The Twisted Trees of Myth Adofhaer

Part 1 The High Forest Trek - Off to see the Elves
Part 2 The Village of Denthan - Pests and Worse

Part 3 Deeper Into the Forest - Plants and Dire Creatures dog their steps

Part 4 The Remains of Rahythen Hamlet - Empty Yurts and 2 Survivors to Interrogate
Part 5 The Twisted Trees of Leathare Grove - Naughty Trees and More Clues
Part 6 The Winding Way to Myth Adofhaer - Bad Plants, Red Ants and Worse
Part 7 In the Mythal  - It's Broken, It's Dangerous
Part 8 The Great Tree of Adofhaer -The Root of all Evil is in it's Roots
Part 9 Down in the Roots - Where is Turaha?
Part 10 Turaha Hoema'atnth in his Redoubt - The Boss Battle and Big Rewards

Myth Andofhaer
Turaha Hoema'anth
Place Index
Forest Monsters,
New Forest Monsters, PDF Monsters

An Elvin forest has gone horribly wrong. The house were in trees that have now become cancerous and malignent with fungal diseases and hideous poisons. The ancient and first Mithal the Elves ever made has been co-opted by an Turaha, an evil sorcerer and he is using it's power to take over the High Forest as his personal domain.
The evil he created has spread out like a fungus overcoming and digesting and growing along it's outer circumference. It starts with attacks designed to drive all unwanted (non-evil) creatures before it. It eats what it kills, but seeks to convert the normal plant and animal life to it's evil pattern. It expands spring through summer but consolidates and grows additional monsters in the fall and winter.
It's first contact is in the form of small creatures that make life miserable and uncomfortable for area dwellers. Next larger humanoids come in and begin attacking gurilla style. Then the Dire creatures are introduced to begin overcoming all life. Next, dynasaurs are brought forward to stomp down anything that still opposes them and to devour and crush the vegitation. The Mithal itself has become a deadly danger and it must be subdued before the Sorcerer can be vanquished.
Subduing the Mithal will be very difficult as only a combination of all the races living in the forest must be represented before it can be tamed. The current party has 160 levels, so they will often be mass attacked.

Original Dungeon Thoughts
I would like to run an extended adventure in natural surroundings (as opposed to an underground dungeon. The problem is, as the characters can fly, this gives them a huge advantage. If there was a forest where travel through the trees is as slow as walking and plagued with creatures of the air, it would lessen that advantage. How about an adventure in the High Forest.
This could be introduced with the War of Dragons adventure from WOtC. This should be placed in the high forest.  The town of Silversands will be located on the banks of the Unicorn Run. I've decided not to do that dungeon as part of this adventure, but I may later.

Introduction
St. Slacu the Generous first gave the party a warning about the High Forest saying that something was going wrong deep in the forest and he had a vision where horses would be needed to easy their way while resolving the difficulty.
When Gal goes back to her mother and Father to visit, she will be told where to go to get info about what is going on in the High Forest.

Myth Andofhare and Eaerlann History as known by the locals
Most of the locals have no memory of the ancient society that used to inhabit the Northwest area of the great forest. This despite the long lived nature of the elves. This is because the end of that ancient empire drove the inhabitants of that time away scattering the memories. While all elves have heard of Eaerlann almost no one knows what the center of that nation was. The name Myth Andofhare is remembered only by historians. There is not a lot of history in this area beyond family geneology and seasonal rememberences ("1123 was the coldest year!"). The people are either nomads or samll settlements who have little or no contact with each other. No matter where you inquire after Eaerlann you will either be told they haven't heard of it or "it's up north somewhere but no one goes there anymore. I don't know why."

History as it really happened
The nation of  Eaerlann once it encompassed the eastern forest from Turnstone Pass in the north to the Shining Falls in the south, controlling the upper valley of the River Shining. Today, only a crumbling old road mark that any civilization existed here at all. Other ruins, remnants of cities and lost treasures are yet to be found. Some of the folk of Eaerlann joined with the dwarves and men from the west to form the ill-fated Fallen Kingdom along the Sword Coast.
Eaerlann is yet one more of the lost civilizations of the North that fell before time and the blades of orcs and tanar’ri alike. Situated along the western banks of the upper Delimbiyr, elves of old built a realm comparable to Myth Drannor in the eastern High Forest called Eaerlann. Its works were rare but wondrous, and only hints of the achingly beautiful songs written there remain alive today (Many bards say that to find a true song of Eaerlann is worth more than your weight in purest mithral!).
Eaerlann and its holdings were abandoned when their fair city of Ascalhorn fell to tanar’ri hordes, becoming fell Hellgate Keep. The works and some of the sites of Eaerlann remain evident today, but only to those who know where to look. Tall Trees, the Nameless Dungeon, and the Old Road are the most noted of the ruins of Eaerlann, but others exist. The Stronghold of the Nine, long held to be a former dwarven hold, was an outpost, smithy, and armory created by dwarven allies of Eaerlann, abandoned only scant centuries after the elves left as well. The greatest of these is the mystic city of Myth Andofhaer.

The Genesis of Myth Andofhaer
This city is not the oldest of Eaerlann, but at one time was the greatest. About 1300 years ago the elves of High forest tended to gaqther together more thean they do now as a protection against the creatures and problems of the aftermath of the Dark Milennium. To protect themselves against the same sort of things happening again they researched the magic necessary to create the first Mythal - a city encompasing spell that altered the very weave in the area. Their dream was to use magic to make life effortless and allow the inhabitants of the city to live lives of quiet creativity. Food, water, shelter, heat and light were all provided by the Mythal.

Part 1 The High Forest Trek
Don't give them any information to go on other than St. Slacu's request beyond saying that Bilibong is missing.
Find a way to give the party the 2 peoples names who will give them the adventure backround and connect them with Mad Bilibong.
If things seem to slow down, have Bilibong burst into the Inn and tell his tale. In this case, I gave Gal. the info as she confided St. Slacu's cryptic warning to them. They told her who to see in the High Forest to get some information.
Galranwyn's mom tells her to go Nordahaeril to see her 3rd cousin Eniail, a fat grey elf brown noser.He prefers the company of high elves and nominally sticks up for the grey elf interests, but is mostly a waste of air. He will be able to get them an audience with the ruling council. Luckly the council is meeting the day after they arrive in Nordahaeril.
Her dad sends Gal to one of his best buisness contacts in the far north of the High Forest at the Fountain of Unicorns. She will tell them somtehing of the legends of Eaerlahn and where it was located. She is fun and informed, but only has information about the past. This will be usefull as backround on what they will find in the adventure.

Once the players decide to get started with this (I WILL be prompting them do do this sooner rather than later), convince them to set out on horseback. The druids will encourage this as they might get info on the way. The rangers and fighters should be looking forward to doing something active. Gal wants to use the horse as it is less threatening to the Elves than suddenly showing up somewhere with no warning.
Don't spend a lot of time on this; try to get them to the forest without a significant encounter. If the players want to hunt or fish (they will be travelling along the Unicorn Run), let them, but also let them know that this will not be a serious challenge to them and offer to simply random roll to see what they kill and eat without the encounter.
Roll for random encounters in the morning and at night. A roll of 1 on a d10 indicates an encounter. Roll off of the Animals column of the Monsters doc. These encounters are not intended to challenge the party, but rater to lull them into thinking they have nothing to worry about with this kind of animal encounters. This is intended to highlight the differences between the normal forest and the area they will end up in.

Movement on the way to Nordahaeril
There are 2 basic paths to the city of the elves. One takes them most directly to the city by travelling NE for 200 of miles over hills and planes to get to the forest and meet the Unicorn Run.They would then follow the river for 85 miles before the hit the spot where they need to turn to the East. The other takes them almost due East until they hit the Unicorn Run before they get to the forest. Once they get to the river they then following the river until they get to where they cut across the forest. This is about 150 miles of river travel.
Either path takes them through the trackless forest for about 75 miles.

Using the horses they were given by St. Slacu, they will travel 48 miles a day on the hills and planes, 35 miles per day following the river and 28 miles per day in the trackless forest. Thus the travel times are:
NE Route: 6 days to hit the river, 3 days up river.
E Route: 4 days to hit the river and 6 days of river travel.
Cutting across the forest for 75 miles takes 4 days.

Make a point of describing each day very quickly. To facilitate this, here is the weather for the 2 weeks they will travel:

Day 1 (Wed) AVG: 41 Low: 31 High: 52 RAIN? Trace wind: W 2 mph
Day 2 (Thu) AVG: 58 Low: 50 High: 66 RAIN Moder wind: SW 0 mph
Day 3 (Fri) AVG: 42 Low: 31 High: 53 wind: NW 8 mph


Day 4 (Sat) AVG: 58 Low: 49 High: 68 HWAVE RAIN Moder wind:-NW12 mph
Day 5 (Sun) AVG: 67 Low: 58 High: 76 wind: NW12 mph


Day 6 (Mon) AVG: 73 Low: 64 High: 82 wind: SW 0 mph


Day 7 (Tue) AVG: 76 Low: 67 High: 85 [max] RAIN Light wind:-SW 0 mph
Day 8 (Wed) AVG: 74 Low: 67 High: 82 [max] RAIN Light wind:-SW 1 mph
Day 9 (Thu) AVG: 75 Low: 69 High: 82 [max] wind: W 2 mph
Day 10 (Fri) AVG: 69 Low: 59 High: 80 RAIN Trace wind: W17 mph
Day 11 (Sat) AVG: 66 Low: 58 High: 74 RAIN Light wind: W13 mph
Day 12 (Sun) AVG: 63 Low: 52 High: 75 wind: W23 mph


Roll for encounters (1 on a d10) before describing the day. If a encounter occurs you don't need further description.
Here is a sample of a day's description. Make something up different every day.
Day 4 dawned dark as there is a heavy cloud cover. The wind is still blowing, but not so hard you can't get the morning file lit easily. The wind ends up blowing the clouds away and the evening is clear.
On rainy days, the party will travel slower, but it won't be so slow that it actually changes the travel time unless the party wants to be more comfortable at night by stoping an hour later. If thisy do this, add a day to their travel time per leg of the journey (there are 2 legs).

The players make contact with their Elven friends and learn about the High Forest
This is mostly an encouner grouping designed to bring the characters into the advenure. When the party tells them about the warnings they have received, the Elven Eldars are not impressed. The party tells the eldars about the area that has the problem. They say that it hasn't been investigated much because the area is one that is practically uninhabited and that only one other person has told them about the problem. They do note that the animals of the forest have been getting larger in that area. They are sent to the one other person that has been talking about the problem. Thing is, he is a human and more than a bit crazy. A hermit of the forest his social skills are nill and his warning were discredited. He will tell them about Denthan and volenteer to take them there.

Nordahaeril
Nordahaeril is a small tree-city reminiscent of Tall Trees between the Sisters and the Stronghold of the Nine. It is a series of houses built around  the trunks of the massive trees at the forest’s heart. Consisting of approximately 20 trees and 30 individual buildings or yurts made of willow boughs woven into a vertilaly oriented domes covered with pest resistant large leafed ivy. They are interconnected by swinging vines, branch roads, and rope bridges between the trees. This settlement is home to about 100 high elves. There is only one entrance to this colony from the forest floor, and it is a heavily guarded winding stair that ascends 100 feet up the interior. Don't spend a lot of time describing the city or the buildings they go in.

Her 3rd cousin Eniail is a fat grey elf brown noser.He prefers the company of high elves and nominally sticks up for the grey elf interests
Eniail 
male elf Nob2:  CR 1; Size M (5 ft., 1 in. tall); HD 2d8-8; hp 5; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +0 melee, or +2 ranged; SV Fort -4, Ref +1, Will +4; AL NG; Str 8, Dex 13, Con 2, Int 12, Wis 13, Cha 15.
Languages Spoken:  Common, Elven, Gnome.
Skills and feats:  Hide +1, Knowledge (Geography) +6, Knowledge (Nobility and Royalty) +6, Listen +7, Move Silently +1, Perform (Dance) +3, Perform (Oratory) +7, Search +3, Spot +3, Swim +7; Skill Focus (Swim).

He will get them in to see the Elven Council very late in the evening of the next day. The head of the council is Latheran Silmelina.
The reputation of the party seems to have spread this far as they are recognized for the Local 509

Latheran Silmelina
male human Abjurer8:  CR 8; Size M (5 ft., 7 in. tall); HD 8d4+24; hp 46; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); Attack +4 melee, or +6 ranged; SV Fort +5, Ref +4, Will +6; AL LG; Str 11, Dex 14, Con 16, Int 13, Wis 11, Cha 10.
Languages Spoken:  Elvish, Common, Gnome.
Skills and feats:  Craft (Bowmaking) +15, Hide +2, Knowledge (Dungeoneering) +12, Knowledge (Geography) +12, Knowledge (The Planes) +12, Listen +0, Move Silently +2, Spot +0; Extend Spell, Heighten Spell, Quick Draw, [Scribe Scroll], Skill Focus (Craft (Bowmaking)), Still Spell.
Prohibited Schools:  Transmutation, Necromancy.
Wizard Spells Known (4/5+1/3+1/3+1):  0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Prestidigitation, Ray of Frost, Read Magic, Resistance.  1st -- Alarm, Disguise Self, Endure Elements, Hold Portal, Protection from Evil, Protection from Good, Shield.  2nd -- Darkness, Hideous Laughter, Hypnotic Pattern, Mirror Image, Obscure Object, Protection from Arrows, Resist Energy, Summon Swarm.  3rd -- Explosive Runes, Heroism, Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, Magic Circle against Law, Major Image, Nondetection, Protection from Energy. 
The rest of the council consists of: Estimion, Múrë, Incaresh, Luremmil, Nelmosil, Tenastári, Carelmitar, Nolarnier

After the party describes what information they are looking for, the Council whispers to one another and agree to help them if the party agrees to swear they will respect the forest and treat everything according to Elvin law as described by Gal and the other elves in the party. Once they swear, the head of the council (Latheran) will tell them that they don't know anything about this, that one of their clerics did get a warning about bad things going on around Eahrlann. They discounted it as the cleric is young. He is not available as he has gone on a retreat for a month. They will also mention "the crazy Druid" who has been bugging them about this too. They tell the party where he is staying. It's nearby and they can go there and talk to Bilibong the next day.
He will connect them to the ruling council who will direct them to the mad Druid. Imagine the party's surprise when they find it's their old friend Bilibong. He does not recognize them at first and can't understand what they are doing with the elves. They will have to talk to him for a long time before they get much out of him. His contact with the horrors of Eaerlann have inflicted him with amnesia (memories of intimates usually lost first; Knowledge skills useless). A heal spell will restore his mind and he can then talk freely of what he saw.
Crazy Bilibong will tell them as little as possible necessary to get them to be led by him to the trouble spot.

Crazy Bilibong


WHAT BILIBONG SAYS

Until his madness is abated (a Heal spell will do it; a calm spell will allow them to get fragments of info from him. The speach below assumes he is in control of his mind again.
"Thanks again for making me sane again. Once you get to far down in your mental state, you can't cast spells. It was very hard remembering that I should be able to pull myself together but couldn't remember how to do it!
I have forgotten what happened almost completely. I remember coming into this elf meet, and their kindness to me, but of what came befrore not much. I remember I was on my way South from the Dancing Falls (he shows them where this is on their map). I can't remember why I was there, but there was a woman there at the falls. I found a scar on the forest and enraged, I followed it to ... somewhere.
There used to be a village or something there, but it was like ... horrible. The funny thing was it didn't feel horible if you know what I mean. No, I guess only Timber and Phanto-z know what I'm talking about. With monsters I can just tell it's not a natural creature, but what happened there was done by creatures that seem natural. But what they did to that meet was not natural. I was looking around and ... I went crazy.
The next thing I know, I'm walking into this meet and then I'm talking to you and that's about all I can remember. You say both St. Slacu and Meilikki sent you portents of what has happened? I must pray to Silvanus for guidance. But I trust your vision and will lead you to the place where I was. I am going to approach the area due South of the Dancing Falls from the south and travel north retracing the path I took to get there in the first place. Chances are I went along a similar path on the way back too. At least I hope so. Let me see that map again.

He draws things in on the map.
"The Star Mountains are here and Mt. Angeroth is here. The area S. of the mountans are high, rough lands and not fun to travel through. The Unicorn Run actually runs up to here. Then over here south of the Turlang woods is a smallish range of mountains refered to as the Lost Mountains. The Dancing Falls is just here at the S. edge of the Lost Mt.. This is a high peak of about a mile high that is visible from just about anywhere north of it. I remember I could still see it, so it's somewhere around here. "
He circles an area about 100 miles in diameter.
"I see two way we can get there. We can go due west from here skirting the Star Mt. badlands to the south. When we get to the west of the rough hills, we turn north and search. Or, we can go back to the Unicorn Run, follow it north to the foot of the Mt. and head west at the lower levels of the mountains. I know a pass that is easy for the horse to get through. Oh, by the way, if you have a horse you can loan me, I can save some spells."
Gal should see this second course would take them past the Fountain of the Unicorn and close to her fathers business contacts. If the party decides they want to take the Unicorn Run path Bilibong will want to take them to the Fountain of the Unicorn as it is on their way more or less. He knows there is a large tribe of elves that stays in that area year round, but doesn't know anyone there.

Regardless  which path the party chooses either to go around the Star Mountains or go up the Unicorn Run, they will be travelling about 130 miles to get to the Hamlet of Denthan. However, the forest route will take longer as most of the terrain is trackless forest which reduces their movement by 1/2. This makes their daily travel distance 24 miles. This will make their travel time about 6 days. If they travel up the Unicorn Run, they will get to the Fountain of the Unicorn in 2 days. From the Fountain to the Hamlet of Denthan which is slowed by the trackless forest will take them 4 days so either way it will take about 6 days of travel. Roll for encounters (1 on a d10) before describing the day. If a encounter occurs you don't need further description. Continue to use the weater table above to determine the kind of temps they will encounter. Here is the Monsters doc.

Fountain of the Unicorn
This spot is considered the headwater of the Unicorn Run. The river has continued get smaller and smaller as they go north and by the time they can see the cliff of the fountain it is only about 4' across as it splashes through very rocky terrain. Only the squat, knarled scrub oak and an occassional fir grow. They lead their horses as the go forward, up to the NW. They go about 1/2 mile and the land changes. There is a level platau where the trees seen change to water loving varieties. There is a lake that occupies almost all of the eastern portion of the platau. Beyond the lake to the West is the Elf settlement where Silannuna lives. This is one of Bilibongs favorite places and he takes them to the Fountain in such a way as to provide them with the best possible view. They come out of the forest onto the lake just opposite the fountain.
"You see a scene of utter serenity and beauty. In front of you is a pool of emerald green as it reflects the green of the encompasing forest. Rising above the trees is a rocky cliff of granite rock. About 1/4 of the way up the cliff there is a huge crack wide at the bottom and narrow at the top. From out of the crack pours a huge gout of water. It shoots out about 20' from the cliff before it begins to fall in a feathery pume that turns to mist before it hits the ground. Of course, this is the perfect time to see this waterfall as it is powered by spring snow thaw. It is less impressive in the summer.
Bilibong points out that the shape of this rocky cliff is vaguely horse head like and that the crack and spouting water looks like the horn of a unicorn. At the base of the cliff there is a haze of smoke and the spell of camp fires fills the air.

Silanunua at the Fountain of the Unicorn
Her dad sends Gal to one of his best buisness contacts in the far north of the High Forest at the Fountain of Unicorns. She will tell them somtehing of the legends of Eaerlahn and where it was located. She is fun and informed, but only has information about the past.
The place where she lives are caves in the granite cliffs of the Fountain. They have obviously been formed with magic as they are obviously unnatural but bear no marks of tools. They look as if there were giant bubbles in the rock. There are about 18 of these holes around the base of the cliff. It is obvious from the fire pits and chairs and such outside that the caves are mostly used in the winter. Now in the spring the inhabitants have moved outdoors.

The caves are dry and warm with small entrances that open into a rounded bubble like room. The room is about 30' around.
Asking around will quickly turn up Silanunua. They are used to having folks ask for her as she is nominally in business.
She is friendly but distant at first. Then she recognizes Galranwyn, but Gal doesn't recognize her. She says "Great gods is that Galranwyn? Ah, and look how big and powerful you have grown. Your father and mother were greatly blessed. Please sit down. You and your friends are welcome with me. I'll make some tea!" She is now terribly friendly and almost mothering toward Galranwyn calling her "dear" and "honey".

She sells jewelery she makes from a species of musslel that grows on fungus that covers the base of the fountains water. They are completely pearlessent on the outside and inside. They only grow in that one spot and she tends them with great care. She knows from 250 years of observation when they are about to die (they only live 10 years or so). She takes them then and eats the flesh and makes jewelry from the shells. Her only tools are a selection of knives and dwarven pencil thin file. She cuts them into the shapes of the forest; leaves, mushrooms, pine cones and such. Each is the scratched deeply and the scrimshaw made visible aginst the mother of pearl with in made of secret formula ink. Gal has seen and much admired them in her fathers shop, but they are always expensive. They are works of art you can wear.

As Silanunua talks, Gal begins to recognize the voice. It was back when she was 10 or 11 years old. Her parents had seperated a year or so ago and she was staying with her father at the shop. She remembers that she was a great story teller and stayed with them for 4 or 5 days. With a shock, she realized that she had been sleeping in her fathers room! This lady was her father's lover!
Improvise telling about the various things to be found in the NW of the forest and in particular about Ancient Eierlann and of the big citys there including the kingdom of Eaerlann. Delzoon , Ammarndor
-1530 the elves of Siluvanede erect a mythal in the sicy of Adofhaernede and rename it Myth Adofhaer.
In those days the Silunanede elves ruled the high Forest and created the kingdom of Eaerlann. It held sway in the High Forest. Eaerlann fell in 882 DR when Ascalhorn became Hellgate Keep. In the days of Eaerlann, the city of Ascalhorn was a moon elf citadel. Human refugees occupied it after the fall of  Netheril. Later the baatezu infiltrated Ascalhorn, secretly gaining control over ruling figures and the populace until 882 DR, when a
number of wizards realized what had happened and summoned demons to destroy the baatezu. The warring fiends tore the city apart, and the victorious demons turned the city into the dreaded Hellgate Keep. For nearly five hundred years, Hellgate Keep gave the north end of the High Forest a bad name. In 1368 DR, after attacks by elves had weakened the baatezu, members of the Harpers used powerful magic to destroy Hellgate Keep, killing most of the baatezu. The great treant leader Turlang moved in to seal off the area and keep the remaining fiends from
causing more damage. At the present time, after several expeditions by adventurers who evaded Turlang or bargained for passage, the
smoking crater that was Hellgate Keep seems pacified.  In the wake of Eaerlann's fall in the 9th century DR, elves, dwarves, Northlanders, and Netherese descendants from Ascalhorn formed Phalorm, the Realm of Three Crowns, which attempted to mirror the accomplishments of Myth Drannor to the east. It lasted only a century before orc hordes swept it away.

Silanunua, female elf Wiz6:  CR 6; Size M (4 ft., 11 in. tall); HD 6d4+6; hp 23; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +3 melee, or +7 ranged; SV Fort +3, Ref +6, Will +6; AL NG; Str 10, Dex 18, Con 12, Int 16, Wis 12, Cha 8.
Languages Spoken:  Common, Elven, Gnome, Orc.
Skills and feats:  Concentration +10, Hide +4, Knowledge (Arcana) +9, Knowledge (Geography) +9, Knowledge (Local) +12, Knowledge (Religion) +12, Listen +5, Move Silently +4, Search +5, Spot +5; Alertness, Dodge, Empower Spell, Maximize Spell, [Scribe Scroll].
Possessions:  5,600 gp  in gear.
Wizard Spells Known (4/4/4/3):  0th -- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue.  1st -- Charm Person, Chill Touch, Comprehend Languages, Magic Missile, Protection from Chaos, Protection from Evil, Summon Monster I, True Strike.  2nd -- Bear's Endurance, Detect Thoughts, Glitterdust, Hypnotic Pattern, Minor Image.  3rd -- Blink, Clairaudience/Clairvoyance, Dispel Magic, Fly, Gaseous Form, Heroism. 

Part 2 The Village of Denthan
This small settlement has been destroyed by Pests and Worse


Once they are past the mountains regardless of the path they take to get there, they will begin encountering Wizard Weather.
Wizard Weather
The High Forest and the surrounding countryside experience occasional exotic weather patterns that can only be of magical origin—and seem to be centered on and caused by the Dire Wood. The weather appears suddenly, ends suddenly, and is often destructive and deadly. Recorded types of weather have included red snow that smells of blood, a steaming-hot rain that boiled the flesh of those it fell upon, instant blizzards under a clear sky at midsummer, hail that varied from transparent to multi-colored spheres that exploded on impact, and sleet that coated trees within its area with steel.
There is a 1% chance each day of encountering wizard weather while within the High Forest. However, those who enter the ruins of Karse and are foolish enough to touch or enter the black pyramid there increase their chances to 10% per day until they leave the High Forest for more than a tenday.

Village of Danthan


As Bilibong approaches this spot he says "I think we are near a settlement. I think we should go there and see if they have any information or will maybe say something that will jog my memory. They are nice folk and we can probably get a good meal. They make some of the best dandelion wine I've ever had! They don't sell it though, so don't ask." He will keep harping on the wine until they agree to go with him.

Calling Denthan a village is like calling Milpitas a metropolis. It is nothing more than a cluster of 7 large huts (50' in diameter)in the middle of a forest glade. A small river flows nearby and there are several planted areas. This village was thriving 2 months ago but the Tirbana overcame them with hours turning the handsome hamlet into a horror. It is also seen that several large tress are dying in the midst of other healty trees. The ones appearing on the map are those trees that currently have a Fetid Fungus Tree Hugger on them. Anyone approaching within 100' of one will "awaken" it and it will shamble forward to attack.

Within 500 yards of the hamlet, the party will switch from the regular encounter chart to the Denthan specfic chart below. Also, increase the chance of encounter to a 1 on d10 rolled once every 10 minutes of travel within the radius. If an encounter is indicated and a 20 rolled for the type, they will encounter a Tirbana Eyewing. It will be very friendly toward them and patiently wait for these powerful magic weilders to lead them to other creatures the hive can attack.
  1. DIRE BADGER - Looks sickly and attacks wantonly. 10HP due to damage from spider swarm.
  2. DIRE BEAR - Willing to warn the players that a bad area is nearby and tell them where it is
  3. DIRE WOLVERINE - Grumpy and hungry as the Tirbana have been messing with the game. Uncooperative and will attack in a mad rush.
  4. Swarm, Spider - There are a lot of spiders everywhere and have been instructed to swarm by the magic item of the mad mage.
  5. Tirbana Eyewing - When it is encountered alone, an eyewing fl ees enemies, returning to the colony to alert its kin. It then leads several drowsers back to the site of danger. It uses its poisoned bite in combat, hoping to make victims more susceptible to the drowsers’ sleep ability.
  6. Tirbana Drowser - They are a colony’s fi rst line of defense, meeting any threat head on with their sleep ability.
  7. Tirbana Slayer - The slayer then races into combat, tearing through foes with its bite attack boosted by its skirmish ability
  8. FETID FUNGUS - Stinky walking fungi may be found particularly near the creek
Other creatures that may be discovered in a non-random encounter: TIRBANA, FETID FUNGUS, SWARMS, Dire Animals
There is noting different about the forest in this area than in any other part of the gigantic forest. Bilibong is confidant they are getting closer, but doesn't know where it is and won't until he sees a Tirbana or smell the village. Then he doesn't know what's coming, but knows this is the place.
Within 200 yards of the village  they will begin to smell something strange. It's a yeasty stench that has all the women wondering about their personal hygine.
There is a eyewing guard perimeter within 100 yards of the huts. If the party has not been encounted already, begin the following encounter.

"A black dragonfly floats slowly into view. It is about 18" long and has a 3' wing span. Its wings barely move as it prodeeds. As it's head turns toward you the carapace of the creature shimmers with bottlefly like irredesence. It's eyes are huge and green. When it sees you it cocks it's triangular head and hesitantly moves forward. It acts like its curious and trying to make friends.."


The following creatures will be found in Denthan:
12 Eyewings - An eyewing looks like an oversized dragonfl y, 1 foot long and weighing 2 pounds, with two large green orbs for eyes. It fl ies by means of 2-foot-wide translucent wings that allow it to reach great speeds. An eyewing is at home in the air, moving with an uncanny grace.
12 Drowsers - Drowsers have wings as eyewings do, but they lack the maneuverability and speed of their smaller kin. Resembling giant cockroaches, these creatures move about on six legs and have a seventh limb equipped with a grasping hand. They have flat, shiny bodies and the triangular head common to all tirbanas. All drowsers are about 3 feet long and weigh 30 pounds.
15 Slayers - The brutish slayers are larger than drowsers—about 5 feet long and weighing 200 pounds. Scarcely contained by their waxen shells, their bodies are filthy, covered with muck and debris that forms an effective second carapace. Their triangular heads have large red eyes.
1 Spawner - Spawners are the strangest tirbanas of all. Unlike others of their kind, they stand upright, walking on their hind legs. Though their second set of limbs is withered and useless, the upper set is strong and equipped with fully functioning hands. They stand just under 6 feet tall and weigh 150 pounds.

Tactics:
Of course, the first eyewing to spot the party has mentaly allerted the colony spawners who have directed the rest of the Eyewings to fly to the party and distract them while the Drowers move forward. The Slayers are moving to surround the party when the Drowsers attack. During the drowser attack the eyewings will move around the party biting them to remove spells and make them more receptive to the drone.
As soon as the party is detected, the Tirbana will be mustered by the Spawners who quickly gather together to coordinate their attack. As quickly as possible, they will send out all of the Eyewings to keep an eye on the party and to help out in subduing them if necessary. 2 drowsers will remain posted outside huts 2 and 3. The remaining 8 drowsers head off after they eyewings moving more slowly. All of the slayers (Who move even more slowly) will spread out to surround the party before attacking. Note that due to their collective intellegence, the Tirbana are not suseptable to mind affecting spells or items. As they are not insects (they are monsters) they are not affected by insects spells or items.

It is not expected that this attack will pose much of a challenge for the party.  The slayers are most powerful and are CR 2. The idea of this encounter is to give them a taste of what is to come. Most important however is to begin the process of describing nature gone wrong. It should be described as horribly as possible. To improve this effect use the following details to their containment designed to be sickening and horrible. If they choose to search the huts, they will find a total of 54 gp worth of mixed coins; some of them as much as 800 years old. If they want a list of mundane items they will be household items, wood working tools and farming implements.

Maped Huts:
  1. Empty - This empty hut contains nothing of value. The floor is covered with bones from 10 elves mixed with the discarded dung colored larva carapace. The yeast smell is overpowering and will make it hard to search the huts as the oxygen is actually displaced by that and the rotting stench of the dung they left behind and rotting flesh still clinging to the bones.
  2. 3 Bodies & 8 corpses - This hut contains a snapshot of the Tribana life cycle. It is littered with dead bodies covered with Tirbana larva who are feeding on the dead that housed their eggs. All of the baby insects here will begin swarming toward the party as soon as the door is opened. Their bite can't do any real damage, but it hurts like getting your foot caught in a door. They are AC 10. The larva have 1 HP and the young form larva have 2 HP. The larva come in 5 varieties. There are about 30 dead flesh white larva about 3" long that are partially burried in the flesh. There are about 10 each of the larva that have shed their larval carapace (it turns brown when discarded). These are the different types of Tirbana in their young forms. None of them can fly and only move at 10'. There is dried blood all over the floor. The yeasty smell is strong here but not overpowering. In the back of the hut are 3 elves lying on their sides barely alive. It looks at first like their mouths are stuffed with something, but on close inspection you will see it is their throats that have been stuffed. It looks like a nasty case of goiters. Their necks are covered with a whitish flem like substance. If this is scraped away an cut in the side of the throat (away from the veins). Pearly white eggs can be seen if the cut is inspected. A brown lumpy substance can be seen covering the mouths of the elves. This is the source of the yeasty smell. It is the excrement of the Spawners that is used to keep the hosts alive as the eggs grow. A host creature can be saved by the application of a cure disease or heal spell. This kills the parasitic larvae and allows any Constitution damage to be healed normally. All the people will remember of their encounter is the deep humming of the droners. They will of course be horrified by what has happened to their peaceful hamlet. Some scream, some vomit, so go into shock some just cry pityably. Play this up big time! Make it really sad! Make the situation really sick! 
  3. Spawner - The spawners will remain in the huts, uses its displacement ability and takes cover, trusting its sleep drones and its fanatically loyal slayers to defend it. When they realize their defence will fail they block the doors of the hut with a log and takes cover behind a table or under bedding. If directly threatened, it emerges from cover to bite or fling acid orbs at its foes. It hates all elves and will attack them in preference to any other target. This Spawner has 58 HP
  4. 4 bodies - 10 corpses - As hut 2
  5. Spawner - This one has 45 HP
  6. Spawner - This one is the original settler and has 65 HP
  7. 2 bodies and 3 Elk - 4 corpses lots of other bones. - As 2 but without any survivors.
Only 1 of the survivors will have any information about these creatures. He was not affected by the drone and had to be subduded by the slayers. He tells them they came from the north. He also tells them that a couple of weeks before the attack, a troop of about 15 refugees passed through saying that they were fleeing from a forest gone wild with tales of attacking plants. They said they were from Rahythen which is about 2 days away on foot, but about a day away for horses. They have left a track behind that can be found and followed with a Survival Forest roll of DC 12. It will leave them to Rahythen.

Part 3 Deeper Into the Forest
On the way to Rahythen Dire Creatures dog their steps while the forest tries to kill them with plants.
The monsters are a little tougher in this part of the forest. Still, they should not pose a serious threat to the party. They will need to be delt with, but probably without serious injury to the party. In particular, the swarms and the undead treent are intended to further motivate and mystify them. Setting up a really nasty opponent damaging innocents is a much needed strong incucement to carry on when the going gets tough. Remember, this is mostly a side adventure. Don't take forever with it.
It is a 2 day ride from Denthan to Rahythen. Along the way there will be 3 intentional encounters and rolls for random encounters will be made very frequently as the forest is begining to swarm with nastys. Roll for encounters as soon as the party sets out so they can be setup in advance if possible. There should be a minimum of 2 encouters besides the planned ones!
Roll for a random encounter once per hour. Roll a d6 with a 1 indicating a random enounter. Roll a d12 for the encounter type from the list below. If the encounter results in a battle, immediatly roll for a second encounter with a 1 or a 2 indicating something else is on the way. Roll 2d10 for the number of rounds before the creature indicated arrives. This time, roll a d6 to determine the creature type as the plants can't move!

Villages Forest Encounter Table:
  1. Dire Animal - Boar
  2. Dire Animal - Bear
  3. Dire Animal - Wolf
  4. Dire Animal - Wolverine
  5. Dire Animal - Bat
  6. FOREST SLOTH
  7. WOOD WOAD
  8. BURROW ROOT
  9. VERDANT REAVER
  10. ASSASSIN VINE
A note about encounters in the High Forest adventure - Keep track of what monsters you use and avoid using them again. If you roll a repeat monster from the chart, it becomes the DMs choice. It's good to mix it up.
Also, each table from here on in the adventure will have a "Previously Unused" entry. This indicates the DM should use his choice of encounters that didn't occur in an earlier part of the adventure.

Fixed Encounters
The following encounters will occur while the party is on the refugee trail from Danthan to Rahythen. The exact time isn't important, but they should occur in the order they appear. The Forest Haunt will always appear during the night.
SHIMMERLING SWARM - They talk of humans taking over the forest.in the North and more devistation ahead.
This swarm is in distress. They used to live in the area around the Grove, but have been displaced from their ancestral homes by the transformation of the Ancient Trees and the evil plants that have moved in. They want revenge and in their stupidity think the party is responsible for it as they haven't see a war party in decades. This is a large colony made up of 8 swarms. It has a hive mind of Int 7 at first, so it is possible for the party to communicate with them. After their experience at Danthan, they may be inclined to attack first and ask questions later.
If the party talks to them, they will know Rahythen is abandoned but not why. They will gush with horror at what has happened to the Grove. Remember though, they are only intellegent in the agregate; they don't have a lot of specific info. They will know how many bad trees there are if the DM rolls under a 7 on a D20.
A 41     B 44       C 54         D 23         E 48           F 34            G 45

DREAD BLOSSOM SWARM - Flying Plants that feed on dead refugees from Rahythen. "My, isn't the forest beautiful?"
Again, by alternating between benign and dangerous creatures of a similar type (swarming) I hope to unsettle them and keep them guessing. There is a swarm feading on the remains of 6 villagers from Rahythen that managed to get this far away before being attacked by the swarm. The swarm will mindlessly attack the party.
A 45     B 49       C 44         D 32         E 41           F 54            G 55

GHOST TREANT - This undead tree changed in the battle for the Grove when the Forest Haunts took over the druid graove. The the Dryad who worshiped it died horribly killed with a Fireball spell by the Evil Mage. An undead Treent should get them thinking and the Druids sware an oath.


Part 4 The Remains of Rahythen Hamlet
Empty Yurts, Rubble and 2 survivors to Interrogate

This village is almost twice the size of Denthan. There were 189 elves living here before the minions of the mage descended upon it. 2 groups of about a dozen each managed to escape into the forest. They headed for Denthan, but only 1 group got there. The other ended up under the blossom swarm. The rest died in the ruins of their town.
A Ruin Swarm has killed or driven all the animals in this tiny town It still lingers over the bones, reluctant to leave as they know there are still elves in the communal cellar. The swarm left all the plant life intact, but has killed all animals within 1000' of the town limits.
"The deer trail Bilibong has been following begins to look more frequently used and Bilibong says "It's near here". The path ends at the narrow end of a long irregular patch of stone with a large creek running through it. On either side are fields with beautiful flowers growing abundantly. The deep forest encloses this area. You see several pale green buildings that are fabric stretched between trees. There are dozens of these humble dwellings. The stream running though the middle of the village is very beautiful and at first everything seems OK. As they approach, yhey begin to notice that nothing if moving. There are no birds, animals or any other creatures besides plants."

"As you move forward, you see the skeleton and feathers of a bird. The feathers are spread out around the bones which are hardly disturbed and easily recognizable to all who look. They are white and so it the carteledge holding them together. Bilibong picks one up and inspects it. He says 'I don't see how this creature was killed, but it's death wasn't natural. If the flesh rotted, the carteledge should be ivory colored due to exposure not white.' He reverently puts the skeleton down again, dusts his hands and says 'This bird died 3 days ago at most'."
Anyone looking around the area will find some dead ruin creatures. They look like 4" long clams with no shells attached to wings like a grey butterfly. There are rows of sharp teeth at the fount end of the thing.
There is no danger here other than the Ruin Swarm. It looks at first like everything just left. Eventually they will see that all that is left are polished bones. The skeletons lie where they were consumed, though they were hardly disturbed by the swarm. If folks are getting suspicious tell them:

The Tent Houses  of Rahythen

At some point they will want to look in one of the houses.
Although they are pernamant dwellings, they are mutable. The foundations of the buildings are dug out to around 3' deep and lined with wood inside. In the spring, summer and fall, they use their hand woven hemplike canvas for walls and roof. In the winter, the make a dome of dead limbs and leaves. These domes are stored in the forest East of the village and brought out when the first snow falls. The swarm doesn't mess with much besides their food, so most of the stuff looks untouched. These elves are positivly spartan in their ways with everything except furnicture and clothes being owned by the commune. As such there is little or nothing of value inside the empty houses but the occasional painting or other craft work.
The first 2 houses they look in will be perfectly preserved. The third will look the same at first glimpse, but there are also a bunch of the dead swarm. If a search is made, a child's intact skeleton will be found under one of the beds.Beside it is a rag doll.
As they move about they will find a bunch of the dead monsters lying around wherever the skeletons are. They dead ones look like inverted clams with no shells attached to wings.
Bilibong will continue to follow the trail north that passes through the E. side of the settlement. An erie silence is upon the land with no birds or other creatres to break up the sound of the water in the creek. After all the abandoned houses they will pass, the party should be feeling a bit jumpy. Just to make sure they are, read this:
"In the pervasive silence, a flapping sort of sound attracts your attention. It sound like it's coming from behind the house just ahead of you. It is intermittant, loud at times then soft and finally falling silent again for a mintue." Play this up like it's going to be an encounter. Make this seem as ominous as possible! At the last moment say:
"You quickly round the corner with your weapon drawn and see that one of the canvas ties of the building has come loose and is flapping against the side of the tree, blown in the wind".
The path will take them right past the communal building (the gray circle with a "1") at the N. end of the compound. They will see the building from 500' away.
The Ruin Swarm is spread out like some strange gray undulating mass covering the entrance to the communal store house. In this form it coveres about a 100' diameter irregular area. It remains where it is until the presence of an animal is detected at 200'.
Read the below at that time:
The undulating gray blanket suddenly turns into an amorphous, mutable cloud of gray 100 feet or more in diameter that rises into the sky like billows of smoke marking a scene of destruction. It emits a thunderous roar that can be heard (as a rumbling drone) from up to a mile away. It heads in a bee line for the party. They approach in an almost leasurely pace (20' /Rnd). When it is within a distance of 90 feet from a swarm, its roar drowns out all other sound. When it gets to within 70' they fly and try to engulph the party. As the flying ooze wings through the air, its shape constantly spirals, twists, and mutates, and sometimes even divides into two or more distinct units before rejoining again moments later."
The creature covers a 10' diameter area, and will target 2 creatures standing close together for it's "pounce" attack. Of course the players can get away fairly easily, but at the cost of leaving one person inside the swarm being eaten alive. It can spread itself out over a larger area, but looses the ability to attack as it is to antennuated. The other swarm effects still take place however.

"A ruin swarm is composed of tens of thousands of vermin acting as a single malevolent organism—a flying ooze of colossal size.  A ruin swarm appears as an amorphous, mutable cloud of darkness 100 feet or more in diameter that rises into the sky like billows of smoke marking a scene of destruction.
A swarm emits a thunderous roar that can be heard (as a rumbling drone) from up to a mile away; within a distance of 90 feet from a swarm, its roar drowns out all other sound. As the flying ooze wings through the air, its shape constantly spirals, twists, and mutates, and sometimes even divides into two or more distinct units before rejoining again moments later."

They will have to defeat the creature as it will never cease chasing them. However, as soon as the sound of the swarm has dissappeared for a minute, someone might see the sliding security panel slide back on the door into the communal cellar. If all is quiet for 2 minutes, or if a party member comes in sight along the path, the door will open and the occupants run out saying "Run as fast as you can! Follow us if you want to live. The thing will be back soon!" Of course, they are wrong and as soon as the party convinces them that the situation is OK they will begin talking.

The Ruin Swarm struck 18 days ago and there are only 2 survivors. They were meeting secretly in the communal storage cellar to tryst. It was secret as they were first cousins. They will be VERY reluctant to reveal this and will only do so if directly asked why they were sneeking.

The town made jam and sweet wine from a nearby bush called Girlsenberrry. The people of this town were totally communal with everything being shared between the members of about 7 families. Everything of value in the town is inside the fortified cellar the survivors are in. Inside the storm cellar is all the communes money amounting to 8320gp in mixed coins. It also contains all kinds of excellent food and dozens of bottles of elven wine and other delacaties.
 The swarm hovers over this area waiting for the 2 inside to come out. There is little of value inside other than the 8320gp in the communal hoard, but the party will only find this out if they search the place as the survivors don't want it stolen.

Survivors:
Laucilon, male elf Brd4:  CR 4; Size M (5 ft., 0 in. tall); HD 4d6-12; hp 6; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+4 Dex); Attack +2 melee, or +7 ranged; SV Fort -2, Ref +8, Will +3; AL CN; Str 9, Dex 18, Con 5, Int 13, Wis 9, Cha 14.
Languages Spoken:  Common, Draconic, Elven.
Skills and feats:  Hide +4, Knowledge (Religion) +6, Listen +1, Move Silently +4, Perform (Act) +8, Perform (Comedy) +8, Perform (Dance) +9, Perform (Keyboard Instruments) +5, Perform (Oratory) +4, Perform (String Instruments) +9, Perform (Wind Instruments) +9, Search +3, Spot +1, Use Magic Device +9; Combat Reflexes, Improved Initiative.
Bard Spells Known (3/3/1):  0th -- Dancing Lights, Detect Magic, Lullaby, Mending, Message, Open/Close.  1st -- Animate Rope, Feather Fall, Identify.  2nd -- Cure Moderate Wounds, Sound Burst.

Ivelliora, female elf Clr5:  CR 5; Size M (5 ft., 2 in. tall); HD 5d8; hp 32; Init +0; Spd 30 ft.; AC 10; Attack +4 melee, or +3 ranged; SV Fort +4, Ref +1, Will +7; AL CN; Str 12, Dex 10, Con 10, Int 10, Wis 17, Cha 16.
Languages Spoken:  Common, Elven.
Skills and feats:  Heal +10, Hide +0, Knowledge (Nature) +3, Listen +5, Move Silently +0, Profession (Miner) +8, Search +2, Spot +5; Spell Focus (conjuration), Spell Penetration.
Cleric Domains:  Travel, War.
Cleric Spells Per Day:  5/4+1/3+1/2+1

Once rescued they will tell the party that they beleve that the evil is coming from the north. They tell them that refugees from the villages to the north of them said the evil was coming from Myth Adofhaer which is the parties first mention of this. Bilibong appears to think deeply.
He sighs and says "I think that makes sense. I have heard of that place and it's a walled city so that matches as I do remember whatever happened to me happened in a walled city. It used to be the capitol of Eaerlinn so that matches your visions. The problem is I don't know how to get there."
Laucilon says "I have never been inside, but I think I can find it. It won't be a direct path as Myth Adofhaer is in the deepest most overgown area of the forest. We will have to go to the east as there is a bit of a path going that way. What I remember is that you head to the Grove of Leathare and then follow a stream that is said to travel through Myth Adofhaer. We can go with you if you like. We owe you our lives and will guide you to the place. If we can help overcome what did this to our village we shall!"
If the party decides to take them, try to kill them as gruesomly as possible. They will not survive the adventure if they go along. If they stay behind, the will disguise the entrance to the basement, take as much food as they can carry and head south.

Part 5 The Twisted Trees of Leathare Grove
Dead Magic, Naughty Trees and More Clues
This part of the forest was possessed last fall and has had a chance to become established. The fey minions of Tiraha have been sewing the seeds of evil here and the land is alive with predatory plants. Many of the plants that grew here in peace have been taken over and their form and nature changed for the worse. Although the spells of the party give them information about the terrain (they will know the way to the grove once they start out as the path leads along a low pass through some very rough territory. It looks like it's an old dried riverbed.
As the party is travelling to the grove, Bilibong tells them about the things he has heard about the grove and the other elves if they come echo his statements that this grove is one favored by the druids. It is beautiful with a brook running through a grove of ancient tress as old as the world. The peace and quiet with the closeness of nature makes it a cherished spot.

It is a 3 day trip from Rahythen to the grove. Roll 1d6 per hour of travel time.
1 on a d6 indicates the party has encountered a dead magic zone
. Roll again with a roll of 1 or 2 indicating an encounter. If the encounter results in a battle, immediatly roll for a second encounter with a 1 or a 2 indicating something else is on the way. Roll 2d10 for the number of rounds before the creature indicated arrives. Roll 2d10 off the chart below for the encounter type.
  1. LEGENDARY - Snake
  2. Dire Animal - Boar 
  3. Dire Animal - Bear
  4. FOREST SLOTH
  5. Bonetree
  6. WOOD WOAD
  7. BURROW ROOT
  8. VERDANT REAVER
  9. ASSASSIN VINE
  10. FETID FUNGUS
  11. WOOD WOAD
  12. RED SUNDEW
  13. IRONMAW
  14. Assassin Vine
  15. Tendriculos
  16. GREENVISE
  17. Fungus, Shrieker
  18. LEGENDARY ANIMALS - Bear
  19. Dire Animal - Wolf,
  20. Dire Animal - Wolverine
Remember, 160 levels. Load it on! For instance, the Verdant Reaver. This shambling tree thing is CR 5 and 6 HD. It would take about 25 to make a ballanced encounter! If you have them come shambling out of the forest at the rate of 4 per round for 6 rounds, it would be a real hack fest. For non-ambulatory creatures/plants, you can have them walk into a surrounded ambush of a dozen creatures.

Night Twists In the Grove
The party will find darkness closing in before they can get to the grove and Bilibong takes them to a camp he knows about 3 or 4 miles from the grove. As Bilibong is preparing a fire in the camps stone fire ring, he finds something that tells him he is on his own path leading to the place where he lost his memory. It is a broken piece of flint which was his flint and tinder box (which is now long gone). He remembers that it broke and he threw it away but kept the larger piece.
After the party has eaten and dark has engulfed the camp, they will hear the wailing song of the Night Twist. This sound will lead them to the grove which has been destroyed by Turaha. He killed the old trees but one and turned the younger ones into Night Twists. The one eldar tree the mage turned has become and ancient Night Twist.
The stream that flowed through this grove has been damed with the bodies of the ancient trees native to the grove. This has turned the beautiful place into a dreadful marsh. The Night Twist trees are spaced around the edges of the marsh.
There are 2 Night Twists and the ancient one. Only one sings at a time to lure the people to it, but all 3 will attack anything getting close. They remain motionless and silent until they can attack the prey. If it appears there are uneffected members in the party as they approach, the other young Twist will sing causing another save to be made. The ancient tree will chime in if it appears there are still unaffected folks.
Bilibong will not leave until the Trees have been killed and the debris blocking the stream have been removed. This is only important from a role playing basis (druids hate stuff killing their secret groves!) but not really to the adventure as a whole. The DM should do what is necessary to get into a battle with the trees, but don't spend a lot of time on details like the cleanup afterwards. It shouldn't take more than a day to get it in decent shape after the battle.


Part 6 The Winding Way to Myth Adofhaer
It is a 3 day journey from the Grove to Myth Andofhaer. The monsters are really swarming now! While moving, roll for an encounter every hour on 1d6 with a 1, 2 or 3 indicating an encounter. While stationary, a 1 on a d6 indicates an animal encouter. The DM may then either roll a d6 to determine which column to use off the table below, or he may choose one that has not been used before. If the party is doing badly roll off the fungus table.

Animal 1-2
  1. LEGENDARY  Snake
  2. LEGENDARY  Wolf
  3. LEGENDARY  Bear
  4. LEGENDARY  Tiger
  5. FOREST SLOTH
  6. TROLL, FOREST
Fungus 3-4
  1. Fungus, Shrieker
  2. Fungus, Violet
  3. Phantom Fungus
  4. Shambling Mound
  5. FETID FUNGUS
  6. FLESH JELLY
Plant 5-6
  1. Bonetree
  2. RED SUNDEW
  3. TENDRICULOS
  4. GREENVISE
  5. WOOD WOAD
  6. BURROW ROOT
  7. VERDANT REAVER
  8. ASSASSIN VINE

Ants Everywhere!
There is one planned battle in this area, the other encounters will be random.
A Megant Swarm will attack the party when they are least expecting it. This is going to be one hairy battle! The CR is 15 and I'm going to hit them with 1/2 the number of players in the party rounding up. This usually means 5. This forms a 50 front.
The following descripion is the one used in this adventure, but it is totally wrong! The destroyed area described as a denuded glade allowed the party to fly which put them beyond the reach of the ants. I identified this (flying) as a problem area before this was written; I wonder why I ignored my own caution? I remember why I did it that way now. I was worried that the "hook" that would keep the party from abandoning the adventure if things got to tough was not completely set. The denuded forest would help Bilibong and the other nature freaks to keep them on the track. It turns out I didn't need it. Anyway, ignore the following and substatue the description that follows.
On the second day out of the Grove, read the following:
"Dark clouds are gathering against the sunset making nightfall quicker than normal. In the dim light, you see what looks like a open glade which would provide some welcome sunshine in the morning. Heading toward it you smell somthing strange. It smells like rancid vinegar. Bilibong hurries forward. Cautious now, you approach the glade with your weapons drawn. Bilibong lets out a strangled cry as he sees beyond the line of trees. When you catch up to him you see an area where the land has been practically denuded. The tress have no leaves and even the bark has been taken off. The forest floor is a mass of vinegar smelling slime. No animal can be seen, but in the baren areas, skeletons covered with slime are visible. No living thing remains in an area of about 2 acres."
JUNK!
The good stuff:
"Night has fallen any you make camp as usual. You notice a funny smell around you. It's kind of like a rancid vinegar mixed with dirt and crushed greenery." If the party camps out they will see a lone ant an hour after they have settled in. They will continue to see the ants coming in in ones and twos. The entire body of the ants will arrive 1.5 hours after they make camp. They will follow the party if they move from that spot and remember, they move faster than the party!! The first sign they will have of the swarms presence if they more away are stinking balls of acid that drop on them from out of the trees. Note there is no chance to spot. This is true unless a party member is above the branches or flying.
Megant A=158, Megant B=159, Megant C=151, Megant D=161, Megant E=147, Megant F (if ecessary)=142 
Also, the party will need to move through one of the swarms no matter which way they go. The other swarms will catch up if the party stays more than 5 minutes in any one spot.

Unknown to them, the ant swarm has already sented them and is silently moving toward them up in the trees. The only thing that will save the from an immediate encounter is to run away! Otherwise, the DM should pick a dramatic time for the ants to attack.


NOTES:
Since I screwed up the Megant encounter, I want to give them a good one before they get to Myth Andofhauer. I will set up the following encounter that will gather together all of the random encounter monsters and trot them out in 2s and thress as the party gets close to the ruins. They should all take place over 2 days. Keep it comming!

The party will move 1/2 a days travel and have the first of the almost constant encounters from then on. First it will be a Fetid Fungus attack. Next, the Assassin vines will attack. Just before sundown, the Flesh Jelly will attack.

Every hour either 2d4 Fetid Fungi or 1d4 Shambling Mounds or 2d3 Assassin Vines will attack them as they continue through the forest. This should continue until they get to the Ruins (about 1.5 days). They will attack any time the party stops for more than 5 minutes, but once the encounter is over, no more will attack until the party begins to move again. When the first of these encounters begins read:
"You begin to smell something bad like rotting vegitation from ahead of you. You approach cautiously and are carefully making your way through trees that are missing much of their bark. A thin coating of reeking, acidic, greenish slime takes its place."
If they search the area
"The greenish slime trail winds through the bushes going from tree to tree. You come upon some partially decomposed animal bones, unique in that they are rubbery and smell especially foul. A successful DC 16 Knowledge (nature) check reveals that these types of skeletal remains are left by fetid fungi."
Lumbering out of the forest toward you from the direction you are travelling come 1d4 Shambling Mounds.

Just Before Discovering the Ruins:

I ran across this and I think it will be a great way to up the power of the party (a bit) and have an impressive encounter perfectly on the theme of nature neutral against an evil civilized man (the mage). The devistation in the High Forest has called down a Legendary Animal in the form of a almost all black tigre named "Spy" who will serve one of the party members. This could be either The Druid or the Ranger. A high roll between will settle the matter, but play out the encounter first!

"You move forward through the forest with the plants all making way before you. All the horses in the front row become fractious and require a Ride DC 18 to stay in the saddle and a Handle Animal roll of DC 15 to control their mount. Once they are under control, the reason for their behaviour can be easily heard as a low rumbling sound almost beyond hearing. It could be almost anything."

Spy, the tiger has been following the party for some time determining if they are the ones Silvanus sent him to aid. When he is satisfied they are, he will place himself in their path and wait for them to make contact with him.
Legendary Tiger  - Large Animal
Hit Dice: 26d8+182 (299 hp)
Initiative: +4
Speed: 50 ft.
AC: 23 (–1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Attacks: 2 claws +29 melee and bite
Damage: Claw 2d6+11, bite 2d8+5
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d6+5 Improved grab
Special Qualities: Low-light vision, scent Keen scent, low-light vision
Saves: Fort +22, Ref +19, Will +17
Abilities: Str 33, Dex 18, Con 24, Int 2, Wis 15, Cha 11
Skills: Hide +8*, Jump +15, Listen +5, Move Silently +12, Listen +9, Spot +9, Swim +17
Climate/Terrain: Any forest, hill, mountains, plains, and underground
Organization: Solitary
Challenge Rating: 10
Alignment: Always neutral

LEGENDARY TIGER The legendary tiger is the fiercest and most dangerous land predator in the animal kingdom. It measures 18.2 feet long and weighs 1200 pounds. It's head is just a bit higher than the elves at about 5.5'
Combat A legendary tiger prefers to attack from ambush, pouncing on its prey.
Improved Grab (Ex): If a legendary tiger hits a Medium-size or smaller opponent with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +34). If it gets a hold, it can attempt to rake in the same round. Thereafter, the legendary tiger has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (–20 penalty on grapple check, but the legendary tiger is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.
Pounce (Ex): If a legendary tiger charges, it can make a full attack (including a rake attempt, see below) even though it has moved.
Rake (Ex): In any round that a legendary tiger has a hold on an opponent (see Improved Grab, above), it can make two rake attacks (+29 melee) with its hind legs for 2d6+5 points of damage each. The legendary tiger can also attempt to rake when it pounces on an opponent.
Scent (Ex): A legendary tiger can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: A legendary tiger receives a +8 racial bonus on both Hide and Move Silently checks. *In areas of tall grasses or heavy undergrowth, the Hide bonus improves to +16.

Throughout the world, legends describe extraordinary animals of incredible strength, speed, and power. Such an animal may have saved a village, fended off a pack of predators to protect the young, aided some legendary hero on a divine quest, or guided a lost child to safety. These are legendary animals.
According to some theories, such creatures have been imbued with power beyond that of all other animals so that they can serve as nature’s defenders. In fact, they do not exist at all until a need for them arises. The evil mage has found a way to call them to serve his own purposes.
Thus, they are rarely encountered outside the presence of a high-level druid or some other advanced character.


Part 7 In the Mythal
It's Broken, It's Dangerous
The city always had a protective wall of plants around it. They used to be holly, but Taraha has mutated them into BATTLEBRIAR. Here is a short list of monsters known to be found here.
There are no apparant entrances; the party will have to fight their way through to get into the city proper. If they can't find a way across the hedge of briar and the Wall of Magic Negation they may be able to get in using the arched area that the stream runs through.
Monsters:
Mu Spore, Light Rabbit, Darkness Rabbit, Banyan Octopus Tree,  FLESH JELLY

Myth Andofhaer

The Fall of the Mythal
A hundred years after it's creation, one of it's creators named Turaha Hoema'anth fell out with his associates. He was going crazy even back then and his relations with the city in general went from awed respect to scorn. This was mostly due to his ego and insistance that his efforts were the primary ones in the Mythal's creation. As his resentment at his perceved snub grew, he withdrew into his home in tree number 33. His knowledge of the Mythal roiled in his mind and it poisoned him. At the aniversery meeting of the creators of the Mythal, he took offense at something someone said and he cursed them and promised they would regret it. In 2 years Turaha had determined how to destroy the Mythal and drive everyone out of the city. For another couple of years he gathered in secret the components he needed to bring the Mythal down. His plan was to use the then empty city to recrut creatures he could bend to his will and use to take over the High Forest. By this time he was clearly insane, but the folks in the city allowed him to remain as long as he kept to himself which he was doing anyway. It only took a few hours of chaos to kill or drive away everyone in Andofhaer.
Unfortunatly for him he was caught up in the wild magic inside his tree and fell into a milenum long stasis. It was only last year that he woke up and found what his works and a thousand years had brought.

General Mythal Info (Modified from Myth Dranor adventure)
This titanic feat of elder magic is a rare and precious thing today, hut of old, mythals were laid in other communities besides Myth Drannor.
One was Myth Nantar, now drowned deep under the waves of The Sea of Fallen Stars, somewhere near the Pirate Isles, and said to he infested by sahuagin and worse. Another was Myth Lharast, in the heart of Amn. Founded as a city of Seluneworshippers, its mythal is linked to the moon. It appears only on certain moonlit nights, a ghostly, floating splendor of walls and towers, only to disappear again. Various groups, from undead armies ruled by demi-liches to gargoyle clans, have seized control of the city over the years, and used it to raid the surrounding area, earning it a fell reputation.
Myth Glaurach stood in the Sword Coast Northlands, in the upper reaches of Delimbiyr Vale, near present-day Hellgate Keep. Entirely destroyed by orc hordes long ago, it is today only creeper-covered rubble and a few underground chambers and sewer tunnels, now home to monsters.
The mythal remains in force over these ruins, however, and are used by certain daring adventurers and by the evil inhabitants of Hellgate Keep to work powerful magics and to replenish magic they carry.
There were other mythal sites, at least six cities in all as well as several strongholds. One of these was Myth Andoufhaur. The only mythal-guarded stronghold known today is The Heralds’ Holdfast, whose mythal is similar to that of Myth Drannor, but also includes some defensive harriers that exclude orcs and prohibit certain spells and actions from entering, which aid in its defense (and have given it the reputation, over the years, of being an invincible fortress, allowing it to withstand sieges by orc hordes, hands of marauding beholders, tarrasques, and powerful archmages alike).


Properties of the Mythal
Some of the properties in the original mithal have dissappeared in some areas of the city as it became weaker over the centuries. Other effects alread warped by Turaha have become strange indeed. The general result of this is that there is no consistancy in the reaction to magic in different parts of the city. Some spells don't work anywhere, some work in some but not all spots, works super strong and very weak and irregularly as well.

Among the  mythal properties are the ability to make all magical or alignment auras continuously visible. The aura colors are:
Neutral Good-Green, Chaotic Good-Blue, Lawful Good-White, True Neutral-Brown, Neutral Evil-Orange, Chaotic Evil-Purple, Lawful Evil-Red
It also has the effect of outlining areas of high magic with tiny white sparks that are visible from far away. When magic items are brought into magic strong areas they also begin to sparkle with pinpoints of white and blue sparks. This effect is not seen in magic dead areas.
Even in the magic dead areas, there may be certain spells that will work while others won't.
There are also some areas that will exclude certain races of creatures as in the magic dead area just south of 28. No human or human mix character can enter this area.
In the wild magic area encompasing trees 18 and 19 all items of less than 1lb act as if under the effect of a feather fall. They essentially have an equal density to air, so that they float and cannot fall or he thrown with any force. This renders sling bullets, arrows, daggers and the like useless as missle weapons.

The mythal absorbs and negates all scrying, detection, location, divination, and mind reading or influencing magics, from a simple locate object or wizard eye to the more powerful hold monster or mass charm. None of these can be cast into or out from the mythal. In other words, no wizard spells wholly or partly of the enchantment, charm or, divination” schools, and no priest spells of the “charm” or “divination” spheres, or any magical item discharges that emulate such spells, work.
In addition, no teleportation or similar translocation magics (such as dimension door) work properly within Myth Drannor, or into or out of its confines. A wizard (or other being using an item) trying to teleport into Myth Drannor uses and exhausts the magic in the usual manner, but the destination is “bent” by the mythal, so that the wizard arrives at another random destination, anywhere in the High Forest.  An attempt to use such magics while within Myth Drannor, even powerful ones such as a priest‘s word of recall or transport via plants, results in a trip to a random location elsewhere within the mythal (that is, to another point somewhere in ruined Myth Drannor, perhaps into great danger
This does not affect movement through stone or plants or any medium existing on the Prime Material Plane.

The caster/magical item wielder must make a saving throw of 20 modified by the level of the caster or the level of the mage who made the item (10th level if it itn's known). If the saving throw fails, roll another die. An even result means that the mythal augments the magic to its full possible duration, damage, number of targets, or effects (automatic hits are scored, if applicable), and an odd result means that the mythal holds the magic to its minimum possible effects, damage, or duration.  (The DM should feel free to vary the end results of these surges slightly, to allow color and interest to temper repeated maximum and minimum PC experiences.)

Magic Strong Areas
Certain areas within the mythal are “magic-strong:’ and glow with faint sparklings of blue-white light at night, or when a magical item is brought into their confines. These areas are otherwise invisible, so no map of them exists. All auras are enhanced causing people to glow faintly with the color of their allignment.
Neutral Good-Green, Chaotic Good-Blue, Lawful Good-White, True Neutral-Brown, Neutral Evil-Orange, Chaotic Evil-Purple, Lawful Evil-Red
Magic wielded in “magic-strong’’areas is always boosted to maximum effects, but may (4 in 6 chance) be accompanied by “wild magic” side effects determined randomly, using the Wild Magic Table.

Dead Magic Areas
Any spell active when entering is immediatly negated with no saving throw.
The magic dead area near tree 44 and the south river entrance allows some item magic to work (magic rings), but prevents any spells or other magic items from working.
The magic dead area around Tree 6 renders all spells useless, but allows magic armor and wepons to function normally.
The magic dead area around Tree 46 allows only druid spells (and magic items created for/by Druids) to work.
The magic dead area that has no trees in it negates all magic of all kinds. No magic of any sort operates within that area. All perminant effects of spells cast on people cease to work.

Wild Magic Areas
These are spots where the Mythal's magical energies have gone badly awry. If a spell is cast or a magic item is used inside one of these unstable areas, roll a d20 and consult the table below to determine how the spell goes awry.
2-3 - Spell/Item has no effect whatever
4-5- Sparkles and the smell of flint are the only effect
6-12 Wild magic Effect
13-15 - Normal Effect
16-18 - Maximum Spell Effect
19-20- Minimum Spell Effect

For what wild effects occur, consult the Wild Magic Table.

Light Rabbits
To make sure it was safe waking in the city at night, the Mythal created a non-magical creature called the Light Rabbits. These were normal animals who grow fur that glows pale green like a light stick (it's the same chemical light as a firefly). It is not much light, but it illuminates an area of 5'. Their burrows can be seen all over the city. They are nocturnal and retreat to their burrows during the day. At night if they sense a human within 20' of their burrow, they will come out of their hole and follow the person(s) around until they enter a tree building. They are totally benign and as their light property is in their genes, they can enter magic dead areas with no change to their light ability.
In game terms, for each turn spent walking in the city during night time, 1d4 of the rabbits will appear.

Black Rabbits were created by Turaha Hoema'anth as a curse on the city during the time that the Mythal was brought down. They are like small, mobile Darkness spells. The have a perminante Darkness spell cast on them that spreads for 10' around them. They stay in their burrows during the day and come out during the day to plague those trying to walk around in the city.
These are not as many of the Black rabbits as there are light ones. For every 1/2 hour spent walking around during the day, one of these will appear.
As this effect is magical, the darkness will dissappear when they enter a magic dead area. They will immediatly run away from the magic dead area and their darkness will reappear after a minute (10 rounds).

Hometrees
These are trees that grew after the Mythal was created and were a major part of the Mythal. It was intended that they would replace normal buildings or the Yurt Bowers that are common in other areas of the High Forest. In normal magic areas they have the following properties:
Heat - They generate their own heat in what are "heat knots" that look like redwood burls. When water is poured on them, they generate heat in proportion to the amount of water they receive. They can be sufficient to heat the entire tree. In general, there is one in each "room". This is a magical effect and will not be present in magic dead areas.
Light - Light is provided by a fungus that grows only on the wood of these trees. If they are deprived of air, the begin radiating light equil to a light rock. Even cupping hands around one is enough to trigger this effect, but putting a globe of glass around them makes their glow bright. The growth of these fungus was initially magical, but once established the light effect was not magic so these still work even in magic dead areas.
Size - They grow to be really, really big. They are so big that 5 families could easily inhabit one and seldom meet each other. Each family would move into one of the gigantic branches and use a rope or wooden ladder to get in and out. They naturally grow "cysts" that turned into rooms when fully grow (as they all are now). Once they were fully grown, their magic was expended and they are now considered non-magical living things.

The Trees of Myth Andoufhaur
The elves of this city lived in the trees but not like monkees! They used their magical powers and the druids ability to warp wood and influence the growth of plants to created living spaces inside the trees themselves. In addition, magical effects were created to make the trees models of comfort. The elves lived in a symbiotic relationship with the trees. They used their waste to enrich the ground around the tress and carefully tended them to their mutual benefit.
There are 2 basic kinds of tress that were lived in. One was a variety of banyan that would spread over hundreds of feet. The other was a varitey of Redwood tree that was only 100' around but most of that was trunk with short thick branches thickly spread with aromatic needles.
Each extended family of elves lived in the same tree. They used the area under and around it as their turf and would erect temporary buildings like huts and tents during the warm parts of the year and move inside during the worst part of the winter. Of course all traces of the out buildings have long dissappeared. The trees have been growing on their own for some time now and are difficult to get into as the bark has grown over the windows and doors.
When the Mithal started to colapse, the people living in the trees were able to get out taking most of their belongings. However, they knew that the trees themselves were safe and a better place for their most valuable items. Most of them planned to find a safe place to harbor their family then return in force to rescue their goods. They were never able to return as the power of the Mythal and the magic nullification of the wall kept them out. Thus, many of the trees still contain great wealth.
Almost all the original tress still exist and grow to this day. Only a handful have died leaving withered husks or stumps behind. These dead trees are 1, 3, 20, 21, 34. These trees are marked on the map with grey. They are all in magic neutral areas. These trees are tinder dry and fragile. Climbing on them either outside or when inside the abandon home, there is a chance that the branch will break off and fall down. This makes their investigation dangerous. However trees 1, 20 and 34 contain treasure!
Note that many of the trees are partially in or out of the magic effect areas. The tree trunks determine if a tree is in or out of these areas. If only the foliage in in a magic area, the tree is outside. If the trunk is in or intersects a magic area, it is inside the effect. So trees 4 and 8 are outside the area and 13 and 17 are inside.

Tree details:
There are 47 of the tree homes in Myth Andofhaure. It is unlikely that any but a handfull will be investigated before the party is forced to confront the wizard who lives here. Thus it is pointless to map all the trees. Instead, a few trees will be detailed. I have specificed location for the trees, but the ref will be responsible for placing them wherever the party decides to look if they move away from the stream (which I assume they will follow as it will lead them near the Great Tree). Alternatly, the ref may decide to place them where he wants them and "herd" the party toward them with lures and encounters. Another approach to placing the trees below is for the ref to place them randomly. For each of the trees below, roll d% and devide by 2. If the number rolled refers to the wrong kind of tree (redwood instead of banyon for instance) pick the nearest tree that matches the type the roll indicated.
If the party enjoys searching the trees and all of them have been used, the ref can "cheat" by rotating the map 90deg counter-clockwise and swap in the room descriptions from a different tree! If you change the odd room descriptions a bit they'll never know.

Tree 44 - Banyan
The most likely place for the party to enter is the southern stream as it flows under the wall. This makes the most likely tree for them to search is the one closest to the southern stream which is tree 44. It is detailed below. If the party enters elsewhere, or skips that tree, feel free to reuse the maps and description as the ref desires.
Tree 43 - Redwood
Tree 27 - Banyan
Tree 38 - Banyan


Hetal Trees
These trees are short and never grow higher than 12' high. They are broad though spreading their branches about 20' out from the trunk (40' diameter). The branches spread about 5' above the ground making it fairly easy to walk under them and providing a lot of shade during the summer. The fruit is dark green veigned with light green like a watermellon and shaped like an hour glass.
These trees grow their fruit year round and produce 3 crops per year. Their growth is independant of the seasons and they all maintain their own schedule. So while one tree is growing, others are fruiting. This provides a constant if small source of food that is capable of sustaining life indeffinatly. There is almost no taste to them and they were commonly used in every meal with their cooking determined by the role they were to play in the meal. Their flesh is pale green and the consistancy of a firm banana. They taste like tofu if served raw. If they are grilled, they taste sweet. If they are boiled they taste like potatoes. If sauted, they take on the flavor of whatever they are cooked with.
These are magical trees and can't fruit inside a magic dead area. They grow there, but don't fruit.

BANYAN OCTOPUS TREE

Colossal Plant
Hit Dice: 14d8+70 (133 hp)
Initiative: +0
Speed: 10' (Transport Via Plant)
AC: 28 (–4 size, –4 Dex, +40 natural), touch 4, flatfooted 28
Base Attack/Grapple: +14/+32
Attack: Tentacle +20 melee
Full Attack: 8 tentacles +20 melee and 1 bite +14 melee
Damage: Tentacle 2d12+10/19–20, bite 3d20+5
Face/Reach: 150 ft./150 ft.
Special Attacks: Frightful presence, improved grab, spell-like abilities, swallow whole
Special Qualities: Acid immunity, plant traits, regeneration 15
Saves: Fort +14, Ref +0, Will +6
Abilities: Str 30, Dex 3, Con 20, Int 8, Wis 15, Cha 15
Skills: Listen +4, Spot +14, Swim +25
Feats: Alertness, Improved Critical (tentacle), Improved Initiative, Quicken Spell-Like Ability, Weapon Focus (tentacle)
Climate/Terrain: Myth Andoufhauer
Organization: Solitary or grove (2–12)
Challenge Rating: 15
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 36–42 HD (Colossal)
Banyan octopus trees grow only in one place; Myth Andoufhaur in the thickest part of the High Forest. The mythal that surrounds the area has become corrupted and in turn has corrupted some of the treeshouses the elves grew to live in. These are almost unidentifyable from a normal treehouse with the exception that their roots are far more exposed. The  roots spread out around its base like a thick mat. These roots are mobile and can slowly propel the tree. It's primary mode of movement is the Transport Via Plants spell that it uses as a normal move action (not a standard action). The tree’s branches are 150' long, covered with sharpened banyon leaves. Hidden in the base of the tree’s trunk just below the water is a large maw filled with teeth.
COMBAT Octopus trees gain a fair amount of nourishment from photosynthesis, but without flesh, a tree ceases to grow in size. They use their tentacles to pluck food  from the their surroundings.  Octopus trees usually occupy areas with heavy growth of the same kind of plant so they can use their Transport to best advantage. This is a spell-like abilities, so they avoid the magic dead areas and hesitate to go into the Wild magic areas.
Transport Via Plants
This is a magical ability that allows the tree to move almost a will through specific areas. This ability requires the presense of a specific type of plant to work. The plant is a form of thistle that produces a growth that looks like an artichoke, but twice the size. This plant grows commonly in Magic Strong areas, but does appear less frequently all over the city
Still, the plants are not ubiquotous and thus the trees movement is somewhat erratic. When using this ability, the colossal tree seems to be sucked into the transport plant. There is a Banyan Octopuss tree in the area around Tree 11 (The Great Tree) and another in the area surrounding Tree 41.
Movement in a Magic Strong area - Identify the spot where the tree wants to end up. Roll a d10 and a d8. The d10 indicates the distance in 10' that the tree moves. the d8 indicates the compas direction from the desired spot. So a roll of 3 on d10 and 4 on d8 indicates the tree has moved 30' due south of the desired spot.
Movement in a normal Magic area As above except distance is rolled on a d20+3.
Movement in a Wild magic area: It is a spell, so use the normal rules for spells going wrong.
Movement in a Magic Dead area: The tree is limited to it's 10' movement rate. They hate this and so they aviod magic dead areas altogether.
Frightful Presence (Ex): An octopus tree may use this spell like ability as one of their 8 attacks or as a standard action. When used, the creature opens it's awsome maw and causes an earthquake like sub-sonic roar. This inspires terror in all creatures within 30 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must succeed on a Will save (DC 19) or become shaken, a condition that lasts until the opponent is out of range. The range of this effect is 500'.  A successful save leaves that opponent immune to that octopus tree’s frightful presence for one day.
Improved Grab (Ex): If an octopus tree hits an opponent that is at least one size category smaller than itself with a tentacle attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +28). If it gets a hold, it can transfer the opponent to its maw with another successful grapple check, dealing automatic bite damage.
Alternatively, the octopus tree has the option to conduct the grapple normally, or simply use its tentacle to hold the opponent (–20 penalty on grapple check, but the octopus tree is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.
Spell-Like
Spell-like Abilities: Caster level 17th; save DC 15 + spell level.
At will—diminish plants, entangle, obscuring mist, plant growth, warp wood;
3/day—call lightning, turn wood, wall of thorns.
Swallow Whole (Ex): An octopus tree can swallow a single creature that is at least two size categories smaller than itself by making a successful grapple check (grapple bonus +28), provided it already has that opponent in its maw (see Improved Grab, above). Once inside the octopus tree, the opponent takes 2d6+9 points of bludgeoning damage and 2d4 points of acid damage per round from the plant’s internal cavity. A successful grapple check allows the swallowed creature to climb out of the internal cavity and return to the octopus tree’s maw, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing a total of at least 20 points of damage to the internal cavity (AC 22) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, rapid growth closes the hole; thus, another swallowed opponent must cut its own way out. An octopus tree’s cavity can hold 1 Large, 4 Medium-size, or 16 Small or smaller opponents.
Plant Traits (Ex): An octopus tree is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects. The creature also has low-light vision.
Regeneration (Ex): An octopus tree takes normal damage from fire and cold. Attack forms that don’t deal hit point damage ignore regeneration, and an octopus tree does not restore hit points lost from starvation, thirst, or suffocation.

Ruins

There are 2 spots where there are things other than trees that remain from the previous occupation.
Area 32 - The Standing Stones - Temple of Silvanus

Area 12 - The Amphitheater



Part 8 The Great Tree of Adofhaer
The Root of all Evil is in it's Roots - Tree number 11 has been taken over by Turaha. He likes it because it lies in a strong magic area and it has an underground chamber. This is NOT where he holed up over the centuries. That is in Tree 32. 32 is so badly twisted that it can't be entered any more. The Bark has grown over the door and the limbs are at such acute angles they can't be navigated by size medium creatures. It is currently inhabited by tiny creatures who enter and leave throught the windows.

Tree 11


BATTLEBRIAR
TOPIARY GUARDIAN

Part 9 Down in the Roots
Where is Turaha?



Turaha Hoema'anth Biography
He was a jerk. He was smart. He was powerful. He was creative. He was an egotist. He was responsible for some of the key magical means of creating the Mythal and considered that ability to be his. In his later years he found he could not re-create the level of magical discovery he could in his youth but publically maintained he was as powerful as ever. This conflict cost him is sanity and he developed a number of symptoms that he still retains. He began wanding the wilderness until he discovered he could use his charisma to easily influence his fellow elves. After attaining the 17th Level of Druid, he began to study wizardry.
Napolean Complex - He is very small even for an elf and has drastically overcompensated for this.
Egomaniacal - He thinks he is literally the greatest mage that ever lived.
Paranoid - He knows that people meeting him feel insignificant next to him and want to bring him down to their level.
Schitzoid - At times of great stress he retreats into a child like personality he calls "Bunny". Bunny is a whiney boy about 8 human years old.
He looks like a middle aged High Elf with blond hair, white eyebrows, a long, horsey face. He is maybe the most unattractive elf most folks have ever seen. He is 4'10" high and weighs 110lbs.

Turaha Hoema'anth is the name of the evil druadic wizard.



Part 10 Turaha Hoema'atnth in his Redoubt
The Boss Battle and Big Rewards
The Area around the tree and inside are swarming with plant guardians.
Octopus Trees, Ironmaws, Tendriculos, Vine Horrors, Greenvice Trees, Battle Briars, and Topiary Guardians are only some of the creatures surrounding and inhabiting his residenc in the Giant Tree. At all times (he never sleeps) he keeps an eye on his domain using raven familliars.




Villans Plan
The problem started last spring and may be presumed to have used the Time of Troubles to hide the sorcers activities for the critical time when he started it. During that time his forces occupied hundreds of square miles of forest and he plans to complete his takeover the next summer.


Place Index
Places
The High Forest
Eaerlann
Tall Trees
TREANTS OF TURLANG WOOD
Dire Wood:
Grandfather Tree
Grandfather A.FCW
Grandfather B.FCW
Lost Peaks:
The Star Mounts:
Unicorn Run:
Heartblood River
The Citadel of the Mists
Karse
Old Road


Habitations
Goldenfields
The Stronghold of the Nine
Hellgate Keep
0640 Hellgate Keep Surface Features.FCW - 10 Maps!
Olostin's Hold
Dungeons
House of Stone
The Hall of Four Ghosts
Crumbling Stair
Creatures
The High Forest Orcs
Treants
Half-Elven Renegades
Korred
Mongrel Men
Aarakocra

Encounters


The High Forest

Capital: None Population: 29,088 (elves 52%, gnolls 12%, centaurs 10%, orcs 10%, humans 6%, half-elves 4%, half-orcs 3%, halflings 1%) Government: Many competing forces Religions: Corelion Larethian, Eilistraee, Malar, Mielikki, Shiallia, Silvanus, Vhaeraun Imports: Adventurers, armor, food, weapons Exports: Ancient artifacts Alignment: All neutral and chaotic The High Forest is a holdover from the early days of the world, when elves, giants, and dragons ruled a continent covered in green.

The forest is home to all the woodlands races, including aarakocras, centaurs, drow (including Vhaeraun- and Eilistraee-worshiping surface- dwellers and Lolth-worshiping Underdark marauders), gnolls, gnomes, hybsils, moon elves, pixies, satyrs, treants, and wild elves.

The few humans who live or travel within the forest are usually druids, rangers, members of the Harpers, or adventurers used to surviving in environments in which they are not entirely welcome.

Druids say that the forest is under the protection of the deities Eldath and Mielikki. If true, that explains how the High Forest has survived the woodcutter's axe unscathed.

The forest is too large for any one group to rule completely. At present, the greatest powers The depths of the High Forest are dangerous,, mysterious, and somehow fey or strange -- holding not just the evils of dark magic and lurking eyes and strange weather, but "good" mysteries, too.

The deities of nature and wild things and growth seem awake and alive here. Their powers run strong, and druids are sometimes, "called" here by dream-visions to groves hidden deep in the gloom.

The mysteries grow deeper along the swath of old, moss-cloaked trees and sunny glades that runs southwest from the Star Mounts, along either bank of the Unicorn Run.

Bards and common folk alike believe that certain deities—from Lurue and Silvanus to Mielikki and Eldath—personally visit the river in animal guise. For this reason, wise travelers are loath to harm or offer rudeness to any creature, from slug or snail to stag or pheasant, that they meet "along the Run." Those who venture far upriver say the land becomes broken and fissured, the trees creating tunnels and near-caverns, but that the Run cuts through them in slow, wide loops and curves that have carved cliffs and gorges. These are the fabled Sisters, and those who've seen them swear they are the most beautiful place in all Faerun.

The river here descends from the Star Mounts and is fed by side-streams that pass through the Sisters in cascades and waterfalls.

The mists they shed, and the side-pools watered by the falling mists, make for lush cloaks of greenery on everything. On the cliffs and high plateaus around the falls dwell centaurs, leprechauns, pixies, naiads, nereids, and sylphs. Dryads dwell in trees on either side of the Run below the Sisters, and there's some evidence that they serve as sentinels, warning those upriver of the approach of intruders.

Those who draw near while marked in some invisible way by the favor of one or more of the nature deities are allowed to come unchallenged, and creatures of the Sisters don't hide from or avoid such Favored Ones. Seeing the moon rise over the Sisters and in its light spotting a unicorn atop a cliff is considered a mark of Mielikki's blessing of good fortune on the observer.

LIFE AND SOCIETY The nonhumans, druids, rangers, and adventurers of the High Forest live in a self-contained and self-sufficient world. Merchant caravans from Waterdeep or the Moonsea travel to Loudwater or Secomber or Everlund, human cities on the; edge of the great wood, but the forest itself needs nothing that the outside world has to offer.

The denizens of the High Forest live by hunting. Some cultivate herbs, mushrooms, and other plants that can be grown under the trees or in natural clearings. The various races hunt different animals and harvest different plants—slow nomadic shuffling of the various clans and tribes keeps the forest's resources from being exhausted in the same manner that crop rotation keeps farmers' lands healthy.

Many races and factions of opposed alignment and interests occupy the forest. Small-scale skirmishes between them are frequent.

Large-scale conflicts only occur when one side or the other cares enough to track its enemy through difficult terrain and expend valuable magic and lives pursuing battle. The different races have zones of influence within the forest, but few attempt to exert complete control over a given territory for long.

At the moment, the most combative groups active in the forest are the wood elves who seek to exterminate the orcs who flow in steadily from the Spine of the World and know no other way than violence, the treants who dominate the north tip of the forest, and the tieflings and half-fiend elves of House Dlardrageth who still lair in underground ruins near the Nether Mountains.

MAJOR GEOGRAPHICAL FEATURES The High Forest covers a span of nearly three hundred miles from east to west, and about the same distance from north to south.

High Forest Encounters

The High Forest is the wildest of all woods in the North. Trees are bigger here (some approaching gigantic stature) and wildlife is more numerous, and often of giant size. It is a fairy wood, home to bright creatures like brownies, pixies, sprites, nymphs, treants and unicorns, and dark creatures like kech, forlarren, stirges, perytons and mongrel men.

Men rarely roam the wood, though intrusions into the northeastern Tall Trees section will be watched and perhaps interdicted by the many druids who dwell there. Likewise, intruders into the Woods of Turlang in the northwest may be stopped by the treants who dwell therein.

As elsewhere in the north, hunting bands of orcs roam freely, as do parties of demon-folk from Hellgate Keep.
From "The North"
The High Forest
D eep, dark, and enigmatic, the High Forest is inarguably the greatest forest in Faerûn, since it has resisted the woodsman’s axe for untold centuries. The sylvan wood’s expanse covers more than 500 miles from its southern edge near Secomber to its northern reaches at the foothills of the Nether Mountains. In fact, the forest accounts for nearly 20% of the total land area of what is considered the Savage Frontier.
Many rumors and mysteries abound in regards to the High Forest and the secrets it holds within the shade of its trees. Folk talk of enclaves of druids, tribes of elves, and hordes of treants, dryads, and other sylvan races alike. Legends older than Waterdeep talk of ruined elven cities from the days of Netheril within the bowers of its trees and ancient mines within the lofty Star Mounts at the forest’s center. Truth be told, no one truly knows what lurks inside the tree line of the High Forest— few in recent memory have entered the forest and returned to tell tales of it. Those who dwell near its borders respect the forest, as it seems to emanate some suggestive force that keeps them from plundering its timber or other natural resources.
Whether the powers that preserve the High Forest are mortal or divine in nature, there is something about this forest that warns human civilization away. As a result, the High Forest remains a mystery to all those who do not dare enter it.

The Secrets of the Forest
The amount of knowledge people should have about the High Forest is left up to the DM’s discretion. Bear in mind, however, that much of the information on the forest should be carefully guarded. Tavern talk might easily consist of legends and halfheard rumors of a name or a creature, but little beyond that should be counted on unless experienced firsthand by the player characters. Of course, if the PCs consort with the likes of Khelben the Blackstaff or Alustriel of Silverymoon, they can discover a bit more—but only as much as the DM wishes to dole out. After all, secrets shared are hardly mysteries for long.
Forest Folk
Within its green depths, the High Forest plays home to nearly every sort of woodland creature known to Faerûn. Scattered tribes of centaurs, dryads, korred, treants, and sylvan elves make up the bulk of the woodlands population, but nearly anything indigenous to forested areas can potentially be found here. Also expected are a few isolated encampments of human druids and rangers, many of whom are allies (if not members) of the Harpers. All of these creatures have their own territories inside the forest and are mentioned below. If no specific location is noted for a creature, it can be found in any part of the forest.
Aarakocra:
This winged race once dwelt in great numbers among the central Star Mounts, but its five aeries on the upper slopes of the central mountains have been savaged by the attacks of Elaacrimalicros (“Elaar”) the green dragon. These aarakocra villages are now abandoned and their buildings are slowly deteriorating past the point of repair. The aarakocra are not extinct within the High Forest, but nearly so. Their only remaining village is located farther down the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Khle’cayre (“Last Aerie”) is home to a mere 47 aarakocra led by Wuorlah (NG P6), an old, enfeebled shaman.
Centaurs:
There is one large, clanlike tribe of High Forest centaurs that makes its home on the plateaus, cliffs, and isolated glades among the Sisters waterfalls at the headwaters of the Unicorn Run. The tribe was once one clan led by one leader, Motril Thewstrong, but his recent passing in 1366 has nearly split the tribe into two clans, each camp led by one of his twin sons. There is no strife between the two brothers, but each sees a different direction for Clan Hoofmight.
Motril the Younger is an aggressive, warlike leader like his father, while his brother Naryath is a more diplomatic, thoughtful guide for their people. The split came with the Mistmaster’s call to arms against Hellgate Keep; Motril led a full army of 75 centaur warriors against the fiends, while Naryath remained behind to protect their lands from trouble during the fighting. With Motril’s return from the battle, there are many centaurs wanting to maintain their aggressive status and expand their territory. For now, the brothers are at detente, but the situation remains tense and simply waits for a spark to reignite the problems. Naryath’s supporters include most of the tradesmen, craftsmen, and elder centaurs of the tribe, while Motril’s support comes from his warriors and hunters. Many young centaurs are starting to look for excuses to either go to war with some faction or simply break off into a new tribe and establish new pridelands elsewhere in the forest.
Dragons:
There are currently three green dragons living within the leaves of the High Forest.
Grimnoshtasdrano, known in some circles as the “Riddling Dragon,” makes his lair in the Endless Caverns along or under the Unicorn Run. His brief foray into Waterdeep on Shieldmeet in 1364 attracted a number of daredevils into the High Forest hunting him and seeking his death, but they only fed him and added to his treasure horde.
Elaacrimalicros is by far the eldest dragon of the High Forest, and this ancient green wyrm has a lair among the highest peaks of the Star Mounts. He sleeps for decades at a time, but he was recently awakened by something, and his hunger drove him to devour over 120 aarakocra in their  aeries a few miles from his lair before returning to slumber.
The third green dragon is a female named Chloracridara, newly arrived from the Far Forest. She currently cares for a clutch of two eggs in her lair and intends on remaining until these are hatched and her young are ready to leave. Her lair is located among the ruins of Mhiilamniir between the Lost Peaks and the Nameless Dungeon. She attacks anything within 200 yards of her lair to provide food for her young.
Drow:
There have been rumors for centuries that the forest conceals entrances to the Underdark—specifically to Menzoberranzan, one of the most powerful Deepearth cities. Such rumors hold true in a number of places, including locations near the Endless Caverns, the Lost Peaks, and the ruins of Karse. Only one of these access points has actually resulted in a drow settlement, though a few bold Harpers use these points to venture beneath the Realms.
There is an established tribe of approximately 100 Vhaerun-worshiping drow living at the western fringe of the High Forest just two days south of the River Dessarin’s headwaters near the Lost Peaks. The tribe is led by a drow merchant and wizard named Misstyre (NE em (drow) W5). The colony is woefully short of female drow members, and it has taken in a number of outcast female elves from other tribes (as well as some kidnapped sylvan elves) to foster children and further cement their presence here. They waylay the few travelers or woodsmen that venture within a day’s presence of their encampment and have to maintain a strong military defense against both random korred attacks and organized strikes by the sylvan elf tribes.
Another, smaller enclave of drow live within the High Forest, brought here by Qilué Veladorn’s daughter, Ysolde. She leads a sisterhood of drow maiden priestesses to Eilistraee a score strong. Their camp is also near the Dessarin, but it lies north of the Lost Peaks and remains less than a night’s travel from the trade route to Everlund (north of Noanar’s Hold, at the forest’s edge). Their presence here is temporary, and they plan on returning to the Promenade of Eilistraee down beneath Waterdeep when the full moon rises again and shines into a hollow tree from which they teleported to the surface.
Elves:
Of the sylvan elves of the High Forest, little is known. The Sy-Tel’Quessir within the woods are constantly moving bands of warriors and druids who earnestly protect the forest from all but the most peaceful of creatures vehemently. Numbering no more than 1,000 and no less than 200, the High Forest sylvan elves have aggressively exterminated three entire orc clans, a long-ago established drow slaving settlement, and all of the hill giants that once populated the Star Mounts and the Sisters.
The two main sylvan elf settlements within the forest are Nordahaeril, a small tree-city reminiscent of Tall Trees between the Sisters and the Stronghold of the Nine, and Rei River and beyond the boundaries of the Dire Wood. If there are additional elven settlements or elves within the High Forest, they might dwell among the ruins of the southeastern forest kingdom that was ancient in Athalantar’s day.
Half-elven Renegades: Eaerlann’s centuries-old fall still has repercussions among these woodlands. Half-elven brigands, primarily of moon-elf descent though numerous drow are also found, are all that remain of the once-proud elves of Eaerlann within the High Forest. Princess Tianna Skyflower (CE hef T12/M11/P5 [Karsus]) is one of the most noted of these renegades, and she and her band of raiders have made a regular practice of harassing trade and travelers along the southern edge of the forest. For unknown reasons, Tianna has moved her base and home from the Dire Wood to the forest’s edge by the Shining Falls.
Humans:
Of all the races populating the High Forest, humans are the rarest. A bold few wander the forest as rangers or servants of some power, and there are a small number of druids who have appointed themselves the guardians of Tall Trees, the last remnants of an ancient elven tree-city of Eaerlann.
They live within the city ruins themselves, located near the forest’s eastern edge. Among other noted humans who bravely make the forest their home are the Mistmaster and his allies,  Bran Skorlsun the Raven, and Jeryth Phaulkon, the Granddaughter of Silvanus and Mielikki’s Chosen.
Korred:
Korred and satyrs alike are found in great numbers among the forest glades south of the Lost Peaks. Numbers vary as per the population of these  dance-happy forest dwellers, though amounts approaching 2,500 would be appropriate for the size of their territory. These diminutive satyrlike creatures worship their god Tappan the Dancer in dancing glades as well as honor Shiallia, a female woodland demipower associated with Mielikki.
Mongrel Men:
These mixed breeds had become a force to be reckoned with in the central forest a decade ago when called into service by a charismatic man known as “The One.” Just as the One—or Radoc, as he was also known—disappeared without anyone’s knowledge, his mongrel men servants
and soldiers likewise faded without a trace over ten years ago.
At its height, the One’s mongrelmen numbered nearly 75 heads, but only a few are encountered in the High Forest today.
Orcs:
Numerous orc tribes once dwelled in the cool darkness of the southwestern forest, but many of their crude villages have recently fallen to organized attacks by the sylvan elves of the eastern woods. There were four major tribes that previously lived at the forest’s fringes, and only the Iceshield Orcs remain a force of any great size. The orcs of the Gory Tusk, the Grisly Sword, and the Helmcrusher tribes were all brought to extinction by years of calculated warfare and raids by the elves over the course of the past forty years.
The Iceshield Orcs remain isolated but alive within a fortified wooden palisade protecting their settlement of 300. The encampment lies a half-day’s ride into the High Forest, directly east of the Halls of the Hunting Axe.
Pegasi:
While their home terrain is mostly the foothills north of the High Forest, pegasi have a place within the woods thanks to the Mistmaster. He captures wild pegasi and breaks them for riders as well as maintains a stables within the Citadel of the Mists for pegasi. At any given time, pegasi can be found wandering within or flying over the northern forests around the Citadel.
Treants:
The High Forest remains the home to the largest collection of treants known in the Realms. They once dwelt in the northern parts of the forest near the city of Everlund, and those woods are still known as the Woods of Turlang, named after the eons-old treant ruler, Turlang the Thoughtful.
Unbeknownst to most folk, Turlang and over 100 of his treant subjects have been on the move for the past few years. The treants have spread their branches east and south within the High Forest, likewise animating trees from deep within the forest to spread the tree line of the High Forest.  Turlang is currently with a force of 60 treants in the Upvale, spreading small trees, roots, and overgrowth atop the ruins of Hellgate Keep. While the Upvale and the new “Hellgate Dell” have informally become the new “Home of the Wood Rulers,” Turlang keeps his wizened eyes trained on the forest as a whole, and thus he also has treants actively preventing any interference along the Delimbiyr and along the southern forest near Loudwater.
Unicorns:
Finally, the famed unicorns of the Unicorn Run are not mythical at all. While the main herd tends to remain scattered throughout the forest, quite a few unicorns are always present around the Sisters and all along the river that bears their name. There are at least 100 unicorns inside the High Forest, but no human traveler or group has ever seen more than a pair of unicorns at any time.

Locations
The High Forest has more than its normal share of lost cities, fabled sites, and rumored locations, because the land has remained relatively unspoiled over the centuries. The forest’s apparent invulnerability to woodcutters’ blades has kept many places secret long after other contemporary ruins about the Savage Frontier have since been plundered. Over the years, sections of the High Forest have gained alternative names, either for long-lost nations beneath the shade and the undergrowth or for the creatures and peoples that dwell therein. The noted section below mentions both current geographic locations and well-known sites within the High Forest, including lost ruins and ancient strongholds fallen into nonuse (or not!). With the exception of the Old Road and some small footpaths along the Unicorn Run, there are no paths through the forest obvious to even the most skilled of human adventurers or trackers. Elves can barely spot the ancient traces of elven paths or monster tracks, but it should simply be noted that no location away from the mentioned trails is easy to reach even for the most tried of rangers and woodsmen.

Goldenfields

(Small City, 7,988): Tolgar Anuvien of Waterdeep (NG male human Clr16/Dis3 of Chauntea) founded this city thirteen years ago as an abbey to his deity. Under his careful administration, Goldenfields has grown into a fortified farmland covering more than thirty square miles, making it by far the North's largest city in terms of area.

Unlike the great fields of Amn and Sembia that seek only profit, Goldenfields is an ongoing act of devotion to Chauntca. Waterdeep and other cities of the North depend on Goldenfields for grain and produce, Tolgar relies on adventurers and alliances with powerful wizards for defense against frequent barbarian raids, orc attacks, and worse.

House of Stone

House of Stone: On the east edge of the Ardeep Forest sits an immense square tower built at least a thousand years ago by dwarves and elves of Illefarn. The moon elves used to keep all outsiders away from the House of Stone, but when they left the tower became fair game.

The House of Stone contains hundreds of rooms, atriums, halls, temples, and towers locked together like the pieces of a maze. Some chambers have been shattered by long-ago battles or roof collapses, others rise and fall in shafts, and a few sport silent, hurrying armed phantoms of elves, dwarves, and humans. Not surprisingly, many rooms are now home to ghouls and shadows.

Legends speak of dwarven gold, gems, and an armory of weapons hidden here. Originally called Stoneturn, it was built to defend Stoneturn Well, still at its heart. The Stoneturn waters well up from a deep take of the Underdark known as Asmaeringlol ("Giantgout"), and many monsters come up into the House of Stone from the Underdark to feed on adventurers.

The Hall of Four Ghosts

This ruined dwarfhold draws its name from its sole standing building, the great hall of the lord’s palace. The hall is haunted by four ghosts, tragic lovers who caused each other’s deaths.

The citadel here was a lumbering town, harvesting mighty trees from the High Forest for dwarves throughout the North. The everpresent dwarven mine tunnels burrow deep beneath the High Forest. Giant trolls are known to lair here along with their normal relatives.

GAME INFORMATION: The Hall of Four Ghosts connects with a vast tunnel complex that extends for tens of miles beneath the western High Forest. This complex is mostly unexplored, but is known to connect with caves in the Dessarin and Unicorn Run river valleys.
Hall of Four Ghosts
Its name long lost to all but the most learned of historians, this ruined dwarfhold was once a logging town, where dwarves harvested mighty trees from the High Forest for the clans throughout the North. It now draws its title and reputation from its last remaining building, the decrepit great hall of the city’s former lord. The hall, abandoned for the past centuries since the fall of Ascalhorn, is still haunted by four ghosts.
This quartet of dwarven spirits shares a common link—they were all tragic lovers who caused each other’s deaths. While a number of dwarven adventurers have sought to free the ghosts from their torment, something holds them here against all attempts to turn them or bring them peace. Unlike many ghosts of the Realms, they also all seem oblivious to anyone or anything aside from each other. If there is any knowledge about the four ghosts’ identities and the reason for their post-mortem plight, it is so rare that no one speaks of it in the lands of the Savage Frontier.
Curiously enough, the ghosts of the Hall instantly converge around an entrance if a dwarf comes within 10 yards of it. They then appear to beckon and plead silently with the dwarf for something. No dwarf has entered these ruins or the tunnels in nearly a century, so this tale is long forgotten among the tavern tales. Tunnels burrow deep from the former dwarven town’s location to caverns and tunnel networks far beneath the western
High Forest. Their upper entrances are nearly all blocked by rocks, but it is possible to shift some rock and enter individually.
These tunnels eventually make some connections to the Underdark and have in the past been places for drow and illithid slavers to bring new slaves down to the Underearth.

Stump Bog (Black Dragon)
This vast, sprawling bog is named for the numerous rotting stumps that rise from the still, green waters like blackened teeth; the dead trees were cut by an enterprising woodcutter long ago. Frog-fishermen are the only humans who have entered in the years since. The bog’s algae-covered, muddy waters drain into this marsh from the River Dessarin just south of Goldenfields and are home to many unpleasant creatures.
The waters of the Stump Bog may hide many small treasures.
Countless corpses have been dumped in the Bog over the years of fighting in the North; many wounded victims met death in the bog by getting lost, falling into the sticky morass, and drowning. Today, the bog remains a favorite corpse disposal site for brigands, thieves, and those who find it more convenient for someone to disappear than to be found dead— more corpses of political enemies of Waterdhavian nobles can be found here than any other specific group of people.
There are many rumors of sunken treasure in its murky waters, but those who plunge into them would do well to remember that danger is never very far away. The bog is rife with will o’ wisps, mudmen, and various undead creatures after dark, though they don’t stray from the bog. They haven’t been discovered due to the bog’s size and one simple fact: No one goes there after dark.

Crumbling Stair

Crumbling Stair: This broken marble spiral staircase rises out of overgrown foundations on a ridge in the Sword Hills east of Waterdeep, between Ardeep Forest and Uluvin. It was once the mansion of Taeros, home to the sorcerer Ybrithe, who founded a wizards' school for young women here. Their fading spells hold aloft the fragmentary stair (which apparently leads up to nothing), where a will-o'-wisp lurks. The staircase is also haunted by a murderous ghost: a floating, glowing sword, helm, or human form.

Its other end descends into extensive underways, haunted by such apparitions as a disembodied human hand cupping a glowing selection of (sometimes whirling) gems; a dark, shadowy, and swift-gliding cowled human figure that points, beckons, or waves a sword; and a wild-eyed, finely gowned lady elf in chains, who screams soundlessly and gestures imploringly to be rescued. Their origins and purposes are unknown, but some of them lure intruders into deadly traps. The cellars are prone to ceiling collapses, and may harbor beholders.

Eaerlann

This elven realm once controlled the eastern High Forest (see chapter 8). When the elves chose to leave the North and travel to Evermeet, their works quickly disappeared, leaving only places like the Old Road and a ruined port in the High Forest to mark the passing of Eaerlann, while a mysterious ruin called the Crumbling Stair may be the last remnant of fabled Illefarn.

This elven kingdom’s name is lost to all but a few in the North. Once it encompassed the eastern forest from Turnstone Pass in the north to the Shining Falls in the south, controlling the upper valley of the River Shining. Long ago, the elven folk of Eaerlann sailed over the sea to Evermeet. Today, only a crumbling old road and a ruined port mark that any civilization existed here at all. Other ruins, remnants of cities and lost treasures are yet to be found. The forest’s Tall Trees region may yet hold remnants of Eaerlann, but the druids there repel both the forces of Hellgate Keep and adventurers. Some of the folk of Eaerlann joined with the dwarves and men from the west to form the ill-fated Fallen Kingdom along the Sword Coast.

Eaerlann is yet one more of the lost civilizations of the North that fell before time and the blades of orcs and tanar’ri alike. Situated along the western banks of the upper Delimbiyr, elves of old built a realm comparable to Myth Drannor in the eastern High Forest called Eaerlann. Its works were rare but wondrous, and only hints of the achingly beautiful songs written there remain alive today (Many bards say that to find a true song of Eaerlann is worth more than your weight in purest mithral!).
Eaerlann and its holdings were abandoned when their fair city of Ascalhorn fell to tanar’ri hordes, becoming fell Hellgate Keep. Many, if not all, of the elves joined the migration to the west to Evermeet. Still, the works and some of the sites of Eaerlann remain evident today, but only to those who know where to look. Tall Trees, the Nameless Dungeon, and the Old Road are the most noted of the ruins of Eaerlann, but others exist. The Stronghold of the Nine, long held to be a former dwarven hold, was an outpost, smithy, and armory created by dwarven allies of Eaerlann, abandoned only scant centuries after the elves left as well.
Mhiilamniir is one of the best-kept secrets of the High Forest, and it is one of the most complete remnants of Eaerlann’s civilization outside of Tall Trees. One and a half day’s travel heading west-northwest from the western end of the Old Road (or three day’s travel east from the Lost Peaks) places travelers among the long-overgrown ruins of the lost temple city of Eaerlann. Various artifacts, personal treasure holds, and sundry carvings and statues dot the eastern expanse of the High Forest, constantly reminding inhabitants of what trod this land before them.

Tall Trees

DRUIDS OF TALL TREES

Leader: Uthgang Jyarl—Great Druid of the North (14th level druid) Base of Operations: Tall Trees in the High Forest.

Goal: Protect the ancient elven wood of the Tall Trees from harm.

Allies: The Harpers, and the treants of Turlang Wood.

Chief Foe: Hellgate Keep.
Druids: These followers of Mielikki have a stronghold in the eastern reaches of The High Forest, an area known as the Tall Trees. Another holy grove exists in Silverymoon, where the druids maintain a shrine and sacred college. Although the North is heavily forested, there are no other known druid holy areas. Though druids are rare, they are respected by civilized and barbarian folk alike.

The druids of the Tall Trees are quite secretive and allow few other than druids (and vouched-for companions) into this part of the wood. The Great Druid is the leader here, but former Grand Druid (now an 18th level Hierophant Adept) Sinklayr Greenstroke resides here, as does the mysterious Gildenfire (a gold dragon in human guise).
Tall Trees
The Tall Trees, a small northeastern section of the forest, is
thus called because it probably has the oldest trees in the forest.
They tower over the rest of the forest like hill giants to
human youth, and their trunks are the width of most northern
villages.
The tree homes of Tall Trees are home to nearly two dozen
druids who inhabit only a handful of the more than 30 tree
homes present. They care for the trees like a farmer watches
over his fields, carefully tending to the health of the trees and
removing excess animals from their branches.
The leader of the community, Uthgang Jyarl (TN hm D14
[Mielikki]), has been worrying over two of the oldest oaks located
in the center of Tall Trees. Apparently, these two trees
are dying, and he’s planning to transform himself a replacement
for one of them upon his death, though no one’s sure
how he can accomplish this feat.
Tall Trees has proven itself immune to fire on many occasions,
ignoring the effects of both fireball and similar spells.
Likewise, it has withstood a few concentrated orc attacks, as
the druids have both the advantage of high ground and spellcasting
when dealing with the troublesome orcs (who have become
much less dangerous since the sylvan elves’ campaign
against them).

TREANTS OF TURLANG WOOD

Leader: Turlang the Thoughtful Base of Operations: Woods of Turlang (High Forest) Goal: Protect the High Forest from harm, cultivate and expand forests in the North.

Allies: The druids of the Tall Trees Chief Foes: Orcs and trolls.

SHIALLIA (SHE-al-YUH) Sister Goddess, Dancer in the Glades, Daughter of the High Forest Goddess of Glades and woodland fertility NG Demipower Twin Paradises Symbol: A golden acorn NOTES: Shiallia appears as a voluptuously beautiful female korred whose long blond hair is festooned with garlands of oak leaves and golden acorns.

She said to be a sister or daughter to the Tree Ghost (collective forest spirit) of the High Forest and is an ally of Silvanus and Mielikki, served by clerics not druids. She is patron and caretaker of pregnant forest creatures, a planter of trees and a nurturer of seedlings. She rejoices in life and shields against death.

She has been known to bestow acorns of desire on favored worshippers, which grant them the powers of a limited or full wish. Her worship is limited to the proximity of the High Forest.

The High Forest Orcs

These orcs dwell in tunnels and small villages about two days’ journey into the wood. They are arch-foes of rangers and are suspected to possess for- estry skills. They worship a demipower called the Wild Hunter, a lawful evil variant of the Master of the Hunt (as described in the Celtic Mythos section of the Legends and Lore cyclopedia).

Orc tribes in the High Forest include the Tanglethorn, Sharpspike, Bloody Eye, and Horned Lord tribes.

Due to their woodland habitat, orcs of the High Forest have the non-magical abilities of rangers (but gain no pluses in battle against goblin class creatures). Wild Hunter shamans actually grow stag antlers from their heads and may substitute druidical spells for clerical spells.

The Skortchclaw Orc tribe, under King Ugra Ngarl, is forcing goblin slaves to mine mithril beneath Fortress Eyegad. The mithril is apparently being sold in great quantity to someone in the High Forest.

Dire Wood:

A ring of completely albino oak trees surrounds these mysterious hills in the eastern High Forest, Inside the outer ring of pale oaks stands a thicker ring of blackened and petrified trees.

Within the rings, normal trees and heavy undergrowth are mixed with petrified trees, all sprouting from reddish soil.

Those who pace around the outside of the Dire Wood find that it measures only four miles in circumference. Those who enter the Wood find that it expands as they travel deeper inside the rings, seemingly going on for miles of broken hills. The only break in the wild terrain occurs at the very center, where the remains of the ancient deity Karsus endure as a single red stone butte at the base of a high cliff.

A circle of magical chaos emanates from the butte, contained within the ring of sentinel trees. Aberrations that have been eradicated throughout the rest of Faerun seem to find refuge in the Dire Wood, haunting its tortured terrain but incapable of passing beyond the outer ring.

"Wizard weather," the Dire Wood's major supernatural effect, occasionally roars out of the Wood and into the rest of the forest, blasting the forest and its inhabitants with weird magical phenomena ranging from red snow that smells like blood to rains of fireballs.

Tianna Skyflower High Forest (Dire Wood) 8th level thief/magic-user CE, Malar Elf female, IN 15, DEX 18, CN 16 Tianna is of mixed elven, drow and human bloodlines. She is duskyskinned and dark-haired with the crown a blaze of purest white through the crown. She is able to disguise her distinctive appearance by using a magical item called the ring of five visages, which produces an illusion of another appearance. Her followers are dusky half-drows, drow-human half breeds.

A ring of completely albino oak trees surrounds these mysterious hills in the eastern High Forest, Inside the outer ring of pale oaks stands a thicker ring of blackened and petrified trees.

Within the rings, normal trees and heavy undergrowth are mixed with petrified trees, all sprouting from reddish soil.

Those who pace around the outside of the Dire Wood find that it measures only four miles in circumference. Those who enter the Wood find that it expands as they travel deeper inside the rings, seemingly going on for miles of broken hills. The only break in the wild terrain occurs at the very center, where the remains of the ancient deity Karsus endure as a single red stone butte at the base of a high cliff.

A circle of magical chaos emanates from the butte, contained within the ring of sentinel trees. Aberrations that have been eradicated throughout the rest of Faerun seem to find refuge in the Dire Wood, haunting its tortured terrain but incapable of passing beyond the outer ring.

"Wizard weather," the Dire Wood's major supernatural effect, occasionally roars out of the Wood and into the rest of the forest, blasting the forest and its inhabitants with weird magical phenomena ranging from red snow that smells like blood to rains of fireballs

The Dire Wood Deep within the eastern wood, somewhere along the Heartblood river lies the Dire Wood, a small grove of unkillable, black trees, apparently no greater than a mile across.

Also known as the Enchanted Wood, this intensely magical area may actually be an access point to an alternate Prime Material Plane. Whatever the truth may be, the Dire Wood is much larger inside than out. The intense arcane effect of the wood has created a strange land of magic and mystery. Weather here bears no resemblance to the outer world and is itself highly magical. Creatures long extinct elsewhere are found here in abundance (but die upon leaving).

Magical sites appear at random, then disappear without a trace.

Somewhere within the Dire Wood are the lost ruins of Karse, an outpost of the latter days of the ancient Netheril.

GAME INFORMATION: As of this writing, the Dire Wood is 150 miles across (its inside dimension). Each year it broadens by about 80 feet as another ring of black trees surrounds the forest.

The terrain over which the forest grows is hilly and entirely forested.

There are no mountains within the Wood, only a single towering red stone butte, and few normal creatures—even the usual forest animals are gigantic or otherwise magically modified.

Tianna Skyflower, Jhingleshod, “The Iron Axeman,” and Wulgreth (see pp.56-64) call the Dire Wood home.
 Dire Woods
This strange, hilly land within the eastern High Forest is
named the Dire Woods because of a legendary massacre of humans
that caused the soil to redden. This epic predates even
the hoary tales of Netheril, though folk today have other reasons
to label this place as dire. Once a frenzied and ever-expanding
area of unexplained magic, the chaos has stabilized
and remained stable since the Time of Troubles.
During its expansions, the Dire Wood’s boundaries were
marked by black, petrified trees; now, its outer boundaries are
delineated by the same black trees surrounded by an outer ring
of albino oaks—ancient oak trees bleached white in bark,
wood, and leaves by some bizarre magic. While its outer ring
can be paced out to measure a four-mile circumference of ivory
trees, its interior dimensions are far more expansive and appear
to measure 100-150 miles within the perimeter.
Whether inside or out, the terrain of the Dire Wood consists
of uneven hills and undergrowth. The terrain changes
only once, with a single, towering, red stone butte jutting out
from the forest floor; this simply marks the location of the
now-abandoned ruins of Karse, a former outpost dating from
the latter days of ancient Netheril.
Weather here bears no resemblance to the outer world and
is highly magical (see Deeper Secrets below for wizard
weather). Creatures long extinct elsewhere are found here in
abundance, though they die if forced out beyond the Dire
Woods’ boundaries. Wild magic sites are almost commonplace
herein, appearing at random then disappearing without a
trace. A few druids report the natural existence of deepspawn
within one part of the Dire Wood, and rangers have documented
proof of giant forest animals emerging from the wood
and remaining altered. One particular displacer beast was
doubled in size and its tentacles were felling small trees before
the creature was brought low

Grandfather Tree:

The Uthgardt barbarians, druids, wood elves, and other nonevil denizens of the High Forest hold this stupendous oak tree sacred. Members of the Tree Ghost Uthgardt tribe guard the tree, though the Grandfather is defended by its own powerful magic. An effect similar to a permanent consecrate spell encompasses the two-square-mile area within the shadow of Grandfather Tree's branches. Worshipers of Mielikki, Silvanus, Lurue, and other nature deities are affected as if by a bless spell when in Grandfather Tree's shadow.

This is the other of the two abandoned ancestor mounds, a gnarled oak tree of gigantic proportions towering above the surrounding trees of the High Forest.

Its location is not marked for it is not known. The giant oak on the altar mound is the altar itself. The shamans would climb up steps carved in the gnarled bark to perform their rituals.

The menhirs on the inner cairn ring are lesser oak trees. There is little evidence of the works of man here and a few rotted logs are all that remain of the tribal totem poles. In summer, the foliage of the great oak shadows the entire ancestor mound. Those brave enough to climb the tree to its uppermost branches can see almost the length and breadth of the High Forest.

Long ago, the mound’s champion spirits drove the Blue Bear tribe away for unknown reasons. The tribal sha- man carried away a cutting from this tree to become the now-ancient oak at the Stone Stand ancestor mound. When the arrival of Tanta Hagara and her corrupting influence caused the Tree Ghosts to splinter away from the Blue Bears, both tribes set upon a single goal... find Grandfather Tree.

Grandfather Tree An oak tree of titanic proportions, that towers above the rest of the forest but whose location is not known, other than “Somewhere in the northern High Forest.” It is sacred ground to the Uthgardt barbarians, but its existence predates the human presence in the North (see p. 54).

Grandfather in Green Looking dreadfully out of place in the city, a gnarled old man in green, barbaric clothes makes a nightly appearance at a local tavern. He approaches each group of likely heroes and tells them a strange story.

“Beneath Grandfather Tree in the High Forest lies an ancient shrine with doors that lay open onto evil worlds.

Close those doors for me and the ancient treasures that surround them are yours to keep.” Although the old man will not say so, he is the Tree Ghost of a small section of the High Forest, a guardian spirit worshipped by the Tree Ghost tribe of the Uthgardt barbarians. If the PCs accept his quest, he gives them a wish-boneshaped branch from the ancient tree. If used like a divining rod, this branch always points directly towards Grandfather Tree.

The Grandfather Tree map on page 64 shows the general layout of the giant ant tunnels, the location of the Hall of Mists (temple), and an enlarged view of the temple shrine itself. The entrance to the warren is up in the crotch of the tree trunk. The gates from the shrine lead to the Abyss and the Negative Material Plane. The lizard-like golems will leave the Hall of Mists stalk foes throughout the temple, but not in the ant tunnels. The giant ants here have been magically warped (see Grandfather Tree description in chapter 9). The treasure of the shrine includes much gold and platinum in the form of statuary, religious ornaments and decoration (no coins) and several odd magical items of a clerical nature (the DM may wish to use standard magical items from the DMG, but give them a unique, possibly confusing form: such as a staff of curing in the form of a hideous reptilian statue or a book of vile darkness in the form of a crystal ball which projects its contents into the mind of the reader).

This is one place to put a few pages of the Nether Scrolls. At least one item should be sacred to the Tree Ghost tribe. They will unerringly seek out the PCs and ask for the item back. Another item (possibly the crystal ball book) is craved by Tanta Hagara, who will stop at nothing to get her hands on it. If she does, she takes it directly to Hellgate Keep and Grintharke. Whatever deities the PCs may worship (good or evil) will charge the PCs to recover and or destroy the item (the deities will not make personal appearances, only

The Uthgardt barbarians, druids, wood elves, and other nonevil denizens of the High Forest hold this stupendous oak tree sacred. Members of the Tree Ghost Uthgardt tribe guard the tree, though the Grandfather is defended by its own powerful magic. An effect similar to a permanent consecrate spell encompasses the two-square-mile area within the shadow of Grandfather Tree's branches. Worshipers of Mielikki, Silvanus, Lurue, and other nature deities are affected as if by a bless spell when in Grandfather Tree's shadow.
Grandfather Tree
Somewhere within the heart of the High Forest, a gnarled oak
tree of monstrous proportions towers above the surrounding
trees. This is the much-fabled ancestor mound called Grandfather
Tree, and it is considered holy ground to a number of
Northern barbarian tribes as well as most of the natives of the
forest. Four lesser oak trees, dwarfed by the spread of Grandfather
Tree’s branches, mark the quarters around its base and
act as monolithic boundary marks for the inner cairn and ancestor
mound. Only a few rotted stumps and fallen logs remain
of any man- or elf-made works here, former tribal totem poles
of the Blue Bear tribe.
Long ago, the mound’s champion spirits drove the Blue
Bear tribe away for reasons known only to the gods and the
spirits themselves. The tribal shaman brought a cutting from
Grandfather Tree and planted the now-ancient oak at the
Stone Stand ancestor mound to serve as the tribe’s new ancestor
mound. When the tribe split between the Blue Bears and
the Tree Ghosts with the advent of Tanta Hagara’s corruption,
both tribes began single-minded quests to find the long-lost
Grandfather Tree, hoping to restore the tribe’s might with a return
to its roots. After long centuries apart, the Tree Ghost
tribe finally rediscovered the Grandfather Tree and have built
a settlement within the forest near it.
The colossal oak tree and its guardian spirits project what is
akin to a natural ward. It negates any detection or location
magics trained on anyone within 100 yards of its branches, just
as the tree itself is immune to location magics and scrying. It
also prevents anyone from teleporting or gating within a mile of
its central trunk; said magics can be used to move away from
Grandfather Tree, but any attempts to teleport or magically
move closer to the tree are negated. Allies of the Tree Ghost
tribe, and especially worshipers of Mielikki, Silvanus, Eldath,
or Rillifane Rallathil, heal at twice the normal amount (via
spells or natural healing) when under the spread of Grandfather
Tree’s branches.
Finally, the wards surrounding Grandfather Tree allow
those of neutral and good morals to approach it; those of evil
morals must make morale checks (or saving throws versus paralyzation,
as applicable) every hour to approach within a mile
of Grandfather Tree. Those who fail experience bad omens
that cause them to decide on another path that leads them
away from Grandfather Tree.
Beneath the tree and the mound, the Hall of Mists is
guarded by giant ants with regenerative and phasing abilities.
The hall is rumored to contain gates and portals to other
planes, looking like far more ancient temples than any others
in the High Forest, including the ancient ruined temples of
Mhiilamniir. Grandfather Tree’s natural wards prevent anything
from breaching these gates from their opposite sides, but
those who brave the depths might find they lead to various locations
among the Outer Planes.

Lost Peaks:

These two small mountains at the northwest corner of the forest are home to centaurs, satyrs, and other fey. The Fountains of Memory located on the high plateaus reflect views of the past instead of their normal surroundings. As far as anyone can tell, beings who enter the pools in an attempt to return to those past times instead teleport to random destinations.

The Lost Peaks These two small mountains in the northwestern wood are the source of the River Dessarin. Here, so legend says can be found the Fountains of Memory, magical pools which one can use to peer into Faerun’s past. The waters allow instantaneous travel to travel to places viewed (though whether the times viewed can be reached is not clear).

However, legend also says the Fountains are located within a glade sacred to Tappan, god of the korred who dwell here in quite large numbers.
Lost Peaks
These two small mountains in the northwestern wood are the
source of the River Dessarin, as well as home to Korred and
satyrs on the lower slopes and in the woods. Rumors and legends
place the Fountains of Memory here, on high plateaus
and in small caves near the zenith of one of the Lost Peaks.
The Fountains are magical pools that reflect views of
Faerûn’s past, whether it is the recent past, long-past history, or
a personal past of the viewer. The waters also allegedly form
gates that allow instantaneous travel to the places viewed,
however it is unclear whether the exact time periods viewed
can be reached rather than just the place. Some legends link
the Fountains to the powers of Tappan, the dancing god of the
korred, but his magical Fountains are said to be in a peaceful
glade rather than a mountain plateau or cave.
Within the slopes of the easternmost Lost Peak, a longdead
dwarven hold lies undisturbed as it has for 12 centuries.
Should anyone discover its entrance, they discover a dwarven
mining facility still filled with the forms of dwarves. Mysteriously,
the entire place is dead as are its inhabitants, but some
fell magics hold every dwarf upright and in place performing
the action the corpse was doing when it died. Whatever destroyed
this place killed everyone unawares and instantly, as
most of the skeletal dwarves work at mining or smelting at
dusty, long-dead forges or pounding out metal for weapons. It is
truly eerie to walk through the halls, finding dwarven skeletal
forms still hard at work long after death.

The Star Mounts:

These soaring mountains at the heart of the High Forest have been landmarks and mysterious places of legend to humans of the North for centuries. They rise high above the trees, their heights usually cloaked in clouds, and minstrels and woodsfolk have been spinning wild tales about the mountains for as long as humans have stared at their distant slopes and wondered who—or what—lairs there.

The Star Mounts were named for stars in the northern heavens' by the elves of fallen Eaerlann. The names Y'tellarien, or "Far Peak" to humans; Y'landrothiel, or "Mount Journey"; and N'landorshien, or "Shadowpeak," survive today, accompanied by later human names for the other outer peaks: Bard's Hill, Hunterhorn, and Mount Vision. These names hint at some lost and forgotten elven understanding of the peaks.

The thickly forested lands north of the Star Mounts are flat and smooth, whereas the lands to the south are gnarled, broken by ridges and gullies. The Unicorn Run and the Hartblood River both spring from these peaks, and high valleys hide in the heart of the Star Mounts. The fierce winds prevent all creatures less powerful than dragons from flying to the peaks, except that aarakocras seem to do so with ease.
Aarakocra The aarakocra, the bird men of the Star Mounts, are the extremely secretive descendants of one of the ancient creator races. Were it not for an occasional sighting made of manlike forms flying above the High Forest, mankind would be totally unaware of their presence here. They dwell in six small villages on the upper slopes of the central mountains.

In recent years, the ancient green wyrm Elaacrimalicros awakened in his lair among the highest Star Mounts and devoured most of the aarakocras. He also delights in raking intruding adventurers off mountainsides, protecting his privacy as if great treasure lies at the heart of the Star Mounts.

It well may. Elven adventurers report that huge crystals (some the size of human cottages) sprout on the Star Mount slopes. These could be dwellings or fortresses, though none look inhabited. All of these crystals create webworks of reflected light when moonlight strikes them. When the moon is full, a certain small central peak (hidden from observers outside the Star Mounts) is covered by patterns of light. These full-moon radiances are said to either open a portal to another plane, or to have the power to resurrect any creature laid within the spire-shaped ring of standing stones at the top of this hidden peak.

Radoc (The One, Doc of New Empyrea) Star Mounts, High Forest 20/25th level cleric/magic-user LE, Tangg (an other-planar power) Human male IN 18, WIS 18, CHA 17 Doc, also known as “The One,” has been exiled here from another Prime Plane. He now calls himself Radoc, and dwells in the Star Mounts in the depths of the High Forest. He is purchasing mithril from the orcs in the Spine of the World. His goal is to return to New Empyrea as its master. He bears a glowing mark (placed by the titan Sylla) that can be seen, regardless of any magic, disguise or makeup used to cover it. He possesses bracers of defense AC2, a cloak of protection +5, a ring of protection +2, a ring of fire resistance, and a double-duty mace +4/wand of lightning bolts (10 charges). For further details see module I12, The Egg of the Phoenix.

The Star Mounts Located in the heart of the High Forest, this steep-sloped cluster of mountains ascends higher than even the tallest peaks in the Spine of the World. It is possible to see the snowcapped mountain tops, and the slopes which sparkle like cut diamonds, from as far away as the Stone Bridge, or the mountains north of Loudwater.

The elves of Eaerlann first named the mountains, giving them the same names as stars in the northern heavens.

Most of the original names are forgotten, only their rough translations survive: Bard’s Hill, Mount Vision, and Hunterhorn. Yet, a few are remembered: Y’tellarien (The Far Star), called Far Peak, Y’landrothiel (Traveler’s Star), called Mount Journey, and N’landroshien (Darkness in Light), called Shadowpeak.

The forest south of the mountains hides a gnarled surface that might be called a badland were it not so densely thicketed. To the north, the land is unusually smooth, as if leveled with a woodworker’s plane.

The mountains are also known to be rich in metals, including remarkably pure iron and nickel. But since the end of Eaerlann, no one mines there.

unapproachable curiosity. The ancient elven names hint at some unfathomable mystery (though most suspect the elves know the truth of it). As far as anyone knows, no flying thing less powerful than a dragon can land there due to constant and usually fierce winds.

GAME INFORMATION: The mountains cannot be approached by flying, other than upon an ancient or larger dragon. Strong gusts of wind (possibly huge air elementals?) will dash weaker beings against the cliffs. Still, aarakocra, the bird-like winged race, seem to have no difficulty in flying to and from the mountains.

Huge crystals dot the surface of the mountains, many as large as small houses. There are several uncharted ruins in the mountains with walls made of fractured crystal shards.
Star Mounts
Near the center of the High Forest, the majestic Star Mounts
rise far above the forest canopy, usually shrouded in clouds or
mist, making the view of the peaks impossible but for a few
days out of the year. Two rivers, the Unicorn Run and Heartblood
River, claim headwaters from these mountains.
The elves of Eaerlann first named the mountains, giving
them the same names as stars in the northern heavens. Most of
the original names are forgotten, only their rough translations
survive: Bard’s Hill, Mount Vision, and Hunterhorn. Yet, a few
are remembered: Y’tellarien (the Far Star), called Far Peak;
Y’landrothiel (Traveler’s Star), called Mount Journey; and
N’landroshien (Darkness in Light), called Shadowpeak.
The forest south of the mountains hides a gnarled surface
that might be called a badland were it not so densely thicketed.
To the north, the land is unusually smooth, as if leveled
with a woodworker’s plane. The mountains are also known to
be rich in metals, including remarkably pure iron and nickel.
But since the end of Eaerlann, no one mines there.
The Star Mounts are an unapproachable curiosity. The ancient
elven names hint at some unfathomable mystery, though
most suspect the elves know the truth of it. As far as anyone
knows, no flying creature less powerful than a dragon can land
there due to constant and usually fierce winds. Strangely
enough, aarakocra, the bird-like winged race, seem to have no
difficulty in flying to and from the mountains (though few dare
do so now since they became a delicacy to a nearby green
dragon).
Huge crystals dot the surface of the mountains, many as
large as small houses. There are several uncharted ruins in the
mountains with walls made of fractured crystal shards. When
moonlight strikes the crystals, it creates webworks of reflected
light across the surface of the mountain. On a small internal
peak at the heart of the Star Mounts during the full moon, the
crystals cover this peak with patterns of light. This is rumored
to either generate a gate to another plane, or the light has the
ability to resurrect anyone laid within the cairn of standing
stones at its top.

Unicorn Run:

Flowing down from the Star Mounts in the High Forest to the valley of the River Delimbiyr, the Unicorn Run is known for its hundreds of waterfalls, its Whitewater rapids, the fey communities that migrate along its banks, and occasional sightings of the creatures that gave the river its name.

IMPORTANT SITES Humans unacquainted with the High Forest could easily wander for weeks in its shaded ways, perishing of starvation or thirst before they find any particular site within its borders.

At least one village is located at the headwaters of The Unicorn Run.

Each village has a shaman (6th level cleric) with access to the spells listed for tribal spellcasters in the DMG and the spells cloudburst and speak with dead.

The Unicorn Run This cool, gently-flowing river has its source in the Star Mounts, at the very heart of the High Forest where very few civilized beings have ever been all through the ages (save the elves who do not talk). It tumbles roughly through t h e r o u g h , d e n s e l y f o r e s t e d canyonlands south of the mountains, then slowly meanders southward through the hilly forest to join the Delimbiyr at Secomber. Though few chose to do it, the Run is navigable as far as the first of the “sisters,” the waterfalls which block further upriver travel.

For such a large river, the Unicorn Run is remarkably clear.

The Stronghold of the Nine (see below), lies partway up the run, located on a hill above the valley. Unicorns are known to travel the river’s banks (hence its name), possibly traveling to the crystalline slopes of the Star Mounts. A famous halfling advrenturer, Gaultham Longtoes, is known to have said, after visiting the Run, “I have seen the unicorns, and can die content.” Legends about the Run are many.

One holds that an elven king buried the treasure of his court somewhere along the run while flee orcs and hobgoblins— but was soon slain with all his folk. Another holds that the god Mielikki wanders the wood here (though the Harpers claim this “legend” to be plain truth and often make dangerous pilgrimages upriver). The storyweavers of Secomber claim that if you travel the river to its end, you will find the home of the gods, that the river does not originate in this world, but in another. Other folk claim that water from The Unicorn Run remains eternally pure, that it can never be fouled or poisoned.

“Having been far enough upriver on the Run to see the first ‘sister,’ as it poured like living mist from the verdant canyon forest high above, I know why bards who see this river sing of it for the rest of their lives. It is certainly one of the most beautiful regions of all Faerun.”—Amelior Realms, Ruins & Strongholds Within the forest, there are few markers of civilization, past or present.
Unicorn Run
This clear, pristine river begins at the very heart of the High
Forest, right at the base of the Star Mounts. It’s known for its
purity, excellent fishing, and slow-moving current, as well as
the fact that it’s a gathering place for unicorns. Although the
water does not detect as magical, something draws unicorns to
its banks.

The Stronghold of the Nine

This cavern complex is a former dwarfhold rebuilt by the Nine, a famous adventuring band led by the female archmage Laeral. This group, now mostly retired, makes its home in the seclusion of the High Forest, as far up The Unicorn Run as men dare go.

The Stronghold is known to have strange and powerful magical guardians (including nagas and golems) not to mention their retainers, followers and several mercenary bands. The Nine are known to have gathered much treasure over the years—much of it is undoubtedly in the Stronghold.

GAME INFORMATION: The Nine are now the “Five.” A disagreement over an item in Laeral’s possession began a feud, dividing the once close knit band into three warring factions. The item is an artifact known as the Crown of Horns, a many-horned helm of unknown properties (one property should be obvious, it causes dissension and a desire to possess it). Those who investigate The Stronghold will find its above-ground buildings abandoned and in poor repair. The large underground complex is ill-defended and in constant turmoil as ragged, paranoid warbands gain, lose and regain control of the Crown. To them, everything else in the world pales in comparison to the ugly iron helm.

The five who survive are 15th level or higher and include a fighter, a cleric, two magic-users (Laeral and one other), and a thief. Most of their followers are 2d level or higher.Chapter 8
Stronghold of the Nine
This cavern complex is a former dwarfhold rebuilt by the Nine,
a famous adventuring band led by the female archmage Laeral.
Long-since abandoned by that group of heroes, it has recently
been taken over by a group of sylvan elves who have claimed
the title of “The Nine” as their own—apparently with the
blessing of Laeral.
Some believe that this is the first in a series of steps for the
elves in their effort to reclaim the High Forest. But while many
of the forest denizens appear to be cooperating with the new
“rulers” of the stronghold, it is going to be many years before
the Stronghold of the Nine can attain the level of power necessary
to be a force in the area.

Hellgate Keep:

In the days of Eaerlann, the city of Ascalhorn was a moon elf citadel. Human refugees occupied it after the fall of Netheril. Later the baatezu infiltrated Ascalhorn, secretly gaining control over ruling figures and the populace until 882 DR, when a number of wizards realized what had happened and summoned demons to destroy the baatezu. The warring fiends tore the city apart, and the victorious demons turned the city into the dreaded Hellgate Keep. For nearly five hundred years, Hellgate Keep gave the north end of the High Forest a bad name.

In 1368 DR, after attacks by elves had weakened the baatezu, members of the Harpers used powerful magic to destroy Hellgate Keep, killing most of the baatezu. The great treant leader Turlang moved in to seal off the area and keep the remaining fiends from causing more damage. At the present time, after several expeditions by adventurers who evaded Turlang or bargained for passage, the smoking crater that was Hellgate Keep seems pacified.

Olostin's Hold

(Village, 800): This fortified keep between Everlund and Yartar shelters some two hundred permanent inhabitants and extends protection to another six hundred human farmers and ranchers. The only permanent human settlement of significant size in the High Forest, it survives thanks to the inhabitants' properly respectful attitude for the deities of the wood.

REGIONAL HISTORY Long ago, when the elves truly ruled Faerun, the kingdom of Eaerlann held sway in the High Forest. Eaerlann fell in 882 DR when Ascalhorn became Hellgate Keep. Soon after the elves began to slip away from the High Forest, embarking on their Retreat.

As the elves slowly vanished, the great treant Turlang carefully gathered his strength and took control of much of the northern High Forest, the area most threatened both by ores and by the demons and devils that once resided in Hellgate Keep. Turlang's treants have gradually pushed the boundaries of the wood, moving the tall trees up the side of the Hellgate crater, miles past the former boundaries of the High Forest proper.

Simultaneously, the High Forest near Everlund has crept several miles to the north, coming within a hero's bowshot of the walls of Everlund.

In recent years, many wood elves who moved to Evermeet in the Retreat returned to Faerun through portals into Evereska, then slipped northwest to join the wild elves of the High Forest. They seek nothing less than the reestablishment of the kingdom of Eaerlann.

Thus far, the effort to retake their forest consists of a determination to handle problems with elven skills and elven magic, and to drive the orcs and gnolls from the woods.

Other elves within the great forest have actively evil intent. In ancient Eaerlann, the sun elf mages of House Dlardrageth made pacts with demons. For their crimes they were imprisoned deep beneath what would later become Hellgate Keep. The destruction of the Keep freed them.

While seeking to piece together their former magical arsenal, they rescued other sun elf tieflings who had been imprisoned for centuries by the moon elves. The various demon-spawned sun elves have joined forces under the orders of Countess Sarya Dlardrageth (CE female sun elf/fey'ri Wiz17). They may never become organized enough to pose a serious threat to the settlements of the North, but anyone who discovers their lairs in buried elven ruins outside the High Forest-finds them dangerous foes indeed

PLOTS AND RUMORS The High Forest is not to be traveled lightly. The treant Turlang is not necessarily hostile to humanoid races, but he's not predisposed to be friendly. Adventurers traveling through Turlang's lands need to use extreme caution, excessive speed, or unusual powers of persuasion.

The Memory of Steel: A sage notes that a magic weapon newly acquired (or perhaps long held) by a character was at one point a much more powerful item. It lost many of its powers in a magical battle, but could be restored if dipped into one of the Fountains of Memory atop the Lost Peaks.

Endless Caverns
Endless Caverns: In the High Forest, due south of the Star Mounts, a spring that joins the Unicorn Run river flows out of this large network of limestone caverns (and a few deliberately hewn linking passages) that stretches for many miles underground, ultimately connecting to the Underdark. Older than the fallen elven realm of Eaerlann, it has been home to several now-slain dragons (some of whose hidden treasure hoards may still lie in it), and more recently illithid-led drow slaver bands who mount raids into the surface realms.

The Endless Caverns At the edge of the broken lands south of the Star Mounts, a nameless river flows from a huge opening in the cliff face.

The rangers of the Harpers know this as the Endless cavern, a deep reaching cavern complex which the elves of Eaerlann believed to be a connection point with the deep realms of the underearth.

Here of old dwelt Grax Rekaxx, an ancient green dragon. His mosscovered bones decorate the outermost cave chamber, but no trace was ever found of his vast dragon hoard.

The ranger, Skimmerhorn of Secomber, reported evidence of illithid activity here on his most recent investigation.
Endless Caverns
At the edge of the Sisters, the broken lands south of the Star
Mounts, numerous caverns dot the cliffs, and most are unremarkable.
However, a northern fork of the Unicorn Run flows
from a huge opening in the cliff face, and the cave it creates is
the entrance to what Harper rangers and druids know as the
Endless Caverns. These are a series of deep-reaching cavern
and tunnel complexes that the elves of Eaerlann (as do the
elves and centaurs of the High Forest today) believed had connection
points with the Deep Realms of Underearth.
In the ancient days after the abandonment of Eaerlann,
Grax Rekaxx, an ancient green dragon, made the mouth of the
Endless Caverns his home. His moss-covered bones decorate
the outermost cave chamber, where the river falls a short distance
to join the Unicorn Run. However, no trace was ever
found of his vast dragon hoard after his slaying at the hands of
elven adventurers from Evereska over four centuries ago. This
was due to the fact that some of the hoard went to Evereska,
while the rest was hidden well.
For the past 65 winters, Grimnoshtasdrano, the “Riddling
Dragon,” has made his residence in the ancient lair of Grax.
He has quite an old and substantial hoard for a dragon of his
relative young age; he was simply the first to uncover the remains
of Grax’s hoard and absorb it into his own. Despite some
distaste, Grimnosh leaves the bones of Grax in place simply as
a warning to those who would test his patience.
A ranger, Skimmerhorn of Secomber, reported evidence of
illithid activity here on his investigation there in 1356. Returning
within a year’s time with a band of adventurers and fellow
rangers, they ventured into the Endless Caverns, flushed
out an encampment of illithids and drow slavers, and went
deeper to collapse the tunnels used to reach the surface. No
word of their success—or survival—has ever reached Secomber
in the interim decade or more.

The Nameless Dungeon
Nameless Dungeon: In the northeastern High Forest (near Tall Trees) stands a ruin of fallen Eaerlann, a crypt beneath a shattered and overgrown mansion. There's also a small subterranean storage complex near the mansion (not guarded by the elves, and not connected to the mansion crypt). It's said by some to be a long-abandoned dwarven or gnome dwelling.

The Nameless Dungeon Until adventurers from Sundabar brought a glowing suit of mithril chain mail +4 out of the ruins of this elven citadel, the treasures of elven Eaerlann were believed to have disappeared with the elves. The discovery of the Nameless Dungeon has caused a furor among elves in the North. An envoy from Evermeet has gone as far as to ask High Lady Alustriel of Silverymoon to outlaw those known to have trespassed here.

There is something in the ancient crypts that the elves do not want anyone to know about.
Nameless Dungeon
from Evereska) to prevent trespassers from plundering elven
treasures that should remain buried.
Eaerlann’s treasures were believed to have disappeared with
the elves, but this was proven wrong when the elven ruin soon
known as the Nameless Dungeon yielded mithral armor, magical
weapons, and other works of lost elven craft to adventurers
from Sundabar in 1351. The plundered citadel quickly caused
a furor among elves in the North, and envoys from Evermeet
have established some guardians at the site (along with troops
supplied by High Lady Alustriel of Silverymoon and others
In almost two decades, the Nameless Dungeon has produced
only a few artifacts and items, such as two mithral suits
of scale and chain mail armor, an ornately-crafted long sword
with a basket hilt (carved to appear as multiple tongues of
flame), and a helm made of mithral that was shaped like a
hawk’s head complete with beak. This scarcity is due to the
fact that its guardians (2-12 moon-elf warriors of levels 3-8)
have allowed no one to enter for over twelve years without tokens
of free passage granted exclusively by Alustriel (granted
ostensibly to historians and elven scholars).
The elves claim they simply don’t want the holy ground of
an ancient elven burial ground violated by ravaging intruders.
Others claim that there is something powerful in the ancient
crypts that the elves wish to keep secret.

Halls of Four Ghosts: On the western edge of the High Forest in the Sword Coast North stands the crumbling great hall of a ruined, long-abandoned dwarf hold, now haunted by the ghosts of four dwarves who beckon urgently to any dwarves approaching the ruins.

Diligently exploring adventurers found an underground stronghold opening out of one side of a now-dry well shaft that descends from the hall. Home to many trolls (including giants of that race), these chambers connect via many miles of mine tunnels (used by drow and illithid slavers) to the Underdark.

The Hall of Four Ghosts This ruined dwarfhold draws its name from its sole standing building, the great hall of the lord’s palace. The hall is haunted by four ghosts, tragic lovers who caused each other’s deaths.

The citadel here was a lumbering town, harvesting mighty trees from the High Forest for dwarves throughout the North. The everpresent dwarven mine tunnels burrow deep beneath the High Forest. Giant trolls are known to lair here along with their normal relatives.

GAME INFORMATION: The Hall of Four Ghosts connects with a vast tunnel complex that extends for tens of miles beneath the western High Forest. This complex is mostly unexplored, but is known to connect with caves in the Dessarin and Unicorn Run river valleys.

Clusters of rooms were once dwarven camps, but many tunnels predate even the Hall of Four Ghosts.

Treants

The “wood rulers” dwell near the city of Everlund in the part of the forest known as “The Woods of Turlang,” after the Treant’s aeons-old ruler “Turlang the Thoughtful.” Each treant has a stretch of woodland which is carefully maintained in keeping with his or her personality, ranging from immaculately clean tree gardens, to dense, dark and eerie, seemingly haunted forest.

Half-Elven Renegades

The descendants of the folk of Eaerlann inhabit, or infest, much of that lost land’s former woodlands. These halfelven brigands are primarily moonelves, but numerous drow “breeds” are to be found, descendants of elf, drow and human unions long past. Noted among them is their leader, “princess” Tianna Skyflower.

Men Druids serving Silvanus guard Tall Trees (the great tree remnants of the ancient elven land of Eaerlann) near the forest’s eastern edge and occasionally (and with great caution) explore the deeper forest. An adventuring band has a stronghold in the south, and an illusionist one in the north.

Korred

The primary home of these dancehappy forest folk is the wood around the Lost Peaks in the western forest.

Great glades form dance floors large enough to host a thousand dancing korred. These diminuitive, wild-haired, satyr-like creatures worship Tappan, their own god and Shiallia, a female woodland demigod allied with Mielikki.

Drow
This subterranean elven subrace does not dwell here, but it has long been suspected that the forest hides an entrance to Menzoberranzan, one of the dark elves’ Deepearth cities.

Mongrel Men

These mixed breeds have been migrating in numbers to the central forest, apparently being called into the service of a charismatic man who calls himself “The One.” Orcs Numerous orc tribes dwell in the cool darkness of the southwestern forest.

Their crude villages are located about two days’ travel into the woods.

Aarakocra

This winged race dwells only in the central Star Mounts, but occasionally is seen near the western fringe of the forest.
They are reclusive, having little to do with other folk.

Wizard Weather The High Forest and the surrounding countryside experience (or suffer from) occasional exotic weather patterns that can only be of magical origin (and are presumed to be caused by the Dire Wood). This weather appears suddenly, ends suddenly and is often destructive and deadly. Recorded types of wizard weather have included red snow (“it tasted like blood”), hot rain (“it boiled the flesh”), blizzards in summer, exotic (invisible, multi-colored, huge, explosive, glowing and black) hailstones, dense fog (with evil creatures lurking within), razor-sharp sleet (“it drew blood and scored metal”), black, acidic rain, and desert-like blazing heat.

There is a 1% chance each day of encountering wizard weather while within the High Forest.

Heartblood River

This tributary of the Delimbiyr, which flows through the Dire Wood, has its source on the north side of the Star Mounts. Where the Heartblood leaves the Dire Wood, the water has a reddish cast which quickly disappears.

GAME INFORMATION: If the water of the Heartblood is consumed while still reddish, the imbiber is temporarily magically enhanced. For 1d4 hours, spells cast by magic-users and clerics (not by devices) have a +1 chance to succeed, and all imbibers gain a 20% Magic Resistance.

The Citadel of the Mists

This isolated castle lies in the forest’s northern fringes and is home to a powerful illusionist known only as the Mistmaster, reputed to be 26th level. He dwells here with his household retainers who are known to be Iltmul, an 8th level monk, once the White Master of Dragons, now Green Master of Dragons; and Cherissa Mintareil, a 5th level woman warrior who gained great fame in the service of Cormyr. The Mistmaster loves to raise and train pegasi.

The Citadel is rumored to contain great treasure within its vaults, yet few have ever seen the Citadel, let alone passed within.

GAME INFORMATION: The Citadel, which is built upon the foundation of ancient elven fortress (which may itself have been built upon the ruins of something even more ancient), is guarded by both magical and monstrous guardians, and when the Mistmaster wishes, it is cloaked in swirling mists.

A tall tower houses the pegasi eyrie. It is reached by an exposed internal staircase through a single large chamber, reputedly guarded by charmed air and fire elementals.

Beneath the castle are the cellars of the ancient elven fortress. Passages known to descend deeper have been blocked. . . repeatedly.
Citadel of the Mists
Focal point of myriad magics and intrigues alike, the Citadel of
the Mists is one of the most well-known human dwellings
within the woods. This isolated castle lies in the forest’s northern
fringes and is home to many powerful people. The citadel’s
undisputed lord is known only as the Mistmaster (C19/Ill26), a
human of extremely long life who has reputedly been at least a
mage and a priest of no small power. He dwells here with his
household retainers and allies, among whom number the fighting
priest Iltmul (LN hm P11 [Helm]), Cherissa Mintareil (CG
hf F9 [Tymora]), who gained great fame in the service of
Cormyr, and the enigmatic wizardess from Silverymoon known
only as Azure (NG hf Inv12).
The Citadel of the Mists, if not obscured by its namesake
mists, appears as a slim triangle of three towers jutting from
two large buildings and an enclosed courtyard. The tallest
tower houses the aerie for the Mistmaster’s pegasi, and this (as
well as its egress into the Citadel) is heavily guarded by
charmed air and fire elementals.
The Citadel was built in its current form only 75 years ago,
and it rests upon the foundations of an ancient elven fortress.
Beneath the castle are ancient cellars and passageways belonging
to the stronghold that preceded the Citadel at this location.
These under-tunnels have been blocked repeatedly, and
no one has walked these halls in nearly 3,000 years. Guarded
by both monstrous guardians and mighty magic at all quarters
above and below, the Citadel is cloaked in swirling wardmists
whenever the Mistmaster wishes.

Karse

The center of the mystical Dire Wood is the ancient ruins of Karse. In olden days, religious refugees who had been driven from the ancient land of Netheril built this city at the base of the base of a tall butte of red stone which their legends held to be the remnants of Karsus ’s physical form. Though they originally built without permission from the elves of Eaerlann, an alliance was struck and they mined the rich metal deposits of the Star Mounts. Both normal forest and the black dire oaks have thickly overgrown the ruins.

Here can be found the black glade, a circle of 13 towering dire oaks; the intact, ageless home of the evil archmage Wulgreth; and an eerie black pyramid which oozes evil.

GAME INFORMATION: Karse fell into ruin around the same time as Hellgate Keep was occupied by demons, when the death of the evil wizard Wulgreth caused the creation of the Dire Wood. The wizard yet lives on as an intensely evil, lich-like being within the black pyramid. He seeks pure blood from the heart of Karsus to return to true life. An avatar (minor physical manifestation) of the dying god Karsus dwells in a temple atop the butte, his everflowing blood contributing to the magical nature of the Dire Wood, while deep within the butte, Karsus’s gigantic, living heart beats ponderously.
Karse
In the center of the Dire Wood are the ancient ruins of Karse.
In older days, religious Netherese emigrants built this city at
the base of a tall butte of red stone. Like Eaerlann and many
places, the town of Karse was abandoned after the fall of Ascalhorn
and left to ruin. Both normal forest and black, petrified
oaks have grown throughout the ruins. The only building that
weather the centuries without scars is an eerie, black pyramid
that pulses and flickers with a sickly green radiance.
The lich Wulgreth, whose infamy is legendary as the creator
of the magical Dire Wood and the fool whose summoned tanar’ri
led to the fall of Ascalhorn, made Karse’s ruins its home for the
past millennia. None have seen or heard anything of the lich for
the past seven years, and even the tale-telling Harpers have no
lore to enlighten adventurers as to the fate of Wulgreth. Some
guess he either was destroyed, degenerated into demilich status,
or perhaps he simply left. No one knows for certain, but all know
that they do not want to be the ones to find out

Old Road

From the mouldering ruins of the ancient elven port on the Delimbiyr, this road once traveled to lost Karse, but now literally fades into nothingness as its paving stones crumble into dust about 90 miles into the forest.
The Old Road
This is a 35-foot-wide cobblestone road built by the elves of
Eaerlann long centuries before Waterdeep was even a trading
post. Many of the stones are cracked—if not dislodged or missing
altogether—after years of nonuse and neglect. Still, it provides
one of the easiest paths into the interior of the High Forest,
no matter what shape it’s in. Its roughest treatment lies 10
miles into the forest, where either spells or wizard weather sundered
the road with an earthquake and left a 50-foot-diameter
crater centered on the Old Road, requiring folk to walk into
the forest surrounding it.
There is one manned guardpost at the intersection where
the Old Road splits off and leads to the Nameless Dungeon.
The garrison here consists of moon elves and gold elves from
Silverymoon and Evereska; there are no less than 25 warriors
of varied levels at any given time, and at least four of them are
mid-level priests or wizards as well. If travelers have a token
allowing them passage to the Nameless Dungeon, they are escorted
to it by a small force of at least one elf per party member.
If they simply use the road to travel farther west, the elves
keep a sharp eye on them for at least the next mile (to make
sure they don’t double back and head for the Nameless
Dungeon).
The Old Road ends in stages, gradually switching from its
stone pavement to a well-worn log road for roughly five miles.
After that, the Old Road degenerates into a footpath and finally
dead ends in a small grove. There was once a small stone
marker carved with elvish writing that simply said “This be the
end of the Old Road of Eaerlann’s folk. Attend the silence of
the grove and say a prayer to those who walked before you and
those who follow your footsteps as well.” That marker was destroyed
by lightning or some other explosive force in 1355. At
the site of the blasted marker, though, is the skeletal severed
arm of a gnoll still clutching a rusted and pitted short sword.

The Far Forests”
Once an idyllic fair wood similar to the brightest parts of the
High Forest, the Far Forests suffered a like fate as Ascalhorn
with its fall. Its dryad and treant population abandoned its
trunks centuries ago as more fiendish creatures from Hellgate
Keep invaded its tree line. The trees themselves eventually

mirrored the horrific inhabitants, becoming twisted, sickly
growths that provided gloom rather than shade. Aside from
basic wildlife and the invading fiends, no intelligent sylvan
races remained in the Far Forests.
With the fall of Hellgate Keep, the fiends within the Far
Forests have begun to move south toward the Fallen Lands,
seeking a safe haven from destruction. Currently, the Far
Forests have once again become the home of treants and
dryads, whose ministrations and care have begun to restore the
woods to health. Some of the treants have marched the most
corrupt or twisted of the trees to a new outer tree line closer to
the Delimbiyr, allowing the sunshine to help heal the melancholic
nature that permeated the trees and ground.
Motril the Younger, one of the centaur leaders of Clan
Hoofmight, has discussed plans of moving some of his clan
here both to expand their territory and to fight the fiends that
remain in isolated pockets. As of this writing, the exodus has
not progressed much beyond the idea. Also, the treants under
Turlang and a clan of leprechauns are currently effective at ridding
the Far Forests of fiends.

Hellgate Dell
The former site of Hellgate Keep and lost Ascalhorn is unrecognizable today. The pile of rubble where the main citadel once stood is now an uneven, craggy hill overgrown with moss and small bushes. Surrounding that hill is a ring of 25 huge oak trees. Should any nonnative of the High Forest (and definitely any tanar’ri) approach the dell, five of the trees reveal themselves to be treants keeping watch over the ruins to prevent
anyone from releasing the evil that yet lurks beneath the ruins.

Mhiilamniir
Mhiilamniir is the most complete reminder of Eaerlann’s civilization outside of Tall Trees. Less than two days’ travel from the end of the Old Road (or three days’ travel east from the Lost Peaks) puts travelers among the overgrown ruins of the lost temple city of Eaerlann. At the height of Eaerlann’s civilization, Mhiilamniir was the location of a number of major temples and seats of power for elven clergies of the North.
Not one building in Mhiilamniir today is not thoroughly  covered by mosses, undergrowth, shrubbery, or small trees. The largest building was the central temple, once dedicated to Corellon Larethian, that sits at the hub of the small grove-enshrouded ruins. With its central dome long shattered and fallen, its jagged edges of stone are the only easily sought suggestions that a city once stood here. Unfortunately, Mhiilamniir is no longer safe for elven pilgrims, since Corellon’s temple is now the lair of a green dragon female named Chloracridara. Chlora is rabidly paranoid about protecting her two eggs—not to mention her not-inconsiderable hoard—from raiders, and she attacks anyone she finds within the ruins of the temple city.

Reitheillaethor
Reitheillaethor is a new elven settlement east of Karse along the Heartblood River and just beyond the boundaries of the Dire Wood. Unlike Nordahaeril, this is a colony on the forest floor, still primarily using huts and tents. Many of Reitheillaethor ’s inhabitants are nomads within the forest, coming to this site only during the winter. The few permanent buildings are wooden lodges, and they all seem to have grown out of the entwining roots and bark of the surrounding trees. Reitheillaethor is a circular encampment around one huge, central lodge with four great oaks as its four corners. Seven smaller lodges and a ring of trees form a perimeter around that center, and the remainder of the settlement tends to be individual tents, lean-tos, and temporary cabins. While the sylvan elves of the High Forest are all hunters and gatherers, the elves of Reitheillaethor are also accomplished fishermen and craftsmen. In fact, the graceful yet sturdy pottery they create from the clay along the banks of the Heartblood River is a valuable trade commodity both within and outside of the High Forest. While the native elves were initially worried about the increased treant activity to the east at the Delimbiyr, it does not interfere with their lives. In fact, Reitheillaethor is planning on expanding as the forest expanse grows and offers them more protection.

The Shining Falls
What was once an outpost and portage road for eastern Eaerlann
is now simply a light deer path at the top of a high, spectacular
horseshoe falls. Legends tell of a hidden entrance to the
tomb of the dwarven royalty of Ammarindar (a dwarven contemporary
of Netheril) beneath the torrential waters of the
Shining Falls. In truth, the tombs are long since plundered,
and only Zhent-sponsored brigands use the caves behind the
falls as hideouts.
While the falls normally end the upward travel of folk on the
River Delimbiyr, the Zhents of Llorkh and Orlbar have spent
the past two years re-establishing a portage here in attempts to
reach Sundabar. With Hellgate Keep’s fall, the Zhents are that
much more eager to open up these connections. To their dismay,
the treants stationed at the forest by the Heartblood River fork
prevent them from exploiting this avenue.

The Sisters
South of the Star Mounts lie a series of escarpments and gorges
created by the flow of the Unicorn Run called the Sisters. Considered
the most beautiful and idyllic of locations by all who
ever gaze upon them, the many multi-leveled waterfalls of the
Sisters show the beauty that results from unspoiled nature. The
mists and waters of the falls provide the moisture that allow
scrub grass and vegetation to grow on the high plateaus and
cliffs around them. These plateaus are home to a large number
of centaurs, nereids, naiads, sylphs, pixies, and leprechauns. To
see the moon rise over the Sisters and spot a unicorn atop a cliff
is considered a blessing of good fortune from Mielikki.


Stone Stand
A tall oak tree surmounts the altar mound here. The oak is a
cutting taken long ago from the legendary Grandfather Tree.
Both cairn rings here are surmounted by menhirs, spaced
roughly 10 feet apart and capped by lintel pieces that link the
stones together into two unbroken rings of capped columns.
Since the Tree Ghosts have found Grandfather Tree once
again, Stone Stand serves as more of a reminder to the struggling
remnants of the Blue Bears of what they have lost. The
Tree Ghosts still consider the site holy ground, however, and
constantly drive off any rogue Blue Bear tribesman who makes
an effort to remain close to the ancestor mound.
Magic cast in the mound’s inner cairn ring is more potent.
The effects of spells are half again more potent (a spell that
would last six turns lasts nine; a spell that would heal 1d8
points of damage heals 1d8+1d4).

Turnstone Pass
Formerly the quickest way to reach Hellgate Keep and the Upvale
from Sundabar, this pass is now totally blocked by a massive
avalanche initiated by Turlang’s treants and a large number
of galeb duhr. Caravan traffic is now encouraged to go
south to Everlund, following the River Raurin as it winds its
way to Silverymoon.

The Upvale
This is the area between the Tall Trees and the Far Forests that
has now been taken over by Turlang and his treants. While it’s
going to take many years to reforest this area, Turlang has already
begun work at the ruins of Hellgate Keep, known now as
Hellgate Dell.

Deeper Secrets
Plots abound within the thickets and shadows under the leafy
canopy that encompasses the High Forest. Aside from rumors
of wizard weather reported from the Dire Wood, no news of
any of the following secrets should reach the ears of PCs or
NPCs alike until they experience it themselves.
New Eaerlann
The sylvan elves of the High Forest have long-range plans to restore
and rebuild the great forest kingdom of Eaerlann. Talks
with Evereska—and very covert discussions with the Lords’ Alliance
—have progressed, and the number of elves migrating into
the High Forest is rising slightly. The center for the first major
city of New Eaerlann appears to be the newly-rebuilt Stronghold
of the Nine and additional outbuildings, now collectively becoming
called Caerilcarn by the elves that occupy it.
Radoc’s Fate
Radoc (LE hm C20/W23), also known as “The One” and the
“Doc of New Empyrea,” was a planar mortal exiled here from
the another plane for reasons unknown. He spent nearly 20
years living in the Star Mounts, purchasing mithral from orcs
and bringing solidarity and leadership to the scattered
mongrelmen and other monstrosities in the forest. He was last
reported leaving the Star Mounts in the summer of 1366 with
his amassed forces, and he was rumored to have enough power
to teleport them to their unknown destination.
Rumors talk of Radoc moving into the Fallen Lands to collect
more forces into his misfit army, while other wilder tales
place him as slaughtered—along with his forces—on an extraplanar
battlefield. Simply put, no one knows where Radoc is,
but he’s nowhere to be found within the High Forest.
Turlang’s Calling
After a sleep of nearly a century, the treants of the High Forest,
and especially their leader, the noble Turlang, have embarked
on an agenda after being spurred to action against Hellgate
Keep. In exchange for Turlang’s aid against Hellgate’s forces,
the Mistmaster agreed to allow Turlang and company to expand
the forest over the ruins of the keep and seal them
forevermore, a mutually agreeable situation it seemed.
What the Mistmaster underestimated was the scope of
Turlang’s plan; over the course of the next few decades,
Turlang and his dryad and treant allies intend to expand the
High Forest’s tree line to cover the grasslands of the Upvale
and encompass the Far Forests, swell the eastern border of the
forest up to and across the River Delimbiyr to abut the Graypeak
mountains, and continue the expansion until South
Wood is restored to being a part of the High Forest.
Even with all the treants working at maximum efficiency,
this undertaking is going to require at least 20 years. Even so,
enough trees have been animated from the center of the High
Forest and walked by treants out to Hellgate Keep that the few
visitors that might know where the citadel once was could
never reach its ruins, surrounded as it is by guardian treants
and oak trees with dryads.
Wizard Weather
The High Forest and the surrounding countryside experience
occasional exotic weather patterns that can only be of magical
origin—and seem to be centered on and caused by the Dire
Wood. The weather appears suddenly, ends suddenly, and is
often destructive and deadly. Recorded types of weather have
included red snow that smells of blood, a steaming-hot rain
that boiled the flesh of those it fell upon, instant blizzards
under a clear sky at midsummer, hail that varied from transparent
to multi-colored spheres that exploded on impact, and
sleet that coated trees within its area with steel.
There is a 1% chance each day of encountering wizard
weather while within the High Forest. However, those who
enter the ruins of Karse and are foolish enough to touch or
enter the black pyramid there increase their chances to 10%
per day until they leave the High Forest for more than a tenday.
The Woods Have Eyes
Part of the magic and mystery of the High Forest is its seeming
invulnerability to the axes of loggers in the past centuries. One
of the major reasons for this, aside from the mortal inhabitants
and the sylvan folks’ powers, are the attentions of two goddesses.
Both Mielikki and Eldath, each for reasons of their
own, have chosen to protect the wild territory of the High Forest
and keep it from losing its trees to civilizations of elves or
humans or any races.
Any incursions that moderately disrupt the natural order of
the High Forest usually result in some Harpers or rangers (if
not the native elves of the forest) receiving signs from the goddesses
to go to the aid of the forest. If major problems are introduced
into the woods, Mielikki may assign her Chosen
agent, Jeryth Phaulkon, to directly intercede on her behalf to
defend the High Forest. Often, this direct intervention is not
necessary due to the ears and eyes of the elves as well as the
other natives more than willing to stop anyone from despoiling
the status quo of the timberland.


When writing this adventure, I detailed the journey to Myth Andoufhaur in mostly in advance. There was a mistake or two, but almost all the encounters were planned. I intentionally left the Myth Andoufhaur part of the adventure as outlined only. I designed the city to be large enough to be realistic and place the emphasis of description on the nature of the place and not on encounters.
I really didn't know what the party would do first and I wanted this part of the adventure to be "reactive" not "proactive".
Still, when they reached the city, the first thing they did was to investigate one of the home trees! Not what I expected. I used an automapping progam to generate the various tree areas as arrainged into "levels". This worked fine, but I was forced to make up a lot of details on the fly. This actually worked well as my imagination kicked into high, but pointed out the need to get it all recorded and try to fill in the gaps with more info.
Although I had mapped out the tree where Turaha lives I didn't do much in the appearance, life, special features and so on for these trees.
Also, there is another kind of tree that is like a giant redwood tree that has no branches but rather is arrainged vertically into living spaces.