The Towers of The Weretoads

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THE TOWERS

OF THE
WERETOADS

A Swampy, Flooded and Egg filled OSR


Mini-Dungeon by Michael Raston .
Welcome!
The Towers of the Weretoads are located in the shallows of a great lake. The water around them
changes in depth depending on the tide. For the sake of simplicity assume; At lowtide (6pm to 6am) the
water will come up to a man's ankle, At high tide (6am to 6pm) the water will come up to a man's thigh.
Factor this in as the party trudges towards the towers. The ground floor of the Towers' are slightly
raised so as to not be affected by the changing water levels of the lake. Slimy stone stairs ascend from
the lake's floor to the two main entrances.

Adventurers needing a reason outside of the love of ruin exploration to journey to the Towers may be
tempted by; rumors of the Weretoads scooping great masses of treasure from the lake’s bottom and
storing it in the Towers, Rewards offered by locals whom suffer on-going attacks by the Weretoads, Or
rumors that remnants and artifacts of a lake-based cult/ancient religion, worship of “The Sunken One”
are to be found there.

Weretoads have two forms (See directly below for description and Page 6 for Stats) :
The Weretoads that inhabit the towers will be more awake, alert and active during lowtide which is
essentially nighttime. This is when their curse causes them to appear as full Toadmen. During the dark
hours, they will be much more cognizant and aggressive, taking the fight to any would-be intruders.
Weretoads appear as near-naked slimy, warty, idiotic men during the daylight hours. They are very
drowsy at this time. As men, they can be communicated with although they still do not appreciate
intruders. Allow a reaction roll for Weretoads in this form and role play them as very dull and belligerent
beings that just barely speak Common. In all forms they are extremely protective and loving of any of
their spawn (misshapen Weretoad young, tadpoles of various mutation and eggs).

The map has various references to “Misshapen Weretoads”. These are unfortunate creatures for whom
the Weretoad mutation has not properly taken form. They will appear as a tortured mix of a human child
and a toad. Describe them as pitiful and malformed as possible.

All Weretoads beneath the water level (in the flooded basement) will be in Weretoad form. The flooded
basement is essentially a soup of zygotes, with the Weretoads constantly expulsing eggs and sperm with
abandon. The Weretoads above ground will spend much of their time scooping up pots of Weretoad
tadpoles and embryos. They will attend to them and eventually tip them into the lake when they have
grown enough to survive its waters.

All doors marked on the map are crude stone doors on rusting iron hinges. Roll a d6 for each door
encountered: 1 - 4) Door opens freely. 5) Hinges are rusted shut, plant growth fills the cracks, the
Weretoads will avoid using said door (they can easily climb to get into otherwise inaccessible rooms),
adventurers may have ways to re-open the doors. 6) Door is locked with an ancient, rusting lock. A
Weretoad in the group closest to the door will hold the key. Weretoads can operate doors, Toadbears
can not. Weretoads use this fact to shepard and store Toadbears into particular rooms.

TABLE OF CONTENTS:
Tower and Treetop Level:
Page 3

Ground Floor: Page 4

Flooded Basement: Page 5

Bestiary: Page 6
Tower & Alarm raised on a 4 in 6 chance at night or 2 in 6 chance
during the day. Were toads will actively pursue the party and
Treetop Level alert other were toads once alarm is raised. Alarm is hooting and
moaning by patrolling weretoads. Chance lessened by a stealthy
Rotting wooden hut, par ty.
open windows with view
of Lake. Weapon Stone Stairs Down
storage. d20 crude
wooden spears and bows Top level of stone tower,
+ d100 arrows . crumbling masonry, many arrow
Weapons are of poor slits overlooking lake. Fire pit in
quality (d6 damage center of room. 3 stone pots
but break on a filled with writhing misshapen
To Hit Roll of 1). beige tad poles (weretoads are
extremely protective and careful
of the spawn pots - may avoid
attacking a target holding a pot).
Wooden d20 weretoads
Bridges guarding the gang
planks and the
slimy black huts
Creaky
built into the
ladder down,
branches of the
housed in a
black tree growing
dead, black
from the
soggy tree.
courtyard. They will
be patrolling the
Wooden hut, wet with wooden bridges in
Slimy wooden
slime and filth. Hanging two groups -
hut.
on a nail is a bracelet scanning the
of the Sunken One Stone Stairs
Down surrounding lake.
(Beads of Stone
Eyes) worth 1000gp
to swamp
monks/archeologists. Wooden
Bridges
Stone Stairs Down

Top level of stone tower, Rickety and rotting wood


crumbling masonry, many bridges. 30 foot drop to
arrow slits overlooking lake. the lake. Weretoads will
Crude stone altar in center happilly attempt pushing
of room. Covered in black enemies from the bridges.
blood stains. Gutters run Particularly heavy set
along the altar draining into adventurers or more than
stone pots (pots used 4 adventurers at a time
elsewhere to hold and may break a bridge (Save
transport weretoad spawn). Vs. Paralyze).
There are two sets of stairs ascending from the
Ground Floor lake floor to two stone arch entry ways, no doors,
Trap: the smell of refuse and rot wafts out.
Rotting Trap: 1 way trap
Stone Stairs Down, door to flooded
burlap cloth Flooded.
d10 Weretoads, sleeping in lower level, Save.
vaguely
ancient ornate troughs of Vs Paralyze.
disguised as Stone
a stone filthy black water. A single Stairs
floor pulled misshapen weretoad runt Up. Trap: Rotting
keeps watch in the Rotting burlap cloth
taught over
center of the room, Banner of vaguely disguised as
a pit of the
it is easily a stone
wood Sunken floor pulled
spears . d8 distracted/confused. taught over
One
damage. (Grey, a pit of
eyes,swirls) wood
Crude iron spears. d8
hand holds worth damage.
cover the
1000Gp Crude iron hand
hangs on holds cover the
ceiling . Outside, muddy,
the wall ceiling .
courtyard. Wet slimy Stone
East puddles fill with corridor, filled with
Entry countless toad Creaky black stone pots
eggs ladder writhing with tadpoles
to first and misshapen human
d10 Weretoads, floor. embryo/tadpole
wallowing in puddles Housed hybrids.
in the broken floor. d10 misshapen malformed
in dead
weretoad young, will croak
tree.
d6 Toad-bears, eating pityingly and drag
corpse mushrooms themselves through
Slippery stairs up,
growing on piles of long mud to bite for d4,
Save Vs. Paralyze
dead adventurers. AC 10, 1hp.
to avoid d6
10% chance Stone Stairs
damage NOISY
of a magic Up tumble.
item not d20 Weretoads,
already transporting spawn pots.
pillaged. Stone statue West
of the
sunken one Entry
(750GP) Trap: Rotting burlap
Stone Grey eye
cloth vaguely disguised
pots, d6 covered
octopus as a stone floor pulled
are filled taught over a pit of
with a Stone Stairs Down, Flooded. wood spears . d8
clear damage. Crude iron
effervescent Arrow slit
windows hand holds cover the
liquid which acts ceiling.
as a potion of water breathing, looking out
another d6 stone pots are filled with over lake, d6
croaking-crying misshapen Weretoads. Starving
Toadbears.
Flooded The basement of the towers is completetly flooded.
Basement Remember, most adventurers cannot breathe
Water is black and underwater! Rusty, metal bars for West
thick with squirming
tadpoles and eggs of d10 Weretoads, wall, 5 inch gap bewtween
a mryiad of shapes
mating. each bar. Trap door above
and size. Many are
mixtures of human
is solid stone. d6 Corpses
embryos and of drowned adventuerers
tadpoles. Any one d20 Weretoads,
swimming through the Stone constructing eye
mass with open
Stairs shaped effigies with
wounds has 20% d6
Up filth covered wreckage
chance of waterlogged,
contracting the hauled from the lake,
rotten corpses
Weretoad curse Weretoads will taunt
(CHA and INT drop of perished
any adventurers
by 6, gain abilities adventurers.
outlined in bestiary). caught in the pit trap
Equipment
behind the bars to the
mostly ruined. 1
east.
extremely
emaciated
corpse holds a
potion of
Water is thick with water
slimy particles of breathing.
various shapes, sizes
and colours. Secret Door and
Horde XIX d20 weretoads Passageway, an out
(pg 106 LL) in swimming furiously, of place brick needs
a watertight expulsing eggs and to be pushed to
stone chest sperm, distractedly open the door on
engraved with mating with wild both sides.
countless eyes. abandon

Wreckage arranged in
Stone circular, eye formations.
Stairs
In the center is a stone
Up
ball, covered in eyes,
worth 450 to swamp
monks/archeologists.

Water is thick with slimy


particles of various shapes,
sizes and colours. Making it Water is black and thick with
impossible to see farther than squirming tadpoles and eggs
a few feet. of a mryiad of shapes and
size. Many are mixtures of
Horde XIV human embryos and tadpoles.
(pg 106 LL) in Any one swimming through the
a watertight mass with open wounds has
stone chest 20% chance of contracting
engraved with the Weretoad curse (CHA
countless eyes. and INT drop by 6, gain
abilities outlined in bestiary).
BESTIARY:
Bear Toad: A misleadingly named toad that's Were-Toad / Warty Man : After the
actually closer in size to a large breed of dog. movements of the Lake's dawn tide these
Their croak is particular deep and sonorous, beings will appear as naked, wart covered men
sending unsettling to those nearby. They enjoy with bulging eyes and lolling tongues. They
leaping high in to the air and flattening other carry crude wooden spears and bows. They
creatures with their bulk. Once a creature is are vaguely intelligent and encountering them
killed Bear Toads will bounce victim's body into may prompt a reaction roll (at a penalty of 6).
a fleshy goop to encourage the growth of After the movements of the lake's dusk tide
their preferred dish, corpse mushrooms. these beings will appear as gangly, up right
walking toads. Their semblance of human
Alignment: Chaotic. intelligence fades away in this form.

Movement: 120' in water, 140' on land. Alignment : Chaotic.

HD: 2. Armor Class: 14 (6). Movement: 120' regardless of terrain.

Attacks and Damage: Jump Attack, does d8+2 HD: 1. Armor Class: 13 (7).
damage but Bear Toads will always be the last
to attack. Attacks and Damage: As a man: d6 from
either spear or bow. As a were-toad: d6 from
Special: Bear Toads may supercharge their spear or a bow, with the ability to jump attack
croak to emanate an unsettling, dizzying force. for d6+2 with a bonus of +2 To Hit.
Victims must Save Vs. Breath Weapons or
suffer -2 AC and -2 To Hit for d6 rounds. Special: As a man: Ability to hide or scale sheer
surfaces/climb, 4 in 6 chance. As a were-toad:
Morale: 6. Ability to hide, 4 in 6 chance. Ability to scale
sheer surfaces/climb with impunity.
XP: 200.
Morale : 6.

XP : 150

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