Chap 15: Landboat of Frogs
West of Lake Barking is a cave complex in which the largest community of Unknown Frogfolk have built up using the remains of ferries that sunk (or were made to sink) while crossing the lake. PCs who talk to Frogfolk can learn of the Landboat's location. Most of the Frogfolk are out hunting or frolicking in mud and water of the lake when the PCs first arrive, including the leader of the Landboat, Frogfolk George.
The Frogfolk practice ancestor worship and call themselves the Children of Mother Frog, the first of their shapeshifting kind to be stuck between humanoid and frog forms. Recently, a schism has formed within the colony as a result of a challenge to Frogfolk George's leadership. The rift began when Frogfolk Emil questioned the brand of worship to Mother Frog that Frogfolk George demanded of the colony.
Frogfolk George had erected a stage over the shrine to Mother Frog where the Frogfolk must sing, dance, or act for the glory of Mother Frog. Those who fail to perform well are banished from the colony on journey quests to regain their honor. They are not allowed to return until they've honed their performance ability. This has resulted in banishments of large groups from the colony, notably those who've gotten on Frogfolk George's vindictive side. Now that their numbers are dwindling, Frogfolk George has recently given and expressed thought of kidnapping Frogfolk from other colonies to join their 'master' colony within the Landboat.
Frogfolk Emil made the mistake of questioning all of Frogfolk George's ideas and was made to perform for Mother Frog. Naturally, he failed and was banished. Frogfolk George made sure he'd never have the chance to 'regain his honor' by making a deal with the servants of the Beast to imprison Frogfolk Emil within the Elder Edelwood.
Now Frogfolk Julie, Frogfolk Emil's mate, has sworn vengeance on Frogfolk George. She's much more cautious than her mate, however, and spends her time quietly plotting and waiting for an opportunity.
Approaching the Landboat
Text: 'Above the autumnal-leaved tree line, jammed into the side of a rocky mountain spur, is the wide hull of a massive boat.'
100 ft ft above the entrance (area Z1), farther up the sloping mountainshide and not visible from the vicinity, is a rocky ledge (area Z8). A character can scale the slope to reach the ledge without the need for a climber's kit.
Areas of the Landboat
The following areas correspond to labels on the map of the ORIGINAL CoS werewolf den on pg 202.
Mounted to the walls throughout the landboat are candelabras. All areas are brightly lit, though shadows abound.
Z1. Entrance
Text: 'The hull of the mountain-borne boat juts out 15-ft-tall over a massive set of double doors held open by small boulders. The boat ceiling rises 20 ft inside the mountainside. Candelabras line the walls. From somewhere deep inside, you hear the echoing sounds of a flute. Some of the notes are discordant--painfully so.'
The guards in area Z2 spot the characters in the entrance who aren't hidden. Characters can track the sound of the flute to area Z3.
Development
If the PCs arrive with Frogfolk Emil (see Chap 4, area K75a) in their company or custody, he can command the other Frogfolk not to attack as they make their way inside.
Z2. Guard post
Text: 'Here, the boat hall splits to the left and right. Standing on a 5-ft-ledge between the divide are two anthropomorphic frogs in frumpy clothes wielding what appear to be tridents for...frog-hunting.'
Frogfolk Ian and Frogfolk Angie are the Frogfolk guards on the ledge. They take their roles extremely seriously and sound the alarm whenever anyone enters. The loud noise can be heard throughout the Landboat, but the Frogfolk ignore it as it happens at least once a day.
Z3. Landboat parlor
10 Frogfolk are here practicing the performing arts in case they get called to the stage while in hunting rotation. Frogfolk Kenneth has 36 hp and is too old to hunt. Left undisturbed, he plays an electrum flute, though poorly. The others try (in vain) to memorize poetry, songs, or theatrics. If the Frogfolk spot the PCs, they will drag them into the parlor to use as a practice audience. If the PCs try to escape, they turn hostile and fight to the death.
Text: 'A 5-ft-high balcony overlooks this wood-panneled parlor, which has a smoldering hearth at the far west end. The floor is littered with ink-smudged papers.'
Frogfolk Kenneth's flut is nonmagical and worth 250 gp's worth of currency item at any settlement.
Z4. Fountain
Text: 'The ceiling opens up to allow gray light and a gentle spring of water to flow down into the great "indoor" fountain roughly 40 ft across and 10 ft deep. A 5-ft-high balcony to the north overlooks the pool of the fountain. A similar balcony spans the eastern wall, with a wooden staircase leading up to it. A few crates sit atop the eastern ledge.'
The water is fresh. The ceiling is roughly 20 ft above the surface of the pool. The opening in the ceiling is 3 ft wide at its widest point and 6 inches at the tapered edges.
The crates contain worthless clothes.
Z5. Deep "decks"
Text: 'A maze of candlelit halls and chambers expands in front of you. The floorboards creak in the distance.'
The ceiling is 10 ft high. The creaky floorboards are a warning system. Creatures have disadvantage on Dex (Stealth) checks made to move silently through this area.
Z5A. South deck
Frogfolk Blanche, Frogfolk George's mate, is sleeping here. She'll kill anyone who enters and disturbs her sleep. If the PCs play dead, she'll return to sleep.
Z5B. North cave
Frogfolk Sandy is here on guard duty over Frogfolk Kelly, a Frogfolk from the Lake Froget colony who was kidnapped. Frogfolk George is experimenting with brainwashing to convince Frogfolk Kelly that they joined the Landboat of Frogs willingly. It works half the time, but Frogfolk Kelly changes attitudes between happy, complacent and scared to witless violence every 30 min.
When Frogfolk Sandy hears a creak, she takes Frogfolk Kelly to area Z7 and locks her in an empty cage. Frogfolk Sandy will then join the other Frogfolk, possibly in their fight against the PCs.
Z6. Captain's room
Text: 'At the back of this room hangs a map of the Unknown and a plumed, ship captain's hat hanging from a rack beside it.'
When home, Frogfolk George sleeps here.
Behind the map is a 10-ft-high, 10-ft-wide hall wtih wooden stairs leading up, interspersed with landings. The hall ends at a secret door, beyond which lies area Z8. The secret door is easily spotted from inside the hall.
Z7. Stage of Mother Frog
Text: 'Creaky wooden stairs lead down to a candlelit but seatless auditorium and stage. Bulge-eyed Frogfolk hunch behind wooden bars and stare at you mournfully, clutching instruments or papers in their webbed hands. The cave holds six wooden cages, their lids held shut with heavy rocks. Two are empty, and each of the others holds a Frogfolk.
A wooden podium stands between the cages. Its front is carved like a masthead and depicts a massive Frogfolk with musical instruments and theatrical masks adhered to their body. A Frogfolk kneels before the podium, dusting with a feather duster.'
The ceiling is 20 ft high. The masthead depicts Mother Frog, and Frogfolk Julie is dusting her. She is the wife of Frogfolk Emil (see Chap 4, area K75a).
Frogfolk George has ordered Frogfolk Julie to guard the Frogfolk scheduled to perform upon his return. If the PCs rescue Frogfolk Emil and return him to Frogfolk Julie, she gladly releases the caged Frogfolk. If the PCs confirm her husband is dead, she will let them go only if the PCs help her deal with Frogfolk George. Shes asks them to kill him when he returns from hunting.
The caged Frogfolk are in despair and desperately fighting off the mists while caged. Only when freed will their spirits return to flee or help the PCs.
Treasure is piled at the base of the podium--4500 cp, 900 sp, and 250 gp's currency items worth of gemstones. But anyone who steals from Mother Frog is cursed, as is known by all Frogfolk.
Any creature that takes a gemstone is haunted by horrible dreams every night lasting from dusk until dawn. Moreover, they lose the ability to swim and will sink like a stone in water.
A creature cursed this way gains no benefit from a short or long rest at night, but may rest during the day. A greater restoration or remove curse spell ends the curse.
If your card reading reveals a treasure is here, it's under the gemstones and cursed as well.
Z8. Brainwashing circle
Text: 'A 20-ft-diameter ring of stones dominates a rocky ledge on the mountainside. Within the ring, you see blood-splattered manacles.'
This is where Frogfolk George has been torturing the kidnapped Frogfolk Kenneth to brainwash him into believing he is part of the Landboat. Frogfolk George hopes to refine the process to eventually expand the kidnappings.
Special Event
You can use the following special event while the PCs are exploring or resting in the den.
Captain of the Colony
This event doesn't occur if the PCs have previously encountered and defeated Frogfolk George's hunting pack.
Every hour the PCs spend inside the Landboat, roll a d20. On a roll of 18 or higher, the hunting party returns, laden with strings of fish and small, black turtles. The party consists of Frogfolk George (90 hp) and 15 othe Frogfolk.
If they see evidence of assault on the Landboat (such as absent or dead guards at area Z2), they scour the Landboat for intruders. Frogfolk George sends three to area Z8 to enter from above while he and the others search below.
Development
As long as Frogfolk George lives, the PCs can't negotiate with the Frogfolk. If Frogfolk George dies and the PCs have the upper hand, the colony negotiates.
If Frogfolk Emil is present when Frogfolk George arrives, he is determined to become the new pack leader. If he succeeds, he allows the PCs to leave unmolested and releases the caged Frogfolk. Frogfolk Julie, who knows about Frogfolk Kenneth, can ask him to release the kidnapped Frogfolk if the PCs remind her.
Frogfolk George and Frogfolk Emil gather the Frogfolk and hold a dance-off for the glory of Mother Frog and the title of Captain in area Z7. But when it comes time to judge the winner, Frogfolk George picks up his Captain's hat and goes to the podium. He declares himself the winner and asks the Frogfolk kill the loser. His 15-frog hunting pack obliges and attacks Frogfolk Emil and the PCs.
If both Frogfolk George and Frogfolk Emil die, Frogfolk Julie will become the new Captain and negotiate with the PCs.
NEW STATS
West of Lake Barking is a cave complex in which the largest community of Unknown Frogfolk have built up using the remains of ferries that sunk (or were made to sink) while crossing the lake. PCs who talk to Frogfolk can learn of the Landboat's location. Most of the Frogfolk are out hunting or frolicking in mud and water of the lake when the PCs first arrive, including the leader of the Landboat, Frogfolk George.
The Frogfolk practice ancestor worship and call themselves the Children of Mother Frog, the first of their shapeshifting kind to be stuck between humanoid and frog forms. Recently, a schism has formed within the colony as a result of a challenge to Frogfolk George's leadership. The rift began when Frogfolk Emil questioned the brand of worship to Mother Frog that Frogfolk George demanded of the colony.
Frogfolk George had erected a stage over the shrine to Mother Frog where the Frogfolk must sing, dance, or act for the glory of Mother Frog. Those who fail to perform well are banished from the colony on journey quests to regain their honor. They are not allowed to return until they've honed their performance ability. This has resulted in banishments of large groups from the colony, notably those who've gotten on Frogfolk George's vindictive side. Now that their numbers are dwindling, Frogfolk George has recently given and expressed thought of kidnapping Frogfolk from other colonies to join their 'master' colony within the Landboat.
Frogfolk Emil made the mistake of questioning all of Frogfolk George's ideas and was made to perform for Mother Frog. Naturally, he failed and was banished. Frogfolk George made sure he'd never have the chance to 'regain his honor' by making a deal with the servants of the Beast to imprison Frogfolk Emil within the Elder Edelwood.
Now Frogfolk Julie, Frogfolk Emil's mate, has sworn vengeance on Frogfolk George. She's much more cautious than her mate, however, and spends her time quietly plotting and waiting for an opportunity.
Approaching the Landboat
Text: 'Above the autumnal-leaved tree line, jammed into the side of a rocky mountain spur, is the wide hull of a massive boat.'
100 ft ft above the entrance (area Z1), farther up the sloping mountainshide and not visible from the vicinity, is a rocky ledge (area Z8). A character can scale the slope to reach the ledge without the need for a climber's kit.
Areas of the Landboat
The following areas correspond to labels on the map of the ORIGINAL CoS werewolf den on pg 202.
Mounted to the walls throughout the landboat are candelabras. All areas are brightly lit, though shadows abound.
Z1. Entrance
Text: 'The hull of the mountain-borne boat juts out 15-ft-tall over a massive set of double doors held open by small boulders. The boat ceiling rises 20 ft inside the mountainside. Candelabras line the walls. From somewhere deep inside, you hear the echoing sounds of a flute. Some of the notes are discordant--painfully so.'
The guards in area Z2 spot the characters in the entrance who aren't hidden. Characters can track the sound of the flute to area Z3.
Development
If the PCs arrive with Frogfolk Emil (see Chap 4, area K75a) in their company or custody, he can command the other Frogfolk not to attack as they make their way inside.
Z2. Guard post
Text: 'Here, the boat hall splits to the left and right. Standing on a 5-ft-ledge between the divide are two anthropomorphic frogs in frumpy clothes wielding what appear to be tridents for...frog-hunting.'
Frogfolk Ian and Frogfolk Angie are the Frogfolk guards on the ledge. They take their roles extremely seriously and sound the alarm whenever anyone enters. The loud noise can be heard throughout the Landboat, but the Frogfolk ignore it as it happens at least once a day.
Z3. Landboat parlor
10 Frogfolk are here practicing the performing arts in case they get called to the stage while in hunting rotation. Frogfolk Kenneth has 36 hp and is too old to hunt. Left undisturbed, he plays an electrum flute, though poorly. The others try (in vain) to memorize poetry, songs, or theatrics. If the Frogfolk spot the PCs, they will drag them into the parlor to use as a practice audience. If the PCs try to escape, they turn hostile and fight to the death.
Text: 'A 5-ft-high balcony overlooks this wood-panneled parlor, which has a smoldering hearth at the far west end. The floor is littered with ink-smudged papers.'
Frogfolk Kenneth's flut is nonmagical and worth 250 gp's worth of currency item at any settlement.
Z4. Fountain
Text: 'The ceiling opens up to allow gray light and a gentle spring of water to flow down into the great "indoor" fountain roughly 40 ft across and 10 ft deep. A 5-ft-high balcony to the north overlooks the pool of the fountain. A similar balcony spans the eastern wall, with a wooden staircase leading up to it. A few crates sit atop the eastern ledge.'
The water is fresh. The ceiling is roughly 20 ft above the surface of the pool. The opening in the ceiling is 3 ft wide at its widest point and 6 inches at the tapered edges.
The crates contain worthless clothes.
Z5. Deep "decks"
Text: 'A maze of candlelit halls and chambers expands in front of you. The floorboards creak in the distance.'
The ceiling is 10 ft high. The creaky floorboards are a warning system. Creatures have disadvantage on Dex (Stealth) checks made to move silently through this area.
Z5A. South deck
Frogfolk Blanche, Frogfolk George's mate, is sleeping here. She'll kill anyone who enters and disturbs her sleep. If the PCs play dead, she'll return to sleep.
Z5B. North cave
Frogfolk Sandy is here on guard duty over Frogfolk Kelly, a Frogfolk from the Lake Froget colony who was kidnapped. Frogfolk George is experimenting with brainwashing to convince Frogfolk Kelly that they joined the Landboat of Frogs willingly. It works half the time, but Frogfolk Kelly changes attitudes between happy, complacent and scared to witless violence every 30 min.
When Frogfolk Sandy hears a creak, she takes Frogfolk Kelly to area Z7 and locks her in an empty cage. Frogfolk Sandy will then join the other Frogfolk, possibly in their fight against the PCs.
Z6. Captain's room
Text: 'At the back of this room hangs a map of the Unknown and a plumed, ship captain's hat hanging from a rack beside it.'
When home, Frogfolk George sleeps here.
Behind the map is a 10-ft-high, 10-ft-wide hall wtih wooden stairs leading up, interspersed with landings. The hall ends at a secret door, beyond which lies area Z8. The secret door is easily spotted from inside the hall.
Z7. Stage of Mother Frog
Text: 'Creaky wooden stairs lead down to a candlelit but seatless auditorium and stage. Bulge-eyed Frogfolk hunch behind wooden bars and stare at you mournfully, clutching instruments or papers in their webbed hands. The cave holds six wooden cages, their lids held shut with heavy rocks. Two are empty, and each of the others holds a Frogfolk.
A wooden podium stands between the cages. Its front is carved like a masthead and depicts a massive Frogfolk with musical instruments and theatrical masks adhered to their body. A Frogfolk kneels before the podium, dusting with a feather duster.'
The ceiling is 20 ft high. The masthead depicts Mother Frog, and Frogfolk Julie is dusting her. She is the wife of Frogfolk Emil (see Chap 4, area K75a).
Frogfolk George has ordered Frogfolk Julie to guard the Frogfolk scheduled to perform upon his return. If the PCs rescue Frogfolk Emil and return him to Frogfolk Julie, she gladly releases the caged Frogfolk. If the PCs confirm her husband is dead, she will let them go only if the PCs help her deal with Frogfolk George. Shes asks them to kill him when he returns from hunting.
The caged Frogfolk are in despair and desperately fighting off the mists while caged. Only when freed will their spirits return to flee or help the PCs.
Treasure is piled at the base of the podium--4500 cp, 900 sp, and 250 gp's currency items worth of gemstones. But anyone who steals from Mother Frog is cursed, as is known by all Frogfolk.
Any creature that takes a gemstone is haunted by horrible dreams every night lasting from dusk until dawn. Moreover, they lose the ability to swim and will sink like a stone in water.
A creature cursed this way gains no benefit from a short or long rest at night, but may rest during the day. A greater restoration or remove curse spell ends the curse.
If your card reading reveals a treasure is here, it's under the gemstones and cursed as well.
Z8. Brainwashing circle
Text: 'A 20-ft-diameter ring of stones dominates a rocky ledge on the mountainside. Within the ring, you see blood-splattered manacles.'
This is where Frogfolk George has been torturing the kidnapped Frogfolk Kenneth to brainwash him into believing he is part of the Landboat. Frogfolk George hopes to refine the process to eventually expand the kidnappings.
Special Event
You can use the following special event while the PCs are exploring or resting in the den.
Captain of the Colony
This event doesn't occur if the PCs have previously encountered and defeated Frogfolk George's hunting pack.
Every hour the PCs spend inside the Landboat, roll a d20. On a roll of 18 or higher, the hunting party returns, laden with strings of fish and small, black turtles. The party consists of Frogfolk George (90 hp) and 15 othe Frogfolk.
If they see evidence of assault on the Landboat (such as absent or dead guards at area Z2), they scour the Landboat for intruders. Frogfolk George sends three to area Z8 to enter from above while he and the others search below.
Development
As long as Frogfolk George lives, the PCs can't negotiate with the Frogfolk. If Frogfolk George dies and the PCs have the upper hand, the colony negotiates.
If Frogfolk Emil is present when Frogfolk George arrives, he is determined to become the new pack leader. If he succeeds, he allows the PCs to leave unmolested and releases the caged Frogfolk. Frogfolk Julie, who knows about Frogfolk Kenneth, can ask him to release the kidnapped Frogfolk if the PCs remind her.
Frogfolk George and Frogfolk Emil gather the Frogfolk and hold a dance-off for the glory of Mother Frog and the title of Captain in area Z7. But when it comes time to judge the winner, Frogfolk George picks up his Captain's hat and goes to the podium. He declares himself the winner and asks the Frogfolk kill the loser. His 15-frog hunting pack obliges and attacks Frogfolk Emil and the PCs.
If both Frogfolk George and Frogfolk Emil die, Frogfolk Julie will become the new Captain and negotiate with the PCs.
NEW STATS
Comment