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.