In the heart
of the Grandwood Forest lie mostly creatures and beings of good inclination.
From the great tree fortresses of the Grugach to the lowly mounds of rabbit
holes, the Grandwood is a sanctuary for many seeking refuge from the
surrounding evil and oppression of the country that it lie within. There is
however, one locale that houses a great evil – Spikerift, an evil that has lied
dormant for centuries. The denizens of the Grandwood are wise to avoid it and only
the ranger, Fiona Goldhand and her companion Auruma dare patrol the rift. They
have informed Queen Sera of the Grugach that this evil is awakening. The
Grandwood is in need of heroes indeed!
Dragon Quest, the Grandwood
Edition
In the heart
of the Grandwood Forest lie mostly creatures and beings of good inclination.
From the great tree fortresses of the Grugach to the lowly mounds of rabbit
holes, the Grandwood is a sanctuary for many seeking refuge from the
surrounding evil and oppression of the country that it lie within. There is
however, one locale that houses a great evil – Spikerift, an evil that has lied
dormant for centuries. The denizens of the Grandwood are wise to avoid it and only
the ranger, Fiona Goldhand and her companion Auruma dare patrol the rift. They
have informed Queen Sera of the Grugach that this evil is awakening. The
Grandwood is in need of heroes indeed!
The adventure
begins when the characters come upon, in their travels or adventures, a marble
cube and a map of the Grandwood. The cube has an inscription one side, the
number 1, in elvish. This combination should get the players heading in the
right direction – To the Grandwood.
A map of the
Grandwood can be found in either the unpublished Ivid the Undying by the great Carl Sargent or you can also find one
in my Spikerift article here on Canonfire! Linked below;
http://www.canonfire.com/cf/modules.php?name=News&file=article&sid=428
The cube is
one of nine and part of a puzzle the players will have to solve later in the
adventure to gain access to the final encounter. The graphic below can be
printed and each “cube” cut out and used for game props. Each of the cubes is
numbered 1-9 in order. The final one is the number 15 which is to be used later
and is not a cube. The accompanying puzzle solution shows that when the numbers
1-9 are configured in a particular manner any three cubes in any direction,
including diagonally, add up to 15 which will later be above an impassable
portal until a puzzle is solved. To the side of the portal will be nine square
alcoves laid in a 3x3 grid that radiate magic. Also note that the order of the
numbers can be rotated 90 degrees in any number of increments and also solve
the puzzle.
The cubes are
actually portal stones and radiate both magic and good as they were created
long ago by Moon Mages from the Grandwood.
Cube and Puzzle Solution
Once the
characters have reached the Grandwood, the adventure begins and the Dungeon
Master need simply have the characters engage in the sequence of encounters within
this adventure, collecting the cubes as they go. It is important to note that if
the characters are having difficulty collecting a cube, it may be easier to
obtain if they find themselves moving on to the next encounter which may
provide a useful tool and then backtracking. Many of the rewards for obtaining
a portal stone will enhance the characters ability to breathe underwater and
resist acid which should clue the players on to what they are about to be in
for. The adventure has been formatted for 2nd Edition and the final
encounter may need to be tweaked down or possibly up depending on the relative
levels of the characters.
The
encounters are as follows;
#1 The First Stone
#2 Ankheg Den
#3 Center of Stone Gazebo
on a Pedestal
#4 Swamp Trolls at Spike
Keep
#5 Center Stone of a
Bridge over a Brook
#6 Basilisk Cave
#7 Garden of Ehlonna atop
a Monolith
#8 Thri-Kreen Burrows
#9 Everleaf, Grugach
Fortress
#15 Sabastith, Elder Black
Dragon of Spikerift
#1: The First Stone
The players acquire this portal
stone along with a map of the Grandwood Forest that should get them heading in
that direction.
#2: Ankheg Den
The characters come upon a
cave in a rocky bluff side. The portal stone is in the very back of a 300’ diameter
cave surrounded by hundreds of large eggs. The Ankhegs will be burrowed
underground. The characters will notice slight tremors as they advance through
the Den. The Ankhegs will surprise the characters with their acid streams.
(6) Black Ankhegs
#AT: 1, TH: 13, DMG: 3d6 +
1d4/rd per
SPC: 30’ Acid Stream
8d4+1d4/rd per (1x/6hr) – save vs. poison for half
AC: 2, HD: 8, HP: 64, 64,
64, 64, 64, 64
Size: H 20’, MV: 12, Br 6,
Int: 1, ML: 9 MR: 0% XP: 975 each
Ankheg Treasure: 3312cp, 2x
Carapace Armor – AC:4, +2 save vs. poison, acid, & fire based. (Armorer
Required) Potion of Underwater Breathing x4
#3: Center of a Stone Gazebo on a Pedestal
The trail opens up to a
clearing in the forest where the ground has been stone laid and in the middle
rests a stone gazebo. The stone flooring where the Gazebo rests is 60’ in
diameter and the cube lies in the center of the gazebo on a pedestal. When the
portal stone is removed the entire area caves in for a 50’ drop 5d6 fall damage
and boulders and stonework fall atop any in range for an additional 3d6 with a
3 dexterity checks allowed to avoid each 1d6 of damage.
#4: Swamp Trolls at Spike Keep
This location is at
Spikerift. A huge tear in the earth itself filled with a nasty bog that
emanates a permanent gaseous vapor which has the effects of a Stinking Cloud
spell. Within the bog itself are dangerous creatures such as giant eels and man
sized leeches.
There is a keep on the
northern edge of the rock-face built into the side of the rift itself. This is
also where the portal lies at which point the characters will encounter the
puzzle for the first time and most likely decipher that they need nine portal
stones.
The keep has a small
stairway that leads up to the first level of an open courtyard that contains an
archway with a shimmering portal of green and purple hues. Above the portal in
the head stone is the number 15, in elvish. To the right of the portal are nine
alcoves arranged in a 3x3 grid that radiate the same magic and good that the
portal stones themselves radiate. This is the puzzle and if the nine portal
stones are placed correctly per the puzzle solution, the shimmering inside the
archway dissipates, allowing access beyond.
From that level there are
also another set of stairs that lead up to a 40’ tower with a large iron bound
door and a window above the door 20’ from the base. This is actually a Daern’s Instant Fortress.
The portal stone inside
the fortress is guarded by trolls. Two of the trolls will ambush the characters
by throwing stones from the circle window above the entryway while the
remaining trolls lie in wait down below.
Two-Headed Troll Chieftain
#AT: 4, TH: 11, DMG:
1d4+4, 1d4+4, 1d8+4
SPC: Regeneration 6hp/rd
Fire
& Acid to kill
Ring
of Fire Resistance
AC: 4, HD: 10, HP: 80
Size: L 10’, MV: 12, sw12,
Int: 10, ML: 16 MR: 0% XP: 3000
(4) Trolls
#AT: 3, TH: 13, DMG:
1d4+4, 1d4+4, 1d12, 1d12
SPC: Regeneration 3hp/rd
Throw
Stones 60’ 1d8dmg
Fire
& Acid to kill
AC: 4, HD: 6+6, HP: 54,
54, 54, 54
Size: L 9’, MV: 12, sw12,
Int: 10, ML: 14 MR: 0% XP: 1400 each
Troll Treasure: Longsword
+1, 64pp, 237gp, 3x Emerald 1000gp, Spade of Colossal Excavation (to retrieve
Portal Stone #3 if it was lost in a collapse), Scroll of Neutralize Poison x2,
Potion of Acid Resistance x2, Ring of Fire Resistance (worn by the Chieftain)
#5 Center Stone of a Bridge over a Brook
The characters come across
a rolling brook with a stone bridge continuing the path on the other side. The
center stone on the bridge is quite worn from foot and hoof traffic but it is
the 5th portal stone. A successful Wisdom Check -4 (1/day allowed)
is required for a character to notice the stone and a Blacksmithing proficiency
check or similar is required to remove the stone as well as the appropriate
tools.
#6 Basilisk Cave
The characters come across
another cave and just inside are three perfectly carved elven statues all
sculpted in a manner that depicts them in battle.
The statues are actually a
few members of a Grugach patrol that fell to the gaze of the Basilisk within.
The portal stone is
guarded by a Greater Basilisk which will come out of the darkness with its gaze
attack and follow up by maneuvering to melee range in a manner that positions
itself to affect the most characters possible with its breath.
Greater Basilisk
#AT: 3, TH: 11, DMG: 1d6(+5)/1d6+(5)/2d8
SPC: Claw Poison: save vs poison+4 or (+damage
of claws)
Breath:
5’ radius (constant) save vs poison+2 or die
Gaze:
Save vs Petrification or be turned to stone
AC: 2, HD: 10, HP: 80
Size: L 12’, MV: 6, Int:
7, ML: 16 MR: 0% XP: 7000
Basilisk Treasure: 10,312
sp, Amber 3000gp, Longbow+1, (60) +1 arrows, Dagger of Venom, Potion of
Underwater Breathing x2, Scroll of Cure Light x3, Robe of Quall (AC:7 and Targets
= -10% MR), Mace +2, Helm of Free Action, Rope of Climbing (perhaps to aid in
retrieving portal stone #7)
#7 Garden of Ehlonna atop a 200’ Monolith
The Forest opens up to
reveal what is known as the Garden of Ehlonna. The garden is an expanse of huge
monoliths that are reaching for the clouds. The largest is at the center 200’
high and the portal stone rests upon it.
Obviously this will
present a challenge to the characters in using their skills and abilities if
they do not have a means of flying. Dexterity checks are required every 10’ of
climbing with modifiers applied for using skills and gear appropriate to such a
task. Fall damage is 1d6 per 10’.
#8 Thri-Kreen Burrows
The characters will come
upon very large mounds surrounded by trees in this area of the forest with
large holes in the sides of them leading into the depths below the forest.
The burrows are maze-like
and are filled numerous Thri-Kreen, each of which has a 15% chance of carrying
the portal stone. 1d6 Thri-Kreen will be encountered once per hour while
navigating within the lair.
(X) Thri-Kreen
#AT: 2, TH: 13 (12), DMG:
1d4+1 and venom, 1d10+7
SPC: Bite Poison: save vs paralyzation or be
paralyzed 2d8 rounds
Leap:
20’h, 50’l
Dodge
Missiles: 9(20)
AC: 5, HD: 10, HP: 80
Size: L 11’, MV: 18, Int:
14, ML: 18 MR: 0% XP: 1400
Thri-Kreen Treasure:
Halberds +1, 3d8 sp
#9 Everleaf – Grandwood
The Grandwood Grugach have
been watching the characters collect the portal stones. Once the first eight
have been acquired, a scout team is sent to the characters. The characters will
hear a bunch of bird calls and more increased forest activity if a Wisdom check
is successful. A scout will then shoot an arrow that has a note drawn about it
and is written in Elvish.
At this point a character
may learn Elvish if they have an open proficiency slot once they have more or
less deciphered the note, assuming none already read/write the language. [See note key below.] Successful Intelligence
checks will reveal the meaning of a word, but each PC is only allowed one
attempt to decipher each word on the note.
Note Key:
Vile beings
We have been watching you
You know not what you are doing by gathering the
portal stones
You are attempting to uncage a dread being
Travel to Everleaf
We have a compromise for you and we hold the last
portal stone.
Sera Wintersbane, Queen of the Grugach
A successful proficiency
check in History or similar will result in the character recalling that Everleaf
is a mighty tree akin to the Timeless Tree in the Vesve Forest and Oakvein in
the Welkwood.
Everleaf serves as the
Grugach capital in the Grandwood.
Once the characters have
navigated their way to Everleaf via Tracking proficiency, Auguries, or some
other means, they are closely escorted by no less than 30 Grugach rangers,
druids, and moon mages to the inside of the great Everleaf tree where Queen
Sera awaits on her throne of wood, bone, and vines. Auruma will be at her side
in the form of a Grugach with golden eyes. He is actually a Gold Dragon and is
heavily invested in protecting the Grandwood from the dangers of Lord Drax the
Invulnerable of Rel Astra.
She warns the characters
of the dread Sabastith and shows her enthusiasm for his demise, explaining that
the Grugach would be quite content having this ever present threat removed from
among the trees of the Grandwood.
She agrees to give the
characters the last portal stone in exchange for a commitment to rid her forest
of this great evil.
#15 Sabastith, The Elder Black Dragon of Spikerift
Once the characters return
to the portal they can begin the puzzle. Once it is solved, the portal opens to
a staircase leading down into the depths of the prison.
The way winds down and
down farther into the depths until the characters come out and find themselves
up on the western edge of a large rock shelf a mile high in a chasm,
overlooking a huge underground lake below perhaps three miles wide.
The characters can see
that down at the south shoreline there are torches and a number of huts (a
lizard man village.) Sabastith is above the lake near the village flapping his
wings, suspending himself while the beings down below are chanting and
performing some ritual and a number them are dancing in a circular motion
around one of the beings that is standing atop a pyramid with a flat peak.
Sabastith darts forward
through the sky in one fell swoop and brings up the being atop the pyramid
clenched in his jaws. A sacrifice, from the worshippers of the dragon.
If ever attacked while
above the lake, Sabastith will withdraw and submerge himself in the lake, for
years if necessary. There are plenty of aquatic creatures below the surface for
which he can feed on for his entire life. While underwater, apply combat rules
for underwater fighting and make adjustments to spells as needed.
-4 Initiative, -4 TH, -6
TH w/ missile weapons, ½ range with missile weapons, No fire based spells, MV 3
– swimming.
(37) Lizard Men, (1)
Lizard Man King, (3) Lizard Man Shamans
#AT: 3, 1, 1 TH: 19, 10,
16 DMG: 1d4/1d4/1d6, 3d6+5, 1d8+2 (javelins available to throw)
SPC: Shaman Spells (each)
Cure light x3, Remove Fear x1, Aid x1, Hold Person x1,
Prayer x1, Dispel Magic x1
AC: 4, 1, 4 HD: 2+1, 8, 6
HP: 17 x37, 64, 48
Size: L 8’, MV: 9, Sw 15, Int:
10, ML: 16 MR: 0% XP: 65, 975, 820
Lizard Man Treasure: 1020cp,
Shield +1, Necklace of Protection from Disease, Spear+3, Opal 3300gp, Boots of
Levitation, Scroll of Cure Light x5, Dagger +3, Javelin of Lightning x2,
Skullcap of Mind Shielding, Scroll of Disintegrate, Potion of Heroism
Under the murky surface of
Spike Lake is a community of Locathah also known as dragon food. There are over
200 Locathah in the community. Through a deep passage of the lake there is an
aerated cavern where the Locathah community resides. The Locathah will engage
the characters after they have been submerged for a time and attempt to bring
them to their village where they will aid the characters in some minor way
against Sabastith including minor healing. However, they will not fight the
dragon.
Combat with Sabastith will
open by surprising the characters with a Breath Weapon which will be huge balls
of acid billowing through the water, and following up with a Darkness, and
finally a Corrupt Water to ruin their potions before he engages in melee
warfare. Throughout the battle Sabastith will use Improved Invisibility while
he waits for his Breath Weapon to be useable again and he will also use Plant
Growth to entangle the PCs.
Sabastith, Elder Black Dragon and Dread of Spikerift
#AT: 3, TH: 6, DMG: 1d6+7/1d6+7/3d6+7
SPC: Aura of Fear: save vs. petrification or
fight at -2TH
Innate: Waterbreathing
Breath Weapon: 16d4+8, 1/3 rds, acid 5’w x 60’
cylinder, save vs. breath weapon for ½ damage
Magic
Resistance: 25%
Casting: Wizard 5/ Priest 5 @16h level of
ability
Wizard Spells: Magic Missiles x2, Color Spray,
Improved Invisibility x2, Lightning Bolt
Priest Spells: Curse, Cure Light Wounds x2, Aid x2,
Hold Person, Dispel Magic
Innate Spell Abilities: Darkness 10’ rad 3/day,
Corrupt Water 1/day (Potions =15+=ruined), Plant Growth
AC: -2, HD: 15, HP: 120
Size: H 61’, MV: 12, Fl
30, Sw 12, Int: 10, ML: 18 MR: 15% XP: 15000
Sabastith’s Treasure Hoard:
385pp, 2136gp, 9213cp, Diamond 5000gp, x3 Emerald 1000gp, Staff of Striking (43
charges), Ring of Truth, Ring of Spell Storing (5 spell levels), Ring of
Protection +2, Potion of Polymorph Self, Potion of Extra Healing x4, Decanter
of Endless Water, Scarab of Insanity (3 charges), x2 Hand Pistol Crossbows of
Speed, (100) Bolts +2, Battle Hammer +3 - Unholy Avenger (1d8/1d8)