-protection from energy, suggestion. Area 1-12 Gear Room Zombie Mistress, Westryn elf Clr3: CR 3; Medium Humanoid; HD 3d8+6; hp 24; Init +3; Spd 30ft.; AC 21, touch 13, flat-footed 18; Base Atk +2; Grp +3; Atk +0 light mace +2 melee (1D6x2); SQ immune to sleep, turn and rebuke undead; AL NE; SV Fort +5, Ref +6, Will +6; Str 7, Dex 16, Con 14, Int 12, Wis 17, Cha 15. Skills and Feats: Concentration +8, Knowledge (religion) +7, Listen +8, Spot +7; Combat Casting, Lightning Reflexes, Weapon Focus (light mace). Cleric Spells Prepared (4/3+1/2+1; Save DC 13+spell level): 0 – detect magic, detect poison, inflict minor wounds, light; 1st – bane, cause fear, protection from good*; 2nd – hold person, inflict moderate wounds, spiritual weapon. *Domain Spells. Domains: Evil, War. Possessions: Breastplate +1, light mace +2, shield (light steel). Ogre Zombies: CR 3; Large Undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft.; Space/Reach 10 ft./10 ft.; AC 15 (-1 size, -2 Dex, +8 natural) touch 7, flat-footed 15; Base Atk +4; Grp +14; Atk/Full Atk Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9); SA -; SQ Single actions only, damage reduction 5/slashing, Darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1. Skills and Feats: Toughness. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. Area 2-1 The Overlook Froglin Stalker Rog1: CR 2; Small Humanoid (Aquatic); HD 2d8+1d6+6; hp 18 hp; Init +3, Spd 40ft. (8 squares), swim 40 ft, climb 20 ft.; AC 16, touch 14, flat-footed 13; Base Atk +1; Grpl –3; Atk/Full Atk Kick +1 melee (1d4); or spear +2 melee (1d6/ x3 plus poison); or spear +5 ranged (1d6/x3 plus poison); SA Hop, sneak attack (+1d6), poison; SQ Alien smile, amphibious, poisonous, weak will ; Fort +5, Ref +8, Will +0; Str 11, Dex 16, Con 14, Int 7, Wis 6, Cha 6. Skills and Feats: Balance +7, Climb +11, Escape Artist +13, Hide +11, Jump +20, Listen +2, Move Silently +7, Spot -2, Swim +10, Tumble +7; Skill Focus (Escape Artist), Weapon Focus (spear). Alien Smile (Ex): All Sense Motive checks against a froglin take a –8 circumstance penalty, as their faces are permanently twisted into wide, froglike grins. Hop (Ex): When froglins jump toward their foes, they gain a +4 attack bonus during that round. This ability does not stack with benefits gained from a charge attack. A froglins jump is not limited by its height. Possessions: 3 spears, leather armor.

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes.

Area 2-3 Sanctum Doors Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Amphiox Guard, Thonian Ftr2: Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 16, touch 11, flat-footed 15; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, shield (light wooden). Area 2-6 The Grand Overlook Eunuch Warrior-Priest, Clr2/Mnk2: CR 4; Medium Humanoid (5 ft. 10 in.); HD 2d8+2 (Clr) plus 2d8+2 (Mnk); hp 23; Init +2; Spd 30ft.; AC 14, touch 14, flat-footed 12; Base Atk +2; Grp +4; Base Atk +2; Grp +4; Atk Kama +6 melee (1d6+2/x2); SA Flurry of Blows; SQ Wis mod to ac, turn and rebuke undead, deflect arrows, evasion; AL LE; SV Fort +7, Ref +5, Will +8; Str 14, Dex 15, Con 13, Int 9, Wis 14, Cha 8. Skills and Feats: Concentration +6, Hide +5, Knowledge (Arcana) +4, Move Silently +5, Spot +4; Combat Casting, Combat Reflexes, Weapon Focus (Kama). Possessions: 2 masterwork kamas, buul whistle. Cleric Spells Prepared (4/3+1; base DC = 12 + spell level): 0 –inflict minor wounds (x2), light, resistance; 1st – bane, cause fear, doom, protection from good*. *Domain Spells. Domains: Evil, War. Area 2-8 Cell of the Spring Master Spring Master, Mnk5/Clr2: CR 7; Medium Humanoid; HD 5d8+2d8+21; hp 64; Init +2; Spd 50ft.; AC 16, touch 16, flat-footed 14; Base Atk +4; Grp +10; Atk/Full Atk Unarmed +6/+2 melee (1d8+2); SA Flurry of Blows; SQ wis mod to ac, stunning fist, flurry of blows, unarmed strike, deflect arrows, evasion, still mind, ki strike, slow fall (20ft), purity of body, turn or rebuke undead; AL LE; SV Fort +10, Ref +6, Will +11; Str 15, Dex 14, Con 16, Int 10, Wis 18, Cha 10. Skills and Feats: Climb +9, Hide +14, Jump +12, Knowledge (religion) +3, Move Silently +14, Spot +6, Swim +4, Tumble +9; Buul whistle, Combat Expertise, Dodge, Mobility, Spring Attack. Cleric Spells Prepared (4/3+1/2+1; base DC = 14 + spell level): 0 – inflict minor wounds(x2), light, resistance; 1st – bane, cause fear, protection from good*; 2nd –hold person, spiritual weapon*. *Domain Spells.

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Domains: Evil, War.

Area 2-9 Hall of the Frog Knights Frog Knight, Thonian Ran5: Medium Humanoid; CR 5; HD 5d8+5; hp 34; Init +2; Spd 30ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +4; Atk Masterwork scimitar +8 melee (1d6+2/18-20x2) or Composite Shortbow +8 ranged (1D6+2/x3); Full Atk Masterwork scimitar +4 melee (1d6+2/18-20x2) and spiked shield +3 melee (1d4+2/x2) or composite shortbow +8 ranged (1d6+2/x3); SQ favored enemy (humans, elves), track, wild empathy, combat style: two-weapon fighting, endurance, animal companion; AL NE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 10. Skills and Feats: Handle Animal +3, Hide +4, Knowledge (geography) +6, Knowledge (nature) +8, Move Silently +4, Ride +10, Spot +9, Survival +9, Swim +1; Improved Shield Bash, Power Attack, Weapon Focus (shortbow). Possessions: Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel), pouch with 10 gp. Ranger Spells Known (1; base DC = 11 + spell level): 1 – longstrider. Area 2-10 Warlady’s Quarters Feywynne, Mistress of the Frog Knights, female High Thonian Ran6: CR 6; Medium Humanoid; HD 6d8+6; hp 38; Init +2; Spd 30ft.; AC 20, touch 12, flat-footed 18; Base Atk +6; Grp +11; Atk +2 scimitar +9/+4 melee (1d6+5/18-20x2,) or composite shortbow +8/+3 ranged (1d6+3x3); Full Atk +2 scimitar +9/+4 melee (1d6+5/18-20x2,) and spiked shield +7/-1 melee (1d4+3x2); SQ favored enemies: human & elves, track, wild empathy, endurance, animal companion, two weapon fighting style, improved two weapon fighting style; AL NE; SV Fort +6, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 11, Wis 15, Cha 13. Skills and Feats: Concentration +3, Handle Animal +2, Hide +8, Intimidate +3, Knowledge (geography) +6, Knowledge (nature) +8, Knowledge (religion) +1, Listen +5, Move Silently +7, Ride +10, Search +2, Spot +10, Survival +10, Swim +8; Cleave, Improved Sunder, Power Attack. Possessions: Chain shirt +1, ring of protection +1, composite shortbow, scimitar +2, Shield Spike (light), spiked shield (light Steel) +1, buul whistle. Ranger Spells Known (2; base DC = 12 + spell level):1 –jump, longstrider. Blackguard Spells Known (2; base DC = 12 + spell level): 1 – cause fear, cure light wounds.

Area 2-11 Frothing Torrent Tadrits (3): CR 1; Tiny Aberration; HD 1d8; hp 5; Init +4; Spd 5 ft. (1 square), swim 20 ft. (average); AC 16, touch 16, flat-footed 12; Base Atk +0; Grp –12 (+0 when attached); Atk/Full Atk Touch +6 melee (1d2 plus attach); Space/Reach 2-1/2 ft./0 ft.; SA Attach, infiltrate; SQ Tremorsense 10 ft.; AL NE; Fort +4, Ref +6, Will +1; Str 2, Dex 18, Con 11, Int 1, Wis 4, Cha 6. Skills and Feats: Hide +12, Listen +1, Spot –3; Great Fortitude, Weapon Finesse. Area 2-12 Upper Halls Amphiox Cultist, Thonian Clr2: Medium Humanoid; CR 2; HD 2d8; hp 13; Init 0; Spd 30ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +2; Atk/Full Atk morningstar +3 melee (1D8+1/x2); SQ turn and rebuke undead; AL LE; SV Fort +3, Ref 0, Will +4; Str 12, Dex 10, Con 11, Int 9, Wis 13, Cha 8.

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38

Skills and Feats: Concentration +5, Knowledge (Arcana) +4; Combat Casting, Weapon Focus (morningstar). Possessions: Morningstar, studded leather armor. Cleric Spells Prepared (4/3+1; base DC = 11 + spell level): 0 – detect magic, guidance, light, read magic; 1st – cause fear*, doom, inflict light wounds, magic weapon. *Domain Spells. Domains: Evil, War. Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 2-13 Chambers of the Hopping Bishop Nishrineth, the Bishop’s Mistress (High Thonian) Rog4: CR 4; Medium Humanoid; HD 4d6+4; hp 20; Init +3; Spd 30ft.; AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); Base Atk +3; Grp +4; Atk +1 short sword +8 melee (1d6+1-1/19-20x2) or dagger +7 ranged (1d4-1/19-20x2); Full Atk +1 short sword +8 melee (1d6+1-1/19-20x2) and dagger +7 melee (1d4-1/19-20x2); SQ sneak attack +2d6, Trapfinding, evasion, uncanny dodge, trap sense +1; AL NE; SV Fort +2, Ref +7, Will +2; Str 9, Dex 17, Con 13, Int 15, Wis 8, Cha 16. Skills and Feats: Bluff +13, Climb +9, Disable Device +9, Escape Artist +13, Hide +13, Listen +9, Move Silently +13, Open Lock +9, Search +12, Sleight of Hand +13, Spot +9; Iron Will, Two-Weapon Fighting, Weapon Finesse. Possessions: Brace of 7 masterwork daggers, leather armor +1, ring of protection +1, short sword +1, and a buul whistle. Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes.

Area 2-14 Lift Room Amphiox Cultist, Thonian Clr2: Medium Humanoid (5 ft. 10 in.); CR 2; HD 2d8; hp 13; Init 0; Spd 30ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +2; Atk/Full Atk morningstar +3 melee (1D8+1/x2); SQ turn and rebuke undead; AL LE; SV Fort +3, Ref 0, Will +4; Str 12, Dex 10, Con 11, Int 9, Wis 13, Cha 8. Skills and Feats: Concentration +5, Knowledge (Arcana) +4; Combat Casting, Weapon Focus (morningstar). Possessions: Morningstar, studded leather armor. Cleric Spells Prepared (4/3+1; base DC = 11 + spell level): 0 – detect magic, guidance, light, read magic; 1st – cause fear*, doom, inflict light wounds, magic weapon. *Domain Spells. Domains: Evil, War. Eunuch Warrior-Priest, Clr 2/Mnk 2: CR 4; Medium Humanoid (5 ft. 10 in.); HD 2d8+2 (Clr) plus 2d8+2 (Mnk); hp 23; Init +2; Spd 30ft.; AC 14, touch 14, flat-footed 12; Base Atk +2; Grp +4; Base Atk +2; Grp

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

39

+4; Atk Kama +6 melee (1d6+2/x2); SA Flurry of Blows; SQ wis mod to ac, turn and rebuke undead, deflect arrows, evasion; AL LE; SV Fort +7, Ref +5, Will +8; Str 14, Dex 15, Con 13, Int 9, Wis 14, Cha 8. Skills and Feats: Concentration +6, Hide +5, Knowledge (Arcana) +4, Move Silently +5, Spot +4; Combat Casting, Combat Reflexes, Weapon Focus (Kama). Possessions: 2 masterwork kamas, buul whistle. Cleric Spells Prepared (4/3+1; base DC = 12 + spell level): 0 –inflict minor wounds (x2), light, resistance; 1st – bane, cause fear, doom, protection from good*. *Domain Spells. Domains: Evil, War. Area 2-15 Cistern of Creeping Fire Hopping Bishop, Thonian Clr7: CR 7; Medium Humanoid; HD 7d8+14; hp 64; Init -1; Spd 30ft.; AC 15, touch 9, flat-footed 16; Base Atk +5; Grp +7; Atk/Full Atk +1 Thundering morningstar +9 melee (1d8+3/x2); SQ turn and rebuke undead; AL NE; SV Fort +7, Ref +1, Will +8; Str 15, Dex 9, Con 14, Int 10, Wis 17, Cha 13. Skills: Concentration +12, Diplomacy +4, Heal +5, Knowledge (Arcana) +1, Knowledge (history) +1, Knowledge (religion) +10, Spellcraft +3; Combat Casting, Combat Reflexes, Lightning Reflexes, Weapon Focus (morningstar). Possessions: Banded mail, Thundering morningstar +1, frog mask of spell storing (inflict serious wounds), buul whistle. Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; Save DC 13+spell level): 0 – detect magic, detect poison, inflict minor wounds, light, read magic, resistance; 1st – bane, cause fear (x2), doom, protection from good*; 2nd – augury, hold person, inflict moderate wounds, spiritual weapon*; 3rd – dispel magic, inflict serious wounds, magic circle against good*; 4th – divine power*, inflict critical wounds. *Domain Spells. Domains: Evil, War.

Area 3-1 Guardroom Amphiox Guard, Thonian Ftr2: Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, pouch with 10 gp.

Area 3-1a Murderholes Ritpat, Froglin Rog1: CR 2; Small Humanoid (Aquatic); HD 2d8+1d6+6; hp 18 hp; Init +3, Spd 40ft. (8 squares), swim 40 ft, climb 20 ft.; AC 14, touch 14, flat-footed 11; Base Atk +1; Grpl –3; Atk/Full Atk Kick +1 melee (1d4); or spear +2 melee (1d6/ x3 plus posion); or spear +5 ranged (1d6/x3 plus poison); SA Hop, sneak attack (+1d6), poison; SQ Alien smile, amphibious, poisonous, weak will ; Fort +5, Ref +8, Will +0; Str 11, Dex 16, Con 14, Int 7, Wis 6, Cha 6. Skills and Feats: Balance +7, Climb +11, Escape Artist +13, Hide +11, Jump +20, Listen +2, Move Silently +7, Spot -2, Swim +10, Tumble +7; Skill Focus (Escape Artist), Weapon Focus (spear).

Page 40: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Alien Smile (Ex): All Sense Motive checks against a froglin take a –8 circumstance penalty, as their faces are permanently twisted into wide, froglike grins. Hop (Ex): When froglins jump toward their foes, they gain a +4 attack bonus during that round. This ability does not stack with benefits gained from a charge attack. A froglin’s jump is not limited by its height. Possessions: 3 Spears Area 3-2 Vault of Transcendence Apprentice Wizard, Thonian Wiz3: CR 3; Medium Humanoid; HD 3d4+3; hp 12; Init +2; Spd 30ft.; AC 12, touch 12, flat-footed 10; Base Atk +1; Grp +0; Atk Quarterstaff +0 melee (1D6-1/x2) or dagger +3 ranged (1D4-1/19-20x2); SQ summon familiar, scribe scroll; AL NE; SV Fort +2, Ref +3, Will +3; Str 9, Dex 14, Con 13, Int 15, Wis 10, Cha 11. Skills and Feats: Concentration +7, Decipher Script +4, Knowledge (Arcana) +8, Knowledge (nature) +4, Move Silently +3, Spellcraft +8, Spot +3; Alertness, Combat Casting, Toughness. Possessions: Dagger, quarterstaff Wizard Spells Prepared (4/3/2; base DC = 12 + spell level): 0—daze, light, ray of frost, resistance; 1– cause fear, magic missile, mage armor; 2–acid arrow, invisibility.

Area 3-6 St. Stephen Frog Knight, Thonian Ran5: Medium Humanoid; CR 5; HD 5d8+5; hp 34; Init +2; Spd 30ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +4; Atk Masterwork scimitar +8 melee (1d6+2/18-20x2) or Composite Shortbow +8 ranged (1D6+2/x3); Full Atk Masterwork scimitar +4 melee (1d6+2/18-20x2) and spiked shield +3 melee (1d4+2/x2) or composite shortbow +8 ranged (1d6+2/x3); SQ favored enemy (humans, elves), track, wild empathy, combat style: two-weapon fighting, endurance, animal companion; AL NE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 10. Skills and Feats: Handle Animal +3, Hide +4, Knowledge (geography) +6, Knowledge (nature) +8, Move Silently +4, Ride +10, Spot +9, Survival +9, Swim +1; Improved Shield Bash, Power Attack, Weapon Focus (shortbow). Possessions: Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel), Ranger Spells Known (1; base DC = 11 + spell level): 1 – longstrider.

Page 41: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix II ATL 5 Stat Blocks Area 1-1 Temple Steps Amphiox Guard, Thonian Ftr2: Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 16, touch 11, flat-footed 15; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, shield (light wooden), pouch with 5 gp. Slave Drummer, Peshwah Bbn6: Medium Humanoid; CR 6; HD 6d12+18; hp 69; Init +2; Spd 40ft.; AC 12, touch 12, flat-footed 10; Base Atk + 6; Grp +11; Atk Greatsword +12 melee (2d6+6/19-20x2); Full Atk Greatsword +12/+7 melee (2d6+6/19-20x2); SQ illiteracy, fast movement, rage 2/day, improved uncanny dodge, trap sense +2; AL CN; SV Fort +8, Ref +4, Will +4; Str 18, Dex 14, Con 16, Int 11, Wis 14, Cha 10. Skills and Feats: Climb +10, Intimidate +9, Jump +9, Listen +9, Ride +11, Survival +11; Cleave, Great Cleave, Power Attack, Weapon Focus (Greatsword). Possessions: Caru Kah, Greatsword of the Blood Wind. The pommel of this +1 Greatsword is crafted from the bone of Heavy Steppes Charger and has been stained crimson by the blood wind. Frog Knight, Thonian Ran5: Medium Humanoid; CR 5; HD 5d8+5; hp 34; Init +2; Spd 30ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +4; Atk Masterwork scimitar +8 melee (1d6+2/18-20x2) or Composite Shortbow +8 ranged (1D6+2/x3); Full Atk Masterwork scimitar +4 melee (1d6+2/18-20x2) and spiked shield +3 melee (1d4+2/x2) or composite shortbow +8 ranged (1d6+2/x3); SQ favored enemy (humans, elves), track, wild empathy, combat style: two-weapon fighting, endurance, animal companion; AL NE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 10. Skills and Feats: Handle Animal +3, Hide +4, Knowledge (geography) +6, Knowledge (nature) +8, Move Silently +4, Ride +10, Spot +9, Survival +9, Swim +1; Improved Shield Bash, Power Attack, Weapon Focus (shortbow). Possessions: Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel), pouch with 10 gp. Ranger Spells Known (1; base DC = 11 + spell level): 1 – longstrider. Area 1-2 The Great Fane Buul: CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 1-3 Storeroom Biage the Mad Druid, Drd7: CR 7; Medium Humanoid; HD 7d8; hp 37; Init +3; Spd 30ft.; AC 13, touch 13, flat-footed 10; Base Atk +5; Grp +7; Atk Dart +8 ranged (1D4+2/x2 plus poison) or shortspear +8 melee (1D6+2/x2 plus poison); SQ immune to sleep, nature sense, animal companion, wild empathy,

Page 42: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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woodland stride, trackless step, resist nature's lure, wild shape 3/day; AL CN; SV Fort +5, Ref +5, Will +8; Str 14, Dex 16, Con 11, Int 7, Wis 16, Cha 10. Skills and Feats: Concentration +8, Hide +5, Knowledge (nature) +2, Move Silently +5, Survival +9; Stealthy, Vermin Companion, Weapon Finesse. Poison: Medium spider venom, Injury DC 14, 1d4 Str, 1d4 Str. Possessions: 10 darts, shortspear. Druid Spells Known (6/4/4/3/1; base DC = 13 + spell level): 0 – cure minor wounds, create water, mending, purify food and water; 1 – cure light wounds, faerie fire, magic fang, pass without trace, produce flame; 2 – barkskin, flame blade, bull’s strength; 3 – contagion, poison, meld with stone 4 –giant vermin. Vermin Companion: Monstrous Spider, small: Small Vermin; HD: 7d8 hp 30; Init+5, Spd: 30 ft., climb 20 ft.; AC: 22 (+1 size, +5 Dex, +6 natural), touch 16, flat-footed 17; BAB/Grapple: +5/0; Full Attack: Bite +9 melee (1d4 plus poison); Space/Reach: 5 ft./5 ft.; Special Attacks: Poison, web; Special Qualities: Darkvision 60 ft., Tremorsense 60 ft., vermin traits, AL: N; SV: Fort +4, Ref +5, Will +0, Str 10, Dex 21, Con 10, Int —, Wis 10, Cha 2 Skills and feats: Climb +11, Hide +12*, Jump –2*, Spot +4*, Devotion, Evasion, Link, Share Spells, Weapon FinesseB Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage. Size Fort DC Damage Small 10 1d3 Str Web (Ex): Monstrous spiders often wait in their webs, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Size Escape Artist DC Break DC Hit PointsSmall 10 14 4 Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Page 43: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. Area 1-6 Barracks Relaxing Guards, Ftr2: CR 2; Medium Humanoid; HD 2d10+2; hp 21; Init +1; Spd 30ft.; AC 12, touch 11, flat-footed 11; Base Atk +2; Grp +4; Atk Longspear +5 melee (1D8+2/x3) or scimitar +4 melee (1D6+2/8-20x2,); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump +3, Ride +2, Swim +5; Cleave, Power Attack, Toughness, Weapon Focus (longspear). Possessions: Longspear, scale mail, scimitar, shield (light wooden). Area 1-6a Captain’s Quarters Oggar Gashegal, Thonian Ftr7: CR 7; Medium Humanoid; HD 7d10+21; hp 68; Init 0; Spd 30ft.; AC 22, touch 10, flat-footed 22; Base Atk +7; Grp +10; Atk Battleaxe +1 of icy burst +12 melee (1d8+6/x3) or spear +10 ranged (1d8+3/x3); Full Atk Battleaxe +1 of icy burst +12/+7 melee (1d8+6/x3) or spear +10/+5 ranged (1D8+3/x3); AL LE; SV Fort +8, Ref +4, Will +5; Str 16, Dex 10, Con 17, Int 14, Wis 12, Cha 10. Skills and Feats: Climb +7, Intimidate +10, Jump +7, Knowledge (local) +5, Listen +3, Ride +4, Sense Motive +5, Spot +3, Swim +9; Cleave, Combat Reflexes, Great Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus, Weapon Specialization. Possessions: Battleaxe +1 of icy burst, half-plate +2, shield (heavy wooden) +1, 3 spears, buul whistle. Area 1-8 Saint’s Sepulcher Wight, Male Wight Undead 5 ; CR 3; Medium Undead ; HD (5d12); hp 41; Init +1; Spd Walk 30 ft.; AC 15, touch 11, flat-footed 14, Base Atk +2; Grp+3; Atk: +3 Melee (1d4+1/20/x2, *Slam ) or ; Full Atk: +3 Melee (1d4+1/20/x2, *Slam ) or ; SA Create Spawn (Su), Energy Drain (Su), Undead Traits; SQ: Darkvision (60'); AL: LE; SV Fort +1, Ref +2, Will +7; STR 12, DEX 12, CON *, INT 10, WIS 12, CHA 14 . Skills and Feats: Concentration +2, Hide +9, Move Silently +11, Spot +3; Iron Will, Stealthy. Tadrits: CR 1; Tiny Aberration; HD 1d8; hp 5; Init +4; Spd 5 ft., swim 20 ft. (average); AC 16, touch 16, flat-footed 12; Base Atk +0; Grp –12 (+0 when attached); Atk/Full Atk Touch +6 melee (1d2 plus attach); Space/Reach 2-1/2 ft./0 ft.; SA Attach, infiltrate; SQ Tremorsense 10 ft.; AL NE; Fort +4, Ref +6, Will +1; Str 2, Dex 18, Con 11, Int 1, Wis 4, Cha 6. Skills and Feats: Hide +12, Listen +1, Spot –3; Great Fortitude, Weapon Finesse. Area 1-9 Sewer Pool Albino Water Naga: Large Aberration (Aquatic); CR 9; HD 9d8+36; hp 81; Init +2; Spd 30 ft., swim 50 ft.; Space/Reach 10 ft./5 ft.; AC 15, touch 10, flat-footed 14; Base Atk +7; Grp +14; Atk Bite +9 melee (2d6+4 plus poison); Full Atk Bite +9 melee (2d6+4 plus poison); SA Poison, spells; SQ Darkvision 60 ft.; AL N; SV Fort +7, Ref +6, Will +9; Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15. Skills and Feats: Concentration +12, Listen +10, Spellcraft +8, Spot +10, Swim +11; Alertness, Combat Casting, Eschew Materials, Lightning Reflexes.

Page 44: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Skills: A water naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Poison (Ex): Injury, Fortitude DC 19, initial and secondary damage 1d8 Con. The save DC is Constitution-based. Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells. Sorcerer Spells Known (7/8/8/5; base DC = 14 + spell level): 0-acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st-identify, magic missile, obscuring mist, shield, true strike; 2nd-protection from arrows, acid arrow, mirror image; 3rd-protection from energy, suggestion. Area 1-12 Gear Room Zombie Mistress, Westryn elf Clr7: CR 7; Medium Humanoid; HD 7d8+14; hp 54; Init +3; Spd 30ft.; AC 21, touch 13, flat-footed 18; Base Atk +5; Grp +3; Atk +2 light mace +6 melee (1D6x2); SQ immune to sleep, turn and rebuke undead; AL NE; SV Fort +7, Ref +7, Will +8; Str 7, Dex 16, Con 14, Int 12, Wis 17, Cha 15. Skills and Feats: Concentration +12, Knowledge (religion) +11, Listen +8, Spot +7; Combat Casting, Lightning Reflexes, Weapon Focus (light mace). Possessions: Breastplate +1, light mace +2, shield (light steel). Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; Save DC 13+spell level): 0 – detect magic, detect poison, inflict minor wounds, light, read magic, resistance; 1st – bane, cause fear (x2), doom, protection from good*; 2nd – augury, hold person, inflict moderate wounds, spiritual weapon*; 3rd – dispel magic, inflict serious wounds, magic circle against good*; 4th – divine power*, inflict critical wounds. *Domain Spells. Domains: Evil, War. Ogre Zombies: CR 3; Large Undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft.; Space/Reach 10 ft./10 ft.; AC 15 (-1 size, -2 Dex, +8 natural) touch 7, flat-footed 15; Base Atk +4; Grp +14; Atk/Full Atk Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9); SA -; SQ Single actions only, damage reduction 5/slashing, Darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1. Skills and Feats: Toughness. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. Area 2-1 The Overlook Froglin Stalker Rog1: CR 2; Small Humanoid (Aquatic); HD 2d8+1d6+6; hp 18 hp; Init +3, Spd 40ft. (8 squares), swim 40 ft, climb 20 ft.; AC 16, touch 14, flat-footed 13; Base Atk +1; Grpl –3; Atk/Full Atk Kick +1 melee (1d4); or spear +2 melee (1d6/ x3 plus poison); or spear +5 ranged (1d6/x3 plus poison); SA Hop, sneak attack (+1d6), poison; SQ Alien smile, amphibious, poisonous, weak will ; Fort +5, Ref +8, Will +0; Str 11, Dex 16, Con 14, Int 7, Wis 6, Cha 6. Skills and Feats: Balance +7, Climb +11, Escape Artist +13, Hide +11, Jump +20, Listen +2, Move Silently +7, Spot -2, Swim +10, Tumble +7; Skill Focus (Escape Artist), Weapon Focus (spear).

Page 45: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

45

Alien Smile (Ex): All Sense Motive checks against a froglin take a –8 circumstance penalty, as their faces are permanently twisted into wide, froglike grins. Hop (Ex): When froglins jump toward their foes, they gain a +4 attack bonus during that round. This ability does not stack with benefits gained from a charge attack. A froglin’s jump is not limited by its height. Possessions: 3 spears, leather armor. Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 2-3 Sanctum Doors Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Amphiox Guard, Thonian Ftr2: Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 16, touch 11, flat-footed 15; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, shield (light wooden). Area 2-6 The Grand Overlook Eunuch Warrior-Priest, Clr2/Mnk2: CR 4; Medium Humanoid (5 ft. 10 in.); HD 2d8+2 (Clr) plus 2d8+2 (Mnk); hp 23; Init +2; Spd 30ft.; AC 14, touch 14, flat-footed 12; Base Atk +2; Grp +4; Base Atk +2; Grp +4; Atk Kama +6 melee (1d6+2/x2); SA Flurry of Blows; SQ Wis mod to ac, turn and rebuke undead, deflect arrows, evasion; AL LE; SV Fort +7, Ref +5, Will +8; Str 14, Dex 15, Con 13, Int 9, Wis 14, Cha 8. Skills and Feats: Concentration +6, Hide +5, Knowledge (Arcana) +4, Move Silently +5, Spot +4; Combat Casting, Combat Reflexes, Weapon Focus (Kama). Possessions: 2 masterwork kamas, buul whistle. Cleric Spells Prepared (4/3+1; base DC = 12 + spell level): 0 –inflict minor wounds (x2), light, resistance; 1st – bane, cause fear, doom, protection from good*. *Domain Spells. Domains: Evil, War. Area 2-8 Cell of the Spring Master Spring Master, Mnk5/Clr4: CR 9; Medium Humanoid; HD 5d8+4d8+27; hp 78; Init +2; Spd 50ft.; AC 16, touch 16, flat-footed 14; Base Atk +6; Grp +10; Atk/Full Atk Unarmed +8/+4 melee (1d8+2); SA Flurry of Blows; SQ wis mod to ac, stunning fist, flurry of blows, unarmed strike, deflect arrows, evasion, still mind, ki strike, slow fall (20ft), purity of body, turn or rebuke undead; AL LE; SV Fort +11, Ref +7, Will +12; Str 15, Dex 15, Con 16, Int 10, Wis 18, Cha 10.

Page 46: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Skills and Feats: Climb +9, Hide +14, Jump +12, Knowledge (religion) +3, Move Silently +14, Spot +6, Swim +4, Tumble +12; Buul whistle, Combat Expertise, Dodge, Mobility, Spring Attack. Cleric Spells Prepared (5/4+1/3+1; base DC = 14 + spell level): 0 – inflict minor wounds(x3), light, resistance; 1st – bane, cause fear, doom, protection from good*; 2nd –hold person (x2), inflict moderate wounds, spiritual weapon. *Domain Spells. Domains: Evil, War. Area 2-9 Hall of the Frog Knights Frog Knight, Thonian Ran5: Medium Humanoid; CR 5; HD 5d8+5; hp 34; Init +2; Spd 30ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +4; Atk Masterwork scimitar +8 melee (1d6+2/18-20x2) or Composite Shortbow +8 ranged (1D6+2/x3); Full Atk Masterwork scimitar +4 melee (1d6+2/18-20x2) and spiked shield +3 melee (1d4+2/x2) or composite shortbow +8 ranged (1d6+2/x3); SQ favored enemy (humans, elves), track, wild empathy, combat style: two-weapon fighting, endurance, animal companion; AL NE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 10. Skills and Feats: Handle Animal +3, Hide +4, Knowledge (geography) +6, Knowledge (nature) +8, Move Silently +4, Ride +10, Spot +9, Survival +9, Swim +1; Improved Shield Bash, Power Attack, Weapon Focus (shortbow). Possessions: Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel), pouch with 10 gp. Ranger Spells Known (1; base DC = 11 + spell level): 1 – longstrider. Area 2-10 Warlady’s Quarters Feywynne, Mistress of the Frog Knights, female High Thonian Ran6/Blk2: CR 8; Medium Humanoid; HD 6d8+2d10+8; hp 50; Init +2; Spd 30ft.; AC 20, touch 12, flat-footed 18; Base Atk +8; Grp +11; Atk +2 scimitar +14/+9 melee (1d6+5/18-20x2,) or composite shortbow +10/+5 ranged (1d6+3x3); Full Atk +2 scimitar +12/+7 melee (1d6+5/18-20x2,) and spiked shield +9/+1 melee (1d4+3x2); SQ favored enemies: human & elves, track, wild empathy, endurance, animal companion, two weapon fighting style, improved two weapon fighting style, aura of evil, detect good, poison use, dark blessing, smite good 1/day; AL NE; SV Fort +9, Ref +7, Will +4; Str 17, Dex 14, Con 13, Int 11, Wis 15, Cha 13. Skills and Feats: Concentration +3, Handle Animal +4, Hide +8, Intimidate +3, Knowledge (geography) +6, Knowledge (nature) +8, Knowledge (religion) +3, Listen +5, Move Silently +7, Ride +10, Search +2, Spot +10, Survival +10, Swim +8; Cleave, Improved Sunder, Power Attack, Weapon Focus (scimitar). Possessions: Chain shirt +1, ring of protection +1, composite shortbow, scimitar +2, Shield Spike (light), spiked shield (light Steel) +1, buul whistle. Ranger Spells Known (2; base DC = 12 + spell level):1 –jump, longstrider. Blackguard Spells Known (2; base DC = 12 + spell level): 1 – cause fear, cure light wounds. Area 2-11 Frothing Torrent Tadrits: CR 1; Tiny Aberration; HD 1d8; hp 5; Init +4; Spd 5 ft. (1 square), swim 20 ft. (average); AC 16, touch 16, flat-footed 12; Base Atk +0; Grp –12 (+0 when attached); Atk/Full Atk Touch +6 melee (1d2 plus attach); Space/Reach 2-1/2 ft./0 ft.; SA Attach, infiltrate; SQ Tremorsense 10 ft.; AL NE; Fort +4, Ref +6, Will +1; Str 2, Dex 18, Con 11, Int 1, Wis 4, Cha 6. Skills and Feats: Hide +12, Listen +1, Spot –3; Great Fortitude, Weapon Finesse.

Page 47: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

47

Area 2-12 Upper Halls Amphiox Cultist, Thonian Clr2: Medium Humanoid; CR 2; HD 2d8; hp 13; Init 0; Spd 30ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +2; Atk/Full Atk morningstar +3 melee (1D8+1/x2); SQ turn and rebuke undead; AL LE; SV Fort +3, Ref 0, Will +4; Str 12, Dex 10, Con 11, Int 9, Wis 13, Cha 8. Skills and Feats: Concentration +5, Knowledge (Arcana) +4; Combat Casting, Weapon Focus (morningstar). Possessions: Morningstar, studded leather armor. Cleric Spells Prepared (4/3+1; base DC = 11 + spell level): 0 – detect magic, guidance, light, read magic; 1st – cause fear*, doom, inflict light wounds, magic weapon. *Domain Spells. Domains: Evil, War. Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 2-13 Chambers of the Hopping Bishop Nishrineth, the Bishop’s Mistress (High Thonian) Rog7: CR 7; Medium Humanoid; HD 7d6+7; hp 39; Init +3; Spd 30ft.; AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); Base Atk +5; Grp +4; Atk +1 short sword +9 melee (1d6+1-1/19-20x2) or dagger +9 ranged (1d4-1/19-20x2); Full Atk +1 short sword +7 melee (1d6+1-1/19-20x2) and dagger +7 melee (1d4-1/19-20x2); SQ sneak attack +4d6, Trapfinding, evasion, uncanny dodge, trap sense +2; AL NE; SV Fort +3, Ref +8, Will +3; Str 9, Dex 17, Con 13, Int 15, Wis 8, Cha 16. Skills and Feats: Bluff +13, Climb +9, Disable Device +12, Escape Artist +13, Hide +13, Listen +9, Move Silently +13, Open Lock +13, Search +12, Sleight of Hand +13, Spot +9;Weapon Focus (dagger), Iron Will, Two-Weapon Fighting, Weapon Finesse. Possessions: Brace of 7 masterwork daggers, leather armor +1, ring of protection +1, short sword +1, buul whistle. Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 2-14 Lift Room Amphiox Cultist, Thonian Clr2: Medium Humanoid (5 ft. 10 in.); CR 2; HD 2d8; hp 13; Init 0; Spd 30ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +2; Atk/Full Atk morningstar +3 melee (1D8+1/x2); SQ turn and rebuke undead; AL LE; SV Fort +3, Ref 0, Will +4; Str 12, Dex 10, Con 11, Int 9, Wis 13, Cha 8. Skills and Feats: Concentration +5, Knowledge (Arcana) +4; Combat Casting, Weapon Focus (morningstar). Possessions: Morningstar, studded leather armor.

Page 48: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Cleric Spells Prepared (4/3+1; base DC = 11 + spell level): 0 – detect magic, guidance, light, read magic; 1st – cause fear*, doom, inflict light wounds, magic weapon. *Domain Spells. Domains: Evil, War. Eunuch Warrior-Priest, Clr 2/Mnk 2: CR 4; Medium Humanoid (5 ft. 10 in.); HD 2d8+2 (Clr) plus 2d8+2 (Mnk); hp 23; Init +2; Spd 30ft.; AC 14, touch 14, flat-footed 12; Base Atk +2; Grp +4; Base Atk +2; Grp +4; Atk Kama +6 melee (1d6+2/x2); SA Flurry of Blows; SQ wis mod to ac, turn and rebuke undead, deflect arrows, evasion; AL LE; SV Fort +7, Ref +5, Will +8; Str 14, Dex 15, Con 13, Int 9, Wis 14, Cha 8. Skills and Feats: Concentration +6, Hide +5, Knowledge (Arcana) +4, Move Silently +5, Spot +4; Combat Casting, Combat Reflexes, Weapon Focus (Kama). Possessions: 2 masterwork kamas, buul whistle. Cleric Spells Prepared (4/3+1; base DC = 12 + spell level): 0 –inflict minor wounds (x2), light, resistance; 1st – bane, cause fear, doom, protection from good*. *Domain Spells. Domains: Evil, War. Area 2-15 Cistern of Creeping Fire Hopping Bishop, Thonian Clr7: CR 7; Medium Humanoid; HD 7d8+14; hp 64; Init -1; Spd 30ft.; AC 15, touch 9, flat-footed 16; Base Atk +5; Grp +7; Atk/Full Atk +1 Thundering morningstar +9 melee (1d8+3/x2); SQ turn and rebuke undead; AL NE; SV Fort +7, Ref +1, Will +8; Str 15, Dex 9, Con 14, Int 10, Wis 17, Cha 13. Skills and Feats: Concentration +12, Diplomacy +4, Heal +5, Knowledge (Arcana) +1, Knowledge (history) +1, Knowledge (religion) +10, Spellcraft +3; Combat Casting, Combat Reflexes, Lightning Reflexes, Weapon Focus (morningstar). Possessions: Banded mail, Thundering morningstar +1, frog mask of spell storing (inflict serious wounds), buul whistle. Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; Save DC 13+spell level): 0 – detect magic, detect poison, inflict minor wounds, light, read magic, resistance; 1st – bane, cause fear (x2), doom, protection from good*; 2nd – augury, hold person, inflict moderate wounds, spiritual weapon*; 3rd – dispel magic, inflict serious wounds, magic circle against good*; 4th – divine power*, inflict critical wounds. *Domain Spells. Domains: Evil, War. Ogre Zombie: CR 3; Large Undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft.; Space/Reach 10 ft./10 ft.; AC 20, touch 7, flat-footed 20; Base Atk +4; Grp +14; Atk/Full Atk slam +9 melee (1d8+9); SA -; SQ Single actions only, damage reduction 5/slashing, Darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1. Skills and Feats: Toughness. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Page 49: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Area 3-1 Guardroom Amphiox Guard, Thonian Ftr2: Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, pouch with 10 gp. Area 3-1a Murderholes Ritpat, Froglin Rog1: CR 2; Small Humanoid (Aquatic); HD 2d8+1d6+6; hp 18 hp; Init +3, Spd 40ft. (8 squares), swim 40 ft, climb 20 ft.; AC 14, touch 14, flat-footed 11; Base Atk +1; Grpl –3; Atk/Full Atk Kick +1 melee (1d4); or spear +2 melee (1d6/ x3 plus poion); or spear +5 ranged (1d6/x3 plus poison); SA Hop, sneak attack (+1d6), poison; SQ Alien smile, amphibious, poisonous, weak will ; Fort +5, Ref +8, Will +0; Str 11, Dex 16, Con 14, Int 7, Wis 6, Cha 6. Skills and Feats: Balance +7, Climb +11, Escape Artist +13, Hide +11, Jump +20, Listen +2, Move Silently +7, Spot -2, Swim +10, Tumble +7; Skill Focus (Escape Artist), Weapon Focus (spear). Alien Smile (Ex): All Sense Motive checks against a froglin take a –8 circumstance penalty, as their faces are permanently twisted into wide, froglike grins. Hop (Ex): When froglins jump toward their foes, they gain a +4 attack bonus during that round. This ability does not stack with benefits gained from a charge attack. A froglin’s jump is not limited by its height. Area 3-2 Vault of Transcendence Apprentice Wizard, Thonian Wiz3: CR 3; Medium Humanoid; HD 3d4+3; hp 12; Init +2; Spd 30ft.; AC 12, touch 12, flat-footed 10; Base Atk +1; Grp +0; Atk Quarterstaff +0 melee (1D6-1/x2) or dagger +3 ranged (1D4-1/19-20x2); SQ summon familiar, scribe scroll; AL NE; SV Fort +2, Ref +3, Will +3; Str 9, Dex 14, Con 13, Int 15, Wis 10, Cha 11. Skills and Feats: Concentration +7, Decipher Script +4, Knowledge (Arcana) +8, Knowledge (nature) +4, Move Silently +3, Spellcraft +8, Spot +3; Alertness, Combat Casting, Toughness. Possessions: Dagger, quarterstaff Wizard Spells Prepared (4/3/2; base DC = 12 + spell level): 0—daze, light, ray of frost, resistance; 1– cause fear, magic missile, mage armor; 2–acid arrow, invisibility.

Morinox, High Thonian Wiz7: CR 7; Medium Humanoid (5 ft. 8 in.); HD 7d4+14; hp 25; Init +2; Spd 30ft.; AC 14, touch 12, flat-footed 12; Base Atk +3; Grp +3; Atk Quarterstaff +3 melee (1D6/x2,) or dagger +5 ranged (1D4/19-20x2); SQ summon familiar, scribe scroll; AL NE; SV Fort +4, Ref +4, Will +5; Str 10, Dex 15, Con 15, Int 17, Wis 10, Cha 11. Skills and Feats: Concentration +8, Decipher Script +13, Intimidate +1, Knowledge (Arcana) +9, Knowledge (nature) +5, Knowledge (biology) +13, Move Silently +3, Spellcraft +13, Spot +3; Feats: Alertness, Combat Casting, Item Brew Potion, Item Craft Magic Arms and Armor, Weapon Focus (Ray). Possessions: Dagger, quarterstaff, ring of protection +2, initiate’s spell focus.

Page 50: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Wizard Spells Prepared (4/5/4/3/1; base DC = 13 + spell level): 0—light, ray of frost(x2), read magic, resistance; 1– magic missile, mage armor, ray of enfeeblement (x2), sleep; 2–blur, invisibility, scorching ray (x3); 3–blink, fireball, ray of exhaustion; 4–minor globe of invulnerability. Area 3-6 St. Stephen Frog Knight, Thonian Ran5: Medium Humanoid; CR 5; HD 5d8+5; hp 34; Init +2; Spd 30ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +4; Atk Masterwork scimitar +8 melee (1d6+2/18-20x2) or Composite Shortbow +8 ranged (1D6+2/x3); Full Atk Masterwork scimitar +4 melee (1d6+2/18-20x2) and spiked shield +3 melee (1d4+2/x2) or composite shortbow +8 ranged (1d6+2/x3); SQ favored enemy (humans, elves), track, wild empathy, combat style: two-weapon fighting, endurance, animal companion; AL NE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 10. Skills and Feats: Handle Animal +3, Hide +4, Knowledge (geography) +6, Knowledge (nature) +8, Move Silently +4, Ride +10, Spot +9, Survival +9, Swim +1; Improved Shield Bash, Power Attack, Weapon Focus (shortbow). Possessions: Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel), Ranger Spells Known (1; base DC = 11 + spell level): 1 – longstrider.

Page 51: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Appendix III ATL 7 Stat Blocks Area 1-1 Temple Steps Amphiox Guard, Thonian Ftr2: Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 16, touch 11, flat-footed 15; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, shield (light wooden), pouch with 5 gp. Slave Drummer, Peshwah Bbn6: Medium Humanoid; CR 6; HD 6d12+18; hp 69; Init +2; Spd 40ft.; AC 12, touch 12, flat-footed 10; Base Atk + 6; Grp +11; Atk Greatsword +12 melee (2d6+6/19-20x2); Full Atk Greatsword +12/+7 melee (2d6+6/19-20x2); SQ illiteracy, fast movement, rage 2/day, improved uncanny dodge, trap sense +2; AL CN; SV Fort +8, Ref +4, Will +4; Str 18, Dex 14, Con 16, Int 11, Wis 14, Cha 10. Skills and Feats: Climb +10, Intimidate +9, Jump +9, Listen +9, Ride +11, Survival +11; Cleave, Great Cleave, Power Attack, Weapon Focus (Greatsword). Possessions: Caru Kah, Greatsword of the Blood Wind. The pommel of this +1 Greatsword is crafted from the bone of Heavy Steppes Charger and has been stained crimson by the blood wind. Frog Knight, Thonian Ran5: Medium Humanoid; CR 5; HD 5d8+5; hp 34; Init +2; Spd 30ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +4; Atk Masterwork scimitar +8 melee (1d6+2/18-20x2) or Composite shortbow +8 ranged (1D6+2/x3); Full Atk Masterwork scimitar +4 melee (1d6+2/18-20x2) and spiked shield +3 melee (1d4+2/x2) or composite shortbow +8 ranged (1d6+2/x3); SQ favored enemy (humans, elves), track, wild empathy, combat style: two-weapon fighting, endurance, animal companion; AL NE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 10. Skills and Feats: Handle Animal +3, Hide +4, Knowledge (geography) +6, Knowledge (nature) +8, Move Silently +4, Ride +10, Spot +9, Survival +9, Swim +1; Improved Shield Bash, Power Attack, Weapon Focus (shortbow). Possessions: Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel), pouch with 10 gp. Ranger Spells Known (1; base DC = 11 + spell level): 1 – longstrider. Area 1-2 The Great Fane Buul: CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 1-3 Storeroom Biage the Mad Druid, Drd9: CR 9; Medium Humanoid; HD 9d8; hp 53; Init +3; Spd 30ft.; AC 13, touch 13, flat-footed 10; Base Atk +6/ +1; Grp +8; Atk Dart +9 ranged (1D4+2/x2 plus poison) or shortspear +9/ +1 melee (1D6+2/x2 plus poison); SQ immune to sleep, nature sense, animal companion, wild empathy,

Page 52: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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woodland stride, trackless step, resist nature's lure, wild shape 3/day large, venom immunity; AL CN; SV Fort +7, Ref +6, Will +9; Str 14, Dex 16, Con 12, Int 7, Wis 16, Cha 10. Skills and Feats: Concentration +10, Hide +5, Knowledge (nature) +2, Move Silently +5, Survival +9; Spell Focus: Necromancy, Stealthy, Vermin Companion, Weapon Finesse. Poison: Medium spider venom, Injury DC 14, 1d4 Str, 1d4 Str. Possessions: 10 darts, shortspear. Druid Spells Known (6/4/4/3/1; base DC = 13 + spell level, Necromancy DC 14+ spell level): 0 – cure minor wounds, create water, mending, purify food and water; 1 – cure light wounds, faerie fire, magic fang, pass without trace, produce flame; 2 – barkskin, flame blade, bull’s strength, bear’s endurance; 3 – contagion(n), poison(n), meld with stone 4 – freedom of movement, giant vermin; 5–wall of thorns. Vermin Companion: Monstrous Spider, small: Small Vermin; HD: 9d8 hp 42; Init+4, Spd: 30 ft., climb 20 ft.; AC: 25 (+1 size, +6 Dex, +8 natural), touch 17, flat-footed 19; BAB/Grapple: +7/+2; Full Attack: Bite +11/+3 melee (1d4 plus poison); Space/Reach: 5 ft./5 ft.; Special Attacks: Poison, web; Special Qualities: Darkvision 60 ft., Tremorsense 60 ft., vermin traits, AL: N; SV: Fort +6, Ref +6, Will +2, Str 11, Dex 22, Con 10, Int —, Wis 10, Cha 2 Skills and feats: Climb +11, Hide +12*, Jump –2*, Spot +4*, Devotion, Evasion, Link, Multi-attack Share Spells, Weapon FinesseB Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage. Size Fort DC Damage Small 10 1d3 Str Web (Ex): Monstrous spiders often wait in their webs, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Size Escape Artist DC Break DC Hit PointsSmall 10 14 4 Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Page 53: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. Area 1-6 Barracks Relaxing Guards, Ftr2: CR 2; Medium Humanoid; HD 2d10+2; hp 21; Init +1; Spd 30ft.; AC 12, touch 11, flat-footed 11; Base Atk +2; Grp +4; Atk Longspear +5 melee (1D8+2/x3) or scimitar +4 melee (1D6+2/8-20x2,); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump +3, Ride +2, Swim +5; Cleave, Power Attack, Toughness, Weapon Focus (longspear). Possessions: Longspear, scale mail, scimitar, shield (light wooden). Area 1-6a Captain’s Quarters Oggar Gashegal, Thonian Ftr7: CR 7; Medium Humanoid; HD 7d10+21; hp 68; Init 0; Spd 30ft.; AC 22, touch 10, flat-footed 22; Base Atk +7; Grp +10; Atk Battleaxe +1 of icy burst +12 melee (1d8+6/x3) or spear +10 ranged (1d8+3/x3); Full Atk Battleaxe +1 of icy burst +12/+7 melee (1d8+6/x3) or spear +10/+5 ranged (1D8+3/x3); AL LE; SV Fort +8, Ref +4, Will +5; Str 16, Dex 10, Con 17, Int 14, Wis 12, Cha 10. Skills and Feats: Climb +7, Intimidate +10, Jump +7, Knowledge (local) +5, Listen +3, Ride +4, Sense Motive +5, Spot +3, Swim +9; Cleave, Combat Reflexes, Great Cleave, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus, Weapon Specialization. Possessions: Battleaxe +1 of icy burst, half-plate +2, shield (heavy wooden) +1, 3 spears, buul whistle. Area 1-8 Saint’s Sepulcher Wraith, Male Wraith Undead 7 ; CR 5; Medium Undead ( Incorporeal ); HD (7d12); hp 62; Init +7; Spd Fly 60 ft.; AC 15, touch 15, flat-footed 12, Base Atk +3; Grp+6; Atk: +6 Melee (1d4/20/x2, *Incorporeal touch ) or ; Full Atk: +6 Melee (1d4/20/x2, *Incorporeal touch ) or ; SA 50% chance to ignore any damage from a corporeal source, Always moves silently, Attacks pass through armor, Can be harmed only by other incorporeal creatures/+1 or better weapons/magic, Can pass through solid objects at will, Constitution Drain (Su), Create Spawn (Su), Daylight Powerlessness (Ex), Turn Resistance (Ex), Undead Traits, Unnatural Aura (Su); SQ: Darkvision (60'); AL: LE; SV Fort +2, Ref +5, Will +9; STR *, DEX 16, CON *, INT 14, WIS 14, CHA 14 . Skills and Feats: Concentration +2, Hide +8, Listen +4, Move Silently +7, Spot +10; Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will. Tadrits (16): CR 1; Tiny Aberration; HD 1d8; hp 5; Init +4; Spd 5 ft., swim 20 ft. (average); AC 16, touch 16, flat-footed 12; Base Atk +0; Grp –12 (+0 when attached); Atk/Full Atk Touch +6 melee (1d2 plus attach); Space/Reach 2-1/2 ft./0 ft.; SA Attach, infiltrate; SQ Tremorsense 10 ft.; AL NE; Fort +4, Ref +6, Will +1; Str 2, Dex 18, Con 11, Int 1, Wis 4, Cha 6. Skills and Feats: Hide +12, Listen +1, Spot –3; Great Fortitude, Weapon Finesse.

Page 54: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Area 1-9 Sewer Pool Albino Water Naga: Huge Aberration (Aquatic); CR 9; HD 11d8+66; hp 121; Init +0; Spd 30 ft., swim 50 ft.; Space/Reach 15 ft./10 ft.; AC 16, touch 8, flat-footed 16; Base Atk +8; Grp +23; Atk Bite +13 melee (3d6+10 plus poison); Full Atk Bite +13 melee (3d6+10 plus poison); SA Poison, spells; SQ Darkvision 60 ft.; AL N; SV Fort +9, Ref +5, Will +12; Str 24, Dex 11, Con 22, Int 10, Wis 17, Cha 15. Skills and Feats: Concentration +16, Listen +7, Spellcraft +8, Spot +11, Swim +11; Alertness, Combat Casting, Eschew Materials, Iron Will, Lightning Reflexes. Skills: A water naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Poison (Ex): Injury, Fortitude DC 21, initial and secondary damage 1d8 Con. The save DC is Constitution-based. Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells. Sorcerer Spells Known (6/7/7/4; base DC = 12 + spell level): 0-acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st-identify, magic missile, obscuring mist, shield, true strike; 2nd-protection from arrows, acid arrow, mirror image; 3rd-protection from energy, suggestion. Area 1-12 Gear Room Zombie Mistress, Westryn elf Clr9: CR 7; Medium Humanoid; HD 9d8+18; hp 66; Init +3; Spd 30ft.; AC 21, touch 13, flat-footed 18; Base Atk +6/+1; Grp +3; Atk +3/+1 light mace +6/+1 melee (1D6x2); SQ immune to sleep, turn and rebuke undead; AL NE; SV Fort +8, Ref +8, Will +10; Str 7, Dex 16, Con 14, Int 12, Wis 18, Cha 15. Skills and Feats: Concentration +14, Knowledge (religion) +11, Listen +11, Spot +10; Combat Casting, Lightning Reflexes, Weapon Focus (light mace). Possessions: Breastplate +1, light mace +2, shield (light steel). Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; Save DC 13+spell level): 0 – detect magic, detect poison, inflict minor wounds, light, read magic, resistance; 1st – bane, cause fear (x2), doom, protection from good*; 2nd – augury, hold person, inflict moderate wounds, silence, spiritual weapon*; 3rd – dispel magic, inflict serious wounds, invisibility purge, magic circle against good*; 4th – divine power*, inflict critical wounds, spell immunity; 5th –flame strike*, slay living. *Domain Spells. Domains: Evil, War. Ogre Zombie: CR 3; Large Undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft.; Space/Reach 10 ft./10 ft.; AC 15 (-1 size, -2 Dex, +8 natural) touch 7, flat-footed 15; Base Atk +4; Grp +14; Atk/Full Atk Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9); SA -; SQ Single actions only, damage reduction 5/slashing, Darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1. Skills and Feats: Toughness. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.

Page 55: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Area 2-1 The Overlook Froglin Stalker Rog1: CR 2; Small Humanoid (Aquatic); HD 2d8+1d6+6; hp 18 hp; Init +3, Spd 40ft. (8 squares), swim 40 ft, climb 20 ft.; AC 16, touch 14, flat-footed 13; Base Atk +1; Grpl –3; Atk/Full Atk Kick +1 melee (1d4); or spear +2 melee (1d6/ x3 plus poison); or spear +5 ranged (1d6/x3 plus poison); SA Hop, sneak attack (+1d6), poison; SQ Alien smile, amphibious, poisonous, weak will ; Fort +5, Ref +8, Will +0; Str 11, Dex 16, Con 14, Int 7, Wis 6, Cha 6. Skills and Feats: Balance +7, Climb +11, Escape Artist +13, Hide +11, Jump +20, Listen +2, Move Silently +7, Spot -2, Swim +10, Tumble +7; Skill Focus (Escape Artist), Weapon Focus (spear). Alien Smile (Ex): All Sense Motive checks against a froglin take a –8 circumstance penalty, as their faces are permanently twisted into wide, froglike grins. Hop (Ex): When froglins jump toward their foes, they gain a +4 attack bonus during that round. This ability does not stack with benefits gained from a charge attack. A froglin’s jump is not limited by its height. Possessions: 3 spears, leather armor. Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 2-3 Sanctum Doors Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Amphiox Guard, Thonian Ftr2 (4): Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 16, touch 11, flat-footed 15; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, shield (light wooden). Area 2-6 The Grand Overlook Eunuch Warrior-Priest, Clr2/Mnk2: CR 4; Medium Humanoid (5 ft. 10 in.); HD 2d8+2 (Clr) plus 2d8+2 (Mnk); hp 23; Init +2; Spd 30ft.; AC 14, touch 14, flat-footed 12; Base Atk +2; Grp +4; Base Atk +2; Grp +4; Atk Kama +6 melee (1d6+2/x2); SA Flurry of Blows; SQ Wis mod to ac, turn and rebuke undead, deflect arrows, evasion; AL LE; SV Fort +7, Ref +5, Will +8; Str 14, Dex 15, Con 13, Int 9, Wis 14, Cha 8. Skills and Feats: Concentration +6, Hide +5, Knowledge (Arcana) +4, Move Silently +5, Spot +4; Combat Casting, Combat Reflexes, Weapon Focus (Kama). Possessions: 2 masterwork kamas, buul whistle. Cleric Spells Prepared (4/3+1; base DC = 12 + spell level): 0 –inflict minor wounds (x2), light, resistance; 1st – bane, cause fear, doom, protection from good*. *Domain Spells.

Page 56: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Domains: Evil, War. Area 2-8 Cell of the Spring Master Spring Master, Mnk7/Clr4: CR 11; Medium Humanoid; HD 7d8+4d8+33; hp 92; Init +2; Spd 50ft.; AC 17, touch 17, flat-footed 15; Base Atk +8; Grp +10; Atk/Full Atk Unarmed +10/+5 melee (1d8+2); SA Flurry of Blows; SQ wis mod to ac, stunning fist, flurry of blows, unarmed strike, deflect arrows, evasion, still mind, ki strike, slow fall (20ft), purity of body, improved trip, slow fall (30ft), wholeness of body, turn and rebuke undead; AL LE; SV Fort +12, Ref +8, Will +13; Str 15, Dex 15, Con 16, Int 10, Wis 18, Cha 10. Skills and Feats: Climb +9, Hide +16, Jump +12, Knowledge (religion) +3, Move Silently +16, Spot +6, Swim +4, Tumble +12; Buul whistle, Combat Expertise, Dodge, Mobility, Spring Attack. Cleric Spells Prepared (5/4+1/3+1; base DC = 14 + spell level): 0 – inflict minor wounds(x3), light, resistance; 1st – bane, cause fear, doom, protection from good*; 2nd –hold person (x2), inflict moderate wounds, spiritual weapon. *Domain Spells. Domains: Evil, War. Area 2-9 Hall of the Frog Knights Frog Knight, Thonian Ran5: Medium Humanoid; CR 5; HD 5d8+5; hp 34; Init +2; Spd 30ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +4; Atk Masterwork scimitar +8 melee (1d6+2/18-20x2) or Composite Shortbow +8 ranged (1D6+2/x3); Full Atk Masterwork scimitar +4 melee (1d6+2/18-20x2) and spiked shield +3 melee (1d4+2/x2) or composite shortbow +8 ranged (1d6+2/x3); SQ favored enemy (humans, elves), track, wild empathy, combat style: two-weapon fighting, endurance, animal companion; AL NE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 10. Skills and Feats: Handle Animal +3, Hide +4, Knowledge (geography) +6, Knowledge (nature) +8, Move Silently +4, Ride +10, Spot +9, Survival +9, Swim +1; Improved Shield Bash, Power Attack, Weapon Focus (shortbow). Possessions: Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel), pouch with 10 gp. Ranger Spells Known (1; base DC = 11 + spell level): 1 – longstrider. Area 2-10 Warlady’s Quarters Feywynne, Mistress of the Frog Knights, female High Thonian Ran6/Blk10: CR 10; Medium Humanoid; HD 6d8+4d10+10; hp 78; Init +2; Spd 30ft.; AC 20, touch 12, flat-footed 18; Base Atk +10; Grp +11; Atk +2 scimitar +16/+11 melee (1d6+5/18-20x2,) or composite shortbow +12/+7 ranged (1d6+3x3); Full Atk +2 scimitar +14/+9 melee (1d6+5/18-20x2,) and spiked shield +11/+3 melee (1d4+3x2); SQ favored enemies: human & elves, track, wild empathy, endurance, animal companion, two weapon fighting style, improved two weapon fighting style, aura of evil, detect good, poison use, dark blessing, smite good 1/day, command undead, aura od despair, sneak attack 1d6; AL NE; SV Fort +12, Ref +8, Will +5; Str 17, Dex 14, Con 14, Int 11, Wis 15, Cha 13. Skills and Feats: Concentration +4, Handle Animal +4, Hide +8, Intimidate +3, Knowledge (geography) +6, Knowledge (nature) +8, Knowledge (religion) +3, Listen +5, Move Silently +7, Ride +10, Search +2, Spot +10, Survival +10, Swim +8; Cleave, Improved Sunder, Power Attack, Weapon Focus (scimitar), Toughness. Possessions: Chain shirt +1, ring of protection +1, composite shortbow, scimitar +2, Shield Spike (light), spiked shield (light Steel) +1, buul whistle.

Page 57: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Ranger Spells Known (2; base DC = 12 + spell level):1 –jump, longstrider. Blackguard Spells Known (2/1; base DC = 12 + spell level): 1 – cause fear, cure light wounds; 2-bull strength. Area 2-11 Frothing Torrent Tadrits: CR 1; Tiny Aberration; HD 1d8; hp 5; Init +4; Spd 5 ft. (1 square), swim 20 ft. (average); AC 16, touch 16, flat-footed 12; Base Atk +0; Grp –12 (+0 when attached); Atk/Full Atk Touch +6 melee (1d2 plus attach); Space/Reach 2-1/2 ft./0 ft.; SA Attach, infiltrate; SQ Tremorsense 10 ft.; AL NE; Fort +4, Ref +6, Will +1; Str 2, Dex 18, Con 11, Int 1, Wis 4, Cha 6. Skills and Feats: Hide +12, Listen +1, Spot –3; Great Fortitude, Weapon Finesse. Area 2-12 Upper Halls Amphiox Cultist, Thonian Clr2: Medium Humanoid; CR 2; HD 2d8; hp 13; Init 0; Spd 30ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +2; Atk/Full Atk morningstar +3 melee (1D8+1/x2); SQ turn and rebuke undead; AL LE; SV Fort +3, Ref 0, Will +4; Str 12, Dex 10, Con 11, Int 9, Wis 13, Cha 8. Skills and Feats: Concentration +5, Knowledge (Arcana) +4; Combat Casting, Weapon Focus (morningstar). Possessions: Morningstar, studded leather armor. Cleric Spells Prepared (4/3+1; base DC = 11 + spell level): 0 – detect magic, guidance, light, read magic; 1st – cause fear*, doom, inflict light wounds, magic weapon. *Domain Spells. Domains: Evil, War. Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes. Area 2-13 Chambers of the Hopping Bishop Nishrineth, the Bishop’s Mistress (High Thonian) Rog7: CR 7; Medium Humanoid; HD 7d6+7; hp 39; Init +3; Spd 30ft.; AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); Base Atk +5; Grp +4; Atk +1 short sword +9 melee (1d6+1-1/19-20x2) or dagger +9 ranged (1d4-1/19-20x2); Full Atk +1 short sword +7 melee (1d6+1-1/19-20x2) and dagger +7 melee (1d4-1/19-20x2); SQ sneak attack +4d6, Trapfinding, evasion, uncanny dodge, trap sense +2; AL NE; SV Fort +3, Ref +8, Will +3; Str 9, Dex 17, Con 13, Int 15, Wis 8, Cha 16. Skills and Feats: Bluff +13, Climb +9, Disable Device +12, Escape Artist +13, Hide +13, Listen +9, Move Silently +13, Open Lock +13, Search +12, Sleight of Hand +13, Spot +9;Weapon Focus (dagger), Iron Will, Two-Weapon Fighting, Weapon Finesse. Possessions: Brace of 7 masterwork daggers, leather armor +1, ring of protection +1, short sword +1, and a buul whistle. Buul (Killer Frog): CR 2; Small Aberration; HD 3d8+3; hp 16; Init +6; Spd 30 ft. (6 squares), swim 40 ft.; 13, touch 13, flat-footed 11; Base Atk +2; Grp +5; Atk/ Full Atk Bite +6 melee (1d6+4); SA Hop; SQ Amphibious; AL NE Fort +2, Ref +7, Will +4; Str 16, Dex 14, Con 13, Int 1, Wis 12, Cha 4. Skills and Feats: Jump +23, Hide +8, Listen +1, Move Silently +4, Spot +1, Swim +13; Lightning Reflexes.

Page 58: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Area 2-14 Lift Room Amphiox Cultist, Thonian Clr2: Medium Humanoid (5 ft. 10 in.); CR 2; HD 2d8; hp 13; Init 0; Spd 30ft.; AC 13, touch 10, flat-footed 13; Base Atk +1; Grp +2; Atk/Full Atk morningstar +3 melee (1D8+1/x2); SQ turn and rebuke undead; AL LE; SV Fort +3, Ref 0, Will +4; Str 12, Dex 10, Con 11, Int 9, Wis 13, Cha 8. Skills and Feats: Concentration +5, Knowledge (Arcana) +4; Combat Casting, Weapon Focus (morningstar). Possessions: Morningstar, studded leather armor. Cleric Spells Prepared (4/3+1; base DC = 11 + spell level): 0 – detect magic, guidance, light, read magic; 1st – cause fear*, doom, inflict light wounds, magic weapon. *Domain Spells. Domains: Evil, War. Eunuch Warrior-Priest, Clr 2/Mnk 2: CR 4; Medium Humanoid (5 ft. 10 in.); HD 2d8+2 (Clr) plus 2d8+2 (Mnk); hp 23; Init +2; Spd 30ft.; AC 14, touch 14, flat-footed 12; Base Atk +2; Grp +4; Base Atk +2; Grp +4; Atk Kama +6 melee (1d6+2/x2); SA Flurry of Blows; SQ wis mod to ac, turn and rebuke undead, deflect arrows, evasion; AL LE; SV Fort +7, Ref +5, Will +8; Str 14, Dex 15, Con 13, Int 9, Wis 14, Cha 8. Skills and Feats: Concentration +6, Hide +5, Knowledge (Arcana) +4, Move Silently +5, Spot +4; Combat Casting, Combat Reflexes, Weapon Focus (Kama). Possessions: 2 masterwork kamas, buul whistle. Cleric Spells Prepared (4/3+1; base DC = 12 + spell level): 0 –inflict minor wounds (x2), light, resistance; 1st – bane, cause fear, doom, protection from good*. *Domain Spells. Domains: Evil, War. Area 2-15 Cistern of Creeping Fire Hopping Bishop, Thonian Clr9: CR 9; Medium Humanoid; HD 9d8+18; hp 78; Init -1; Spd 30ft.; AC 16, touch 10, flat-footed 16; Base Atk +7; Grp +7; Atk/Full Atk +1 Thundering morningstar +11/+7 melee (1d8+3/x2); SQ turn and rebuke undead; AL NE; SV Fort +9, Ref +2, Will +10; Str 15, Dex 10, Con 14, Int 10, Wis 17, Cha 13. Skills: Concentration +14, Diplomacy +4, Heal +5, Knowledge (Arcana) +1, Knowledge (history) +1, Knowledge (religion) +10, Spellcraft +7; Combat Casting, Combat Reflexes, Lightning Reflexes, Spell Focus Conjuration, Weapon Focus (morningstar). Possessions: Banded mail, Thundering morningstar +1, frog mask of spell storing (inflict serious wounds), buul whistle. Cleric Spells Prepared (6/5+1/5+1/4+1/2+1/1+1; Save DC 13+spell level; Conjuration DC 14+ spell level): 0 – detect magic, detect poison, inflict minor wounds, light, read magic, resistance; 1st – bane, cause fear (x2), doom, protection from good*; 2nd – hold person, inflict moderate wounds, sound burst, spiritual weapon*, zone of truth; 3rd – dispel magic, inflict serious wounds, magic circle against good*, magic vestment; 4th – divine power*, freedom of movement, inflict critical wounds; 5th –true seeing, slay living*. *Domain Spells. Domains: Evil, War.

Page 59: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

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Ogre Zombie: CR 3; Large Undead; HD 8d12+3; hp 55; Init -2; Spd 40 ft.; Space/Reach 10 ft./10 ft.; AC 20, touch 7, flat-footed 20; Base Atk +4; Grp +14; Atk/Full Atk slam +9 melee (1d8+9); SA -; SQ Single actions only, damage reduction 5/slashing, Darkvision 60 ft., undead traits; AL NE; SV Fort +2, Ref +0, Will +6; Str 23, Dex 6, Con -, Int -, Wis 10, Cha 1. Skills and Feats: Toughness. Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. Area 3-1 Guardroom Amphiox Guard, Thonian Ftr2: Medium Humanoid; CR 2; HD 2d10+5; hp 21; Init +1; Spd 30ft.; AC 15, touch 11, flat-footed 14; Base Atk +2; Grp +4; Atk Longspear +5 melee (1d8+2x3) or Scimitar +4 melee (1d6+2/18-20x2); AL LE; SV Fort +4, Ref +1, Will 0; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 9. Skills and Feats: Intimidate +4, Jump -2, Ride +2, Swim -5; Cleave, Power Attack, Toughness, Weapon Focus(longspear). Possessions: Longspear, scale mail armor, scimitar, pouch with 10 gp. Area 3-1a Murderholes Ritpat, Froglin Rog1: CR 2; Small Humanoid (Aquatic); HD 2d8+1d6+6; hp 18 hp; Init +3, Spd 40ft. (8 squares), swim 40 ft, climb 20 ft.; AC 14, touch 14, flat-footed 11; Base Atk +1; Grpl –3; Atk/Full Atk Kick +1 melee (1d4); or spear +2 melee (1d6/ x3 plus poion); or spear +5 ranged (1d6/x3 plus poison); SA Hop, sneak attack (+1d6), poison; SQ Alien smile, amphibious, poisonous, weak will ; Fort +5, Ref +8, Will +0; Str 11, Dex 16, Con 14, Int 7, Wis 6, Cha 6. Skills and Feats: Balance +7, Climb +11, Escape Artist +13, Hide +11, Jump +20, Listen +2, Move Silently +7, Spot -2, Swim +10, Tumble +7; Skill Focus (Escape Artist), Weapon Focus (spear). Alien Smile (Ex): All Sense Motive checks against a froglin take a –8 circumstance penalty, as their faces are permanently twisted into wide, froglike grins. Hop (Ex): When froglins jump toward their foes, they gain a +4 attack bonus during that round. This ability does not stack with benefits gained from a charge attack. A froglin’s jump is not limited by its height. Area 3-2 Vault of Transcendence Apprentice Wizard, Thonian Wiz3: CR 3; Medium Humanoid; HD 3d4+3; hp 12; Init +2; Spd 30ft.; AC 12, touch 12, flat-footed 10; Base Atk +1; Grp +0; Atk Quarterstaff +0 melee (1D6-1/x2) or dagger +3 ranged (1D4-1/19-20x2); SQ summon familiar, scribe scroll; AL NE; SV Fort +2, Ref +3, Will +3; Str 9, Dex 14, Con 13, Int 15, Wis 10, Cha 11. Skills and Feats: Concentration +7, Decipher Script +4, Knowledge (Arcana) +8, Knowledge (nature) +4, Move Silently +3, Spellcraft +8, Spot +3; Alertness, Combat Casting, Toughness. Possessions: Dagger, quarterstaff Wizard Spells Prepared (4/3/2; base DC = 12 + spell level): 0—daze, light, ray of frost, resistance; 1– cause fear, magic missile, mage armor; 2–acid arrow, invisibility.

Morinox, High Thonian Wiz7: CR 7; Medium Humanoid (5 ft. 8 in.); HD 7d4+14; hp 25; Init +2; Spd 30ft.; AC 14, touch 12, flat-footed 12; Base Atk +3; Grp +3; Atk Quarterstaff +3 melee (1D6/x2,) or dagger

Page 60: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

60

+5 ranged (1D4/19-20x2); SQ summon familiar, scribe scroll; AL NE; SV Fort +4, Ref +4, Will +5; Str 10, Dex 15, Con 15, Int 17, Wis 10, Cha 11. Skills and Feats: Concentration +8, Decipher Script +13, Intimidate +1, Knowledge (Arcana) +9, Knowledge (nature) +5, Knowledge (biology) +13, Move Silently +3, Spellcraft +13, Spot +3; Feats: Alertness, Combat Casting, Item Brew Potion, Item Craft Magic Arms and Armor, Weapon Focus (Ray). Possessions: Dagger, quarterstaff, ring of protection +2, initiate’s spell focus. Wizard Spells Prepared (4/5/4/3/1; base DC = 13 + spell level): 0—light, ray of frost(x2), read magic, resistance; 1– magic missile, mage armor, ray of enfeeblement (x2), sleep; 2–blur, invisibility, scorching ray (x3); 3–blink, fireball, ray of exhaustion; 4–minor globe of invulnerability. Tadrit: CR 1; Tiny Aberration; HD 1d8; hp 5; Init +4; Spd 5 ft. (1 square), swim 20 ft. (average); AC 16, touch 16, flat-footed 12; Base Atk +0; Grp –12 (+0 when attached); Atk/Full Atk Touch +6 melee (1d2 plus attach); Space/Reach 2-1/2 ft./0 ft.; SA Attach, infiltrate; SQ Tremorsense 10 ft.; AL NE; Fort +4, Ref +6, Will +1; Str 2, Dex 18, Con 11, Int 1, Wis 4, Cha 6. Skills and Feats: Hide +12, Listen +1, Spot –3; Great Fortitude, Weapon Finesse. Area 3-6 St. Stephen Frog Knight, Thonian Ran5: Medium Humanoid; CR 5; HD 5d8+5; hp 34; Init +2; Spd 30ft.; AC 18, touch 12, flat-footed 16; Base Atk +5; Grp +4; Atk Masterwork scimitar +8 melee (1d6+2/18-20x2) or Composite Shortbow +8 ranged (1D6+2/x3); Full Atk Masterwork scimitar +4 melee (1d6+2/18-20x2) and spiked shield +3 melee (1d4+2/x2) or composite shortbow +8 ranged (1d6+2/x3); SQ favored enemy (humans, elves), track, wild empathy, combat style: two-weapon fighting, endurance, animal companion; AL NE; SV Fort +5, Ref +6, Will +2; Str 14, Dex 15, Con 13, Int 11, Wis 12, Cha 10. Skills and Feats: Handle Animal +3, Hide +4, Knowledge (geography) +6, Knowledge (nature) +8, Move Silently +4, Ride +10, Spot +9, Survival +9, Swim +1; Improved Shield Bash, Power Attack, Weapon Focus (shortbow). Possessions: Chain shirt, composite shortbow, masterwork scimitar, shield spike (light), spiked shield (light steel), Ranger Spells Known (1; base DC = 11 + spell level): 1 – longstrider.

Page 61: EPISODE 34: Temple of the Frog - MystaraBlackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode 34: Temple of the Frog is ©2006 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

61

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Dave Arneson’s Blackmoor: Campaign Setting by Dave Arneson, Dustin Clingman, Jeff Quinn, Richard Pocklington, Richard Iorio II,Harley Stroh, Copyright 2008 Zeitgeist Games, Inc. Dave Arneson’s Player’s Guide to Blackmoor by Ken Austin, Tim Barth, Joe Cirillo, Dustin Clingman, Dawn Coakly, Nathan Collins, Richard Iorio II, Tad Kilgore, Christopher Reed, Harley Stroh, Rodney Thompson, Kristofer Wade, Copyright 2008 Zeitgeist Games, Inc. Dave Arneson’s Blackmoor: Temple of the Frog by Richard Pocklington, Chris Reed, and Harley Stroh, Copyright 2008 Zeitgeist Games, Inc.