System:
Dungeons & Dragons
Code:
#9175
Type:
Adventure
Levels:
10-14
Author:
Dave L. Arneson and David J. Ritchie
Year:
1986
Publisher:
TSR
Format:
48-page book w/tri-fold cover
DA2 Temple of the Frog is the 2nd in a series of 4 modules set in the Blackmoor setting of the D&D campaign world. The characters, according to the module, travel back in time to help out a 4000-year-old kingdom. In this adventure, the characters must locate and infiltrate a frog cult deep in a dangerous swamp.
This is one of those wide-open style adventures. All the areas are developed, all the NPCs are described, and the numbers of foes are given, but there is no clear path presented to the DM to present to the players. They are on their own. A kind DM could develop some kind of storyline within the module to help the characters achieve their goals. Or not.
While the Blackmoor campaign setting is incredibly well-developed and very interesting - there is no real reason why this absolutely has to be set in Blackmoor. It could just as easily be set in Malpheggi Swamp in Southwestern Darokin. This can easily serve as a stand-alone module as the PCs destroy the temple and the town around the temple, and all is well. There is some new technology introduced in this module which could be interesting for the characters to discover and experiment with. When I played this module, the characters made it into a war of attrition as they slowly whittled down the cult's numbers. Yes, it took a while but that is what they wanted to do and they really enjoyed that approach. It gave them the maximum bang for the buck as far as this module goes. And it took quite a while to whittle down the forces to a manageable number - there are plenty of killer frogs and frog people in addition to the cult members!