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  Springwood Forest 
   
   
  Players Background: 
  Springwood Forest is approximately 90 minutes from the Village of Tomore and 
  is located to the Southwest of the village. The home to an Elven village the 
  woods are patrolled by Elven rangers and are considered a rather safe place to 
  travel although outsiders are viewed with trepidation by the Elven-folk. While 
  trade does flourish between the races there is very little patience with human 
  foolishness. A Sylvan forest it does hold dangers although very little is known 
  about the forest interior as reckless wandering is quite frowned upon and is 
  usually explained by the elves. There are two accepted entrances to the forest 
  with Elven guards at each and on the constructed road.  
  Rumor has it that an evil temple resides in the forest as well as a mad mage who 
  may or may not consume children. While these rumors abound speculation of the 
  existence of such is frequently countered with the tenacity of the elves watching 
  over the forest and how it would be unthinkable for them to allow such issues to 
  occur. 
   
  DM Background: 
  The Village of Silvantri has long been a stopping point for trade it still remains 
  fairly Elven-esque in that interlopers aren’t tolerated very much. The Elves have 
  claimed the woods as their own and maintain a certain air of mastery over the 
  land. This doesn’t sit well with the Centaur herd that resides in the forest but the 
  mild animosity is overlooked by the ability of the two communities to live as one.  
  The forest itself is made up of a wide variety of deciduous trees such as maples, 
  oaks, and elms. The forest canopy is quite thick and provides ample hiding spots 
  for the woodland creatures of which they are plentiful providing an ample supply 
  of food for the denizens. A well-worn trail divides the forest so that travelers to 
  the area are less likely to disturb the flora and fauna of Springwood. Trained 
  hawks survey the forest from the air and act as aerial scouts for the Elves to 
  keep track of trespassers. 
  
  While the Elves are intent on the security of the forest they will not save 
  adventurers from their own stupidity. They are also unaware of the sunken 
  temple in the lake although they do communicate with the “Mad Mage” but leave 
  him to his own affairs and he reciprocates accordingly. 
   
   
  A.  Elven Guard Station 
  The main entrance and exit to the forest is protected by Elven militia who, for 
  the most part stay hidden. Upon entry <or exit> to the forest at these locations 
  you will come upon two visible Elven rangers. They will speak with travelers and 
  urge them to stay to the trail and will point out the right path to Silvantri should 
  that be a destination. The rangers will be able to remember frequent visitors and 
  not make any movement toward those who “know the rules” 
  DM: While only two rangers will be readily visible there are actually ten total 
  rangers with the other eight blending into the forest in defensive positions. While 
  it will take intense studying of the area to see the hidden elves it will be unlikely 
  they are ever noticed unless aggression is open against the open rangers. 
  Directions will be given upon request and fair warnings will be given at potential 
  dangers. For the most part unless the party is well known or has assisted the 
  Elves they will be dealt with in a cold and firm manner. 
  Monsters: Rangers (10) AC 4 HD F 4 HP 32 ea. #AT 1 D 2-12 or bow damage 2-8 
   
   
  B.  Pixie Meadow 
  This open meadow is a large expanse of openness with a variety of wildlife 
  roaming peacefully about. Should the area be examined closer a large black bear 
  will appear from the grass and rear up on its hind legs into attack posture. 
  DM: This glade is the home of a Pixie community. The black bear is merely the 
  Pixies Polymorphing themselves. The Elves and Centaurs are aware of their 
  existence but since this is an unused area of the forest they are allowed to 
  “amuse” themselves. Pixies are able to polymorph and go invisible at will but 
  they will take liberties with the unwary. Should the party discover their true 
  
  nature they may uncover the lost quiver of the Centaur Lord. The Pixies will 
  certainly trade the valuable item for something equally valuable. The Pixies are 
  also aware of the sunken temple as their kin has lived in the forest longer than 
  even the Centaurs. 
  The Pixies claim this valley as their own as everyone else leaves them alone and 
  once in a while they meet lost travelers and enjoy scaring them off. If directly 
  confronted with danger they will rise as one unified group and attack or flee if 
  their numbers are not great enough. They will roam the forest frequently which 
  is how they came across To-Go’s quiver. 
  Monsters: Pixies (100) AC 5 HP 1-4 #AT 1 D 2-5 or sleep 
   
   
  C.  Francis the Fairy Dragon 
  Upon entering this secluded meadow the party will scarcely believe their eyes 
  when they see a deep purple colored dragon chasing butterflies through the 
  meadow but needless to say that is what lives in this area of the forest. If 
  observed for any length of time it will appear that the dragon is actually playing 
  a game of tag with the butterflies and not attempting to eat them. It was a 
  strange sight indeed. 
  DM: Francis is a very young fairy dragon brought to the woods when Tillius 
  Morganstein found it alone in the Border Hills. As the mage recognized the 
  dragon for what he is he chose to assist it in life as opposed to killing it. While 
  chaotic good fairy dragons are still good and as Tillius has found out they are 
  exceptionally good natured.  
  When first brought to the woods the Elves and Centaurs both felt the dragon 
  would create a breach of safety and diminish the hunting population. Thus far 
  this hasn’t been the case but Tillius has agreed to send the dragon on its way 
  when it reaches young adulthood in a few years. Dealing with Francis is much 
  like dealing with a young child albeit one that can rip off your head.  
  As with most Fairy dragons Francis would prefer to lead attackers away from his 
  meadow than directly confront them. It was actually Francis, while bathing in 
  Lake Phando, discovered the sunken temple and told Tillius about it. Francis has 
  a tendency to hide in water then soar out scaring anything in the vicinity. While 
  
  this bothers the woodland creatures it infuriated To-Go the centaur who was 
  doused by extruding water from the dragon flight.  
  Francis is visited frequently by Tillius and looks at the old mage as a father 
  figure. Tillius also looks after Francis in the same manner even though he has 
  also used him as a steed to get around the realm under the cover of darkness. 
  He also enjoys visiting the Elven rangers at area “H” as they feed him and rather 
  enjoy his good natured company. Francis does not make himself visible to 
  random travelers however. Being a juvenile dragon he has several assorted 
  spells at his disposal. Tillius has given Francis a sizable amount of coin and gems 
  hidden away at the bottom of Lake Unicorn.   
   
  Monster: Francis the Fairy Dragon AC 2 HD 17 HP 142 ea. #AT Multiple  
   
   
  D. Mad Mage’s Tower 
  30’ tall ivy covered stone tower stands tucked away in the middle of the forest 
  on the highest point. It would appear that it is unused but it is apparent that 
  someone resides in the tower. It is in perfect condition and the door is quite 
  visible with signs of travel recently.  
  DM: Tillius Morganstein aka the Mad Mage isn’t as mad as people would be led 
  to believe. In his 50 years tucked away in his tower he has sought to learn more 
  about the strange stonework he discovered near the lake. As a result of his 
  research he has been able to uncover the mystery of the missing temple. He 
  would be very interested in seeing a party of adventures willing to delve the 
  deep lake and bring up relics for him to evaluate.  
  Tillius has protected his home and nearly everything in the tower is an animated 
  object capable of using both offensive and defensive skills to protect themselves 
  and the tower.  
  Morganstein relocated after he was removed as royal mage in Bonair. His “fall 
  from grace” was perpetrated by those in political positions and as such he left 
  rather than deal with politicians. He moved as far away as he could by following 
  the caravan trail and chose the area of the forest so that he could live out his 
  remaining days on his terms. Some days he will appear as a simple fisherman at 
  
  one of the two lakes in the forest. He also ventures into Tomore on market days 
  dressed as a traveler so he fits in. 
   
   
  E. Lake Phando 
  This large lake surrounded by the forest is home to many schools of edible fish. 
  The fauna of the forest come here often to quench their thirst and the birdlife is 
  abundant. Several families of eagles make this area their home and can often be 
  seen skimming the surface picking up their dinner. The area itself is quite serene 
  and peaceful.  
  DM: Lake Phando is an epic location right out of a painting. With the trail 
  running right by the water’s edge it can’t be missed. The home is filled only with 
  peaceful fish and can be fished at will. This location is often used by the Elves to 
  pick up food as well. Lake Phando is also the home of the Sunken Temple of 
  Bulu <see separate documentation>. Encampment can be made if a party so 
  desired without repercussion from the other members of the forest although they 
  will probably be watched by the Elven populace. 
   
   
    
  F.  Unicorn Lake 
  The forest opens before you and presents a small lake with a variety of avian life 
  and a butterfly glade. Several plants, that any magic users present will notice, 
  are in abundance that is used as spell components. On the far side of the lake is 
  a small herd of 11 Unicorns.  
  DM: Unicorn Lake is obviously named for its residents. The Elves and Centaurs 
  both frequent this location as Unicorns spark the imagination of all. The “Mad 
  Mage” also comes to this secluded den frequently to obtain necessary spell 
  components for his experiments. Any magic user requiring unusual spell 
  components will undoubtedly find them here. The Unicorns will not allow “just 
  anyone” to approach them. It would require a very special person for that. This 
  area is best left in the back of the PC’s minds as some place they may need to 
  remember. 
  
   
  G. Silvantri 
   
  See Silvantri documentation 
   
   
  H. Elven Guard Station 
  The halfway point through the forest is also guarded by the seen and unseen 
  Elven population. As the Western entrance to the forest guard’s one passage to 
  the Silvantri this area serves as guardian for the other passage to the Silvantri. It 
  will be readily apparent to even the most obtuse that the guard stations are 
  probably communicating to each other by some method as any information 
  divulged at one area will be known to the other guard stations.  
  DM: While only two rangers will be readily visible there are actually ten total 
  rangers with the other eight blending into the forest in defensive positions. While 
  it will take intense studying of the area to see the hidden elves it will be unlikely 
  they are ever noticed unless aggression is open against the open rangers. 
  Directions will be given upon request and fair warnings will be given at potential 
  dangers. For the most part unless the party is well known or has assisted the 
  Elves they will be dealt with in a cold firm manner. 
  Monsters: Rangers (10) AC 4 HD F4 HP 32 ea. #AT1 D 2-12 or bow damage 2-8 
   
   
  I. Centaur Village 
  This open meadow has several circular hut-like structures. The area looks like a 
  small primitive village with Centaurs roaming freely. Upon your entrance into the 
  meadow you are surrounded by spear carrying half men/half horse creatures 
  demanding to know your intentions. 
  DM: Aside from the border guards the only one that will be allowed to speak 
  with “outsiders” is the herd leader identified as To-go. The Centaur village is an 
  unblemished community from humans and they wish to remain secluded. To-go 
  
  will accept gifts of friendship from humans but it will take heavy bartering to get 
  the Centaurs to be remotely friendly to the party.  
  The Centaurs deal with the “Mad Mage” on a regular basis and if sent by him the 
  Centaurs will be more cordial but only to an extent. The tribe also is aware of the 
  sunken temple as they have resided in Springwood longer than the Elves. They 
  do not care about the ruins as it was built by men and good riddance to it. 
  The tribe has always held the high ground of Springwood even when they were 
  encroached upon by the Elves. There is still a standing feud between the two 
  communities although it has progressed to just bad feelings as opposed to 
  outright hostility.  To-go is currently in a foul mood as he lost his favorite quiver 
  somewhere near Unicorn Lake and is nearly certain that the Elves have it. It 
  doesn’t possess any magical properties but it was given to him by his 
  grandfather. If this item could be located it would suspend any misgivings he 
  and the other centaurs had about the party.  
  Monsters: Centaurs (30) AC 5 HD 4 HP 30 ea. #AT2 D 1-6/1-6 or spear 1-8 
   
   
  J. Elven Guard Station 
  The main entrance and exit to the forest is protected by Elven militia who, for 
  the most part, stay hidden. Upon entry <or exit> to the forest at these locations 
  you will come upon two visible Elven rangers. They will speak with travelers and 
  urge them to stay to the trail and will point out the right path to Silvantri should 
  that be a destination. The rangers will be able to remember frequent visitors and 
  not make any movement toward those who “know the rules” 
  DM: While only two rangers will be readily visible there are actually ten total 
  rangers with the other eight blending into the forest in defensive positions. While 
  it will take intense studying of the area to see the hidden elves it will be unlikely 
  they are ever noticed unless aggression is open against the open rangers. 
  Directions will be given upon request and fair warnings will be given at potential 
  dangers. For the most part unless the party is well known or has assisted the 
  Elves they will be dealt with in a cold firm manner. 
  Monsters: Rangers (10) AC 4 HD F4 HP 32 ea. #AT1 D 2-12 or bow damage 2-8 
   
  
   
  
   
  Unicorn Lake Area “F” <above> and Springwood fauna <below> 
   
   
   
  
   
   
  Pathway through Silvantri <above> Entrance to area “D” <below> 
   
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/FA2 Springwood Forest (Filbar; 1-2e).pdf