24. THE GROVE
 
This is obviously a place of worship. The
trees are neatly pruned, and the grass is
well tended. A carefully placed line of
bluish stones sets off the path leading to a
rock cairn where flowers, nuts, berries,
and garlands of leaves are placed. A
small path leads beyond the shrine to a
low-roofed wooden building placed
under the great boughs of the central
oaks of the copse.

A call will bring forth the druid, Jaroo Ashstaff.

All comers to the Grove are
expected to make an offering here and there
(and the druid will remind them, if necessary).
If the visitors are not of the Old Faith,
they are expected to give several gold pieces
to Jaroo as donations towards the needy of
Hommlet. The druid will listen to requests
for assistance from those who contribute.

Jaroo is an agent of the druids of Gnarley
Wood, sent to Hommlet to see if the Temple
of Elemental Evil is totally destroyed, and to
help repress any rise of evil of that sort. He
will give aid by spells, but will not accompany
a party. If the visitors are suspicious
sorts, Jaroo will follow at a distance to see
what goes on. He has a huge black bear,
which is always nearby but out of sight 95 %
of the time.

Hidden in his cottage are a scroll of 1 spell
(weather summoning), a potion of invulnerability, <note that Jaroo cannot USE this item, so he may offer to SELL it to the PCs>
and a decanter of endless water.
Stored in a stone box beneath the floor of
the root cellar are 42 gems worth a total of
16, 380 gp <16, 750> <difference of 370>

<
700 = (seven moss agates, 10 gp each <70>
100 = one amethyst, 100 gp
150 = three bloodstones, 50 gp each 
100 = two carnelians, 100 gp each <200>
100 = two citrines, 100 gp each <200>
5000 = five black opals, 1000 gp each 
3000 = three blue opals, 1000 gp each
2000 = two fire opals, 1000 gp each
1000 = two black pearls, 500 gp each
200 = two white pearls, 100 gp each 
4000 = four sapphires, 1000 gp each 
500 = one topaz, 500 gp
600 = six turquoise, 100 gp each, and
100 = two zircons), 100 gp each <200> 
>

The box is fire
trapped (D 1d4 + 7, 1/2 normal chances of
detection; q. v. PH pg. 77).

Jaroo Ashstaff: AC 6 (padded armor); Initiate of the 5th Circle (D7); hp 44; #AT 1; D by weapon or
spell; XP 1427; cloak of protection +2,
ring of invisibility, staff of the serpent
(python), scimitar +1
S 11 I 11 W 18 D 9 Co 15 Ch 15
Standard druid abilities: identify plant type,
animal type, pure water; pass without
trace; immune to woodland charm; shapechange
3 times per day; +2 bonus to
saving throws vs. lightning; q. v. PH page 21.
Spells normally memorized:
First level: detect magic, entangle, faerie
fire, invisibility to animals, pass without trace, <pass without trace is redudant: possibly replace with speak with animals>
speak with animals
Second level: barkskin, charm person or
mammal, cure light wounds, heat metal,
trip, warp wood
Third level: cure disease, neutralize poison,
summon insects, tree
Fourth level: cure serious wounds, plant door
<oak leaves, holly, bark (oak), flower petal (belladonna), a bit of earth, twig>
<sober. rude extrovert, even-tempered, brilliant, soft-hearted, aesthetic, very honorable, energetic, spendthrift, interest: foods & preparation>
<Jaroo is based on Tim Kask>
<He is said to be lusty>

Black bear: AC 7; HD 3 + 3; hp 25; #AT 3; D
1-3/1-3/1-6; SA Hug (if paw hit 18 + )
Dmg 2-8; XP 185

>> 25.