1. Thanks to the interference of a rampaging Slorrr, the trip back from your latest adventure has been rerouted. The Slorrr, at least you think that’s what it was called based on the noise it made, had come out of nowhere. Dropping everything except your weapons and armor you to make haste to someplace it’s massive form can’t follow you. Lucky for you the woods were getting denser and spacing between the trees was getting smaller. You hear the Slorrr bash a few trees trying to make it’s way through until it roars one last time giving up on you in search of easier prey. The sigh of relief you feel turns to a groan as you realize that having lost the beast has left you lost as well, and standing in a marsh.
In scanning your surroundings looking for a viable and safe way out, you notice a stone, moss covered structure 30 feet away. Closer inspection reveals it to be a tomb, the tomb of C’roakkk the Intolerable according to the crude sign. You put a little pressure on the door and find that it easily opens inward. A burst of dank, moldy air hits you in the face, making you cough but not deterring you from going inside.
Phosphorescent moss gives the entrance to the tomb a creepy glow. The floor is dry but you notice water seeping in from the walls near the base, flowing like tiny streams down the two corridors in front of you. One to the right(2) and one to the left(3), both slope downward.
2. This is a small room, much damper than the entrance. There are wooden plaques affixed to the walls. Though they are mostly rotted away, you can make out words written in a language you’ve never seen before. There are also some drawn scenes depicting a story about humanoid frog-like beings holding a trial, imprisoning one of their own, and of a celebration. You turn around to continue on just as a giant slug oozes it’s way out of a tunnel on your left, making it’s way right for you. The Slug has a MR of 15. If you win the fight, you see that there are two tunnels continuing on, the one on the left hand corner(7) where the slug came from and one a little to the right(5). If you have lost the fight, then you need to roll better characters.
3. This room is much damper than the entrance. Water is ankle deep and flowing down two tunnels in front of you. There looks to have been some decorations on the walls at one point. Anything there now is moldy and rotted. A huge mess of garbage is along the left hand wall. If you want to check it out to see if anything is there go to (8), if not go to (6)
4. The two tunnels out of this room lead a little to the left(7) and out of the right hand corner of the room(5).
5. This room is filled with blackish water that comes to your mid-shin(a lot higher if you are a Hobb or Dwarf). A rotted wooden door is in the wall across the room from you. In the phosphorescent glow of the moss on the walls, you see four shiny objects floating in the muck. The objects begin to move towards you and getting faster. You draw your weapon, realizing that the shiny objects are the eyes of two black toadlings leaping out of the water at you. The black toadlings are the size of a large cat. They have the head and strong legs of a toad with a long tadpole like body ending in a tail. Their mouths are filled with sharp black teeth. They have an MR of 15 each. If you are bit, make a SR1 against your luck to see if you take an extra point of damage from the septic slime covering their bodies and teeth. If you win you can go through the door on the other side of the room (9). If you lose, the black toadlings make a feast of your innards.
6. You take a step to check out the tunnels running downward before you, trying to decide which one to take. Suddenly you are surprised by noise behind you. You turn to see a giant silverfish coming right towards you out of the garbage pile. The silverfish has an MR of 20. If you win go to (4).
7. The tunnel has lead you to a room filled with water and slime. Hundreds of small slugs move around the walls and ceiling. Patches of luminescent slime float on top of the shin deep water. As you make your way through the muck to the door on the other side make a SR1 against your Dexterity. If you make it then you made your way through the room unscathed. If you miss, you slip and fall into a patch of slime taking 1d6 of CON damage due to various size stones under the water and the toxicity of the slime on open wounds. Either way you may now go to (9)
8. Your rooting through the garbage has ticked off a giant silverfish that was hiding there. The silverfish has an MR of 20. If you win go to (4).
9. The water all seem to pool in this room to about knee deep, draining through a grate in the door ahead of you. A large metal bar is across the door, barring it from being opened from the other side. You can try to take the bar off the door and open it(11) or think better of it, leave it be and go back out of the tomb (10)
10. You are two levels deep into the tomb. The tunnels and corridors leading back up have water running down them making it difficult to get good traction for a safe climb back up. Make a SR1 against Luck and an SR1 against Dexterity. For each one you miss take 1D6 CON damage for falling hard on the way up. If you are still alive, you’ve made it out with any AP you gained during this diversion. Once back out side, you take several deep breaths of fresh, well fresher air than what you had just been dealing with, before you hear the crack of trees and a raging roar of “SLLLLOOORRRRRRRRR!” headed your way. You take one more sharp breath before taking off at top speed back through the marsh.
11. A massive stench hits you in the face and fills your lungs as you enter the room. For a few seconds it’s hard to breath and your eyesight has gone hazy.
“Who BROAAK is there?” a gravely voice from the darkness asks. “Have you BROAAK come to die?”
Your eyes begin adjusting revealing a humanoid frog like figure of black, grown, and green sitting on a huge chair of fish, animal, and insect exoskeleton. This must be C’roakkk the Intolerable. From the smell you speculate of where the Intolerable part of his name came from. You expected to find him, just not alive.
“BROAAK my imprisonment may BROAAK have take my eyes, but I can still find you…Meat!” C’roakkk takes several short sniffs of the air before his tongue lashes out, snapping right by your head. He begins to rise out of his chair, taking several more short sniffs. C’roakkk has an MR of 50. His weapon is his whip-like tongue. You can try to grab his tongue to cut it off, but only if you succeed in making an SR4 against your Luck or Speed. If you cut his tongue off he can still fight you at half his current MR, attacking with the claws on his webbed hands. If you slay C’roakkk you gain 100 extra AP for completing the adventure. In looking around the room, you do find a ruby worth 200GP. How the ruby got there is probably a mystery you don’t want to know. You also find a crude grappling hook made of of fish and insect parts attached to a crude piece of rope(you don’t want to know what it’s made of) that looks sturdy enough to help you get back up the slippery tunnels so you can get out of this place.