Background for player characters | FOR THE DM'S EYES ONLY | The Wandering Trees | Encounter Areas (Wilderness) | The Ruins |
Adventures | - | Dragon Magazine | - | 1st Ed. AD&D |
Background for
PCs
North ov the Starlit
Mountains, between
the Rivers Torel && Gimm, lies
a great
expanse ov woodland. To outsiders it is
known as the Termlane Forest, but to
those who live around it, it is simply
called The Forest. Many strange tales
are told of The Forest, but none so
strange as the lejend ov the Wandering
Trees.
Long ago, so far back that even the
elves are not sure when Termlane Forest
was the home of a tribe of tree-worshiping
men. These men built a great temple
at the heart of The Forest, where they
worshipped their mysterious tree-gods.
The priests of this cult were known
as the
Dridanis, meaning "men of the forest."
and, indeed, their religion was very
similar
to the usual form of Druidical worship.
As the years passed, the fame of the
Dridanis temple grew, and many pilgrims
came to The Forest, seeking to gain
the
good will of the tree-gods. After many
years the temple swelled with riches,
yet
the Dridanis remained as strong and
uncorrupted
as the woods in which they
prayed.
Unfortunately, rumors of the priests'
wealth reached the ears of Bargol the
Wicked, a barbarian lord who, though
strong, was definitely NOT uncorrupted.
Bargol led a band of his men into The
Forest and attacked the temple, killing
the Dridanis and their followers mercilessly.
However, Bargol fared no better,
for the secret of the location of the
Dridanis
wealth (if indeed the rumors were
true) had died with the priests. Though
they searched everywhere they could
think of in the entire temple area,
the
thieves found little of value. Cursing
his
ill luck, Bargol departed the ravaged
home of the Dridanis. But as he and
his
men marched through The Forest, the
path disappeared from around them,
and the trees slowly closed in. One
of
Bargol's men, quite insane, was found
days later at the edge of The Forest,
and
from his ravings the locals were able
to
piece together some of what had happened.
Of the others, nothing was ever
heard, and their bodies were never found.
Today, the trees near the center of the
Termlane Forest still move, and the many
paths which once led to the temple shift
and change, sometimes there, sometimes
gone. Some say the trees are possessed
by the spirits of the slain Dridanis; others
that the tree-gods of the deep woods
have cursed the area, hiding their ruined
temple from prying eyes and greedy
fingers.
Regardless of the reason, the fact remains
that the only sure way through
The Forest is on the two main roads, and
those who stray from these must have
confidence, courage, and skill to persevere
in the land of the Wandering Trees.
Somewhere deep in The Forest lies the
ancient ruins of the Dridanis temple.
Perhaps the secret for the mysterious
movement of the trees is to be found in
those ruins. Or perhaps
the temple still
holds scraps of the forest lore of the
Dridanis
priests. Or, if tales be true, the
ruins might yet contain the lost treasure
of the temple. Indeed, who knows what
lurks within the rubble of that forgotten
shrine, deep inside the forest?
FOR THE DM'S EYES ONLY
There are a number of ways to introduce
a party into the area of the Wandering
Trees. If you are using the module as
part of your campaign, you can circulate
rumors or lejends of the great wealth to
be found in the ruins
of the Dridanis
Second place winner, IDC II
temple, awakening that gleam of greed
in your players' eyes which is sure to
lead them into Termlane Forest. If the
module is to be a "one-shot" affair, the
players can be started on one of the main
roads leading into the adventure area.
However you use the module, but especially
if it is to be integrated into a campaign,
the material can and should be
altered to conform to your ideas and to
fit smoothly into the structure of your
AD&D world.
The area of the Wandering Trees, and
the ruins within,
are intended for a party
of 6th-9th level characters. A party which
acts wisely can overcome many of the
creatures and other threats herein by
means other than fighting, and they
should be encouraged to do so. Although
the focus of the adventure is on the Drisdanis
ruins, there is much which can be
accomplished just in the area of the
Wandering Trees. There is room for
elaboration and expansion by individual
DMs in both the forest and ruins areas.
New paths can be added, leading to
MORE lost shrines && lairs of monsters,
or perhaps the lost settlement of the
founders of the Dridanis religion. The
possibilities for excitement are many in
and around the treacherous trails of the
Wandering Trees.
The Wandering
Trees
General information
The large-scale map depicts an area of
about a 10-mile radius around the ruins.
It is here that the myriad shifting paths
made by the Wandering Trees will confuse
travelers, and it is here that the party
will have to search if they wish to find
the
ruined Dridanis temple.
Movement
There are 3 basic types of overland
movement
in this area: on the main
roads, on the paths, and through the
forest. The differences in these 3
forms of movement are considerable.
Main Roads: The main roads are the
safest way to move through Termlane
Forest. The movement
rate on the roads
is roughly 4 miles per hour, and horses
can be handled fairly easily.
Paths: The most fascinating (to DMs)
and frustrating (to players) part of the
Termlane Forest are the changing paths
made by the movements of the Wandering
Trees. Movement
on the paths is at 2
miles per hours; mounted movement is
the same, and characters must ride single
file. The most important characteristic
of the paths is their ability to appear
and disappear. Each path is labeled with
a letter (A-F), which is used in conjunction
with the accompanying Paths Table
to determine if and when a given path
will be in existence. There are 3 different
times roll must be made to determine
if a path is there. These are as
follows:
1. When reaching a junction/dead end
-- When a party traveling the paths or
roads through the Wandering Trees
reaches a junction or a dead end, rolls
must be made to determine which paths
connecting to that spot are in existence
at that time. To do this, not the letter
of
the path which was being traveled
on ("M" if the party was on a main road),
and cross-reference this on the Paths
Table with the
letter of each path connecting
to the spot, including the path
just traveled. The number shown must
be equaled or exceeded on a roll of 1d6,
for the particular path to be there at
that
time; otherwise it is not there, at least
for
the time being.
Each path is rolled for individually, using
its own letter. Main roads are not
rolled for, as they are always Present.
If a
party remains stationary at a junction
or
dead end, the DM should roll for the existence
of each path every 1 hour, using
the "M" column for "Path Just On."
2. Travel on same path for extended
periods -- When a group has been moving
along the same path for 1 hour, a
roll must be made to see if the path remains
in existence. Cross-reference the
path's letter with itself on the Paths
Table
and roll normally. If the path ceases
to exist, the party is stranded in the
woods, and must travel through the trees
if they wish to continue their movement.
If they choose to remain stationary, hoping
for the return of the path, check
again as above every hour to see if the
path does return.
3. When a path is crossed while moving
through the woods -- If a party is
moving straight through the woods
(i.e,
not on a path or road) and crosses a path
location, roll 1d6. On a roll of 4 or higher,
the path is there at that time, and the
party may either follow it or continue
moving through the woods.
Paths Table
Connecting
Path Just On
Path | A | B | C | D | E | F | M |
A | 2 | 4 | 2 | 4 | 2 | 6 | 3 |
B | 2 | 4 | 4 | 2 | 2 | 6 | 3 |
C | 3 | 5 | 3 | 5 | 4 | 4 | 4 |
D | 3 | 5 | 5 | 3 | 4 | 4 | 4 |
E | 3 | 5 | 3 | 5 | 4 | 4 | 4 |
F | 4 | 6 | 6 | 4 | 6 | 2 | 5 |
Example of movement
on the paths:
Let us assume a party enters the Wandering
Trees area on the main road at the
southeast corner, and travels along it
towards the northwest until they reach
the first intersection of the main road
with 3 paths. These are path types A,
B, and E. Consulting the Paths
Table, we
roll to see which of these paths (if any)
will be in existance at this time. 1st,
checking the A path, we go down the M
column (the party is on a main road) to
the A row, finding a 3 on the chart. A
roll
of 6 shows that the path is present. Repeating
the process for the other 2
paths, we find that the number is also
3
for the B path, while it is 4 for the E
path.
Rolls of 1 and 3 respectively show that
neither path is in existence at this time,
although either or both may reappear
later. If the party follows the A path,
it is
long enough so that checks will have to
be made during the time of movement to
see if the path remains. Cross-referencing
the path's letter with itself (A to A)
as
per case 2 above, we see that only a 2
is
needed on each check. So, assuming a 2
or higher is rolled on each of theses "A
to
A" checks, the party is safe for the moment.
At the next junction, we find a pair of
of paths, types B and D. An "A to B"
needs a 2; "A to D" needs a 3. Rolls of
5
and 1 indicate only the B path is in existence.
A roll must also be made to see if
the A path just traveled on remains.
Again, "A to A" is a 2. But this time a
1 is
rolled --and the path fades away behind
the party.
Left with only one route, the group follows
the B path, eventually arriving at the
path's end. Since a dead end has been
reached, a "B to B" roll must be made;
a 4
is required, but a 3 is rolled, and the
path
has again disappeared behind them. Our
intrepid party now moves north, straight
through the woods, and soon reaches
the line representing a C path. When
marching through woods, a 4 or more is
needed for any path to be in existence,
as per case 3. Will the path be there?
Or
will the party have to trek through another
1/2 mile of dangerous forest to reach
the main road? Only the tree-gods, and
the DM, know for sure.
Movement through
the forest:
Travelling
straight the forest, away
from path or road, is fairly slow, for
a
party will move only 1/2 mile each hour,
and if horses are being led this is reduced
to 1/4 mile per hour. Also when
moving through the woods in this manner,
characters will notice that the trees
seem ot press in around them. Boughs
drop off right ahead or behind of the
party, and limbs seem to reach out
grab at the characters as they pass by.
This effect is not altogether imagination,
and each hour of movement in the trees
requires a saving throw vs. magic by every
character. Those who fail their saving
throw receive 1-points of damage
from a falling limb or other strange
incident.
Encounter
Areas
Marked on the map as circled numbers,
Encounter Areas are places where creatures
in The Forest have their lairs, or
locations containing other important features.
Each Encounter Area is explained
individually below.
When a party is not located at a numbered
Encounter Area, there is a 1 in 12
chance every hour of traveling for a random
encounter to occur. This chance is
1 in 12 rolled every 4 hours, if the party
is
resting or has not moved for some other
reason. No special table is provided for
random encounters in this adventure.
The DM may employ, for instance, the
encounter table on page 184 of the Dungeon
Masters Guide (using the Forest
column on the table Temperate
and Sub-Tropical Conditions, Uninhabited/
Wilderness Areas), or may use any
other means he or she chooses to determine
the type of creature encountered.
It is quite possible to do without
random encounters altogether, or to
modify these guidelines in any desired
fashion.
The path leading to this
point ends at the entrance to a small
network of caves, the home of a family
of
eight wereboars:
two males, two females,
and four young (HD: 5+2; HP: 40,36,25,
23, 12(x4); AC: 4; #AT: 1; D/A: 2-12
[young do 1-61). During the day, the entire
group will be here, dressed in leather
and carrying clubs. At night they will
be
in boar form, and there is a 75% chance
they will be away from their lair, roaming
in the woods. In any case, they will be
very distrustful of strangers, and they
are
quite prone to attack when in boar form,
especially if they return to their caves
and find strangers within. Hidden in the
rear of the caves, covered by dirt and
rocks, is a wooden chest containing their
treasure: 300cp, 1,100sp, 450gp, 7 gems
worth 10 gp each, and two potions (Plant
Control, Levitation).
2. The Swamps: An
altogether unpleasant
place, The Swamps is an area of
moss-hung trees, miasmal smells, and
strange mists, as well as the home of a
number of fell creatures. Characters moving
in this area have double the normal
chance for an encounter (1 in 6 each
hour). Roll 1d10 to determine the encounter,
using this special table:
Roll of 1-4: Giant
Killer Frogs (#ENC:
11-20; HD: 1+4; HP: 10 each; AC: 8; D/A:
1-2/1-2/2-5)
Roll of 5-7: Hydra, 8 heads (#ENC: 1;
HD: 8; HP: 64; AC: 5; #AT: 8; D/A: 1-8)
Roll of 8-9: Shambling Mound (#ENC:
1; HD: 10; HP: 45; AC: 0; #AT: 2; D/A:
2-16/2-16)
Roll of 10: Catoblepas (#ENC: 1; HD:
6+2; HP: 29; AC: 7; #AT: 1; D/A: 1-6; SA:
stun, death gaze)
Regardless of what is encountered, it
will always attack. If a party has an encounter
in The Swamps, they will not
have that encounter again (unless the
DM feels it would be appropriate to the
circumstances). It is possible to move
through The Swamps (at 1/4 mile per
hour), but characters doing so run the
risk of stepping into quicksand. For each
turn of off-path movement in this area,
there is a 30% chance that at least one
character will step into quicksand. Victims
will fall in to a depth of 1/3 of their
height initially, and will sink 1 foot
further
per round thereafter until they are
freed or until they sink entirely beneath
the surface.
One character with strength of at least
14 can pull a victim out of the quicksand
in 1 round (this includes the victim himself,
if he is thrown a rope which has
been tied around a tree). Two characters
with a combined strength of at least 19
can rescue the victim in the same manner.
If characters are in The Swamps and are
stranded due to the disappearance of
paths, they will be safe from quicksand
as long as they do not venture outside
a
50-foot radius from their current location.
Moving any further than the 50-foot
radius makes any characters doing so
again subject to the possibility of falling
into quicksand. Quicksand cannot. be
encountered by characters when they
are on a path through the swamp.
3. Treants: About
50 feet from the
paths in this locatoin, hidden by a grove
of trees, is a large cave, the lair of
three
young Treants (HD: 8; HP: 40, 36, 32; AC:
0;
#AT: 2; D/A: 2-16/2-16; SA: animate
trees). There is a 50% chance one or
more of the Treants will be watching the
path from within the trees -- whether or
not the Treant(s) will reveal itself depends
on it sreaction. Treants who are
not watching the paths will either be in
their lair (50%), or out in the forest
(50%).
The Treants' lair is a shallow earthen
grotto, furnished with a low rock table.
They have no treasre. These Treants
will generally be friendly, but will look
unfavorably on destructive or evil parties,
and may attack in such cases. They
will tend to be more distrustful, perhaps
angry, if strangers intrude uninvited into
their lair.
4. Phooka: Alongside
the path here is
the favorite haunt of four Phooka
(HD:
44; HP: 28, 23, 19, 17; AC: 2 (5); #AT:
1;
D/A: 2-8 (1-4); SA: magic use). During
the day there is an equal chance for them
to be encountered here in man or tree
form, while they will always have tree
shape at night. (Note: See end of text
for
a full description of this creature.) The
Phooka will use their abilities to trick
and
confuse passersby, and during the day
they will follow and continue their harassment
as long as a party continues to
provide good sport. They will otherwise
act as is typical of their kind. Hidden
beneath a stump some 20 feet to the west
of the path is their treasure. The stump
is
covered by a Hallucinatory Terrain spell
to make it look like it isn’t there. The
treasure includes 12 gems worth 100 gp
each, a Necklace of Adaptation, and a
Potion of Treasure Finding.
5. Remains: This
area is where Bargol
the Wicked and his band of thieves met
their unfortunate end. The trees grow
thicker and darker here, and the watchful
traveler will notice the glintings of
spearheads and armor scattered among
the trees, or perhaps the vacuous stare
of a skull lying in the underbrush. This
area has been cursed by the tree-gods,
making anyone who travels through here
feel uneasy and disturbed.
Furthermore, unless a character saves
vs. magic upon entering this area, he or
she will develop a temporary form of paranoia/
hallucinatory insanity. The character
will believe that the trees are moving
in and attacking him, and he will become
very fearful for his life. In all likelihood,
he will attempt to flee from the
area of the Wandering Trees at fuII speed.
The insanity lasts for 6-24 turns. Elves
and half-elves are unaffected by the
curse of this place; gnomes, dwarves,
and halflings receive the normal saving
throw benefits as per their constitution
when saving against the insanity. Animals
and other non-intelligent forest
creatures are also unaffected.
6. Gorgon: Secreted
in a rocky cleft in
the hills here, about 30 feet from the
end
of the path, is the lair of a Gorgon
who
hunts the Termlane Forest (HD: 8; HP:
41; AC: 2; #AT: 1; D/A: 2-12; SA: breath
turns to stone). If he is in his lair (80%
chance) when a party passes nearby, he
will be aware of them unless they are
using some special means to conceal
themselves, and he will attack. He has
no
treasure.
7. Pseudo-dragon:
A tall, thick oak
next to the path here has a small hole
(1
foot diameter) in its side 15 feet up,
and
within this hole lives a Pseudo-dragon
(HD:2; HP: 10; AC: 2; #AT: 1; D/A: 1-3;
SA: poison in tail). The Pseudo-dragon
is fond of sitting on a tree limb, watching
the world go by and using his chameleon
powers to go unnoticed. If the party sees
the creature, or it has a friendly reaction
and decides to reveal itself, it can relay
information to them about nearby paths
via telepathy. It will generally do so,
however, only if offered gems, which it
loves. Secured in his hole the Pseudodragon
has eight gems of various types,
worth 100-1000 gp each.
8. Kobold Hills:
Two paths lead into
these hills, meeting in front of a large
pile
of tumbled boulders partially concealing
a cave entrance — the mouth of a network
of caves and tunnels within the
hills. These caverns are the home of a
tribe of Kobolds,
with a male population
numbering over two hundred (HD: 1/2;
HP: 2 each; AC: 7; #AT: 1; D/A: by weapon).
The Kobolds are armed with short
swords and spears; 25% carry the former,
25% the latter, and 50% using both.
The Kobolds are led by five larger Kobolds
(HD: l-l; HP: 4 each; AC: 6) who
use both weapons listed above. These
leader types and normal Kobolds may be
encountered either inside or outside the
lair. The tribe also has a chief (HD: 1;
HP:
7; AC: 5), who will only be encountered
in the lair and in the company of his contingent
of 20 bodyguards (stats and weapons
as for leaders). There are also 90
females in the tribe (non-combatants),
and scattered among the caves are five
breeding areas, each containing 2-5
young and 6-60 eggs. The Kobolds have
trained four Giant Weasels (HD: 3+3; HP:
22, 20, 17, 14; AC: 6) as guards for their
lair. Also with the tribe is a shaman
(HP:
4; AC: 6) who can function in some ways
as a 5th-level cleric (see Dungeon Masters
Guide, page 40). <shaman
class>
Generally, 10-50 of the males, with appropriate
leaders, will be away from the
lair, although there is a 5% chance the
tribe is gearing up for a large assault
on
the elves (Encounter Area 16), in which
case all the Kobolds will be in the lair.
If a party threatens their breeding
areas, the Kobolds will use up to 50% of
their treasure as ransom, although after
doing so they will try to follow a party
and regain it. Their treasure is well hidden
deep in the lair in a chamber with a
narrow entrance. It is guarded by a trap
which releases rocks from the ceiling doing
4-32 points of damage, or half if a
save vs. breath weapon is made, to all
beneath.
The entrance to the treasure chamber
is covered with cobwebs from three feet
off the ground to its highest point. A
character who tries to break the webs or
cut a path through them will set off a
trip
wire, opening the panel in the ceiling
above the doorway and releasing ‘the
rocks. Characters who are three feet tall
or shorter (such as the kobolds) will not
disrupt the webs. Taller characters can
get around the trap by simply stooping
down or crawling through the open part
of the entranceway.
The treasure is locked in four chests,
one for each type of coin and one which
contains all the other items listed. The
treasure consists of: 2,421 cp, 4,947 sp,
412 gp, 7 gems worth 50 gp each, 24
bronze utensils worth 10 gp each, and a
pair of weasel pelts worth 500 gp each.
9. Lake Shrine:
The path here leads up
to an overgrown stone shrine, largely in
ruins, which is situated before a crumbled
granite jetty which extends 50 feet
into the nearby lake. The water contains
no threat. If any cleric or druid walks
out
to the end of the dock, that character
will
perceive the area to be a place of divine
power, and will be able to ask of his or
her deity one particular question, similar
to the cleric spell Commune.
(Note: The
cleric or druid is entitled to one question,
not one question per level of experience.)
This feat is only possible once for each
eligible character — a second attempt
will have no effect.
10. Mission on the
Downs: This temple,
which is at the end of the path, was
affiliated with the Dridanis, but is not
part of the large temple complex. The
mission’s temple is small, consisting of
a
circle of stones 50 feet in diameter with
an opening on the south edge flanked by
two stone statues of lizards. These statues
are normal and harmless. The wooden
roof of the place caved in and rotted
away some time ago, and the floor of
cracked flagstones is cluttered with
debris.
In the northern end of the temple
stands a small stone altar, flanked by
two
other statues of lizards. These statues,
however, are potential threats. Each one
has a magical ability which is activated
by the use of any magic spell or magic
item within the confines of the circle
of
stones. When magic is used for the first
time, the left-hand statue (as viewed
from the southern opening) will cause
Fear (as the magic-user spell, at 9th level
of ability). Any subsequent use of magic,
including the casting of Dispel Magic,
will result in the right-hand statue causing
Confusion (as the magic-user spell,
at 9th level of ability). Saving throws
vs.
magic, at -2, are allowed for each character.
Note that the statues are immobile,
and a character standing behind them
cannot be affected by their power. The
heads of the statues can be covered,
which will nullify their abilities.
At the rear of the altar is a locked panel
which, if unlocked and slid open, will
reveal a gently sloping tunnel which levels
off 10 feet underground. The sloping
passage is 4 feet in diameter, and the
tunnel has a seven-foot ceiling after it
levels off. However, the tunnel is narrow,
and cannot accommodate two characters
side by side. The tunnel runs northeast
through the downs for about a
mile, exiting at Encounter
Area 15.
The trail here
ends at a small clearing in the trees.
In
the center of the clearing is a natural
bower formed of oak trees which conceals
five cairns, the private burial place
of five of the most revered Dridanis high
priests. The cairns are guarded by four
Unicorns
(HD: 4+4; HP: 36 each; AC: 2;
#AT: 3; D/A: 1-6/1-6/1-12; charge for 4-
24), who will appear (similar to being
summoned by a Call Woodland Beings
spell) if the cairns are disturbed, and
will
try to fend off the intruders.
If the party persists in disturbing the
cairns, or attacks the Unicorns, the creatures
will fight fiercely. If characters
elect not to confront the Unicorns after
they appear, and if no further attempt
is
made to inspect the cairns, the guardian
Unicorns will stand at a distance, keeping
the area under surveillance until the
party leaves. If the party leaves the clearing
and goes back into the forest, the
Unicorns will abandon their vigil 2-4
turns thereafter. The magic of this area
is
such that the Unicorns can only be automatically
summoned once per hour.
Thus, if a party leaves the burial area
after encountering the Unicorns and returns
(less than one hour later) after the
beasts have left the cairns, it is then
possible
to examine the burial mounds without
interference, subject to the reappearance
of the Unicorns (as soon as an
hour has elapsed since they previously
appeared).
If the Unicorns are defeated or otherwise
circumvented, the cairns can be
opened to reveal the skeletons of the
high priests and other items as listed
below. One character (assuming at least
average strength on the character’s part)
can remove the topmost stones from one
cairn in three rounds. Multiple characters
working to disassemble a single
mound of stones can accomplish the
feat in proportionately less time, up to
a
maximum of six characters who can
work on one cairn at one time.
Cairn #1: The skeleton herein is wearing
an intricately carved belt of beaten
copper and ebony worth 1,500 gp.
Cairn #2: Around the neck of the remains
of this priest is a jeweled necklace
of bronze and emeralds worth 3,500 gp.
Cairn #3: Tucked into a pocket near
the bottom of this cairn (taking an extra
round to dig down to) is a Staff
of the
Serpent
(python). The command word
for the staff is engraved in Common on
the inside of the band of a signet ring
(worth 100 gp) on the skeleton’s righthand
index finger.
Cairn #4: Grasped in the left hand of
this skeleton is a brass bottle, stoppered
with a plug of lead which does not fit
tightly, causing the opening to emit a
thin stream of smoke. This device is a
Flask
of Curses, and when it is opened all
within 3” will receive the effects of the
curse. This particular curse is of subtle
power, for it manifests itself in the form
of terrible nightmares. Affected characters
will be unable to sleep for more than
1-4 turns without awakening in a cold
sweat, perhaps screaming horribly. The
lack of sleep caused by the curse will
make each character irritable and tired,
and each night after the first the affected
characters will lose 1 point from a random
ability (strength, intelligence, etc.).
This loss is permanent until the curse
is
lifted, and if an ability score reaches
zero, the character is dead. Spell-casters
will be unable to regain spells while
under this curse, and hit points cannot
be recovered by affected characters except
by magical means. Characters who
save vs. poison when the curse is released,
will be under the curse for only
3-12 days; those who fail the save will
be
under the curse until it is removed by
a
cleric or magic user of at least 12th level.
Cairn #5: This cairn contains nothing
of value, just the remains of one of the
high priests.
Note that fighting the Unicorns and/or
robbing the cairns is an evil act, and
nonevil
characters who participate in such
acts should be penalized accordingly
12. Dryads: A grove
of giant oaks near
to the path here is the home of two
Dryads
(HD: 2; HP: 11, 7; AC: 9; #AT: 1;
D/A: dagger; SA: charm). These Dryads
always watch the path leading past their
lair. If intruders pass by they will either
hide or, if there is a male present with
high charisma, use their charm ability.
If
they are approached carefully, the Dryads
might be willing to aid a goodaligned
party. If they choose to aid a
party, the assistance can take many
forms: The Dryads may give the party
information which will enable them to
find the ruins more easily, information
on other possible encounters in this part
of the forest, or any other sort of help
which they see fit to provide. Each Dryad’s
tree contains a cache of 170 gp and
9 gems worth 50 gp each. One of the
Dryads also possesses a Potion of Extra-
Healing.
13. Werebear: A
small log dwelling
which sits right at the end of the path
here is the home of the Werebear
Ruas
(HD: 7+3; HP: 45; AC: 2; #AT: 3; D/A:
1-3/1-3/2-8; SA: hug for 2-16). At day
he
will be met in human form as a husky
man wearing a worn robe; at night he will
be in bear form, and will be at his house
only 50% of the time. Otherwise, he will
be out in the forest. If encountered in
his
dwelling during day or night, there is
a
50% chance that 1-6 brown bears will be
nearby; if none are present he can summon
that number in 1-6 turns.
Ruas is introverted and taciturn, but he
will aid a party if they are good and in
need of help. He will attack evil characters
without mercy. He is friendly with
elves, but his hatred of kobolds knows
no bounds.
Ruas’ home is sparsely furnished, but
hidden in a sack in one corner is 720 pp.
He also has a scroll of Protection from
Magic tucked behind a weasel’s skull on
a low shelf.
14. The Flickering
Marshes: The second
of The Forest’s swamps is similar to
the first in its tendencies to bog down
travelers (see quicksand rules above).
There is only one creature in this swamp,
however: A Will-o-the-Wisp
(HD: 9; HP:
33; AC: -8; #AT: 1; D/A: 2-1 6). As is
usual,
it will try to trick intruders into stepping
into the quicksand areas. It will not normally
attack a party outright, however,
unless they appear very weak. It has no
treasure.
15. Tunnel Exit:
The path here ends in
a thicket of brambles, behind which is
the exit for the tunnel which leads from
Encounter Area 10.
16: Wood Elves:
Near the edge of the
Wandering Trees lives an encampment
of 200 wood
elves (males have HD: 1+1;
HP: 6 each; AC: 6; #AT: 1; D/A: by weapon).
All are armed with short bows and
spears. The band is led by five 3rd-level
fighters (HP: 14 each), a 2nd/2nd-level
fighter/magic-user (HP: 10), a 4th/5thlevel
fighter/magic-user (HP: 25), and a
6th-level fighter (HP: 34). All leader
types
carry long swords instead of spears, and
wear chainmail (AC: 5). The latter two
leaders use +1 swords. The higher-level
magic-user has a Ring of Mamma/ Control,
while the elven chief (the 6th-level
fighter) wears +2 chainmail (AC: 3) and
uses +3 arrows (he has 10). The community
contains 80 female elves (HP: 4;
AC: 8) and 8 young elves (HP: 3; AC: 9),
who will fight only in extreme cases.
Reclusive and shy, the wood elves will
not be overtly friendly to strangers —
perhaps even unfriendly if a party seems
evil or contains half-orcs or dwarves.
They hate the kobolds of The Forest
fiercely, and will be much more hospitable
if a party offers to help in a raid on
the
kobolds, or tells the elves of having killed
kobolds themselves.
The elves’ treasure is well concealed
and protected by 5th-level Wizard Locks
on each of the three chests, The chests
contain a total of 3,120 sp, 1,231 gp,
10
gems worth 100 gp each, and a pair of
jeweled goblets worth 1,750 gp each. Determine
the spells of the magic-users
randomly; their spell books will be very
well hidden and protected with traps and
spells such as Explosive Runes. None of
the elves has any personal treasure.
The area shown on the small-scale
map is the ruins
of the Dridanis temple.
Although the area is at ground level, the
thick vegetation and undergrowth reduces
movement to the rate used for dun-
geon travel, and thus all ranges for spells
and missiles are reduced to the same
scale (1 inch = 10 feet).
Paths: A network of permanent paths
once connected various parts of the
ruins. Although they are now heavily covered
by undergrowth, once a path is
discovered it can be followed without
difficulty. Movement on the paths is at
the same rate as through the forest;
the
paths can guide adventurers through or
to an area, but offer no bonus to movement
because of the great amount of
overgrowth on them.
Visibility: The area of the ruins
is thickly
forested. In most cases, vision extends
only 6” into the trees clearly, with glimpses
of objects up to 12” away being seen.
Of course, this applies during daylight
hours only, and if the party explores at
night with an artificial
light source these
distances will have to be further reduced.
Random encounters: Within the ruins,
there is a 1 in 20 chance each hour a random
encounter will take place; random encounters
will not take place at all within
the walled area in the center of the map.
Buildings: The buildings of the temple
area have stone walls, which for the most
part are still standing. Unless noted otherwise,
however, the roofs are of wood,
and generally only rafters and a few
planks will remain of the original ceiling.
Doors will often be rotted away, leaving
only the frames, and the stouter doors
which still remain must be forced open
due to disuse. In contrast, the four
shrines in the center of the temple area
(Encounter Areas 22,
23,
24, 25) are in almost
perfect condition.
Encounter Areas
1. Pathway: Only
faintly visible, this
path (which is permanent and appears
on the large-scale map
as a main road) is
about a mile long, connecting at both
ends with the intermittent paths of the
Wandering Trees.
2. Great House: The
pilgrims
who visited
the Dridanis temple, as well as
temple followers of relatively low status,
were housed here. The roof here has
survived the ravages of time better than
most. The area is dark and dim. In the
northeast corner is an area which has
been partitioned off from the rest of the
chamber. The floor of the entire chamber
is cluttered with the remains of bunks,
scraps of leather, an occasional bone,
and similar debris. In the partitioned
chamber, debris is more prevalent than
in the rest of the guest house. Large
cobwebs hang from the ceiling and in
the corners of the smaller chamber.
These webs are the home of twelve
Large Spiders (HD: 1+1; HP: 5 each; AC:
8; #AT: 1; D/A: 1; SA: poison bite, save
vs.
poison at 2 or receive 1-6 points of-damage
and be paralyzed for 3-12 turns).
They will drop from above or scurry out
from the walls to attack intruders.
3. Kitchen: The walls
here are hung
with various rusted kitchen implements,
and a cauldron sits in the fireplace to
the
south. The ceiling in the northwest corner
of this area is caved in, providing full
illumination for the entire room in daylight
conditions. A fungus, resembling
yellow
mold, covers the southeast area
of the room. The fungus is harmless.
4. Pantry: The door
into this area is still
intact, and is locked with a rusty lock
(-10% to chance to pick). The room is
dark, for the roof is made of stone and
is
still in place. Light
will reveal that the
room contains shelves, covered with
empty food containers and similar debris.
If the southwest corner of the room
is searched, a loose stone in the wall
will
be found. Behind the stone is a small
rack which holds four bottles of wine and
a small flask of some other liquid. Each
bottle of wine would be worth 100-300 gp
if sold to a wine connoisseur. The flask
contains six doses of a drug which will
neutralize the effects of drunkenness
when taken, at no risk to the drinker.
The
drug cannot be analyzed or duplicated.
5. Garden: This weed-filled
place was
once a garden, and is surrounded by the
remains of the low stone wall which once
encircled it. Here and there among the
weeds, decapitated skeletons can be
found, as well as other signs of violent
death.
It was here that Bargol had many
of the temple people killed.
6. Storeroom: The
roof of this small
storeroom is made of stone, and all three
doors leading into the room are in good
shape. Within, the room is dark, dank,
and musty, with garden implements and
the remnants of bundled herbs hanging
from the walls. Lying stetched out on the
floor, face down with a shovel embedded
in its back, are the skeletal remains of
a
barbarian lieutenant who was apparently
killed by one of the temple followers.
The spirit of the man remains in this
place as a Wraith
(HD: 5+3; HP: 20; AC: 4;
#AT: 1; D/A: 1-6; SA: energy drain) which
will attack any intruders. The Wraith can
be defeated by opening all the doors and
filling the room with light (during daylight,
of course).
7. The Small House:
This building was
occupied by temple followers of relatively
high status. The remains of two beds,
rugs, chairs, and a table can be discerned
among the general rubble. In the
southeast corner furthest from the east
door there is an oaken chest with a
hinged lid made of marble. The lid is shut
but not locked. Beside the chest lies the
skeleton of a barbarian with its shin
bones cleaved through, although the latter
fact will be noticed only if the remains
are closely inspected.
If the lid is lifted, a counterweight
mechanism is activated, causing a blade
to swing out from the side of the chest
and slice the air in an arc 3 feet in front
of
the chest and 1½ feet off the ground.
The
blade will remain in the extended position
as long as the lid is held or propped
open, but will retract if the lid is lowered
or allowed to fall, and will again be activated
by another lifting of the lid. Treat
the blade as a Sword
of Sharpness which
always hits targets within the 3-foot
range, with the usual chance to sever an
extremity.
It takes a strength (or a combined
strength) of at least 16 to lift the lid
and
keep it open. Inside the chest are 1,300
sp and a set of robes which, though apparently
of rich make, are now partially
disintegrated and worthless. In a pocket
of one of the robes is a copper clasp,
set
with tiny rubies, worth 750 gp.
8. Ford: The stream
which runs through
the ruins, generally 3 feet to 5 feet in
depth, comes to a ford here where the
depth is but 1½ feet. The ford is
the main
hunting ground of a Giant
Crayfish (HD:
4+4; HP: 24; AC: 4; #AT: 2; D/A: 2-12/2-
12) who will rush out from the deep area
south of the ford and attack, surprising
on a 1-3. If it makes two claw hits on
the
same character in one round, it will have
seized a character, and will automatically
hit with both claws each round thereafter
until the character is freed or the
creature is killed. Characters caught in
this manner will fight at -4 to hit. Once
the crayfish has captured some prey, it
will swim off to its lair in the sandy
beach
south of the ford (Area 8A). It will then
hide in the partially submerged cave
which serves as its home and finish its
meal.
The crayfish has secreted a number of
shiny objects in its home, including 12
lovely rocks worth 1 gp each, a dented
shield with a mirrored surface, and a slim
silver wand, worth 100 gp (for the material
only, not considering its magical
properties), which has the power to open
the Plant Doors in the hedge around
the Great Oak (Encounter
Area 26).
9. The Place of Learning:
Temple underlings
who were not yet ready to join
the temple proper were instructed here.
Nine stone benches are arranged in rows
of three in front of one larger bench,
the
latter carved with runes and symbols.
The area is somewhat overgrown, but if
adventurers inspect the carved bench
they will notice a small hollow in its
north
end into which two leather scroll cases
have been placed.
The first scroll case contains nonmagical
writings on herb lore and animal
husbandry, still in fair condition, in
the
language of the Dridanis (50% chance of
being understandable to someone who
speaks the secret language of druids).
There are nine such mundane scrolls,
and a sage, librarian, or collector might
pay up. to 5 gp each for them.
The other case contains a single vellum
scroll, fragile and slightly smeared.
Rough handling will cause it to fall apart
into unreadable fragments. In any case,
the scroll will fall to pieces 5 rounds
after
being exposed to the air, even if it is
not
taken out of the leather case during that
time. The scroll contains a primitive,
blurred drawing of a single large tree,
labeled “The Great Oak” (in the Dridanis
language). The scroll contains various
other phrases and passages which can
be interpreted as chants and prayers of
the Dridanis priests. None of them has
any great importance or meaning to the
adventurers. The entire text of the scroll
can be understood by someone who
casts a Comprehend Languages spell on
it, but the information gleaned from such
an effort will not be of any measurable
assistance to the party, other than revealing
to them the existence of “The
Great Oak.”
The second scroll case contains a
false bottom which is actually the end
which ought to be opened. If the other
end is opened instead, that action will
send Dust
of Sneezing and Choking into
the air in a 20-foot radius around the
scroll tube. This dust is of a less harmful
variety than the usual type: Characters
who fail to save vs. poison will be disabled
by sneezing and choking for 5-20
rounds, but those who make the saving
throw will be unaffected.
This means that in order to make use
of the “Great Oak” scroll, at least one
of
the characters within range of the dust
must make the save, or the 5-round time
limit will expire and the scroll will disintegrate
before it can be deciphered. It
would also be possible for a character
out of range of the dust to advance after
it is released, take possession of the
scroll case, and attempt to read the writing.
All of this presumes that the scroll
“survives” the encounter with the dust:
If
a character is holding the scroll case
when it is opened and the dust is released,
there is a 50% chance that the
holder of the case (if the saving throw
is
failed) will drop the case because of the
effect of the dust, thereby causing the
scroll to fall apart inside the tube.
10. Shrine of The Forest:
This stone
shrine, with an arched roof and a large
rounded entrance, was the place where
the Dridanis priests generally held services
for the pilgrims who came to the
temple. The walls of the shrine are bare,
as are the stone benches, but the altar
is
engraved with carvings of branches,
leaves, and forest creatures. This shrine
has become the lair of two Owlbears
(HD: 5+2; HP: 38, 29; AC: 5; #AT: 3; D/A:
1-6/1-6/2-12; SA: hug for 2-16) who have
made a nest of debris to the right of the
altar (as viewed from the entrance) and
have laid three eggs there. They will defend
their home viciously. The Owlbears
have no treasure, although their eggs
can be sold for 2,000 gp each.
11. Garden: This
garden once contained
special trees and flowers held
sacred by the Dridanis, but it is now
overrun with weeds. The area is surrounded
by a stone wall 5 feet high, collapsed
in some places, with an iron gate
to the south to allow entrance into the
garden. The gate is rusted shut.
In the northeast corner of the garden is
a thicket of berry bushes sporting a
number of round, violet berries. If a
handful or more are eaten, the berries
have the effect of allowing a character
to
Commune With Nature, as the fifth-level
druid spell, except that a maximum of
five facts can be known, and all of those
opportunities to commune must be used
within 2 turns of the consumption of the
berries.
However, the berries also have a less
beneficial effect. Starting 1-4 turns after
a handful or more of the berries are eaten,
a character will begin to experience
wracking stomach pains, and will begin
losing hit points at the rate of 2 per
turn.
The victim will fall into a coma if he
loses
hit points until his current total is 20%
or
less of his original number. At any time
before the victim goes into a coma, the
effects of the berries can be offset by
the
use of Cure
Disease or Neutralize Poison,
although any hit points lost must be
regained normally.
If the victim goes into a coma, the
remedies mentioned above will have no
effect. Instead, the victim will automatically
remain comatose for 2-4 turns and
must roll for system shock as though the
character had a constitution 3 points
lower than actual. If the system shock
roll succeeds, the character will auto-.
matically revive after 2 turns with no
adverse
effects other than the loss of hit
points. If the system shock roll fails,
the
character will awaken after 4 turns, and
will suffer a permanent 1-point loss in
constitution, in addition to the lost hit
points already described.
Once a character has suffered the effects
of the berries and survived, neither
the good or bad powers of the berries
will affect him any more. Furthermore,
the berries lose their potency 5 rounds
after being picked, and will not help or
harm a character if eaten after this time.
12. House of the Initiates:
This is one
of the rooms in the large dwelling where
the lesser priests were housed. This particular
room is scorched and burnt, and
signs of battle are evident. It was here
that the Dridanis priests and followers
put up the greatest resistance. The skeletons
of dead priests, still clothed in
ragged robes, are scattered about the
room, as well as broken cots, rusted
weapons
and shields, and other such
debris.
13. Room of the Staff:
This room is also
scorched, but the cause seems to have
been an explosion rather than a fire. Debris,
mostly in the form of broken cots
and bones, is concentrated along the
east wall. The only other feature of the
room is a single, intact skeleton, sprawled
on the floor near the west wall, just south
of the partition. The broken, charred
halves of a staff are on either side of
the
skeleton.
The broken staff is the remains of what
was once a powerful magical item wielded
by the high priest of the Dridanis. The
priest (whose skeleton is in the immediate
vicinity of the pieces of the staff)
broke the staff in two at the climax of
the
confrontation that took place here between
the priests and the barbarians.
Breaking the staff released a great surge
of power which destroyed everyone in
this room, but the gesture proved fruitless,
since the power released was not
strong enough to affect other parts of
the
temple complex.
The broken staff will still radiate an
aura of magic, if such is detected for.
If
both halves are taken out of the building,
carried to the area inside the hedge of
thorns, and placed on the ground for any
reason, all characters inside the circle
of
thorns will be instantly teleported to
a
randomly determined location somewhere
on the large-scale
map.
14. Dining Room:
A large table in poor
repair, surrounded by wooden benches,
dominates this room. The area looks like
it was the sight of some fighting. Behind
an overturned bench in the southeast
corner of the room lurk four Giant
Centipedes
(HD: 1/4; HP: 2 each; AC: 9; #AT:
1; D/A: nil; save vs. poison at +4 or die
in
2-8 rounds). If characters search in this
area, the pale brown creatures will rush
out and attack.
15. Kitchen: This
kitchen is furnished
similarly to the one in the Great House
(Encounter Area 3).
16. Hall of Priests:
This building was
once the council hall of the priests. The
wreckage of the stools and table still
litter
the floor. The walls are covered by
faded and moth-eaten tapestries, and
the roof of the southern leg of the building
is still largely intact.
A pair of Giant
Weasels (HD: 3+3; HP:
25, 19; AC: 6; #AT: 1; D/A: 2-12; SA:
blood drain) have recently taken up residence
in a corner of this building in order
to raise their three half-grown young
(HD: 2; HP: 12, 8, 7; AC: 6; #AT: 1; D/A:
1-6; SA: blood drain) The weasels will
attack viciously in defense of their lair,
and if the young are attacked the adults
will fight at +2 to hit. The weasels will
not
pursue a party out of the lair, unless
the
party is small or seems weak. They have
no treasure.
17. House of the Priests:
The door to
this dwelling is still intact, and also
intact
is the magical Snare
placed before the
door, used to prevent the entrance of
curious initiates.
Within, the house contains much worthless
debris, as well as four damaged and
broken cots, a table and chairs and four
wooden chests, unlocked, which contain
only rotten clothing and such.
18. House of the High
Priest: The Dridanis
high priest resided within this
building. It shows signs of having been
comfortably, if not luxuriously, furnished.
The floor is covered with the tattered
remains
of rugs, and a fair-sized bed occupies
the eastern portion of the room.
There are also a table and chairs, a desk,
and two stools, all weathered and worn
by the ravages of time.
Beneath the rugs in the northwest
corner is a trap door, with a small iron
pull-ring. If the ring is pulled on, it
will
come out of the door without lifting it,
and a Fire
Trap will be activated for 13-16
points of damage to all within 5 feet,
or
half if a saving throw vs. magic is made.
The trap door can be safely opened by
sliding the door (only lifting it slightly)
to
the east.
Beneath the trap door is the legendary
treasure trove of the Dridanis priests.
The riches accumulated by the temple
are kept in this room, which is 20 feet
square with a 20-foot ceiling. A rope
ladder extends from the trap-door opening
to within 3 feet of the floor of the
treasure vault. Most of the volume of the
vault is taken up with mounds of copper
pieces, and that is all that can be seen
in
the room upon initial observation. However,
if characters descend the ladder
and begin to burrow into the mounds of
copper pieces, they may discover (30%
chance per round of searching per character)
other more valuable items. If a
search is successful, roll d10 and consult
the following list to determine exactly
what is found. If duplicate results are
obtained on subsequent treasure rolls,
then no item will be found at that time.
The possible treasure is as follows:
1: A leather pouch containing three
potions: Extra
Healing, Invisibility,
and
Levitation.
2: A brass urn (worth 10gp) containing
7 jeweled
items of 200-1,200 gp value
each.
3: A silver case (worth 150 gp) containing
a Wand
of Polymorph (11 charges)
with the command word written on the
case in elvish.
4: A Necklace
of Delusion (as the ring),
which makes the wearer think it is a
Necklace
of Adaptation.
5: A large sack containing 1,600 gp.
6: A small chest (locked) containing 17
gems worth 50 gp each.
7: A bronze idol with emerald eyes,
altogether worth 1,000 gp.
8: A coffer (locked) containing 960 pp.
9: A leather scroll case containing a
scroll of two magic-user spells, Conjure
Elemental
(earth) and Charm
Plants.
10: A faded tapestry of exceptional
quality, worth 3,000 gp
The treasure vault has a delayed-action
trap which will manifest itself beginning
5 rounds after the first character hops
off
the bottom end of the rope ladder. Anyone
in the treasure vault at that time, or
on the way down the ladder, will smell
the odor of noxious gas. Two rounds after
the first indication of the gas, the
vault will be filled with billowing plumes
of nauseating fumes (similar in nature
to
a Stinking
Cloud). All characters in the
vault will be affected by the gas. Those
who make a saving throw vs. poison will
be rendered helpless for 5-10 rounds
each.
Those who fail the saving throw will be
compelled to attempt an escape from the
vault and the gas within. If a character
leaves the vault (either by using the
ladder or by employing magical means)
under these conditions, he must make a
roll against wisdom on d20. If the die
result is greater than the character’s
wisdom score, that character will not voluntarily
re-enter the vault for any reason
unless his life is at stake. The gas will
disperse at the end of the 10th round
following the round in which it first filled
the chamber, and the vault will present
no further dangers to anyone who enters
or re-enters it after that time.
19. The Sacred Stones:
This Stonehenge-
like semicircle of stones was used
by the Dridanis priests for outdoor rituals.
The site consists of nine rock
benches, an altar flanked by a pair of
15-foot-tall pillars, and a semicircle
of
stone arches, a number of which have
broken and fallen. The altar is bare, but
the pillars, though worn by wind and
rain, still show the remnants of the beautiful
sculpturing, scenes from temple
life, which once adorned them. The
pillars are topped by spheres of stone.
20. Wasps’ Nest:
Two fallen stone
arches, once used for religious rites but
now covered with brush and brambles,
are the major features of this area. If
characters disturb the vegetation around
the westernmost stone, they will arouse
a hive of wasps who have made their
home there. The wasps will fly up with
an
angry buzz, attacking from 1-3 characters
nearby with the same effects as a
Summon
insects spell. The wasps will
stay out of their nest for a minimum of
ten rounds, longer if the party remains
in
the vicinity (within 30 feet) of the nest.
The wasps can be driven away by smoke
or fire, or by an appropriate spell.
21. The Wall of the
Seasons: In the
center of the temple complex is the Place
of the Seasons, which is enclosed by a
wall of smooth, black granite, 15 feet
high and 3 feet thick. The wall surface
is
interrupted only by four lo-foot-high
gates of latticework iron, firmly fitted
into the sides. All the gates are rusted
shut, and there is no apparent mechanism
for opening them. The gates are
50% magic resistant, and are unaffected
by fire, cold, or electricity. A Knock
spell
which gets by the magic resistance will
open a gate, and other spells may work
(DM’s discretion). Only blunt weapons
of +2 or better will cause the gate to
swing open upon a blow (and the gate’s
magic resistance must also be considered).
Because of the many protrusions
which extend outward from the latticework
of the gates, they are impervious to
an attempt to kick them in or shoulder
them open.
Scaling the wall by non-magical means
is impossible. The surface is very smooth
and curved at the top, so that using a
grapple will not work.
The area inside the wall is not so thickly
forested as the outside, although there
are many trees and shrubs. The center of
the enclosed area is dominated by a tall,
hemispherical mass of thorns with a
smaller hemisphere of tree-like foliage
visible over the top of the thorny mass.
(The characters will not know the thorns
are actually a hollow hedge from a view
just inside the wall.) At the corners of
the
wall, located at each of the four compass
points, are four different buildings, which
apparently served as shrines.
22. Shrine of Spring:
The entrance to
this shrine consists of a short, roofless
walkway, walled on both sides, with
large vines growing in profusion on the
insides of the walls. Two large hawthorn
trees stand to either side of this walkway.
At the end of the walkway is a wooden
door with copper fittings. Characters
who enter the walkway area without taking
some magical precaution (such as
Hold
Plant or some other spell which
affects or inhibits plant growth, or any
spell which produces an extreme temperature
sufficient to destroy the vines) will
get about halfway to the door before the
vines to either side rapidly writhe and
grow, sending out tendrils to grab the
characters.
In that round, and every round thereafter,
from 2-4 tendrils will attempt to wrap
themselves around each character, striking
as 7-hit-dice monsters. They do no
damage, but for each vine which hits a
character, that figure will suffer a -2
penalty
(cumulative) on “to hit” rolls. When
four or more have latched onto a character,
he or she will be immobilized and
unable to defend himself or herself. The
tendrils can be fought; each has 5 hit
points and armor class 6.
On any round in which a character is
not held in place by vines, he or she may
run either out of the walkway or towards
the door (which pushes open easily)
when that character’s turn to act occurs.
Within the temple itself, the shrine
takes the form of a perfect square, with
a
flat ceiling 15 feet high. The walls are
covered with intricately carved paneling,
gilded with copper. Along the west wall,
a 4-foot-high, semi-circular altar of wood,
inlaid with copper, rests against the wall.
Four small bowls, also of copper and
studded with tiny rubies, rest atop the
altar. They are valued at 500 gp each.
23. Shrine of Summer:
This unusually
shaped shrine is formed by a curved
outer area connected to a half-dome on
the southern wall, all constructed of red
granite. The outer doors are wood with
brass fittings. Two tall ash trees stand
to
either side of the temple at the northernmost
corners of the structure.
The doors can be opened easily, revealing
a dimly lit interior. Immovable
brass braziers, tarnished and ash-filled,
line the interior of the north wall. The
half-dome area to the south is the most
impressive feature of the shrine. The interior
of the dome is gilded with a
gold
leaf design,
which sparkles and shines,
seemingly with a light of its own. The
floor of the temple is mosaic. In the center
of the design is an eight-pointed star,
with a circular gold plate embedded in
the floor at the center of the star.
A small altar of stone is built into the
south wall in the domed area, with two
braziers (in better condition than the
ones on the north wall) fitted on top.
Above the altar is another star design
like that on the floor, but in the center
of
this star is a mirror. If the two braziers
on
the altar are lit and a character stands
on
the gold plate
in the floor and looks up at
the mirror, the following scene will be
shown in the mirror:
This particular party of characters is
seen approaching a thick barrier of thorns
which extends higher than the party’s
tallest member. One character steps forward,
reveals a silver-colored
wand, and
touches it to the surface of the thicket
at
a place where a rectangular, glowing
aura is visible. As soon as this action
is
completed, a doorway appears in the
thicket of thorns.
The only item of any great value in the
shrine is the gold
plate in the floor, worth
3,000 gp. It can be pried loose from the
floor, but its bulk prevents it from being
carried away by a single character.
24. Temple of Autumn:
Two small holly
trees flank the entrance to this roughly
octagonal shrine of grey stone, topped
by a tower, with a total height of 60 feet.
The door is of metal, apparently silver
(it
is actually only silver-plated iron) and
will swing open with little effort. Within,
the shrine is rather bare, the only irregularities
in the blank stone wall being the
alcoves to the north and south and the
altar to the east. Each alcove has a shelf,
on top of which is a
single censer,
formed of silver. Two more censers can
be found on the altar. Next to one of
them is a silver dish, worth 100gp, which
holds several cubes of old incense. If
this
incense is burned in the censer which
sits on the shelf in the south alcove,
it will
act as a Censer
of Summoning Hostile
Air
Elementals. The censer on the shelf
in the north alcove is a Censer
of Controlling
Air
Elementals. The censers on
the altar are non-magical, and have a
value of 500 gp each.
25. Shrine of Winter:
This hexagonal
shrine of pale, blue-streaked rock has
two hoary willow trees growing on either
side of the south wall. The door is of
tin,
and can be pushed open easily. The in-
side of the shrine is moist and cool, lit
by
a phosphorescent glow coming from the
two curved pools of water to either side
of the doorway. When the shrine is entered,
the water in each pool will form
into a Water
Weird (HD: 3+3; HP: 17
each; AC: 4; #AT: 1; D/A: 0; SA: drowning)
which will lash out at any character
within 10 feet of its pool.
At the east and west points of the
shrine stand two white pillars, intricately
sculpted with scenes of winter. Between
the two pillars exists a shimmering, white
curtain of cold (a variation of the energy
which is released in the casting of a
Cone
of Cold spell. Objects passed
through the wall must save vs. cold or
be
destroyed, while creatures must save vs.
paralyzation when they pass through, or
else take 2-12 points of damage and be
paralyzed with cold for 2-12 turns. Characters
who save receive only 1-6 damage.
A Dispel Magic will lower the cold
curtain for one round, but fire magic
used against it will be completely nullified
by the curtain’s power.
North of the curtain is a large, semicircular
pool of very cold water, which
surrounds a block of stone on top of
which is a small fountain, its spray frozen
in mid-air. Next to the pool is an iron
bowl implanted in the rock, with a tin
pitcher next to it. Both of these items
radiate magic. If water from the pool is
scooped up in the pitcher and poured
into the bowl, the water will be transformed
into one dose of a potion which
will render the drinker immune to further
damage from the curtain of cold (which
must be passed through again in order to
exit this area). A number of doses may
be
prepared equal to the number of characters
in the room; after that, the water
loses its magical properties, and anyone
touching the surface of the water or the
frozen fountain will receive 2-12 hit points
of damage (no save). Any object besides
the pitcher which touches these areas
must save vs. cold or shatter.
26. The Great Oak:
In the center of the
Dridanis temple complex, surrounded
by a circular hedge of thorns, stands the
Great Oak, the central object of the Dridanis
worship. Although the Dridanis
have long since vanished, the Great Oak
remains. It is the power vested in the
tree
(rumored among the Dridanis to be the
work of the god Silvanus)
which is responsible
for the Wandering Trees. This
power is also responsible for the relatively
good condition (compared to the rest
of the complex) of the shrines of the
seasons.
The tree is surrounded by a circular
hedge of thorns, a magical barrier against
intruders. The hedge is 20 feet high; unless
some magical assistance is used, or
the characters are ever at the top of the
tower of the Shrine of Autumn, it is improbable
that they will be able to discern
it is a hedge rather than just a mass of
thorns. (The Great Oak is visible over
the
top of the thorns, but there is no way
to
know whether it is entirely surrounded
by the thorny mass, or whether there is
open ground between the two types of
plant growth, until characters actually
penetrate the inner circle.) The width
of
the hedge is 15 feet, and it cannot be
climbed, for doing so would be a painful
form of suicide if the climber was not
protected by some powerful device or
spell.
Chopping through the hedge is possible,
but only magic weapons will affect it.
A two-foot-diameter hole big enough for
a man to pass through would take a total
of 50 hit points of damage to clear. After
the wall of thorns has absorbed 20 points
of damage, the character attempting to
clear the hole must crawl inside the par-
tial passage to finish the job, and will
strike at -2 to damage because of the
small space in which a weapon can be
swung. For each round spent chopping
at the thorns from outside the barrier,
the
character so engaged will take 2 points
of incidental damage from the thorns.
This figure increases to 4 points of damage
per round when the character climbs
inside the hole to keep chopping. Only
one character may chop away at one
hole at any time.
The thorns are unaffected by flame,
but if an attempt is made to burn them
an
acrid cloud of poisonous gas will rise
up
in a 3” radius around the intended fire,
doing 4-24 damage to all within, or half
if
a saving throw versus poison is made.
Also, a modified form of Anti-Magic
Shell
extends 40 feet above the top of the
hedge. Anyone who uses a spell or magic
item to fly over the hedge and who fails
to fly high enough to also clear the Shell
will plummet into the hedge.
The hedge is penetrated by four permanent
Plant
Doors, one at each of the
four compass points. These can be seen
by a druid of 6th level or higher, and
a
druid of 10th level or higher could use
them freely. A Detect Magic spell will
reveal that there is strong magic in these
locations, and there is a 5% chance per
level of the spellcaster that the outline
of
the door will be seen as part of the
dweomer. A second Plant Door spell, or
a Passwall cast on one of these locations
would allow entrance by the entire party,
but these spells will not affect any other
areas of the hedge. The plant doors will
also open if touched by the silver wand
from the crayfish lair (large-scale map,
Encounter Area 8A). <make
a more precise link>
Inside the hedge is a smooth, grass
lawn, on which stand four stone arches
and the Great Oak. The stone arches radiate
a faint aura of magic. A character
who passes through an arch in the direction
away from the Great Oak will have
4-16 points of damage healed the first
time such an action is performed. If a
character attempts to duplicate this process,
all subsequent strolls under the
same arch or a different one will cause
1-8 points of damage.
The Great Oak itself is an ancient,
gnarled live oak, not very tall but extraordinarily
thick with a full, healthy
spread of limbs. If any characters approach
to within touching distance of
the tree, its leaves will rustle, and they
will hear a voice, very deep and resonant,
in their minds, via telepathy.
The Great
Oak’s reaction to the characters depends
on their previous actions, for it has an
empathetic communication with the entire
forest, and will know if the characters
have been destructive or friendly to the
trees.
If the tree is friendly to a party, it can
aid them with information, including knowledge
of various parts of the temple area
which the party may not be aware of. If
neutral in reaction, the Oak might demand
some service from the party. If its
reaction is unfriendly, it will try to
drive
the party members from the Forest, or
even kill them if it has a particular dislike
for their actions.
The Great Oak cannot attack physically.
Weapons used against it must be enchanted
to at least +2, and the Great Oak
is treated as having armor class -4. Blunt
weapons and cold-based attacks will do
it only half damage; normal or magical
missiles only cause 1 point of damage
per hit. The tree has 140 hit points. It
is
25% magic resistant. The tree is unaffected
by poison, or by any form of
charm or hold spell. The Great Oak has
the following magical abilities, which
can be utilized at will, one ability per
round: Entangle,
Faerie
Fire, Detect
Magick,
Read
Magick, Charm Monster,
Warp Wood,
Hallucinatory
Forest, Turn
Wood,
Geas.
It may also perform any of
the following, once per day each: Call
Woodland
Beings (always successful),
Confusion,
Reincarnate,
Transmute Metal
to
Wood, Wall of Thorns, Control
Weather.
When playing the role of the Great
Oak, the DM should be strong and sure
in his decisions. Do not hesitate to punish
(even perhaps attempt to destroy) a
party which attacks the tree or otherwise
shows themselves to be enemies, but respect
those characters who truly desire
to be friendly with the woodlands. The
Great Oak is not hasty, and may take
hours or days to make important decisions
But if the Forest itself is threatened,
it will act with all due haste to
quell the threat. If the tree (and the
god it
represents) is really angered, it is possible
that the Great Oak will try not to let
the party leave The Forest alive.
Phooka +