Friday 26 January 2024

[MODULE] The Webs of Past and Present & Cloister of the Frog-God (NOW AVAILABLE!)

Can you have enough frog-themed modules?

I am pleased to announce the publication of two adventure modules, The Webs of Past and Present and Cloister of the Frog-God.

Buxom Elven Wenches
May Be Included
The Webs of Past and Present
is a 28-page dungeon module by Gabor Csomos for 4th to 5th level characters, with 39 keyed areas. The module features cover art by Graphite Prime, and interior illustrations by Ferenc Fabian, Cameron Hawkey, the Dead Victorians, and the Robot Overlords. It takes adventurers to the decaying elven pleasure-palace of Túr Eridenal, now a monster-haunted ruin still clinging to its past glories. Exploration-oriented gameplay in an open-ended environment is combined with complex puzzle-solving, a ticking clock, and evil flying elven heads. The booklet comes with a fold-out GM’s map of Túr Eridenal. This adventure was the winner of the 2021 No Artpunk Contest, a mighty accomplishment.

“A group of adventurers took a job they were unable to finish. They went into the ruins of Túr Eridenal, an abandoned elven palace of some kind, and never returned. The characters’ mission is to find out what happened to them, rescue the survivors, and – if possible – finish the job they started. Besides the predatory creature the adventurers were hunting, the ruins are overrun with all kinds of monsters, and corrupted by a sinister curse. There are survivors, however, whom the party may rescue if they are smart... even more than just some lost adventurers. All shall be caught in… The Webs of Past and Present!

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Death Frog Doom
I am also pleased to announce the publication of Cloister of the Frog-God, a 40-page wilderness and dungeon module for 4th to 6th level characters, with 15 + 77 keyed areas and more frogs than you can shake a stick at. The module features cover art by Denis McCarthy (who also did a bunch of the interiors), and interior illustrations by Andrew Walter, Matthew Ray, Stefan Poag, the Dead Victorians, and the Robot Overlords. The module’s wilderness section describes the Marshlands, a labyrinth of waterways, strange denizens, and swamp monsters. However, it is the frog-cultists who truly rule the land from a half-ruined cloister complex, sitting on top of ancient catacombs that reach far down – and just as far back in time, before the coming of Man. The cloister is a large, interconnected dungeon environment with multiple access points, different sub-sections, and challenges to test both the cautious and the daring. The booklet comes with a fold-out GM’s map of the Marshlands, as well as the Cloister complex.

“The cloister has stood on a desolate ridge overlooking vast swamps since time immemorial. Dedicated to the great and terrible Tsathoggus, this edifice of evil was destroyed again and again through history, only to re-emerge from its slumber once the forces of Law grew lax and the terrible deeds of the frog-cultists became forgotten. Now a new order rises among the old walls, while older evils stir in stone grottoes and underground sanctuaries. Spies visit the settlements of the marshlands, and offerings make their way to the cloister where the monks hold their vigils as their ancestors have, guarding a nightmare that refuses to die.”

NOTE: This is a scenario whose two parts have been released before, and are now combined into a single adventure. The Cloister dungeons were published as a chapter in Frog God Games’ Rappan Athuk (and are reprinted with permission), while the Marshlands were published in Echoes From Fomalhaut #04. The current edition has been re-edited for greater accessibility.

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The print versions of the modules are available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.


  1. These both look great! My players are just entering this level range now, let's see if I can delay them long enough with the playtest for these to cross the pond.

  2. Grand to see such a worthy entry make print in its final form. Big mood!

  3. I was looking over one of your modules and thinking this is graceful mapping, effortless but complex, the architecturally real implemented with daubs. Low vanity, the maps could be beautified with shadows and varying thickness and textures but we see raw draughts which in a funny way 'connaisseurs' prefer having seen the end result.

    The Chinese brushstroke, minimal-effort maximum-effect, from years of experience, is a helpful analogy because there is so much to do for an Ad&d game and the meticulous map is likely to be discarded, if it is not enforced. In other words if you don't have a light touch with maps you as DM will force the players to use your burdensome intricate maps.

    Personally I think two kinds of maps styles are needed. Your style which is on the go (of the highest calibre), but also beautiful, intricate maps which require judgement or anticipation or decree.

    You don't use your blog to explain your process.