009. Druid's Temple

The stags walk through the forest as easily as a fish swims through water.  It takes them only a day to reach the clearing that reveals an ancient druid temple, carved in the stump of a giant, long-dead tree.

They enter the large oaken doors of the temple, carved with figures of stags and elven druids.  The walls, floors, and ceiling are a smooth wood, with no seams in the structure to be seen.  Twisting passages lead to long-abandoned rooms, with centuries-old evidence of the rituals that druids once performance there.

Now, they find lizardmen and other evil creatures have taken it over.  They even find a young poison dragon, which they manage to kill (and take its claws).  

The center of the temple holds the statue of a druidic demi-god, who conceals the hidden entrance to the sapling.  Speaking the name of his one true love (after some research from the party) opens the hidden door, and reveals a room with a floor of thick, dark soil.  A single beam of sunlight shines down upon a small, green sapling.

When they approach the sapling, a carved face in the back wall comes to life and commands the intruders to stop what they are doing!  The party draws their swords, ready to fight what comes, when the face suddently changes expressions...

"The oldest father!  The one who makes the trees grow!  You have returned!"  The party turns to D'Understanding, looking at him quizzically.  The face continues, "you must take the sapling and protect it.  The druidic hierarchy is corrupted by the queen.  Please, please protect it with your life."

The carefully dig out the sapling and put it in a sack.  They leave the temple and waiting for them is Presto, atop a black stag, surrounded by a score of spear wielding lizardmen. Just as the party thinks they are going to be skewered, the white stags bound out of the woods and allow the party to hop aboard.  The stags fly through the forest at an astonishing pace, hardly making a sound.  The stags stop just short of the wooded boundary, where they let the party get off.  The party leaves the sacred woods, not knowing where they are…

Map of the Druid Temple

 

007. Tomb Cleaning Time (and other mishaps)

Back safely in town, the party sets up shop at the Inn.  Just when the flagons of ale are poured, a pair of guards rush into the inn, panting.  "A .. a ... thing is attacking the city!  Just come see!"

A giant, Spider Lady Demon Thing is heading for the inn.  The Demon that the Evil Druid was summoning?

A crowd gathers as they fight on and finally defeat the spider queen.   The party stands around, looking for clues on the spider queen while Gunderson, the town Cleric approachs them for help.  "The light in the Tombs of Ashvin has gone out and now the dead are rising!"  Sigh, can we at least eat dinner first?

They fight their way through the tombs under the temple and relight the ever burning torch to quiet the undead.  What is causing the demons and the dead to rise?  Meanwhile, the ring D’understanding is wearing is slowly turning his arm into a tree branch, and his feet into roots...

The party seeks the wisdom of Corvus the Black, who sent them on their first quest (and who they have not spoken to since).  They explain everything that had happened (including the curse on D'Understanding), and he asks them to seek the council of Torus Whitetail, the Archdruid who lives in the Sacred Woods outside of Parthen City, about a week's journey southwest.  

Not only is Torus one of the few who can break D’understanding’s curse, but if druids are involved in demon summoning, perhaps Torus can help bring the druids back in line.  

He also believes that Turbo may have taken up residence in an Old Castle south of Ashvin.  He sent another party of adventurers (what? another party?) to seek intelligence of Turbo’s whereabouts, but they were ambushed by goblins and ogres.  All but one were slain.  Barlo the Brave, the cleric of that party, is the only survivor.  He begs for a chance to avenge their deaths and to kill Turbo himself.

Map of the Tombs under the Ashvin Temple

Ashvin Tombs, B1
Ashvin Tombs, B2
Ashvin Tombs, B3

 

006. When the Party Learns not to Put on Every Ring they Find

The party heads back to Ashvin with Omnikrunc in tow, their 2nd death in as many days...

They find that Gunderson is unable to raise Omnicrunk, because he is out of the necessary materials.  It takes several weeks to gather enough herbs and incense and oils and poultices required to return someone from the dead.

While mourning their loss at the Inn, a mysterious short-statured figure enters.  She is dressed in monk garb and introduces herself as Monicrunk, Omnicrunk’s twin sister.  She eagerly joins the party.

They head back to Joe’s farmhouse, but find the whole house covered in cobwebs.  Inside, they find Joe, dead and entombed in webbing.  They head back to the church, down below to the tunnel.  Inside they find a cave system filled with spiders, badgers, and zombies.  They fight their way down, finding treasure.  One thing of note they find is a wooden ring that appears magical.  D'Understanding eagerly puts it on his right hand.

Toggaf believes the evil druid may have been summoning a demon, but they do not find it.  They head back to town, heavy with treasure.  

On their way back to town, D'Understanding gets an itchy sensation on his left hand, and when he tries to remove the ring, he finds it stuck fast to his finger, and his ring finger's skin is rough as if covered in bark.

Map of the Spider Tunnels is Below! It's in 4 pieces because it was so large I was afraid it would break Roll20.

Spider Tunnels, B1:

Spider Tunnels, B2:



004. Turbo's Lair

The party enters the keep, and find it crawling with Kobold guards.  They manage to fight through several of the kobolds, leaving the evidence of their intent strewn about the dungeon.  But, in their lust for treasure, they get distracted and find themselves in a room with Zombies.  

D’understanding, the druid, dies in the ensuing fight.  

The party retreats back to town.  They do manage to find very fine priests vestments and a holy symbol for their trouble.

Back in Ashvin, they meet Gunderson Oakenstaff, the high priest at Ashvin, at the Temple of the Divine Mother.  He is watching over the Dwarf Child.  He agrees to revive D’understanding in exchange for 500 gold and the holy vestments and symbol.  The raising takes 3 days.

After D’understanding is back to life, they head back to Turbo’s Keep, but find it now taken over by wolves, feasting on the entrails of Kobolds.  They fight their way deep into the Keep and find Turbo’s lair, but he is not there.  Instead of a sealed envelope bearing the seal of the Black Raven’s Guild.  The open the envelope but find the parchment is blank.  They decide to head back to town to confer with Corvus.

Here is the dungeon map I used in Roll20.  Feel free to use it for your own game!