TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A One-Round Advanced Dungeons & Dragons 
  Tournament 
   
   
  by Jim Wade and Michael Selinker 
   
   
   
   
   
   
  ADVANCED DUNGEONS & DRAGONS, AD&D, and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. Copyright 1989 TSR, Inc. for tournament use only.  Scenario text 
  copyright 1989 TSR, Inc., by arrangement with Michael Selinker. ALL RIGHTS RESERVED. This 
  scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
  
   
  A Friend in Need 
   
  Page 2 
  This is a standard RPGA Network tournament. A 
  four-hour time block has been set aside for this event. 
  Begin by passing out the player characters; pass them out 
  based on class only, not revealing gender or race. Instruct 
  the players to leave the character sheets face down until 
  you have read the introduction. Then, tell them to study 
  their character sheets, select spells, and notify you when 
  they are ready to begin the adventure. 
  It is a good idea to ask each player to put a name tag in 
  front of him or her. The tag should have the player's 
  name at the bottom, and the character's name, race, and 
  gender at the top. This makes it easier for the players to 
  keep track of who is playing which character. 
   
  The actual playing time will be about three hours. 
  Make sure you use the last 20 to 30 minutes of the event 
  time block to have the players summarize their characters 
  for each other and vote.  The standard RPGA Network 
  voting procedures will be used. Make sure you have 
  finished voting before you collect the players' voting 
  sheets. This way their votes and comments will not 
  influence you. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. 
   
  A note about the text: Some of the text in this 
  module is written so that you may present it as written to 
  the players, while other text is for your eyes only. Text 
  for the players will be in bold italics. It is strongly 
  recommended that you paraphrase the player text, instead 
  of reading it aloud, as some of the text is general and 
  must be adapted to the specific situation or to actions of 
  the player characters.  
   
   
  ADVENTURE BACKGROUND 
  Romance is alive in the Land of Avalon. Good Prince 
  Gallant has searched his princedom over for the most 
  beautiful woman in the world to take as his bride. His 
  pronouncement has gone over Avalon, and many 
  women have hoped to be the one he chooses. Though 
  he has seen many beauties, he has married none of 
  them, certain that the most beautiful woman must be in 
  his princedom. But now, after searching so hard, he 
  feels he has found her. Alas, if he is not careful, he may 
  lose her before the autumn leaves turn to brown. 
   
  The disastrous turn of events has gone like this: Prince 
  Gallant despaired that he could not possibly view all of 
  the women in the land to decide which was the fairest. 
  His despair turned to joy when the sorceress Esmerelda 
  invited him to her tower to scan the princedom's 
  lovelies with her magical mirror. He and his retinue cut 
  through the Peaceful Forest to her tower, and stopped to 
  rest by a sparkling pond. Night would soon fall, and a 
  mighty storm was coming, The prince, however, went 
  for an evening swim. Unbeknownst to him, the dryad 
  Mahogany had also come to the edge of the pond to 
  bathe. When the handsome prince swam to Mahogany's 
  bank, the two were captivated with each other. The two 
  stared at each other longingly; the prince's charms 
  enchanting Mahogany almost as much as hers attracted 
  him. So entranced in each other’s gazes were they that 
  neither noticed the coming of the storm. When the first 
  thundercrack resounded, Mahogany told her smitten 
  prince that they must hurry back to her tree. The prince 
  forgot all matters of state and moved to go with her. But 
  at that moment, the loudest thunderclap was heard, and 
  Mahogany collapsed in Gallant's arms. 
   
  What Gallant did not know was that Mahogany's tree, 
  also named Mahogany, had been struck by lightning. 
  The lightning severed a major branch on the tree, and 
  through their symbiosis, felled the dryad as well. Not 
  knowing the dryad was anything but a woman with red 
  hair (the season being autumn); the prince quickly 
  circled the pond and brought Mahogany back to his 
  camp. Gallant's men did not understand the maiden's 
  distress, nor could they explain the burn on her left 
  shoulder. What they did conclude was that they needed 
  to reach to the sorceress at once, for she could certainly 
  cure the fallen beauty. As they went further from the 
  dryad's tree, the dryad became sicker and sicker, and 
  the prince feared his new love would be lost. 
   
  When the retinue reached Esmerelda's tower, the prince 
  threw himself on the mercy of the sorceress. He would 
  pay any riches, he swore, to have the beautiful woman 
  restored to health. Esmerelda agreed, but she had a 
  much more sinister plot in mind, for she, too, wished to 
  become his bride. Though beautiful herself, Esmerelda 
  could not tear his eyes from the stricken dryad, even 
  with her most powerful sorcery. She resolved to capture 
  the prince's heart by concocting a philter of love, an 
  elixir for which she required the hair of a dryad. With 
  the prince's permission, she snipped a lock of 
  Mahogany's hair, promising a potion that would heal all 
  her ills. While the prince waited in sorrow by the dying 
  dryad's bed through the night, the evil sorceress began 
  to brew a draught that would steal his heart forever. 
   
  The only hope to resolve this dilemma is a group of 
  Mahogany's friends, who had come to visit her for a 
  morning picnic. Though anything but adventurers, this 
  group of woodland creatures must return Mahogany to 
  her tree shortly after sundown or she will die. 
  Mahogany's 
  friends 
  are 
  Cassius, 
  the 
  centaur; 
  Thistledown, the sprite; Glimmerwing, the sylph (and 
  Mahogany's half-sister); Dylandwyriel, the wood elf; 
  Cygnythia, the swanmay; and Benthroewyn, the 
  werebear.  
   
  
   
  A Friend in Need 
   
  Page 3 
   
  THE PLAYER CHARACTERS 
  The player characters for this module are sylvan 
  creatures from the AD&D monster tomes, and so 
  required conversion to character classes, details of 
  which are noted below. At the start of the round, have 
  the players select their characters by class only, as 
  follows: a thief, a magic-user, a bard, a ranger, a fighter 
  and a cleric. No mention of race or level should be 
  given. Note that the characters are capable of charming 
  and speaking to almost anything they meet. None have 
  anything resembling currency. 
   
  THISTLEDOWN, the sprite, is a 3rd level thief. His 
  thieving percentages reflect his race, giving him a low 
  (72%) chance to climb walls, but a high (99%) chance 
  to move silently. His blouse has a permanent protection 
  from normal missiles spell on it, and his stone has been 
  enchanted by a blue colored continual light spell. His 
  arrows are coated with a sleep poison, causing the 
  victim to fall into a comatose slumber for 1d6 hours if a 
  saving throw against poison is failed. He also has 2 
  applications of oil of sharpness +1 for his sword. 
  Thistledown is 75% unlikely to be noticed by any 
  creature if he does not call attention to himself, so those 
  encountered may think the party contains only five 
  members. He always can turn invisible (-4 AC), 
  appearing only if attacking, and can detect good and 
  evil within 50 yards. He flies at an 18 rate, 
  maneuverability class B, has 8 hit points and is AC 6 
  due to his dexterity. He speaks sprite, Common and 
  burrowing mammal. 
   
  GLIMMERWING, the sylph, is a 7th level magic-user. 
  She has no physical attacks at all, but can turn invisible 
  at will (-4 AC), fly at a 36 rate with maneuverability 
  class B, and has a 50% magic resistance. She has 3 
  doses of faerie dust that, when used on a human, demi-
  human, or normal animal, causes the victim to fall into 
  a deathlike slumber for 6 hours. During this time, the 
  subject will receive the benefits of a week's sleep, 
  including normal healing. It also causes an aging effect 
  of six months, although not to short-lived animals. 
  Against other creatures of 4+4 hit dice or less, it works 
  as a normal sleep spell. She also has a pot of Nolzur's 
  Marvelous Pigments. She is AC 8, has 14 hit points and 
  a 19 charisma. Once per week, she can conjure an air 
  elemental.  
   
  Air Elemental (1): Int Low; AL N; AC 2; MV 36 (A); 
  HD 8; hp 36; THAC0 13; # AT 1; Dmg 2-20; SA See 
  below; SD +2 weapon or better to hit; MR Nil; SZ L; 
  ML 16.  
  In aerial battle, the air elemental gains a +1 to hit 
  and +4 damage. It can also form a 40’ tall 10’ to 
  30’ wide whirlwind cone in one turn causing 2-16 
  hp damage and killing creatures under 3 hit dice. 
   One turn is required to conjure the elemental. She 
  speaks sylph, Common, and all avian tongues.  
   
  DYLANDWYRIEL, the wood elf, is a 4th level bard. 
  He has the following thief skills: climb walls 90%; 
  detect noise 25%; pick pockets 40%; read languages 
  25%; move silently 66%; and item lore 20%. He has 
  memorized the following magic user spells: 1st level -- 
  shield and jump; 2nd level -- mirror image. Because the 
  music, poetry, and stories of a bard can be inspirational, 
  Dylandwyriel can rally his friends and allies. If the 
  exact nature of a threat is known, he can inspire his 
  companions, granting a +1 bonus to attack rolls, or a +2 
  bonus to morale to those involved in melee. He must 
  spend at least three full rounds singing or reciting 
  before battle begins. This affects those creatures within 
  a 40-foot range of Dylandwyriel. The effect lasts four 
  rounds. In addition, he has the standard abilities of an 
  elf, locating secret doors on a 1or 2. He also is 90% 
  invisible while hiding in trees. He is AC 5 with his 
  leather armor and dexterity bonus, and has 18 hit 
  points. His magic shortsword is +1 only against evil 
  creatures. He speaks Common, Elvish, Treant, and any 
  woodland mammal language. 
   
  CYGNYTHIA, the swanmay, is a 3rd level human 
  ranger when not in swan form. She wears leather armor, 
  a ring of protection +2, and has a dexterity bonus to 
  make her AC 5. Her ranger abilities are: +4 to attack 
  trolls; 20% hide in shadows; 27% move silently; 
  surprised only on a 1 in 6; tracking 40%. Cygnythia's 
  collar of swan feathers enables her to transform into a 
  swan. Clothing and jewelry are included in the 
  transformation, but armor, weapons, and other gear are 
  not. She retains her armor class, as the ring becomes a 
  band on her leg. Her movement changes to 3 from a 15 
  but she can fly at 19 (D). She becomes 6% magic 
  resistant, is hit only by +1 weapons or by creatures of 
  4+1 hit dice when in swan form, and her chance to be 
  surprised drops to 10%. Her 3 attacks do 1/1/1-2. The 
  transformation has a 50% chance of disorienting an 
  opponent, causing a loss of attacks for the rest of that 
  round. If the collar of swan feathers is removed, she 
  cannot change form. Only human females can use the 
  collar. Cygnythia has 25 hit points and speaks 
  Common, Brownie, Dryad, Elvish, Pixie, Sprite, Sylph, 
  and Swan. 
   
  CASSIUS, the centaur, is a 5th level fighter. His natural 
  defense and dexterity give him AC 3. His movement 
  rate is 18, and he has 36 hit points. He has 18/61 
  Strength, getting his strength bonus if using his lance 
  and club only. If he attacks with his lance or club, he 
  also can kick twice for 1d6 damage per hoof, providing 
  
   
  A Friend in Need 
   
  Page 4 
  an 11' or higher ceiling exists. A foe to the rear may be 
  kicked twice by the centaur’s hind legs for 1d8 points 
  of damage per kick. He carries a composite longbow 
  with 10 arrows +1, and wears horseshoes of 
  surefootedness, similar to the shoes of Fharlanghn. 
  These shoes allow him to travel without tiring, never 
  trip, trigger a trap, or be entangled. He can also climb 
  slopes easily, and traverse dangerous obstacles without 
  slipping. He speaks Common, Centaur, and Elvish. 
   
  BENTHROEWYN, the werebear, is a 5th level chaotic 
  good cleric. He has full control over his lycanthropy. In 
  human form, he is AC 10 and has a 12 movement rate. 
  He can cast spells, use weapons, and read his scrolls of 
  speak with plants and turn undead. It takes him a round 
  to change into a bear, becoming AC 2, MV 9, and hit 
  only by +1 weapons or 4+1 hit die creatures. He attacks 
  with his bite for 2d4 and his claws for 1d3+1 each. If 
  both claws hit he hugs for 2d8. He heals at triple the 
  normal rate and is immune to disease. If he does 
  damage to a creature equal to or greater than 50% of the 
  creature's hit points, he inflicts them with lycanthropy. 
  He can summon 1d6 brown bears in 2d6 turns if any are 
  any within a mile. In either form he has 35 hit points 
  and can cure the disease of another creature in 1d4 
  weeks. He speaks Common, Centaur, Elvish, Satyr, 
  Stone Giant, and Bear. 
   
   
  MAHOGANY AND 
  MAHOGANY 
  (Much of the information in this section is adapted from 
  "The Ecology of the Dryad," an article by Shaun 
  Wilson that appeared in Dragon Magazine issue #87, 
  July 1984.) 
   
  Mahogany is both a dryad and a massive oak tree. They 
  share a symbiotic relationship, which is more complex 
  than most humans understand. Mahogany is 200 years 
  old, as evidenced by the size of the tree. The dryad is an 
  extension of the oak tree's soul, and as such cannot 
  survive if the tree dies or she is taken too far from the 
  tree itself. The dryad only can go 360 yards from the 
  tree without feeling ill effects. The 360-yard radius is 
  called the Terel, and if the dryad goes beyond it she 
  suffers the wasting effect called the Glirgimer. The 
  dryad becomes slightly uneasy at about 330 yards. 
  Within five rounds of leaving the Terel, the dryad 
  rapidly suffers exhaustion, starvation, and depression. 
  She will die in 6-36 hours if nothing is done. A heal 
  spell which defeats her magic resistance will negate the 
  symptoms for four hours, but afterwards the effects 
  return if she has not returned to her tree.  
   
  Damage suffered by the oak affects the dryad as well, 
  which is how Mahogany got into this disastrous 
  situation. When the tree was struck by lightning, it 
  severed a major branch, a strong enough shock to injure 
  the dryad. If the tree is destroyed, the dryad will die, 
  which is why Esmerelda has sent her gargoyle minions 
  to find the tree and destroy it. The dryad is in a coma 
  because she is so far from her tree and under 
  Esmerelda's influence. 
   
  Though an extension of the oak tree's soul, the dryad is 
  born of more familiar origins. She is the daughter of a 
  dryad and a satyr, the same satyr (Fauneil) that sired 
  Glimmerwing, the sylph. Mahogany has not seen her 
  mother for almost 200 years, and her father is long 
  gone. The dryad and the tree live as one, with the dryad 
  merged inside the tree. She can do this at will while 
  within the Terel. She can plant door, pass plant, and 
  dimension door at will within the Terel. She can also 
  speak with plants, commune with nature, detect snares 
  and pits, locate plants, locate animals, entangle, and 
  trip as a 9th level druid at will within the Terel. Her 
  relationship with nature gives her a 50% magic 
  resistance, but this goes down 10% for each 60 yards 
  beyond the Terel she goes, to a minimum of 10%. 
   
  The dryad looks like a normal human female, with the 
  exception of her coloration. In the spring and summer, 
  the dryad is lightly tanned with green hair and eyes. In 
  the fall (the time of this scenario), her skin darkens to 
  brown, and her hair and eyes turn to gold, red 
  (Mahogany's color) or reddish-brown. In the winter, or 
  at death, skin, eyes and hair are pale white. In 
  wintertime, the dryad hibernates inside the tree. 
   
  The dryad's most powerful ability is her charm, which 
  she can use three times a day. However, if she used it 
  this often, loving suitors would surround her. The 
  charm is like a powerful charm person or mammal, 
  with the saving throw at -3. A successful charm is 
  permanent 50% of the time. If a charm is not 
  permanent, the saving throws are as normal, but on the 
  chart in the Players Handbook, months are read as 
  years, weeks as months, and days as weeks. Thus, a 
  charmed male with a 13 intelligence gets a saving 
  throw at -3 every two months. Mahogany, like all 
  dryads, prefers males of exceptional beauty (16+ 
  charisma) and some intelligence, but not so much that 
  they go away soon. If threatened, the dryad's charm is a 
  powerful weapon. The charm gives a +3 saving throw 
  bonus against charms from others, but if another 
  succeeds, the dryad's charm is broken. Currently, 
  Mahogany has permanently charmed Prince Gallant, 
  and all of Esmerelda's enchantments have not countered 
  it. 
   
  
   
  A Friend in Need 
   
  Page 5 
  Mahogany (1): AL N; AC 9; MV 12; hp 12; THAC0 
  19; # AT 1; Dmg 1-4 (knife); SA Charm; SD See 
  below; Str 8; Dex 15; Con 13; Int 14; Wis 12; Cha 20; 
  MR 50%; SZ M; ML 12.  
  Level 1: detect snares and pits, entangle, and 
  locate animals 
  Level 2: charm person or mammal (x3, special), 
  locate plants, and trip 
  Level 3: none 
  Level 4: plant door, speak with plants 
  Level 5: commune with nature, pass plant 
  Mahogany has 50% magic resistance. She can 
  dimension door to her tree and has spell-like 
  powers as 9th level druid. 
  Due to Mahogany's current condition, her statistics are: 
  hp 4; MV 3; Str 3; Dex 7; Con 5; Int 10; Wis 6; Cha 13. 
  She wears a short green shift with a belt of leaves and a 
  dagger in a leather sheath. She speaks Dryad, Elvish, 
  Pixie, Sprite, and Common. 
   
   
  THE PEACEFUL FOREST 
  The Peaceful Forest is a massive wood in the land of 
  Avalon. The entire forest is in the princedom of Good 
  Prince Gallant. Mostly, the forest and its many 
  inhabitants are left alone to prosper. Major habitations 
  include several clans of elves (wood, high, and valley), 
  a tribe of sprites, and several camps of centaurs. Some 
  of the more exotic inhabitants, such as sylphs, dryads, 
  and lycanthropes, tend to live alone. There are a 
  number of monsters in the forest, but none of major 
  powers (i.e., no dragons, giants, thessalhydrae, and so 
  forth). No organized bands of humanoids live in the 
  forest. 
   
  The forest is a typical temperate wilderness clime. In 
  the autumn, the temperature is a comfortable 70 
  degrees. There are hundreds of encounters possible, as 
  birds, squirrels, and plants are everywhere. Something 
  of every basic life form should be present at all times. If 
  a PC wants a rabbit to talk to, a chipmunk might be 
  available instead. Anything with less than semi-
  intelligence will be of very limited help, however. 
  Burrow owls might have seen someone come by, but 
  they cannot tell human fighters from pixies except by 
  general size and associated noises. Someone in metal 
  armor makes a lot more racket than a brownie; several 
  people in armor will be a major event indeed. Plants, of 
  course, are limited by their lack of senses. If they have 
  been stepped on, or a shadow has befallen them, they 
  will know; but they won't know much else. Most of 
  these creatures are incapable of defiance, but can make 
  great 
  role-playing 
  encounters 
  nonetheless. 
  The 
  Dungeon Master is free to create any of these 
  encounters as desired. If the PCs search for a specific 
  type of animal or plant, and the conditions for locating 
  such a thing are favorable, the DM may assign a base 
  chance, say 15%, and adjust for specifics, like the 
  party's 
  noise 
  level, 
  searching 
  techniques, 
  and 
  willingness of the quarry to be found. This is especially 
  important since Cygnythia and Benthroewyn are 
  capable of unbalancing the game if they attract a few 
  swans or bears to help the party. 
   
  There are only two permanent buildings in the mapped 
  section of the forest. One is Esmerelda's tower, which is 
  location 9. The other is Benthroewyn's shack, from 
  which the PCs set out this morning. There is nothing 
  there that would help the PCs, as Ben lives rather 
  sparingly. He brought his cooking pot and his picnic 
  basket, which are the most interesting things he owns. 
   
  The PCs begin near Mahogany, the tree (1). From there, 
  they should hear the fighting (2) between some centaurs 
  and Esmerelda's gargoyles, who have come to level the 
  tree. After perhaps going to the centaurs' cave (3), the 
  PCs may go to Prince Gallant's abandoned camp (4), 
  where the brownies Fudge and Nut frolic. From there, 
  they should trail the prince's horsemen to Esmerelda's 
  tower. On the way they will have an encounter with 
  some needlemen (5), and then with Ollie Ogre (6), who 
  is looking for his brother Eugene. Eugene will meet the 
  PCs in the forest (7). The PCs should follow the prince 
  to the edge of the forest, and then north along the tree 
  line. If they make it to the tower, they will find it looks 
  much like the forest, as Esmerelda will have cast 
  hallucinatory terrain over the area (8). There, they 
  should meet the prince's retinue, and go inside the 
  tower (9) to face Esmerelda. A successful conclusion 
  will have the PCs, and perhaps the prince, saving both 
  Mahoganies by returning the dryad to her tree. 
   
  Tracking Mahogany is difficult, since time and rain 
  have washed away most signs of her trail to the pond. 
  Cygnythia's chance to track the prince's party is 58%. 
   
  However, the PCs are not limited to this course of 
  action. They may at any time diverge from this path. If 
  they do so, they will have an encounter every half-hour 
  from the list below. If they somehow follow the 
  escaping gargoyles to the tower, they will automatically 
  attract some of these encounters. Of course, the PCs 
  only have until shortly after sundown to save 
  Mahogany, and the round begins early in the morning. 
  The wilderness encounters, in order of occurrence, are: 
   
  1. A pair of firefriends will be playing around a tree. 
  From a distance, it will be obvious that some lights are 
  moving around a tree, but they could be anything from 
  dancing lights to will-o- wisps. If the PCs get close and 
  make any noise, the firefriends, which are 1' long 
  
   
  A Friend in Need 
   
  Page 6 
  intelligent fireflies, will dart into the leaves of the tree 
  to hide. Once they have figured out that the PCs are 
  woodland creatures, they will come out and say hello in 
  Common. They speak Common very quickly and buzz 
  while doing so. They will be friendly, and shine their 
  lights on the PCs in a gesture of friendship. They know 
  that a large group of men with exoskeletons (armor) 
  rode by on horseflies (they don't have the distinction 
  down yet), and can show the PCs where they saw them. 
  They will help with anything they can, although they 
  will not go far from their home. The firefriends will be 
  ill at ease if Benthroewyn is in bear form. If attacked, 
  they will fire their light beams and try to flee.  
   
  Firefriends (2): Int Low; AL NG; AC 4; MV 3, Fl 
  15(B); HD 1+4; hp 9; THAC0 ?; # AT 1; Dmg 1-2; SA 
  fire light beam for 5-20 damage; SD immune to fire and 
  electricity; MR ?; SZ S; ML ?. 
   The target of the firelight may save vs. wands to 
  half damage. They can only use their light beam 
  once per turn. The Firefriend has a luminescent 
  abdomen. 
   
  2. A mountain lion is roaming the forest looking for a 
  light snack. A swan or a sprite would do just fine. It 
  will spring to attack, but it will not attack a bear or a 
  centaur. It will run like a frightened kitten after first 
  being injured.  
   
  Mountain Lion (1): Int Semi; AL N; AC 6; MV 12; 
  HD 3+1; hp 16; THAC0 17; # AT 3; Dmg 1-3/1-3 
  (claw), 1-6 (bite); SA 1-4 (rear claws); SD Surprised 
  only on a 1; MR Nil; SZ M; ML 10. 
  It can spring up 15’ or forward 20’. If it hit with 
  both front claws, then it can rake with their rear 
  claws for 1-4 points of damage. 
   
  3. The PCs will come across a couple of large burrows 
  in the earth. A small bunny rabbit wanders around the 
  edges of the burrows, peering in. Suddenly, a very large 
  horned rabbit pokes his head out of a burrow, 
  frightening the bunny off. This makes the al-mi'raj 
  skittish as it tentatively hops out. Unless the party does 
  something to affect this, roll a d6: 1-3 it attacks, 4 it 
  watches and fidgets, 5 it hops away, 6 it hops toward 
  party. On the next round, five more al-mi'raj come out 
  of the burrows, and react as a group on a d6 like before. 
  On the next round, five more will come out, and five 
  more the next. As soon as one al-mi'raj attacks, all will.  
   
  Al-mi'raj (16): Int Animal; AL CN; AC 6; MV 18; HD 
  1; hp 5; THAC0 19; # AT 1; Dmg 1-4; SA Nil; SD 
  Teleportation, immunity to poison; MR 25%; SZ S; ML 
  18. 
   
  In the burrow holes, which the sprite could enter, is 
  a bag of seven gems worth 10 gp each. 
   
  4. A thin, nearly invisible web is stretched between two 
  trees about 4' off the ground. If a PC becomes caught in 
  a web (preferably a PC straying away from the main 
  group), a large spider will drop from the trees and 
  attack the hapless victim until killed. 
   
  Large Spider (1): Int Non; AL N; AC 8; MV 6, Wb 
  15; HD 1+1; hp 7; THAC0 19; # AT 1; Dmg 1; SA See 
  below; SD Nil; MR Nil; SZ S; ML 7. 
  It’s poison is type A causing 15 points of damage 
  unless victim saves at +2 then. If victim saves he 
  does not take damage from the poison. 
   
  5. In a densely wooded section of the forest, eight 
  stirges make their homes in the trees. They will attack 
  anything warm blooded, and come from all sides.  
   
  Stirges (8): Int Animal; AL Nil; AC 8; MV 3, Fl 18 
  (C); HD 1+1; hp 6; THAC0 17; # AT 1; Dmg 1-3; SA 
  Blood Drain; SD Nil; MR Nil; SZ S; ML 8. 
  Stirges attack as a 4-Hit Die creature. Once a 
  successful hit is made, the Stirge attaches itself to 
  the victim and begins sucking blood. It drains 1-4 
  hp per round and will leave after sucking 12 hp. 
  They must be killed to be removed. 
   
  6. As the PCs near a small clearing, they hear a loud 
  squawk and a brief rustling in the bushes. Moments 
  later two beady red eyes and a beak poke from the 
  bushes. The gold-brown bird with leathery gray bat 
  wings and a yellow-green serpentine tail cries out and 
  rushes the party. The cockatrice hen has just turned a 
  weasel invading her nest to stone and is very agitated. 
  She thinks the party is after her eggs, too. The hen will 
  stop outside the bush and act menacingly, trying to 
  drive away the PCs. The hen can be calmed a bit 
  through conversation, but she will still be very ornery 
  toward mammals in general, and weasels in particular. 
  If her nest is threatened or she is attacked, the hen will 
  attempt to petrify the offender. If a PC hits the hen with 
  body weaponry (hoof, claw, wing, bite, etc.), the person 
  doing so does normal damage, but also must save 
  against petrifaction at -2.  
   
  Cockatrice (6): Int Animal; AL N; AC 6; MV 6, Fl 18 
  (C); HD 5; hp 28; THAC0 15; # AT 1; Dmg 1-3; SA 
  petrification; SD Nil; MR Nil; SZ S; ML 12. 
  A Cockatrice’s touch causes petrification unless 
  victim makes his saving throw.  
  In its nest are 2 eggs, 3 gems worth 20 gp each, a 
  healing potion, and a silver bracelet worth 50 gp. 
   
   
  
   
  A Friend in Need 
   
  Page 7 
  PLAYERS' INTRODUCTION 
  Once upon a time, in a magical land called Avalon, 
  there were seven friends. These friends lived in the 
  Peaceful Forest, in the land ruled by Good Prince 
  Gallant. There was Cassius, a noble centaur who was 
  very strong; Dylandwyriel, the wood elf, who could 
  play beautiful songs all day long; Cygnythia, a 
  beautiful woman whose magical collar of swan 
  feathers allowed her to turn into a graceful swan; 
  Benthroewyn, a gentle man who could cast spells of 
  healing and could also turn into a giant bear with big 
  teeth; and Glimmerwing, a pretty sylph whose 
  butterfly wings carried her to the treetops. And there 
  also was Thistledown, a sprite who could disappear 
  and fly just like Glimmerwing. And, last of all, there 
  was Mahogany, the beautiful dryad who lived in a tree 
  that was also named Mahogany. The friends were 
  happy, and though they lived some distance from one 
  another, they frequently got together for picnics and 
  frolicking. 
   
  One morning in early autumn, all the friends, except 
  Mahogany, were gathered at Benthroewyn's Spartan 
  hut. Though a few minutes' walk from Mahogany's 
  tree, Ben's hut was closer than any of the other 
  friends' homes. The friends had to gather here 
  because they knew Mahogany could not travel far 
  from her beloved tree, for if she wandered more than 
  a thousand feet from it, she would get sick and die by 
  the setting of the sun. Thistledown's sprite band lived 
  several hours flight to the south, as did Cassius' herd, 
  so they were weary when they arrived for the picnic. 
  Cygnythia and Dylandwyriel arrived early, too, and 
  spent the night in Ben's hut. 
   
  As evening neared, a fierce rainstorm struck the area, 
  and thunder shook the house. The friends were scared 
  and worried that the next day would be gloomy. But in 
  the morning, the clouds had disappeared, the sun 
  shone brightly, and fresh dew was on the leaves. 
  Glimmerwing, flying from the mountains, arrived 
  shortly after dawn and woke the friends at the hut. 
  Smiling, the friends packed a big picnic basket and set 
  off for Mahogany's tree. She would be so happy to see 
  them, like always. After a brisk walk through the 
  woods, the friends neared Mahogany's tree. And there 
  they found the damaged oak. 
   
   
  1. The Wounded Oak 
  The PCs begin the round coming through the trees that 
  surround Mahogany. Morning dew is still on the 
  ground, but the birds and animals in the area are 
  skittish. They get a feeling that all is not right, a feeling 
  emanating from the big oak tree. The animals are still 
  shaken from last night's storm and know that lightning 
  struck near here. 
   
  When the PCs come through the tree cover to the oak, 
  they will see a sad sight. The big oak is still there, 
  resplendent in its red and brown leaves. But a large 
  section of the topleaves and a major branch are lying 
  among 
  the 
  undergrowth, 
  obviously 
  broken 
  off 
  suddenly. Careful examination of the huge branch 
  shows that it was cleaved off, and is seared at the break. 
  The tree shows similar signs. Birds, animals, and other 
  plants in the area know that the tree was struck by 
  lightning, and that a big crash was heard when the 
  branch hit the ground. Nothing further can be 
  determined unless the tree is spoken with, via a speak 
  with plants spell. There are, of course, no other druids 
  or dryads in the area, so the only such spell the PCs 
  have is on Benthroewyn's scroll. 
   
  Once a speak with plants spell is cast, the cleric will 
  hear the tree saying "Mahogany" and "Ouch" in long 
  syllables. Mahogany will answer questions, but clearly 
  is in great pain. When conversing, Mahogany speaks 
  very slowly, roughly one syllable every five seconds. It 
  wants to know where its dryad is, for she is needed to 
  tend to its wounds. The oak can explain all of the 
  information in the "Mahogany and Mahogany" section, 
  though even a brief summary will take several hours. 
  The dryad is not dead or exorcised, but that does not 
  mean she is still in the Terel. Most importantly, it will 
  say that if Mahogany has left the Terel and does not 
  return by "no-more-sun," the dryad will die, leaving the 
  tree soulless. The tree does not have the same 
  perception of time as the PCs, so it only knows that 
  Mahogany left during "water," and that "pain" 
  happened during "water" as well. When "sun" came, 
  she was not in the tree. She has not responded to the 
  tree's calls, either. The PCs are not tree surgeons, so 
  there is little they can do to help the tree with its pain. 
  Cure spells will be useless, as the cleric should know. It 
  will be grateful that the PCs are going to look for 
  Mahogany, but it will still continue to call her name. 
   
  Buried at the roots of the tree is Mahogany's treasure 
  cache. It contains a thick leather bag with 250 gp and 
  10 gems worth an average of 50 gp each. The tree 
  knows where the bag is, but will not take kindly to the 
  PCs digging it up. 
   
  Twenty minutes after the PCs find the tree and perhaps 
  begin their search, thrashing sounds will be heard 
  through the forest to the north. See encounter 2. 
   
  
   
  A Friend in Need 
   
  Page 8 
  Mahogany (1): Int Exceptional; AL N; AC 2; MV 0; 
  HD 20; hp 120; THAC0 Nil; # AT 0; Dmg Nil; SA Nil; 
  SD Nil; MR Nil; SZ G; ML Nil. 
  Mahogany is soul-linked to the dryad Mahogany. 
   
   
  2. The Winged Woodsmen 
  The thrashing comes from a fight, if it can be called 
  that, between three centaurs and four gargoyles. The 
  centaurs are a mare, Cassia (no relation to Cassius), and 
  her children, the colt Claudius and the filly Cassandra. 
  They were all out gathering berries for Cassia's sick 
  mate, Chiron. The gargoyles, who are named Grewsum, 
  Ugli, Grotesk, and Meen, are all carrying hatchets. 
  They have been sent by Esmerelda to find and chop 
  down the dryad's tree. They are looking for a big oak 
  tree near a pond, and have already taken their axes to a 
  couple of likely candidates. They have not finished 
  chopping any down, however, because they were 
  distracted by the arrival of the centaurs. They are trying 
  to corral and interrogate the beasts, although the 
  centaurs are not cooperating toward this end, making 
  the gargoyles very mad. The centaurs have no magic 
  weapons and not enough hit dice to harm the gargoyles, 
  so their only defense is their knowledge of and better 
  movement in the forest. Cassia has broken her spear on 
  Ugli's chest, and the fight has turned into a chase. 
   
  The PCs will hear a loud rustling, the sound of 
  galloping hooves and a startled cry nearby. Visibility is 
  minimal. After a few moments, during which the PCs 
  should be checked for reactions, a tall boy on a horse 
  crashes through the bushes, hurtling headlong into the 
  party. The boy cries, "Help! They're going to kill my 
  mother and sister!" He then wheels perfectly, and the 
  PCs will realize he is a young centaur. Claudius is 
  bleeding from a wound to his shoulder. Right on his tail 
  is a gray-skinned, muscular creature with sharp claws, 
  teeth, and a horn on its head, wielding a hatchet. Its 
  wings get tangled in some branches as it emerges from 
  the trees. Seeing the PCs, the gargoyle shouts, "You tell 
  Grewsum where be tree!" and rushes to attack. One of 
  Grewsum's claw attacks is replaced by a hatchet swipe. 
  Claudius is down to 9 hit points from a hatchet wound. 
  Only +1 or better weapons hit Grewsum, or creatures 
  with 4+1 hit dice. He is certain that the PCs cannot hurt 
  him, but if this proves wrong then he may try to flee 
  toward the other gargoyles. He cannot really fly in the 
  forest. 
   
  If rescued, Claudius will be thankful but will resist 
  attempts at healing until his mother and sister are saved. 
  He has seen what happens when he tries to rush a 
  gargoyle, and will not do so again. There is more 
  thrashing up ahead, as Cassandra and Cassia have 
  separated, with Grotesk going after the filly, and Ugli 
  and Meen staying with her mother. Cassandra is using 
  her considerable dexterity to baffle Grotesk, who keeps 
  bashing into trees. This does not hurt him, but it makes 
  him mad. Ugli and Meen have cornered Cassia, though, 
  and intend to fully interrogate her and then kill her. 
  Cassandra is unwounded, but Cassia is down to 15 hit 
  points. Ugli and Meen have gotten into an argument 
  over which of them gets to rip the horse to shreds, 
  which has devolved into their usual argument over who 
  is uglier and meaner. The gargoyles speak a twisted 
  Common and think everyone else talks funny. 
   
  The PCs may intervene in any way they desire. The 
  gargoyles like to rend things, but their primary task is to 
  find the tree and chop it down. They know Esmerelda 
  will punish them if they do not succeed. They botched 
  their last mission, so they do not intend to screw this 
  one up. They will interrogate anyone and anything they 
  can, assuming that if it lives in the forest, it must know 
  where the tree is. The gargoyles will retreat if they start 
  to lose. The gargoyles will only continue to fight 
  pursuers that hamper their escape. As much as they 
  fight, the gargoyles actually like each other and will 
  quickly come to one another's aid. If any are captured 
  alive, they will swear on their stone hearts that they will 
  tell nothing, but it is easy to trick information out of 
  them. As gargoyles go, they are really not that 
  objectionable. 
   
  Cassia, Claudius, and Cassandra certainly think 
  otherwise. They do not enjoy being ambushed, and if 
  any of the centaurs have been killed or seriously 
  injured, all of the gargoyles must die. If she was not 
  injured, Cassandra will be exhilarated, but Claudius 
  will still be scared. He is likely to look at Cassius as a 
  role model. Cassia will be very concerned about her 
  children, and will demand that they be healed before 
  her. Unless she is severely wounded, she will not be 
  concerned about her own injuries. She is more 
  concerned about her husband and the spilled bowl of 
  berries she was bringing to him. Chiron, her husband, is 
  lying in their cave, suffering from some disease she 
  does not understand. The cave is at point 3, about 15 
  minutes away. If she knows the PCs have a healer, she 
  will entreat him to help Chiron. 
   
  The centaurs gathered the berries by the pond, where 
  they noticed the remains of a deserted human 
  encampment. If told that Mahogany is missing, they 
  will be sympathetic, but unable to provide any 
  information. Cassia's first priority is Chiron, and she 
  will offer to guard the tree if the PCs can help cure him. 
  Otherwise, the centaurs will bid the PCs adieu and 
  return to Chiron.  
   
  
   
  A Friend in Need 
   
  Page 9 
  Cassia (female centaur fighter): Int Avg; AL CG; AC 
  5; MV 18; HD 4; hp 20; THAC0 17; # AT 2; Dmg 1-
  6/1-6; SA nil; SD nil; MR nil; SZ L; ML 14. 
  Cassia has a broken spear and has 15 hp at the time 
  the party meets her. 
   
  Claudius (male centaur fighter): Int Avg; AL CG; 
  AC 5; MV 18; HD 4; hp 14; THAC0 17; # AT 2; Dmg 
  1-6/1-6; SA nil; SD nil; MR nil; SZ L; ML 14. 
  Claudius has no weapons and has 9 hp at the time 
  the party meets him. 
   
  Cassandra (female centaur fighter): Int Avg; AL CG; 
  AC 4; MV 18; HD 4; hp 10; THAC0 17; # AT 2; Dmg 
  1-6; SA nil; SD nil; MR nil; SZ L; ML 14. 
   
  Grewsum, Ugli, Grotesk, and Meen are typical 
  gargoyles who spend their days arguing atop 
  Esmerelda's tower.  
   
  Gargoyles (4): Int Low; AL CE; AC 5; MV 9, Fl 15 
  (C); HD 4+4; hp 24; THAC0 15; # AT 4; Dmg 1-3/1-
  3/1-6/1-4; SA Nil; SD +1 or better weapon to hit; MR 
  Nil; SZ M; ML 11. 
  These gargoyles have hatchets (1-6/1-4) that 
  replace one claw. Their flying is severely 
  hampered by the forest. In aerial combat, they can 
  either use their claws, a hatchet swipe, or a horn 
  stab. 
   
   
  3. The Centaur Cave 
  If the PCs follow Cassia and her children back to her 
  cave, they will reach it in about 15 minutes. As soon as 
  they get there, Cassia will call her mate's name into the 
  cave mouth. Chiron cannot respond, but Cassia knows 
  this. Inside, a very muscular centaur shivers beneath a 
  blanket on a bed of leaves. He is afflicted with a form 
  of horsepox, which, fortunately for his family and 
  Cassius, is not contagious. It makes him lethargic and 
  unable to move very far. He is unable to talk, prompting 
  Cassia to stroke his back and speak soothingly to him. 
  Benthroewyn may use his cure disease ability on 
  Chiron, but it will take 1d4 weeks to have full effect. 
  However, Chiron will feel slightly revitalized at once 
  and will be able to walk and talk unsteadily. 
   
  When Cassia tells him of the attack, Chiron will swear 
  vengeance against the horrid gargoyles, wheezing all 
  the time. If told of Mahogany's plight, he will apologize 
  for not knowing anything and promise to come with 
  them to skewer the kidnapper. He will, of course, be in 
  no condition to do so, and Cassia will talk him out of it. 
  She will instead suggest that she take his magical spear 
  and defend the tree while the children take care of him. 
  After some protestation, he will call her a spirited filly 
  and accede. Cassia will thank the PCs and escort them 
  out. Claudius will beg to come along, but Cassia will 
  tell him his place is with his father. Cassia will take the 
  spear, which Chiron will claim is as powerful as the one 
  the original Chiron, the great centaur sage of Roman 
  lore, gave the human hero Theseus. It is a spear +1.  
   
  Chiron (male centaur fighter): Int Avg; AL CG; AC 
  5; MV 18; HD 4; hp 28; THAC0 17; # AT 2; Dmg 1-
  6/1-6 or by weapon; SA Nil; SD Nil; MR Nil; SZ L; 
  ML 14. 
  Chiron has a spear +1. Chiron is very sick but is at 
  full hit points.  
   
   
  4. The Prince's Camp 
  If the PCs are interested in seeing the human camp, 
  Cassia will take them to the spot where she picked 
  berries this morning, which is very close to where 
  Mahogany and Gallant first set eyes on each other. She 
  will point out the camp across the pond, before going to 
  guard Mahogany's tree. This assumes that the PCs have 
  helped Chiron. If not, Cassia will give directions but 
  will not accompany them. The centaurs' tracks are 
  evident here, but the five hours of rain last night has all 
  but destroyed the prince's trail to the campsite. The 
  prince's trail from the campsite to the tower, however, 
  can be picked up. The other side of the pond is 
  definitely beyond a thousand feet from the oak tree, 
  which the PCs will figure out if they think of it. 
   
  From a distance, the prince's camp will seem deserted. 
  It is a collection of eight tents, one much larger than the 
  rest. The tents contain two or three cots each, except the 
  large one. The prince's tent contains a temporary bed 
  with a heavy blanket. It also contains a mirror, chest of 
  clothing, and a spare royal robe. A number of cots have 
  been turned over, one of the tents has collapsed, and 
  equipment is scattered all about. Currently, the camp 
  has three inhabitants: Fudge and Nut, the brownies, and 
  a war-horse. Fortunately, the PCs arrive just as the 
  brownies figure out a whizbang way to use this leftover 
  equipment. 
   
  As the PCs approach, they may hear some clanking and 
  a whinny from the camp. Those flying overhead will 
  see a knight in full plate armor and royal robes on his 
  horse ready to ride out. The knight will kick the horse 
  into ungainly movement. If there are party members on 
  the ground that the knight could hear, it will move in 
  that direction. Of course, the suit of armor contains only 
  Fudge and Nut, with Fudge controlling the suit's arms 
  and Nut moving the legs. If Fudge and Nut see or hear 
  someone to play with, they will move the horse toward 
  
   
  A Friend in Need 
   
  Page 10 
  them and stand defiantly to let the majesty of the royal 
  robes, armor, and horse sink in. Fudge will use his 
  ventriloquism spell to declare in a low voice, "Oho, evil 
  varlets! Thy base magicks do not impress one with my 
  fantastical knightly virtue! Behold and tremble!" 
   
  After this impressive outburst, Nut will kick a bootspur 
  into the horse's side, causing it to whinny and charge 
  forward. The knight will appear to wobble as Fudge 
  tries to spin the horseman's mace in the suit's right 
  gauntlet. As the horse gets closer, Fudge's twirling of 
  the mace will cause it and the gauntlet to fly off. 
  Suddenly off balance, Fudge will crash into the left side 
  of the breastplate, knocking the helmet and torso armor 
  off the horse. The horse, still attached to the armor 
  leggings, will gallop away. The helmet and torso will 
  separate, with "oofs" and "oohs" coming from the 
  breastplate. Momentarily, two brownies will stagger 
  out, clutching their heads from dizziness and the 
  ringing of the crash of metal. A blow to the mounted 
  armor will result in the same spectacle but will not 
  damage the brownies. 
   
  After getting their bearings, the brownies will introduce 
  themselves: "I'm Fudge!" "I'm Nut!" "We're heroes!" 
  and so forth. Fudge and Nut are boyfriend and 
  girlfriend, and are brave heroes, at least by their own 
  reckoning. They are not like other brownies. They do 
  not sit in lilac trees and weave flowers and stuff. They 
  mean no harm, as they are just out to have a little fun. 
  They talk constantly, overlapping their speech and 
  finishing each other's sentences. They are prone to 
  bopping one another on the head when one thinks the 
  other said something stupid. This occurs often. 
   
  They are out to see the world, and came here by 
  hitching a ride with the prince's party. They climbed 
  into a backpack a while ago and fell asleep. They are 
  not sure where they are now, but they are certain some 
  dragons are around to slay. They woke up when the 
  storm began to rage, and saw the prince carry in a "bee-
  you-ti-ful woman," as Fudge will say. Nut will slap him 
  on the head and tell him not to look at other women. Of 
  course, while the female party members are there, 
  Fudge will gaze adoringly at them. If pressed about 
  what happened, they would say the prince brought the 
  woman into camp and everybody stood around her and 
  shook their heads back and forth. (They will imitate.) 
  They then decided to take her to the sorceress, whoever 
  that is. Then everybody jumped on all the horses but 
  one and rode away, leaving Fudge and Nut alone in the 
  camp. They have found lots of neat things to play with, 
  but must soon get on with their dragon slaying. 
   
  The brownies will provide whatever information they 
  can about the prince, his retinue, the woman, and their 
  many travels. They are, however, prone to much 
  exaggeration. They have no real desire to join in the 
  party's search, as they do not understand the plight of 
  the dryad. The concepts of agony and death mean 
  nothing to them, but they will wish the PCs luck and 
  give each a small sweetbread from their personal store. 
  Besides, as Fudge will say, "We paladins have strict 
  rules about who we can and cannot associate with." Nut 
  will whack him upside the head at this comment. "In 
  your dreams!" she retorts. They will continue to hang 
  around the camp as long as they are having fun. 
  Eventually, they will try to catch the horse and ride off. 
  If the PCs can talk the brownies into coming along, 
  they will find that the two are more trouble than they 
  are worth. 
   
  The PCs will find little else of interest in the camp other 
  than that described above. The prince's temporary bed 
  contains a few red hairs, which the PCs will recognize 
  as Mahogany's most recent shade. The tracks of the 
  prince's horsemen will be easy to find, and can be kept 
  track of by the ranger as noted in the forest section. She 
  will be able to track the group fairly easily, though she 
  must check every hour (58%) to see if she loses the 
  trail. If this happens, have the firefriend encounter 
  occur. 
   
  Fudge and Nut speak brownie, Common, Elvish, 
  Halfling, Pixie, and Sprite. They brandish brownie short 
  swords, frequently using them to punctuate their tales. 
   
  Fudge and Nut (2): AL LG; AC 3; MV 12; hp 3; 
  THAC0 20; # AT 1; Dmg 1-2 (short sword); SA Spells; 
  SD Save as 9th level cleric; Str 8; Dex 18; Con; Int 14; 
  Wis 12; Cha 20; MR 50%; SZ M; ML 12. 
    Level 1: ventriloquism, dancing lights, protection from 
  evil. 
    Level 2: continual light, mirror image (3 images) 
    Level 3: none 
    Level 4: confusion, dimension door 
   
  Mahogany (1): AL N; AC 9; MV 12; hp 12; THAC0 
  19; # AT 1; Dmg 1-4 (knife); SA Charm; SD See 
  below; Str 8; Dex 15; Con 13; Int 14; Wis 12; Cha 20; 
  MR 50%; SZ M; ML 12.  
   
  The prince's spare horse is a white heavy warhorse 
  named Champion.  
   
  Champion, Warhorse (1): Int Animal; AL N; AC 7; 
  MV 15; HD 4+4; hp 21; THAC0 17; #AT 3; Dmg 1-
  8/1-8; SA Nil; SD Nil; MR Nil; SZ L; ML 7. 
   
  Talking with Champion will reveal that the prince took 
  the woman, his retinue, and rode away. Champion 
  knows that the prince will return, as he has never left a 
  
   
  A Friend in Need 
   
  Page 11 
  camp untended for more than a day or two. Champion 
  will not leave this camp on his own volition. 
   
   
  5. Needleman Ambush 
  The PCs only should have minimal trouble finding the 
  tracks of the prince's party. As they are following it, 
  they will be attacked by four needlemen. (This 
  encounter may be omitted entirely if the PCs are slow 
  to leave the prince's camp.) 
   
  The needlemen look like slightly green humans 
  suffering from both starvation and acupuncture. They 
  are actually intelligent and disagreeable plants, which 
  will smell the elven and sylvan blood flowing through 
  the PCs' veins and seethe with hatred. They will thus try 
  to attack from surprise on all sides. Amidst the trees, 
  they are 75% undetectable, and will achieve surprise 
  75% of the time. This goes down to 40% if the ranger is 
  leading the party in human form, and 25% if she is in 
  swan form. 
   
  In their first attacks, they will fire 1-6 needles each, as 
  they will in every other attack. Each needle can fly up 
  to 20', and causes 1-2 points of damage. Note that the 
  sprite is completely immune to their needles, and can 
  attack with impunity from a distance. However, if the 
  sprite gets too close to a Needleman, it will try to grab 
  the sprite. If it hits, it causes 2-4 points of damage. 
  Anyone attacking the needlemen with flesh will also 
  take this damage, but the centaur's hooves will protect 
  him from this damage. (The missiles, however, still can 
  affect the centaur.) Though they are immune to spells 
  that only affect mammals, such as charm person, the 
  needlemen are triply affected by all other magic. Their 
  saving throws are normal, but they take triple damage 
  from damage-causing spells. They only can be 
  communicated with through a speak with plants spell. 
  In this case, they still will not be friendly. 
   
  The needlemen have no treasure, as they are a nomadic 
  band. 
   
  Needlemen (4): Int Low; AL N; AC 6; MV 9; HD 3+4; 
  hp 18; THAC0 17; #AT 1; Dmg 3-12; SA needle spray; 
  SD camouflage; MR Nil; SZ M; ML 12. 
  Needlemen are 75% undetectable in forest. They 
  can cause -5 surprise to opponents' roll, and have 
  1-6 needles with 20' range inflicting 1-2 damage. 
  They take triple effect from magical attacks. 
   
   
  6. The Ogre Brothers, Part I 
  Ollie Ogre is looking for his older brother Eugene. He 
  and Eugene always pal around together, but lately 
  Eugene has been hanging out with some dame. Ollie 
  doesn't understand this; it's a fine kettle of chickens 
  when a gal comes between a guy and his buddy, Ollie 
  thinks. The dame, of course, is Esmerelda, and she 
  came between them with a charm monster spell. But 
  Ollie doesn't know this; he just misses the good old 
  days, when he and Eugene would bash through the 
  forest like ogres should. 
   
  The PCs will first hear of Ollie from his calls to his 
  brother. "Yooooooo-gene!" he calls, as he looks behind 
  trees and under rocks for Eugene. Eugene will not 
  answer. The PCs, if they follow the calls, will see a 9' 
  tall muscular humanoid with yellow skin. He is 
  definitely an ogre, but he will not appear menacing at 
  first. If the PCs attack him, he will rush at them with his 
  club. If they approach him, he will demand to know 
  what happened to Eugene. He speaks in a very gruff but 
  confused voice. Ollie is very stupid and easily 
  manipulated, and can tell the PCs about the woman 
  Eugene went off with. If the PCs seem to be hiding 
  something, he will assume they have kidnapped Eugene 
  and will get very mad. Ollie is sexist, but no more than 
  one would expect an ogre to be. He will go out of his 
  way to be polite to female party members, but will 
  ignore anything they say. 
   
  He will cooperate with the PCs if they wish to help him 
  locate Eugene, as he is having trouble finding the tower 
  where he last saw him. Ollie does not know an 
  hallucinatory terrain has been cast over the area, or 
  would he understand, even if it were explained to him a 
  few dozen times. He wants to find Eugene; he doesn't 
  have time for subtleties. If the PCs go with him, then he 
  is the leader, at least in his mind. He will have lots to 
  talk about, especially things he and Eugene have 
  bashed. Every now and then, a tear will well in his eye 
  for his long lost brother. As ogres go, Ollie is a very 
  nice ogre, which means he probably won't eat any of 
  the PCs. If Ollie is with the group, they cannot possibly 
  move silently. Ollie can show the PCs where Eugene 
  went away, but they will meet Eugene first. See 
  encounter 7. 
   
  The PCs, of course, are free to let Ollie go by. If he 
  questions them and they honestly seem not to know or 
  care what happened to Eugene, he will grunt and go on 
  his way. In this case, Eugene will find the PCs shortly 
  after Ollie leaves. See below. 
   
  Ollie Ogre carries a stone club, and a belt pouch with 
  35 gold pieces is on his waist. Ollie's command of 
  
   
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  Page 12 
  Common is OK, but he is more fluent in Ogrish, Troll, 
  Orcish, and Stone Giant, the last of which Benthroewyn 
  speaks.  
   
  Ollie, Ogre (1): Int low; AL CE; AC 5; MV 9; HD 
  4+1; hp 27; THAC0 17; #AT 1, Dmg 7-13 (club); SA 
  +2 damage; SD Nil; MR Nil; SZ L; ML 12. 
   
   
  7. The Ogre Brothers, Part II 
  Eugene Ogre is looking for his brother Ollie, but not for 
  the same reason Ollie is looking for him. Eugene has 
  been summoned and charmed by Esmerelda, and is 
  trying to enlist Ollie in the sorceress' service. Whether 
  they are with Ollie or not, the PCs will hear "Awwww-
  lee! Awwwww-lee!" and a familiar tromping. If Ollie is 
  not with the PCs and they allow Eugene to find them, 
  Eugene will give them the same third degree. However, 
  he will be much less polite to them. On the slightest 
  provocation, he will say, "Esmerelda warned me about 
  you tree things!" and attack. If calmed, Eugene still will 
  be gruff with the PCs, as Esmerelda's charm is very 
  strong. 
   
  If Ollie is with the PCs, he will run through the trees to 
  meet his brother, hooting all the way. Eugene will 
  return the hoots, and they will embrace each other. 
  They will perform an ogrish chant that involves some 
  intricate hand slapping and sounds like “Ooog a rocka, 
  oog a rocka, ook bokka booga rocka” repeated three 
  times. However, afterwards, Eugene will say in 
  Common, "Enough that kid stuff, Ollie, we gots real 
  work ta do!" Ollie will be baffled. It may be noted that 
  Ollie is a lot more emotional than Eugene. If the PCs 
  are with Ollie, Eugene will demand to know why he is 
  hanging around with the "evil tree thingies." Eugene, 
  being a lot smarter than his younger brother, easily can 
  turn his mind against the PCs unless they do some fast-
  talking. Eugene will not forgo his new loyalty to 
  Esmerelda, despite Ollie's complaints about "dat dame 
  you ben hangin round wit." If Eugene fights the PCs, 
  Ollie will, too. 
   
  Of course, Eugene has been to Esmerelda's tower and 
  knows that it has been covered by an illusion of a 
  forest, which he has been told not to touch. He has seen 
  the humans and their horses gathered around the tower, 
  but does not know why they are there. When the 
  humans arrived, Esmerelda called Eugene and told him 
  not to let the humans see him. Earlier today, she told 
  him to watch for woodland creatures who might attack 
  the tower. If gargoyles made it back to the tower, she 
  gave him a full description of what the gargoyles saw. 
  Eugene is looking for Ollie without Esmerelda's 
  knowledge. 
   
  The PCs should not have to kill Ollie and Eugene, but 
  combat may ensue. In that case, Ollie will use his club 
  and Eugene will use his battleaxe one-handed. Eugene 
  is of leader ogre abilities due to his size and experience, 
  and wears chain mail.  
   
  Eugene, Ogre (1): Int low; AL CE; AC 5; MV 9; HD 
  4+1; hp 27; THAC0 17; #AT 1, Dmg 7-13 (club); SA 
  +2 damage; SD Nil; MR Nil; SZ L; ML 12. 
  He is charmed by Esmerelda. 
   
   
  8. The False Forest 
  Esmerelda has cast a hallucinatory terrain spell over 
  the area around her tower. It affects a 110' square area, 
  but Esmerelda has sculpted the effect so that a 70' 
  square clearing is in the center. The tower is 40' in 
  diameter, so the soldiers gathered around the tower 
  have plenty of room to move. To find the edge of the 
  terrain, the ranger must track the horseshoe prints to the 
  edge and then touch it. The terrain will disappear, 
  alerting everyone within. The PCs only can avoid 
  dispelling the effect by going above the 70' high tree 
  line and coming down the hole in the center, as the 
  gargoyles will have done if they returned. Only 
  intelligent creatures dispel the effect, as will a 
  successful dispel magic spell. Otherwise, the area looks 
  exactly like the woods that lead up to it. The tower is 
  actually built 30' away from the edge of the forest, so 
  PCs will be clearly visible wherever they contact the 
  spell. 
   
  Inside the hallucinatory terrain clearing are the prince's 
  sixteen soldiers and seventeen horses. All of the 
  soldiers have been ordered by the prince not to go into 
  the false forest, even though some of them distrust it. 
  They also have been told to be ever vigilant against 
  those who would steal his princess away. It is hard for 
  them to be vigilant, though, as all of them have colds 
  from riding and sleeping in the rain all night. They 
  grumble about having to leave their warm camp for the 
  prince's latest love, but that, after all, is why they are on 
  this quest in the first place. Despite this grumbling, they 
  are unswervingly loyal to Prince Gallant, and will 
  defend him with their lives if need be. 
   
  If the forest suddenly disappears, they will assume they 
  are under attack and take up their arms. They will be 
  very suspicious of anyone who comes to the tower, 
  especially if the newcomers have wings and horse 
  bodies. None of them particularly like sorcery, and 
  assume most of it is evil. The PCs are not safe from 
  such a presumption. The sergeants will direct the troops 
  to interpose between the party and the tower. They will 
  
   
  A Friend in Need 
   
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  tell the PCs to go away, then fire a volley of arrows if 
  they do not. They will not chase the party into the 
  woods, though if the sergeants are neutralized, the 
  regulars will become disorganized. They can be dealt 
  with in many ways, the most obvious being charm and 
  sleep magic. The PCs also may try to bluff their way 
  past the soldiers, but they will have to be very 
  convincing to fool the skeptical sergeants. The PCs' 
  high charisma will help them here. 
   
  If attacked, the soldiers will try to warn the prince. He 
  will not be of much help, though, since he is magically 
  asleep inside the tower. The soldiers only can be 
  surprised if PCs go above the tree line and come down 
  the hole in the hallucinatory terrain. Circling above the 
  illusion, however, is Edgar, Esmerelda's raven familiar. 
  Edgar is a vicious bird, contemptuous of most beings 
  and fond of telling them so and cackling. If the PCs 
  come over the illusion or dispel it, Edgar will notice. He 
  will cackle once, then go in his entrance in the tower 
  roof and warn Esmerelda. If Edgar is killed, Esmerelda 
  suffers 6 hit points of permanent damage and will be 
  very angry. Edgar will flee rather than risk being killed. 
   
  The two sergeants command 7 well-trained men-at-
  arms each. All have a +35% loyalty modifier due to the 
  prince's charisma. The men-at-arms are at the locations 
  marked "M" on the detail map, and the sergeants are 
  likewise located at the positions marked "S". Each is 
  dressed in chain mail and carries a long sword, 
  composite shortbow and quiver of arrows, shield, and 
  dagger. Sergeants are: NA 2, AC 4, F1, hp 8 each, MV 
  9", #AT 1, DAM by weapon, IN Very, AL N(G), SZ M. 
  The soldiers are: NA 14, AC 4, HD 1-1, hp 6 each, MV 
  9", #AT 1, DAM by weapon, IN Avg, AL N(G), SZ M. 
   
  Their horses are medium warhorses, and are at the 
  places marked "H" on the detail map.  
   
  Warhorse, medium (16): Int Animal; AL N; AC 7; 
  MV 18; HD 3+3; hp 12; THAC0 19; #AT 3; Dmg 1-
  6/1-6; SA Nil; SD Nil; MR Nil; SZ L; ML 7. 
   
  The prince's horse, which is bedecked in a purple 
  saddle, is a white heavy war-horse named Hero, at 
  location "PH."  
   
  Hero, Warhorse (1): Int Animal; AL N; AC 7; MV 15; 
  HD 4+4; hp 26; THAC0 17; #AT 3; Dmg 1-8/1-8; SA 
  Nil; SD Nil; MR Nil; SZ L; ML 7. 
   
  Edgar is a raven, and as Esmerelda's familiar he has 
  some special characteristics. While he is alive, 
  Esmerelda has excellent vision and can see through 
  Edgar's eyes. Her hit points are increased by 3 if he is 
  within 120', but if he should be killed, then she 
  permanently loses 6 hit points.  
   
  Edgar, Raven (1): Int Very; AL NE; AC 7; MV 1 Fl 
  36 (B); HD 1/2; hp 3; THAC0 20; #AT 1; Dmg 1; SA 
  10% chance to peck out eyes; SD cannot be surprised in 
  daylight; MR Nil; SZ S; ML 10. 
   
   
  Esmerelda's Tower 
  Esmerelda is the evil elven sorceress who schemes to 
  capture the prince's love. She lives in her tower with a 
  few magical beasts, including the gargoyles met earlier. 
  If the PCs wish to thwart her, they must fight her here. 
  Esmerelda knows the PCs are coming, as she has had 
  warning from the gargoyles (especially if they did not 
  return), Eugene, the dispelling of the hallucinatory 
  terrain, the prince's men and/or Edgar. Depending on 
  how early she received a warning, she may have used 
  her magical mirror to watch the PCs' progress and 
  assessed their strength. 
   
  Esmerelda, hf, W11: AL CE; AC 5; MV 12; hp 39; 
  THAC0 16; #AT 1; Dmg 1-4/1-3 (silver dagger); SA 
  magic spells; SD see below; Str 8; Dex 16; Con 15; Int 
  17; W 14; Cha 15; MR see below; SZ M; ML 17. 
  Magic Items: dust of appearance, amulet of proof 
  against detection and location, ring of feather 
  falling, cloak of protection +3, and broom of 
  flying. 
  Spells: 1st level - charm person (x2), magic missile, 
  shocking grasp, unseen servant; 2nd level - 
  darkness 15' radius, web, wizard lock (x2); 3rd 
  level - clairaudience, dispel magic, phantasmal 
  force, protection from normal missiles; 4th level - 
  charm monster, hallucinatory terrain; 5th level - 
  animal 
  growth, 
  monster 
  summoning 
  III, 
  passwall. 
  She is a beautiful woman dressed mostly in black. 
  She does not look elven, as her small pointed ears 
  are covered completely by her white hair. She 
  carries a silver-edged dagger, and a poison apple, 
  the special magic item which is identical to the one 
  used on the prince. She has other items throughout 
  the tower. Her normal high elven abilities give her 
  a 90% resistance to sleep and charm, 60' 
  infravision and normal elven chances to move 
  silently and find secret doors. She speaks Common, 
  Elvish, 
  Gnoll, 
  Gnome, 
  Goblin, 
  Halfling, 
  Hobgoblin, Ogrish, and Orcish. 
   
  She has not had time to memorize spells today. She cast 
  monster summoning III to summon Eugene and 
  charmed him yesterday morning. Last night, she cast 
  two unsuccessful charm person on the prince, as well as 
  a hallucinatory terrain spell today. However, she still 
  has quite a few spells left.  
  
   
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  If her tower is attacked, her tactics will depend on the 
  PCs' method of entrance. To Esmerelda, the PCs are 
  only an annoyance. Her main goal is to gain the prince's 
  love through the potion she has not yet finished 
  brewing. Accordingly, she will do nothing to jeopardize 
  his opinion of her as a kindly witch. When the PCs near 
  the tower, Esmerelda will first cast her unseen servant 
  and have it shutter and lock all the windows. Then she 
  will give the prince a poisoned apple to knock him out. 
  If the PCs ask for an audience, she will meet them in 
  the entranceway, say the prince is occupied, and tell 
  them to leave at once. If they refuse, any charmed 
  guards get a new saving throw. In the meantime, she 
  will slam the door, wizard lock it, and prepare her 
  defenses as detailed below. 
   
  If the PCs quickly handle the guards and then try to 
  attack the tower from the ground, Esmerelda will have 
  already poisoned the prince, wizard locked the guest 
  chamber, locked and barred the ground floor entrance, 
  and have her unseen servant lock all the windows. She 
  gives the unseen servant her packet of dust of 
  appearance and has it hover over the doorway. She 
  casts protection from normal missiles on herself, 
  followed by clairaudience, to monitor the PCs' actions. 
  If the PCs break down the door and enter, the servant 
  will sprinkle the dust over them, revealing any invisible 
  characters for 2-20 turns. Esmerelda then casts web at 
  the PCs and opens the trap door to the basement, 
  releasing three huge spiders. The spiders cannot move 
  in the magical web. However, they can walk along the 
  outside of the web and will attack the PCs as they 
  emerge from the web. Esmerelda will not wait around 
  to watch the combat, preferring to set up her next trap. 
   
  If the PCs enter through the roof, or Esmerelda escapes 
  up the stairs, she will open the door to her catbox 
  chamber. Inside the small chamber are five housecats, 
  all black. She will cast animal growth on them and have 
  them attack the PCs. Afterward, she will cast and 
  maintain a phantasmal force of ten more semi-giant 
  cats, so that PCs will have only a 33% chance of hitting 
  one of the real cats. 
   
  The PCs have other methods of entrance, including 
  using the sylph's Nolzur's marvelous pigments. They 
  also can combine a number of tactics, and the Dungeon 
  Master must adapt Esmerelda's strategies to fit the 
  situation. Her overall goal in fighting the PCs is to trap 
  the flying creatures inside and the land-bound creatures 
  outside, neutralizing their own best abilities. If she still 
  has a wizard lock spell left, she may use this to forcibly 
  separate the party, having each group fight some of her 
  pets. If all looks bad and she cannot defeat the PCs, she 
  will go to the roof vestibule and mount her broom. She 
  will shout, "I'll get you another time," and try to fly 
  away. The PC's still have a chance to attack. She has six 
  magic missiles and a shocking grasp spell in reserve 
  (the latter works especially well with her metal dagger), 
  but will be loath to use them except as a last resort. She 
  can use her darkness and passwall spells to escape, 
  although she will only damage or abandon her tower in 
  the direst of circumstances. If the sylph orders an air 
  elemental to attack the witch, she will use her dispel 
  magic. Since Esmerelda is 11th level and Glimmerwing 
  is 7th, Esmerelda has a 70% chance of success. If she 
  fails this roll, however, the elemental grows to 64 hit 
  points and attacks Esmerelda in preference to all others. 
  If Esmerelda casts a spell while on her broom, she must 
  make a dexterity check. A failed roll means she has 
  fallen from her broom. She can recall the broom to her, 
  however. In addition, if a PC successfully attacks 
  Esmerelda on her broom, she must make the same 
  dexterity check or fall. 
   
  Esmerelda will use as much of her tower's defenses as 
  she can, including directing any gargoyles that have 
  returned. Note finally that this is supposed to be a fairy 
  tale, so do not maliciously try to kill the player 
  characters. It is not a bad climax to have Esmerelda 
  escape on her broom, cackling that she will be back 
  another day. She much prefers this course of action to 
  being killed. When the PCs get through the wizard-
  locked door to the guest chamber, see the section titled 
  "Sleeping Beauties." 
   
  The stone tower is 40' in diameter, with a 5' wide 
  stairwell with landings. There are windows on the 
  landings, but none in the rooms. The windows all can 
  be shuttered and locked from the inside, which is what 
  Esmerelda will have an unseen servant do if she fears 
  flying creatures will attack her tower. Every interior 
  room above the cellar has several well-placed continual 
  light spells that illuminate it completely. There are 
  several permanent wizard locks on various doors; note 
  that PCs with magic resistance may be able to negate 
  these locks. 
   
  The outside of the tower contains the men, horses, 
  raven, and the hallucinatory forest as noted above. 
  Esmerelda can watch all of the events that take place 
  here by looking through the windows, at her magic 
  mirror, or from the roof. Other than the roof and 
  windows, the only entrance to the tower is the front 
  door. 
   
  The FIRST FLOOR has one entrance, the front door. 
  The double doors are not normally wizard locked, but 
  can be locked physically. The entire floor is taken up by 
  the ENTRANCE HALL, which contains three plush 
  chairs, a coat rack, a small table with two wooden 
  
   
  A Friend in Need 
   
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  chairs and alternating black and white wall hangings. 
  Stairs lead up around the tower, which the centaur can 
  navigate with his horseshoes of surefootedness. The 
  floor is partially carpeted by an ornate rug with designs 
  of lightning flashes. The rug covers a wizard locked 
  trap door to the cellar. 
   
  The CELLAR is one room with a ramp leading down 
  from the trap door. It used to contain wooden crates, 
  winecasks and furniture, but the three huge spiders that 
  live here have pretty much eaten it all. They are fed by 
  Esmerelda, and cannot open the trap door. If it is 
  opened, they will attack anyone except Esmerelda. 
  They do not like bright light, and will not go outside.  
  Spiders, huge (3): Int low; AL N; AC 6; MV 18; HD 
  2+2; hp 12; THAC0 19; #AT 1; Dmg 1-6; SA see 
  below; SD Nil; MR Nil; SZ M; ML 8. 
  Their poison, type A, causes save at +1 or 1-6 extra 
  damage, They can leap 30' to attack and cause a -6 
  to opponents' surprise roll.  
  There are 8 gp, 7 sp, and 15 cp scattered throughout the 
  cellar, which has a 6' ceiling. 
   
  The SECOND FLOOR contains a full stairwell circle 
  and three rooms, the alchemistry, the catbox chamber, 
  and the library. All of the doors to these rooms are 
  wizard locked. The ALCHEMISTRY is where 
  Esmerelda brews all her poisons and potions. A 
  massive black cauldron has something foul steaming in 
  it, with various body parts of animals floating therein. 
  On a table containing numerous beakers and alembics 
  are some of the ingredients for a philter of love, the 
  most notable of which are several locks of Mahogany's 
  red hair laid neatly on a sheet of vellum. There are also 
  jars containing eye of newt, wing of bat, and fillet of 
  fenny snake, among other such items. Books on 
  alchemy are spread throughout; one of which is open to 
  the recipe for a philter of love. It begins: "This 
  bewitching elixir will encircle the heart of even the 
  most handsome prince around your little finger...." Also 
  in the room are a potion of extra-healing, a philter of 
  persuasiveness, and a poison apple. The apple is bright 
  red and if eaten has the effect of a suggestion spell. If 
  bitten, the eater will fall into a deep sleep for 4-40 
  turns. The sleeper can be awakened by a kiss from a 
  comely member of the opposite sex. 
   
  Behind the wizard locked door; the CATBOX 
  CHAMBER contains Esmerelda's five pet cats, as well 
  as scratching posts and some torn up upholstery. A 
  silver tray with milk bowls and scraps of meat is in the 
  corner. The cats love their mistress Esmerelda but tend 
  to hate anyone else. If Esmerelda casts an animal 
  growth, it will affect all of them for 11 rounds.  
   
  Cats, Small (5): Int Animal; AL N; AC 6; MV 9; HD 
  1/2; hp 3; THAC0 20; AT 3; Dmg 1-2/1 (claw/bite); SA 
  rake with rear claws 1-2 damage; SD see below; MR 
  Nil; SZ S; ML 10. 
  If both front claws hit then it can rake for 1-2 
  points of extra damage. Cats are only surprised on 
  1-2 and cause -3 to an opponents surprise roll. 
   
  If Esmerelda is able to cast animal growth on the cats, 
  their statistics change as follows: HD 1+2; hp 6; Dmg 
  1-2/1-2/1-2 (front claws/bite/rear claws).  
   
  The LIBRARY is also guarded by a wizard lock 
  because it contains Esmerelda's spellbooks, which all 
  have wizard locks on them as well. Also in this room 
  are various books on magic written in Common, Elvish 
  and magical script. On a long table is a helm of 
  comprehend languages and read magic, and a book. 
  The book is on woodland creatures, entitled "Mean 
  Things You Can Do To Forest Denizens." It is open to 
  a page on dissection of dryads, which contains most of 
  the generic information in the "Mahogany and 
  Mahogany" section. Many of the other books in the 
  library have this same tone: "How To Be A Really Evil 
  Wizard," 
  "Undead 
  As 
  Conversational 
  Partners," 
  "Poisons You Can Concoct." This last contains the 
  details on the poison apple in the alchemistry. The spell 
  books contain the following spells: 
  • 
  Level 1: charm person, comprehend languages, 
  detect magic, find familiar, magic missile, read 
  magic, shocking grasp, and unseen servant 
  • 
  Level 2: continual light, darkness 15' radius, 
  knock, levitate, vocalize, web, and wizard lock 
  • 
  Level 3: clairaudience, dispel magic, feign death, 
  phantasmal force, protection from normal missiles, 
  suggestion, and water breathing 
  • 
  Level 4: charm monster, hallucinatory terrain, 
  magic mirror, and wizard eye 
  • 
  Level 5: animal growth, monster summoning III, 
  and passwall 
   
  The THIRD FLOOR contains the stairs, landing, an 
  archway, which leads into an inner gallery, and the 
  guest chamber. The INNER GALLERY shows a long 
  line of family members in Esmerelda's elven family. 
  Most of them look a lot more like elves than she does. 
  Many of them look like sorcerers, and some look very 
  evil indeed. The portraits are arranged along the outside 
  wall of the gallery. The inner wall is covered in many-
  colored tapestries, behind one of which is the door to 
  the guest chamber. The wood elf has his normal chance 
  to find the concealed door, but it is just as simple to 
  yank the tapestries down. The GUEST CHAMBER is 
  described below, under the section titled, "Sleeping 
  Beauties." 
   
  
   
  A Friend in Need 
   
  Page 16 
  The FOURTH FLOOR contains Esmerelda's room and 
  the stairwell, which leads to the roof vestibule. The 
  ROOF VESTIBULE is an empty chamber at the end of 
  the stairwell, with the only ornamentation being a 
  broom in a wall sconce. This is actually a broom of 
  flying with the command phrase "my pretty." The trap 
  door on the top has a small hatch for Edgar to enter 
  through. Neither it nor the trap door is wizard locked, 
  but the main trap door can be barred from the inside. 
   
  The door to ESMERELDA'S ROOM is wizard locked. 
  Inside, a huge black canopied bed against the southern 
  wall dominates the room. Next to the northern wall is a 
  rack of black dresses, robes, cloaks and suits, a chest of 
  drawers with shirts and undergarments, three pairs of 
  black boots, and a full-length silver mirror. On a table 
  by the bed is a crooked witch's hat. Edgar's perch is 
  near the mirror. The only item that is magical in the 
  room is the magic mirror. This item is activated with 
  the command phrase "mirror, mirror," and works as a 
  crystal ball with clairaudience. It has no viewing limits, 
  scrying chances are +15% and the chances of detection 
  are one third normal. 
   
  The ROOF is a normal tower, with battlements. This is 
  where the gargoyles live. If any gargoyles made it back 
  from the earlier encounter, they will be frozen in 
  crouched positions at their normal posts as labeled. A 
  trap door leads down into the roof vestibule. The trap 
  door has a smaller hatch that Edgar can open with his 
  beak. 
   
   
  SLEEPING BEAUTIES 
  This section only should be used if there is enough time 
  to play out the ending. If not, "The Happy Ending" 
  should simply be read. 
   
  When the PCs find the entrance to the guest chamber on 
  the third floor, they will have to deal with the wizard 
  lock that Esmerelda placed there. Once the PCs enter 
  the room, they will see a huge white canopied bed, 
  surrounded by white curtains. Nothing can be seen or 
  heard from inside. If the PCs round the foot of the bed, 
  they will see the beautiful Mahogany sleeping in it, her 
  skin and hair turning white. In a chair, an incredibly 
  handsome man in princely purple robes is fast asleep, 
  his outstretched arm lying across Mahogany's stomach. 
  In his hand is a bright red apple with a large bite taken 
  out of it. The apple is one of Esmerelda's poison apples, 
  but the magic has gone out of it. A slow poison spell or 
  a kiss can awaken the prince from a beautiful woman 
  (Glimmerwing and Cygnythia qualify). Mahogany will 
  not respond to anything until returned to her Terel. 
   
  If awakened, the prince initially will be suspicious, but 
  will plead with the PCs to help Mahogany. He will 
  explain what happened amid his royal sobs, and will 
  listen to whatever the PCs have to say. He will follow 
  their instructions if they seem to know what they are 
  talking about. If his men are up for riding, he will tell 
  them to follow along to Mahogany's tree. He will not, 
  under any circumstances, let her out of his sight. If the 
  PCs kidnap her while he is asleep, he will hunt them 
  down when he awakens. 
   
  If Mahogany is brought to her tree by sundown or 
  shortly after, she will become much healthier. See "The 
  Happy Ending" below. If there is more time in the 
  round, the PCs and perhaps the prince and his retinue 
  will have another encounter from the list of wilderness 
  encounters. 
   
  Prince Gallant, hm, F9: AL NG; AC 0 (chain mail 
  +4); MV 12; hp 90; THAC0 11 (8 with magic sword); 
  #AT 3/2; Dmg 1-8/1-12 +3 (long sword +3); SA magic 
  weapons; SD magic items; Str 17; Dex 15; Con 16; Int 
  11; W 12; Cha 18; MR Nil; SZ M; ML 17. 
  Magic Items: chain mail +4, long sword +3, 
  brooch of shielding (77 charges), and potion of 
  superheroism. 
  Prince Gallant is a stunningly handsome young 
  man dressed in purple robes, which cover his chain 
  mail +4. He wears a belt pouch, which contains 30 
  pp and a 500-gp gem. He also has the brooch of 
  shielding around his neck, and the potion of 
  superheroism is in another belt pouch. He is an 
  incredibly nice guy. His manner is very regal, as 
  his charisma is so high.  
   
   
  THE HAPPY ENDING 
  This should be read only if the PCs successfully 
  complete the quest and find Mahogany. 
   
  And so, the friends found the beautiful Mahogany in 
  the evil sorceress Esmerelda's tower. They were 
  surprised to find Good Prince Gallant asleep at her 
  side, with Esmerelda's poisoned apple in his hand. 
  But an impulsive kiss from Glimmerwing roused the 
  prince from his magical slumber. 
   
  The friends, along with Good Prince Gallant and his 
  men, took Mahogany back to her tree, where she 
  returned to health. She was happy to see her friends, 
  and even happier to see the handsome prince. With 
  the color of autumn flush in her cheeks, Mahogany 
  said that she wanted to have the picnic, and invited the 
  prince and his men to stay. The goodies from 
  
   
  A Friend in Need 
   
  Page 17 
  Benthroewyn's basket were produced and everyone ate 
  their fill of his splendidly seasoned vegetarian dishes. 
   
  All the while, Mahogany watched her dear prince with 
  loving eyes. As he ate, the prince told everyone that 
  after searching for a very long time, he had found the 
  most beautiful woman in the land. Everyone listened 
  closely as he leaned across the bowl of cherries and 
  asked Benthroewyn if he would perform the 
  ceremony. And all the prince's men were happy as 
  Benthroewyn turned to Mahogany and asked her if 
  she was going to marry the handsome prince. 
  Mahogany just smiled, and Benthroewyn prepared for 
  a wedding ceremony. Then the prince started talking 
  about how he would cut down most of the Peaceful 
  Forest to put in a palace, and a big city, and a whole 
  bunch of roads so he could be near his Mahogany. 
  Mahogany dropped her bowl of nuts, and took her 
  darling prince aside. After a few moments, the prince 
  came back, smiled dashingly and said, "Saddle up, 
  men, we have a beautiful bride to find! She must be 
  out there somewhere!" As the prince and his baffled 
  men rode out of the forest, Mahogany sat back down 
  and told the friends that nothing, not even a 
  handsome prince, was going to come between her and 
  a good picnic. And the seven friends finished their 
  meals, frolicked a little more, and lived happily ever 
  after. 
   
  The End 
   
  
   
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  Page 18 
   
  
   
  A Friend in Need 
   
  Page 19 
   
  
   
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  Page 20 
  Thistledown 
  Male  Sprite  3rd Level  Thief 
   
  STR:   6 
  INT:   
  12 
  Height:   
  2’1” 
  Hair/Eyes:   
  Blond, long, straight / Varies 
  DEX:   18 
  WIS:   8 
  Weight:   
  6 Lbs 
  Skin:   
  Fair 
  CON:   13 
  CHR:   17 
  Age:   
  Appears 9 
  Alignment:  
  NG 
   
  Weapon Proficiencies:  Sprite Sword, Sprite Bow  
  Languages: Sprite, Common, Any Burrowing Mammal 
   
  Combat Statistics: 
  AC Normal:  6 
  AC Rear:  10 
  Hit Points:  17 
  Base THAC0:  19 
  Weapon 
  #Att 
  Range 
  THAC0 
  Damage 
  Total Damage Bonus 
  Sprite Sword 
  1 
  - 
  19 
  1d4 / 1d3 
  0 
  Sprite Bow 
  2 
  3, 5, 8 
  16 
  1d3 / 1d3 
  0 
   
  Saving Throws  
  Paralyzation, Poison, Death: 
  13 
  Rod, Staff, Wand: 
  14 
  Petrification, Polymorph: 
  12 
  Breath Weapon: 
  16 
  Spell: 
  15 
   
  Turn Undead/Thief Abilities/Racial Abilities/etc. 
  Pick Pocket 
  60 
  Detect Noise 
  55 
  Racial Bonuses: 
  Open Lock 
  37 
  Climb Wall 
  72 
  Invisible at will (+2 to hit, -4 to AC) 
  Find/Remove Trap 
  35 
  Read Languages 
  0 
  Detect good/evil at 50 yard radius 
  Move Silently 
  99 
   
   
  Fly 18 (B) 
  Hide in Shadow 
  85 
  Ambidextrious 
   
  +1 to Attack 
   
  Magic Items: Blouse of Protection From Normal Missiles (as per the spell of the same name), Bluelight Stone (as 
  per cantrip), and Oil of Sharpness +1 (2 uses). 
   
  Possessions: sprite sword and scabbard sprite shortbow quiver with 12 arrows (save vs poison or fall asleep 1d6 
  hours from sleep potion) 
   
  Notes: Strength causes –1 to hit. 
   
  Role-Playing Notes:   
  All your life you've had fun. You are rarely serious. In fact, you usually try to keep others around you from 
  becoming too serious -- unless a situation gets real dangerous. You are more adventurous and curious than the other 
  members of your clan. Not that you are a mischievous little troublemaker (what some call your pixie friends), 
  though. You are just plain happy all the time, whether it be flitting about the forest, playing hide-and-go-seek with 
  some birds or chipmunks, or enjoying whatever presents itself. 
  You love adventure and are prone to make up tall tales about your many wondrous adventures -- the more 
  fantastic, the better. You are a dashing hero worthy of admiration, so you bravely face any danger by firing arrows 
  and flying about backstabbing foes. 
  You are very outgoing and try hard to be friendly, so you expect others to be friendly to you, too. You like this 
  group of friends because with them you are unique, not just one of the crowd. You also want to know about 
  everything: how it works, why it's there, what this is used for, when something will happen, who is involved and 
  where things are found. Your friends might find this annoying, but that is better than letting your head get full with 
  questions and start hurting. 
   
   
   
   
   
  
   
  A Friend in Need 
   
  Page 21 
  Thoughts on the others: 
   
  MAHOGANY, the Dryad, is one of your best friends. She knows how to talk to plants and trees, helps them grow 
  pretty, and they protect her in return. She is really pretty and a good hide-and-go-seek player.    
   
  GLIMMERWING, the Sylph, is really neat. She's got bug wings like yours, can go invisible and do some great 
  tricks. She likes some of your games, even though she always seems uncomfortable in the woods. You do your best 
  to cheer her up by showing her all the neat things that are around here. 
   
  DYLANDWYRIEL, the Elf, tells great stories. He also sings and plays that pretty mandolin real well. He seems to 
  have a big head sometimes, but he's great fun at parties. Maybe you can get him to tell great stories about you. 
   
  CYGNYTHIA, the Swanmay, is always so serious. She is real touchy and takes everything personal. She isn't real 
  comfortable around you or anyone else that you can tell. Swans are sure pretty, but they don't know how to have fun. 
  You'll try to loosen her up. 
   
  CASSIUS, the Centaur, is VERY BIG! He laughs at lots of your jokes, but you keep your distance, to avoid getting 
  accidentally squashed. It's not real hard, though, since you can hear him coming a mile off. 
   
  BENTHROEWYN, the Werebear, is real big, too. He is quiet, calm, and patient. He is very nice to you and 
  everyone else, especially when he heals the scrapes and bruises you sometimes get. But it's still awfully scary when 
  he becomes a Big, Snarling Bear. 
   
  
   
  A Friend in Need 
   
  Page 22 
  Glimmerwing 
  Female  Sylph  7th Level  Magic-user 
   
  STR:   5 
  INT:   
  16 
  Height:   
  4’8” 
  Hair/Eyes:  
  Blond, short / blue-green 
  DEX:   16 
  WIS:   16 
  Weight:   
  86 lbs 
  Skin:   
  Fair 
  CON:   10 
  CHR:   19 
  Age:   
  15 
  Alignment:  NG 
   
  Weapon Proficiencies:  None 
   
  Languages: Sylph, Common 
   
  Combat Statistics: 
  AC Normal:  8 
  AC Rear:  10 
  Hit Points:  14 
  Base THAC0:  17 
  Weapon 
  #Att 
  Range 
  THAC0 
  Damage 
  Total Damage Bonus 
  None 
  - 
  - 
  - 
  - 
  - 
   
  Saving Throws  
  Paralyzation, Poison, Death: 
  13 
  Rod, Staff, Wand: 
  9 
  Petrification, Polymorph: 
  11 
  Breath Weapon: 
  13 
  Spell: 
  10 
   
  Turn Undead/Thief Abilities/Racial Abilities/etc. 
  Racial Bonuses: 
  50% Magic Resistant 
  Fly 36 (A) 
  +3 to hit 
  Can become invisible at will 
  Can summon air elemental once per week 
   
  Spells 
  First (Choose X) 
  Second (Choose X) 
  Third (Choose X) 
   
  charm person 
   
  audible glamer 
   
  gust of wind 
   
  detect magic 
   
  detect invisibility 
   
  slow 
   
  reduce 
   
  ESP 
   
   
   
  sleep 
   
   
   
   
   
   
  Fourth (Choose X) 
   
   
   
   
  charm monster 
   
   
   
  Magic Items: One pot of Nolzur's Marvelous Pigments (enough for 900 cu ft of objects), Three handfuls of Faerie 
  Dust (one handful of this dust sprinkled on a human, humanoid, or animal causes the victim to fall into a 
  deathlike slumber, from which they cannot be awakened, for 6 hours. The victim, however, will awaken feeling 
  as if he/she had rested for a whole week and gain any benefits of such rest, including a week's worth of healing. 
  The victim, though, will have aged 6 months. The dust acts as a normal sleep spell when used upon any other 
  type of creature.) 
   
  Possessions: pegasi-hair paintbrush, small belt pouch and 2 eagle feathers, sheer caterpillar silk blouse, mini-
  skirt/belt made from wildflowers 
   
  Notes: Strength causes –2 to hit and –1 to damage. 
   
  Role-Playing Notes:   
  How wonderful it is to flit and glide about the high peaks, playing tag with the birds and hitching rides with the 
  clouds. The world is so pretty from way up there, and there is almost never anyone to bother you. You enjoy your 
  solitude, so thank goodness you can reach places where few others can tread.  Sometimes, however, the need for 
  
   
  A Friend in Need 
   
  Page 23 
  companionship takes hold, so you visit your friends. And sometimes you like to be around men. Men are strange 
  creatures with little sense, and most of them are not peace-loving. You are fortunate that you can charm men so they 
  won't hurt you, but you do not like to keep them around like your half-sister, Mahogany, does. 
  You are very skeptical of others and are not quick to give them your trust. You are especially suspicious of 
  human and demi-human races, since they not only war on each other, but commit violence upon their own kind in 
  the name of power and ambition. Why they can't just accept what life brings is beyond you. Before any such 
  creature can gain your trust, they must prove to you that they are different from the rest of their kind. 
  You abhor violence and prefer to flee from danger. However, if there is nowhere to run, or friends are in 
  trouble, you will use your spells and other magic to neutralize opponents. 
   
  Thoughts on the others: 
   
  MAHOGANY, the Dryad, was fathered by the same satyr, Fauneil, as you were. You like to come visit her, she is 
  great fun, but you feel sorry for her, since she can't leave her large oak tree and fly up to the mountains where it's 
  bright and airy. 
   
  THISTLEDOWN, the Sprite, is very cute and energetic. The closeness of the forest doesn't seem to bother him. He 
  never seems to tire of all his silly games, and is full of questions you can't answer. You like his company, but a little 
  of him goes a long way. 
   
  DYLANDWYRIEL, the Elf, is quite enchanting. He is very handsome and is also a wonderful musician and poet. 
  Too bad he can't be charmed, it would be fun to have him to yourself for a while. 
   
  CYGNYTHIA, the Swanmay, is a good human. She is very intelligent and sensitive, and also quite beautiful in full 
  flight. She likes living in that forest, but sometimes she flies high above it to ask you for help or advice. 
   
  CASSIUS, the Centaur, may have a good soul, but he is too big and boorish. How he can stand to be so rooted to the 
  earth is beyond you. He does try to mind his manners when you're around, though. 
   
  BENTHROEWYN, the Werebear, is big and snugly and really nice for a human. You have known him for some 
  time, and have learned to trust him, even though he sometimes turns into an ugly bear-thing. Even though he only 
  hurts evil things, it still scares you. 
   
  
   
  A Friend in Need 
   
  Page 24 
  Dylandwyriel 
  Male  Wood Elf  4th Level  Bard  
  STR:   12 
  INT:   
  13 
  Height:   
  4’11” 
  Hair/Eyes:  
  Red, short, curly / Brown 
  DEX:   17 
  WIS:   12 
  Weight:   
  90 lbs 
  Skin:   
  Fair 
  CON:   14 
  CHR:   18 
  Age:   
  164 
  Alignment:  NG 
   
  Weapon Proficiencies:  Short sword, Short bow 
   
  Languages: Elvish, Common, Treant, and Woodland mammal 
   
  Combat Statistics: 
  AC Normal:  7 
  AC Rear:  10 
  Hit Points:  18 
  Base THAC0:  19 
  Weapon 
  #Att 
  Range 
  THAC0 
  Damage 
  Total Damage Bonus 
  Short sword 
  1 
  - 
  18 
  1d6 1d8 
  0 
  Short bow 
  2 
  5, 10, 15 
  16 
  1d6 1d6 
  0 
   
  Saving Throws  
  Paralyzation, Poison, Death: 
  13 
  Rod, Staff, Wand: 
  14 
  Petrification, Polymorph: 
  12 
  Breath Weapon: 
  16 
  Spell: 
  15 
   
  Turn Undead/Thief Abilities/Racial Abilities/etc. 
  Climb Walls 
  90 
  Item Lore 
  20 
  Racial Bonuses: 
  Detect Noise 
  25 
   
   
  90% Resistant to sleep and charm spells 
  Pick Pockets 
  40 
   
   
  +1 to hit with short sword and bow 
  Read Languages 
  25 
   
   
  60’ infravision 
  Move Silently 
  66 
   
   
  1 or 2 on d6 to find secret door when searching 
   
  Spells 
  First (Choose X) 
  Second (Choose X) 
   
   
  shield 
   
  mirror image 
   
   
   
  jump 
   
   
   
   
   
   
  Magic Items: Elven shortsword, +1 vs evil beings, Ring of Spell Storing with one each of (faerie fire, good berry, 
  purify food and drink, shillelagh) at 6th level, Six potent good berries 
   
  Possessions: Elven shortbow, quiver and 12 arrows, belt pouch and songbook vellum, quill pen and ink rosewood 
  mandolin storybooks, backpack, spellbook. 
   
  Notes: The music, poetry, and stories of a bard also can be inspirational, rallying friends and allies. If the exact 
  nature of an impending threat is known, a bard can heroically inspire his companions, granting a +1 bonus to attack 
  rolls, or a +2 bonus to morale to those involved in melee. A bard must spend at least three full rounds singing or 
  reciting before the battle begins. This effects those within a 10 foot range per experience level of the bard. The effect 
  lasts one round per level. 
   
  Role-Playing Notes: You were born and raised a wood elf in a distant part of the forest. You took rather quickly to 
  the performing arts, having a particularly keen grasp of the dramatic. You were such a fine poet, songsmith, and 
  storyteller that soon you ran out of original tales to retell. So you struck out into the greater world (against the elders' 
  advice) to seek the finest songs, stories and poems to bring back. This area and these companions have been 
  particularly rich in this respect. 
  Though you don't like to stay in the same place for long, being a wanderer by nature, you do find yourself 
  returning often to visit your sylvan friends. They enjoy hearing of your travels to exotic lands and the many new 
  
   
  A Friend in Need 
   
  Page 25 
  stories you have collected. You always have so many, though, that it takes a few days to tell them all, and you do so 
  whenever there is a lull in the action.  
  You embrace the unknown, for it is the best source of material for the verses you seek. Though you sing of 
  thrilling battles, you try to avoid participating in them. Sometimes evil must be vanquished, however, and you must 
  encourage your friends to take up arms.  
   
  Thoughts on the others:  
   
  MAHOGANY, the Dryad, is thoroughly charming (a little pun, oh such a wit!) You have a particular fondness for 
  her, mainly because she is literally a part of the forest. She really likes you, but gets frustrated by your racial 
  resistance to her charm power. 
   
  THISTLEDOWN, the Sprite, is an amusing little guy. He is even more precocious and naive than you were as a 
  babe. Unlike you, though, he will never grow up. Still, he is a wonderfully receptive audience, if you can get him to 
  sit still long enough. 
   
  GLIMMERWING, the Sylph, is a very nice little faerie. As with most of her kind, she is rather shallow, easily 
  fooled, and thinks that a charm spell will get her what she wants, namely you. It's fun to tease her about this. 
   
  CYGNYTHIA, the Swanmay, is a compelling individual. She is shy and reserved, yet she takes personal 
  responsibility for the forest's welfare. Because she is quite ingenious and dislikes the use of force, you have been 
  provided with several enchantingly original tales of her exploits. 
   
  CASSIUS, the Centaur, is, after all, half horse and half human, two of the crudest and clumsiest beasts around. Yet 
  each is capable of a beauty and grace far surpassing that of most other creatures. If only he'd try to refine these traits. 
  Until he does, you will be content to put merely his heroics to verse. 
   
  BENTHROEWYN, the Werebear, is the finest human you know. "Gentle Ben" you have dubbed him, since he is so 
  kind and considerate of others. You have many great stories about him, and though he hates hearing them, you make 
  sure everyone knows what a true hero he is. 
   
  
   
  A Friend in Need 
   
  Page 26 
  Cygnythia 
  Female Human: Swanmay  3rd Level  Ranger 
  STR:   13 
  INT:   
  17 
  Height:   
  5’5” 
  Hair/Eyes:   
  Blond, long, straight/Brown 
  DEX:   15 
  WIS:   15 
  Weight:   
  132 
  Skin:   
  Fair 
  CON:   14 
  CHR:   16 
  Age:   
  22 
  Alignment:  
  NG 
   
  Weapon Proficiencies:  Long sword, Dagger, and Composite short bow 
   
  Languages: Common, Brownie, Dryad, Elvish, Pixie, Sprite, Swan, and Sylph 
   
  Combat Statistics: 
  AC Normal:  5 
  AC Rear:  6 
  Hit Points:  25 
  Base THAC0:  18 
  Weapon 
  #Att 
  Range 
  THAC0 
  Damage 
  Total Damage Bonus 
  Long Sword 
  1 
  - 
  18 
  1d8 1d12 
  0 
  Dagger 
  1 
  - 
  18 
  1d4 1d3 
  0 
  Composite Shortbow 
  2 
  5, 10, 18 
  18 
  1d6 1d6 
  0 
  Beak 
  1 
  - 
  18 
  1d2 1d2 
  0 
  Wing 
  2 
  - 
  18 
  1 1 
  0 
   
  Saving Throws  
  Paralyzation, Poison, Death: 
  13 
  Rod, Staff, Wand: 
  15 
  Petrification, Polymorph: 
  14 
  Breath Weapon: 
  16 
  Spell: 
  16 
   
  Turn Undead/Thief Abilities/Racial Abilities/etc. 
  Ambedrextrious 
   
  +4 to hit vs. Trolls 
   
  Hide in Shadows 
  20 
  Move Silently 
  27 
   
   
  Swan (1): Int Genius; AC 5; MV 3 / 18(D); THAC0 18; #AT 3; Dmg 1-
  2,1 (wing, beak); SA see below; SD see below; MR 8%; SZ S. 
  She has a 50% chance to disorient opponent and cause loss of 
  remaining attacks for the round. Opponents need a +1 weapon or 
  better to hit. She is only surprised 10% of the time. She has a 8' 
  wingspan 
   
   
  Magic Items: Ring of Protection +2, Collar of swan feathers (confers power to change into swan form and back: 5 
  segments) 
   
  Possessions: leather armor long sword and scabbard dagger and sheath composite shortbow quiver and 20 arrows 
  leather backpack50' rope and small mirror 
   
  Role-Playing Notes: You don't know how you came about being a swanmay, except that your mother was one as 
  well. She raised you herself and never talked about your father, though she did tell you that she was descended from 
  a prince that fell in love with a swan. You grew in these woods, sharing the company of swans, learning to love the 
  beauty and dignity of its plant and animal inhabitants. Your mother taught you her trade as a ranger, and respect for 
  all creatures, great and small. She believed deeply in non-violence, and taught you to use your mind to find 
  solutions. Even though she was slain by an evil hunter's arrow, you still find it hard to take up arms against any 
  creature. You are very sensitive to aggressive behavior and prefer solitude, though when the forest is in need, you 
  will do what is necessary. 
   
  You believe there must be some good in everything and everyone, and you try to find that goodness before you 
  judge the creatures you meet. You revel in the diversity of all life -- plants, animals, humans and other creatures. 
  You try to learn as much as possible from every form of life you encounter and pass on some bit of knowledge to it 
  in return.  You distrust civilization and its trappings. Civilization is an attempt by humans and demi-humans to 
  channel and conquer nature. You have never had occasion to journey to their cities, and don't ever care to. Your 
  fellow swans certainly do not need civilizing. 
  
   
  A Friend in Need 
   
  Page 27 
   
  Thoughts on the others:  
   
  MAHOGANY, the Dryad, is the most inoffensive being you have ever met. She cares for the entire forest around 
  her tree and is wonderful company, when you need it.   
   
  THISTLEDOWN, the Sprite, is terribly outgoing and inquisitive for a sprite. All he thinks about is fun and games, 
  but what more can you expect from an eternal child?   
   
  GLIMMERWING, the Sylph, is a carefree spirit who can fly away from her problems. She is sweet and cheery, and 
  can give useful advice, but after a while her naivete can wear on you.   
   
  DYLANDWYRIEL, the Elf, is a marvelous songsmith and yarnspinner. He seems a bit enamored of himself and 
  thinks that his skill can make any story into a good one. He is very handsome, though, and has composed several 
  songs and stories about you.   
   
  CASSIUS, the Centaur, is a lunkhead at times. He's yet to realize that force can't solve every problem. His intentions 
  are good, but his method is crude. You try to get him to see things differently.   
   
  BENTHROEWYN, the Werebear, is the wisest person (besides your mother) you have ever met. "Gentle Ben" is 
  just as concerned with the welfare of the forest as you are, and you often come to him for help. He always responds 
  to need, though he likes to give you all the credit for success. He is a true friend.  
  
   
  A Friend in Need 
   
  Page 28 
  CASSIUS 
  Male   Centaur   5th Level    Fighter 
  STR:   1861 
  INT:   
  10 
  Height:   
  7’5 
  Hair/Eyes:   
  Brown, long, straight/Brown 
  DEX:   16 
  WIS:   9 
  Weight:   
  1,027 lbs 
  Skin:   
  Bronzed/Fur 
  CON:   15 
  CHR:   12 
  Age:   
  25 
  Alignment:   
  NG 
   
  Weapon Proficiencies:  Medium Lance, Club, and Composite long bow 
   
  Languages:   Centaur, Common, and Elvish 
   
  Combat Statistics: 
  AC Normal:  3 
  AC Rear:  5 
  Hit Points:  32 
  Base THAC0:  16 
  Weapon 
  #Att 
  Range 
  THAC0 
  Damage 
  Total Damage Bonus 
  Medium horse lance 
  1 
  - 
  14 
  1d6+1 2d6 
  +3 
  Club 
  1 
  - 
  14 
  1d6 1d3 
  +3 
  Composite long bow  
  2 
  6, 12, 21 
  15 
  1d8 1d8 
  +0 
  Hoof 
  2 
  - 
  14 
  1d6 1d6 
  +3 
  Rear Kick 
  2 
  - 
  14 
  1d8 1d8 
  +3 
   
  Saving Throws  
  Paralyzation, Poison, Death: 
  11 
  Rod, Staff, Wand: 
  13 
  Petrification, Polymorph: 
  12 
  Breath Weapon: 
  13 
  Spell: 
  14 
   
  Turn Undead/Thief Abilities/Racial Abilities/etc. 
  +2 on agility saves 
  +4 on saves vs poison 
  A charge with lance 
  causes double damage 
   
  Magic Items:  10 arrows +1 and Horseshoes of Surefootedness (wearer can maintain movement of 18 for 12 hours 
  without rest, never trip, never become snared, entangled, or trapped, can traverse narrow, slippery or inclined 
  surfaces without problem 
   
  Possessions:   Medium lance, Oak club and holder, Composite long bow, Quiver (20), 10 arrows, Shoulder bag, 6 
  wooden spikes, 100' rope, belt and harness, oats and rations, and large waterproofed blanket. 
   
  Role-Playing Notes: You are a powerful centaur, a combination of two of the finest beasts on the earth. You have 
  been blessed with great strength and stamina, making you a fine athlete and fighter. You are unattached to any dam 
  from your herd, so you spend a great deal of time hanging around with this group.  You exercise regularly to 
  maintain your fine physique, and you eat only the most nutritious of foods. Of course, you require large meals at 
  regular intervals so as to provide your massive frame with enough energy. You are always very helpful in instructing 
  others on ways they can improve their bodies.  You also practice your fighting skills when possible. You enjoy the 
  workout as much as most creatures seem to enjoy a walk in a pleasant glade. You are very active, always ready to do 
  something of importance, like run a race or fight some horrible evil. Other centaurs from your herd think you are too 
  active; but you aren't overly concerned about what others think of you.  You are nearly without fear, and jump right 
  into the fray when danger rears its head. This seems to bother some of your friends, so you have tried to restrain 
  yourself and analyze things first. You can see their point: it really wouldn't do to kill something that didn't need 
  killing. 
   
  Thoughts on the others: 
   
   MAHOGANY, the Dryad, is a personal favorite of yours. If only she would charm you, but you are too big and 
  brutish for her. 
  
   
  A Friend in Need 
   
  Page 29 
   
  THISTLEDOWN, the Sprite, is a fun-loving little chap. He laughs at some of your jokes and likes to race, target 
  shoot, and drink. At least he doesn't play jokes and such on you like the pixies do. He maintains a distance, as 
  though you might kick him, or something. 
   
  GLIMMERWING, the Sylph, doesn't like you much, probably because you scare her with your powerful build. You 
  try to be gentler when you have to talk to her or touch her. 
   
  DYLANDWYRIEL, the Elf, can sure sing a good song and weave a thrilling yarn. He even takes a drink now and 
  then. He can ride on your back, anytime. He's the only one of your friends you will give that honor to, since he can't 
  fly or shapechange. 
   
  CYGNYTHIA, the Swanmay, is very touchy. She doesn't like the way you do most things, particularly your 
  tendency to grapple first, then talk. But then what else would you expect from a preening swan? 
    
  BENTHROEWYN, the Werebear, is a man of few words and great deeds. Dylandwyriel calls him "Gentle Ben," 
  and it fits. He gives good advice when necessary and makes the tough decisions when he must. You come to him 
  when things trouble you. 
   
   
  
   
  A Friend in Need 
   
  Page 30 
  BENTHROEWYN 
  Male    Human: Werebear    5th level    Cleric 
  STR:   17 
  INT:   
  15 
  Height:   
  6'9" 
  Hair/Eyes:  
  brown: short 
  DEX:   13 
  WIS:   17 
  Weight:   
  297 
  Skin:   
  bronze 
  CON:   17 
  CHR:   12 
  Age:   
  34 
  Alignment:  CG 
   
  Weapon Proficiencies:  Quaterstaff and Sling 
   
  Languages:   Common, Bear, Centaur, Elvish, Satyr, and Stone Giant 
   
  Combat Statistics: 
  AC Normal: 10 (2)      AC Rear:  10 (2) 
  Hit Points:  35 
  Base THAC0:  18 
  Weapon 
  #Att 
  Range 
  THAC0 
  Damage 
  Total Damage Bonus 
  Quaterstaff 
  1 
  - 
  17 
  1d6 1d6 
  +1 
  Sling (stone: 12) 
  1 
  4/8/16 
  18 
  1d4 1d4 
  +1 
  Bite 
  1 
  - 
  17 
  2d4 2d4 
  +1 
  Claw 
  2 
  - 
  17 
  1d3 1d3 
  +1 
  Hug 
  1 
  - 
  - 
  2d8 2d8 
  +1 
   
  Saving Throws  
  Paralyzation, Poison, Death: 
  9 
  Rod, Staff, Wand: 
  13 
  Petrification, Polymorph: 
  12 
  Breath Weapon: 
  15 
  Spell: 
  14 
   
  Turn Undead/Thief Abilities/Racial Abilities/etc. 
  He can transform into a 
  bear at will. However 
  this bear is not the same 
  as a brown bear even 
  though he resembles 
  one. 
   
  In bear form he can 
  summon 
  1d6 
  brown 
  bears 
  in 
  2d6 
  turns 
  within a mile radius 
   
  He is hit only by silver 
  and 
  +1 
  or 
  better 
  weapons, heals at triple 
  rate, and is immune to 
  disease 
   
  Skeleton (1 HD) 
  T 
  Zombie  
  T 
  Ghoul (2 HD) 
  4 
  Shadow (3-4 HD) 
  7 
  Wight (5 HD) 
  10 
  Ghast 
  13 
  Wraith (6 HD) 
  16 
  Mummy (7 HD) 
  19 
  Spectre (8 HD) 
  20 
   
  Spells 
  First (Choose X) 
  Second (Choose X) 
  Third (Choose X) 
   
  Cure light wounds 
   
  Augury 
   
  Create food and water 
   
  Cure light wounds 
   
  Find traps 
   
  Dispel magic 
   
  Cure light wounds 
   
  Resist fire 
   
  Cure disease 
   
  Cure light wounds 
   
  Slow poison 
   
   
   
  Light 
   
  Speak with animals 
   
   
   
  Magic Items:  Scroll: speak with plants. 
   
  Possessions: Oak quaterstaff, Sling with 12 stones, belt, pouches, spell components, herbs, fungus, cookpot and 
  ladle, picnic basket, and food. 
   
  Role-Playing Notes: It was several years ago, almost a decade, when you barely survived a vicious mauling from a 
  bear. It was not long before you exhibited the signs of lycanthropy. Despondent about your condition, you fled from 
  society to these woods. Here, given time to reflect, you eventually grew to accept and control your affliction. Living 
  with such violent, destructive impulses has taught you great wisdom, compassion, and restraint. You have shifted 
  your life's focus away from yourself, onto the others you encounter. You have become slow to anger, patient, and 
  self- deprecating, refusing to dwell on your own accomplishments.  You are selfless, always putting others before 
  
   
  A Friend in Need 
   
  Page 31 
  yourself. You have devoted yourself to helping others, especially those that live in the woods. By bettering others, 
  you are bettering yourself. Above all else, you are kind and gentle, graciously accepting the title, "Gentle Ben." You 
  try to pass on to your friends the wisdom you have gained, but you do not criticize or chastise them. They can't be 
  what they are not, so you accept them for what they are.  Although you love peace, you do not run from foes, and 
  will fight them in either of your forms. If evil things cannot be swayed to the cause of good, then you have no 
  trouble slaying them. 
   
  Thoughts on the others: MAHOGANY, the Dryad, is one of the forest's greatest treasures. She likes to talk to you 
  and share herbs and information. You would protect her tree to the death. 
   
  THISTLEDOWN, the Sprite, is an eternal child, even moreso than the other faeries present. He rarely takes advice 
  and seldom learns from his mistakes, but his spirit is uplifting. 
   
  GLIMMERWING, the Sylph, is a good barometer for your effect on others. She is so innocent and sensitive to 
  hostility that you can tell how well you are keeping your inner peace by her physical reactions. 
   
  DYLANDWYRIEL, the Elf, soothes your soul greatly with his excellent music. He calls you "Gentle Ben" and likes 
  to tell stories about your heroics, which you can't stand to hear. 
   
  CYGNYTHIA, the Swanmay, is the only other human, though she is a shapeshifter, too. She is very dedicated to the 
  welfare of the woods, as you are, and often you find yourselves helping each other out. 
   
  CASSIUS, the Centaur, is a bit of a brute, but he is filled with good intentions. He reminds you of yourself before 
  you became a lycanthrope. You have patiently been trying to teach him the wisdom of non-violence, but he is not a 
  very quick learner. 
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1e-2e, D&D, OD&D (TSR)/AD&D, D&D, OD&D Adventures & Settings/RPGA0 A Friend in Need (1e).pdf