TEXT: M
  agic of Faerûn has chapters on Understand-
  ing Magic, Magic Variants, Practitioners of
  Magic, Places of Power, Spells, Magic Items,
  and Creatures. This sample druid’s grove is a place of power that
  could not be constrained within the 192 pages of this sourcebook. 
  The Grove 
  of renewal
  Deep in the bowels of the land, where the earth’s fires melt rock and
  belch poisonous gases, there exists an ancient druid circle known as
  the Grove of Renewal. Its reputation for powerful magic precedes it.
  However, very few know how many of the tales are true and how
  many are exaggerated. 
  The Grove of Renewal is presented as an adventuring site for PCs
  seeking a natural adventure.
  Going to 
  The Grove of Renewal
  Your PCs may go to the grove because . . . 
  they need to rescue someone.
  they need to cure a curse, disease, or other affliction.
  they get tricked into it.
  they need protection from elements.
  they have to convince the druid overseers that the time of the
  prophecy has not come.
  Rumors of the Grove
  You can use rumors to build tension among your players before they
  actually take their characters to the Grove of Renewal. Feel free to
  2
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  Additional Credits
  A MAGIC OF FAERÛN WEB ENHANCEMENT
  BY GWENDOLYN F.M. KESTREL
  ADruid’s
  Grov e
  
  embellish the rumors below, add your own, or toss in a touch of the
  truth. Roll 1d10 to randomly determine what your characters hear. 
  1. The grove once stood above ground, but one of the grove’s
  overseers angered Silvanus, and the god melted all the land
  around the grove, causing it to sink down into its current cav-
  ernous location.
  2. The grove’s magic has degraded.
  3. No one ever returns from the Grove of Renewal.
  4. An evil cult has taken possession of the grove.
  5. Silvanus cursed the grove.
  6. The grove is gone, swallowed up by the fires.
  7. A basilisk found its way to the grove and turned all the druids
  to stone.
  8. The druid overseers are thousands of years old. 
  9. The grove’s overseers have learned the rejuvenating power of
  fire and can resurrect or heal anyone.
  10. An element of the truth (to be determined by the DM).
  How to Find the Grove
  Your PCs may use the Cantlowe Crossroads to get to the Grove of
  Renewal or they may travel for months through hazardous terrain
  to find it. Few survive the latter path. Other methods to reach the
  grove do exist. Some who have been there can teleport the charac-
  ters in, though they usually require steep payment or they will send
  your PCs there with lies about what they’ll find once they arrive.
  The only sure way out is through the Purging.
  The Nature Seers
  Fiery eyes gleam from secret places in the Grove of Renewal, watch-
  ing. The Nature Seers, as they call themselves, scrutinize those who
  come to their grove. They number four and each embraces an ele-
  ment (Fire, Water, Earth, Air). Ancient beyond imagining, these
  half-elemental druids have always been here. Prophecy predicts that
  someday, “The Mother shall tire of her children’s profanities and
  shall spew forth her fire upon the land to cleanse and renew it. On
  that day, the Nature Seers shall enact their final purging.”
  The Nature Seers have visages permanently marked by the ele-
  ment with which they’re joined. They speak little, if at all, and have
  mannerisms and personalities that reflect their element. The one
  called Phlogiston is the leader and guides the others in their rituals.
  Being of such an ancient age makes these druids seem alien. They
  don’t understand civilization or culture and have no need for either.
  They don’t know history or politics. They know only the ebb and
  flow of the world’s energies, and they serve their purposes. 
  dPhlogiston: Male half-fire elemental/half-great wyrm red
  dragon Drd20; CR 47; Colossal outsider (fire); HD 40d12+400 plus
  20d8+200; hp 953; Init +2; Spd 40 ft., fly 200 ft. (clumsy); AC 52
  (touch 4, flat-footed 50); Atk +50 melee (4d8+17, bite) and +48
  melee (4d6+8, 2 claws) and +47 melee (2d8+8, 2 wings) and +47
  melee (4d6+25, tail slap); Face/Reach 40 ft. by 80 ft./15 ft.; SA
  Crush, tail sweep, breath weapon, frightful presence, spells, spell-like
  abilities; SQ Immunities, blindsight 360 ft., keen senses, druid abili-
  ties; SR 32; AL N; SV Fort +44, Ref +30, Will +45; Str 45, Dex 14,
  Con 31, Int 28, Wis 32, Cha 28. 
  Skills and Feats: Animal Empathy +30, Bluff +58, Concentration
  +63, Diplomacy +50, Escape Artist +42, Intimidate +32, Jump +57,
  Knowledge (arcana) +47, Knowledge (religion) +47, Knowledge
  (nature) +70, Listen +64, Scry +70, Search +49, Sense Motive +42,
  Spellcraft +70, Spot +64, Wilderness Lore +44; Alertness, Cleave,
  Expertise, Flyby Attack, Great Cleave, Heighten Spell, Hover,
  Improved Initiative, Maximize Spell, Multiattack, Power Attack,
  Quicken Spell-Like Ability, Snatch, Sunder, Track, Weapon Focus
  (bite), Weapon Focus (claw), Wingover.
  Crush (Ex): Creatures in the area suffer 4d8+25 points of damage
  and must make a Reflex save (DC 40) or be pinned.
  Tail Sweep (Ex): Deals 2d8+25 points of damage to all creatures
  up to Medium-size in a half circle with a diameter of 40 feet (Reflex
  DC 40 half).
  Breath Weapon (Su): Can breathe a 70-ft. cone of fire once every
  1d4 rounds for 24d10 points of damage (Reflex DC 40 half).
  Frightful Presence (Ex): Creatures within 360 feet of Phlogiston
  when he attacks or charges become panicked (if they have 4 or fewer
  hit dice) or shaken (if they have 5 to 59 hit dice) for 4d6 rounds
  (Will DC 47 negates and immunizes to his frightful presence for
  one day).
  Spell-Like Abilities (Sp): As Sor19 (DC 17+spell level): 12/day—
  locate object; 3/day—suggestion; 1/day—discern location, eyebite. As
  Sor60 (DC 17+spell level): 1/day—burning hands, elemental swarm
  (fire only), fire seeds, fire shield, fire storm, flaming sphere, incen-
  diary cloud, plane shift, produce flame, wall of fire.
  Druid Abilities: Nature sense, woodland stride, trackless step,
  resist nature’s lure, wild shape (Tiny to Huge animal 6/day, Small to
  Large elemental 3/day), venom immunity, a thousand faces, time-
  less body.
  Immunities (Ex): Immune to sleep, paralysis, fire, disease, organ-
  ic poisons. Gain +4 bonus to Fortitude saves against poison. Double
  damage from cold except on a successful save.
  Keen Senses (Ex): Phlogiston sees four times as well as a human
  in low-light conditions and twice as well in normal light. He has
  darkvision with a range of 1,200 ft.
  Possessions: Ring of fire elemental command, bracers of armor +8,
  ring of wizardry I–IV, crystal ball with true seeing.
  Druid Spells Prepared (6/8/8/8/7/7/6/6/5/5; base DC = 21 + spell
  level): 0—create water (2), flare, light, naturewatch*, purify food
  and drink; 1st—endure elements, entangle (2), faerie fire (2), good-
  berry, obscuring mist (2); 2nd—charm person or animal, chill metal,
  delay poison, heat metal (2), lesser restoration, speak with animals,
  tree shape; 3rd—contagion, greater magic fang (2), meld into stone,
  neutralize poison, poison, protection from elements, speak with plants;
  4th—control plants, flame strike, freedom of movement, murderous
  mist*, quench (2), rusting grasp; 5th—awaken, commune with nature,
  control winds, inferno* (2), tree stride, wall of fire; 6th—antilife
  shell, find the path, greater dispelling (2), liveoak, wall of stone;
  7th—control weather, creeping doom, fire storm, summon nature’s
  ally VII, true seeing, wind walk; 8th—finger of death, reverse grav-
  ity, summon nature’s ally VIII, whirlwind, word of recall; 9th—
  earthquake, foresight, mass heal, shapechange, summon nature’s ally
  IX.
  Sorcerer Spells Known (6/15/14/14/14/8/7/7/7/7; base DC = 17 +
  spell level): 0—acid splash*, arcane mark, detect magic, ghost sound,
  mage hand, mending, prestidigitation, ray of frost, read magic; 1st—
  comprehend languages, corrosive grasp*, cure light wounds, magic
  missile, true strike; 2nd—cat’s grace, invisibility, resist elements, see
  invisibility, zone of truth; 3rd—dispel magic, displacement, haste,
  lightning bolt; 4th—confusion, cure critical wounds, explosive cas-
  cade*, fire shield; 5th—break enchantment, cone of cold, dominate
  person, wall of force; 6th—analyze dweomer, fire spiders*, heal;
  7th—greater ironguard*, greater restoration, power word stun; 8th—
  mind blank, Otiluke’s telekinetic sphere, summon monster VIII;
  9th—meteor swarm, time stop, true resurrection.
  dTempestine: Female half-water elemental/half-storm giant
  Drd20; CR 35; Huge outsider (Electricity); HD 19d8+114 plus
  20d8+120; hp 408; Init +6; Spd 40 ft., swim 30 ft. (hide armor); AC
  25 (touch 10, flat-footed 23); Atk +46/+41/+36/+31/+26/+21 melee
  (2d8+27/15–20, Gargantuan scimitar +5); Face/Reach 10 ft. by 10
  The Grove of Renewal
  3
  
  ft./15 ft.; SA Spell-like abilities; SQ Druid abilities, immunities, free-
  dom of movement, rock catching, water breathing; AL N; SV Fort
  +30, Ref +14, Will +24; Str 41, Dex 14, Con 25, Int 18, Wis 23, Cha
  17. 
  Skills and Feats: Animal Empathy +35, Climb +34, Concentra-
  tion +42, Diplomacy +35, Intimidate +23, Jump +34, Knowledge
  (nature) +36, Knowledge (religion) +24, Listen +22, Perform +22,
  Spellcraft +30, Spot +25, Wilderness Lore +38; Cleave, Combat
  Reflexes, Expertise, Forge Ring, Great Cleave, Heighten Spell,
  Improved Critical (falchion), Improved Initiative, Power Attack,
  Quicken Spell, Sunder, Weapon Focus (falchion). 
  Spell-Like Abilities: 1/day: acid fog, call lightning (Drd15), chain
  lightning (Sor15), cone of cold, control water, elemental swarm
  (water only), fog cloud, horrid wilting, ice storm, obscuring mist,
  plane shift, water breathing. 2/day: control weather (Drd20), levitate
  (Sor20). All as Sor39 (DC = 14 + spell level) except where noted.
  Druid Abilities: Nature sense, woodland stride, trackless step,
  resist nature’s lure, wild shape (Tiny to Huge animal 6/day, Small to
  Large elemental 3/day), venom immunity, a thousand faces, time-
  less body.
  Freedom of Movement (Su): Continuous as spell.
  Immunities: Immune to disease, organic poisons, and water
  effects. Gains +4 racial bonus to Fortitude saves against poison.
  Rock Catching (Ex): Can catch rocks of up to Large size.
  Water Breathing (Ex): Can breathe underwater indefinitely and
  can freely use her spell-like abilities while submerged.
  Possessions: Ring of water elemental command, Gargantuan scim-
  itar +5.
  Spells Prepared (6/7/7/6/6/6/5/4/4/4; base DC = 15 + spell level):
  0—create water, detect magic, flare, light, naturewatch*, purify food
  and drink; 1st—camouflage*, cure light wounds, blinding spittle,
  endure elements, faerie fire, goodberry, obscuring mist; 2nd—charm
  person or animal, chill metal, cloudburst*, delay poison, one with the
  land*, resist elements, summon swarm; 3rd—blindsight*, contagion,
  cure moderate wounds, greater magic fang, plant growth, poison;
  4th—dispel magic, murderous mist*, quench, reincarnate, rusting
  grasp, sleet storm; 5th—animal growth, commune with nature,
  drown*, ice storm, memory rot*, transmute mud to rock; 6th—antilife
  shell, crumble*, find the path, greater dispelling, wall of stone; 7th—
  heal, quickened poison,  storm tower*, true seeing; 8th—command
  plants, finger of death, quickened dispel magic, summon nature’s ally
  VIII; 9th—cast in stone*, shambler, shapechange, summon nature’s
  ally IX.
  *New spell presented in Magic of Faerûn.
  dStrong Root: Female half-earth elemental/half treant Drd20;
  CR 30; Gargantuan outsider (earth); HD 21d8+189 plus 20d8+180;
  hp 556; Init +2; Spd 30 ft.; AC 24 (touch 4, flat-footed 24); Atk 2
  slams +41/+31/+21 melee (slam 4d8+15); SA Animate trees, tram-
  ple, double damage against objects, half-elemental abilities; SQ Plant,
  fire vulnerability, half damage from piercing, immune to disease,
  immune to earth effects, +4 bonus to saves against poison; AL N;
  SV Fort +33, Ref +11, Will +26; Str 41, Dex 6, Con 29, Int 12, Wis
  20, Cha 12,
  Skills and Feats: Hide +10*, Intimidate +25, Knowledge (nature)
  +41, Listen +47, Sense Motive +45, Spot +47, Wilderness lore +45;
  Alertness, Blind-Fight, Cleave, Craft Rod, Craft Staff, Great Cleave,
  Improved Initiative, Iron Will, Maximize Spell, Power Attack,
  Silent Spell, Still Spell.
  *+16 racial bonus to Hide checks made in forested areas
  Animate Trees (Sp): A treant can animate trees within 180 feet
  at will, controlling up to two trees at a time. It takes a full round
  for a normal tree to uproot itself. Thereafter it moves at a speed of
  10 and fights as a treant in all respects. Animated trees lose their
  ability to move if the treant who animated them is incapacitated or
  moves out of range. The ability is otherwise similar to liveoak as cast
  by a 12th-level druid.
  Trample (Ex): A treant or animated tree can trample Medium-
  size or smaller creatures for 2d12+5 points of damage. Opponents
  who do not make attacks of opportunity against the treant or ani-
  mated tree can attempt a Reflex save (DC 20) to halve the damage.
  Double Damage against Objects (Ex): A treant or animated tree
  that makes a full attack against an object or structure deals double
  damage.
  Plant: Immune to mind-influencing effects, poison, sleep, paraly-
  sis, stunning, and polymorphing. Not subject to critical hits.
  Fire Vulnerability (Ex): A treant or animated tree takes double
  damage from fire attacks unless the attack allows a save, in which
  case it takes double damage on a failure and no damage on a success.
  Half Damage from Piercing (Ex): Piercing weapons deal only half
  damage to treants, with a minimum of 1 point of damage.
  Half-Elemental Abilities: 1/day—earthquake, elemental swarm,
  iron body, magic stone, plane shift, soften earth and stone, spike
  stones, stone shape, stoneskin, wall of stone (as Sor 28). DC = 11 +
  spell level.
  Possessions: Brooch of shielding; gem of seeing; ring of elemental
  resistance, major; rod of flame extinguishing.
  Spells Prepared (6/7/6/6/6/6/4/4/4/4; base DC = 15 + spell level):
  0—create water, detect magic, flare, guidance, resistance, virtue;
  1st—endure elements, entangle, faerie fire, goodberry, invisibility to
  animals, obscuring mist, pass without trace; 2nd—charm person or
  animal, chill metal, heat metal, hold animal, resist elements, wood
  shape; 3rd—call lightning, dominate animal, meld into stone, plant
  growth, protection from elements, spike growth; 4th—cure serious
  wounds, dispel magic, quench, reincarnate, rusting grasp, summon
  nature’s ally IV; 5th—atonement, control winds, cure critical
  wounds, death ward, tree stride, wall of thorns; 6th—antilife shell,
  greater dispelling, healing circle, summon nature’s ally VI; 7th—con-
  trol weather, heal, summon nature’s ally VII; true seeing; 8th—
  finger of death, repel metal or stone, summon nature’s ally VIII,
  word of recall; 9th—mass heal, shapechange, summon nature’s ally
  IX, sympathy.
  dExclamor: Male half-air elemental/half-androsphinx Drd20;
  CR 33; Huge outsider; HD 36d10+252 plus 20d8+140; hp 683; Init
  +5; Spd 50 ft., fly 80 ft. (poor); AC 32 (touch 9, flat-footed 31); Atk
  +50 melee (2d6+13/19–20, 2 claws)]; Face/Reach 10 ft. by 20 ft./10
  ft.; SA Pounce, rake 2d6+5/19–20, roar, spell-like abilities, druid abil-
  ities; SQ Immunities; AL N; SV Fort +39, Ref +27, Will +31; Str 33,
  Dex 12, Con 25, Int 18, Wis 24, Cha 19. 
  Skills and Feats: Animal Empathy +24, Bluff +22, Concentration
  +27, Diplomacy +42, Intimidate +40, Intuit Direction +21, Knowl-
  edge (arcana) +33, Knowledge (nature) +40, Knowledge (religion)
  +33, Listen +45, Move Silently +19, Search +22, Sense Motive +25,
  Spellcraft +24, Spot +45, Wilderness Lore +25; Alertness, Blind-
  Fight, Cleave, Endurance, Expertise, Flyby Attack, Great Cleave,
  Heighten Spell, Improved Critical (claw), Improved Critical (rake),
  Improved Initiative, Power Attack, Quicken Spell, Silent Spell, Spell
  Penetration, Sunder, Track, Weapon Focus (claw), Weapon Focus
  (rake).
  Pounce (Ex): If Exclamor leaps upon a foe during the first round
  of combat, it can make a full attack even if it has already taken a
  move action.
  Rake (Ex): If Exclamor pounces onto a creature, it can make two
  rake attacks (+50 melee, damage 2d6+5).
  Roar (Su): Exclamor can roar three times per day. The first time
  it does this, all creatures within 500 feet are struck by fear for 36
  rounds (Will DC 32 negates). A second roar during the same
  encounter paralyzes all creatures within 250 feet for 1d4 rounds
  (Fort DC 32 negates), and deafens all those within 90 feet for 2d6
  The Grove of Renewal
  4
  
  rounds (no save). A third roar during the same encounter inflicts
  2d4 points of temporary Strength damage to all within 250 feet for
  2d4 rounds (Fortitude DC 32 negates). In addition, any Large or
  smaller creature within 90 feet is thrown to the ground and suffers
  2d8 points of damage (Fort DC 32 negates). This third roar also
  deals 50 points of damage to any stone or crystalline object within
  90 feet; magic items and held or carried objects can avoid damage
  with a successful Ref save (DC 32).
  Spell-Like Abilities: 1/day as Sor56 (DC = 14 + spell level): air
  walk, chain lightning, control weather, control winds, elemental
  swarm (air only), gaseous form, obscuring mist, plane shift, whirl-
  wind, wind wall.
  Druid Abilities: Nature sense, woodland stride, trackless step,
  resist nature’s lure, wild shape (Tiny to Huge animal 6/day, Small to
  Large elemental 3/day), venom immunity, a thousand faces, time-
  less body.
  Immunities: Immune to disease, organic poisons, and water
  effects. Gains +4 racial bonus to Fortitude saves against poison.
  Possessions: Bracers of armor +6, ring of air elemental command.
  Cleric Spells Prepared (5/6/6/4; base DC = 17 + spell level; as
  Clr6): 0—detect magic (3), detect poison, read magic; 1st—command,
  comprehend languages (2), divine favor, sanctuary*, shield of faith;
  2nd—bull’s strength, cure moderate wounds*, endurance, hold person,
  spiritual weapon, zone of truth; 3rd—create food and water, day-
  light, protection from elements*, searing light.
  *Domain spell. Domains: Healing (casts healing spells at +1 level);
  Protection (generate protective ward for +20 bonus to next save).
  Druid Spells Prepared (6/7/7/7/6/6/5/5/4/4; base DC = 17 + spell
  level): 0—detect magic, flare, light, mending, naturewatch*, purify
  food and drink; 1st—camouflage*, cure light wounds (2), endure ele-
  ments, faerie fire, goodberry, obscuring mist; 2nd—charm person or
  animal, chill metal, cloudburst*, delay poison, lifting gust*, resist ele-
  ments, summon swarm; 3rd—blindsight*, contagion, cure moderate
  wounds, greater magic fang, plant growth, poison (2); 4th—dispel
  magic, freedom of movement, murderous mist*, quench, reincarnate,
  rusting grasp; 5th—animal growth, binding winds*, commune with
  nature, cure critical wounds, insect plague, silent dispel magic, wall
  of thorns; 6th—antilife shell, find the path, greater dispelling, repel
  wood, summon nature’s ally VI; 7th—control weather, quickened
  greater magic fang, storm tower*, true seeing; 8th—bombardment*,
  command plants, finger of death, summon nature’s ally VIII; 9th—
  cast in stone*, earthquake, shapechange, summon nature’s ally IX.
  *New spell found in Magic of Faerûn.
  The Purging
  The Nature Seers purify those who come to them. Once you’ve
  arrived in their land, you’re vulnerable. They judge all. They put you
  on trial. Many come on purpose, especially druids seeking to regain
  balance after they’ve spent too much time under the influence of
  civilization. Pity those who accidentally stumble across the Grove of
  Renewal.
  The Purging is a process by which the Nature Seers burn away the
  imbalance in a mortal’s soul. Through this process, the Nature Seers
  eliminate hatred, anger, self-loathing, guilt, insecurity, vanity, and
  all other aspects of a mortal’s make-up that might imbalance her.
  The mortal emerges from the Purging free of the emotional bur-
  dens with which she entered the Grove. She forgets nothing, but
  simply comes to a deep understanding and acceptance of her past,
  present, and potential future. She is given no guarantee that she will
  not slip back into old habits once she has left the grove. The Purg-
  ing offers her an opportunity for change, rebalances her to her own
  center, and then lets her accept or deny the balance. 
  In game terms, the Purging offers the character an opportunity
  to change alignment. Over the next tenday, the player then chooses
  and roleplays whether she has developed a neutral balance with
  nature or if her attitude tips in either an evil or good, chaotic or
  lawful direction and how far it tips. It’s an excellent opportunity to
  change alignments, but those firmly committed to a way of life need
  not change. For instance, a paladin who undergoes the Purging may
  choose to remain lawful good and a paladin or become an ex-paladin
  of another alignment.
  The Purging also removes all poisons, cures all damage and elim-
  inates scars. It returns the body to its purest, most healthy state. It
  eliminates the effects of any spell that changed the subject to some-
  thing she’s not naturally, especially transmutations, enchantments,
  necromancy, and illusions. The Purging cannot resurrect the dead
  unless magic caused an artificial death (death magic, transmutations
  or illusions).
  The Process of Purging
  The Purging has five stages. Each stage tests the PC and attempts to
  teach her respect for a particular element or aspect of herself. Each
  stage takes place between crossroads. The guardians at these cross-
  roads willingly let any and all pass for this purpose. As the charac-
  ter emerges from the backroad (from the snake’s mouth) and gets
  her first look at this hellish grove, she begins the section of the path
  known as the Fire Walk.
  THE FIRE WALK
  Passing through the crossroads brings the characters into a dead
  magic zone in the depths of volcanic caverns where pools of magma
  glow red.
  Phlogiston, a male half-fire elemental/half-great wyrm red
  dragon druid, rises up from the lava. It appears between the charac-
  ters and the next dolmen. Its roar thunders and shakes the path. Do
  the PCs have the courage to continue without their magic?
  The only true threat to the PCs is their own fear. They can turn
  back, face the Fire Walk again, and get to the Grove’s crossroads, but
  the Grove’s crossroads guardian refuses them no matter what they
  do to beg or threaten. The dragon doesn’t pursue them. The PCs
  must confront the fiery dragon or find another means of escape.
  This section of the path is merely a test of the PCs’ courage. They
  must brave the dragon’s Frightful Presence. Phlogiston will not
  attack, but defends himself if attacked. If the PCs are unsure of what
  to do, the dragon inclines his head toward the next dolmen and say,
  simply, “You must pass.”
  The dolmen beyond Phlogiston is a portal to the Earth Walk.
  THE EARTH WALK
  Once the PCs pass through the second dolmen, they’re on the Earth
  Walk. They find themselves deep in an ancient forest. The PCs’
  magic returns in full. A path is marked leading away from their
  arrival portal. At the far end of the path, about 40 feet away, the
  characters can see the next dolmen.
  Ten feet from the next dolmen in a ring is a spike stones trap 10
  feet wide.
  Once the PCs activate, disarm, or bypass the spike stones, Strong
  Root, a female half-earth elemental/half treant, approaches and
  says, “The next portal requires a password to activate. Everyone here
  knows what it is.” She then turns to leave and walks away. 
  If the characters attack Strong Root, she defends herself.
  The PCs have several ways to learn the password. A speak with
  animals, speak with plants, or stone tell is the most effective way to
  get the information, since Strong Root has made sure that all these
  know the password. Alternatively, the PCs can attempt to track
  Strong Root who has left a trail, Wilderness Lore (DC 15). Also, the
  The Grove of Renewal
  5
  
  PCs can return to the lava cave via the portal by which they entered
  this area and ask Phlogiston. A successful divination spell produces
  an image of a balanced scale. 
  The password is “Balance.”
  Speaking the password lets the PCs pass through the portal to the
  next part of the Nature Walk, the Air Walk.
  THE AIR WALK
  The characters find themselves in a snowstorm on the top of a snow-
  capped mountain, far from civilization. Exclamor has cast control
  weather, summoning a blizzard (For details, see Weather Hazards,
  Chapter 3: Running the Game in the DUNGEON MASTER’s Guide).
  Exclamor, the male half-air elemental/half-androsphinx druid,
  greets the PCs as they exit the portal and point to another dolmen,
  mere feet away from the first.
  “This portal will not activate for 24 hours. Try to survive,” says
  Exclamor.
  The test is simply surviving in the harsh environment for one
  full day. After the 24 hours, the portal opens. Passing through it
  starts the characters on the Water Walk.
  THE WATER WALK
  The characters emerge from the Air Walk portal in a cavern. The
  area is roughly circular with an 80-foot diameter. The center 60 feet
  is water. The PCs emerge on the 10-foot walkway that rings it. Tem-
  pestine, a female half-water elemental/half-storm giant druid, waits
  in the pool with her head and shoulders above water.
  “Here, you must prove yourself able to meet the challenges pre-
  sented by water,” she says. “The test is simple. The portal is under-
  water, and a very challenging swim for an ordinary human. From
  the edge of the pool where the portal from the Air Walk stands,
  swim 20 feet straight down. There is a completely submerged tunnel
  that is 10 feet in diameter. The tunnel runs for 300 feet. At its end
  is the fifth and final portal, which automatically lets you and what-
  ever you carry pass through, if you are alive. If you die, the currents
  here are such that your body shortly returns to the surface of this
  pool.”
  Tempestine accurately describes the challenge. The characters
  must Swim a total of 320 feet (For details, see Swim, Chapter 4:
  Skills in the Player’s Handbook). Since the swim takes places entire-
  ly underwater without any place to take an additional breath, the
  PCs risk drowning. For details, see The Drowning Rule, Chapter 3:
  Running the Game in the DUNGEON MASTER’s Guide. This task can
  be accomplished in many ways. Unless skilled in swimming, the
  characters will probably have to resort to magic. The most obvious
  solutions are potions of water breathing or the water breathing spell.
  Alternatively, summoned aquatic creatures can tow a character. Des-
  perate characters may ask for Tempestine’s help. She takes the char-
  acter to the portal in exchange for all the character’s equipment.
  THE CONCLUSION
  If the PCs make it to the fifth and final dolmen, they have survived
  the Purging. They have earned the following perks: 
  • endure elements (all) for 24 hours;
  • all lost hit points returned;
  •
  curses removed;
  • poisons and diseases cured;
  • transmutations removed (return to natural state);
  • both Crossroads Guardians have Helpful attitudes toward you;
  • the druid overseers have Friendly attitudes;
  • and the backroad returns them to the Cantlowe Library.
  The experience of the whole of the Grove of Renewal is EL 5. Of
  course, if the characters were foolish enough to fight the druids,
  they gain experience based on the CR of the druid(s), assuming they
  survive.
  The Grove of Renewal
  6
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Magic Of Faerun - A Druid's Grove.pdf