TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  GEOINTRO-04 
   
   
   
   
   
   
  Fruit off the Vine 
   
  A One-Round D&D LIVING GREYHAWK®  
  Geoff Regional Introductory Adventure 
  Version 1.0 
   
  by Chrism Kronick 
  Playtested by Bill Kronick, Don Lawson, Leigh Smith, Angus Smith, Brian Mahoney, Joe Tom, John Dow 
   
   
   
  So you are ripe and ready to go adventuring? Well, the opportunity to travel and meet people can be 
  available to you here in Geoff. With regional travel hot spots such as Hochoch, Preston, and the Oytwood 
  diversity and variety are the spice an adventure’s life.  A Geoff regional introductory adventure for first 
  level characters.  
   
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 2
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by virtue 
  of a class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 3
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  fewer animals of this type, and animals with 
  different CRs are added separately. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty 
  with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal 
  or Charisma check (DC 10). Failure indicates that 
  the animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard 1-round Regional adventure, 
  set in Geoff  Characters native to Geoff pay one 
  Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 
  12gp per Time Unit.  Rich Upkeep costs 50gp per 
  Time Unit.  Luxury Upkeep costs 100gp per Time 
  Unit. 
   
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  Adventure Background 
  This is a Geoff Regional Introductory Adventure 
  for first level characters only. 
  It is spring of the year of CY594 and the untested 
  adventures will be starting out in the town of 
  Hochoch. Just outside and to the northeast of the 
  town of Hochoch are the Stones of Beory’s Teeth. 
  Lowen the Oakroot is an elderly druid of Beory 
  who is the Keeper of Beory’s Teeth. Lowen has 
  many duties as the Keeper of the Stones. He must 
  bless the land, oversee the druidic rites, and 
  maintain peace between the squabbling druids of 
  the different Old Faith gods. When Lowen is not 
  seeing his duties, he is meditating -- a task so 
  difficult that he needs to do it lying down and with 
  his eyes closed. The gentle snoring helps him 
  obtain the peace he needs to meditate properly. 
  Just to the southwest of Hochoch is the 
  adventurers testing ground within the Oytwood.  
  Here is also the town of Preston, and Caer 
  Rhiniog. The Oytwood consists of many large and 
  old trees that are tended by the Oytwood Elves 
  (mostly gray elves). The town of Preston was 
  occupied by the Giants and their allies until 
  recently and is currently in the process of being 
  rebuilt since being retaken. Caer Rhiniog is a fort 
  currently being manned by the First Bragad of the 
  Army of Liberation. 
  Also tucked between Caer Rhiniog and Preston 
  further into the Oytwood is a druid grove called 
  Fruitwood 
  Grove. 
  Jura 
  the 
  Bearberry 
  was 
  assigned stewardship of the Fruitwood Grove in 
  CY 569.  He was the picture of an Old Faith 
  follower. He tended to the needs of the grove, its 
  inhabitants, and surrounding neighbors. He is oft 
  remembered by those who knew him as a 
  generous soul and one with whom one could not 
  stay angry. He would regularly aid those in need, 
  as long as that need did not arise from harming 
  the ecology of the land. 
  During the Onslaught of the Oyt by the Giants, he 
  fought alongside the olve in defense of the Forest, 
  albeit covertly, doing his best to buy enough time 
  so that the people and animals could retreat to 
  relative safety. It was during this time that he fell to 
  either Giant or Giantkin. His last act of defiance 
  before meeting Nerull was to heal and haste a 
  dying brown bear urging it to run for its life.  
  Inns (and sections of the city) that new adventures 
  have heard about on the streets of Hochoch: 
  HUTVILLE (outside the town walls): 
  The Two-Tent Inn ("inn", No/poor lifestyle). It's 
  two tents...next to each other. It'll keep the rain off 
  your head, but as for food, you're better off eating 
  your trail rations. 
  LOW QUARTER: 
  The Cracked Cup (tavern, No/poor lifestyle): Your 
  local dive/drinkin' hole. Fair to just plain bad drink 
  can be had here (can't go wrong if you stick to the 
  siedr). The food is just awful. 
  The Broken Drum (inn, No/poor lifestyle to 
  borderline Standard lifestyle): Frequented by 
  struggling merchants, poor caravaners, and hard-
  up travelers (think truck-stop).  Drink is passable, 
  and the food...well...it's 'passable' too. 
  THE COMMONS: 
  The Boar's Knuckle (condemned): This was a 
  great local hangout with good food, good siedr, 
  and comfy- enough rooms. Now it’s a gate to Hell. 
  The Boar's Other Knuckle (tavern & inn, 
  Standard lifestyle): Recently opened, hopefully it 
  will live up to its namesake (with the exception of 
  being a portal to the Hell). 
  The White Stag (inn, Standard lifestyle): An inn 
  with comfortable rooms and a small dining 
  hall/tavern. Not as large or popular and The Boar’s 
  Other Knuckle. 
  MARKET WARD: 
  The Giant's Hearth Inn (tavern & inn, Rich 
  lifestyle): Frequented by the rich, it serves fine 
  'gourmet' food, the best siedr & ales, and rare 
  wines.  The tavern is open to non-guests. 
  OLD CITY: 
  The Old Oak Tavern (tavern, Luxury lifestyle): 
  Frequented by the extremely wealthy (nobles and 
  such) primarily residents of the Old City. 
  HILLTOP: 
  The Brenin's Signet (inn, Luxury lifestyle): Very, 
  very, VERY exclusive. They have a fine dining 
  hall/tavern, but it is only open to guests of the inn. 
   
  Lowen the Oakroot: 
  Lowen is an elderly druid of Beory who is the 
  Keeper of the Stones of Beory's Teeth outside of 
  Hochoch. He dresses in the plain robes of a druid 
  that are often dirty, patched, and splattered with 
  blood from the ritual bloodings. His eyes are as 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 5
  sharp as a hawk, and he can still outrun many of 
  the youngsters in Hochoch. He is known to be 
  friends with several giant eagles. 
  Lowen has many duties as the Keeper of the 
  Stones. He must bless the land, oversee the 
  druidic rites, and maintain peace between the 
  squabbling druids of the different Old Faith gods. 
  When Lowen is not seeing his duties, he is 
  meditating -- a task so difficult that he needs to do 
  it lying down and with his eyes closed. The gentle 
  snoring helps him obtain the peace he needs to 
  meditate properly. 
  Adventure Summary 
  Introduction: Here we go…character introductions 
  and establishing starting locations followed by a 
  simple hook. 
  Encounter 1: Off to meet the Druid…Party meets 
  Lowen the Oakroot at the Stones of Beory’s 
  Teeth where he asks the party to find the missing 
  Coed Aeronen Celli Torc. 
  Encounter 2: Preston…Party goes to Preston to 
  start the search and finds lots of help and fun in 
  the Merrymeet Market. 
  Encounter 3: Oops there she is... Fillian and her 
  child are in trouble, and it’s gnolls again. Will the 
  party of adventures come to save them in time? 
  Encounter 4: Coed Ffrwythlon Celli…the Oytwood 
  druid grove has been left abandoned except for 
  Brigit the nymph left to guard it. 
  Encounter 5: A brief visit to Caer Rhiniog…The 
  soldiers at the post of curt but helpful and a little 
  diplomacy will get the party to the northern part of 
  the Oytwood so that they can continue the search. 
  Encounter 6: At Home in a Hollow…The hollow 
  that the druid was using to process and store 
  honey is the perfect place for a bear to make its 
  home. But does anyone think of that before they 
  go in? 
  Encounter 7: The Elves, The Nay Vote, and The 
  Challenge…The elves catch up with the party and 
  bring them to those who can answer many of their 
  questions. In the end they may or may not leave 
  with the torc.  
  Conclusion: Any information is appreciated and 
  during the recount of the adventures Lowen the 
  Oakroot is an attentive listener. 
  Introduction 
  The characters all start out in Hochoch mid-
  morning. They can decide on where they are and 
  what they are doing. The Adventure Background 
  provides information on the inns in Hochoch, 
  including lifestyle level. This is also a good chance 
  for the players to describe their characters. 
  Each character is approached by an Ovate (a 
  young woman training to be an Old Faith Initiate 
  that does light administrative duties) named 
  Simple.  
  A girl in basic pants and tunic steps up to “Use 
  Character Name” and says, “Hello my name is 
  Simple and I have been sent by Lowen the 
  Oakroot of the Old Faith to invite you to meet 
  him at the Stones of Beory’s Teeth at mid-
  day.” 
  If characters ask her questions such as why the 
  Elder Druid wants to meet them or why he 
  selected them, she will respond with: “I have not 
  been privileged to that piece of information.” 
  Directions to Beory’s Teeth are not hard to get 
  from any one residing in Hochoch if the characters 
  do not get them from Simple. 
  Should the characters not agree to meet with 
  Derwyth Lowen then the mod is over. Characters 
  receive no experience or gold. 
  Should they agree to meet him then he will be 
  waiting for them at mid-day. 
  Encounter One:  Off to Meet 
  the Druid 
  The party climbs Shalm’s Shoulders to Beory’s 
  Teeth and Lowen the Oakroot is there to greet 
  them. He is dressed in the plain robes of a 
  druid that are dirty, patched, and splattered 
  with blood from the ritual bloodings. His eyes 
  are as sharp as a hawk, and he can still outrun 
  many of the youngsters in Hochoch. He is 
  known to be friends with several giant eagles. 
  He greets the party as they walk up. “Young 
  travelers, Prynhawn da (preen-hown da, tr., good 
  afternoon). I am glad that you could meet me on 
  such short notice this fine sunny day. I have 
  asked you here today to request your 
  assistance in finding the missing Torc of the 
  Fruitwood Grove. Each Druid Grove has an 
  Elder Druid that the steward of the grove. The 
  torc is the symbol of that stewardship 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  responsibility. Unfortunately the Fruitwood 
  Grove had to be abandoned when the giants 
  and their followers invaded the Oytwood about 
  10 years ago. The Elder Druid Jura the 
  Bearberry never made it back to the Isle of 
  Rhun so both he and the torc have been lost to 
  us. With the cleansing of the Oytwood an Elder 
  Druid will be selected as steward of the 
  Fruitwood Grove.” 
  “It would be appreciated if you would go to 
  Preston and perhaps into the Oytwood to 
  determine what happened to the Elder Druid 
  Jura and if possible recover the torc. I would 
  suggest starting your search in Preston.” 
  If asked he cannot give them much more 
  information on Druid Jura because he was a bit 
  quirky, even for a druid. 
  If asked why they are being chosen to undertake 
  this quest he will reply; 
  “I have consulted the oracle and was advised 
  that a group fitting your description would 
  have the best chance of success. Why, do you 
  not feel that you are up to the task?” 
  If asked, he describes the Fruitwood Grove; 
  “I was there long ago before the giants 
  invaded and am not sure about the changes 
  that have occurred. Asking locals that he 
  administered to would provide much more 
  current information.” 
  If asked if the torc has magical properties he will 
  answer; 
  “Yes, but that would be Old Faith business 
  now wouldn’t it.”  
  He will offer to provide normal travel staples 
  (within adventurers’ standard) to the party prior to 
  them leaving. Passage has been arranged for the 
  party on a cargo barge heading down the Anniben 
  Dwr (tr, Real Stream) to the Y’Avon (tr., Javan 
  River). No animals larger than a Riding Dog will be 
  allowed on the barge. The barge will arrive in 
  Preston about early evening. 
  Player Handout #1 shows the locations of 
  Hochoch, the Oytwood, and Preston. 
  Player Handout #2 shows more Oytwood and 
  Preston details. 
  Encounter Two:  Preston 
  The trip on the cargo barge is uneventful and it is 
  early evening when the party approaches Preston 
  from the waterfront and warehouse area.  
  While old Preston was built around the Well of 
  Bridgit, the current town is much larger.  The 
  Well of Bridgit is a natural spring feature; not 
  so much a hole in the ground for drawing 
  water as a small rocky pool.  The town is now 
  surrounded 
  by 
  a 
  horseshoe 
  shaped 
  embankment with the opening facing the 
  Javan River. While the palisades built by the 
  giants are still in place, they have been 
  repaired for use by the garrison in defending 
  the town.  The embankment alone is a full 12 or 
  more feet tall, with three gates piercing it (one 
  each on the east and west walls and one on 
  the south wall). 
  Preston is a garrison town, several miles north 
  is the fortress Caer Rhiniog. Following the 
  cleansing of the Oytwood in the fall of 592, 
  "Civilian" settlers began to move into the 
  Preston area. Many of those settlers expect to 
  be able to earn a living supporting the 
  garrison. 
  Outside 
  the 
  embankment 
  is 
  Llawencwrth (la-wen-curth, tr. Merrymeet) a 
  small market area that provides goods and 
  services to Preston, members of the garrison, 
  and the new surrounding steadings. 
  Within the embankment, Preston is mostly a 
  town of tents. The giants tore down all the old 
  structures and build massive (and shoddy) 
  barns for their goblinoid and orcish troops. 
  Most of those barns were destroyed during or 
  after the siege.  A few of the better built barns 
  are still standing and have been converted to 
  warehouses for the army. There are two inns in 
  Preston, the Smiling Frog and the Archer’s 
  Mark.  The Smiling Frog is a two story building 
  with a paddock area in back and the Archer’s 
  Mark is a smaller inn housed in one large 
  building. Dinner, conversation, entertainment, 
  and a comfortable cot are available at either 
  establishment. 
  The 
  Smiling 
  Frog 
  caters 
  primarily to the merchant class while the 
  military frequents the Archer’s Mark. 
  The town contains many craftsmen and dock 
  workers. If the Party visits the in-town 
  merchants they will not be much help. The few 
  that are here have not been here long and have 
  spent what free time they have improving 
  living conditions. The Giants made a real mess 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  of the place during their occupation. There is a 
  daily market setup on Llawencwrth that has 
  been running since the army arrived. The 
  market closes just before sunset and will 
  reopen early the next morning. 
  If the party asks about Druid Jura in town have 
  them make a Gather Information check DC 12 to 
  find out that people with animals remember him 
  caring for pets and/or live stock, but that he has 
  not been seen in years. 
  If the party asks if any of the original residents of 
  Preston (pre-giants) have returned, they will be 
  told that there is a old man and woman currently 
  residing in a tent near the Well of Bridgit.  Have 
  the PCs make a Search check DC 8 to find their 
  tent and see if they are awake and willing to see 
  someone. If the PCs make the check the old man 
  will tell the party; 
  “Oh, he was spry young man, for one of his 
  stout stature. And his head was blessed daily 
  by Father Pelor. Although he did speak with a 
  curious lisp. Even if he did or said something 
  that would make you furious at any other 
  person, much like a child or animal, you 
  couldn’t stay angry at him for more than the 
  time it took him to melt your heart with his 
  smile.” 
  Otherwise things are settling down into a relaxed 
  evening in the town of Preston. The players can 
  find rooms at the inns and a good meal. Local 
  chatter is on dock or fort business for the most 
  part. Most of those that live in town are 
  comfortable around strangers and will chat of the 
  weather and inquire of the visitors’ homelands. If 
  the party tries to visit Llawencwrth after dark there 
  is only a field of trampled grass. Any local can tell 
  the party that come sun up the market will be alive 
  again. 
  Merrymeet 
  Presuming the party visits Merrymeet the next 
  morning they find the market area is surrounded 
  by trees and bushes just outside of the North Gate 
  into Preston. HAVE LOTS OF FUN WITH THIS 
  PART. The following vendors are open for 
  business:  
  Meat and Meat Pies – Human owned 
  There are flies buzzing around a well-covered 
  wooden wagon. A man is working at cutting up 
  some pork on the tailgate of the wagon. Set 
  out along the side of the wagon is a table (2 
  feet by 6 feet) that contains various types of 
  meat pies. 
  If approached: 
  He greets the party with “Croeso i Preston 
  (croy-so ee Preston, tr. welcome to Preston) 
  travelers. How may Machrath Meats assist you 
  today? Some ribs or some meat pies?  The 
  pasties are only 5 coppers each!” 
  The meat pies smell and look exceptional. 
  They are about the size of small coin pouch 
  and there are beef, pork, venison, pigeon, and 
  smelt meat pies available. Each has a brown 
  glazed dough animal on it to identify what each 
  tender packet contains.  
  If the players buy a meat pie they are 5 coppers 
  each. 
  If the party asks about the Elder Druid of 
  Fruitwood Grove he will respond with: 
  “No, don’t know much about any Druid Grove. 
  I live on a trev (tr. steading) just on the other 
  side of the Javan River. I raise the meats that I 
  sell and me wife makes these wonderful pies. 
  Business has really picked up since she 
  started making them for sell’n. Could I be 
  interesting you in a pie or two?” 
  Fabric/Ribbon/Pottery – Elf owned 
  Sitting on a carved stump behind a wooden 
  table made from deadwood is a beautiful 
  female elf selling some of her wares to another 
  female half elf. The proprietress has pottery 
  and ribbon on the table. Draped across the 
  wall of bushes behind her is a large collection 
  of fabrics. These fabrics are far more beautiful 
  then anything you can get in Hochoch. 
  If the party members walk up to her she greets 
  them in elvish and then common: 
   “Good day to you all.” continuing in common, 
  “Please examine my fine wares. If I can give 
  you any assistance please feel free to ask.”   
  She then turns to finish her transaction with the 
  other female elf. Once finished she returns to the 
  part members saying; 
  “Is there anything that I can help you with? I 
  have a recent delivery of new ribbons of all 
  colors displayed over here. Get some for 
  yourself, a girlfriend, or a family member.”  
  The sales pitch is now over. She will pause for 
  them to answer. 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  If the party asks about the Elder Druid of 
  Fruitwood Grove she will respond: 
  “Ah, yes I remember him. He liked the brighter 
  fabrics, unusual for a male and a druid. He 
  would supply me with some of the special 
  ingredients that I needed for dying my fabrics. 
  I have not seen him in quite a long time. Maybe 
  he is somewhere else in our wood or maybe he 
  returned to the Derwyth (tr, Druid) home for 
  awhile.” 
   “He was allowed to wander the Oytwood as 
  easily as any elf, because of his kind and 
  gentle nature to all living things. Since you 
  look new to our wood I will explain that there 
  use to be three schools of thought among the 
  Elves of the Oytwood, one that favored 
  cooperation with the other races, and I am of 
  that group since I sell my wares here in a 
  human 
  market. 
  Then 
  there 
  were 
  the 
  isolationalists who would have guarded the 
  Oytwood keeping all out. Finally as usual there 
  are a group of neutral folks that go from day to 
  day and handle things as they come. You 
  should be fine traveling in the Oytwood if you 
  do nothing to a living thing. Keep in mind that 
  you will be watched. And stay away from our 
  homes because the three factions don’t wear 
  identifying colors so you never know who you 
  are running into.” 
  Should the party want to by any of her goods it is 
  anywhere from 5 coppers for a clay spoon to 25 
  gp for a very nicely decorated large platter. 
  Fabrics and ribbons are measured from the tip of 
  her nose to the end of her extended arm and run 2 
  sp to 2 gp per length. The ribbon is measured the 
  same way and runs 5 sp to 25 sp per length. 
  Honey, Honey Cakes, Honey Wine – Human 
  owned 
  A board has been set across two large logs. 
  The skinny man tending the table greats you 
  with a big smile, “Good Afternoon, may I entice 
  you with my sweet products? Our industrious 
  little friends have supplied us with many 
  wondrous things; honey, candles, honey 
  cakes, and honey wine. What will it be?” 
  If the party asks about the Elder Druid of 
  Fruitwood Grove he will respond: 
  “There is a very large hive in the northwest 
  corner of the Oytwood that he used to visit for 
  me. See, the elves tolerated him, whereas they 
  wouldn’t tolerate me. He had a shelter in a 
  knoll near the hive were he could process the 
  honey and bee’s wax. Then would bring it by 
  when he had a chance. He was a real sweet 
  guy and loved to spend an afternoon talking 
  and eating many honey cakes.” 
  Should the party want to buy any of the honey 
  products the price and product list is  
  Honey – small 5 cp, medium 1sp, large 3sp 
  Honey Cakes – 2 cp per piece 
  Honey Wine – 5 gp per glass 
  Candles – 1 sp each 
  Fortune Teller – Human owned 
  The fortune teller is a Rhenee woman using the 
  name 
  Madame 
  Seesall. 
  It 
  is 
  strictly 
  for 
  entertainment purposes, and an opportunity for the 
  judge to roleplay. A table of words has been 
  provided on DM Aid #1 at the back of the mod. 
  Have the player a make a number of rolls and use 
  the results to collect words to be used in Madame 
  Seesall’s prediction. 
  Madame Seesall will detect as neutral and truly 
  believes whatever she says. 
  Various Ciders (hard and soft) – Human owned 
  Ahead there is a huge wagon that contains 
  many different size barrels. A large stout 
  woman stands at the back of the wagon 
  dealing with two old men. Once the woman is 
  done dealing with the men. She turns to you 
  and greets you with a loud, “WELL, I’ll be a 
  direct descendant of Beory if it isn’t more new 
  comers. This town is getting bigger and bigger 
  everyday. What can I do for you folk? I have 
  good strong ale! In ciders, I have apple, pear, 
  and grape in the hard stuff, and mixed berries, 
  stone fruit, green leafy in the softer line.” 
  If the party asks about the Elder Druid of 
  Fruitwood Grove she will respond;  
  “Yeah, I knows him. I regularly swapped seeds 
  and seedlings with him. Of course he had more 
  access to such stuff, but I dids provide him 
  with lots of seedlyns which he would took out 
  and plant when he went a walking. He also let 
  me picks up any extra ground fruits for juicing. 
  I always ‘ave to remember the animals come 
  first when it comes to the ground fruits.” 
  If they ask her where the Fruitwood Grove is she 
  will give them directions there. 
   
  
   
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  Fruits and Vegetable – Half Elf owned 
  Many 
  bushels 
  of 
  seasonal 
  fruits 
  and 
  vegetables have been set on top and below 
  several rows of tables. Standing behind the 
  tables are a man, woman, and 3 small children. 
  The man is just finishing up helping a couple 
  select some nice looking root vegetables. The 
  woman has one eye on the produce and the 
  other eye on the children. The children are 
  playing in and around a cart that looks like it is 
  used to transport the produce and the family. 
  The mother goes over to scold the children 
  and the father comes over to greet the party, 
  “What will it be folks?” 
  If asked about the Elder Druid of Fruitwood Grove 
  he will respond;  
  “Been missing Jura. He was very handy when I 
  had trouble getting scarce fruits or vegetables. 
  Don’t know were he found the stuff half the 
  time but if I really needed something just in 
  season or just out of season there he was with 
  it. I know he traveled around a lot but I’ve not 
  seen him in a long time. If you run into him 
  please send him over my way. I would love to 
  catch up with him and find out some of his 
  secrets.”  
  He doesn’t know much more then that if but there 
  is a wonderful selection of in season fruits and 
  vegetable available. 
   
  Milk, Dairy, and Eggs – Human owed 
  Sitting on a stump with blankets laid out in 
  front of her is a young woman. She has a 
  variety of eggs, cheeses, and covered wooden 
  buckets with today’s milk, cream, and butter. 
  “Good day to you. Can I interest you in some 
  of my fresh dairy products? The hens also laid 
  some nice sized eggs this morn’n.” 
  If asked about the Elder Druid of Fruitwood Grove 
  she will respond;  
  “Nee, other then he stopping by every now and 
  then when he is in the area to check out my 
  animals I knows nothing of his comings and 
  goings. Don’t even know were his celli (tr. 
  grove) is? Sorry I can’t be more help but me 
  and the family just setup a new steading just 
  south of here. Sure I can’t interest you though 
  in some of my lovely fresh products.” 
   
  Kids Puppet Show – Halfling owned 
  Cut out and assemble DM Aid #2 (Finger 
  Puppets) the finger puppets that should be cut out 
  and used to tell a story as one would to a child.  
  Following the puppet show a Halfling steps out 
  from behind the screen. If the party comes up to 
  the Halfling says:  
  “Greetings all. Did you enjoy the show?”  
  After a little banter with the players the Halfling 
  says: 
  “Would you mind watching the puppets and 
  screen for a couple of minutes while I use the 
  privy? An hour on your knees playing with 
  puppets exacts a toll that must be paid.” 
  If the players agreed to watch the Halfling’s 
  equipment he heads off.  Suddenly a swarm of 
  children surround the players demanding a puppet 
  show. The Halfling is nowhere to be seen. Pass 
  the puppets to them and have them execute an 
  impromptu puppet show at the table. 
  After the players are finished with the puppet show 
  the Halfling returns and thanks them for making 
  sure that the kids did not break or run off with his 
  stuff and he gets ready for his next show. 
  If at some point the party asks him about the Elder 
  Druid he says: 
  “I don’t know any Druid in this area. I travel 
  around a lot and don’t get a chance to really 
  get know a lot of people” 
  Encounter Three: Oops, 
  There She Is 
  Draw from DM Aid # 3 (Dryad’s Hedge). 
  It has been several hours since leaving 
  Preston heading north on the road through the 
  Oytwood. It is a clear day and other then 
  possibly trying to keep an eye out for the elves 
  that live here (like you are going to see them if 
  they don’t want you too) you seem to moving 
  smoothly through the wood. Suddenly, the 
  sound of roaring laughter and the scream of a 
  child breaks through your pleasant day. The 
  sounds seem to be coming from the wood to 
  the north. About 30 seconds later there is 
  another round of laughter and screaming 
  further in distance to the north. 
  If the party follows the laughing and screaming 
  they come to a dense thicket of hedges that forms 
  a corner. As the party members approach the 
  thicket they should make a Spot Check (DC 18).  If 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  they succeed they can just make out the image of 
  a bloody young male (wood elf) backing away 
  from a pair of hair hyena-headed medium 
  humanoids. Behind the elf, pressed up against the 
  lone tree that dominates the clearing, is a young 
  female elf. The bloody male grasps a great ax and 
  raises it as he charges one of the creatures.  
  Suddenly the other strikes him down into a still 
  heap. Both creatures throw their head back and 
  roar with laughter. 
  The thicket is 10 feet deep and it will take many 
  rounds to chop or burn through it. Each 10 feet 
  square has AC 10, 60 hp and Hardness 5. 
  Attacking the hedge will also alert the gnolls to the 
  party’s presence and give them a chance to sneak 
  up and attack. The party may go right along the 
  thicket or straight ahead along the thicket. 
  If they go straight ahead they will find a 20’ wide 
  opening in the hedge after 80 feet on their right. 
  If they go to the right the thicket makes another 
  90° turn in 120 feet. Should they go around the 
  corner there is another opening 20 feet wide into 
  the center of the thicket on their left. 
  Once at the opening(s) into the thicket the party 
  sees: 
  There is a very large tree in the middle of the 
  thicketed area. The two creatures are picking 
  up the dead man as they continue to laugh. 
  There is a third creature on the opposite side 
  of the tree from them that is also laughing 
  loudly. There is currently no sign of the female 
  elf. 
  Should the party enter the thicket center then roll 
  initiative. 
  Gnolls (3):  HP (11) see Monster Manual page 
  130. There are 21 gold pieces worth of loot and 50 
  gold pieces in coin on the Gnolls. 
  Once the fight is over and presuming there are 
  party members still alive they see: 
  Looking around at the scene of conflict you 
  are surprised to see a female with brown skin 
  step out of the large oak tree and approach the 
  man’s body. She kneels and says, ”How sad.  
  He was such a kind soul and he was protecting 
  me and my child. He was the cousin of 
  Ganno’s father – another brave soul who fell 
  saving me and our unborn child” She sighs 
  softly. “He said it was his responsibility to 
  watch over us as his cousin would have done.” 
  With a last look at the dead man see looks up 
  with a sad smile says, ”My name is Fillian and 
  who might you be?” 
  Select a point in the roleplaying where she calls 
  out her child who slips from the thicket like a fish in 
  water. 
  “Gannos! Please return to me my sweet. You 
  know you should not go out of the hedge and 
  into the wood. The wood is not a safe place for 
  children.” 
  The child looks elvish and comes running directly 
  to his mother. 
  Some time during the wrap up activities the Dryad 
  will try to charm person (DC 13 up to 3x per day) 
  or suggestion (DC 15 once per day) to get a male 
  player fall in love with her and come back once his 
  mission is completed; 
  “Well, what will my child and I do without the 
  protection of a big strong man. Would you be 
  so kind as to come back and visit us when you 
  quest 
  is 
  over? 
  We 
  would 
  be 
  soooo 
  appreciative.” 
  If the player makes the save he can bow out 
  gracefully or still come back if he wishes. But if he 
  fails his save he will be more then willing to come 
  back and spend sometime with this beautiful 
  creature and her charming child. 
  If the party asks her about the Elder Druid she 
  does know him and knows of the place were the 
  large beehive is. She will provide them with 
  detailed directions to get them to that location. She 
  also knows were the Grove is and will provide 
  directions should they need them.  
  She will also ask the party to help her provide a 
  good burial for her previous protector (there is a 
  locations outside of the hedge that has others that 
  were special to her) and with that done she 
  rewards the party with 100 gold pieces in coin 
  before turning her attention to her child. 
  When the party leaves the Dryad’s oak it is easy to 
  find the trail back to the road. 
  Encounter Four:  Fruitwood 
  Grove 
  Draw from Druid’s Grove from DM Aid # 4 (Druid 
  Grove) 
  Once back on the road the party goes another five 
  miles along.  Then the players should make a Spot 
  Check (DC 15) for a stone with swirls on it on the 
  right side of the road (Knowledge Religion (DC 8) 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  to know that the swirls are a symbol of the Old 
  Faith). This is the point were the market vendor 
  directed the party to follow the deer trail path 
  southwest. After going about 6 miles, the trail then 
  opens up into a large fruit tree grove. With a Spot 
  Check (DC 18) one can see the barn that is on the 
  opposite side of the grove. 
  If the party continues through the grove to the 
  residential and ceremonial portions of the grove 
  they just need to continue on the path. 
  Once in the residential portion of the grove the 
  party can see a path of stones leading up to a 
  large double set of doors that slide off to each side 
  when opened. On either end of the building are 
  staircases that lead to doors about 20 feet up on 
  each end of the building. There are windows all 
  around the building on the upper level (living 
  quarters) while on the lower level (barn stalls to 
  care for animals) there are only windows on the 
  end of the building.  Inside the building things look 
  as if someone left but was meaning to return. It is 
  very neat but has 10 years of dust covering 
  everything. 
  Located on the east end of the building is a very 
  large kitchen garden. The plants that have 
  survived all these years are the size of bushes 
  and can be picked by party members. Behind both 
  the building and the garden is a sparking stream.  
  Not far a way from the garden is the ceremonial 
  portion of the grove beginning at a path that goes 
  between two rows of rowan trees and lead up to a 
  druid circle also surrounded by rowan trees. There 
  are eight white stone megaliths making up the four 
  sides of a square and each side faces one of the 
  cardinal directions.  
  Both the residential and ceremonial areas are in a 
  state of disrepair, since no one has been living 
  here for a long time (about 10 years). To the north 
  is a grove of fruit trees that have flourished but 
  also have not been trimmed and tended in a long 
  time. 
  If the party goes to either end of the barn, behind 
  the barn to the stream, or into the kitchen garden 
  have the players make a Spot Check (DC 15) or a 
  Listen Check (DC 15). 
  A Nymph has risen up from the water and when 
  she is seen she says: 
  “Who be you? You are not here to disturb this 
  place!” 
  If asked who she is and/or why she is here she will 
  answer proudly: 
  “I am Brigit and have been here since the 
  nasty giants took Preston. I use to live in the 
  well in the middle of Preston, <pout> but there 
  were too many giants and orcs to battle. They 
  showed no respect for me or the sacred well 
  that I guarded. <brightly> I travel through most 
  of this area since the water table is high and 
  there are lots of streams and swamps. I was 
  asked by Jura to protect the druid grove while 
  he went away. He warned be that it may be 
  along time and it might be another Derwyth 
  that would come.”  
  If asked if she knows were the druid went she will 
  answer: 
  “He was going up north to the buzzy place. I 
  can only go there when there is lots of rain and 
  water.” 
  She is able to give the party directions to the 
  “buzzy place” in the northeastern portion of the 
  Oytwood. 
   
  A 
  Knowledge(Local-Geoff) 
  or 
  Knowledge(Geography) check (DC 10) will let the 
  players know that the “buzzy place” is on the other 
  side of the Oyt River from where they are. 
  If asked if others come here she will answer: 
  “At first many came to get help from the 
  Derwyth but they stopped coming after I told 
  them that he went away for a long while. Now 
  there is a wood carver that comes through 
  here and picks up dead wood from the fruit 
  grove. He is very friendly and does not harm 
  the Derwyth’s grove. He has even shown me 
  some of his finished work and it is truly 
  beautiful. But no one else comes here 
  anymore.” 
  If any damage is done to the grove (other then 
  picking vegetables from the garden) or any 
  member of the party attacks her, she will defend 
  herself and/or the land.  
  If she is not attacked, and the party has done no 
  damage to the grove, she will offer to heal anyone 
  that is hurt.  
  Brigit (Nymph) (1):  HP (27) see Monster Manual 
  page 197.  
  Prepared Spells (6/5/4/3/1, divine spells as a 7th 
  level Druid, save DC13+spell level):  
  0-Level: Resistance, Virtue, Flare, Cure Minor, 
  Cure Minor, Cure Minor 
  1st-Level: Entangle, Summon Nature’s Ally I, Cure 
  Light Wounds, Cure Light Wounds, Cure Light 
  Wounds 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  2nd-Level: Barkskin, Soften Earth and Stone, 
  Summon Nature’s Ally II, Summon Swarm 
  3rd-Level: Cure Moderate Wounds, Spike Growth, 
  Summon Nature’s Ally III 
  4th-Level: Dispel Magic 
  Once again it is not difficult to get back to the road. 
  Encounter Five:  A Brief Visit 
  to Caer Rhiniog 
  In another five miles there is wide path that has 
  seen lots of traffic. A Knowledge(Local-Geoff) 
  check (DC 15) will tell the characters that this is 
  the road leading up to Caer Rhiniog. 
  When the party gets around the last bend of the 
  road leading out of the wood they will see the tall 
  and straight logs standing on end all in a row that 
  make up the six sides of Caer Rhiniog. The party 
  should approach the northwest gate of the fort and 
  are greeted by the watch guards. 
  “Is there something that I can do for you folks? 
  Preston is to the southeast if you are looking 
  for work or steadings.” 
  If they say they are heading north and make a 
  Diplomacy Check (DC 12) the watch guard or 
  officer of the day says;  
  “You will need to cross the Oyt Avon to get 
  into that portion of the Oytwood. There is a 
  ferry if you keep on the road but currently no 
  one is running it. We have a training patrol 
  heading out of here soon that will be going 
  that way and you can travel across on the ferry 
  with them if you want.”  
  If the party agrees to wait about an hour they get 
  across the Oyt Avon easily. 
  If any of the characters belong to the Army of 
  Liberation they will be of lowest rank and be 
  following orders not giving them. They can though 
  be the spokesman for the group and have a +2 to 
  Diplomacy Checks when dealing with the watch 
  guard or officer of the day. There are only two 
  people that will talk with the group, the watch 
  guard and the officer of the day. If asked about the 
  Druid Jura the watch guard or the officer of the 
  day will explain that Caer Rhiniog is comprised 
  multiple elements of Army of Liberation. They 
  have no knowledge or caring for a lone druid 
  amidst the wood and will be of no help. 
  Depending on the group make-up and interaction 
  between the soldiers and the party, the soldiers 
  will give a recruiting speech to the party to see if 
  anyone will sign up to defend his/her land. 
  They will be given directions to the fort’s docks 
  along the Javan River and after about an hour’s 
  wait, the training deployment will meet them so 
  that they can head up to the ferry landing on the 
  other side of the Oyt Avon. 
  Encounter Six:  At Home in a 
  Hollow 
  Draw from DM Aid # 5 (Bee Hollow). 
  Players can see the location of the Jura’s Hollow 
  on Players Handout #1. 
  NOTE: THE PURPOSE BEHIND THIS ENCOUNTER IS 
  NOT TO COMBAT THE BEAR.  HOPEFULLY THE PC’S 
  WILL LEARN THAT, IN GEOFF, SOMETIMES DISCRETION 
  IS THE BETTER PART OF VALOR. 
  Now that the characters know where to go with a 
  Survival Check (DC 15) the traveling goes quickly. 
  They are heading into a hollow surrounded by 
  trees. A Listen Check  (DC15) allows the party to 
  hear the buzzing of bees from 20 feet above their 
  heads. There is a dead tree that is missing its top 
  and has a large hole in the side where are bees 
  working diligently to care for their hive.  
  A further Search of the hollow (DC 15) will allow 
  the party to find the door to an underground room 
  containing barrels and crates to the left. There is a 
  large draining pan across from the door. To the left 
  are a couple of broken crates and barrels. This 
  must be where the druid prepared and stored the 
  honey.  
  Opening the door allows the bear living inside the 
  knoll a Listen Check (DC 10) to see if it wakes up 
  right away. Should any/all members of the party 
  enter the knoll room and begin searching, the 
  brown bear currently using the left side of the 
  room as his den will wake up.  
  The bear will spend the first two rounds trying to 
  “chase” the PC’s out of its den.  Unless it is 
  attacked within those two rounds, it will attack. 
  If attacked by the party the brown bear will defend 
  itself, pushing the battle outside in defense his 
  den. 
  Brown Bear (1):  HP (51) see Monster Manual 
  page 269. 
  After 5 rounds of battling with the brown bear, it 
  will run off and the party may notice that they are 
  not alone with a Spot check (DC 5). 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  If the party does not find the entrance to knoll then 
  the module is over and they are not able to bring 
  much more than rumors back to Druid Lowen the 
  Oakroot. 
  If the party heeded the warning not to harm any 
  thing in the Oytwood and left the situation with the 
  bear without fighting, the Elves will still stop them 
  to see why they are so far north of the human 
  habitations here in the Oytwood. They are much 
  too far north to be lost or looking for someone who 
  is lost.  
  Encounter Seven:  The Elves, 
  The Nay Vote, and The 
  Challenge 
  The unsuspecting party is surrounded by 18 elves 
  with arrows trained them.  (DM Optional: only one 
  elf is obviously visible. The others can only be 
  spotted with a Spot check (DC 23). Otherwise all 
  18 are visible.) 
  Wood Elf Warriors (18):  HP (4) see Monster 
  Manual page 102. 
  If the bear in Encounter Six was harmed by 
  the PCs then the lead wood elf named Golloraen 
  says: 
  “Halt and lay down your weapons.”   
  Otherwise he says: 
  “Hold!  What are you doing so far into the 
  Elven lands?” 
  If the bear was harmed he will not warm up to the 
  party even if there is an elf or half-elf in it and the 
  elves will insist that the party surrender their 
  weapons. If the PCs fail to surrender their 
  weapons, the elves will attack (doing subdual 
  damage ONLY) until all party members are 
  subdued, surrender, or voluntarily give up their 
  weapons. 
  If the bear in Encounter Six was not 
  harmed a successful Diplomacy Check (DC 10) 
  convinces Golloraen that the party is not 
  dangerous and they should be allowed to keep 
  their weapons if they keep them sheathed.  
  (DM Optional: if the other elves are hiding: Once 
  the issue of weapons is handled the visible elf 
  makes a hand gesture and the other 17 elves 
  stand up.  The party should realize that they were 
  never closer to their death.) 
  The wood elves lead the party to the elvish 
  village of Faen Brethil (tr., Radiant Birch Tree). 
  It is an eight family Elvin village that is made 
  up of platforms and bridges above the forest 
  floor. 
  Through a series of stairs and ladders your 
  group is led up to one of the platforms and 
  then the ladder that brought you here is 
  removed. There is small buffet of fresh fruits, 
  vegetables, lightweight Elvin flatbread, and 
  water sitting on a low table near the center of 
  the platform. For being captured, the elves 
  certainly have not treated you like prisoners.  
  One of the elves says, “Please stay here and 
  we shall bring the proper mediators back.”  
  He turns and leaves. There is a guard of 3 
  elves left at the mouth of the only bridge 
  leading off of this platform. 
  If there is an elf or a half-elf in the group the Elder 
  Varadar addresses them before addressing any 
  other race. The Elder Dintiriel, being of a younger 
  generation, has no problem talking with any 
  member of the party.  Elvish is used as the 
  primary language by both Varadar and Dintiriel 
  Several hours later, a female high elf of 
  indeterminable age and an ancient male high 
  elf and five more wood elf guards walk onto 
  the platform. The elderly male says, “I am 
  Varadar elder of Faen Brethil and this is 
  Dintiriel. Please explain yourselves.” 
  Use the elvish representatives to steer the players 
  into explaining the bear incident and what their 
  reason is for being this far into the Oytwood. You 
  can have them do good cop (Dintiriel) and bad cop 
  (Varadar) to work them over. If they reveal that 
  they have been searching for Jura and/or the 
  Torc, Dintiriel explains in Common: 
  “I have the Torc of the Fruitwood Grove. It was 
  brought to me by one of our scouts after the 
  Derwyth was found dead in an area west of 
  here. I have been keeping it safe until the 
  member of the Old Faith came to collect it. I 
  guess you are what you I was waiting for. 
  Golloraen be a dear and please go and fetch 
  the torc.” 
  Varadar breaks-in speaking elvish. If the PC’s 
  speak or understand elvish, read the following: 
  “Hold. What makes you think to give that item 
  to this group? You could be inviting trouble 
  into our wood!” 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
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  Dintiriel continues the conversation in elvish. If the 
  PC’s speak or understand elvish, read the 
  following: 
  “It is not inviting trouble into our wood. The 
  Old Faith came here long ago and has always 
  helped us to support our wood. In some small 
  way it has even suffered without the Derwyth 
  of the Old Faith being here.” 
  Varadar continues, “But what makes these 
  ones worthy of taking the item back to the Old 
  Faith?” 
  Dinterial replies, “Golloraen, please go get the 
  item. As for being worthy, I don’t suppose that 
  you will accept that it feels right.”  
  Gollorean leaves to get the torc. 
  “No, I will not Dintiriel. I propose a test to 
  affirm their conviction and tenacity.” 
  “I will agree with that.”  
  She then turns to the party watching this exchange 
  and returns to Common: 
  “Varadar requires a test prior to giving you the 
  torc. Please do complete the test correctly and 
  in a timely manner. I do miss the Derwyth help 
  in protecting the wood. Varadar will provide 
  the test so you can begin” 
  With a wave of his hand and a mumble under 
  his breath a stone block wall appears on the 
  platform in front of the party. Each of the 
  blocks has a leaf pattern and an arrow carved 
  in it.  Varadar explains to the party; “Find the 
  path through the leaves that takes you through 
  every block without encountering an arrow 
  point head-on. Enter at any block and move 
  one block at a time horizontally or vertically 
  (never diagonally), and exit any block on the 
  periphery. You do not have to move in the 
  directions of any of the arrows.  Begin.” 
  The party sees the Illusory Wall (Players Handout 
  # 3) and is given time to work out the puzzle. Use 
  the DM Handout #6 as one of the possible 
  solutions. 
  If the party does not solve the puzzle, or fails to 
  solve the puzzle in 5 to 7 minutes of real time, the 
  Elves will explain that they will hold the torc until a 
  Derwyth of the Old Faith comes for it personally. 
  If the party does solve the puzzle the Elves will 
  give the torc to the party to return to the druids. 
  Conclusion 
  Once the party has the torc they are escorted by 
  the elves back to the abandoned ferry location 
  (where they were dropped off by the training 
  troops) and can wait to return to Caer Rhiniog with 
  the troops. From Caer Rhiniog or back in Preston 
  the party can show the torc to any barge owner 
  who has a symbol of the old faith on his barge 
  house and get a ride back up to Hochoch. Once 
  back in Hochoch it is easy to travel back up to 
  Beory’s Teeth and the Druid Lowen. He is ecstatic 
  to have the torc returned and is eager to hear 
  about the party’s travels around the Oytwood. In 
  appreciation for assisting the Druids of the Old 
  Faith each member of the party is given 200 gold 
  pieces in coin. 
  The player that was charmed by Fillian spends an 
  extra 2 TUs in the Oytwood with her and her son. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter 1 
  Meet with Lowen the Oakroot at Beory’s Teeth 
  and getting his request for help 
  Encounter 2 
  Go to Preston and gather information to move on 
  with finding the torc 
  XP - 80 
  Encounter 3 
  Save Fillian and her child from the gnolls 
  XP - 90 
  Encounter 4 
  Make it to the Fruitwood Grove and encounter 
  Brigit the nymph 
  XP - 50 
  Encounter 5 
  Visit Caer Rhiniog and practice some diplomacy to 
  get a ride to the northern part of the Oytwood. 
  Encounter 6 
  Find the hollow that the druid used to process and 
  store the honey and survive the encounter with the 
  bear. 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 15
  XP - 180 
  Encounter 7 
  Interact with the elves and get the torc from them 
  to return to Lowen the Oakroot 
  XP – 50 
  Total Possible Experience 
  XP - 450 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter 3: 
   
  Gnoll: L: 21 gp; C: 50 gp each 
   
  Reward from Fillian: C: 100 gp 
  Conclusion: 
   
  Reward from Old Faith: C: 200 gp 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 21 gp; C: 350 gp; M: 0 gp – Total: 
  371 gp (400 gp). 
    
    
   
   
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 16
  Player Handout # 1 
  (Hochoch, the Oytwood, and Preston) 
   
   
  Jura’s
  Hollow
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 17
  Player Handout #2 
  (the Oytwood, and Preston) 
   
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 18
  Player Handout # 3 
  (Preston) 
   
  Merrymeet 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 19
  DM Aid # 1 
  (Fortune Teller) 
  Fortune Teller’s Tables 
   
    
  Table 10 
  Table 20 
  Table 30 
  Table 40 
  Table 50 
  1 
  you 
  need 
  run 
  love(s) 
  close 
  2 
  your mother 
  want 
  jump 
  hugs(s) 
  far 
  3 
  your father 
  have 
  hide 
  share(s) 
  near 
  4 
  a close friend 
  have to 
  declare 
  hold(s) 
  dear 
  above 
  5 
  your god 
  don't know 
  search 
  aspire(s) 
  below 
  6 
  an enemy 
  know 
  escape 
  care(s) 
  around 
  7 
  a friend 
  don't know 
  protect 
  desire(s) 
  away 
  8 
  a fellow 
  adventurer 
  should 
  hold 
  covet(s) 
  on top 
  9 
  a noble 
  should not 
  discover 
  Hate(s) 
  on bottom 
  0 
  a stranger 
  could 
  quest 
  need(s) 
  surround 
    
    
    
    
    
    
    
  Table 60 
  Table 70 
  Table 80 
  Table 90 
  Table 00 
  1 
  nice 
  weapon 
  stone 
  Fears 
  reroll 
  2 
  good 
  armor 
  river (or 
  stream) 
  agonizes 
  judges 
  choice 
  3 
  bad 
  robe 
  tree 
  Life 
  reroll 
  4 
  evil 
  book 
  road 
  Death 
  judges 
  choice 
  5 
  loving 
  boots 
  sky 
  Terror 
  reroll 
  6 
  demonic 
  cloak 
  sun 
  Joy 
  judges 
  choice 
  7 
  hostile 
  wand(or 
  rod) 
  moon 
  Sorrow 
  reroll 
  8 
  cuddly 
  shield 
  eye 
  Ignores 
  judges 
  choice 
  9 
  beefy 
  Map 
  chin 
  demands 
  reroll 
  0 
  weenie 
  Hat 
  ring 
  Ecstacy 
  judges 
  choice 
   
   
   
   
   
   
   
  Note: This consists of a series of 3 to 7 percentile (tenths are the table 
  names and ones are the list of words contained in the table) rolls by the 
  player. 2 more D10 rolls are then needed one on table 10 and one on 
  table 30. Use the words generated by the rolls to create a fortune for the 
  player’s character. (Have fun with it) 
   
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 20
  DM Aid # 2 - (Finger Puppets) 
   
   
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 21 
   
  DM Aid # 2 
  (Dryad’s Grove Map) 
   
  The circles represent the gnolls positions. The black square 
  represents the dead human. The other square is the dryad. The 
  circle in the tree represents the size and position of the trunk 
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 22 
  DM Aid # 3 
  (Druid’s Grove Map) 
   
   
   
   
   
   
   
   
   
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 23 
  DM Aid # 4 
  (Bee Hollow) 
   
   
  Bear  has an 
  entrance 
  in 
  back of knoll 
  well hidden
  Spot DC 30 
  Large 
  tree 
  with 
  hollow 
  top 
  that 
  contains 
  a 
  huge 
  bee 
  hive 
  Entrance to 
  knoll 
  Spot 
  DC 15 
  Bear 
  sleeping 
  here
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 24 
  Player Handout # 4 
  (Elves Puzzle) 
   
   
  
   
  GEOIntro-04 Fruits Off the Vine 
   
  Page 25 
  DM Aid # 5 
  (Puzzle Solution) 
  1
  20
  21
  22
  25
  2
  19
  18
  23
  24
  3
  4
  17
  16
  15
  6
  5
  10
  11
  14
  7
  8
  9
  12
  13
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/GEO (Geoff)/GEOIntro-04 Fruit off the Vine (3E).pdf