TEXT: A Thorn in the Side
  By
  Malrex
  A sacred druid’s grove has become haunted, cursed and contorted by
  evil. Will the party be able to solve the mystery…or will the evil
  continue to spread…..An adventure for levels 3-6.
  
  A Thorn in the Side
  Author/Mapping/Layout:  Malrex
  Editor: A.P. Klosky
  Cover Art: Some artwork © 2018 Dean Spencer, used with permission, all rights reserved
  Cover Art Background: Knotty Works
  Back Cover Art: Jack Holliday
  Interior Art: Some artwork © 2018 Dean Spencer, used with permission, all rights reserved, Maciej Zagorski-
  The Forge, Indi Marten © 2018, Vshane, William McAusland, Jayaraj Paul, Nathan Attebery, Patric E. Pullen,
  Jacob Blackmon, some artwork copyrighted by Robert Hemminger, used with permission. All art used with
  permission and each © by each artist.
  Author’s Note
  Ever since I’ve seen the cover art, I was inspired for this adventure. Happy to finally write it down on
  paper and get it out of my head.
  Thanks to my patrons at https://www.patreon.com/malrexmodules for supporting me!
  Special thanks to my wife, putting up with me while I finished this during vacation.
  
  A Thorn in the Side
  Introduction: After her Calamitous Tree was
  destroyed by the druid Naekos, the Thorn Dryad Merizyl
  sought revenge. Coaxing and encouragement allowed
  the stump of her fallen tree to become a Rootmaw,
  which helped sustain Merizyl. The roots of the Rootmaw
  oozed foul ichor across the grove transforming Naekos’
  grove into a place of twisted evil. All the while, Merizyl
  continued sowing new calamitous trees, slowly
  changing the groves’ remaining defenders into a
  mockery of their once noble forms.
  Summary: After the druid had slain her calamitous
  tree, Merizyl created a Thorn Necklace for Naekos,
  eventually ensuring that it fell into the druid’s hands.
  Mistaken for a gift from a friend, Naekos immediately
  donned the necklace, causing him to descend into a
  deep madness and paranoia. With the grove’s
  protector out of the way, Merizyl trapped the druid’s
  friends (Area #3 and #11), slaying them (in the case of
  the Banshee, Appendix B, Area #4) or cursing them (in
  the case of The Wendigo, wanders or Area #13). Having
  taken control of the grove, Merizyl has been free to
  seed the area with additional calamitous trees, ensuring
  the whole natural grove shifts into darkness and
  corruption. The adventurers enter the grove depending
  on the Adventure Hook chosen.
  Adventure Hooks
  1. A nearby village is at wit’s end due to a difficult
  crop-growing season. Due to past altercations, they
  reluctantly seek adventurers to find the reclusive druid
  in his nearby grove to beg for his assistance, yet no one
  knows the exact location. In fact, they haven’t heard
  from the druid in over 10 years, which has suited them
  fine…. until now.
  2. A charismatic merchant offers the party a reward
  (500 gp each) to recover the Ice Sapphire of the
  Ancients. The gem’s last location was believed to be in
  a burial mound inside the druidic grove. The merchant
  is actually a thief in the local Thieves’ Guild, and will not
  honor his side of the bargain.
  3. A centaur, Jakora, seeks help from the party.
  Ancient centaur traditions require children, when they
  come of age, to visit the burial mound to pay their
  respects to their ancestors. After 10 years, it’s finally time
  to make the visit. However, Jakora has discovered that
  the grove has gone through a strange transformation
  over the years and has deemed it unsafe. She offers
  300 gp for the party to come back with information on
  what has happened to the centaur burial mounds and
  the surrounding grove.
  4. A wizened old herbalist has found the location of a
  group of Leptographium. She wants some of their
  bark-skin for its rare properties for  spice making. She
  offers 300 gp and a Potion of Healing for the efforts. She
  even offers the potion up front.
  5. A nearby village has been terrorized by a wyvern.
  They are organizing a monster hunt with a 500 gp
  reward.
  Travel Through the Druid Grove: As the players
  make their way through the corrupted grove, they must
  contend with a number of environmental hazards.  If
  not on an already-extant trail, all movement is slowed
  by ½. If off-trail, brambles and thorns seem to lash at
  exposed limbs and faces, dealing each party member
  1d3 damage per turn while traveling off-trail. Narrow
  animal trails allow normal movement if discovered by
  a tracking ranger or druid. Other party members may
  discover the animal trail but quickly lose the trail through
  the underbrush.  Further, the forest is withered and dark,
  with a thick, overarching canopy that blocks most of
  the sunlight from reaching the misty and damp forest
  floor. Besides the crunching of leaves and twigs during
  movement, the forest is deathly quiet.
  GM’s Notes:
  Please refer to Appendix F: New
  Monsters, for descriptions of new monsters. Anytime at
  night, in Areas #7-10 and #12-15, there is a 40% chance
  of experiencing the Rootmaw’s (Area #14) Dancing
  Lights ability, as it tries to lure the unwary to its lair (and
  mouth).
  Special Note: Larengos, the Wendigo knows the
  territory and uses it to its advantage, attempting to
  ambush, separate and generally harass the party
  whenever they are occupied or camping. Larengos
  stays to fight in 1 vs. 1 or 1 vs. 2 odds but attempts to
  flee if he reaches half hp. Its territory ranges from Areas
  # 1-4, #7-10, and #13.
  Larengos the Wendigo: AC 4, Move 12, HD 6, hp 42,
  THACO 15, Attack 2 or 3 (2 claws 1d8+1
  and
  g o r e
  2d4+2), Size M to L,
  Morale 12, XP 650+.
  Special: 90% resist to
  Sleep, Charm and
  Hold spells.
  Wandering
  Encounters:
  Roll every 2 hours. A
  result of 1 or
  2 on a d10 means
  a wandering encounter:
  Artist: Dean Spencer
  3
  
  The Grove:
  1. Stick Around: The forest opens partially along the
  animal trail into a small, grassy clearing. The sound of a
  crying woman breaks the silence followed by eerie,
  saddened wails of an infant. A strange, decapitated
  buck’s head hangs upside down from a vine, 7 feet off
  the ground. The head spins slowly, revealing three eyes
  and fangs. Stiffened legs protrude out of the mist
  marking the carcass.
  ● Four vines from trees slowly move into position to
  snare the unwary. These vines act exactly like the
  Snare spell.
  ● The crying sounds come from Area #3. The crying
  baby comes from the Wendigo mimicry ability, as
  Larengos attempts to trick the party into this area
  to take advantage of the vines. The vines do not
  attack Larengos.
  ● Once a character is snared, the Wendigo crashes
  out of the brush and attacks the last person in the
  party. It attacks for one round before rushing off
  into the woods. If followed by the rest of the party,
  it attempts to double back and decapitate any
  snared foes.
  Monster: Wendigo
  2. Cursed Trail: The narrow animal trail branches off in
  several directions. Sounds of a sobbing woman emerge,
  but are hard to pinpoint through the dark, misty forest.
  ● This intersection is cursed and roots seek to trip
  anyone walking through. Every round spent in this
  area, 1d3 characters must save vs. spells or trip, as
  the Trip spell.  Roots have AC 7, hp 10 ea and are
  18 of them. Tripped characters lose a round of
  action.
  ● 7 constrictor snakes slither within the mist to attack.
  Slain snakes revert back to sticks (see Sticks to
  Snakes spell).
  ● Important Note: Roots and snakes are confined to
  a 20’ radius centered on the center of the
  intersection.
  Monster: (18) Evil Roots: AC 8, hp 10 ea. Act as a Trip
  spell until destroyed and affects 1d3 characters per
  round.
  (7) Constrictor Snakes: AC 6, Move 9, HD 3+2, hp 16 ea,
  THACO 17, Attack 2 (bite 1, constrict 1d3), Size S, Morale
  N/A, XP 120 ea.
  : AC 5, Move 6 (fly 12, MC 2), HD
  , hp 4 ea., THACO 20, Attack (by weapon), MR 25%, Size
  T, Morale 11, XP 650 ea. Special: Invisibility, spells, sleep arrows. They harass the party with their magic and try
  to put the party to sleep.
  AC 4, Move 6, (fly 21, MC 2), HD 4, hp 23 ea, THACO 17, Attack 1 (bite 2d4 or sting
  1d4+special), Size M, Morale 8-10, XP 420 ea. Special: Save vs poison or take additional 5d6 damage and be
  paralyzed for 2d6 hours. These wasps are looking for food.
  AC 4, Move 12, HD 6, hp 42, THACO 15, Attack 2 or 3 (2 claws 1d8+1 and gore 2d4+2), Size M
  to L, Morale 12, XP 650+. Special: 90% resist to Sleep, Charm and Hold spells. The Wendigo watches the party
  from the trees and mist and is spotted, but it quickly disappears.
  AC 8, Move 12 (6 floating), HD 3, hp 17 ea, THACO 17, Attack 2 (Stem spike 1d6), Size M,
  Morale 11-12, XP 175 ea. Special: +1 weapons to hit,
  damage pierce, float, blind attack, climb, decay,
  weakness to fire, wind, and water. They float down to surprise the party.
  AC 3, Move 6 (fly 24, MC 5), HD 7+7, hp 46, THACO 13, Attack 1 or 2 (bite 2d8, sting 1d6, 2 talons
  1d6), Size G, Morale 14, XP 4,000. Special: Poison. Save or die. The wyvern is on the hunt for food. 50% chance
  it doesn't see the party due
  Cries of help are heard from the south. If they rush off, the party may get separated due to the mist. The
  Wendigo attacks lone characters.
  Cries of a wailing baby are heard through the mist. Eventually it fades.
  AC 4, Move 12, HD 6, hp 42, THACO 15, Attack 2 or 3 (2 claws 1d8+1 and gore 2d4+2), Size M
  to L, Morale 12, XP 650+. Special: 90% resist to Sleep, Charm and Hold spells. The Wendigo follows the party
  and attacks the last party member when they are engaged with something else.
  Roots slither for a full round, oozing a black ichor, creating a rustling noise.
  (2 heads, 2 tails, 5 legs, 2 mouths, 3 eyes, etc.)
  (deer, elk, chipmunk, etc) watches the
  party (harmless). Flees if attacked.
  A
  Roll
  Encounter
  1
  (5) Twisted Pixies
  2
  (4) Giant Wasps:
  3
  The Wendigo:
  4
  5
  (6) Leaf Rustlers:
  6
  (1) Wyvern:
  7
  8
  The Wendigo:
  9
  (3) Leptographium:
  10
  11
  A disfigured
  animal
  12
  to the thick canopy.
  AC 3, Move 6, HD 5, hp 30 ea, THACO 15, Attack 1 (1d6+2), Size S, Morale 14, XP 975 ea.
  Special: Sap, spore form, double damage from fire. They are moving towards one of their entrances. They
  attack immediately.
  ½
  ½
  spectacular butterfly, vibrant with color, is the only movement in the forest. It spreads its wings wide before
  falling into the mist....dead.
  4
  
  3. Weeping Woman: A cracked, lichen-
  covered statue of a cowled
  woman in a dress stands in
  the 
  center 
  of 
  a 
  trail
  intersection. 
  Her 
  hand 
  is
  upraised with a broken dagger
  blade protruding from it. Tears
  stream from its eyes and sounds
  of sobbing can be heard coming
  from the statue, though the face
  remains motionless.  Mud and
  shallow water puddles surround the
  statue.
  ● The statue is 5’8” tall, with
  impeccable 
  craftsmanship.
  Roots are entwined about the
  feet, seemingly holding up the
  statue as it has no other base.
  ● Whoever touches the statue first is enveloped in a
  golden glow and receives the effect of a Bless spell
  for 6 turns. The statue changes expression to a look
  of determination and the crying stops. The
  ‘toucher’ hears “Avenge me!” telepathically. The
  statue does not say anything else.
  ● A successful strength check can pull the blade
  from the hand which envelopes all those in a 20’
  radius in a golden glow and provides the effects of
  a Bless spell for one full day. The statue turns to flesh
  and the woman smiles and says “Thank you”,
  before rapidly deteriorating to bones and finally
  collapsing into a pile of dry dust.
  ● A broken dagger hilt lies in the muck at the foot of
  the statue. The hilt is engraved with a long-faced
  medusa (handle) with her snake hair forming the
  hilt. Despite the strange occurrences with the
  statue, the dagger has no magical abilities
  (anymore).
  ● The statue is of Yasha, see Appendix B, Area #7.
  4. Leptographium Entrance: A giant, rotten fallen tree
  lies across the trail and clearing. Dappled sunlight
  reveals an enormous stump with jagged wood reaching
  for the sky. A dark opening, 4’ long and 3’ wide, is set
  within the gnarled wood with roots forming crude stairs
  leading down. Five strange leaf piles, 2’ diameter, lay
  scattered about the entrance.
  ● There is a 50% chance that a squad of 8 Twisted
  Pixies enters the clearing from Area #8.  They are
  delighted to maliciously trick, harm, and even kill
  party members.
  ● The piles of leaves are slain Leaf Rustlers.
  ● The stump leads into the Leptographium
  lair. See Appendix A: The Root Lair.
  Monster: (8) Twisted Pixies: AC 5, Move 6 (fly 12, MC 2),
  HD ½, hp 5 ea., THACO 20, Attack (by weapon), MR
  25%, Size T, Morale 11, XP 650 ea. Special: Invisibility,
  spells, sleep arrows.
  5. Leaf Rustler Lair: The claustrophobic canopy finally
  lifts, revealing several different layers at varying heights
  within the canopy itself. A few huge trees dominate the
  forest, with branches as thick as a wagon expanding in
  different directions, forming a sort of aerial highway. A
  moss covered, rope-and-wood ladder creaks and
  dangles near a huge tree to the south.
  ● Approaching the rope bridge causes 7 Leaf Rustlers
  to float down from above to attempt a surprise
  attack.
  ● Despite its appearance, the rope bridge is sturdy
  and ascends 50 feet to the Leaf Rustler Lair, see
  Appendix B: The Leaf Rustler Lair.
  Monster: (7) Leaf Rustlers: AC 8, Move 12 (6 Floating),
  HD 3, hp 24, 22, 18x4, 16, THACO 17, Attack 2 (Stem spike
  1d6), Size M, Morale 11-12, XP 175 ea. Special: +1
  weapons to hit, ½ damage pierce, float, blind attack,
  climb, decay, weakness to fire, wind, and water.
  6. Root vs. Leaves: A strange, chaotic battle occurs in
  this gloomy meadow as bark-like creatures face off
  against bizarre creatures composed of leaves. There
  are losses on both sides. The bark creatures seem to be
  defending a narrow crevice set in a moss covered
  stump.
  ● The combatants fight for 1d4 rounds before
  noticing the party.
  ● Once noticed both groups of combatants attempt
  to flee with the Leptographium entering the
  crevice 
  and 
  the 
  Leaf 
  Rustlers 
  climbing 
  a
  humongous 
  tree 
  nearby. 
  Leptographium
  withdrawing from attacks arrive in Room #2 of the
  Root Lair.
  ● The crevice leads to the Leptographium Lair, see
  Appendix A: The Root Lair.
  Monster: (5) Leptographium: AC 3, Move 6, HD 5, hp 37,
  28, 23, 15, 7, THACO 15, Attack 1 (fist 1d6+2 or weapon
  +2), Size S, Morale 14, XP 975 ea. Special: Sap, spore
  form, weakness to fire.
  (12) Leaf Rustlers: AC 8, Move 12 (6 floating), HD 3, hp
  22, 18x7, 11, 10, 7, 2, THACO 17, Attack 2 (Stem spike
  1d6), Size M, Morale 11-12, XP 175 ea. Special: +1
  weapons to hit, ½ damage pierce, float, blind attack,
  climb, decay, weakness to fire, wind, and water.
  Artist: Dean Spencer
  Artist: Public Domain
  5
  
  7. The Field: The canopy and mist disappear revealing
  open sky above a wide open, grass dominated field.
  Colorless and drab flowers are scattered about the
  field, mixed with shrubs, and withered single trees. A
  sizable rock outcropping protrudes towards the sky near
  the middle of the meadow. Surrounding the rock
  outcropping is a noticeable, 20’ diameter circle of
  grayish grass and  droopy, dead flowers.
  ● Traveling through the field releases flower pollen.
  Save vs. Poison each turn while in the field or have
  an allergic reaction that puts the victim into a
  sneezing and coughing fit for 1d6+2 rounds.
  7A. Centaur Burial Grounds: The rock outcrop is covered
  in petroglyphs, and huge slabs of granite thrust up
  towards the sky with clumps of grass clinging to patches
  of earth. A few spears are thrust into the ground, topped
  with impaled goblin skulls and colorful feathers that
  vibrantly pop out from the surrounding ashen and drab
  landscape. Several stacked rocks are placed randomly
  along the rock outcrop. Two huge granite slabs
  crisscross each other forming a dark cave entrance,
  covering a set of rough-hewn stairs descending down.
  ● The petroglyphs consist of centaurs, satyrs, nymphs,
  elves, and pixies all fighting different threats—
  dragons, orcs, goblins, and other evil humanoids.
  The spears are mundane.
  ● See Appendix C: Centaur Burial Grounds.
  8. Twisted Lair: On the edge of the field, a series of
  enormous dead firs desperately cling to their dry
  needles. Two dead giant wasps lie in a crumpled heap
  along the field’s edge with the forest’s mist licking at
  the corpses.
  ● The dead firs are hollow and contain a small
  Twisted Pixie encampment. One pixie can cast
  Irresistable Dance although all the pixies use their
  powers to full effect in defense of their fort.
  ● Captured characters are dragged
  to the front of Area #7A, stripped of
  their gear.
  Monster: (12) Twisted Pixies: AC 5, Move
  6 (fly 12, MC 2), HD ½, hp 5 ea., THACO 20,
  Attack (by weapon), MR 25%, Size T,
  Morale 11, XP 650 ea. Special: Invisibility,
  spells, sleep arrows.
  Treasure: Inside the tree is an ornate carved
  wooden box (25 gp). Inside the box is 225
  gp, 74 pp and 3 rubies (50 gp ea). Scattered
  inside the tree are 5 Potions: Delusion,
  Extra-Healing, Heroism, Polymorph Self, and
  Rainbow Hues. There is also a Scroll of
  Protection from Werewolves, and a Clerical scroll
  of Remove Disease.
  9. Fountain: Sounds of
  bubbling liquid can
  be heard through the
  brush. A root, forming
  a figure eight, stands 4
  feet tall out of the mist.
  A jagged cut has
  severed the root and a
  foul 
  dark 
  viscous
  ichor pours out
  of the root like
  a fountain. A
  backpack lies
  next to it with
  two 
  metal
  plated stars.
  ● Anyone touching the ichor receives an annoying
  rash on the exposed area; if someone drinks the
  fluid, they must save vs. poison or take 10 damage.
  ● Inside the backpack is a lantern, a jug of wine (45
  gp), rotten foodstuffs, a gold armband of a cat
  clasping its own tail (150 gp), a sack with 54 gp,
  and four diamonds (75 gp ea). There is also a letter
  scroll addressed to Tilfur, requesting a sword
  practice and to visit his elven brethren soon.
  ● In 1d4 rounds, two gorgeous ladies and one
  muscular handsome man appear within the forest
  next to trees. They begin to beckon and flirtatiously
  call out to the party while giggling and laughing
  and retort promises of food and rest. They don’t
  leave their position as they beckon towards the
  entrance of their home--an oval archway into the
  tree. These images disappear once someone
  enters or attacks.
  ● The imitators are a result of the seeping evil ichor
  from the fountain that is twisting the forest into evil.
  These imitators attempt to devour anyone who
  enters their mouths willingly.
  Monster: (3) Imitators: AC 5, Move 0, HD 3, hp 22, 20, 17,
  THACO 17, Attack 1 or 2 (bite 3d8, 2 branches 1d8),
    
   Size
  L, Morale NA, XP 270 ea. Special:
   M i m i c
  abilities, on a natural roll of 18 or higher,
  t h e
  branch draws the target to the mouth
  the following round for a bite attack.
  The branches have a 20’ reach.
  Treasure: Inside the middle tree is the
  skeletal corpse of Tilfur, an elven
  swordsman. 
  He 
  carries 
  a 
  Elven
  Longsword +1, and Elven Chain Mail +1.
  NPC elves seeing either of these items
  want the items returned to the elven
  people, by any means necessary,
  unless  worn/used by a elf PC.
  Artist: Dean Spencer
  Artist: Dean Spencer
  6
  
  10. Hive: The forest opens up into an immense glade.
  Clearly visible on the far side is a fir tree with sagging
  branches supporting a half-built hive. Several giant
  wasps cling to the hive, working to expand its size.
  ● The wasps have stored a giant beetle carcass
  under their nest and occasionally fly down to feed.
  Monster: (7) Giant Wasps: AC 4, Move 6, (fly 21, MC 2),
  HD 4, hp 23 ea, THACO 17, Attack 1 (bite 2d4 or sting
  1d4+special), Size M, Morale 8-10, XP 420 ea. Special:
  Save vs poison or take additional 3d6 damage and be
  paralyzed for 1d4 turns.
  Treasure: Wasp venom can be collected by each wasp
  and applied once for half the effects (1d2 turns
  paralyzation, 1d6+2 damage). The wasps store stolen
  honey from a nearby honey bee colony and use it to
  feed 3 harmless larvae (hp 1). Eating the honey cures
  1d4 damage and there is a total of 8 doses.
  11. Protected Pool: An opaque, ivory
  dome blocks vision in its 70’ diameter. It
  is 30’ high at its apex. Branches, trees,
  and even bits of vegetation poke out
  of the half bubble.
  ●Treat the bubble as magic cast from
  a 12th level wizard for Dispel Magic
  purposes.
  ●Entering the half-dome provides a
  prickly sensation but is harmless to those
  of good or neutral alignments. Evil
  characters may not enter through the
  barrier (except by using Passwall,
  Teleport, or other magic).
  ●Inside the dome lies a beautiful and
  welcoming grove of healthy, lush
  vegetation surrounding a sparkling pool
  of clear water devoid of mist. Flowers
  release sweet scents and fern fronds
  wave gently from a refreshing breeze.
  Waist deep in the pool, a woman hums
  as she frolics in the water.
  ●The woman is a nymph and warns the
  party not to look upon her! She
  continues to keep her back towards
  them.
  ●Varalia, the Nymph, is excited to have
  adventurers in her ‘prison’. She explains
  that the dome keeps evil creatures out;
  it is made of a strange magic cast by
  her druid lover to protect her before he
  went mad.  She has been too
  frightened to leave since that day.
  ●Varalia can provide a wealth of
  information to the party if they treat her
  with respect. She can direct the party
  to the druid’s dwelling (Area #17), and the Thorn
  Dryad (Area #14). She also knows of Shayral the
  Banshee (Appendix B, Area #4), Larengos the
  Wendigo (Area #1 and Wandering Encounters),
  and Yasha the statue (Area #3). She explains all
  were friends who were cursed or slain by Merizyl.
  Varalia allows the party to rest here with no
  interruptions.
  Monster: Varalia, the Nymph: AC 9, Move 12, HD 3, hp
  24, THACO 17, Attack 1 (by weapon), MR 50%, Size M,
  Morale 7, XP 1,400.
  Artist: Jacob Blackmon
  Artist: Indi Marten
  7
  
  12. Centaur Statues: The trail opens into a narrow
  secluded glade. On either side of the glade are two
  rearing, armor-clad centaur statues holding lances and
  bucklers.
  ● Perceptive characters notice trampled grass
  between the statues through the mist.
  ● Anyone entering the glade causes the statues to
  move at a full gallop towards each other. Roll
  surprise. If not surprised, the party can get out of
  the path and to safety. If suprised, roll randomly for
  2 characters in the glade. Each gets attacked by
  HD 10, THACO 11 statue by 50% the lance (2d8+2
  damage) or 50% trampled (1d6+2 damage). The
  centaur statues violently crash into each other,
  exploding into stone debris and a cloud of dust.
  ● After one turn, the centaur statues reappear and
  reset.
  13. Deer Glade: The woodlands open to a muddy field
  of grass and creeping vines. Through the mist, several
  mutated deer eat grass quietly, their mutations evident
  as they eat grass while scanning the field. Some have
  two heads, or extra eyes and mouths, or thicker racks
  of antlers with bizarre patterns. Along the western side
  of the forest hangs a set of humanoid skeletons, their
  bones clattering like wind chimes in the mild breeze.
  ● 25% chance that 3 Giant Wasps from Area #10
  begin attacking a deer.
  ● The deer are harmless and act like regular deer
  (freezing in place or fleeing).
  ● Near the hanging skeletons is a hollowed stump.
  Half-eaten deer carcasses in congealed blood
  puddles surround the stump and crude tools litter
  the floor inside. A pile of leaves serves as a bed. This
  is the lair of Larengos the Wendigo and has a 50%
  chance of being here if not slain earlier.
  Monster: Wendigo
  Treasure: Inside the stump is a rotten backpack bulging
  with 834 cp, 423 sp, 323 gp and 17 pp. A Cloak of
  Elvinkind is buried within the leaf bed. A crude necklace
  of deer teeth hangs on the wall.
  14. Merizyl’s Lair: Mist continues to weave through the
  vegetation with its tendrils, quietly billowing from a slight
  wind. A magnificent fallen tree forms a 10’ high wooden
  wall with its trunk on the far side of the glade. Its jagged
  top stump stands 12’ tall, covers a 10’ diameter, and
  through the gnarly wood, offers several niches that
  serve as entrances to its hollow center. Giant bulbous
  roots sprawl from the stump, seeping  blackish sap.
  Three fir trees squat around the perimeter of the stump.
  ● The fir trees are all Calamitous Trees and
  immediately attack anyone attempting to enter
  the stump.
  ● Inside the stump is an open pit covered with vines
  and roots climbing into the Thorn Dryad’s Lair (refer
  to Appendix D).
  Monster: (3) Young Calamitous Trees (Fir): AC 4 (tree) 8
  (branches), Move 0 (20’ reach), HD 3, hp 20 ea, THACO
  17, Attack 2 (Branches 1d6+1 damage or pinecone
  attack 1d4), Size L, Morale 18, XP 175 ea.
  15. The Mud Pit: A crumbled bridge leads into a pit of
  muck and bubbling mud. The bridge once spanned
  the gap to an island with a huge weeping willow tree
  and a massive gnarled stump, but now has a 10’ chunk
  of the bridge missing.
  ● The once pristine lake is now mud that varies 5-15’
  deep. Characters falling in the mud have 1d6
  rounds before sinking completely, much like
  quicksand. The Constitution score of the character
  determines the rounds before suffocation and
  death.
  ● 50% chance that the wyvern from Area #16
  observes the party from its perch and attacks as
  they attempt to cross to the island.
  16. Snag Nest: A huge dead tree reaches to the sky with
  its dead branches while supporting a perch or nest.
  Several various bones and skulls litter the rocky crag
  island, mixed with sparkling coins.
  ● This is the temporary home of a wyvern while it
  searches for a cave.
  Monster: (1) Wyvern: AC 3, Move 6 (fly 24, MC 5), HD
  7+7, hp 46, THACO 13, Attack 1 or 2 (bite 2d8, sting 1d6,
  2 talons 1d6), Size G, Morale 14, XP 4,000. Special:
  Poison. Save or die.
  Treasure: In the nest area and mixed with the bones
  below are 2,544 cp, 1,800 gp, 200 pp, a matching
  malachite tiara and necklace with inset diamonds (500
  gp), 2 jaspers (35 gp), a wizard scroll (9th level) of Ice
  Storm, Confusion, and Levitate. Tucked into a elk skull
  is the Obelisk of the Third Circle and under several
  bones is the Totem of the Blue Shaman.
  Obelisk of the Third Circle
  This item is an obelisk made of 4” amethyst with a tiny
  latch and silver chain. It’s designed to hang from a staff
  or belt and allows a spellcaster to harness extra power.
  Once per day, the owner may focus on the obelisk for
  1 full turn. After that turn, they gain the ability to cast
  one extra spell for the day. The spell level is rolled
  randomly 1d3 (1 = 1st level, 2 = 2nd, etc.). The extra spell
  must be one that the spellcaster knows and can be of
  the mage’s choice, however, it must be determined
  immediately after focusing on the obelisk. If a higher
  level is rolled than a mage knows, then it reverts to the
  highest level spell available to that mage.
  8
  
  Totem of the Blue Shaman
  The Blue Shaman of the Frog Clan is known by many
  for his good deeds and his claim of destroying the
  cursed and haunted Tower of Yeliote. However, he
  disappeared over 50 years ago.
  The totem is about 1’ long carving of a bullfrog, made
  of petrified wood. As the bullfrog rarely sleeps, the
  owner of this Totem is 90% resistant to sleep spells or
  abilities. The Totem may also be used to wake magical
  or normal sleeping companions in a 20’ radius once a
  day. The owner of the Totem of the Blue Shaman also
  receives a +2 vs. paralyzation saving throws and hold
  spells (i.e. Hold Person, etc.).
  17. The Mad Druid: The sizable island boasts several
  unhealthy trees and a grand weeping willow. A
  massive gnarled stump dominates the island with a
  weather-beaten door is set on the south side. An
  overgrown flagstone area lays before the door.
  ● The door is locked.
  ● Please refer to Appendix E: The Mad Druid.
  Appendix A: The Root Lair
  GM’s Notes: The Root Lair is Leptographium territory.
  They have been trying to expand their area to feed off
  the enormous trees of the grove and have befriended
  a group of giant badgers. They have a long-standing
  hatred for the Leaf Rustlers and attack them above all
  other foes.
  The tunnels are composed of 70% roots, 20% earth, and
  10% stone. Roots vary in size and thickness and several
  roots dangle from the ceiling, obstructing vision to 10’
  ahead. The passage floors are covered in uneven,
  slippery roots; characters move at 2/3 of their
  movement rate while in the Root Lair. Running or
  lacking precaution may cause characters to trip, lose
  their footing, or get tangled in dangling ceiling roots at
  the GM’s discretion.
  1. Entrances: Entrances to the Root Lair are dark and
  down steep, uneven steps made from roots.
  ● Perceptive characters notice tracks of 4-toed
  humanoids.
  2. Recovery Room:  Hanging roots dangle from the
  ceiling, blocking vision of the chamber, however it can
  be discerned a few Injured, short, bark-like
  creatures hover over a bleeding furry
  marmot. Loose earth is piled away from
  freshly dug, rough-hewn tunnels.
  ●The ceiling is only 5’ tall, causing
  humans and other tall characters to
  suffer -1 to Attack Rolls.
  ●The Leptographium are adamant to
  protect their territory.
  Monster: (3) Leptographium: AC 3,
  Move 6, HD 5, hp 26, 18, 14, THACO
  15, Attack 1 (1d6+2), Size S, Morale 14,
  XP 975 ea. Special: Sap, spore form,
  double damage from fire.
  (1) Giant Badger: AC 4, Move 6 (3
  swimming), HD 3, hp 11 (20), THACO 17,
  Attack 3 (2 claws 1d3, bite 1d6), Size L, Morale 8,
  XP 120.
  Treasure: One Leptographium has an electrum
  bracelet set with a dirty emerald (175 gp). Skinned
  badger pelts are worth 30 gp each.
  3. Frost Roots: The eastern, curved rootwall is frosty and
  a noticeable coldness permeates the air. Slippery roots
  cover the floor and the halls are deathly silent.
  ● The cold emanates from Appendix C: the Centaur
  Lair.
  Artist: Maciej Zagorski, The Forge
  9
  
  4. Silver Curtain: Loose, moist earth raises the floor a foot
  and a muddy passage dead-ends at a shimmering
  ivory curtain to the northeast.
  ● The ceiling is 3’ high and the tunnel newly dug.
  ● The shimmering curtain is harmless and is part of the
  barrier to Grove Area #11. Beyond is a regular dirt
  wall, although the soil is more vibrant, nutrient-rich,
  and full of earthworms.
  5. Salty Pool: The moist chamber’s ceiling rises to 10’ tall.
  A tiny stream forms a mucky puddle that spans
  the chamber. Strange, silvery white lichen cling
  to the ground, some half-submerged in the
  shallow puddle.
  ● The water comes from the Weeping Statue
  (Grove Area #3).
  ● Drinking the water causes an overwhelming
  sense of sorrow for 1 full turn.
  ● Eating the lichen causes the imbiber’s blood
  to turn silver with blue flecks.  This effect is
  harmless, though may be disconcerting.
  6. Mad Badgers: Hanging roots are nibbled
  down to nubs. Some of the root walls are
  shredded exposing soft fibrous strands with
  chunks missing. Four piles of unmoving worms
  are scattered about the root cavern. The
  stench of wet fur is overwhelming.
  ● Three giant badgers inhabit this room
  and 2 Leptographium supply them with
  worms (food).
  Monster: (3) Giant Badgers: AC 4, Move 6
  (3 swimming), HD 3, hp 24, 20, 19, THACO 17,
  Attack 3 (2 claws 1d3, bite 1d6), Size L, Morale 8,
  XP 120.
  (2) Leptographium: AC 3, Move 6, HD 5, hp 26, 18, 14,
  THACO 15, Attack 1 (1d6+2), Size S, Morale 14, XP 975
  ea. Special: Sap, spore form, double damage from fire.
  Treasure: One Leptographium has a golden nose ring
  (35 gp); another has a garnet amulet, set with semi-
  precious stones (200 gp). Skinned badger pelts net 30
  gp each.
  7. The Lair: The massive chamber has a 8’ high ceiling
  and some of the sinuous root walls are splattered with
  a strange black substance. Coins litter the southern
  corner of the chamber.
  ● 5 Leptographium feed on the roots in their spore
  form. They surprise opponent on a 1-4 on a d6.
  ● Any battle in here has a 75% chance of drawing
  the inhabitants of Room #8 in 1d4+2 rounds.
  Monster: (5) Leptographium: AC 3, Move 6, HD 5, hp 36,
  34, 33, 28, 25, THACO 15, Attack 1 (1d6+2), Size S, Morale
  14, XP 975 ea. Special: Sap, spore form, double damage
  from fire.
  Treasure: Coins consist of 4,300 sp, 1,174 gp, a silver
  mirror inset with jade(200 gp), 2 beryls (45 gp ea), 3
  topaz (75 gp ea), and a opal (100 gp). Buried in the
  coins is a Tome of Clear Thought.
  8. The Tuskfinger: Jet black ichor oozes
  from the ceiling and walls, forming a
  dark pool that swallows all light from
  the chamber. A darker root figure
  holds a staff and uses a stiff root-
  tendril brush and paints the black
  ichor onto a bigger form, half-
  submerged in the muck.
  ● Created to assist in
  digging and labor, the
  Tuskfinger rises from the
  muck, unleashing an
  agonizing howl, and
  attacks intruders  in 1d3
  rounds.
  Monster: (1) Leptographium Leader:
  AC 3, Move 6, HD 6, hp 44, THACO 15,
  Attack 1 (Staff of the Withered Root,
  1d6+3), Size S, Morale 14, XP 975
  ea. Special: Sap, spore form,
  double damage from fire.
  A weird creature made
  of hardened root and
  soaked with evil black ichor from the twisted
  roots of the Rootmaw, the Tuskfinger wields hardened
  2’ root spikes that extend from a finger appendage.
  Three beady, charcoal eyes sets on the enemy and
   
  it  mindlessly lumbers to carry out its Master’s
  bidding.
  The Tuskfinger: AC 2, Move 6, HD 7, hp 46, THACO 13,
  Attack 1 or 2 (bite 1d6+2,  2 tusk fingers 1d8 +2), Size L,
  Morale 16, XP 650. The Tuskfinger is unique and follows
  the commands of its creator, the Leptographium
  Leader.
  Staff of the Withered Root
  This staff acts as a Quarterstaff +1 and is similar to a Staff
  of Withering. Once per day, the wielder may expend a
  charge on a successful hit that ages the target 10 years
  and inflicts an additional 1d4 damage of negative
  energy. It has 22 charges.
  Artist:
  V-Shane
  10
  
  Appendix B: Leaf Rustler Lair
  GM’s Notes: Each A symbolizes an access
  point, consisting of a ladder climbing 40’
  high into the trees. On each circular platform,
  there are 1d6+1 Leaf Rustlers. Any fighting or loud noise
  has a 50% chance to alert each squad who move to
  attack in 1d6+2 rounds.
  Monster: (1d6+1) Leaf Rustlers: AC 8, Move 12 (6
  floating), HD 3, hp 19 ea, THACO 17, Attack 2 (Stem
  spike 1d6), Size M, Morale 11-12, XP 175 ea. Special: +1
  weapons to hit, ½ damage pierce, float, blind attack,
  climb, decay, weakness to fire, wind, and water.
  Thick, wide, and mossy branches cover the area.
  Characters may travel from branch to branch to arrive
  at the different platforms without using the bridges, but
  they also have a 15% chance of falling 40’ below if not
  proceeding cautiously.
  1. Storage: Stuck door, roll Open Doors. Half-rotten
  crates, a chest, and a pile of decayed clothing are
  spread about the cramped room. A thick layer of dust
  covers the entire room.
  ● Inside the crates is a set of dining dishes shaped
  and painted like leaves (100 gp total for 4 piece
  set).
  ● The chest is locked, but can be easily bashed open
  due to rot. Bashing has 25% chance to break
  contents. Inside are 8 bottles of elvish wine (150 gp
  ea) from the Elder Tree Speaker’s vineyards in far
  off Kalamecka.
  ● The clothing is elven, but decayed and rotting. A
  platinum cloak pin (125 gp) is buried in the clothing.
  2. Larengos’s Room: A collapsed cot lies against the
   south wall. Branches have pushed
  inside the room through window
  openings and have dropped
  leaves and detritus to the
  floor. A dry-rotted desk
  squats along the eastern
  wall, with two books
  atop it.
  ● 
  Both 
  books 
  are
  journals, appearing to
  belong 
  to 
  an 
  elf
  named Larengos.
  ● The first starts as a
  mundane 
  journal 
  of
  everyday life in the woods.
  ● 
  The 
  second 
  is 
  a
  continuation of the journal but
  halfway through descends into
  disturbing passages of barely legible scrawl
  and dried blood stains. “hungry…why am I
  hungry, yet nothing satisfies…” “I must FEED!”
  “Heart….always last. Tasty.” “I ate my best
  friend….why? Why?!…but so delectable”.
  3. Bridge: Bridges with solid planks and moss-covered
  rope span from tree to tree, reaching the other major
  platforms. They are approximately 40’ above the forest
  floor.
  4. Banquet Hall: A pile of broken tables and chairs sag
  against the east wall. Bleached skulls from various
  creatures form a crude throne against the east wall. A
  pale woman lounges in the chair with both legs over
  the arm of the throne, cackling and flashing golden
  glowing eyes.
  ● Gorgeous, seductive, yet deadly with a touch of
  insanity, Shayral the banshee longs for conversation
  and is saddened about her death. Wildly jealous of
  those alive, one must be strategic in interesting
  banter for her entertainment, or face her wrath and
  wail of disappointment.
  ● Shayral longs to talk and hear of events outside the
  grove, greeting the party:  “Well, what do we have
  here?!  Don’t get all violent; let’s have a chat.  It’s
  been a long while since I’ve had any company.”
  ● Shayral offers the party an alliance. She won’t kill
  them, 
  if 
  they 
  take 
  out 
  the 
  “Root 
  Men”
  (Leptographium) who have been moving in on her
  territory.  To show her good will, she offers two Leaf
  Rustlers to accompany the party. For the reward,
  she offers a cure for the Mad Druid (Mud of
  Gwaroom).
  ● She gladly shares the location of the Thorn Dryad
  as Shayral despises the Dryad for killing her.
  However, she won’t share this information  until the
  “Root Men” have been destroyed.
  11
  Artist: Maciej Zagorski, The Forge
  
  ● Attacking Shayral brings 3+1d4 Leaf Rustlers in 2d4
  rounds.
  Monster: (1) Shayral the Banshee: AC 0, Move 12, HD 7,
  hp 47, THACO 13 Attack 1 (touch 1d8), Size M, MR 50%,
  Morale 14, XP 3,000. Special: +1 weapon or better to hit,
  wail.
  (3+1d4) Leaf Rustlers: AC 8, Move 12 (6 floating), HD 3,
  hp 20 ea, THACO 17, Attack 2 (Stem spike 1d6), Size M,
  Morale 11-12, XP 175 ea. Special: +1 weapons to hit, ½
  damage pierce, float, blind attack, climb, decay,
  weakness to fire, wind, and water.
  Treasure: Shayral wears a bedazzled silver choker with
  dangling chains of amethysts (600 gp) and silver raven
  earrings (100 gp). Inside a clay jar next to the throne is
  Mud of Gwaroom.
  Mud of Gwaroom
  When applied to a living being, this greyish mud seeps
  inside the skin and disappears. The mud has healing
  properties and is able to cure insanity, madness,
  disease, blindness, and deafness. The mud takes 1 full
  turn to take effect; Shayral’s jar only contains one use
  of the mud.
  5. Shayral’s Quarters: A four-posted bed with a silky
  white canopy dominates the room. A 6’ tall mirror leans
  against the north wall with a draped green sheet over
  it, and a pile of moldy woman’s clothes lie in a few
  heaps about the room. Near the mirror is an elegant
  table with a box atop it and a chest lies against the west
  wall.
  ● Trap: The mirror is the Mirror of the Doppleganger
  and if gazed upon by any living creature, they must
  make a saving throw vs. Spells. Success and
  nothing happens. Failure, the character must roll a
  successful resurrection % or die. Survival means the
  character rolls on each table for the mirror’s
  random changes. These changes take 1d4 rounds
  to complete and last for an entire day before the
  viewer must roll another resurrection survival % and
  reverts back to normal. The mirror’s power works
  once a day per viewer and weights 40 lbs.
  ● The box on the table contains 3 electrum rings (50
  ep ea), 3 silver armbands (25 gp ea), and 1 pair of
  pearl earrings (200 gp).
  ● Trap: The chest is locked (the key is under a pillow
  in the bed) and trapped by a poison needle.
  Anyone triggering the trap must save vs. Poison or
  take 10 damage and be paralyzed for 1 full day.
  Inside the chest is 200 cp, 22 sp, 437 gp, 34 pp, 2
  emeralds (75 gp ea) a silver hair comb (50 gp) and
  a Potion of Levitation.
  Mirror of the Doppleganger
  Roll
  Race
  1
  Human
  2
  Halfling
  3
  Gnome
  4
  Dwarf
  5
  Elf
  6
  Opposite sex
  Roll
  Weight
  1
  - 50 lbs.
  2
  +15 lbs 
  3
  -25 lbs
  4
  +100 lbs
  5
  6
  -15 lbs.
  +10 lbs of pure muscle 
  (add +1 to strength 
  score while in this form)
  Roll
  Miscellaneous
  1
  2
  3
  4
  Mohawk hair
  5
  Long braided hair
  6
  Fingernails become 1” long
  7
  Big ‘bull’ nose earring
  8
  Skin color turns silver
  9
  Malfunction: Viewer gains a third eye
  10
  11
  Viewer sprouts small horns
  12
  13
  14
  Viewer keeps same characteristics
  15
  16
  Face tattoo
  17
  18
  19
  20
  Face scar (-1 to Charisma while in this 
  form)
  Gorgeous (+1 to Charisma while in this 
  form)
  Tattoo of a fiery phoenix on neck to left 
  cheek
  Malfunction: Viewer has a happy face 
  on one side of head, and sad face on 
  back of head, but can see in either 
  direction
  Viewer gains tusks and skin turns a red 
  color
  Viewer sprouts bat wings. Can fly 
  awkwardly at full movement for short 
  distances only (300 yards).
  Malfunction: Viewer gains a mouth on 
  the palm of their hand
  Malfunction: Viewer gains a tail of a 
  lizardman
  Viewer’s face is covered in a thick 
  layer of make-up
  Malfunction: tongue becomes like a 
  frog. Can shoot out up to 5’ long. 
  Viewer has a tendency to aim for flies.
  Malfunction: Viewer gains gills. Can 
  breathe water as well as air.
  Table 2. Weight
  Table 1. Race
  Roll
  Hair Color
  1
  Blonde
  2
  Brown
  3
  Black
  4
  Red
  5
  White
  6
  Green
  7
  Violet
  8
  Blue
  Table 3. Hair Color
  Table 4. Miscellaneous
  12
  Artist: Dean Spencer
  
  6. Ambush: Two bridges attach to trees, eventually
  connecting to a different platform.
  ● Midway crossing the bridge, the party is attacked
  by Leaf Rustlers floating down upon them. Roll d6
  with 1-4 the party surprised.
  (7) Leaf Rustlers: AC 8, Move 12 (6 floating), HD 3, hp 17
  ea, THACO 17, Attack 2 (Stem spike 1d6), Size M, Morale
  11-12, XP 175 ea. Special: +1 weapons to hit, ½ damage
  pierce, float, blind attack, climb, decay, weakness to
  fire, wind, and water.
  7. Yasha’s Room: A typical bedroom with furnishings
  covered by branches growing through the windows,
  creating a vegetated mess. An intricately carved
  walking stick sporting an eagle’s head on the top leans
  against the wall. A duo of birds chirp angrily as they
  guard their nest.
  ● Squawking birds have a 25% chance to attract 4
  Leaf Rustlers to investigate.
  ● Typical items--woman’s rotting clothing, shiny
  stones, bone hairbrush, and a silver  barrette (15
  gp).
  ● The walking stick has a strange power of bird
  attraction. Birds are friendly and some follow the
  wielder chirping and singing, while braver ones
  may even land on the wielder’s shoulders.
  Appendix C: Centaur Burial Grounds
  GM’s Notes: There are no wandering encounters
  while in the Burial Grounds. The whole burial mound is
  unpleasantly cold.
  1. Muraled Hall: Broad stairs lead down to a wide
  hallway that extends into darkness. Along the walls are
  murals of centaurs in victory over their enemies. Skulls
  of various humanoids and great beasts are mounted
  to the walls. The air is very cold and a thin layer of frost
  touches the floor.
  ● Bards or those with Ancient History may discern that
  this passage leads to the burial area of Droghan
  the Skyhorse, a legendary centaur chieftain.
  Legends say he was an incredible warrior that led
  his people to peace after the Dark Wars.
  1. Guardsmen: Successful Open Doors check required
  to enter. This room has two great platforms, each
  bearing the skeletal remains of a centaur. Each centaur
  grips a spear and a bronze circular shield rests near their
  head.
  ● These Guardsmen rise as undead and help
  Droghan if engaged in Area #4. They reach Area
  #4 in 3 rounds.
  Monster: (4) Skeletal Centaurs: AC 4, Move 18, HD 4 hp
  28 ea, THACO 17, Attack 3 (2 hooves 1d6, spear 1d6),
  Size L, Morale NA, XP 120 ea. Turned as 4 HD undead.
  Special: Cold immunity, Half damage from slashing and
  piercing weapons.
  Artist: William McAusland
  13
  
  3. Pool of Decadence: The dark pool is surrounded by
  engravings in the stone of centaurs jousting goblins and
  other evil humanoids. The water is deep blue with
  mesmerizing swirls of lighter blues and even whites.
  ● Imbibers of the pool’s waters must make a save vs.
  Spells or become frozen stiff for 2 turns and take
  2d12 damage. A successful save makes the imbiber
  immune to cold and cold effect magics for one full
  day. Water removed from the pool loses its power
  in two days.
  4. Droghan: The sound of clomping hooves echoes
  down the hallway and braziers spring to life with blazing
  fire around a corner, casting a huge shadow against
  the far northern wall. A raspy hiss erupts into a howl of
  battle as the clomping noises get louder and the
  shadow looms bigger against the wall in the shape of
  a mounted opponent.
  ● Droghan clomps around the corner and charges
  the first character he sees.
  ● Stairs lead up to a stone platform with lit copper
  braziers (15 gp each) on either side. (If moved from
  the crypt, the braziers never light again).
  Swaddling wraps cling to the powerful, half mummified
  Droghan. His skeletal bones grow a eerie blue, and the
  wrappings still hold together clinging horse and man
  flesh to its bones in sporadic areas. A bright, glowing,
  blue medallion bounces off his chest.
  Monster: Droghan, Centaur Chief: AC 3, Move 18, HD 7
  hp 50, THACO 13, Attack 3 (2 hooves 1d6+2, spear 1d6
  +2), Size L, Morale 13-14, XP 120 ea. Turned as 7 HD
  undead. Special: Cold immunity, Half damage from
  slashing and piercing weapons. Equipped with Shield
  +1.
  Treasure: Droghan is equipped with a Shield +1,
  emblazoned with a bull skull. Droghan also wears the
  Ice Sapphire of the Ancients.
  Ice Sapphire of the Ancients
  This amulet is crafted from silver. In its center is a circle
  of centaurs holding a fiercely glowing sapphire in its
  center. A silver chain and clasp complete the amulet.
  The sapphire’s hue, tone, and saturation can be
  classified by a jeweler to be very rare and reports of
  them being found underwater only in the half-frozen,
  cold seas of Vhargrim to the far north. When worn, the
  amulet imbues the wearer with a +1 to their wisdom
  score. The sapphire is worth 2,000 gp. The Ice Sapphire
  of the Ancients is an important part of the local centaur
  tribe’s culture and history and they attempt to return it
  to their tribe by any means necessary.
  Appendix D: Thorn Dryad’s Lair
  GM’s Notes: Vines and roots make a easy descent
  down15’ into the pit that leads to Merizyl’s Lair.
  1. Rootmaw: Tangled roots and vines descend into
  darkness, the pungent stench of damp earth is
  overpowering. A gnarled root mass covers the
  northwest and western walls. Slices and punctures in
  the roots release thick black ichor that streams along
  the floor and collects into a small pond to the southeast.
  Ribcages, skulls, and various bones are scattered about
  the floor and stick out from  the cavern floor.
  ● The Rootmaw slides its root tentacles towards
  anything moving in this chamber and surprises
  opponents on a 1-4 on a d6. It attempts to drag
  victims to its mouth.
  ● In 1d4+2 rounds, Merizyl appears and attempts to
  charm party members.
  Monster: (1) The Rootmaw: AC: 6 (mouth) or 4 (roots),
  Move 0, HD 8, hp 58, THACO 13, Attack: 5 or 6 (5 roots
  1d6+1 or 1 bite 3d6 damage), Size L, Morale: 18, AL CE,
  XP 2,000.
  Bathed in nature’s embrace, her skin appears bark-like,
  her hair a wild mane of vines and tiny vibrant leaves.
  Only the glint of her red eyes betray her intentions.
  Merizyl the Thorn Dryad: AC 8, Move 12, HD 5, hp 37,
  THACO 15, Attack 1 (by weapon), MR 50%, Size M,
  Morale 10, XP 975. Special: Charm, tree bound, thorn
  necklace. Merizyl wields Nettle.
  Treasure: Littered about the floor are 2,432 cp, 1300 sp,
  212 gp, 300 pp, silver hoop earrings (50 gp), a electrum
  bracelet (100 ep), Nettle, and an Iridescent Spindle Ioun
  Stone.
  Nettle
  Nettle is a twisted Dagger +2  shaped like a root. Dark
  green ‘veins’ are interwoven with the root shape,
  glowing a hellish green. On a successful strike, the victim
  must save vs. Poison or take an additional 1d4 damage
  from a stinging rash. The wielder may also Pass Without
  Trace, per the spell, 2x per day.
  2. Merizyl’s Chamber: An elegant four poster bed made
  from twisted roots lies against the south wall, covered
  in furs and a colorful red blanket. A chest lies next to the
  bed, and a stout, flat-surfaced root serves as a table
  nearby.
  14
  
  �� Trap: Chest is locked. Opening the chest without
  the key causes envenomed thorns to shoot from
  the root wall. A successful save vs. Poison dodges
  the thorns; otherwise the victim falls asleep for 2 full
  days. Waking the victim earlier than 2 days gives
  them a hungover feeling and inflicts a -2 to Attack
  Rolls for two days.
  ● Inside the chest is 200 gp, a platinum dragon-
  shaped hair brush (its back spines being the tines)
  worth 250 gp, and a Medusa Dagger wrapped in
  an oil cloth.
  ● The red blanket is an elven blanket embroidered
  with a city scene (240 gp).
  ● The table has thorns, leather thongs, and tools for
  making necklaces and jewelry. There are two
  complete Thorn Necklaces.
  Medusa Dagger
  The legendary Medusa Daggers are sought after
  weapons by assassins and those seeking revenge. It’s
  rumored these weapons came to existence by
  Gahdra, a woman kicked out of her town for some
  forgotten reason. Their scorn for her fueled her hatred
  and she crafted seven of these daggers to take her
  revenge. Seven are known to exist.
  These broad blade daggers have runes engraved on
  the blade, with a long-faced medusa for the handle
  and her snake hair forming the hilt. A successful hit
  causes the victim to save vs. Petrification or be turned
  to stone. The power of the dagger can only be used
  once before the hilt and handle crumble and the
  blade disintegrates to a puddle of metallic acid.
  Thorn Necklaces
  See Appendix F: New Monsters under the Thorn Dryad.
  3. Pool: The pool is 6’ deep full of fresh, refreshing water.
  Appendix E: The Mad Druid
  GM’s Notes: This stump dwelling is home to Naekos,
  the Mad Druid. Naekos has suffered from the effects of
  a Thorn Necklace and has Agoraphobia (fear of going
  outside).
  1. Common Room: This comfortable chamber has chairs
  around a campfire, a pile of furs next to a chest, and
  typical furnishings of a livable hut. The wall has been
  peeled for shavings and a half-burnt bed frame lies in
  the low burning fire.  Dried herbs hang from cords below
  the soot- stained ceiling.
  ● Naekos hurriedly enters the room from Area #2,
  screeching at the top of his lungs “Close the door!”
  ● Naekos is crazy, drifting from moment to moment
  between friendship and screeching hysteria.
  ● If cured (bonus 500 XP), Naekos regains his spells
  and comes to his senses after a day of rest.
  However, his health is horrid and ideally needs rest
  for a week. If taken with the party, his move is
  reduced to 3; however, he gladly heals wounds
  and aids the party as best he is able.
  ● Naekos explains his friendship with Shayral, Yasha,
  Larengos, Tilfur, and an elf named Morendis (who
  has since been cannibalized by Larengos) and how
  the Thorn Dryad twisted his friendship and his grove.
  He of course wants restore balance in his grove.
  Screeching hysterics with mud stained hands, broken
  nails, and rat’s nest for hair, Naekos acts like a complete
  madman when first encountered but has moments of
  clarity. Naekos fights an inner turmoil of crazy versus
  sanity and only his eyes give a clue to his struggle.
  Monster: Naekos, the Mad Druid: S 12 I 14 W 16 D15 C
  10 Ch 9, AC 9, Move 3 (12), Level 7 Druid, hp 38, THACO
  16, Attack 1 (by weapon), Size M, XP 650. Special: Druid
  abilities, spells (determined by GM).
  15
  Artist: Maciej Zagorski, The Forge
  
  2. Digging: Cupboards line the walls and a stout chest
  lies against the south wall half buried by fresh dirt. A
  gaping hole leads down 8’ deep with jagged and
  uneven edges near the center of the chamber.
  ● Cupboards hold dishware or are empty.
  ● The chest reeks. Inside is full of human waste.
  ● The hole is empty and have been dug by hand.
  Naeko’s attempt to move elsewhere besides going
  outside.
  Conclusion: Cleansing the grove of Merizyl and the
  Rootmaw gains the party an ally in Naekos, who
  welcomes them to his grove anytime.
  Retrieving the Ice Sapphire of the Ancients for the
  ‘merchant’ may lead the encounter to an ambush set
  by the merchant so he doesn’t have to keep to his word
  about the reward.
  Reporting back to Jakora makes the party an ally who
  is willing to help the party clear the rest of the grove if
  needed, or may become an interesting NPC for the
  party to travel with.
  The herbalist is true to her word with the reward. She
  even offers further work to take her psychedelic spices
  to a far off town called Lhurge for trade.
  Finally, with the wyvern vanquished, the town sets forth
  a feast for the monster slayers in their honor. A visitor
  from a surrounding town may approach the party
  about a troublesome giant….
  Appendix F: New Monsters
  Calamitous Tree
  Climate/Terrain: Forests, bogs, meres, swamps, jungles
  Frequency: Very rare
  Number Appearing: 1d6
  Organization: Solitary
  Activity Cycle: Any
  Intelligence: nil
  Treasure: special
  Alignment: Chaotic Evil
  Armor Class: 4 (tree) 8 (branches)
  Movement: 0 (20’ reach)
  Hit Dice: 4
  THACO: 17
  Attack: Varies
  Saving Throws: As fighter
  Special Traits: 1/4 damage from piercing weapons,
  varies
  Magic Resistance: none
  Size: L
  Morale: 18
  Experience: 270
  A Calamitous Tree is created when evil magic seeps
  into a wilderness area, making it unhallowed.  The mix
  of evil and magic is sucked up through the tree’s roots,
  bending the tree to a more perverted state over a
  period of time.  The tree animates as a mindless
  creature that attacks anything that wanders within its
  reach, using the corpses of its victims as fertilizer. There
  are also rumors that dark, twisted druids and Thorn
  Dryads have learned to twist nature, creating
  Calamitous Trees around their groves.
  All Calamitous Trees have the same special defense,
  taking only 1/4 damage from any piercing type
  weapons.  However, there are several differences
  between the species of Calamitous Trees regarding
  special attacks and traits, as stated below:
  Weeping Willow
  On a natural attack roll of 18 or higher by the branches
  entangle their target and pull it towards their mouth
  in 1d2+1 rounds.  After a target is dragged to the
  mouth, the mouth automatically hits each round
  for 2d6 damage. On a natural roll of 20 by the
  mouth, the target is swallowed by the tree and
  suffocates in the number of rounds determined by
  1/3 their constitution score. Each Weeping Willow
  has between 2d6 branches that can be animated
  to attack, although they can only use two
  branches per round against one target.  If there
  are multiple attackers, they can use all their
  branches, with each attacker receiving two
  attacks if there are enough branches.
  Branches can be lopped off after sustaining
  8 hp of damage.
  16
  Artist: Jayaraj Paul
  
  Fir
  The Fir species of the Calamitous Tree has only two
  branches that can attack its enemies.  On a natural
  attack roll of 18 or higher, the branches sweep their
  target’s legs from under them. This causes the character
  to lose a round of action to regain their footing.  Each
  branch does 1d6+1 damage.  In addition, the Fir species
  can shake itself and propel 2d6 pine cones down
  towards attackers inflicting 1d4 points of damage to
  anyone under its canopy of branches.  A Fir does not
  have a mouth.
  Maple
  A maple species of the Calamitous Tree has 1d4
  branches that can attack its enemies.  On a natural
  attack roll of 18 or higher, the branches sweep their
  target’s legs from under them. This causes the character
  to lose a round of action to regain their footing. Each
  branch does 1d6+1 damage. A special defense of the
  maple tree is its abundance of sap.Each time the tree
  is struck, the attacker save vs Breath Weapon to avoid
  having their weapon stuck to the tree. On a natural
  attack roll of 18 or higher, the branches have pushed
  the character towards the tree, causing them to
  become stuck to the trunk. The tree focuses at least one
  of its branches on any stuck attackers and
  automatically hits for 1d6+1 points of damage. A maple
  does not have a mouth.
  Pine
  The dangerous pine species of the Calamitous Tree
  does not use its branches to attack, nor does it have a
  mouth.  Instead, the pine tree will unleash its needles at
  anyone within 50 feet.  Each barrage of needles consists
  of one attack roll for 1d12+1 points of damage.  A pine
  species can attack twice every round.
  Oak
  The oak species of the Calamitous Tree is identical to
  the Fir species, except it uses acorns instead of pine
  cones.
  It should be noted that there may be other tree species
  of Calamitous Trees that have not been reported.  Their
  special abilities may be similar or different depending
  on the GM.
  Treasure is usually items that have been left behind by
  their victims.
  Phellinus/Leptographium 
  (Inspired 
  by 
  Nathan
  Attebery’s Fusaka creature)
  Climate/Terrain:  Rotting stumps and trees usually on
  steep slopes, underground
  Frequency:  Rare
  Number Appearing: 1d12
  Organization:  Clan
  Activity Cycle: Any
  Intelligence: average to high
  Treasure: W (lair + individual) D (lair, Leptographium
  only)
  Alignment: Neutral (Neutral Evil-Leptographium)
  Armor Class: 3
  Movement: 6
  Hit Dice: 5
  THACO: 15
  Attack: 1d6+2 or by weapon +2
  Saving Throws: As 5th level Fighter
  Special Traits: Sap, spore form, double damage from
  fire.
  Magic Resistance: none
  Size: S
  Morale: 14
  Experience: 975
  The Phellinus and Leptographium both are a short, 3’
  humanoids that are a type of root fungus. It has a
  wooden or root-like body that has tiny roots emerging
  from anywhere on their body, but usually the head. Their
  head is resembles a skull with deep eye sockets and slits
  for nostrils. They wear earth colored robes or tunics and
  sometimes wield daggers or staves. Phellinus are shy
  and shun outsiders unless the tree they feed upon is
  attacked. 
  Leptographium, 
  however, 
  are 
  very
  aggressive and attack on sight.  Both have an affinity
  for gems and other sparkling treasure. They speak their
  own 
  language 
  through 
  telepathy, 
  although
  communication is possible through the use of Speak
  with Plant or other similar spells.
  Phellinus and Leptographiums feed on trees and are
  responsible for their death and decay over time. Feeder
  trees are marked by great white conks or polypores on
  the outside trunk and a mass of white fibers in the
  heartwood and sapwood. Phellinus feed off trees for
  over 50-100 years before the tree dies. The darker cousin
  of the Phellinus, the Leptographium or ‘Black rot” tend
  towards evil, devouring and twisting trees after only 15
  years, then moving on to their next meal. Instead of
  white conks or fibers, their signature markings are black
  in color.
  Both Phellinus and Leptographium have infravision of
  30’. Both are hunted for their bark-like hide, which can
  be grounded into a fine dust used for spices. Rumors
  suggest that the created spice has psychedelic
  properties and can sell for a high price to the right
  collector.
  17
  
  Combat: Phellinus and Leptographium have the same
  abilities and employ the same tactics, although
  Leptographium are more aggressive. Phellinus are
  incredibly strong, delivering 1d6+2 with their fists. They
  sometimes wield weapons consisting of daggers or
  staves (+2 damage). When struck, Phellinus excrete a
  powerful sap that makes weapons stick to their wound.
  A character must save vs breath weapon to free their
  weapon, otherwise their weapon sticks to the Phellinus,
  rendering it useless. Phellinus have a strange, cone-
  shaped breath weapon (5’ long x 90 degree horizontal
  arc from their mouth) that they can perform 3x per day.
  Those affected take 2d8 damage of acidic damage
  and after one month lose 1 point of Charisma per
  month from a rotting disease. A successful save vs.
  breath weapon takes half damage with no infection.
  The disease can only be removed by a Remove Curse
  or Cure Disease spell. Finally, Phellinus have an innate
  ability to transform into a spore cloud 3x per day, much
  like Gaseous Form, and can ‘enter’ any type of wooden
  surface, leaving a white mark (or black for
  Leptographium). This is how they feed and spread their
  disease throughout trees. However, Phellinus cannot
  move through wood in this form and may be damaged
  if the wood surface is chipped or burnt. Employing this
  tactic to ambush enemies gives them surprise on a 1-4
  on a d6. Both Phellinus and Leptographium take double
  damage from fire attacks.
  Phellinus and Leptographium hate each other. They
  attack each other on sight. There has been reports of
  them hating Leaf Rustlers, as they both seem to
  compete for the same characteristics in trees.
  Leaf Rustler
  Climate/Terrain: Forests, Oak Woodlands, haunted or
  evil areas
  Frequency:  Very Rare
  Number Appearing: 2d6
  Organization: Tribe
  Activity Cycle:  Day
  Intelligence: 5-7
  Treasure: D (lair only)
  Alignment: Neutral Evil
  Armor Class: 8
  Movement: 12 (6 Floating)
  Hit Dice: 3
  THACO: 17
  Attack: 2, Stem spike (1d6 damage)
  Saving Throw: By Fighter 3
  Special Traits: +1 weapons to hit, half damage from
  piercing, float, blind attack, climb, decay, weakness to
  fire, wind, and water.
  Magic Resistance: None
  Size: M (5’ tall)
  Morale: 11-12
  Experience: 175 ea.
  Leaf Rustlers are strange humanoids composed
  entirely of leaves. They have no facial features except
  a dull glow from the eye area. Leaf Rustlers are usually
  formed from fallen leaves, so are colored brown, red,
  orange, and yellowish instead of green. No one knows
  how they were created or came to be, but it’s agreed
  that when Leaf Rustlers are encountered, it usually
  signifies that a forest is unhealthy.
  Leaf Rustlers have been known to follow evil
  inhabitants of the forest, working in tandem with
  Needlemen, Shambling Mounds, and other plant
  based creatures, but also have been reported to fight
  alongside undead. However, Leaf Rustlers hate and
  despise Leptographium and Phellinus, attacking them
  on sight.
  Combat: Leaf Rustlers can manipulate stems from
  leaves on their bodies and form spikes that deliver 1d6
  damage. A natural ‘20’ attack roll with a spike means
  that a decay toxin enters the wound. Victims must save
  vs poison at -2 or take an additional 3d6 damage and
  be paralyzed for 1d4 rounds from shock.  Mundane
  weapons pass through Leaf Rustlers dealing no
  damage; the creatures are only damaged by +1 or
  higher magical weapons. Magical piercing weapons
  deal only half damage. Leaf Rustlers may also shoot
  leaves from their arms or chest at one opponent,
  blinding them for 1d3 rounds unless they save vs breath
  weapon.
  18
  Artist: Nathan Attebery
  
  Leaf Rustlers usually float down silently upon their
  targets and can surprise on a 1-4 on a d6. They have a
  80% chance to climb trees. Finally, Leaf Rustlers take
  double damage from fire attacks. Spells such as Gust
  of Wind or Wind Wall disperses the Leaf Rustler and it
  takes 2d4 rounds to reform its shape. Water type
  attacks cause Leaf Rustlers to move at half their
  movement rate.
  Leaf Rustlers never carry treasure although they often
  hoard it in their lair.
  Thorn Dryad
  Climate/Terrain: Tempera
  te Forests
  Frequency:  Very Rare
  Number Appearing: 1
  Organization: Solitary
  Activity Cycle:  Any
  Intelligence: 14-16
  Treasure: Mx100, Qx10
  Alignment: 
  Chaotic 
  or
  Neutral Evil
  Armor Class: 8
  Movement: 12
  Hit Dice: 5
  THACO: 15
  Attack: by Weapon
  Saving Throw: By Fighter 5
  or by Class Level
  Special Traits: Charm, tree
  bound, thorn necklace
  Magic Resistance: 50%
  Size: M
  Morale: 10
  Experience: 975
  A Thorn Dryad is very similar in all aspects to a regular
  dryad except for a few notable differences, such as
  vines, thorns, and/or fungus growing on them and
  glowing red or green eyes.  Thorn Dryads are inherently
  evil and live in a corrupt tree, such as a Calamitous Tree,
  in a symbiotic relationship. A key difference between
  regular dryads and Thorn Dryads is that the latter may
  leave their tree for up to a week’s time with no ill effects.
  If kept from its tree for longer than a week, the Thorn
  Dryad dies within 6d6 hours.  Thorn Dryads retain the
  usual Charm ability as well as Dimension Door to their
  bound tree, but also have the ability to Bestow Curse
  twice a day, which lasts last 24 hours.
  Thorn Dryads may also create a crude necklace made
  from weaved tree bark and silver-inscribed thorns. The
  Thorn Necklace is usually attuned or crafted for a
  specific person (usually a charmed victim) and given
  as a ‘gift’. Over time, the necklace slowly (over 1d3
  months) warps their alignment to a more evil bent.
  Lawful Good becomes Lawful Evil, Neutral Good
  becomes Neutral Evil, etc. There is also a 25% chance
  that a random insanity that will befall the wearer as
  determined by the GM.  Those who fall victim to a Thorn
  Necklace usually live out their days creating a
  corrupted area deep in a forest.
  Discovered random Thorn Necklaces haunts the wearer
  with dreams of a woman in a forest crying for help or
  beckoning to them. The thorn begins to sprout roots and
  attach itself to the wearer after being worn for a week,
  harmlessly, and the wearer soon feels a ‘pull’ towards
  the creator of the necklace. The wearer receives a -4
  to their saving throws vs. charm ability of the thorn
  dryad. Ripping the necklace off once attached delivers
  1d4 damage.
  Combat:  Thorn Dryads use their Charm ability in the
  very beginning of combat to charm as many
  opponents as possible. They prefer to fight near her tree
  as the tree can help with its own attacks. Thorn Dryads
  use a variety of different weapons forged in nature
  (spears with rock tips, arrows with rock tips, etc.). Some
  are even rumored to be able to cast spells as a wizard.
  Rootmaw
  Climate/Terrain: Mostly forests, swamps, and/or places
  of evil
  Frequency:  Very Rare
  Number Appearing: 1
  Organization: Solitary
  Activity Cycle:  Any
  Intelligence: 0
  Treasure: C
  Alignment: Chaotic Evil
  Armor Class: 6 (mouth) 4 (root tendrils)
  Movement: 0
  Hit Dice: 8+2
  THACO: 13
  Attack: 5 or 6.  Root tendrils 1d6+1, or bite 3d6
  Saving Throw: Fighter 8
  Special Traits: Swallow whole, entangle. Half damage
  from fire attacks. Dancing Lights 3x a day. Up to 30 feet
  length roots.  Root tendril regeneration.
  Magic Resistance: None
  Size: Large
  Morale: 18
  Experience: 2,000
  Rootmaws dwell in places where evil magic has seeped
  into the stump of a slain Calamitous Tree or other evil
  tree.  Sometimes the evil seeps to the deepest roots,
  where over time, it evolves and grows into a Rootmaw.
  Rootmaws are essentially the tap root of a stump that
  has evolved into a great maw with sharp roots for teeth.
  Only their wicked mouth is exposed, making it look like
  part of a cavern wall, and their root tendrils that
  surround their mouth are usually strewn about to
  capture prey.
  Artist: Patrick E. Pullen
  19
  
  Rootmaws can’t move, though their root tendrils have
  been known to grow up to 30 feet in length. Rootmaws
  thrive in damp areas, granting them resistance to fire
  attacks.
  Rootmaws have the innate ability to cast Dancing Lights
  three times a day with the noted difference that it can
  move the lights at 18’ rather than 6’ and with an
  extended range of a mile.  It uses Dancing Lights to
  attract prey to enter its stump where it can attack and
  swallow their victim whole.
  Dryads loathe Rootmaws and will attempt to destroy
  them whenever encountered.
  Combat:  Rootmaw’s favorite tactic is to use its Dancing
  Lights ability to lure its prey closer to its mouth. Once the
  mouth can be used for attacks, it focuses its roots to
  either (50%) strike like a whip for 1d6+1 damage or (50%)
  attempt to entangle more opponents, intending to
  drag the target to the mouth.  Once a successful
  entangle hit is scored, victims must make a successful
  Bend Bars/Lift Gates to escape the entanglement or be
  dragged to the mouth in 1d4 rounds.  Severing the root
  tendril (hp 12) frees a victim, however, severing one root
  tendril allows the Rootmaw to grow two new tendrils in
  1d4 rounds to take its place.  Once at the mouth, a roll
  to hit for the mouth attack is always successful.  A
  successful 18 or higher attack roll for the mouth means
  the opponent is swallowed, dying in 1d10+1 rounds from
  suffocation and internal acids.
  Wendigo
  Climate/Terrain: Mostly forests and cold wastes
  Frequency:  Very Rare
  Number Appearing: 1
  Organization: Solitary
  Activity Cycle:  Any
  Intelligence: 11-12
  Treasure: W
  Alignment: Neutral Evil
  Armor Class: 4
  Movement: 12
  Hit Dice: 6
  THACO: 15
  Attack: 2 or 3 (2 claws 1d8+1 and gore 2d4+2)
  Saving Throw: Fighter 6
  Special Traits: Mimicry, Absorption
  Magic Resistance: 90% resist to Sleep, Charm, and Hold
  spells.
  Size: M to L
  Morale: 12
  Experience: 650+
  Gaunt and emaciated, the Wendigo has desiccated
  skin pulled tightly over its bones and features on the top
  half of its body. Its lower half has hooves and resembles
  a satyr. The Wendigo’s head is elk-like, often looking like
  a bleached elk skull with antlers. The Wendigo smells of
  decay, death and corruption.
  The Wendigo is created from the insane or those so
  hopelessly lost and maddened by hunger, that they
  resort to cannibalism to survive. The elation of survival
  contorts into the enjoyment of eating flesh and
  cannibalism of its own kind or similar humanoids. The
  Wendigo slowly transforms into a hideous creature,
  preying on its own past race to satiate its hunger and
  to grow in strength.
  Combat: Attacking from ambush and surprise, the
  Wendigo uses its powerful claws, along side a
  combination of its antlers and bite. Those being gored
  by a Wendigo’s antlers have a 5% to contact a disease
  similar to lycanthropy. In a month’s time the afflicted
  feels an intense desire to devour flesh. Within the year,
  the creature becomes a Wendigo, unless it receives a
  Cure Disease or Remove Curse. After that time, no
  magic will cure the target. The Wendigo is 90% resistant
  to sleep, charm, and hold spells.
  The Wendigo is a superb predator and master tracker.
  It uses its mimicry ability to lure its prey closer to a
  strategic ambush site or to confuse and separate larger
  groups. When a Wendigo indulges in cannibalism, it
  raises a HD and grows larger, increasing damage by +1
  per HD gained. These additional HD last for a month
  before reverting back to normal size, unless the
  Wendigo continues to feed. There have been rumors
  of 20+’ Wendigos in the far cold north, but they are such
  a rarity, that most believe they don’t exist.
  20
  
  21
  
  22
  
  23
  Artist: Maciej Zagorski, The Forge
  Artist: Robert Hemminger
  
  LEGAL
  For A Thorn in the Side, the adventure background, all place names and
  descriptions, all new monsters (Calamitous Tree,
  Phellinus/Leptographium, Leaf Rustler, Thorn Dryad, Rootmaw), all NPC
  names listed in the text when used in any context, are product identity. All
  artwork, maps, logos, and presentation are product identity, with the
  exception of artwork used under license. The name Malrex’s Modules and
  The Merciless Merchants are product identity.
  Product Identity:  The following items are designated Product Identity, as
  defined in Section 1(e) of the Open Game License Version 1.0a, and are
  subject to the conditions set forth in Section 7 of the OGL, and are not
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  Items previously designated as Open Game Content or are in the public
  domain do not fall under this designation of Product Identity.
  Open Content: Except for material designated as Product Identity (see
  above), the game mechanics of this game product are Open Game
  Content, as defined in the Open Game License version 1.0a Section 1(d).
  No portion of this work other than the material designated as Open Game
  Content may be reproduced in any form without written permission.
  OPEN GAME LICENSE Version 1.0a
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  Reserved.
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  2. The License
  This License applies to any Open Game Content that contains a notice
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000-2003, Wizards of the
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material
  by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney
  Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
  John Tynes, Andy Collins, and JD Wiker.
  Labyrinth Lord TM © 2007-2009 Goblinoid Games; Author Daniel Proctor
  Labyrinth Lord TM Advanced Edition Companion © 2009-2010 Goblinoid
  Games; Author Daniel Proctor
  OSRICTM Chapter I Copyright 2006-08 by Stuart Marshall. Additional
  authors: Trent Foster, James Boney, Vincent Fruge, Chris Hopkins,
  Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot
  Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Mathew James Stanham.
  For Gold & Glory, Copyright 2014, Justen Brown
  A Thorn in the Side, Copyright 2018, Author MalrexModules
  END OF LICENSE
  Copyright 2018, ‘Malrex’-Aaron Fairbrook
  24
  
  “A Thorn in the Side”is an adventure for use with the For Gold & Glory ruleset, a retroclone of
  2nd edition of the world’s most popular roleplaying game. For Gold & Glory are trademarks of
  Justen Brown. This work is not affiliated with Justen Brown. This product is easy to convert for
  any of the old school rulesets of the OGL v1.0a.
  
SOURCE: textdata/thevault/For Gold & Glory (osr)/FG&G Adventures/A Thorn in the Side (FG&G).pdf