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Kev rvey 1. The Downs 2. The Brigands 2A. The Brigand's Hideout 3. Quiet Lake 4. The Wildwood Inn 5. The Horns of the Dragon 6. The Ore Guards 7. The Dyrad Grove 8. The Worgs 9. Castle Karn 10. The Forest Oracle 11. The Bugbears 12. The Bugbear Camp 13. The Yeti 13A. The Perytons 14. The Gyspy Camp 15. Olot's Lair I 1984 TSB, Inc. All Rights Reserved. Sample file

The Forest Oracle - DriveThruRPG.com · Cover Art: Keith Parkinson Interior Art: Jeff Easley Cartographer: "Diesel" Distributed to the book trade in the United States by Random House,

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Page 1: The Forest Oracle - DriveThruRPG.com · Cover Art: Keith Parkinson Interior Art: Jeff Easley Cartographer: "Diesel" Distributed to the book trade in the United States by Random House,

Kevrvey

1. The Downs

2. The Brigands

2A. The Brigand's Hideout

3. Quiet Lake

4. The Wildwood Inn

5. The Horns of the Dragon

6. The Ore Guards

7. The Dyrad Grove

8. The Worgs

9. Castle Karn

10. The Forest Oracle

11. The Bugbears

12. The Bugbear Camp

13. The Yeti

13A. The Perytons

14. The Gyspy Camp

15. Olot's Lair

I 1984 TSB, Inc. All Rights Reserved.

Sam

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Page 2: The Forest Oracle - DriveThruRPG.com · Cover Art: Keith Parkinson Interior Art: Jeff Easley Cartographer: "Diesel" Distributed to the book trade in the United States by Random House,

Tunnel Through the Horns of the Dragon Area 5

1.

2.

3.

3A.

4.

KeyEmpty Cavern

Dwarven Ruins

Empty Cavern

Mad Dwarf's Cavern

Honeycomb Maze

5. Dead End

6. Underground Lake

7. Dead End

8. Ore Hide-outSa

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e file

Page 3: The Forest Oracle - DriveThruRPG.com · Cover Art: Keith Parkinson Interior Art: Jeff Easley Cartographer: "Diesel" Distributed to the book trade in the United States by Random House,

ADVANCED DUNGEONS & DRAGONS®GAME ADVENTURE N2

oracleby Carl Smith

Game Adventure for Character Levels 2-4

Only you can save the Downs from the curse!

pvtfactSeen from the rim of the hill, the vale looks as if a mighty pen hasdrawn a slash across it. The gentle hillside leading to the valleyfloor is golden and healthy. The Greate Olde Woode beyond thevale rises in autumn splendor. But the land in between. . .

As you move from the golden grass of the hillside to the blightedvalley, you hesitate, wary of setting foot on the brown, wispygrass. Nothing moves within the spoiled land ahead: nothing butrotten fruit dropping from the trees. The soil is gray and crackedas if it had not rained for many days. But the rain has often madetravel difficult in the past weeks; this is no drought.

This cannot be the Downs.

Long ago, the land prospered under the care of the Druids thatlived here. Fruit tree branches hung low, heavy with ripenedapples and pears. Sheep, goats, and cows wandered the grassyslopes surrounding the valley.

But when civilization came, the Druids moved into the heart ofthe Greate Olde Woode, possibly across the Wild River. If the Dru-ids were here, they could prevent the crops and animals fromdying. They could prevent the wildlife from disappearing.

Help for this land lies somewhere within the dark, ancientforest...with the Forest Oracle of the Druids.

Can you reach them in time to save the Downs?

Editor: Anne C. GrayGraphic Designer: Elizabeth RiedelCover Art: Keith ParkinsonInterior Art: Jeff EasleyCartographer: "Diesel"

Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd.

Distributed to the toy and hobby trade by regional distributors.

Distributed in the United Kingdom by TSR (UK) Ltd.

This module is protected under the copyright laws of the United States of America. Any reproduction or other use of the materialor artwork contained herein is prohibited without the express written permission of TSR, Inc.

ADVANCED DUNGEONS & DRAGONS is a registered trademark owned by TSR, Inc.© 1984 TSR, Inc. All Rights Reserved.

TSR, Inc. H * ^ 1 TSR (UK) Ltd.POB 756 ^W ^ ^ ^ ^ ™ T h e Mill, Rathmore Road

Lake Geneva, ^ | J ^ ^ F* I Cambridge CB14ADPrinted in U.S.A. WI53147 ^"TJj^S United KingdomISBN 0-88038-103-5 TSR, Inc.9084 PRODUCTS OF YOUR IMAGINATION'"

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Page 4: The Forest Oracle - DriveThruRPG.com · Cover Art: Keith Parkinson Interior Art: Jeff Easley Cartographer: "Diesel" Distributed to the book trade in the United States by Random House,

table of contents

Preface Page 1Notes to the Dungeon Master 3A. Into the Greate Olde Woode 4

1. The Opening Scene 42. The Happy Farmer Tavern 53. Starting the Journey 54. The Brigands 65. Quiet Lake 66. The Pavilion 77. The Wildwood Inn 78. Robbed 89. The Horns of the Dragon 8

10. The Tunnel Under The Dragonteeth Mountains 911. The Eastern Exit of The Dragonteeth Mountains 12

B. East of the Dragonteeth Mountains 131. The Dryad Grove 132. The Wild River 133. The West Bank of Wild River 194. The Ruins of Castle Karn 195. The Forest Oracle of the Druids 206. Back to Castle Karn 217. Return to Forest Oracle 238. The Bugbear Trap 239. Crossing Wild River 23

C. Home Again 241. Dragonteeth Crossing 242. The Last of the Dragonteeth Mountains 253. Leaving Dragonteeth Crossing 254. Rinaldo 265. Madame Riva's Camp 266. Olot's Lair 287. Back to the Gypsy Camp 298. Return to The Downs 299. The Downs 30

Maps and Diagrams

The Greate Olde Woode Inside Front CoverThe Happy Farmer Tavern (Diagram 1A) 15The Brigand's Camp (Area 2B) 15Quiet Lake (Area 3) 16The Quiet Lake Pavilion (Area 3A) 16Wildwood Inn (Area 4) 16The Tunnel Through The Horns of The Dragon (Area 5) Inside Back CoverThe Ruins of Castle Karn (Area 9) 17The Druids' Oracular Tree (Area 10) 17The Yeti's Lair (Area 13) 18Olot's Lair (Area 15) 18The Greate Olde Woode (Player's Map) 32

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Page 5: The Forest Oracle - DriveThruRPG.com · Cover Art: Keith Parkinson Interior Art: Jeff Easley Cartographer: "Diesel" Distributed to the book trade in the United States by Random House,

nott§ to Hjc imttgeon ma§ttv

The Forest Oracle is an AD&D module forlevels 2-4. It is an independent adventure,and not a part of a series. It can be integratedinto any existing campaign, or played as aseparate adventure to help initiate playersinto the world of AD&D.

As Dungeon Master, you should read thegame adventure thoroughly before playing.Read only the boxed text to the players. Thetext that is not boxed is for your use andshould only be revealed to the players at yourdiscretion.

When players are asked to make dexteritychecks, it means that the characters must rolltheir dexterity or less on ld20. The effects ofthe roll are explained in each case.

ABBREVIATIONS USED IN THISMODULE

The following abbreviations indicate whereyou may refer to other sources for more infor-mation .

DMG = Dungeon Master's GuidePH = Player's HandbookMM - Monster Manual I

ABBREVIATIONS USED IN MONSTERSTATISTICS

The following abbreviations are used topresent NPC and monster statistics.

AC*Armor ClassMV=MovementHD=Hit Dicehp-hit points#AT=Attacks/roundDmg=DamageSA=Special Attack

SD=Special DefenseS-Strength^IntelligenceW=WisdomCon=ConstitutionCh=CharismaD=Dexterity

WANDERING MONSTERS

Make a die roll every two turns when theparty is in the wilderness to determine if theyencounter wandering monsters. A 1 on ald20 means the party encounters a wander-ing monster. Roll ld20 again and consult theWandering Monster Table to determinewhich monster the party encounters. Theparty surprises the monster(s) if the DM rollsa 1 or 2 on a Id6, there is no surprise if the

DM rolls a 3 or 4, and the monsters surprisethe party if the DM rolls a 5 or 6. If the char-acters wish to look for the monster lairs, theymay. Of course, if they look for the lairs, theywill have to leave the trail, and may becomelost in the woods.

Adjust the number of wandering monstersencountered to the number of player charac-ters. Limit the number of 1 or 2 Hit Die mon-sters to twice the number of playercharacters, and 3+ Hit Die monsters to oneper player character. The wandering mon-sters encountered will always attack.

WANDERING MONSTER TABLE

1. GiantAnt( l-20):AC3;MV18";HD2;hp 13 each; #AT 1; Dmg 1-6 [mandi-bles]; SA Warriors have poison sting; SDNone

2. Baboon(s) (10-20): AC 7; MV 12"; HD1+1; hp 7 each; #AT 1; Dmg 1-4 [bite];SA None; SD Climbing

3. Bears [Black] (1-3): AC 7; MV 12"; HD3+3; hp 14 each; #AT 3; Dmg 1-3/1-3/1-6[claw/claw/hug]; SA Bearhug for 2-8pts.; SD None

4. Boar [Wild] (1-6): AC 7; MV 15"; HD3+3; hp 12 each; #AT 1; Dmg 3-12 [bite];SA None; SD None

5. Centipedes [Giant] (2-12): AC 9; MV15"; HD 1/4; hp 2 each; #AT 1; DmgNone, SA Poison, SD None

6. Dogs [Wild] (4-8): AC 7; MV 15"; HD1+1; hp 8 each; #AT 1; Dmg 1-4 [bite];SA None; SD None

7. Frogs [Killer] (3-9): AC 8; MV 67/12";HD 1+4; hp 10 each; #AT 3; Dmg 1-2/1-2/2-5 [talons/talons/teeth]; SA Use bothtalons and teeth in attack; SD None

8. Gnolls(4-8):AC5;MV9";HD2;hpl2each; #AT 1; Dmg 2-8 [sword]; SANone; SD None

9. Harpies (2-4): AC 7; MV 6715 "; HD 3;hp 15 each; #AT 3; Dmg 1-3/1-3/1-6[claw/claw/club]; SA Singing andCharm; SD None

10. Hyenas (2-6): AC 7; MV 12 "; HD 3; hp12 each; #AT 1; Dmg 2-8 [bite]; SANone; SD None

11. Kobolds(10-40): AC 7; MV6"; HD 1/2;hp 3 each; #AT 1; Dmg 1-4 [sword]; SANone; SD None

12. Lizard [Giant] (2-4): AC 5; MV 15";HD 3+1; hp 15 each; #AT 1; Dmg 1-8[bite]; SA A to hit roll of 20 results indoubling victim's damage; SD None

13. Lizard Man (6-12): AC 5; MV 67/12";HD2+l ;hp l2 each; #AT 3; Dmg 1-2/1-2/1-8 [claw/claw/club]; SA Attempt toambush humans; SD None

14. Men [Cavemen] (10-20): AC 8; MV12"; HD 1; hp 5 each; #AT 1; Dmg 1-6[club]; SA None; SD None

15. Ore (10-20): AC 6; MV 9"; HD 1; hp 6each; #AT 1; Dmg 1-8 [sword]; SANone; SD None

16. Rat [Giant] (5-20): AC 7; MV 127/6";HD 1/2; hp 3 each; #AT 1; Dmg 1-3[bite]; SA Disease; SD None

17. Satyrs (2-4): AC 5; MV 18"; HD 5; hp21 each; #AT 1; Dmg 2-8 [butt]; SAButts with sharp horns or 20% chance toplay pipes and charm/sleep a characterand rob him of choice items; SD Sur-prised only on a 1

18. Skeletons (3-10): AC 7; MV 12"; HD 1;hp 6 each; #AT 1; Dmg 1-6 [spear]; SANone; SD One-half damage from sharp-edged weapons

19. Tigers (1-2): AC 6; MV 12 "; HD 5+5; hp27 each; #AT 3; Dmg 2-5/2-5/1-10 [claw/claw/bite]; SA Rear Claws for 2-8/2-8;SD Surprise only on a 1

20. Wolves [Common] (2-10): AC 7; MV18";HD2+2;hpl4 each; #AT 1; Dmg2-5 [bite]; SA None; SD None

TRAVEL TIME

A man on foot can travel 20 miles a day,about 2 miles an hour. Each hex is two milesacross, so ten hexes may be travelled a day.On horseback a man can travel 40 miles a dayor 20 hexes. However, men must dismountand lead the horses through the mountaintunnel.

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Page 6: The Forest Oracle - DriveThruRPG.com · Cover Art: Keith Parkinson Interior Art: Jeff Easley Cartographer: "Diesel" Distributed to the book trade in the United States by Random House,

• intogrente ulbc-•= moubc if

1. THE OPENING SCENE(Map of The Greate Olde Woode, Area 1)

The sun is setting as you approach theDowns, a hidden vale farmers claimedfrom the wilderness long ago. All does notappear well here. The fading light of daycannot disguise the curled and witheredleaves hanging lifelessly from the trees.Rotted fruit rests upon the ground, black-ened and soft. The dry, brittle grassbreaks underfoot. The Downs has neverbeen like this. Something is terriblywrong.

Beyond the dying trees lies a familiarsight, The Happy Farmer Tavern. Per-haps the tavern-keeper can explain what ishappening to the Downs. If nothing else, agood meal and a rest will be welcomerelief.

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