The Toad Gods Treasure

Simon Collins

Explorer
Beware! This review contains major spoilers!

The Toad God's Treasure is a downloadable .pdf adventure designed for four 4th-level characters. It costs $5 and is downloadable from www.anubium.com

Presentation: The adventure is a 36 pages long Adobe Acrobat file. The front page is a plain title page with credits. The final page is an advertisement and the penutimate page shows the OGL. The internal black and white artwork ranges from average to good, and is relevant to the text. There is a full page map at the end of the adventure, which gives a clear, if rather dark, topdown view of the dungeon complex. The text density is average for a .pdf file and there is a narrow coloured margin at the side of each page.

The Story: The first page includes a short contents section, followed by a piece of flavour text that acts as an introduction to the adventure - a cult dedicated to a toad god once flourished and had many secret temples. The adventure then goes on to detail players background (recent earthquakes, the arrival of a mad prophet to the town the PCs are in) and GMs background (centering on the inhabitants of one of the forgotten underground temples to the toad god: a giant is trapped in one of the caves after an earthquake surviving on carrion crawlers, a renegade band of goblins hide from their former tribe there, and Cirdis - a devotee of the forgotten toad god - seeks to awaken the ancient priests who lie 'sleeping' in the temple). In the GMs Background there is also a section giving advice on preparing the adventure. Several alternative adventure hooks are then proposed, which make good sense within the context of the adventure, and one that introduces an interesting dwarven NPC as a possible dubious employer. Options are also given for the PCs to discover clues to the whereabouts of the forgotten temple through the Gather Information or Knowledge skills (rumours and research). The text goes on to give some options for sights and smells to enliven uninteresting areas and an outline of basic features of the dungeon (walls, doors, etc.). A sidebar encourages the GM to use the variant rule on falling damage - the first d6 of damage is subdual damage. The next section deals with the Temple of the Toad God, including a random encounter table (as does each of the location sections). The adventure is from this point on a dungeon crawl - the PCs must deal with traps and monsters, and may gain treasure from doing so. In fact, each encounter area is described using the terms 'trap', 'creature', and 'treasure' (if appropriate) with the explanations of each of these factors at the end of the text for each area. So you get "Disturbing the statue or the ash pit without mentioning the Toad God with respect causes the Creature to attack. The ash pit is a Trap that conceals the Treasure." The Creature, Trap, and Treasure are then described at the end of the description. Each area also has a Development section, which gives further information that migh have an effect on the actions of the PCs. At the beginning of each area the room size in feet is given. A sidebar in this first section gives alternative rules for cave-ins and collapses - a distinct possibility given the recent earthquakes. The next section, Ruins of the Temple, details an area of the temple which has been damaged by the recent earthquakes, and holds a lost local warrior who has fallen in love with Cirdis after he slipped her a magical potion. The next section details the Lair of the Goblins, which provides some opportunity for roleplaying - both with the goblins and the restless ghost of a paladin. The next section, Cavern of the Hill Giant, as well as giving the opportunity for some challenging combats, also features a new creature, the Malfeasant, an incorporeal undead whose primary focus is to incite violent emotion in those around it and feed off the souls of those killed in the results. Its powers are the reason for this temples historical demise. This section also offers a way out and a Good-aligned but possibly competitive NPC party, which can be used for PCs who are finding the going tough. The final section, Crypts Of The Priests, which allows for some gratuitous undead-bashing, with a climactic battle with a wraith whose coffin holds the ultimate treasure of the adventure, the Idol of the Toad God. There is also a sidebar with a variant rule for underwater combat. The main NPC, Cirdis, can be placed in any one of the location sections within the dungeon complex by the GM, and each section has some guidelines for doing so. Depending where Cirdis is located, he is at varying levels with differing numbers of henchmen. The following section deals with concluding the adventure and has a description of the Idol of the Toad God. Following that is a new skill description - Knowledge (Spelunking) - three new feats (Alert Climbing, Mountaineering, and Spelunking) - four new spells (friends, push, successive shot, and write) and a new creature (the malfeasant). The next section has all the statistics for the various monsters and NPCs, including Cirdis at various levels. This is finished off with an Encounter Level table (ELs range from 1 to 8). Finally, there is the map of the complex.

The Good: If you've read any of my previous reviews, you've probably gathered I'm not a great fan of dungeon crawls - ususally because they make no sense and are repetitive. This adventure breaks the mould though. There is a good mixture of combat, traps and exploration with some interesting opportunities for roleplaying with NPCs who have innovative roleplaying hooks. In addition, this adventure has the feel of having been well thought out, and the presence of the creatures, traps and treasure on the whole has excellent internal consistency. In addition, there is plenty of advice throughout the adventure for the GM on how to handle various issues in the adventure and to add variation to encounters and locations.

The Bad: The adventure seemed very crowded to me - there are a lot of creatures in this 'forgotten' temple. On the surface this does not seem like a particularly bad thing, but when I started looking more deeply at certain encounter areas, there was a potential for the PCs to be attacked in fairly quick succession (or all at once) by a number of fairly powerful creatures - the perfect example is the Cavern of the Hill Giant, where the PCs could encounter the angry Hill Giant (EL 7), the Malfeasant (EL 8), up to two carrion crawlers (each with an average of about 20 hp), four ankhegs (average of about 25 hp each), possibly a 4th-level Cirdis, and possibly an unfortunate combat with the NPC party if the PCs attack without thinking.
Now any GM worth his salt is going to be sensible here, and the text does give guidelines for reducing a quick succession of encounters, but I was concerned about the general level of Encounter Area ELs (as opposed to Creature CRs) in the adventure. The GM would be well advised to err on the side of caution in some locations. The skills, feats and spells were mostly 2nd Edition D&D re-vamped.

Conclusion: This is a well-written and well thought-out dungeon crawl that reminded me of some of the better 1st Edition D&D adventures (in fact, better than these because of the excellent internal consistency). The dodgy Encounter Area ELs and the new feats/skills/spells are about the only weaknesses in the adventure. There is plenty of advice for inexperienced GMs and a good new monster. The adventure itself is designed to be relatively generic and can be easily dropped into most standard fantasy campaigns (as long as you can put up with the idea of a Toad God!). I would have liked to have seen more information for scaling the adventure for PCs of different levels; since the author seems to have followed the guidelines for Dungeon Magazine adventures, it would have seemed in keeping with the quality of the adventure to have included a sidebar to this effect, and would have enhanced its useability.
 

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Unnamed hills obscure a past too heinous to uncover just outside of Feldspar. For eons, civilization has gone its simple way, free from the evils that are buried therein, or so it seemed. Now, unable to endure the insufferable taint, the earth's travails wreck the countryside and reveal a lost temple below its surface. Many flee the region, heading for the safety of Feldspar. Little do they realize that the voice of Fate prepares the way for The Toad God's Treasure.
 

The Toad God's Treasure is a d20 fantasy adventure for 4th level characters that comes in a pdf that you can get at RPGNow.com.

This is a half playtest review. I say that because I ran this adventure, but with very heavy modifications (though not due to the quality of the adventure).

Non-spoiler version:
This module is easily the best straight dungeon crawl that I have seen for 3E. Though I came on board with 2E, I am a fan of 1E style dungeon crawls, the kind in which the players must exhibit substantial tactical thinking to survive. I dislike the perpetual CR = party level encounters that infest most 3E adventures, and prefer to run my players through a few tough ones, because it is both more exciting and the players feel like they have accomplished something rather than just playing out mathematical probability with miniatures and dice. I also prefer 1st edition style modules because of the emphasis on traps and puzzle solving. Finally, combats in 1E would often utilize interesting environments and/or monster tactics.
I also appreciate roleplaying in the middle of dungeons (even the best combats can get monotanous), but fortunately that is one thing that is as good or better than it was in the 1E days.
Now that my rambling has established what I consider to be a well written dungeon crawl, I can say that TGT meets almost all of these criteria. It lacks slightly in the trap and puzzle department, but everything else is there. The combats are tough and interesting, and the monsters are not stupid. There is at least one opportunity for good roleplaying as well.
Where this module really shines, though, is ecology. If I had to rate that alone it would get a 6/5. Granted, it is simply a series of rationalizations for why all these different creatures would be in the dungeon, but it is a spectacularly imagined rationalization. Bravo.
The only problem, other than the lack of traps, is a section of multiple combats, one after another, that get a little repetitive. Not Sunless Citadel dire rat repetitive, but it was almost a problem. Since I have a lower tolerance for those kind of encounters than most, I do not suspect that most people would find it a weakness of the module. I killed two birds with one stone when I ran it by replacing a couple of the monsters with traps, and voila! That was the only change I made in terms of the quality of the adventure. Had this been written into the module, it would have received a perfect 5.
The other modifications either dealt with the specifics of my campaign (see spoilered section for that) or because my party is composed of 6 rather than 4 characters.

Spoiler Version:
TGT has the players investigating a recently uncovered (via earthquakes) temple of a toad god. In the temple is a lost artifact of the toad god. It might be too much to give to players at this level, another reason for the 4 instead of a 5. There are undead in the temple, as well as carrion crawlers. There is also a hill giant, trapped and starving from a recent cave in (this is a wonderful encounter), a malicious new demon that is incorporeal and inspires violence in people (this, too, is great), a tribe of goblins that just moved in (this serves as an infiltration/roleplaying portion rather than a series of combats, unless the players get stupid), and, most cool, an evil guy with his only little party racing to get to the treasure first.
The section with the undead gets a little repetitive. This is where I inserted traps. Other than that, it is well done. The undead do things like trying to drown the players in the pools of water littering this section. This is a good tactic that takes advantage of the monster's abilities, exactly the kind I was talking about.
The giant can be a great roleplaying as well as combat encounter. He is a very colorful character, well described.
The Malfeasant, the new demon, is awesome, and beating it requires that the party inlist the aid of a ghostly paladin that had been tortured to death in the temple.
The evil party is very cool as well, though I dislike that their leader is higher level depending on where he is encounteered. I just used the highest level version.
In addition to the monsters, there are natural disasters to contend with such as cave ins and the like. The sunken cave environment is used well, the most memorable instance of which is when a homunculous follows the party until they are climbing somewhere before it bites them (with a sleep poison, mind you, that will make them fall off the rope). This is what I was talking about when I said I like monsters that use tactics.

Why this module got a 4: ecology, monster selection and tactics, roleplaying opportunities, environment
Why this module did not get a 5: a wee bit too much combat strung together, and too much treasure for a party of this level throughout including the artifact at the end (easily fixed)
 

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