TEXT: Advanced
  Official Game Adventure
  ^
  by Carl Smith
  ^«s^P*n^ ^^kj*^
  Crops wilt, leaves wither on the trees, and animals must leave the once-fertile
  Downs valley or die. All who dwell there must abandon their homes or perish
  i 
  •• unless your party can lift the curse. For 6-8 characters, levels 2-4.
  TSR, Inc.
  PRODUCTS OF YOUR IMAGINATION'"
  ADVANCED DUNGEONS & DRAGONS and PRODUCTS OF YOUR IMAGINATION are trademarks owned by TSR, Inc.
  
  Kev
  rvey
  1. The Downs
  2. The Brigands
  2A. The Brigand's Hideout
  3. Quiet Lake
  4. The Wildwood Inn
  5. The Horns of the Dragon
  6. The Ore Guards
  7. The Dyrad Grove
  8. The Worgs
  9. Castle Karn
  10. The Forest Oracle
  11. The Bugbears
  12. The Bugbear Camp
  13. The Yeti
  13A. The Perytons
  14. The Gyspy Camp
  15. Olot's Lair
  1984 TSB, Inc. All Rights Reserved.
  
  Tunnel Through the Horns of the Dragon Area 5
  1.
  2.
  3.
  3A.
  4.
  Key
  Empty Cavern
  Dwarven Ruins
  Empty Cavern
  Mad Dwarf's Cavern
  Honeycomb Maze
  5. Dead End
  6. Underground Lake
  7. Dead End
  8. Ore Hide-out
  
  ADVANCED DUNGEONS & DRAGONS®
  GAME ADVENTURE N2
  oracle
  by Carl Smith
  Game Adventure for Character Levels 2-4
  Only you can save the Downs from the curse!
  pvtfact
  Seen from the rim of the hill, the vale looks as if a mighty pen has
  drawn a slash across it. The gentle hillside leading to the valley
  floor is golden and healthy. The Greate Olde Woode beyond the
  vale rises in autumn splendor. But the land in between. . .
  As you move from the golden grass of the hillside to the blighted
  valley, you hesitate, wary of setting foot on the brown, wispy
  grass. Nothing moves within the spoiled land ahead: nothing but
  rotten fruit dropping from the trees. The soil is gray and cracked
  as if it had not rained for many days. But the rain has often made
  travel difficult in the past weeks; this is no drought.
  This cannot be the Downs.
  Long ago, the land prospered under the care of the Druids that
  lived here. Fruit tree branches hung low, heavy with ripened
  apples and pears. Sheep, goats, and cows wandered the grassy
  slopes surrounding the valley.
  But when civilization came, the Druids moved into the heart of
  the Greate Olde Woode, possibly across the Wild River. If the Dru-
  ids were here, they could prevent the crops and animals from
  dying. They could prevent the wildlife from disappearing.
  Help for this land lies somewhere within the dark, ancient
  forest...with the Forest Oracle of the Druids.
  Can you reach them in time to save the Downs?
  Editor: Anne C. Gray
  Graphic Designer: Elizabeth Riedel
  Cover Art: Keith Parkinson
  Interior Art: Jeff Easley
  Cartographer: "Diesel"
  Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.
  Distributed to the toy and hobby trade by regional distributors.
  Distributed in the United Kingdom by TSR (UK) Ltd.
  This module is protected under the copyright laws of the United States of America. Any reproduction or other use of the material
  or artwork contained herein is prohibited without the express written permission of TSR, Inc.
  ADVANCED DUNGEONS & DRAGONS is a registered trademark owned by TSR, Inc.
  © 1984 TSR, Inc. All Rights Reserved.
  TSR, Inc. 
  H 
  * ^ 1 
  TSR (UK) Ltd.
  POB 756 
  ^W ^ ^ ^ ^ ™ 
  T h e Mill, Rathmore Road
  Lake Geneva, 
  ^ | J ^ ^ F* I 
  Cambridge CB14AD
  Printed in U.S.A. 
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  ^"TJj^S 
  United Kingdom
  ISBN 0-88038-103-5 
  TSR, Inc.
  9084 
  PRODUCTS OF YOUR IMAGINATION'"
  
  table of contents
  Preface 
  Page 1
  Notes to the Dungeon Master 
  3
  A. Into the Greate Olde Woode 
  4
  1. The Opening Scene 
  4
  2. The Happy Farmer Tavern 
  5
  3. Starting the Journey 
  5
  4. The Brigands 
  6
  5. Quiet Lake 
  6
  6. The Pavilion 
  7
  7. The Wildwood Inn 
  7
  8. Robbed 
  8
  9. The Horns of the Dragon 
  8
  10. The Tunnel Under The Dragonteeth Mountains 
  9
  11. The Eastern Exit of The Dragonteeth Mountains 
  12
  B. East of the Dragonteeth Mountains 
  13
  1. The Dryad Grove 
  13
  2. The Wild River 
  13
  3. The West Bank of Wild River 
  19
  4. The Ruins of Castle Karn 
  19
  5. The Forest Oracle of the Druids 
  20
  6. Back to Castle Karn 
  21
  7. Return to Forest Oracle 
  23
  8. The Bugbear Trap 
  23
  9. Crossing Wild River 
  23
  C. Home Again 
  24
  1. Dragonteeth Crossing 
  24
  2. The Last of the Dragonteeth Mountains 
  25
  3. Leaving Dragonteeth Crossing 
  25
  4. Rinaldo 
  26
  5. Madame Riva's Camp 
  26
  6. Olot's Lair 
  28
  7. Back to the Gypsy Camp 
  29
  8. Return to The Downs 
  29
  9. The Downs 
  30
  Maps and Diagrams
  The Greate Olde Woode 
  Inside Front Cover
  The Happy Farmer Tavern (Diagram 1A) 
  15
  The Brigand's Camp (Area 2B) 
  15
  Quiet Lake (Area 3) 
  16
  The Quiet Lake Pavilion (Area 3A) 
  16
  Wildwood Inn (Area 4) 
  16
  The Tunnel Through The Horns of The Dragon (Area 5) 
  Inside Back Cover
  The Ruins of Castle Karn (Area 9) 
  17
  The Druids' Oracular Tree (Area 10) 
  17
  The Yeti's Lair (Area 13) 
  18
  Olot's Lair (Area 15) 
  18
  The Greate Olde Woode (Player's Map) 
  32
  
  nott§ to Hjc imttgeon ma§ttv
  The Forest Oracle is an AD&D module for
  levels 2-4. It is an independent adventure,
  and not a part of a series. It can be integrated
  into any existing campaign, or played as a
  separate adventure to help initiate players
  into the world of AD&D.
  As Dungeon Master, you should read the
  game adventure thoroughly before playing.
  Read only the boxed text to the players. The
  text that is not boxed is for your use and
  should only be revealed to the players at your
  discretion.
  When players are asked to make dexterity
  checks, it means that the characters must roll
  their dexterity or less on ld20. The effects of
  the roll are explained in each case.
  ABBREVIATIONS USED IN THIS
  MODULE
  The following abbreviations indicate where
  you may refer to other sources for more infor-
  mation .
  DMG = Dungeon Master's Guide
  PH = Player's Handbook
  MM - Monster Manual I
  ABBREVIATIONS USED IN MONSTER
  STATISTICS
  The following abbreviations are used to
  present NPC and monster statistics.
  AC*Armor Class
  MV=Movement
  HD=Hit Dice
  hp-hit points
  #AT=Attacks/round
  Dmg=Damage
  SA=Special Attack
  SD=Special Defense
  S-Strength
  ^Intelligence
  W=Wisdom
  Con=Constitution
  Ch=Charisma
  D=Dexterity
  WANDERING MONSTERS
  Make a die roll every two turns when the
  party is in the wilderness to determine if they
  encounter wandering monsters. A 1 on a
  ld20 means the party encounters a wander-
  ing monster. Roll ld20 again and consult the
  Wandering Monster Table to determine
  which monster the party encounters. The
  party surprises the monster(s) if the DM rolls
  a 1 or 2 on a Id6, there is no surprise if the
  DM rolls a 3 or 4, and the monsters surprise
  the party if the DM rolls a 5 or 6. If the char-
  acters wish to look for the monster lairs, they
  may. Of course, if they look for the lairs, they
  will have to leave the trail, and may become
  lost in the woods.
  Adjust the number of wandering monsters
  encountered to the number of player charac-
  ters. Limit the number of 1 or 2 Hit Die mon-
  sters to twice the number of player
  characters, and 3+ Hit Die monsters to one
  per player character. The wandering mon-
  sters encountered will always attack.
  WANDERING MONSTER TABLE
  1. GiantAnt(l-20):AC3;MV18";HD2;
  hp 13 each; #AT 1; Dmg 1-6 [mandi-
  bles]; SA Warriors have poison sting; SD
  None
  2. Baboon(s) (10-20): AC 7; MV 12"; HD
  1+1; hp 7 each; #AT 1; Dmg 1-4 [bite];
  SA None; SD Climbing
  3. Bears [Black] (1-3): AC 7; MV 12"; HD
  3+3; hp 14 each; #AT 3; Dmg 1-3/1-3/1-6
  [claw/claw/hug]; SA Bearhug for 2-8
  pts.; SD None
  4. Boar [Wild] (1-6): AC 7; MV 15"; HD
  3+3; hp 12 each; #AT 1; Dmg 3-12 [bite];
  SA None; SD None
  5. Centipedes [Giant] (2-12): AC 9; MV
  15"; HD 1/4; hp 2 each; #AT 1; Dmg
  None, SA Poison, SD None
  6. Dogs [Wild] (4-8): AC 7; MV 15"; HD
  1+1; hp 8 each; #AT 1; Dmg 1-4 [bite];
  SA None; SD None
  7. Frogs [Killer] (3-9): AC 8; MV 67/12";
  HD 1+4; hp 10 each; #AT 3; Dmg 1-2/1-
  2/2-5 [talons/talons/teeth]; SA Use both
  talons and teeth in attack; SD None
  8. Gnolls(4-8):AC5;MV9";HD2;hpl2
  each; #AT 1; Dmg 2-8 [sword]; SA
  None; SD None
  9. Harpies (2-4): AC 7; MV 6715 "; HD 3;
  hp 15 each; #AT 3; Dmg 1-3/1-3/1-6
  [claw/claw/club]; SA Singing and
  Charm; SD None
  10. Hyenas (2-6): AC 7; MV 12 "; HD 3; hp
  12 each; #AT 1; Dmg 2-8 [bite]; SA
  None; SD None
  11. Kobolds(10-40): AC 7; MV6"; HD 1/2;
  hp 3 each; #AT 1; Dmg 1-4 [sword]; SA
  None; SD None
  12. Lizard [Giant] (2-4): AC 5; MV 15";
  HD 3+1; hp 15 
  each; #AT 1; Dmg 1-8
  [bite]; SA A to hit roll of 20 results in
  doubling victim's damage; SD None
  13. Lizard Man (6-12): AC 5; MV 67/12";
  HD2+l;hpl2 
  each; #AT 3; Dmg 1-2/
  1-2/1-8 [claw/claw/club]; SA Attempt to
  ambush humans; SD None
  14. Men [Cavemen] (10-20): AC 8; MV
  12"; HD 1; hp 5 each; #AT 1; Dmg 1-6
  [club]; SA None; SD None
  15. Ore (10-20): AC 6; MV 9"; HD 1; hp 6
  each; #AT 1; Dmg 1-8 [sword]; SA
  None; SD None
  16. Rat [Giant] (5-20): AC 7; MV 127/6";
  HD 1/2; hp 3 each; #AT 1; Dmg 1-3
  [bite]; SA Disease; SD None
  17. Satyrs (2-4): AC 5; MV 18"; HD 5; hp
  21 each; #AT 1; Dmg 2-8 [butt]; SA
  Butts with sharp horns or 20% chance to
  play pipes and charm/sleep a character
  and rob him of choice items; SD Sur-
  prised only on a 1
  18. Skeletons (3-10): AC 7; MV 12"; HD 1;
  hp 6 each; #AT 1; Dmg 1-6 [spear]; SA
  None; SD One-half damage from sharp-
  edged weapons
  19. Tigers (1-2): AC 6; MV 12 "; HD 5+5; hp
  27 each; #AT 3; Dmg 2-5/2-5/1-10 [claw/
  claw/bite]; SA Rear Claws for 2-8/2-8;
  SD Surprise only on a 1
  20. Wolves [Common] (2-10): AC 7; MV
  18";HD2+2;hpl4 
  each; #AT 1; Dmg
  2-5 [bite]; SA None; SD None
  TRAVEL TIME
  A man on foot can travel 20 miles a day,
  about 2 miles an hour. Each hex is two miles
  across, so ten hexes may be travelled a day.
  On horseback a man can travel 40 miles a day
  or 20 hexes. However, men must dismount
  and lead the horses through the mountain
  tunnel.
  
  • into
  grente ulbc
  -•= moubc if
  1. THE OPENING SCENE
  (Map of The Greate Olde Woode, Area 1)
  The sun is setting as you approach the
  Downs, a hidden vale farmers claimed
  from the wilderness long ago. All does not
  appear well here. The fading light of day
  cannot disguise the curled and withered
  leaves hanging lifelessly from the trees.
  Rotted fruit rests upon the ground, black-
  ened and soft. The dry, brittle grass
  breaks underfoot. The Downs has never
  been like this. Something is terribly
  wrong.
  Beyond the dying trees lies a familiar
  sight, The Happy Farmer Tavern. Per-
  haps the tavern-keeper can explain what is
  happening to the Downs. If nothing else, a
  good meal and a rest will be welcome
  relief.
  
  2. THE HAPPY 
  FARMER
  TAVERN
  "Greetings," says a tall, hefty man as the
  door to the warm, dimly-lit tavern opens.
  "Have a seat." He points to some benches
  surrounding a table in the corner nearest
  the fire.
  The Happy Farmer Tavern (Map 1A) is a
  small, country tavern. Travellers sleep in the
  main tavern room, or rent the spare bedroom
  the keeper of the tavern, Milos Thunder-
  chinn, (Fighter; LV 2; S 12; 110; W 11; Con
  9; C 10) has to offer (See Map 1A).
  A friendly man who likes to sell his ale, Milos
  takes pride in its good quality. He is the very
  soul of a patient and understanding bar-
  tender. His prices are fair, and his cooking is
  tasty. Milos would not feed his customers
  anything he would not eat himself.
  THE TOWN MEETING
  Milos serves a hardy meal at the Happy
  Farmer Tavern, and offers several glasses
  of ale to wash it down. The tavern is
  crowded tonight since a town meeting has
  been called here. An old man enters the
  tavern and everyone becomes silent.
  The old man is bent and gnarled by time.
  His hand shakes as it clutches his walking
  stick. He wears a clean, well-mended robe
  embroidered with a few colorful moons
  and stars.
  "My friends, I am Delon the Mage. I
  have lived happily in the Downs for longer
  than I care to remember. I have seen it
  grow from a simple farmhouse to an entire
  community. Crops now grow where long
  ago none grew, and fruit trees have blos-
  somed where only the wildwood stood.
  "But times are changing for the worse. I
  see the crops withering in the fields. Fruit
  falls from the trees before ripening, black
  and rotten. The livestock are not
  healthy—they now sicken with every day.
  "A blight lies upon the Downs. We have
  been cursed by the gypsy witch who
  passed this way. Had we given her the sil-
  ver she wished, or let her rest a while and
  gather strength, these ills might not have
  befallen us.
  "I see the land turning against us, and I
  am helpless to remove this curse. My
  powers are too feeble to spare the land,
  but perhaps I can hold the curse at bay
  long enough for you to gather what is left
  of the harvests. What we will do next year,
  I do not know. If only I had the powers of
  a Druid, I could help." He shakes his head
  sadly.
  "I am old, I cannot travel. None of you
  may leave because crops must be har-
  vested, families cared for, and small
  businesses tended. It is a difficult under-
  taking, but perhaps not for the strangers
  we have before us." His eyes are fixed
  upon you. "You are our only hope for sur-
  vival." He stares at you, waiting, and
  adds, "Those who search for the Druids
  will have the opportunity for glory and
  adventure beyond their wildest imagin-
  ings." The room becomes deathly still,
  and most of the townsfolk turn to regard
  you, the strangers in their midst.
  THE NEW WILDERNESS ROAD
  Assuming the party answers Delon's plea for
  aid, he invites them to his quarters to spend
  the night and prepare for the journey. He
  provides them with two weeks' rations. He
  also gives them a rough, old map of the area,
  and points out the general direction of the
  Druids and the Forest Oracle on the map.
  (Give the map on page 32 to the players.) The
  party will not find anything worth stealing in
  Delon's quarters.
  The party may purchase standard supplies,
  which are available in town.
  If the party refuses to aid the Downs, the
  townsfolk will ignore them, aside from pro-
  viding the services the party pays for. Eventu-
  ally, the party will be asked to help the Downs
  or leave.
  3. STARTING THE
  JOURNEY
  Early the next morning, the mage
  explains, "Follow the New Wilderness
  Road until you reach the Old Wilderness
  Road." He digs in his pockets and extracts
  an old talisman. "This is a talisman of
  protection from evil. It may be of help."
  The New Wilderness Road runs roughly
  north to south. The Downs lies just off the
  road below the Greate Olde Woode. The
  road is wide enough for two wagons to
  pass one another, but just barely.
  The woods grow closely about the new
  road. The trees are tall and old. The
  undergrowth shoves its way between the
  massive tree trunks, and the area is alive
  with animal sounds. Inside the wood, foli-
  age blocks the sun, allowing only a few
  rays to filter down from the leafy canopy.
  The sun is so filtered and broken that it is
  hard to tell what time of day it is.
  The party can travel on this or any other rec-
  ognized road and not get lost. If the party
  leaves the road, they may become lost, and
  then must follow the standard rules for
  adventurers who are lost (DMG p. 49).
  Because of the age of Delon's map, the New
  Wilderness Road is not shown. The location
  of the mountains, the river, and the Druid's
  temple have not changed since the old mage
  drew the map.
  Just after the party enters the woods, they
  may find the lightly overgrown Old Wilder-
  ness Road which runs east-west across the
  New Wilderness Road. Secretly roll Id6 for
  each party member. On a 1 -3 they locate the
  road; if no one sees the road, allow the party
  to travel for one-half day before they realize
  they have passed it by. When they return,
  they should be able to find the road as night
  falls.
  THE OLD WILDERNESS ROAD Map
  of The Greate Olde Woode, Area 2)
  The Old Wilderness Road is a path which
  crosses over the New Wilderness Road.
  Winding and bushy, it has been unused
  for some time. Grass now grows across the
  road, and the woodland brush seems to be
  reclaiming the cleared area.
  There are only faint tracks in the dirt, but the
  party is unable to determine who or what
  made the prints. There are no other signs of
  use of this road.
  
  4. THE BRIGANDS
  A group of seven men approaches. They
  are following the road east, and are mak-
  ing good time, neither tarrying nor run-
  ning. Their faces are expressionless. One
  is dressed as a cleric of some sort, and
  another is dressed as a travelling drum-
  mer. The others could be peasants or serfs
  going from one location to another for the
  harvest season. Each carries some sort of
  weapon. It is plain that they are not sol-
  diers by their haphazard way of walking.
  They do not seem to be joking loudly or
  singing as they advance.
  The party encounters seven brigands. One is
  the leader (Fighter; AC 5; MV 6' per round;
  HD 3; hp 13; % In Lair 20%; #AT 1; Dmg 1-
  6 Sword *1; SA Sword *1; SD Standard), of
  the other six brigands (Fighters; AC 7; MV
  6' per round; HD 1-6; hp 10 each; % In Lair
  20%; #AT 1; Dmg 1-6 [sword]; SA None; SD
  Standard). The brigands look like rough men
  and carry weapons that pilgrims or wayfarers
  would not.
  The brigands charge when they are 25 feet
  from the party of adventurers. They are all
  armed with swords. Roll Id6. On 1-3 the
  brigands surprise, on 3-4 there is no surprise,
  and on 5-6 the party surprises. The brigands
  will fight until they are all dead, or until the
  party has been killed. If a brigand is cap-
  tured, he will offer to lead the party to his
  hide-out (Area 2 A Map) if they spare his life.
  He will not volunteer any more information
  about the hideout, but will not lie if asked a
  direct question about it.
  THE BRIGAND'S HIDE-OUT(Map of
  The Greate Olde Woode, Area 2A)
  The New Wilderness Road curves to the
  east. Just beyond the curve in the road, a
  small path leads off to the northwest into
  some trees. About 1,000 feet down the
  path is a small clearing containing three
  small dwellings, a larger dwelling, and a
  large animal pen of some sort.
  A guard watches from a patch of wood closest
  to the road on the north side of the brigand's
  path. Armed with a sword and spear, the
  guard (AC 7; MV 12"; HD 1; hp 6; #AT 1;
  Dmg 2-7 [sword or spear] SA None; SD
  None) stands a 90% chance of seeing the
  party if they remain on the path. If the party
  attempts to come upon the brigand's camp by
  any manner other than the path, the guard
  has only a 1 on Id6 chance of spotting their
  approach.
  If the guard spots the party, he leaves his post
  to warn the brigands in camp of the party's
  approach. If he does not see the party, he
  stays where he is. If the guard is still alive
  when the party attacks the brigand's camp,
  he sneaks through the woods to aid his friends
  by attacking the PCs from the rear, if possi-
  ble.
  The brigands will be surprised if the party
  was not spotted by the guard. If the guard
  spotted the party, the brigands will surprise
  them.
  There are 8 brigands in camp at this time.
  Seven (Fighters; AC 7; MV 12"; HD 1; hp 6
  each; #AT 1; Dmg2-7 [sword]; SA/SD None)
  brigands sit in front of their huts cleaning
  their weapons, and the second in command
  (Fighter; AC 5; MV 12 "; HD 2; hp 9; #AT 1;
  Dmg 1-6 [crossbow or broadsword]; SA
  None; SD None) sits inside his hut. He is
  cleaning his crossbow (light) and is wearing a
  broadsword.
  The brigands fight to the death. Their trea-
  sures can be found hidden in the huts.
  Hut A
  HutC
  Inside lie two dirty, unmade beds, four
  sacks, a shaky-looking table, and a large
  wine barrel.
  Hut A:Leader and Second-in-Command's
  hut where most of the treasure is stored. Four
  sacks of 50 gp, a chest of silver rings, brace-
  lets, and necklaces worth 750 sp, and a wine
  barrel containing 5,000 cp are kept here. A
  scroll of gaseous form is stuffed inside the
  leader's pillow.
  HutB
  Inside sit two unmade beds and a fireplace
  with a low fire.
  Hut B: There are two beds, a table, and a
  fireplace inside this hut. A small fire burns in
  the fireplace. A loose brick can be removed
  from the fireplace where 50 gp, 100 sp, 500
  cp, and a gem (150 gp) are hidden.
  Two beds with torn blankets, a rough
  table, and a fireplace furnish this room.
  No fire burns in the fireplace.
  Hut C:A chest that contains 1,000 cp is hid-
  den under the last bed. When the chest is
  opened, PCs must save vs. Paralyzation as
  gas fills the room. A thief may attempt to
  remove the trap on the chest if he is able to
  detect it.
  HutD
  Two beds, an old table, and an empty fire-
  wood box furnish this hut. The fireplace
  has a stone which looks odd, as if not prop-
  erly mortared.
  Hut D:The fireplace has no mantle, but it
  has a loose stone on its left side. Inside the
  hole lie three gems worth 100 gp each, and a
  medallion (no magical value) in the shape of
  two wings supporting a skull with glass eyes.
  The medallion is made of silver, and is worth
  20 gp.
  AreaE
  Two goats look up from this pen and bleat.
  The earth in the middle appears torn up,
  as if someone had been digging there.
  Area E: This is the stock corral. There are
  two goats inside but no treasure. If anyone
  enters the corral without tying the goats to the
  sides, the billy goat butts them for Id4 worth
  of damage.
  5. QUIET LAKE (Map of The
  Greate Olde Woode, Area 3)
  The forest trail is straight. Leaves of
  countless years pave the path, preventing
  grass from growing over the road. Squir-
  rels play in the trees and dart across the
  path. The sun filters down through the
  trees. A bird sings while another struggles
  with a worm. All is normal and serene. An
  old deer skeleton lies on the path amongst
  scattered paw prints of wolves. The prints
  and skeleton appear several weeks old.
  
  As the party comes within one mile of Quiet
  Lake, everything changes. No more birds
  sing, and little wildlife of any other sort
  moves. The area becomes strangely different.
  It does not seem as ominous as sad. When the
  party approaches Quiet Lake by following
  the road, they see the lake extending to the
  southeast.
  6. THE PAVILION
  A deer lies at the water's edge. Further
  south stands a small pavilion. (See Area
  3A Map.)
  The pavilion sits at the edge of the lake,
  small and slightly raised on stilts. It does
  not appear to have been lived in for some
  time. The wood is old, and a few cobwebs
  hang across the windows. Curtains keep
  out the sun and block the view inside. The
  door is tightly closed.
  The deer sleeps because a huge sleep potion
  was put in the lake by a jealous nymph. Any-
  one drinking just one cup from the lake must
  take a chance on being put to sleep if he is
  below 4th level. There is a 20% chance that
  any water carried away from the lake will not
  work (DMG p. 117). Mixed with the sleep
  potion was a duration potion. All who sleep
  stay so until they are moved away from the
  edge of the water and the shore; they will then
  awaken normally. Do not encourage the
  party to test the water. If they check the deer,
  they will discover it has a very slight pulse.
  The pavilion on the lake shore was built for
  the nymph's lover. The front door to the
  pavilion is not locked, nor is the back door.
  Party members going up the steps to the front
  door will step on a squeaky board. This alerts
  no one, but it was here to let Chloe, the
  nymph, and Evan, her lover, know if they
  were about to have unannounced guests. The
  only access to the back door is to go into the
  water and swim to the door.
  INSIDE THE PAVILION
  The front door is not locked. The sound of
  gentle breathing comes from inside.
  When the door is opened, sunlight illumi-
  nates the room (Map 3A). A young man
  sleeps on the bed. The room is furnished
  with two wooden chairs, a table, couch,
  pantry, bed, chest, and a stack of firewood
  for the fireplace.
  7. THE WILDWOOD INN
  (Map of The Greate Olde Woode, Area 4)
  Evan the Forester (Fighter; Lvl 3; AC 6; MV
  12"; HD 2; hp 5; #AT 1: Dmg 2-7 [axe]; SA/
  SD None) sleeps in the pavilion. The nymph
  who loved him was afraid he was going to
  leave her so she arranged to have a special
  sleep enchantment cast upon the lake. Evan
  sleeps until awakened. He awakens in one
  round as outlined for sleep spell (PH p. 68).
  In the pantry, the party finds an old, moldy
  sack of flour, a corked jug of wine, three
  wooden plates, four wooden spoons, and two
  pewter mugs. In the chest lie blankets, two
  candlesticks, tinder and flint, and a dried-out
  wreath of water lilies which Evan kept as a
  remembrance of Chloe.
  The fireplace has no secret compartments.
  There is no treasure in the room. Evan owns
  a longbow and a dagger. The longbow and
  quiver of 10 arrows rest in the northeast cor-
  ner of the room. Evan wears his dagger on his
  belt.
  Chloe, the nymph (AC 9; MV 12 "; HD 3; hp
  15; #AT 0; Dmg nil; SA Blind/kill if victim
  sees her; SD Dimension Door), regretted her
  actions after she caused Evan to sleep. If the
  party manages to awaken Evan, Chloe shows
  her gratitude by giving them 100 gp each and
  a potion of invisibility. But she will not
  choose to appear until the party has searched
  the pavilion or unless the party tries to leave
  without attempting to awaken Evan.
  If the party does not wake Evan, Chloe
  approaches them and pleads for their help.
  She offers them the invisibility potion for
  helping her. Chloe appears as a young, inno-
  cent girl of sixteen. She cries and wrings her
  hands, telling the party that her lover needs
  their help. She cannot awaken him and is
  obviously too distraught to think of a clear
  solution to her problem.
  After the party awakens Evan, Chloe gives
  them a potion to pour into the lake. This is
  the antidote for the sleep enchantment on the
  lake. She gives them enough to purify the
  whole lake, but the entire potion must be
  poured in. Once the potion is poured in, the
  area around the lake seems to revitalize and
  become more pleasant. The birds sing, and
  the area appears as wild as the rest of the
  woods.
  The Old Wilderness Road runs east.
  Gradually, the path becomes less over-
  grown. Another old path crosses this one
  at a clearing and goes roughly north-
  south. In the clearing stands an inn. The
  sign, painted with a tree and two resting
  men underneath, is titled, "The Wild-
  wood Inn."
  If the party chooses to pass by the inn, they
  may set up camp in the area. Check for wan-
  dering monsters during the night.
  INSIDE WILDWOOD INN
  It is cool and quiet inside the inn. The
  owner, a smiling halfling stands behind a
  waist-high wooden desk. "Good day, trav-
  ellers, would you like a drink?—a
  meal?—a 
  room?—all 
  three?" 
  He
  patiently awaits an answer.
  When the party enters the Wildwood Inn
  (See Area 4 Map), they meet the proprietor,
  Bolo Softsole (Halfling, Thief; Lvl 2; AC 7;
  MV 9"; HD 1; hp 5; #AT 1; Dmg 1-6
  [sword]; SA *3 with bow or sling; SD Save at
  4 levels higher). Bolo is a cheerful sort, but
  has a rakish look. He wears a patch over his
  left eye.
  Bolo is a retired thief who made enough dur-
  ing his life to buy this remote inn. He does a
  good business here, but worries that lawmen
  will someday come and take him away to jail
  for his previous exploits. He has turned hon-
  est, and would not think of stealing from or
  cheating a guest.
  Rooms cost 1 gp a night. The party may
  occupy any number of rooms that are availa-
  ble (rooms 4, 5, and 6 are available). An
  excellent meal costs 5 sp and ale is 2 sp per
  large pitcher (serves five). The party may
  stop now for dinner or settle themselves in
  their rooms before eating.
  In each room, two beds sit across from the
  door, their headboards against the outer
  walls. Between the beds is a shuttered win-
  dow. Bolo gives them a key from his large
  ring to lock their doors. In each room, a small
  chest rests at the foot of the bed. Each has a
  lock with a key in it for the customers to use.
  
  When the party eats dinner, they hear certain
  farmers and travellers swapping tales. They
  hear two true tales for every falsehood told.
  Each hour the party sits in the tavern portion
  of the inn, they hear two of the following sto-
  6-7 p.m. 
  1.
  2.
  7-8 p.m. 
  3.
  4.
  8-9 p.m. 
  5.
  6.
  9-10 p.m. 
  7.
  Goblins/orcs are raiding to
  the west of the Dragon-
  teeth Mountains as snows
  have blocked the mountain
  passes until spring.
  Gypsies have been coming
  into this area from the
  southern portion of the
  land; it is said that they
  curse people who do not
  give them some silver.
  The Elfin City of Auron,
  the city of gold, has been
  sighted to the north by
  foresters. (False.)
  Quiet Lake is a sad place.
  There is a mysterious
  woman who is heard cry-
  ing there. She has never
  been seen.
  There is a tunnel that goes
  under the Dragonteeth
  Mountains. It is old, but
  still usable.
  A dragon lives high in the
  peaks of the Dragonteeth
  Mountains and stops
  travellers from passing
  through. (False.)
  Giant Wolves have been
  seen near the Wild River.
  The Druids have a forest
  hideaway to the east of the
  Wild River.
  8. ROBBED
  The tavern closes at 10 p.m. Bolo sends all
  the customers off to their rooms. The
  lights go out, and the tavern becomes still.
  An attempt to rob the party will occur during
  the night whether any of the party is on watch
  or not. Any party member on watch has to
  save vs. Sleep directed at him. If he is success-
  ful, the spell will be cast on each party mem-
  ber coming on watch until one is successfully
  put to sleep. At that time, four wererats (AC
  6; MV 12"; HD3*1; hp 16 each; #AT 1; Dmg
  1-8 [sword]; SA Surprise on 1-4; SD Hit only
  by silver or +1 or better magic weapons) enter
  the room and rob the party.
  The party members should each roll Id6.
  Anyone rolling a 1 awakens, and knows he is
  being robbed. He may pretend he is asleep or
  call for help. If he calls out, the wererats flee
  through a secret door located directly across
  from the hall door. This door stays hidden
  unless the party sees the rats exit. They may
  try to locate the door on a normal search.
  When the party finds the door, they may wish
  to pursue the wererats. They may check for
  the door several times if they wish. If they do
  not find the door or if none of the party
  awakens while the wererats are robbing
  them, they find large rat-like tracks on the
  floor. Bolo will realize they belong to the
  wererats staying at the inn.
  The wererats are armed with swords. A
  clever gang, they have been staying at the inn
  off and on for three months. They rent room
  #8, and use that as their base of operations.
  They have disguised their activities so well
  Bolo hasn't discovered the connection
  between when they stay and when the rob-
  beries occur. The wererats always seem to
  have plenty of money to pay for their lodging,
  however.
  THE WERERATS
  DIRECTIONS FROM BOLO
  Several furry figures stand upright, light
  reflecting from their swordblades.
  The wererats have secret doors in both the
  south and east walls of their room. Their trea-
  sure trove lies in here, including any treasure
  stolen from the party. The wererats attack
  anyone entering their room. They seek to
  hold the PCs at the door while one wererat
  takes the money and runs. If the one with the
  money successfully escapes, the others
  attempt to break off combat and follow him.
  On a 1 (ldlO), they elude the PCs. If the PCs
  search, they will find the wererats in a small
  clearing the next morning.
  The wererats' treasure consists of 2,500 gp,
  1,000 sp, 9 silver armbands (100 sp each), a
  potion oihealing{2 doses), and the PC's pos-
  If the party recovers the treasure from the
  wererats, Bolo will wish to return it to its
  rightful owners. Bolo offers the party a 25%
  finder's reward on behalf of those who were
  robbed, and sees that the parties to whom the
  goods belong are notified so they can arrange
  for transport of the goods. Bolo allows the
  party to take the potion of healing if they
  wish.
  Bolo says, "Follow Old Wilderness Road.
  It will lead you safely to the Dragonteeth
  Mountains and the old Dwarf Cave.
  Through the cave lies the path to the Wild
  River. Once beyond Wild River, the Dru-
  ids' oracle, The Golden Boughs, lies
  nearby. Be careful, for the country there
  grows wilder each year, and vermin of all
  sorts prey on unwary travellers."
  Of course, if the party does not tell Bolo
  where they are going, he will not provide any
  information.
  9. THE HORNS OF THE
  DRAGON (Map of The Greate Olde
  Woode, Area 5)
  The forest is green and splashed with sun-
  light. Farther east, tall mountains seem to
  rise to the sky. These are the Dragonteeth
  Mountains. The trail goes straight toward
  the mountains, and then slightly to the
  southeast. The trees grow less thickly
  here. The trail appears to lead toward the
  mountains, and up into them. A wind,
  hinting at a change in the weather, begins
  to blow.
  Ahead, two spires of naked gray rock jut
  upward, looming high above the moun-
  tains. From here, they seem almost
  impassable. Nearing them, the chance for
  a trail upward does not appear to improve
  until the base of the mountains. A trail
  skirts the bottom of the spires and seems to
  run between them.
  If the party follows the trail, they find what
  appears to be a big cave. Standing in the
  entrance, they feel a breeze. It originates on
  the far side of the Dragonteeth Mountains.
  The tunnel looks much used, since the rock
  has been worn down in places. If the party
  looks for footprints, they find two types:
  1. Footprints of beasts of burden and their
  drovers going in and out of the tunnel
  (human).
  2. Footprints belonging to ores going out of
  the cave. These are several days old.
  
  10. THE TUNNEL UNDER
  THE DRAGONTEETH
  MOUNTAINS
  The tunnel leads into the heart of the
  mountain. Light from the outside world
  becomes dim, goes gray and finally disap-
  pears.
  The breeze grows stronger, and the light
  of the torches and lanterns flickers. Along
  the walls, niches carved by unknown
  hands hold burnt torch stubs. The floor of
  the tunnel runs straight and flat. A slight
  layer of dust lies over the smooth surface
  of the floor.
  CAVERN 1
  About 5,500 feet into the tunnel another
  tunnel leads sharply off to the south. The
  wind blows steadily from the east.
  If the party examines this dusty tunnel (#1 on
  Area 5 Map), they find a large, empty cavern
  roughly 1500' x 1500' and 20' high. It is
  empty, and there are no signs of life, although
  on the floor lies a skeleton (dismembered) of a
  deer. The party sees nothing on the way into
  this tunnel. On the way out, however, they
  notice that the walls of the tunnel are sup-
  ported by rafters that look exceptionally old
  and weak. The rafters will begin to groan and
  creak as the party passes. After the party
  leaves the side-tunnel area, the timbers give a
  final groan and collapse, showering the main
  tunnel with dust and small bits of flying rock.
  Thereafter, cavern #1 will be sealed off.
  CAVERN 2
  The direction of the main tunnel changes
  slightly to the south-southeast. Even
  though the direction of the tunnel has
  changed, fresh air still blows from the exit,
  due east. About 4,500' east of the
  entrance to tunnel #1, the main tunnel
  turns due south for 1500' before it bends
  south-southwest for another 1500'. It ends
  in a cavern 3000' long, 800' wide, and 20'
  high.
  Small tools lie near six mounds of earth
  which seem to have fallen from the ceiling.
  Something protrudes from under one of
  the piles of earth.
  This cavern is crumbling and in poor condi-
  tion (#2 on Area 5 Map). Like the first cav-
  ern, it threatens to collapse if its supporting
  timbers are treated roughly. If the party
  investigates, they find a small mattock and
  sledge-hammer, suggesting that someone
  smaller than a human used them. If any party
  member rolls his wisdom or less, he recog-
  nizes these as dwarven tools.
  Under one pile of rubble a boot sticks out.
  Under the boot, a skeletal foot is attached to a
  leg, and so forth, until the entire skeleton of a
  dwarf in mail, buried in a minor cave-in, is
  uncovered. The dwarf has 25 gp in his purse.
  If anything is taken from his skeleton, or any
  of the five dwarf skeletons under the other
  piles, all six animate and attack. These dwar-
  ven skeletons (AC 7; MV 12"; HD 1; hp 5
  each; #AT 1; Dmg 1-6 [war hammer or
  mace], SA None; SD Suffer only 1/2 damage
  from sharp or edged weapons, and full dam-
  age from blunt weapons) fight until they are
  totally destroyed. None of their armor fits
  man-sized or larger creatures, and none of
  their weapons are magical. Each skeleton
  possesses 25 gp in a pouch.
  If the party chooses, they may attempt to
  bring down the roof on the skeletons by pull-
  ing away supporting rafters and beams. This
  prevents the skeletons from getting at the
  party; however, the party will not be able to
  get any of the treasure the dwarves have in
  the pouches at their waists. The party will
  become trapped on a 1 on ld20 and must
  spend 6 hours digging themselves out.
  The Trail Splits
  The tunnel goes north-northeast for about
  2500' until a noticeable split occurs in the
  trail. Branches lead northwest, northeast,
  and south-southeast. 
  Of the three
  branches, only the one going north-north-
  east has a breeze.
  CAVERN 3
  The tunnel to the northwest leads to an
  empty cavern. There is evidence of min-
  ing in the past; chipped rocks and other
  debris cover the floor. High pitched laugh-
  ter rings out from behind a large boulder
  and out steps a tiny, hunched figure
  dressed in rags and shredded chainmail.
  "I see you found your way in past the
  ores—tee-hee-hee. You must be very, very
  careful or they catches you and does bad,
  bad things to you. I know, I have seen
  them. They can't catch me—tee-hee-hee.
  They try and they try, but I escape and
  escape. Hee-hee, they can't catch me!"
  Thisvynn Talus (Dwarf, Fighter; Lvl 3; AC
  7; ST 17; I 14; W 15; D 12; Con 19; Ch 10;
  HD 3; hp 20) is crazy. Living alone for count-
  less years in the played-out mines and col-
  lapsed tunnels has taken its toll on him. He
  has lived in fear of the ores for the last twenty-
  five years, and has waged a guerilla war on
  them. On a 1-3 (Id6) he is insane, stringing
  answers together with fact and whimsy; on 4-
  6, he is perfectly sane and coherent. This is
  rolled each turn.
  The dwarf knows the secret of what is hidden
  in the dwarven forges. The entrance to the
  forge area is behind the large rock.
  The party may search the mine. Any party
  member who rolls a 1 on Id6 finds a small
  piece of worthless gemstone. No other gems
  are found.
  To Cavern 3A
  "I know why you're here," Thisvynn
  says. He looks around craftily, "The ores
  have searched for ages for my secret. They
  can't have it—tee-hee-hee. No one can
  have it unless I want them to, and I don't
  want the ores to have it." He puts his fin-
  ger to his lips, "Shhh! They are listening.
  I can tell." He turns and motions toward
  the rock.
  Behind the rock is a narrow ribbon of land
  that seems to waver in the torchlight.
  "Walk carefully. Stay behind me. It is a
  long way down." He tosses a pebble over
  the side. It clatters and clicks on the way
  down, but does not hit bottom quickly.
  This narrow ribbon of land extends across a
  great chasm. No bottom is in sight. Charac-
  ters must roll their dexterity or less or lose
  their balance. A character losing his balance
  falls to the edge. He must make his second
  roll or go over the edge. The chasm is almost
  200' deep. If the PCs are roped together, add
  3 to the PCs' dexterity rolls. If any PC still
  fails both dexterity rolls, the rope will break
  and he falls into the chasm.
  
  CAVERN 3A
  The Osquip Attack
  Thisvynn's Attack
  Thisvynn holds the torch high. Light
  glints off rusted metal-working equipment
  and partially finished weapons. "This is
  the famed lost dwarven forge of the Dra-
  gonteeth Mountains." He shakes his head
  sadly, "Gone, all gone."
  No weapon the party finds is of any value. If
  the party investigates carefully, they find an
  anvil sitting on a wooden base. The base will
  yield a hollow sound if tapped. Concealed
  inside the base, the party finds magical brac-
  ers *1 (brought here to have gold leaf put on
  them by dwarven craftsmen), a man-sized
  suit of chainmail, and a sword *1. Thisvynn
  knows what these items are, but he must be
  sane to tell the party the truth. Otherwise, he
  will tell them that they are bracers of fum-
  bling, chainmail +3, and a cursed sword
  (SS)e(SX)*2. He believes this to be true when
  he is insane (See #3A on Area 5 Map).
  A stone clatters at the side of the cave.
  There stands a peculiar creature with six
  legs, about the size of a small dog, yellow
  in color, and possessing spade-like teeth
  which project from its exposed bony jaw.
  For each person in the cavern, one osquip
  (AC 7; MV 12 "(1/2"); HD 3+1; hp 19 each;
  #AT 1; Dmg 2-12 [bite]; SA/SD None) will
  appear. They slink forward, uncertain, mak-
  ing small squealing sounds to themselves.
  The party will be able to attack the osquips
  first. For every round the melee continues,
  one additional osquip comes from their hid-
  den tunnel complex high in the rock-face
  above the forge.
  The attack by the osquips makes Thisvynn go
  totally insane. He begins screaming and can-
  not be reasoned with. His strength becomes
  18(75).
  Thisvynn runs around, hitting at the
  osquips with a wooden club. One osquip
  takes a bite out of him, leaving his arm
  hanging and useless. He screams wildly,
  "Run, it's the end of the dwarven forge all
  over." He then runs to a large bracing tim-
  ber and tugs at it. "Run," he yells, "or
  you are doomed!" Rocks and earth
  threaten to fall from above.
  The party may run or attempt to stay and
  fight. The osquips will not follow them across
  the bridge of land. Party members crossing
  back must again roll their dexterity or less or
  stumble. If they fail a second time, they fall
  into the chasm. Add 3 to the PCs' dexterity
  rolls if they are still roped together. As soon as
  they make it to the other side of the bridge,
  Thisvynn tugs the support beam free.
  10
  
  The Osquips' Demise
  "I've got you ores now," Thisvynn chor-
  tles with insane glee. "Tonight I will feast
  in Valhalla while you cringe in Queen
  Hel's dominion!" The ceiling shudders.
  Osquips pour out of the facing rock and
  bear him to the ground. The ceiling col-
  lapses, taking the land bridge with it, and
  sealing that cavern.
  The party may wish to stay, but nothing more
  can be found in this area.
  CAVERN 4
  The tunnel to the south-southwest also has
  poor rafters and bracing. Echoes and
  other noises stop an instant after all move-
  ment stops.
  The echoes are caused by the peculiar con-
  struction of the tunnel which is a maze, hon-
  eycombed with passages. Even the sound of
  the smallest stone falling reverberates and
  creates eerie sound effects. No treasure lies in
  this tunnel.
  CAVERN 5
  The tunnel leads northeast about 3500'
  until a tunnel leads due south from it.
  This tunnel runs 500' and ends in a wall of
  earth.
  This portion of the tunnel has collapsed.
  Once, a cavern lay beyond this, but caved in
  long ago. A few jagged timbers jut out from
  the wall of earth. If the party looks, they will
  find a sign in old Dwarf which reads "Dan-
  ger—Bad Timber—No Admittance."
  CAVERN 6
  The main tunnel goes northeast for 2,000'
  and turns due east for 2,000'. A side tun-
  nel extends to the southeast and proceeds
  for 1500' before opening into a cavern.
  The floor of the cavern is covered with
  murky water.
  The cavern, 1500' by 2000' across, is filled
  with 40' of water (#6 on Area 5 Map). A ledge
  lies on the far side of the cavern, but no exit.
  Anyone attempting to swim in the water or
  cross it attracts the attention of two giant eels
  (AC 6; MV 9"; HD 5; hp 25 each; #AT 1;
  Dmg 3-18 [bite]; SA/SD None). These white,
  sightless eels are attracted to the vibrations of
  things disturbing their pool. If killed and cut
  open, their stomachs will yield their treasure:
  a ring of fire protection and 200 gp in the
  first, and a magic wand with one remaining
  fireball in the second.
  CAVERN 7
  The wind blows steadily, perhaps just a lit-
  tle stronger than it blew before. About
  2,000' east of the last tunnel entrance, a
  tunnel leads north. This tunnel goes for
  1500' and ends abruptly in a tumbled wall
  of earth and stone.
  This caved-in cavern was once similar to cav-
  ern #1, but time has taken its toll. The rafters
  gave way, spilling tons of earth and rubble
  into the cavern. Rotted timbers stick out
  from the pile of debris and stone.
  CAVERN 8
  The tunnel winds east for 2,000' and takes
  a turn toward the southeast. A tunnel
  leading to the southwest for 1200' opens
  into a cavern. The sound of echoing foot-
  steps comes from this tunnel.
  A die roll of 1 on 1 d6 reveals ore footprints in
  the dust. The tunnel leads to the hide-out and
  treasure room of the ores who have been
  marauding to the west side of the Dragon-
  teeth Mountains. The echoing footfalls were
  the footsteps of the ore sentry who was on
  guard duty at the mouth of the tunnel leading
  to cavern 8. He heard the party approaching,
  and fled into the cavern to warn the other ore
  The Ore Cave
  The tunnel leads to the southwest and
  opens into a cavern that is 1500' long,
  750' wide, and 20' high. Standing across
  this opening are 21 figures. One in the
  lead wears leather armor and carries a
  spear. Behind him are three others in
  chain mail, and a band of about 17 more.
  They are man-sized, pig-snouted human-
  oids who converse in grunts and slurred
  sounds.
  The party has come upon the ores. They are
  led by the guard who first heard the party
  coming. Behind him is the leader and two
  assistant leaders. Following them are 17
  fighters armed with swords (12), spears (3),
  and axes (2).
  The leader and his two main followers (AC 6;
  MV 9"; HD 1; hp 8 each; #AT 1; Dmg 1-8
  [sword]; SA/SD None) carry swords and
  shields. The guard and the followers (AC 6;
  MV 9"; HD 1; hp 6 each; #AT 1; Dmg 1-8
  [sword]; SA/SD None) carry swords.
  These ores belong to the Bloody Hand band,
  and have that emblem on their shields. They
  follow their leaders and fight until they are
  wiped out. Equal numbers of ores assail each
  member of the party. The ores fight to subdue
  the party so they can enslave them. The ores
  will then disarm the party and take them into
  the back of the cavern. The ores bind the
  party members securely, setting two guards
  over them.
  If the party overcomes the ores, they may col-
  lect the ores' treasure in the back of the cav-
  ern. The treasure is listed in the next
  encounter. Turn to section 16B., East of the
  Dragonteeth Mountains, to continue.
  Captured
  At the back of the ore's large cavern, 50'
  away, are five wooden chests. A guard
  stands watch. He leans on his spear, look-
  ing ferocious.
  "You weren't nearly as clever as you
  thought, were you? Tried to sneak by us,
  but it didn't work, did it? You look fit
  enough—I suppose you'll work for a while
  before you become useless. Know what
  happens when you get tired and useless?"
  He grins and draws a rough thumb across
  his throat, making a slitting sound.
  The chests hold the ores' wealth. Three
  chests hold 250 gp, 500 sp, and 2500 cp
  respectively. A fourth chest contains 50 uncut
  gems (10-100 gp each) and the fifth contains
  the following magical items:
  1 potion of giant control
  1 potion of plant control
  1 potion of speed
  1 scroll of protection from undead
  1 scroll of protection from were-tigers
  11
  
  Put to Work
  The ores offer no supper that evening.
  The next day, breakfast consists of a stale
  hunk of bread and a cup of water. A guard
  of 6 ores enter the cavern. "You are to cut
  firewood and gather brush for fires today,"
  one scowls. "Come with us."
  11. THE EASTERN EXIT OF
  THE 
  DRAGONTEETH
  T U N N E L (Map of The Greate
  Olde Woode, Area 6)
  The party still has their armor. Unless weap-
  ons were concealed well on any of the party
  (1-2 on Id6), they were found and confiscated
  by the ores. The party has no treasure or
  magical items (unless the magical items were
  worn on the person and passed over by the
  ores who disarmed them, a 1 on Id6.)
  The eastern exit is 5,500' down the tun-
  nel. The ore guards are spread out with
  three in front and three behind. Once out-
  side, an ore says, "One of you go cut fire-
  wood," and holds out an old axe. "The
  rest of you are to gather brush and fallen
  branches."
  Another ore warns, "If any of you try to
  escape, the rest will be taken back to the
  cavern and tortured to death." The ore in
  charge seems to like that idea. He is
  armed with a spear and a broadsword.
  Other ores are armed only with broad-
  swords.
  Two ores watch the party while the others rest
  and drink wine or eat. One guard watches the
  wood cutter, and another watches those gath-
  ering fallen branches. The four ores sit
  between the two groups, roughly 150' from
  either. The guards are more interested in
  watching their friends than a group of pris-
  oners .
  Two ores will help each guard if the party
  attacks. If the party manages to overpower its
  ore guards by using the fire axe and large
  branches as clubs, they can return to the cav-
  ern and pillage it. If they choose to do so, they
  will have to sneak up on the guard at the
  mouth of the ore cavern. If the party cannot
  overpower the ore guards, they are able to
  escape into the woods. They may then return
  to surprise the injured ores and finish them
  off.
  RETURN TO THE ORC CAVERN
  From the cavern comes the sound of shuf-
  fling feet. An ore on guard duty stands
  facing the west.
  During the day, from 1-6 guards stand out-
  side the ore cavern. The guards always wear
  leather armor and carry spears. They expect
  trouble from the west so the party has a
  chance (1-2 on Id6) of sneaking up on them.
  Although the fight may cause a clamor, there
  is no one the ores on duty can go to for imme-
  diate help. Once the ores are wiped out, the
  party can plunder the cave at leisure. If the
  party is fighting, and only one ore remains,
  he attempts to run for help. If the party fol-
  lows him, they catch him before he reaches
  help. If they do not follow him, he ultimately
  finds his way to the western side of the moun-
  tains and tells the raiding party what tran-
  spired.
  The ores out pillaging the west side of the
  Dragonteeth Mountains will seek revenge
  and lie in wait for the party at this pass
  through the Dragonteeth Mountains.
  12
  
  b
  V + ta§t of H)C
  mountains
  1. THE DRYAD GROVE
  (Map of The Greate Olde Woode, Area 7)
  The terrain is much the same as the west
  side of the Dragonteeth Mountains. A
  slope rolls gently down to the woods and,
  in the distance, a river cuts through the
  forest. On the eastern side of the river, a
  spire pierces the green expanse of the for-
  est. The path leads downhill to the south-
  east, yet in the general direction of the
  river and the spire.
  As the party follows the trail to the river, the
  sound of someone cutting wood becomes
  noticeably loud. The chop of axes and the
  scratching of saws on wood becomes inter-
  spersed with loud, rude laughter, and rough,
  uncouth voices.
  If the party listens carefully, they realize that
  the voices are speaking Ore.
  THE ORCS
  The path leads by a small knoll covered
  with trees. In the center of the trees stands
  a tall, ancient tree whose branches seem to
  spread protectively over the smaller trees
  and bushes in this area. Four figures are
  gathered in the grove. Two are sitting and
  drinking from a wineskin while two others
  hew away at the mighty oak with axes.
  After a while, the two with axes rest and
  the two who were sitting begin attacking
  the tree with a saw. These four are apply-
  ing themselves to this particular task with
  vigor. They are unaware anyone watches.
  The four ores (AC 6; MV 9"; HD 1; hp 6
  each; #AT 1; Dmg 1-6 [sword]; SA None; SD
  None) are clad in leather. The ores are not
  here to cut wood, but to plunder the dwelling
  of a dryad. She lives in the ancient oak tree
  they are attempting to cut down. The dryad
  (AC 9; MV 12"; HD 2; hp 11; #AT 1; Dmg
  1-6 [dagger]; SA Charm; SD Dimension
  Door and Charm) does not wish to see her
  home or the grove of trees damaged in any
  way.
  The party will have surprise if they attack the
  ores. Other than the two axes, the ores are
  only armed with swords.
  If the party attempts to slip by the group of
  ores, Perciss, a pretty damsel, appears to
  them.
  THE DRYAD
  A young girl, blond, about sixteen, and
  clad in a robe of pastel green and yellow
  appears. She wears a laurel wreath about
  her head. Her big, brown eyes are on the
  verge of tears. "Will you help me? Those
  vile creatures are trying to destroy my
  tree. Please stop them."
  If her first appeal for help does not work, she
  appeals again, this time with the aid of a
  charm spell on the member of the group she
  feels will be most susceptible.
  BATTLING THE ORCS
  The ores look up and draw their swords.
  One, smaller than the rest, but with a
  slight air of authority grunts something
  and they move to attack.
  The smaller ore is their leader, but is in no
  way superior to the rest of the party. The
  ores fight until killed, or until they kill all
  of the adventurers.
  If the ores are killed, the party discovers
  that each ore carries 10 gp, 20 sp, and that
  most of the weapons the ores use are in no
  way extraordinary. If the party carefully
  checks the sword used by the small ore,
  they see a faint tracing of runes on its
  blade. If an elf or dwarf picks up the
  blade, they recognize it as a dwarven
  blade which was forged for the elves. In
  ore hands it was unknown, but it is a
  sword *1.
  A GIFT FROM PERCISS
  The dryad, Perciss, is grateful that her
  home has been spared. "Please wait a
  moment," she asks. "I have a gift for
  you." She disappears inside her tree, and
  returns a minute later. She holds a small,
  blue glass bottle containing a liquid. "It
  will help you fly," she explains.
  "You are welcome to spend the night in
  my oak. Inside, no harm can befall you.
  Neither ores nor dire wolves can enter."
  The liquid is a potion of levkation. One dose
  remains in the bottle. If the party explains
  their journey, Perciss tells them they are on
  the correct path to Golden Boughs. She
  warns them to be wary, lest they fall victim to
  the cruel dangers on the east side of the Wild
  River. She says it might be wiser to seek the
  lower crossing on their return journey, as the
  ores have friends who might waylay them on
  the trip home.
  If the party desires to move on, she warns
  them about the large wolves (dire wolves)
  which have been seen lately in these woods.
  She mentions that the temple of the Druids
  lies several days' journey to the east.
  2. THE WILD RIVER
  (Map of The Greate Olde Woode, Area 8)
  The path goes down the hill, ending
  abruptly at the river bank. The river runs
  full force, thrashing its way south over
  rocks and shallows. In parts, the river
  does not look too deep to ford; in other
  portions, no bottom can be seen. There is
  a sturdy-looking rope bridge across the
  river.
  The rope bridge is shaped like a "V" with
  one rope for the party to walk on, and two
  ropes (one to either side) for hand holds.
  Wild River cannot be forded here, but it may
  appear that way to the characters. If someone
  fell in, he could swim, but there are many
  places that are well over a man's head. The
  rope bridge is the only way across at this
  point. Downstream 9-11 miles is a ford which
  the party can wade across, but there is no
  other in this area.
  WORG FOOTPRINTS
  Something mars the dusty area around
  the bridge. A closer inspection reveals
  footprints similar to a dog's, only much
  larger.
  The only creatures able to cross the river
  without danger are the great worgs (dire
  wolves) which the dryad mentioned. A care-
  ful inspection of the riverbank on this side
  reveals footprints of the large wolves.
  13
  
  When the members of the party cross the
  bridge, they must do so only two at a time, so
  that one person is starting when the other
  reaches the middle, and so forth until all
  members of the party have crossed. Each
  member attempting to cross the bridge must
  roll his dexterity or less. If he fails, he must
  roll again successfully or fall into the waters of
  Wild River.
  Those falling into Wild River do not drown.
  The river tears away a random article. Roll
  Id4 to determine what is lost.
  1. A sword or main weapon of a character is
  lost.
  2. A dagger or secondary weapon is lost.
  3. A magical item is lost, or 200 gp if the
  party member has none.
  4. Half the person's treasure, to include jew-
  elry and gems but not magic, is swept
  away.
  The water sweeps the party member toward
  some rocks near the eastern shore of the river.
  He must once again roll his dexterity or less
  or receive 1-2 hp of damage from being bat-
  tered on the rocks.
  If any party member falls into the water, he
  will avoid the damage caused by the rocks if
  another party member throws him a rope.
  14
  
  !••!
  Kitchen
  Communal
  Bedroom
  Table 
  ^
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  Milos' Root
  (0
  The
  Happy Farmer Tavern
  Diagram 1A
  The Brigands'Camp Area2B
  (ft
  Road
  Trail
  Houses
  Pen
  Each Hex = 500'
  01984 TSR, Inc. All Rights Reserved.
  15
  
  •'•J
  Quiet Lake Area 3A
  1 Hex = 500 Feet •
  WildWOOd Inn Area 4
  »1984 TSR, Inc. All Rights Reserved.
  16
  
  The Ruins of
  : 
  " 
  •••••. 
  X^]
  • 
  -
  *
  *
  '
  '
  •
  *
  •
  •
  :
  -
  •
  " 
  *
  . 
  ;
  . 
  -
  
  The Yeti's Lair Area
  OlOt'S Lair Area 15
  X1 = Trap
  X2 = Trap
  X3 = Traps
  X4 = Trap
  P = Pegasus
  L as Larder
  T = Treasure
  O = Olot
  R = Rock "Door'
  1 Square = 5 Feet
  C1984 TSR, Inc. All Rights Reserved.
  18
  
  3. THE WEST BANK OF
  WILD RIVER (Map of The
  Greate Olde Woode, Area 8)
  INVESTIGATING CASTLE KARN
  Several snarling wolves, about the size of
  small bears, rush out of the forest.
  From 2-4 worgs (AC 6; MV 18"; HD 3+3; hp
  18 each; #AT 1; Dmg 2-8 [bite]; SA/SD
  None) charge the party as soon as they reach
  the shore. These animals will surprise the
  party on a roll of 1 on ldlO. Otherwise, they
  bay and give themselves away.
  If the party defeats the worgs and searches the
  area, they will find several square yards of
  matted brush where the dire wolves rested.
  The area is littered with refuse such as bones,
  feathers, and furballs. If the PCs search care-
  fully, they will find two bracelets and a dia-
  mond ring inside a furball. The bracelets are
  worth 300 gp and 50 gp, and the diamond
  ring is worth 900 gp.
  4. THE RUINS OF CASTLE
  K A R N (Map of the Greate Olde
  Woode, Area 9)
  A tapered spire of gray stone rises from
  the heart of the woods ahead. The path
  runs northeast, toward the spire. The for-
  est grows thick and heavy on both sides of
  the narrow trail, the tree branches far
  overhead dissipating the sunlight long
  before it reaches the ground.
  About six miles into the forest, vegetation
  becomes sparse, and the trees do not
  tower nearly so high. Nothing stirs, as if
  all living creatures have sighted an an
  ominous intruder.
  As the party travels along the Old Wilderness
  Road, they will not find the entrance to the
  Old North Road.
  Ahead lies a clearing filled with ruins. Ris-
  ing out of the ruins is a single tower. A few
  roof tiles are missing, but of all four towers
  to this castle, only this one has survived.
  The other four lie crumbled in useless
  heaps of stone. Nothing stirs within the
  compound, which is covered with weeds
  and rubble. One pitted and scarred story
  remains of the main keep. The east keep
  wall rises another 60 feet and ends in a jag-
  ged edge. Great stone stairs support the
  eastern wall from the inside, but no longer
  lead anywhere.
  A massive gatehouse, only the front wall
  intact, faces the road. A drawbridge
  crosses a moat overgrown with weeds.
  Over the arch of the drawbridge is a lintel
  inscribed with the word KARN (See Area
  9 Map).
  Castle Karn now lies in ruins. It once
  guarded this road against invaders and rob-
  bers, but it fell to siege centuries ago and was
  never rebuilt. It is useless now, except for the
  main hall where goblins have made their
  headquarters. The goblins are not in the cas-
  tle complex now, but are on an expedition to
  find and enlist worgs as their partners and
  mounts. They will not return until after the
  party leaves.
  THE CASTLE INTERIOR
  The main keep of Castle Karn has one
  floor intact. The massive oak doors are
  blackened by fire and time.
  Inside the inner ward, one tower, three
  outbuildings, and the lower floor of the
  keep still stand. The walls are all 10' thick
  and 20' high. Piles of rubble in the yard
  are not easily crossed because of the dan-
  gerous footing caused by the debris.
  Area A
  Massive coils of rusted chain wrap around
  ancient winches and disappear through
  two beams in the ceiling. The east and
  west walls lie mostly in ruin, although the
  front (north) wall still stands.
  This is the gatehouse. The machinery was
  used to raise and lower the drawbridge. The
  drawbridge, rusted and settled in place, has
  not functioned for over a hundred years.
  AreaB
  A stone shed stands against the inside of
  the castle's north wall. The roof has bark
  shingles and the wooden door hangs
  askew.
  The shed was used for storage but now con-
  tains only dust and a pile of rubble. If the
  party digs through this rubble, they encoun-
  ter 5 rot grubs (AC 9; MV 1"; HD 1; hp 4
  each; #AT 0; Dmg Nil; SA Will infest person
  and burrow to heart in 1-3 turns, causing
  death; application of flame or cure disease
  kills them, SD None). Nothing of value is
  hidden here.
  Area C
  This tower's
  wooden door
  stairs
  facing
  courtyard. The stairs
  high.
  lead
  the
  are
  to a
  inside
  stone,
  closed,
  of the
  and 20'
  This tower room is used by the goblin leader.
  The door is closed but not locked, and it will
  open easily. Inside is a round room and stairs
  leading up to a level with a collapsed floor.
  In the room lies a dirty pallet and a small
  chest. Rotted wooden stairs lead to the
  collapsed floor above.
  The chest is booby-trapped. When anyone
  tampers with the lock without inserting a key
  (even though the lock is unlocked), a dagger
  flies out of the false front of the chest. The
  dagger is angled slightly upward so that it hits
  a normal-sized man in the chest. In the chest
  rests the goblin's dirty laundry.
  Should anyone check the filthy pallet, they
  find a small lump on the underside. If the pal-
  let is slit, five gems worth 100 gp each are
  found inside. There is nothing else of value in
  the room.
  19
  
  AreaD
  The Goblin Barracks
  This shed is well-insulated, but run-
  down. The door swings loosely on its
  leather hinges, and several of the wooden
  shingles on the roof do not look like they
  would survive a good windstorm. The
  room smells as if some large animal has
  been kept here.
  The worgs are quartered in this shed. The
  door opens with no difficulty. No worgs wait
  inside. It is dim, and the only light entering
  filters through the cracks in the shingles or
  the open doorway. Piles of moldy straw lie
  about that the worgs use for beds, but there is
  no treasure. Several brownish-gray hairs are
  stuck behind a splinter about four feet off the
  ground on the door jamb.
  AreaE
  This shed stands against the south wall of
  the inner courtyard. Half the shingles are
  missing from the roof. The door is in good
  shape, and is locked with a large hasp and
  chain.
  "Don't hurt us—we have no weapons,"
  call two voices from within.
  Goblins keep prisoners in this shed. Inside
  are two female prisoners, Eva and Fiona (Lvl
  0; AC 10; MV 12 "; HD 1; hp 4 each; #AT 1;
  Dmg Nil; SA/SD None). Both were out pick-
  ing berries near Wild River late yesterday,
  when the goblins captured them. They have
  no idea where the goblins are now.
  The girls have no treasure, but know the gob-
  lins have some because they heard the goblins
  arguing about it.
  AreaF
  The doors to the old keep are time-scarred
  and blackened and do not open. The sur-
  face of the door appears to be disintegrat-
  ing, as singed wood can easily be broken
  off.
  The doors are locked, but the lock is old and
  can be broken. It takes a combined strength
  of 25 to break it open.
  Leaves and straw used for bedding cover
  this area. The stairs on the east wall lead
  to a second floor which has a collapsed
  roof. A large fireplace dominates the cen-
  ter of the back wall.
  This is the main barracks area of the goblins.
  They cook, eat, and sleep here. The fireplace
  at the rear is used for cooking only. The ashes
  in the fireplace are cool. There is no treasure
  here.
  Door to the Supply Room
  A door in the west wall stands ajar and
  leads to what appears to be another room.
  This doorway leads to area G.
  AreaG
  Large barrels, sacks of flour, and dried
  meats fill this room. Three skinned deer
  hang from the roof. Another door on the
  south wall does not open. Fresh scratches
  around the keyhole show that a key or
  something has been used recently.
  This is the supply room. Lining the walls are
  supplies the goblins brought with them or
  stole.
  The door in the south wall leads to area H,
  the treasure room. It takes a combined
  strength of 25 to break down.
  AreaH
  Inside are several hugejars of coins. In the
  northwest corner lies a sack. A small,
  closed coffer is pushed against the back
  wall.
  THE RATS OF CASTLE KARN
  Scampering and scurrying sounds accom-
  pany loud squeals. Five gray-brown crea-
  tures with shining eyes and long, slender
  tails appear.
  This back room is home to five giant rats (AC
  7; MV 12 76"; HD 1; hp 3 each; #AT 1; Dmg
  1-3 [bite]; SA Disease; SD none).
  The rats attack anyone who enters. For every
  wound the rats inflict on a person, that per-
  son has a 5 % cumulative chance of contract-
  ing a disease (DMG p. 13). The rats are
  trapped with no quick way out (they climb in
  and out through a small hole in the roof).
  They fight to the death.
  The jars contain 200 gp, 500 sp, and 10,000
  cp. In the coffer lies a pearl necklace worth
  750 gp. The catch to the lid of the coffer is
  trapped with a poisoned needle. Anyone
  opening it must save vs. Poison. The slow-
  acting poison inflicts 1 -4 hp of initial damage,
  and then 1 hp per day until the victim is cured
  by any cure wound spell or dies.
  The jars of coins are too bulky to move. The
  party may wish to place them in a sack they
  find in the corner. The sack is a bag of trans-
  muting and allows the party to place any-
  thing they want within it. While the party
  stays within Castle Karn, nothing adverse
  happens to the contents of the bag. Once they
  leave the castle, however, the bag transmutes
  everything inside it into worthless junk
  (DMG p. 137).
  5. THE FOREST ORACLE
  OF THE DRUIDS (Map of The
  Greate Olde Woode, Area 10)
  The trail from Castle Karn leads to the
  northeast for about ten miles. All the
  while, the forest and foliage becomes more
  prevalent and the sounds of wildlife
  increase.
  The path leads to a glade. In the middle of
  this glade stands a huge oak tree, almost
  one-half mile in diameter. It rises above all
  the other trees of the forest, which seem to
  grow a respectful distance from it. At the
  foot of the tree rests a small marble build-
  ing about 20' x 20'. Inside sits a figure.
  The party has located the Forest Oracle. The
  giant tree itself houses the oracle, and the
  small marble building at its bottom is just a
  waiting area. Anyone with a small problem
  or who has come to pay his respects is
  received at the bottom. Those who have
  weighty matters to be handled are sent up to
  the fork of the tree, where an elaborate struc-
  ture has been built to house the High Druid
  (See Map 10A).
  20
  
  OBTAINING AN AUDIENCE
  The figure in the marble building is
  dressed in white. He smiles serenely and
  asks in a low, calm voice, "And what may
  I do for you, my children of the wood? We
  may be able to help you, the Golden
  Bough willing, but you will have to see the
  High Druid for help with weighty mat-
  ters."
  Once the party explains what they need, the
  figure (Druid; Lvl 2; AC 4; MV 12"; HD 2;
  hp 8; #AT 1; Dmg Nil; SA/SD None) looks
  puzzled and nods his head. If the party
  appears willing to see the High Druid, the
  Druid in the marble building offers to get
  them an audience. He disappears through a
  rear door, and returns in a few minutes.
  DISARMING FOR THE HIGH DRUID
  "The High Druid grants you an audi-
  ence," he says, "but you must first remove
  your weapons. Only golden sickles are
  permitted in His Highness' presence."
  Only the party members who disarm will be
  allowed to see the High Druid. If any threats
  are made, he summons the Golden Guard.
  The golden sickle symbolizes the Druidic
  order to which the inhabitants of the tree
  belong.
  The Golden Guard consists of Druids of
  Level 5 or higher who protect the sanctuary.
  They disarm the remaining members of the
  party without violence. If necessary their
  leader will animate the ivy surrounding the
  tree so it will pin the adventurer's arms to
  their sides while the Golden Guard disarms
  them. They will always surprise PCs and
  NPCs.
  TO THE HIGH DRUID
  A Druid lets down an old, woven, rope
  ladder from above. At the top of the lad-
  der, about 140' above ground level is a
  platform roughly seven feet in diameter
  (A). From this platform a suspension
  bridge of ropes and a wooden walkway
  (about 2 feet wide) goes to the next circu-
  lar platform (1).
  This platform is one of two areas where the
  Golden Guard is quartered. Walkways lead
  off this platform to either side and straight
  ahead. The platforms do not all lie on the
  same level, some being as much as 15 or 20
  feet above another level. The druid escorts
  the party straight ahead, and brings them to
  the edge of the main platform (9). (See Area
  10 Map.)
  PLATFORM OF THE HIGH DRUID
  A CURE FOR THE BLIGHT
  A sprig of mistletoe floats in a small bowl
  at the entrance to this platform. When the
  Druid passes through, he dips the mistle-
  toe in the water and sprinkles it to the four
  directions.
  This 60' x 40' platform is constructed like
  the hall of a manor house. At the northern
  end, an old man sits in a highly polished
  but unornamented chair. His great white
  beard flows down onto his snowy robe. He
  wears a necklace composed of golden oak
  leaves and acorns, with a golden sprig of
  mistletoe as its ornamentation.
  This is the High Druid (Lvl 12; AC 2; MV
  12); HD 12; hp 61; Dmg 1-6; SA confusion;
  SD As druid). He will wait until the entire
  party is in the main sanctuary before he
  speaks. His voice is pleasing and well-modu-
  lated. Mistletoe dipped in water is a symbolic
  gesture of the continuance of life.
  THE HIGH DRUID SPEAKS
  "I hear you have journeyed quite a way.
  My friend," the High Druid points to the
  man who stood in the marble sanctuary
  below, "informs me you have come into
  the heart of the Greate Olde Woode to
  seek wisdom and information." He is
  silent a moment, "How is it that I can
  help you?"
  If the party relates its story without exag-
  geration, and includes that they aided the
  nymph and especially the dryad, the High
  Druid acts pleased. He motions for them
  to be seated on the floor at his feet.
  If the party lies to him about the nymph or
  the dryad, he knows it, and asks that per-
  son to leave until he has "rethought" the
  adventure and wishes to tell the truth.
  The High Druid listens attentively, his
  face becoming grim. He then states, "It is
  well that such heroes as yourselves have
  come. Lately we have been bothered by
  many things in the Greate Olde Woode."
  He reaches behind his chair, pulls out a
  large bottle, and gestures toward it, "This
  is a potion which will help your crops. It is
  a potion of growth mixed with a potion of
  cure disease. If it is properly diluted and
  applied to the farmlands, the damage
  should be reversed. Surely my old friend
  Delon will know how it is done. I give this
  gladly to you for the good of the Downs—
  if you will do me a small favor as a sign of
  your good will."
  The High Druid points to the west. "It
  has come to my attention that there are
  those who are despoiling land within a
  day's journey of this sanctuary. I do not
  blame the animals, for it is their nature to
  hunt and kill. I do not object to that. I do
  object to the goblins who would gather the
  great wolves and use them to unleash their
  terror on others who live in the woods.
  That such would happen almost within
  sight of the Golden Boughs is unheard of."
  He sets the potion down before him. "If
  you rid these sacred woods of the goblins
  who desecrate them, this potion is yours,"
  he says.
  The High Druid is unaware that the party
  has already found the goblin hide-out unless
  the party tells him. The party must return to
  the goblin camp. This time they face goblins
  who are waiting and prepared to attack. If the
  party refuses to help the Druids, the High
  Druid asks that they prove they are from the
  Downs by undertaking this task.
  The High Druid does not send along any
  help, as there are not enough members of the
  Golden Guard to protect both the sanctuary
  and the surrounding area, much less go off on
  a war party. He blesses the members of the
  party and their swords, (p. 43).
  6. BACK TO CASTLE KARN
  (Map of The Great Olde Woode, Area 9)
  Shadows have grown among the trees.
  Passing clouds darken the sun, bringing
  temporary twilight to the forest. No ani-
  mals call or scurry nearby.
  21
  
  The road back seems threatening, although it
  is not actually any more dangerous than it
  was when the party first came this way. It
  takes roughly one-half day to return to the
  castle and prepare for the attack.
  IN SIGHT OF THE CASTLE
  The spire of the castle looms darkly
  against the sky and the castle itself soon
  comes within sight. A guard stands by the
  front gate and drawbridge—a goblin with
  a sword and shield. On the north wall
  stands another guard, as well as on the
  south and east walls.
  There should be no doubt about it. The 20
  goblins and their leader (AC 6; MV 6"; HD
  1-7 hp; hp 5 each; #AT 1; Dmg 1-6 [sword];
  SA/SD None) are ready for a fight. They are
  aware that their castle was invaded. At first it
  appears that there is little way into the castle,
  but the east wall is mostly rubble, and not
  guarded.
  THE CASTLE INHABITANTS
  Inside the walls of the inner ward, a guard
  stands on the stairs to the tower. Another
  guard stands at the door to the main
  building which most of the goblins are
  using as barracks. There is no guard on
  the building (Area D) where the worgs
  appear to be quartered.
  All guards are armed with a shield, spear, and
  a sword. Guards will spot an intruder on a 1
  on Id6. Roll separately for each intruder.
  Including the goblin leader and the six
  guards, there are 21 goblins. The remaining
  14 stay in the main hall. In an attack, all
  guards respond on the first round (if they are
  alive). The goblin leader responds on the
  third round. On the fifth round, seven gob-
  lins come out of the main hall to assist. For
  the next four rounds, one goblin comes out,
  and on the 10th round, the last three goblins
  come out of the main hall and fight with their
  comrades.
  When the leader comes out of his tower, he
  yells something in Goblin. The worgs answer
  with a long, loud howl from their kennel (AC
  6; MV 18"; HD 3+3; hp 21 each; #AT 1; Dmg
  2-8 [bite]; SA/SD None).
  22
  
  From rounds five to nine, one worg exits the
  kennel during each combat round. The
  worgs will rarely attack a character that
  another worg attacks. Both worgs and gob-
  lins fight until the party is wiped out, or until
  exterminated themselves.
  If, in the ensuing combat, any adventurer
  casts a sleep spell on the main goblin group,
  one of those left awake attempts to wake his
  sleeping comrades while the rest of the gob-
  lins fight. He may shake one awake each
  round, but he must spend a round going from
  one goblin to another. Each goblin, upon
  awakening, takes one additional round to
  become fully awake. In a good turn, a goblin
  going frantically from one comrade to
  another could awaken five others.
  When all the goblins and worgs have been
  killed, the party may search their bodies. The
  goblins have 1-20 gp each. If the party looted
  the area prior to going to the Forest Oracle,
  there is no other treasure. Otherwise, they
  find several jars which contain 200 gp, 500
  sp, and 10,000 cp and a pearl necklace worth
  750 gp.
  7. RETURN TO THE
  FOREST ORACLE
  The journey back to the Golden Boughs
  (the Forest Oracle of the Druids) goes
  quickly. A Golden Guard at the base of the
  tree seunds a bird call and says, "Wel-
  come back, brave adventurers. The High
  Druid awaits your return."
  If any party member is injured, the High
  Druid will send for a healer. He administers a
  liquid from a small vial to each, a form of
  medicine to help heal their wounds.
  If necessary, the healer will use cure light
  wounds, cure critical wounds, and reincar-
  nate to bring the party back to a strength
  where they could reasonably make the jour-
  ney home.
  A CHANCE TO REST
  "If you wish," the High Druid says, "you
  may stay here a few days, healing your-
  selves. I would not begin such a poten-
  tially hazardous return journey unless I
  were healthy. I think your return trip will
  be dangerous enough for the unwary—
  even the unwounded—without adding
  further complications. You may stay or
  leave as you see fit, the choice is yours."
  As soon as the party is rested, the Druid sees
  that they are safely on their way back to the
  Downs. The High Druid will once again bless
  their swords and them (PH p. 43). The High
  Druid gives any Druid who is a member of
  the party a golden sickle before the PCs leave
  for the Downs.
  LEAVING THE DRUIDS
  "Go in peace," the High Druid says,
  blessing the party. "I advise you to use the
  lower river crossing. I hear that ores mass
  to the west of the Wild River upper ford,
  waiting for you. It would not be safe to go
  that way. An old trail, just below the ruins
  of Castle Karn, leads to another ford. I
  wish you a safe journey."
  The party has provisions for the way home,
  and has accomplished its task—securing a
  potion from the Druids (now separated into
  four waterskins, holding a quart each). The
  road seems straighter and smoother.
  8. THE BUGBEAR TRAP
  (Map of the Greate Olde Woode, Area 11)
  Just to the west of Castle Karn, an old trail
  leads to a ford in the river. The High
  Druid said it goes southward, crosses the
  Wild River, skirts one of the Dragonteeth
  Mountains,' and then turns west through a
  pass in the Dragonteeth Mountains to
  their western side. From there, travellers
  can cross the Old North Road, or take it
  north to Bolo's inn and then go west to the
  Downs.
  About six miles down the old trail to the river,
  each party member should make a surprise
  roll. If anyone is successful, he sees some-
  thing orangish-brown and about 7 feet tall on
  the path ahead. The figure disappears into
  the bushes at the side of the trail.
  If the party does not successfully roll for sur-
  prise, they walk down the path and into a trap
  laid by some bugbears. Only the leader (AC
  5; MV 9"; HD 4*1; hp 25; #AT 1; Dmg 2-8
  [flail or sword]; SA Surprise on a 1-3; SD
  None) and three bugbears (AC 5; MV 9";
  HD 3+1; hp 18 each; #AT 1; Dmg 2-8 [clubs,
  maces, or daggers]; SA Surprise on 1-3; SD
  None) wait here. The other bugbears remain
  in the bugbears' camp.
  If the party has surprise, they may attack the
  bugbears. If the bugbears have surprise, they
  attack first. It is possible for neither party to
  have surprise. If the battle goes against the
  bugbears, their leader breaks off combat and
  runs back to the bugbears' camp to get the
  others. The three bugbears he returns with all
  carry battle-axes and daggers.
  The camp of the bugbears lies roughly 100
  yards off the southeast side of the road in a
  small clearing (11 A). Since this is a raiding
  party of bugbears, there are no females or
  young along. In the camp of the bugbears,
  there will be a suit of mail *1 which is human-
  sized. The bugbears' treasure is 200 pp, 500
  gp, 150 ep, and a silver-tipped (non-magical)
  spear.
  9. CROSSING WILD RIVER
  (Map of The Greate Olde Woode, Area 12)
  The forest trail is smooth, and the day is
  warm and pleasant. The sound of running
  water echoes throughout the forest ahead.
  The Wild River appears somewhat tame
  here. The shore is broad, and although
  the water runs swiftly, there is none of the
  mad dash and white water which were
  present at the first river crossing. No
  bridge spans the river which is almost one
  and a half miles from bank to bank. Scores
  of prints on the trail—hoof prints of deer,
  paw prints of some medium-sized forest
  animals, and some human footprints—
  indicate that this is a common crossing.
  The water looks no more than two to three
  feet deep at most.
  When the west bank of the river is 20 feet
  away, large, green creatures with black
  and dark brown splotches move from the
  brush on the shoreline. They appear wet
  and slimy.
  These giant frogs surprise on 1-4 on Id6
  (MM p. 41). There are eight frogs (AC 7;
  MV 37/9"; HD 1-3; hp 10 each; #AT 1;
  Dmg 1-3/1-6/2-8 [blow/blow/bite]; SA Uses
  its sticky tongue to hit at +4, and on the next
  turn it will attempt to swallow its prey; SD
  None). These frogs can swallow any oppo-
  nent on a result of 20 (ld20). Anyone swal-
  lowed may attempt to cut himself free if he
  has an edged weapon and can roll an 18
  (ld20) or higher. If badly wounded (up to 2/3
  its hp), the frogs retreat.
  
  Ijomc
  DRAGONTEETH
  CROSSING
  (Map of The Greate Olde Woode,
  Area 13)
  The trail runs south along the slope of the
  Dragonteeth Mountains. Eight miles
  below the ford, the trail turns sharply
  northwest. It then follows a slight uphill
  turn into a valley flanked on both sides by
  the Dragonteeth Mountains.
  The weather becomes cooler in the valley.
  For the high mountains, this is not unu-
  sual this time of year. The skies grow slate
  gray. A gentle snow begins falling, blan-
  keting the region. After a couple of hours,
  with four inches on the ground, it stops.
  Snow covers other high passes, too, but in
  a day or so, it should melt. Passes are not
  usually blocked with snow until much
  later into the winter.
  As you continue, the valley begins to nar-
  row. In the past, boulders have fallen
  from the mountainside and lie across the
  tapering path, but they are not very diffi-
  cult to get around.
  Night comes suddenly in the valley. The
  sun sinks below the rim of the mountain,
  and the shadows of evening close in. A
  small notch in the valley provides the best
  shelter possible. Three logs of wood lie
  nearby, dry enough to provide warmth
  and a cooking fire.
  24
  
  MIDNIGHT VISITOR
  Around midnight, a strange cry echoes
  throughout the valley, a howl which
  sounds almost human. It appears to come
  from the mountains, but from which side
  or how far up is not clear.
  The party hears no other noise. This cry
  seems to have silenced all other animal noise.
  After 15 minutes, the normal night sounds
  resume.
  FOOTSTEPS
  An hour before dawn, loud, crunching
  footsteps circle the camp. The steps are
  slow and deliberate.
  Should any of the party attempt to follow the
  footsteps, the footsteps fade away at a great
  speed, but without the usual clatter and com-
  motion of someone running.
  YETI FOOTPRINTS
  In the snow, a trail of footprints larger
  than man-sized circle the camp. In several
  places the prints stop, and are deep and
  blurred as if the maker of the footprints
  was standing still and listening, or watch-
  ing.
  These footprints were made by a sub-adult
  Yeti whose home lies on the northern slopes of
  the mountain to the west.
  The party members must each roll percentile
  dice. They spot a strange creature if they roll
  5% or less per level above first. Thus, a sec-
  ond level character must roll 01-05%, third
  level, 01 -10 %, etc. If no one is successful, the
  creature surprises the party.
  THE YETI ATTACKS
  A large, white-furred creature rears up
  from a snowbank east of the camp. Snarl-
  ing in rage and beating his chest, he
  charges. He swings his enormous arms in
  a wide circle, attempting to grab whom-
  ever he can.
  The creature is a sub-adult yeti (AC 5; MV
  15";HD3;hp21;#AT2;Dmgl-6/l-6[claw/
  claw]; SA Yetis have 2 clawing attacks, and if
  either scores a 20, the yeti has succeeded in
  squeezing his opponent for an additional 2-16
  points (2d8) of damage; SD Impervious to
  cold).
  The yeti has shadowed the party most of the
  way through the valley, and has decided to
  attack now, before the party leaves.
  The yeti attempts to carry off a member of the
  party, determined by random die roll, by con-
  centrating his attacks on that person. If the
  yeti successfully hugs his victim, he seeks to
  break off combat the next round and flee to
  his lair. The PCs may each attempt to hit him
  as he retreats at full speed.
  The yeti will do no more damage to his victim
  until he reaches his cave. The victim will
  have a chance to escape on the way to the
  yeti's cave if he rolls his dexterity or less. If
  the victim does not make a successful dexter-
  ity roll, the yeti will throw him to the ground
  inside his cave and wait on a ledge before the
  door. He attacks the first pursuer to
  approach, fighting to the death. The party
  can find the cave if they follow the yeti's
  tracks. This cave hides the yeti's treasure
  which consists of 1,500 gp, 300 ep, 1,000 sp,
  15 cp, 12 diamonds (200 gp each), and two
  daggers +1. A potion of healing is contained
  in a small, light blue bottle, and a wand of
  frost lies discarded in a corner (See Area 13
  Map).
  Should the party decide not to pursue the
  yeti, the victim must save vs. Death or die
  horribly. A successful roll indicates that he
  manages to escape without harm. In two
  hours he finds the rest of the party.
  The yeti will attack until it is able to claim a
  victim, or until chased to its lair and slain.
  2. THE LAST OF THE
  DRAGONTEETH
  MOUNTAINS
  (Map of The Greate Olde Woode, Area 13A)
  From the eastern edge of the mountains,
  the end of the valley looms in sight. The
  air warms, and the snow melts. The fringe
  of the Greate Olde Woode lies ahead.
  The distant sound of flapping wings
  becomes louder, and some medium-sized
  winged creatures hover overhead. They
  seem bird-like, but have the heads of deer
  with great black horns. Their feathers are
  green, and two of them have light blue
  breasts, while the others are drably col-
  ored.
  There are two male and two female perytons
  (AC 7; MV 12721"; HD 4; hp 18 each; #AT
  1; Dmg 4-16 [horns]; SA +2 to hit; SD
  weapon *1 or better to hit). Each creature
  chooses a single victim and attacks him. The
  perytons, who fight to the death, will not all
  attack a single party member. If a party mem-
  ber dies, the peryton tears his heart out and
  flies away with it. Once three perytons have
  been killed, the remaining one breaks off
  combat and flies away, making enraged
  sounds as it goes.
  THE PERYTON NEST
  High above in the rocks, a peculiar struc-
  ture of sticks juts out over the edge of a
  boulder.
  The perytons nest in this structure. It takes
  two hours to reach the nest and return. No
  perytons left alive bother the party. The nest
  contains 2,000 ep, 8 bracelets (600 gp each),
  and a battle axe *1.
  3. LEAVING
  DRAGONTEETH
  CROSSING
  The walls of the valley gradually dimin-
  ish, revealing the forest below. The
  Greate Olde Woode spreads out like a car-
  pet to the north and west. To the south,
  the forest skirts the mountain chain, and
  to the southwest it stops and rolling vales
  begin. The path leads down into the forest
  and goes west.
  The party may follow the path, which leads to
  the Old North Road. No trail takes them
  directly back to the Downs unless they choose
  to follow the Old North Road until it comes
  to Bolo's Hungry Traveller Inn. No matter
  which road the party decides to follow, they
  have to pass through some woods to do so.
  25
  
  4. RINALDO
  Ahead, in the middle of the path, waits a
  young man. He rests his hands on his
  hips. His gaily-colored clothing and the
  bandana around his forehead contrast
  with his pencil-thin, black moustache. He
  has a ring of what appears to be pure gold
  in his right earlobe. He flashes a dazzling
  smile, and bows low, in an exaggerated
  fashion.
  "Good day, hardy travellers, I am
  Rinaldo. I see that you have had an. . .
  interesting. . .journey. I hope you are
  well." His manner seems to be one of gen-
  uine concern.
  "You do not know me, but I have heard of
  you. Not too long ago I was at Master
  Bolo's inn, and some passers-by related
  your story. I put two and two together, and
  some very strange occurrences seemed to
  suddenly make sense. I tried to catch up to
  you, but the caverns beneath the Dragon-
  teeth Mountains are now impassable. I
  figured the best way to run into you was to
  meet you here." He shrugs his shoulders,
  "And so here I am."
  If the party questions him, he will smile and
  answer in a cryptic, but unoffensive fashion.
  Rinaldo means to be likeable. Rinaldo
  (Fighter; Lvl 3; AC 7; MV 12"; HD 2; hp 12;
  #AT 1; Dmg 1-6 [dagger or shortsword]; SA/
  SD None but has a Ch of 15) carries a dagger
  concealed in his boot.
  Rinaldo is very sure of himself. He appears to
  know much about the party they may have
  felt was "unknown," but which a clever and
  •resourceful person could ferret out by simply
  observing and collecting gossip.
  CONVINCED TO SEE MADAME RIVA
  "As soon as Madame Riva heard of you,
  she said to me, 'Those are the ones I wish
  to see'." Rinaldo motions with his hand,
  and six large, brightly dressed men step
  from the thickets.
  "Do not be alarmed. They are here to
  help grant you a safe passage to Madame
  Riva. She has a business proposition for
  you. I think you will find it quite profit-
  able to hear her out." Rinaldo glances
  about nervously. "Come," he says, "it is
  not safe to tarry in this portion of the
  woods."
  Although these men (statistics are the same as
  Rinaldo's) are well-armed, they do not
  directly threaten the party with their weap-
  ons. If the party asks who Madame Riva is,
  Rinaldo simply responds that the party will
  know soon enough.
  The men with Rinaldo are here as protection,
  and to assure the party visits Madame Riva.
  Above the party, well-hidden in the foliage, is
  a large net which will drop if the party tries to
  resist going with Rinaldo. The party will then
  be taken to Madame Riva. He gives the party
  his word that they will not be harmed if they
  hear her out, and allows them to keep their
  weapons. As a member of the Travelling Peo-
  ple, to give his word, and to take someone's
  word, is a deal which he feels is binding unto
  death. As usual, the DM will roll for random
  encounters, and if a wandering monster is
  encountered, the seven Travelling People will
  help the party vanquish this creature.
  5. MADAME RIVA'S CAMP
  (Map of The Greate Olde Woode, Area 14)
  MADAME RIVA
  A clearing at the southern fringe of the
  Greate Olde Woode reveals a camp full of
  life and happiness. Everyone is brightly
  clad in a variety of silken garments. Most
  are dark-haired and have black, flashing
  eyes.
  Many wooden wagons form a circle
  around the encampment. The wagons are
  painted in bright reds, greens, yellows,
  and blacks. Most have a door and a back
  step, although a couple of the entrances
  are covered over only by a leather door-
  apron. Small windows line either side of
  the wagons.
  In the center of the camp is a communal
  feast area. A large table is spread there,
  and various members of the Travelling
  People stop and take an apple, bread, or a
  piece of venison as they pass by. "You are
  no doubt hungry. Go and eat and drink
  while I see if I can find Madame Riva and
  inform her of your presence."
  The food is not tainted, poisoned, or tam-
  pered with. The party may satisfy their hun-
  ger and thirst. They are allowed free rein in
  the camp, but are not allowed to leave.
  Rinaldo returns. "Madame Riva wishes
  to see you now. She is this way," he says,
  starting toward the largest wagon in the
  encampment.
  Madame Riva's wagon is bright red with
  a yellow band and black wheels. On each
  side of Madame Riva's wagon is a big sil-
  ver star. Sitting on the back stoop is a thin,
  old woman. She has dark, piercing eyes
  and a cynical grin. She holds herself erect,
  and acts in no way enfeebled.
  "Good day, young folk," she says. She
  nods to herself, saying, "You'll do, or I
  miss my mark. Please be seated," she
  says, motioning toward some logs. "It is
  not as fancy as town-folk chairs, but it
  keeps you off the cold ground. It's a hard
  enough world this is, without making it
  any harder than it must be." She pulls out
  a long white pipe and lights it, inspects it
  carefully, and then looks up again.
  "You've eaten? We cannot offer much,
  but we share with those who are our
  guests." She points the mouthpiece of the
  pipe at your party, "You've been beyond
  the mountains to see the Druids?"
  Madame Riva (Magic-user; Lvl 4; AC 9;
  HD 5; hp 21; MV'l2"; #AT 1; Dmg 1-4
  [hand]; SA charm x2 and sleep x4; SD ring of
  invisibility) nods and comments on how bad
  the weather is for travelling if the party
  answers yes. If the party answers no, she
  smiles and says, "Canny. I like that," and
  continues her questioning. She is just passing
  the time of day until she can bring up the real
  subject she wants to talk about.
  THE PROPOSAL
  Madame Riva draws deeply on her clay
  pipe, and exhales slowly. She is the very
  soul of patience and grandmotherly chat-
  ter, yet she knows many surprising things.
  Finally she says, "You are from the
  Downs," and ignores any arguments to
  the contrary. She smiles sadly, "I was
  through the Downs not too long ago.
  "Just before the Travelling Folk entered
  the Downs, we encountered Olot the ogre.
  We treated him well. He repaid us with
  lead when we had given him gold." She
  smiles craftily. "In short, young folk, we
  gave him the hospitality of the camp, took
  his word, and he stole from us."
  26
  
  "When we sent some men to regain our
  possessions, they were slain by a big man
  that guards Olot's dwelling. No member
  of the Travelling Folk is able to approach
  the dwelling to reclaim what is ours. That
  ogre demands payment from us for our
  own possessions!" She puffs angrily on
  her pipe.
  Slowly she calms down. "That is why,
  young folks, when I passed through the
  Downs I asked for silver. The people there
  would not give me any. I needed silver to
  buy back what had been stolen from us. I
  thought if I threatened the Downs, they
  would pay. They did not—I cursed them
  in my anger. It should have been Olot!"
  She checks her pipe—it has gone out. She
  empties the pipe and puts it away.
  "Here is what I propose: you do me a
  small service, and I will lift the curse on
  the Downs. If you wish not to deal with
  me, I will sell you a cure for the curse that
  blights The Downs."
  OLOT'S TRICKS
  If the party tells Madame Riva they already
  have a cure for the curse, she tells them it will
  not restore this year's crops. She will restore
  the crops if they return the pegasus to her.
  Madame Riva is sincere. She waits patiently
  for the party to give her an answer. Whether
  they accept or not, she tells them the follow-
  ing story.
  "Olot is a cunning, devilish ogre. We met
  him in the woods, and he did not harm us,
  so we gave him the hospitality of the Trav-
  elling Folk. He repaid us by stealing Sil-
  verwing, a pegasus we captured and were
  taking south for a lord. He took Silver-
  wing to his cave, and demands that we
  pay 20,000 gp for his return. We do not
  have that kind of money.
  27
  
  Olot has found a flesh statue which he has
  empowered to kill and harry only Travel-
  ling Folk, so we are unable to reclaim the
  pegasus." She spits on the ground, "Bad
  luck to him, I say! Anyway, I feel that
  since Olot is so clever, perhaps his own
  cleverness could be turned against him.
  What if some bold people who were not
  Travelling Folk went there to reclaim my
  Silverwing?" She laughs at her own clev-
  erness, "What if you went there to reclaim
  him?" She leans forward, anticipating an
  answer.
  Madame Riva has made her opening offer. If
  the party presses her, she adds that in addi-
  tion to lifting the curse on the Downs, she will
  throw in a good horse for every member of
  the party. If this is not enough, she offers to let
  them have all of Olot's treasure that does not
  belong to the Travelling Folk (she had
  intended to keep it all for her people). If they
  still refuse, she pretends to be resigned, and
  offers to have each of the members be the
  guest of honor at a party that night.
  At the party, there is much eating and drink-
  ing. Each member of the party finds that a
  member of the Travelling People of the oppo-
  site sex is sitting next to him. These Travel-
  ling People are magic-users, Level 3, who
  attempt to charm their partners into going to
  Olot's cave to recapture Silverwing. All party
  members must save vs. Charm or be
  charmed. If any party member is charmed,
  Madame Riva will have a small twinge of
  conscience, and offer to throw in 100 gp, on
  return, to each party member who goes to
  Olot's lair. If some or all of the party manage
  to avoid being charmed, they are free to leave
  the gypsy camp.
  LEAVING FOR OLOT'S LAIR
  Rinaldo offers to guide the party to Olot's
  cave. He explains, "Since you are going
  to do such a great service, you deserve all
  the help you can get."
  Madame Riva smiles. "Be careful," she
  tells everyone. She has a package wrapped
  in silk. When it is unwrapped, there is a
  beautiful silver-bladed scimitar. Madame
  Riva says, "This may help slay Olot."
  This scimitar is a magic sword. It is *2 against
  ogres only. Of course, no one in the Travel-
  ling Folk can get close enough to Olot to use
  it. She intends it as a gift.
  6. OLOT'S LAIR (Map of The
  Greate Olde Woode, Area 15)
  The road Rinaldo takes is winding and lit-
  tle-travelled. Weeds threaten to cover it
  totally. The road goes through the forest,
  gradually turning uphill and due west. As
  the hill becomes higher, the steep path
  becomes narrower. The trees thin to
  reveal the top of the hill. Suddenly
  Rinaldo stops. "You are almost there. Just
  around this bend is the big man. I will
  wait here for you. Do you want me to
  watch your valuables so you will not be
  encumbered?"
  Rinaldo is genuinely concerned about the
  party's maneuverability. He also feels that if
  the party does not survive, he can take their
  belongings back to Madame Riva and per-
  haps raise some of the money that Olot
  requires. The Travelling Folk may then be
  able to purchase Silverwing's freedom from
  Olot.
  THE PATH INSIDE OLOT'S LAIR
  A path snakes upward. Sheer walls line
  the path, and a coat of treacherous ice cov-
  ers the stony surfaces.
  Just around the bend, the path widens.
  Standing in the middle of the path is a
  man over seven feet tall and criss-crossed
  with many scars and old wounds. He faces
  the party, his eyes unblinking. Only his
  hands move, clenching and unclenching
  when he sees you.
  This is a Flesh Golem (AC 9; MV 8"; HD 40
  hp; hp 40; #AT 2; Dmg 2-16/2-16 [fist/fist];
  SA Can do 1 point structural damage to
  wooden structures every three rounds; SD
  Normal weapons do not harm him, but magi-
  cal weapons will do normal damage, and
  electrically-based magic spells restore dam-
  age in direct relation to the number of dice
  damage normally done). This Flesh Golem is
  a left-over from a castle that Olot found in
  ruins. The magic-user was long dead. The
  Golem now guards the entrance, but does not
  attack unless a member of the Travelling Peo-
  ple appears or unless the person has struck
  the Flesh Golem with a magical weapon. It
  fights until killed (MM p. 48).
  The Gas Trap
  Once past the Flesh Golem, the path runs
  straight north for approximately 50 feet,
  to the west for 40 feet, and finally turns
  back north.
  Midway down the path, about ten feet from
  the entrance is a gas trap, containing slowing
  gas. The trap is activated by pressure. Its
  pressure plate covers a 10" x 20' area. The
  weight of two or more party members will
  activate this trap. For the next two turns, all
  those affected must move at half normal
  speed. To avoid the effects of the gas, the
  party members must save vs. Poison.
  The Pitfall Trap
  The path goes straight north for 60 feet,
  and runs east for 40 feet before turning
  back north.
  A 10' x 20' pitfall trap waits for the unwary,
  filled with one spear every two feet. The
  weight of one or more people activates this
  trap. Anyone activating it must roll their dex-
  terity or less on ld20. Those failing their dex-
  terity roll land on a spear and take 1-6 points
  of damage as if stabbed by a spear. The trap
  does not reclose, and those seeking to cross it
  must jump. Once a party member falls into
  the pit, his friends may easily help him out.
  The Water Traps
  The path runs straight for 60' before wid-
  ening to an area roughly 65' wide by 55'
  long. The path narrows and runs for 40'
  north before turning due east.
  This widened area contains four traps. Party
  members might be wary of walking straight
  across, and seek to hug the walls to avoid any
  traps. The traps lie in each corner. Each trap
  is 20' x 15'. A clear path 10' wide runs down
  the center of the area. Any person stepping
  on one of these traps must roll his dexterity or
  less on ld20, or fall into a pit which is 20'
  deep and filled with water. The edges of this
  pit are slick stone, making it hard for a person
  to get out without help. They may be pulled
  out if they have removed their heavy armor
  (plate). It takes one round to sever the leather
  28
  
  thongs which bind plate armor to its wearer.
  Those wearing armor lighter than non-magi-
  cal plate armor need not remove anything to
  be pulled from the water. After four rounds in
  the water, the swimmer tires and sinks.
  The Ball Trap
  Beyond the pit and widened area, the trail
  runs straight for 45', and then back to the
  east for 30'. It turns north for 45' and ends
  in a cave mouth.
  Twenty feet down this path is a ball trap.
  When party members step on the trap, a
  huge, round ball, eight feet in diameter, falls
  from above the cave's mouth and begins roll-
  ing. Party members may save themselves if
  they fall to the sides of the corridor path and
  save vs. Petrification. If the party members
  fail their saving throws, they receive 1-4
  points of damage from the rock as they throw
  themselves to the sides of the wall. If the party
  attempts to outrun the ball, each member
  must make a successful dexterity roll for
  every 50 feet travelled. Failing this, they fall
  and may roll to the side of the path, but still
  receive 1-4 points of damage. The ball con-
  tinues to roll down the tunneled pathway and
  falls to the side of the path outside.
  THE MOUTH OF OLOT'S CAVE
  No light comes from the mouth of the
  cave. The right-hand wall falls away 15'
  inside the cave. The left-hand wall falls
  away about 50' into the cave.
  Once inside the cave, the party hears noises
  made by Silverwing at the back (north) end of
  the cave. What appears to be the left wall is
  actually a big rock. The rock, used as the
  door to this cave, hides Olot the ogre.
  OLOT
  Once inside, with a groan of rock on rock,
  the left hand wall moves and shuts the
  entrance way.
  Standing there panting from exertion is a
  tall figure. Dressed in skins, he carries a
  gigantic two-handed axe. "I am glad you
  dropped in for dinner," he says, licking his
  lips and advancing.
  This is Olot the Ogre (AC 5; MV 9"; HD
  4+1; #AT 1; Dmg 1-10 [axe]; SA None; SD
  None). He has been waiting since the party
  first entered the path to his cave. He loves
  human flesh, and his larder (Area L on Area
  15 Map) is getting low on choice cuts. The
  rock takes a combined strength of 30 to move.
  Olot is 7 1/2 feet tall, black-haired, and
  dressed in green skins. His eyes glow yellow
  in the reflected glare of the party's torches. As
  he advances on the party, he attempts to keep
  his back to the wall.
  To decide whom Olot attacks, as he is chaotic,
  assign each PC a number on the closest size
  die to the number in the party (4, 6, 8, 10, or
  12) and then roll that die each round to see
  who Olot's victim is. Of course, he must be
  able to reach that party member in order to
  attack him, otherwise he attacks the closest
  opponent. While Olot fights, he makes little
  comments to himself as to how tasty the vari-
  ous members of the party look, and how good
  they will most likely taste in a stew. He tells
  the largest member of a party "You'll roast
  nicely. I can smell the gravy and hear the
  juices sizzling now." To the smallest member
  of the party, he comments, "It's too bad
  you're so puny. Out of consideration for my
  time and effort, you should have fattened
  yourself up before coming here to pester me.
  It's almost not worth the time it will take to
  clean and skin you."
  SILVERWING
  The cave has two exits. From the one to
  the north comes whinnying sounds. The
  one to the west is silent.
  The exit to the north is where Olot holds Sil-
  verwing captive. The pegasus acts friendly to
  the party, but, has been broken by gypsy
  riders and seems saddle-trained only if a
  gypsy saddle blanket or bridle of the Travel-
  ling People is put on him. He can be led,
  however. Once outside, he does not attempt
  to escape.
  OLOT'S LARDER
  The dark west cavern emanates a faint
  carrion odor. Torchlight reveals seven tor-
  sos hung like side-meat. This is the larder
  of Olot.
  If the party investigates the room, they see
  that there is an area behind the larder where
  Olot lived and kept his treasure. His treasure
  consists of 9,000 gp, 1,000 ep, 2,000 cp, 3
  pieces of jewelry, a potion of giant control, a
  potion of invisibility and scrolls of protection
  from demons, protection from were-tigers,
  protection from magic, and protection from
  water elementals.
  If the combined strength of the party is insuf-
  ficient to roll away the rock, Silverwing may
  be employed to help.
  7. BACK TO THE GYPSY
  CAMP
  The road back to the Gypsy encampment
  is not dangerous.
  Madame Riva abides by all the terms of
  the deal she made with the party. She also
  presents each member of the party with a
  small silver medallion which allows any
  other Travelling People to aid them if they
  ever need help (regardless of charisma
  modifiers).
  All of the party's belongings are returned to
  them, and Madame Riva asks if she can help
  them in any way. If the request is for food,
  etc., she grants it. She has a cleric cast a cure
  serious wounds on any member of the party
  who requires it.
  Unless the party has a random encounter
  with a wandering monster, they should not
  have any encounters between the time they
  leave Olot's cave and the time they actually
  set foot back in the Downs.
  8. RETURN TO THE DOWNS
  The trip to the Downs is accomplished
  with little more than travel. The Downs
  looms in sight, as does the glory of helping
  this blighted, suffering land.
  29
  
  9. THE DOWNS
  Delon the Mage very happily says, "We
  cannot thank you enough for what you
  have done. The land may once again
  thrive. We regret that we are unable to
  reward you more, but we have managed
  to find 100 gold pieces for each of you. If
  you ever need a home or a place to stay,
  the doors of the Downs will always be
  open to you."
  Hjc end
  30
  
  ptcvollcb
  Name
  Alain
  Conrad
  Mozz
  Teketawk
  Hinfrette
  Blint Brokenhaft
  Shard
  Fazil
  Fromo Freefinger
  Class/Lvl 
  Race 
  STR 
  INT 
  WIS 
  DEX CON CHA 
  HP 
  EQUIPMENT
  F3 
  Human 
  17 
  9 
  11 
  14 
  17 
  14 
  22 
  sword, chainmail and shield, longbow, 10
  arrows, dagger, 24 gp
  F4 
  Human 
  18 
  10 
  11 
  13 
  16 
  12 
  30 
  leather armor, shield, sword, dagger, light
  crossbow, 12 quarrels, 30 gp
  D2 
  Human 
  14 
  15 
  17 
  15 
  14 
  12 
  14 
  leather armor, scimitar, scythe, animal
  friendship, shillelagh, cure light wounds,
  and 14 gp
  MU3 
  Human 
  12 
  17 
  12 
  16 
  11 
  12 
  10 
  dagger, sleep, unseen servant, web, potion
  of giant control, and 15 gp
  MU2 
  Human 
  10 
  16 
  13 
  14 
  12 
  11 
  7 
  dagger, sleep x2, magic missile, 21 gp
  F3 
  Dwarf 
  18 
  12 
  12 
  10 
  14 
  8 
  19 
  chainmail and shield, war hammer, short
  sword, axe, 21 gp
  F4 
  Elf 
  16 
  17 
  11 
  16 
  14 
  15 
  31 
  chainmail, sword, dagger, longbow, 12
  arrows, 13 gp
  T3 
  Elf 
  15 
  14 
  13 
  18 
  14 
  14 
  14 
  leather armor, 2 daggers, sword, 50'rope,
  10' pole, 25 gp
  T2 
  Halfling 
  13 
  14 
  12 
  17 
  12 
  15 
  10 
  leather armor, short sword, dagger, sling
  and 12 stones, 30 gp
  item* common to pvtvolltb
  All characters possess a leather back pack, a waterskin (2 qt.), flint and tinder, 1 tallow candle, 2
  torches, 2 weeks rations, a blanket, and a belt pouch the size of a small pocketbook, a spoon, and
  small bowl.
  
  •1984 TSR, Inc. All Rights Reserved.
  9084XXX1501
  32
  
  Tunnel Through the Horns of the Dragon Area 5
  1.
  2.
  3.
  3A.
  4.
  Key
  Empty Cavern
  Dwarven Ruins
  Empty Cavern
  Mad Dwarf's Cavern
  Honeycomb Maze
  5. Dead End
  6. Underground Lake
  7. Dead End
  8. Ore Hide-out
  
  Official Game Adventure
  tfjc forest oracle
  by Carl Smith
  The land lies under a curse. Fruit drops to the
  ground, its pulp black and rotten. Leaves curl
  and wither on the branches. Animals flee the
  parched vale, or starve.
  Long ago, the Downs prospered under the care
  of Druids. But the priests of nature have
  retreated deep into the woods and rarely show
  themselves. One old man claims that the Dru-
  ids have the power to save the valley, if only
  someone could find their Oracle to seek help.
  Will you reach the Forest Oracle of the Druids
  in time? And if you do, can they really lift the
  curse?
  Or does the answer lie elsewhere?
  Only the most daring and cunning adventurers
  will save the Downs. For character levels 2-4.
  * 1984 TSR, Inc. All Rights Reserved. Printed in U.S.A.
  TSR, Inc.
  POB 756
  Lake Geneva,
  Wl53147
  TSR (UK) Ltd.
  The Mill, Rathmore Road
  Cambridge CB14AD
  United Kingdom
  ISBN 0-88038-103-5
  394-53804-8TSR0600
  9084XXX1401
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1e-2e, D&D, OD&D (TSR)/AD&D, D&D, OD&D Adventures & Settings/N2 The Forest Oracle (1e).pdf