Rough Map of a section of the Lintoli Woods
Edge - 4 days to Druids cave going South East - | 3 days | Kobold Hideout - 3 days - Druids Cave - 4 days - Mystic Falls | 2 days | Goblin HideoutSee Lintoli Forest encounter chart
After their last adventure the PCs know the location of the kobolds original hideout. Back in Lintoli, they hear that the mad druid who lives in a deep hole in the forest hasn't been heard from in weeks. They can get directions to this hole if they ask. They notice when they enter this adventures section of the woods (different than last adventures) a neon green fungus grows on many trees and it seems to be killing them. Roll for encounters normally, but each encounter has a 70% chance of being against d8 giant rats. (p. 300)
The Kobolds Hideout
(Fungus grows on every wall of this small cave system)
1. A 5 foot tall rubble wall stretches across the cave. Small, 1 inch spiders live in this wall, anyone climbing over has a 35% chance of being bitten. Must save vs. poison or lose d4 strength. Returns at the rate of 1 per turn.
2. Wrecked, rotted, rude furniture, much gnawed by 3 giant worker termites (p. 204, hp: 3,2,1).
3. 5 foot deep pit in center of room, many giant rat skeletons inside. The kobolds used to make rats fight to the death here. The skeletons are animate: AL: CE, AC:6, Move: 11, THAC0: 20, # AT: 1, d4 damage, HD: 1, SA: Save vs. poison or -2 to to hit rolls because of shivering and shaking from the cold. Lasts until exposed to roaring fire. SD: Immune to cold attacks. XP: 65, hp: 3,1,3
4. Several sleeping pallets, inanimate kobold skeletons. 43 gp scattered about, 1 gem: dark green alexandrite worth 91 gp.
5. Floor trap, causes poison needle to shoot up into victims foot. Save vs. poison or take d10 hp. Resets after striking. Lots of rat bones scattered around.
6. Eight much dented daggers, 6 dented helmets. One helmet is magical +1, but only fits halfings or gnomes. There is also an osquip (p. 300) hp: 10, and 2 giant rats (hp: 4,3)
After the Kobold Hideout
As the PCs leave the kobold hideout, they may think they have destroyed the fungus somehow but there are just as many as before they went in. If they ask for the help of a sage or someone back in town, they may suggest the mad hermit living in his hole in the woods.
The Druids Hole
The druid lives in a 3 foot diameter, dark, dank hole, currently covered by a huge oak tree that fell on the hole. It is completely unmovable. Horses and other domesticated animals shy away from the tree and will struggle if forced to go nearer. There is a small crack of the hole visible on one side and if the players yell down the druid will answer. The druid is quite insane and insists on being referred to in the third person as "the druid". If the PCs continue to talk to him in first person he won't know who or what they are talking to.
The druid will ask for the players help in moving the tree, explaining: "I worked some magic on it but the leaves I used as components were too old, so the tree died and fell over. And because of the flawed magic horses won't come near it, so I can't use them to haul it off." He also says his tamed pet ettercap (p. 114) named "Bongo" could move the tree because he imbued it with the strength of a mountain. However, the rod he uses to control Bongo was stolen recently by some goblins who live to the south. The druid will also agree to help the players remove the green fungus if they help him out (provided they ask, of course).
The rod is used by looking at the ettercap and concentrating on what you want him to do. The rod is a three foot long bone with magical runes written in gold around the tip. The druid got the ettercap from the liquid skull jungle, and had to slay the mind flayer that had enslaved it.
The Goblin Hideout
The goblin hideout is made of hollowed out logs laid together at angles. The space inside is 6 feet tall, anyone taller than that gets a -1 on to hit rolls. The goblins inside use short swords.
1. Three goblins (p. 163, hp: 2,3,1).
2. Huge cook pot, contains a goat skeleton, several dead normal sized rats and rancid water. There are also a few rusted, dented butcher knives, a blood stained, much gouged cutting block and several goblin women and children.
3. Trap: a sharpened stake springs from the wall, save vs. breath weapon or take d6+1 damage.
4. Two hairy spiders (p. 326, hp: 5,3). Lots of dust, gnawed bones.
5. Bushes grow on either side of the passage here, 2 goblins (hp: 3,2) leap out and the party gets a -3 to its surprise roll.
6. Ruined chests and broken pots contain 251 gold, and a bloodstone (dark gray with red flecks) worth 56 gold. There is also a dusty jar containing many dead insects. If the jar is inspected there seems to be a large butterfly flying around inside, trying to get out. If released, it turns out to be Qimlo the sprite. He gratefully gives his rescuer a potion of plant control (p. 144). He also warns that there is a nasty creature further on in the complex, then he flits out a hole and is gone.
7. Here there are 2 goblins (hp: 2,3), as well as some rusty thumbscrews, a decrepit wrack and a bloodstained wooden chopping block.
8. Here the passage expands into a room, 8 feet tall and is made of branches held together by mud. There are 2 goblins (hp: 1,3) and a bugbear. The bugbear (p. 32, hp: 17) has a Javelin of Two Foes. The bugbear also has the druids rod but is unaware of its use. He fights with a broad sword.
Finding Bongo
Now that the PCs have the rod, they will probably want to find the ettercap. The druid doesn't know where he is but says his tracks are distinctive, him being the only ettercap around. Rangers can track Bongo with a 35% chance per day of picking up the tracks. A level 1 ranger can be hired in Lintoli for 10 gp per day. The tracks, once found, lead willy-nilly through the forest and it takes all day to find their end. They finally lead to a tall tree by a muddy pool. Claw marks lead up the tree, but the top cannot be seen through all the leaves. The rod only works if the holder can see the ettercap. Halfway up the tree Bongo has set a trap, strands of webbing whip out, sending the victim off the tree and into the muddy pool. They are not hurt but are covered in stinking, slimy goo. This is Bongos idea of a joke. Bongo awaits at the top of the tree and will only attack to defend himself. He will peacefully submit to the will of the rod. He also has a rough leather collar about his neck, placed there by the druid.
Bongo will happily follow the PCs back to the druids hole. The druid will ask for the control rod to be handed down through the hole, then Bongo will morph into an earth elemental, shove aside the tree, then revert to normal form. The druid then climbs out of the hole. He is dirty, smelly and wearing rags. He ignores the PCs and pets Bongo effusively saying "Now there's a good boy, aren't you? Oh yes indeed!".
If the PCs mention about getting rid of the fungus, the druid tells them of a component he needs to cast the spell to slay the fungus. It is a pale blue glowing mushroom, only 2 inches tall, that grows near the mystic falls to the east. He also warns the PCs not to pick more than one mushroom to avoid "bad luck".
The Mystic Falls
The mystic falls are 50 feet high and fall into a secluded glen. Many sprites live here, including Qimlo, the sprite they may have rescued from the goblins hideout. If the PCs rescued Qimlo, the sprites are glad to see them and tell them of the caves beyond the falls and the dangers that live there. They aren't specific about the dangers.
If the PCs didn't rescue Qimlo, the sprites say the adventurers must prove their goodness by slaying a patch of obliviax that lies 1 day to the south. Otherwise the only way forward is to fight 8d4+6 sprites.
The Obliviax has preyed on some spell casters recently and has the following spells: cure light wounds, affect normal fires, magic missile (1 missile) and phantasmal force. When casting phantasmal force the obliviax makes a red dragon 30 feet long, age category 3 appear. Once the obliviax is slain and proof brought back to the sprites the PCs are free to investigate the mystic falls area. Behind the falls lay a small cavern system.
Moisture and condensation covers every surface in the caves.
1. Pool, 3 koalinths (p. 191, hp: 4,2,6, wielding short swords). The pool opens onto a vast subterranean cave system.
2. A 2 HD giant toad (p. 345, hp: 10). There is a colourful crystal formation along the wall. It looks like a frozen yellow waterfall. Pebbles of many colours are trapped inside. 3 chunks of the crystal can be chipped off (1 turn each) and are worth 106, 72 and 34 gold.
3. Four Koalinths (hp: 6,8,2,4), 36 platinum and a pale green tourmaline (129 gp). A secret door leads to room 6. At the far end of this chamber is a waterfall covering a small niche in the wall where can be seen several pale blue glowing mushrooms. Above the mushrooms is a carved stone face, eyes closed. Reaching through the waterfall gives d8 acid damage because the waterfall is very acidic. The waterfall must be turned off in room 4. If the waterfall is turned off, the mushrooms can safely be reached. There are four of them. If more than one is picked, the carved face comes to life, sticks out its long green tongue which fights with the following stats: AL: Neutral, AC: 2, Move: 0, HD 4, hp 27, THAC0: 17, #AT: 2, dmg: d6+1, xp: 120. The tongue can reach out up to 30 feet.
4. At the far side of the room is a stone statue of a fanged mermaid, holding a silver horn. If blown, the waterfall in room 3 stops. It starts if blown again. Guarding the statue is a jade golem. AL: Neutral, AC 2, Move: 9, 3 HD, hp 19, THAC0 17, #AT 2, dmg: d4, 120 xp. When the party enters the room, the golem is lying in a shallow pool. It rises and says "I guard this place. Leave now." It will defend itself and the horn. If its hp is reduced to 0, it will say "Very well. You have proven worthy. Proceed." It then lies back down in its pool.
5. Three koalinths (hp: 6,3,2) and 52 gp in a sack.
6. A statue of a fanged mermaid holds a scroll of lightning bolt in its hands.
The End
When the PCs give the druid the pale blue mushroom he'll eat it and say "Good! Damn good! Haven't had one of these in a while. Thanks!" The mushroom wasn't really necessary for the spell, the mad druid just really likes the taste. He'll then crawl back into his hole. He will need to be reminded about casting the spell against the fungus, but he will. The next fungus the party sees will be rotting, and within a few days they will all have died.