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The

Forgotten
General
S-1

A Sandbox Series Adventure


For a 3rd Level Party
Credits
Open Source Games
https://plus.google.com/communities/108533145260295650402?hl=en-US

Author Ron Howard


https://www.facebook.com/ron.howard.3956690

Maps By Matthew Lowes


www.matthewlowes.com

Special Thanks To Pete Spahn


http://www.rpgnow.com/browse.php?manufacturers_id=3356

Playtesters

So and so , so and so , so and so , so and so etc etc etc

Etc Etc Etc etc

Open Source Games


Proudly Supports
The Wounded Warrior Project
Random Encounter Tables

Areas 1 10 Check every 2 turns


1d6 Wandering Monsters AC HD Mvm Att Dmg Save Morale XP
1-2 3d6 Giant Rats 7 1/2 40 1 1d3 / Dis F1 8 6
3-4 1d4 Giant toads 7 2+2 30 1 1d4+1 F1 6 71
5-6 2d6 Toadmen Patrol 5 1 40 3 1d3/1d3/1d6 F1 8 25
1 will be a Large with 8 or or
HP Shield and Spear 4 1 weapon weapon 1d6

Areas 11 14 Check every 2 turns

1d4 Wandering Monsters AC HD Mvm Att Dmg Save Morale XP


1 1d4 Giant Toads 7 2+2 30 1 1d4+1 F1 6 71
2 2d6 Toadmen Patrol 5 1 40 3 1d3/1d3/1d6 F1 8 25
1 will be a Large with 8 or or
HP Shield and Spear 4 1 weapon weapon 1d6
3 1d6 Elite Toadmen 4 2+1 40 3 1d3/1d3/1d6 F2 10 83
1d3 Giant Toads or or
as above 1 weapon weapon 1d6+1
4 2d6 Stirges 7 1 60 1 1d3 F2 9 16
New Monster Descriptions

Toadmen

A humanoid race that looks like Giant Toads.


They can generally be found in any wet climate.
Typically wearing patchwork armor. The primary
attack is claw, claw, bite. Although some use
spears and shields.

They have the ability to jump up to a distance of


30'. The jump attack is considered a charge, and
receives +1 to hit and deals double damage.

They may blend into their surroundings, the Ash Whirlwind


chance of success is 75%. When blended in they
have a 3 in 6 chance to surprise their opponents,
and when jump attacking, a 5 in 6 chance. The Whirlwind is 7' tall and has a base size of 6"
and an upper diameter of 5 feet.
Due to the lumbering nature of their attacks
when made on land without longer weapons,
Anyone hit by the whirlwind is sucked into it and
they always strike last. begin spinning violently. The initial attack does
They cannot be seen with infravision. A no damage, but each round after, the victim
receives 2 points of damage from the objects
Toadmen can only go 4 hours without contact lashing around inside it. Once a victim is inside
with water, or sustains 1 hp of damage per turn the whirlwind, there is no way to get out, unless
and cannot naturally heal. someone kills it.

Any attack made against the whirlwind that


misses has a 1 in 6 chance of hitting the victim.
Animated Armor Sentinel
After 2 rounds inside the whirlwind, there is a 10
% chance that the victim dies immediately from
This magically created construct is typically used the ordeal ( Save VS death to avoid ). Every 2
rounds after that the percentage is checked
to guard areas of great importance. It will only again. This is cumulative.
follow simple commands, so they must be
specific. It must stay in range of the object that The whirlwind is capable of trapping any
gives it life, generally an enchanted item or even creature smaller than an ogre, but only one may
the base in which it stands. be trapped at a time. Creatures smaller than an
elf can be trapped 2 at a time.
The construct attacks with any means that it
was created with, generally a sword or axe. And
it may never use range weapons.

The armors magical enchantment affords it the


ability to instill fear on any creature it comes into
melee range with. The foe must save vs spell or
flee for 5 rounds. There is a 60% chance minus 5
% per level, that the fleeing foe will drop anything
they are holding. The victim will move their full
movement for the duration of the fear.
Mausoleum Entrance The Crypt Area 2
Originally the structure was made to house the This room has worn stone floors and bas-relief
fallen warriors of a nearby Kingdom. Centuries along the walls depicting glorious battles and
have passed. The Kingdom is no longer. And the heroes of ages past.
swamp has claimed the burial crypt.
The steel double doors to area 3 are closed. The
Atop the complex is a highly detailed 20' by 20' wooden door to area 3 is closed and the wooden
stone building that houses the stairs to Area 1.
The Massive 10' tall double doors are made of door to area 4 is closed and locked.
steel reinforced wood and are barred from the In the center of the room is a 50ft deep ossuary
inside.
pit. The remains of the common soldiers were
Due to the age and deteriorated condition of the placed here.
doors, there is enough room to slide a sword or
other similar object in and lift the bar. Inside the pit a Gelatinous Cube has been
trapped by the Toadmen. While it can not get out
Should the players opt to bash the door in, it to attack the party, anyone unlucky enough to
will take 2 turns. This action will attract the venture towards the bottom of the pit. Will surely
attention of two nearby Giant Toads. find it.

Giant Toad Gelatinous Cube


Armor Class: 7 No. Enc: 2 Armor Class: 8 No. Enc: 1
Hit Dice: 2+2 Save As: F1 Hit Dice: 4 Save As: F2
Hit Points: 10,12 Morale: 6 Hit Points: 16 Morale: 12
Move: 30 Hoard Class: None Move: 20 Hoard Class: VII
Attacks: 1 Alignment: Neutral Attacks: 1 Alignment: Neutral
Damage: 1d4+1 Experience: 71 Damage: 2d4+P Experience: 245

They will surprise on a roll of 1-3 on 1d6.


The cube is hard to discern among the pile of
Their tongues are 15 long, and on a successful bones and has a 4 in 6 chance of surprising an
hit they are able to yank any being the size of a opponent.
dwarf or smaller toward their mouths for a bite
attack. An opponent must save vs paralyze on a
successful attack by the cube or be paralyzed for
Victims Halfling sized or smaller may be
swallowed whole on an attack roll of 20. 2d4 turns. Attacks against a paralyzed foe
always hit.
Any creature swallowed will suffer 1d6 damage
per round as the frog digests it. The spell cure light wounds will allow a character
to regain movement, but will not heal them.

The cube is immune to lighting and cold.


The Crypt Area 1
Strung throughout the pit is the following
The stairs here descend 15'. They are covered in treasure.
in brown algae and are extremely slick. Unless
the Players are extremely careful they will most 76 silver, 23 electrum, 52 gold pieces.
likely fall. (2) 10 gold piece black agates.
Save vs Petrify to maintain balance and avoid An ornate holy symbol valued at 100 gold.
1d6 falling damage.
The Crypt Area 3 The Crypt Area 5
This room has the same worn stone floors and The stone stairs here descend 15ft and open up
more bas-relief depicting war and victory. into a room that appears to have been used for
Columns run the center of the room in pairs. cremation purposes. On the north wall lies a
Next to the north wall on a raised dais, is a retort and on the south wall there is shelving
statue with a nameplate at the base inscribed lined with various tools used in the trade.
King Hazra. The statue has suffered greatly
Searching this area the party will find several
over the years. The face is missing most of its
items still in good condition.
features, and the right hand has broken off.
Scattered throughout the room are old prayer 2 Tinderboxes, 1 flask of oil and a gold signet
and hymn books. ring valued at 25 gold pieces.

Hidden behind the nameplate is a secret niche


that contains the key to area 4.
The Retort
Anyone who attempts to access the key, will
activate a trap. Should the party light the retort, the fire will
start up quickly. Although the venting that was
used in years past is now defunct. Within 1 turn
Falling Ceiling Trap of being lit, the entire room will be engulfed in
heavy smoke. A character who breathes the
The trap affects anyone within a 10ft cube in heavy smoke must save vs death or cough and
front of the statue. choke. The difficulty of the save increases by +1
for each round in the smoke. Coughing and
A 10ft by 10ft section of the ceiling collapses choking characters are treated as stunned for
causing 1d8 points of damage. 2d4 rounds, dropping anything they have in
Saving throw vs breath weapons negates, as the their hands and unable to take actions. Any one
players are able to tumble out of the way. who coughs and chokes for 2 consecutive rounds
receives 1d6 non lethal points of damage per
Should the party find and avoid setting off the round. A player that is unconscious and
trap, award them 50 experience points. continues to breath the heavy smoke will die in a
number of rounds equal to the characters
constitution score divided by 2.
The Crypt Area 4
Lighting the retort will also attract the attention
This area has not been opened in many years. A of a roving Toadmen patrol in the area within
layer of dust covers the entire passageway. The 1d6 rounds. Once they arrive they will simply
air is stale and unpleasant in odor. In the alcove close the door to the cremation chamber, and
directly across from the door, is a pedestal with attempt to barricade it shut.
an old dusty book that is opened. A quill and a
Toadmen Patrol
dried out vial of ink lie next to it. The book
appears to be a written log of visitors to the
Armor Class: 5 (4)
tomb. Any attempt to move the book will cause No. Enc: 5
Hit Dice: 1
the pages to crumble. Under the book the top of Save As: F1
Hit Points: 4,5,6,8
Morale: 8
the pedestal opens and reveals a storage area for Move: 40
Hoard Class: None
ink and quills. Attacks: 3 or 1
Alignment: Neutral
Damage: d3,d3,d6
Two vials of ink and 3 quills are found here, still Experience: 25
0r weapon d6
in good condition.
The Crypt Area 6 The Crypt Area 7
The wooden door to this area is open. Inside this The wooden door to this room is closed and
room has two burial niches along the east wall. locked.
The north and south walls hold items that may
This room is identical to area 6. Although it has
have had some special meaning to the deceased.
different items in the niches on the north and
Or perhaps they were left in tribute to the
south walls.
achievements these warriors held in battle.
A secret sliding door on the west wall, opens to a
Searching the room will reveal several books,
small alcove. Inside the alcove is a suit of human
some are poetry and others concern epic tales of
sized +1 Chainmail, a Hand Axe of Returning;
victory in battle. Several passages in the books
Returns to the thrower just before his or her next
are underlined. Possibly they are done so
initiative action, as long as it has a path to do so.
because they refer to the very warriors that lie in
There is also a Steel Shield with an emblem of
rest in this room. On the south wall is a
the sun on it. This shield can create the spell
longsword and the broken tip of a bloodstained
continual light at will, centered on the shield
spear. The rest of the items in the room are
only.
mundane, some of which are hand written notes.

Searching the 2 urns will reveal:

Urn 1 north : A simple silver band, laid gently The Crypt Area 8
atop the ashes and bone fragments. The wooden door to this room is closed.
Urn 2 : Coin Of Luck - A single platnium piece The room is identical to areas 6 and 7, again the
that has the symbol of the elven god of luck on items on the north and south wall are different.
both sides. This magical coin has a powerful
enchantment. The coin has the power to alter Searching this room will reveal a sealed vial of
one roll per session. It can be any roll, that the perfume that smells of roses, several small
player makes except for those regarding hit dice. buttons, a gold etched harp valued at 50 gold
Once the roll to be altered has been declared, the pieces, an ivory scroll tube valued at 100 gold
player then rolls the dice again and replaces the pieces and inside the tube is a scroll of Cure
previous roll with the new one. Light Wounds.

Once the second urn is opened and the coin has Taking any of the items in this room will activate
been touched, an Ash Whirlwind will rise out of the Animated Armor Sentinel from area 9.
the urn spinning violently. Ashes, bone
fragments and the Coin Of Luck circle inside it.

Ash Whirlwind

Armor Class: 0 No. Enc: 1


Hit Dice: 2+1 Save As: F3
Hit Points: 12 Morale: 10
Move: 40/120 fly Hoard Class: none
Attacks: 1 Alignment: Neutral
Damage: special Experience: 95

See New Monster Listing for details.


The Crypt Area 9
This hallway ends in an alcove. In the alcove on
a raised dias stands a suit of black platemail.
The armor is holding a black steel shield and a
red ornately carved bastard sword.

Trying to remove the shield, bastard sword or


any pieces of the armor will activate the magical
enchantment of the dias.

The dias begins to glow, and a red glow


surrounds the armor then dissipates. The helm
of the construct glows red from inside and the
armor begins to move.

Animated Armor Construct

Armor Class: 2 No. Enc: 1


Hit Dice: 4+4 Save As: F4
Hit Points: 25 Morale: 12
Move: 20' Hoard Class: none
Attacks: 1 + Fear Alignment: Neutral
Damage: 1d8 Experience: 290

The construct will attack tirelessly until the


intruders are dead. Although it will not go
beyond area 4, as it must stay with in range of
its magical focus.

See new monster listing for further details.

Inside the helm is a 250 gold piece ruby, that


still glows faintly even after the construct has
been destroyed.

The bastard sword emits a feint red glow as well


when it is handled. It is a fabled thought
weapon. It can change size and shape to any
other weapon that is within one size category of
the original type and composition at the will of
the wielder. The thought weapon can not
duplicate weapons of different classes, such as
melee to ranged. This can be done once per
round at the cost of the wielders move action.
When the character is rendered unconscious or
slain, the weapon reverts to its original weapon
type.
The Crypt Area 10 Death Beetle Swarm

This room has the same worn stone floors and Armor Class: 7 No. Enc: 1 swarm
bas-relief found throughout the complex. Hit Dice: 4 Save As: 0 level
Although the depictions here are all of the same Hit Points: 12 Morale: 11
person. The one depicted here is General Tisus of Move: 10' Hoard Class: none
Attacks: 1 Alignment: Neutral
King Hazras most feared and loyal 1st Army.
Damage: 2+special Experience: 65
The Emblem of the 1st Army was a dragon
reigning fire down on an army. The swarm is treated a 20' by 20' cloud.

Tisus was nicknamed The Fire General. As he It does not need to roll to hit, and inflicts 2hp
was able to rally his forces even against the most damage to anyone engulfed in it. Double damage
insurmountable odds and claim victory battle to those that are unarmored.
after battle.
The swarm does not take damage from weapons.
On the north wall stands an ornately etched Fire from torches cause 1d4 damage to the
stone sarcophagus, with pits and scrape marks swarm. Other fire based and cold based attacks
that look as if at one time the stone was will damage it as well. A character may wave a
bejeweled. To either side stands a brazier filled weapon around to persuade the swarm to back
with oil. off. Smoke can be used to fend off a swarm. And
a sleep spell will cause the entire swarm to go
Searching this room will reveal recent activity in
dormant.
the room. Scuff marks in the dust on the floor
and some rotting meat near the doorway to area Even after leaving the swarm, they will continue
11. to damage the opponent for 3 rounds.

In order to open the sarcophagus, both braziers Fleeing into water will kill the remaining beetles
must be lit and a strength of 14 or greater is after they have damaged the foe once more.
required to pry the front open.

Inside the stone sarcophagus is another


On and around the body of General Tisus the
sarcophagus made of pottery. While breaking
players will find the following items.
this one open is quite easy, it carries a
tremendous consequence. Once broken the Tabard of influence, This magical tabard
skeletal remains of Tisus fall out to the ground, increases the wearers charisma score by 2 when
and along with him a gas cloud brewed from dealing with henchman and followers.
years of decay and a few magical ingredients.
Jeweled Necklace of Spell Storing, This item can
The cloud covers the entire room. Save vs Breath only be used by primary caster classes. The
Weapon or become paralyzed for 2d6 rounds. necklace can store one spell of up to second level
The one that breaks the sarcophagus recieves a in it. All variables of the stored spell mus be set
-2 penalty to this saving throw. when it is stored, such as ranged vs touch or
reversible. The spell may be unleashed from the
Another container falls to the ground and
necklace as an attack action. In order to
shatters as well, unleashing a swarm of Death
recharge the spell the user must spend 4 hours
Beetles.
in meditation and expend the spell from memory.

A pouch containing 13 emeralds valued at 25


gold pieces each.

2 silver coins.
The Caverns Area 11 Giant Toads

This area is raised 6' higher than area 12 and Armor Class: 7 No. Enc: 2
has a sheer loose rock wall. Any attempt to climb Hit Dice: 2+2 Save As: F1
the wall will require a save vs petrify at -2 to Hit Points: 10,9 Morale: 6
avoid slipping back down the wall. Slipping Move: 30 Hoard Class: None
Attacks: 1 Alignment: Neutral
inflicts 1d3 damage from sharp rocks.
Damage: 1d4+1 Experience: 71
Atop this are sits a makeshift throne, made of
bones collected from area 14. Behind the throne They will surprise on a roll of 1-3 on 1d6.
is a weapon rack with several spears, and a lagre
Their tongues are 15 long, and on a successful
chest.
hit they are able to yank any being the size of a
Sitting in the throne is the Toadmen Chief. dwarf or smaller toward their mouths for a bite
attack.
Flanked on both sides by Toadmen leaders and
Giant Toads. Victims Halfling sized or smaller may be
swallowed whole on an attack roll of 20.

Toadman Chief Any creature swallowed will suffer 1d6 damage


per round as the frog digests it.
Armor Class: 3 The Toadmen chief is also carrying a Coin Pouch
Hit Dice: 3+1 No. Enc: 1 of Holding. This pouch can hold up to 1,000
Hit Points: 16 Save As: F3 coins and never weighs more than 1 pound. It
Move: 10' Morale: 12 will only hold coins. Inside the pouch is 834
Attacks: 1,3,or spell Hoard Class: none copper pieces.
Damage: 1d6+2 spear Alignment: Neutral
or 1d3,1d3,1d6 Experience: 205 He also has strapped to his side a rare horn. The
or spell ebony Horn is known as the Rally Horn, I was
used by General Tisus to rally his troops during
battle. The horn can only be blown once per day
The Toadmen Cheif casts spells as a second level and all who hear it are given a second roll
cleric. His memorized spells are; Cure Light against effects like fear or morale.
Wounds, Command and Protection from Good.
Behind the throne on the weapon rack is a
He carries a spear and shield. magical spear. This cursed spear is a -1
Backbiter. It functions as a +1 spear until
The Chief will try to flee through the water thrown, and then reveals its deadly effect. When
tunnel in area 12, if the fight goes badly for him thrown the spear automatically hits the thrower
in the back instead of its intended target. At this
and his cohorts.
point the curse has taken complete hold of the
character, and he/she will do everything within
their power to use the weapon. Any attempt to
Toadmen Leaders take the spear from the owner will result in
mortal combat.
Armor Class: 4
No. Enc: 2 The chest contains the following. 592 gold
Hit Dice: 2+1
Save As: F2 pieces, and a Dagger of Flame. Which deals 1
Hit Points: 13,9
Morale: 11 additional point of fire damage with each
Move: 10'
Hoard Class: none successful attack. This damage is never modified
Attacks: 1
Alignment: Neutral by any abilities or criticals. Ring of water
Damage: 1d6+1 spear
Experience: 100 Breathing, usable once per week for four hours.
or 1d3,1d3,1d6 And a treasure map, a lead in to your next
adventure.
Both Toadmen Leaders Carry a spear and shield.
The Caverns Area 12 The Caverns Area 14
This area is predominately used by the Toadmen This area is separated from area 13 by a steep 20
to keep their skin moist and also serves as an feet sheer drop. On the southeastern corner is a
escape route. Forty feet below the water on the large 10 feet wide depression that sinks 8 feet in
northeastern wall is a natural tunnel that leads the center. In the center of the depression is a 4
to a nearby lake. The lake is where you can find feet wide tunnel that leads straight down 70 feet
the rest of the Toadmen tribe. and ends in a 5 feet wide by 15 feet long lair
used by the Carcass Scavenger.
In the water in this area are Giant Cavern
Piranha. The Toadmen generally throw rotting If the Shriekers have made any noise the
corpses into the water to afford passage passed Scavenger will be lying in wait inside the tunnel,
these grizzly creatures to the lake. for any food to be thrown off the ledge or
unsuspecting players to climb down.

Strewn about the cavern are piles of bones and


Giant Cavern Piranha remains of half eaten corpses, that the Carcass
Scavenger has feasted on.
Armor Class: 6 No. Enc: 4
Hit Dice: 3+3 Save As: F2
Hit Points: 14,13,12,15 Morale: n/a
Move: 50 Hoard Class: None Carcass Scavenger
Attacks: 1 Alignment: Neutral
Damage: 1d8 Experience: 65
Armor Class: 7 No. Enc: 4
Hit Dice: 3+1 Save As: F2
Hit Points: 16 Morale: 9
The Caverns Area 13 Move: 40 Hoard Class: XXI
Attacks: 8 Alignment: Neutral
This area slopes down from area 12 by 20 feet. It Damage: paralasys Experience: 135
is udes by the Toadmen to grow giant
mushrooms and as a place to store food for the On each successful attack the foe must save vs
Carcass Scavenger in area 14. paralysis or be paralyzed for 2d4 turns.
On the north wall, hidden amongst the Paralysis may be cured with the Cure Light
mushrooms are Shriekers. Wounds spell, but doing so does not heal any
damage to the victim.

Once the scavenger has no opponents that are


Shriekers
not paralyzed it will begin swallowing them whole
on the next round.
Armor Class: 7 No. Enc: 3
Hit Dice: 3 Save As: F1 Inside the Scavenger lair is the following items.
Hit Points: 12,10,7 Morale: 12
Move: 3' Hoard Class: None 6 copper, 2 silver, 3 electrum, 4 gold pieces
Attacks: shriek Alignment: Neutral
Damage: special Experience: 65 2 Malachites valued at 50 gold pieces each.

A pair of silver bracers valued at 75 gold pieces.


The Shriekers will either attract a random
encounter for the area or the Carcass Scavenger A Wand of Magic Missiles, with 6 charges and
From area 14. cast as a 4th level wizard. I cannot be recharged.

Roll 1d6, 1-4 use encounter table for the area.


On a roll of 5-6 the Carcass Scavenger comes.
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System Reference Document Copyright 2000, Wizards Fly, Giant from the Tome of Horrors, copyright 2002,
of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Necromancer Games, Inc.; Author Scott Greene, based on
Skip Williams, based on original material by E. Gary Gygax original material by Gary Gygax.
and Dave Arneson.
Golem, Wood from the Tome of Horrors, copyright
System Reference Document Copyright 2000-2003, 2002, Necromancer Games, Inc.; Authors Scott Greene and
Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Patrick Lawinger.
Cook, Skip Williams, Rich Baker, Andy Collins, David
Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Kamadan from the Tome of Horrors, copyright 2002,
Thomas Reid, James Wyatt, based on original material by Necromancer Games, Inc.; Author Scott Greene, based on
E. Gary Gygax and Dave Arneson. original material by Nick Louth.
Modern System Reference Document Copyright 2002- Rot Grub from the Tome of Horrors, Copyright 2002,
2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Necromancer Games, Inc.; Authors Scott Greene and Clark
Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Peterson, based on original material by Gary Gygax
Noonan, Stan!, Christopher Perkins, Rodney Thompson,
and JD Wiker, based on material by Jonathan Tweet, Monte Labyrinth Lord Copyright 2007-2011, Daniel Proctor.
Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Author Daniel Proctor.
Cordell, John Tynes, Andy Collins, and JD Wiker. The Forgotten General, Copyright 2014. Author Ron
Castles & Crusades: Players Handbook, Copyright 2004, Howard.
Troll Lord Games; Authors Davis Chenault and Mac Golden. END OF LICENSE
Cave Cricket from the Tome of Horrors, copyright 2002, Copyright 2014, Ron Howard.

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