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.
- DIRE BADGER -
Looks sickly and attacks wantonly. 10HP due to damage from spider swarm.
- DIRE BEAR -
Willing to warn the players that a bad area is nearby and tell them
where it is
- DIRE WOLVERINE
- Grumpy and hungry as the Tirbana have been messing with the game.
Uncooperative and will attack in a mad rush.
- Swarm, Spider - There are a lot
of spiders everywhere and have been instructed to swarm by the magic
item of the mad mage.
- 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.
- Tirbana Drowser
- They are a colony’s fi rst line of defense, meeting
any threat head on with their sleep ability.
- Tirbana Slayer -
The
slayer
then
races
into combat, tearing through foes with its bite attack
boosted by its skirmish ability
- 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:
- 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.
- 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!
- 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 bodies - 10 corpses - As hut 2
- Spawner - This one has 45 HP
- Spawner - This one is the original settler and has 65 HP
- 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:
- Dire Animal
- Boar
- Dire Animal
- Bear
- Dire Animal
- Wolf
- Dire Animal
- Wolverine
- Dire Animal
- Bat
- FOREST SLOTH
- WOOD WOAD
- BURROW ROOT
- VERDANT
REAVER
- 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.
- LEGENDARY
- Snake
- Dire Animal
- Boar
- Dire Animal
- Bear
- FOREST SLOTH
- Bonetree
- WOOD WOAD
- BURROW ROOT
- VERDANT
REAVER
- ASSASSIN
VINE
- FETID FUNGUS
- WOOD WOAD
- RED SUNDEW
- IRONMAW
- Assassin Vine
- Tendriculos
- GREENVISE
- Fungus, Shrieker
- LEGENDARY
ANIMALS - Bear
- Dire Animal
- Wolf,
- 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.
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
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.