




The Dreadwood Region
by Denis Tetreault
Version 1.0
The DREADWOOD FOREST - General Knowledge
Human Population: 5,000
Demi-humans: Sylvan Elves (8,000), Gnomes (1,000), some Halflings
Humanoids: North - some; South - many
This substantial forest lies north of the Hool Marshes of the lower
Javan River and reaches from the Good Hills in the west (where the
forest
itself is quite hilly) some 250 miles to the coast of the Azure Sea in
the east. It varies between 70 miles deep in the east to well over 150
miles deep in the west. Together, the Dreadwood forest and the Hool
marshes
serve as a formidable natural barrier separating Keoland from the lands
of the Sea Princes. There is a long history of struggle within the
Dreadwood,
with monsters and humanoids battling the human, elven and gnome
inhabitants.who
nominally swear allegiance to the King (in return for Keoish protection
of the forest). Large-scale efforts have been mounted by the
inhabitants,
in concert with Keoish troops, to clear the woods of evil creatures
time
and again, but the enemy retreats into hidden places and beyond the
trees
into the trackless Hool Marshes, to return when the companies of
woodsmen
and elves retire. It is suspected that the Sea Princes are in collusion
with certain bandits and humanoid bands who creep through the Dreadwood
on their way to raid Keoland and the Yeomanry. Whispers speak of
Scarlet
Brethren sculking about capturing some of the more intelligent monsters
here for use in their monster breeding experiments, but these are more
likely tales told to misbehaving children and the rants of drunken old
madmen. There are also rumored to be several mysterious and ancient
ruins
hidden deep within the more isolated regions of the Dreadwood.
DREADWOOD - An Insider's View
The Dreadwood is internally divided into several regions - some being
safer
than others. Most of the human population inhabits the northeast
section
and is well known and fairly safe (except for the odd bandit raid). The
northwest and west-central area is quite hilly and contains all of the
indigenous gnomes (mostly the NW reaches) and some of the elves (mostly
West-Central). The Central region contains the bulk of the elves. The
entire
southern margin (SW, SE, S-Central), which eventually gets boggy and
swampy
until becoming the Hool Marshes, is controlled by humanoids and evil
creatures.
The creatures of the North and South are constantly battling each other
for control of the Dreadwood. Something unknown to most of the peoples
living outside of but around the region of Dreadwood, and the one
factor
that tilts the balance of power in favour of the elves, gnomes and
humans,
is that deep in the West-Central region is a major Druidic center of
Obad-hai.
None other than the Great Druid herself, Reynard Yargrove, lives in
this
religious complex hidden in the forest.
As there is some enmity between the druids of Obad-hai and the
priests
of Ehlonna, they do not co-operate directly very often, but when the
safety
of the forest is at stake, such as a particularly large incursion of
evil
from the Hool, all differences and disagreements are put aside and
everyone
fights side by side. This uneasy truce between followers of competing
gods
could easily degrade into open hostility in other woodlands of similar
small size, but is unlikely within the Dreadwood for reasons other than
the constant danger posed by common enemies. In her years as an
adventuring
druid, long before becoming the Great Druid, Reynard saved the lives of
several very prominent priests of Ehlonna.
Northern Dreadwood Encounters
01-02 Bugbears
03-14 West: - Gnomes; Central - Elves, Sylvan (Wood);
East - Men (Peasant, Hunter or Woodsman)
15-16 Ettercaps
17-20 Gnomes
21 Halflings
(various)
22-24 Kech
25-34 Humanoids (Orc, Kobold, or Hobgoblin, equal
chance)
35-37 Ogres
38-42 Patrol, Elven
43-44 West - Gnome Patrol; Central - Elven Patrol,
Superior; Eastern - Human Patrol, Superior
45-47 Patrol, Human, Woodsmen
48-50 Treants
51-52 Trolls
53 Druid of Obad-hai
or Priest of Ehlonna
54-56 Bandits
57-00 Use Standard Encounter Tables
Southern Dreadwood Encounters
01-10 Bugbears
11-13 Patrol, Elven
14-15 Patrol, Human
16-20 Ettercaps
23-26 Kech
27-42 Humanoids (Orc, Kobold, or Hobgoblin, equal
chance)
43-50 Ogres
51-57 Trolls
58-64 Spider, Huge or Large (50%)
65-66 Owlbear
67-00 Use Standard Encounter Tables
Marshy Dreadwood Encounters (Southwest)
01-05 Crocodile
06-12 Frog, Giant or Poisonous (50%)
13-20 Lizard Men
21-25 Men, Tribesmen (Marshmen)
26-30 Toad, Giant or Poisonous (50%)
31-35 Troglodyte
36-40 Lizard Men (75% likely to be led by a Lizard
King)
41-55 Yuan-Ti
56-58 Muckdweller
59-63 Lizard, Giant
64-65 Dragonfly, Giant
66-74 Snake, Normal (Constrictor or Poisonous, 50%)
75-78 Snake, Giant (Constrictor of Poisonous, 50%)
79 Shambling Mound
80-89 Leech, Giant
90-95 Spider, Large
96-97 Spider, Giant or Huge (50%)
99 Behir
00 Black Dragon
DM's Notes
What follows is a site description suitable for use as a short
adventure,
either as an interesting sidetrek, a jumping off point to exploring
similar
ruins, or as a mission to track down the Hermit for some larger
campaign
reason. A psionicist or PC with (appropriate) wild psionic talents
would
be very useful, though not necessarily required. Introduced below is a
new use for what is often considered a fairly useless (and thus rarely
chosen) talent. If you do not use psionics in your campaign, you may
alter
the structure and the devices therein from psionic to magical in
nature.
One of the creatures encountered is fairly tough and the party should
be
over 6th level, however the "Greater" creature can be changed to a
"Lesser"
member of it's type. Low level characters probably shouldn't be
trampling
around this part of the country anyways. Neutralize poison may be
necessary,
and perhaps a means to transport statuary. ;-)
The flavor of the site is similar to the Earthmaster ruins from
Columbia
Game's HarnWorld (particularly the ruins at Bejist), and could easily
be
adapted to a HarnWorld campaign, though here it is set in the AD&D
World of Greyhawk. For AD&D DMs who wish to know more detail about
the various aspects of Earthmaster architecture and artifacts, and
HarnWorld,
there will be more information at the end (including links).
BRINDEC
There are many ruins of various ages scattered about the Dreadwood.
None
are as enigmatic as Brindec. Deep within the most isolated part of the
southwestern-most Dreadwood, where the forest has all but given way to
the stinking Hool Marshes, lies the lonely tower. Getting to the site
involves
slogging through often waist to neck deep water for miles. If the
intrepid
explorers can bring some form of watercraft with them (such as canoes)
the going won't be much easier. Dry ridges, dead falls, thick patches
of
shrubbery, wide expanses of mud, and areas of very shallow water all
require
frequent and difficult portages. In general, movement rates are reduced
to one quarter normal. Fortunate adventurers equipped with something
like
a folding boat, which can be shrunk again and again for easy
portaging,
will find things a little easier going. As the adventurers travel
farther
south the waters get deeper, islands are farther apart, tree cover is
thinner,
and shallows get less frequent. The last mile or two can be navigated
completely
by small boat (with much winding), though beings over 4 feet in height
can still wade through if they pick their way carefully.

The ruins of Brindec, looking north. Group of 5 adventurers on west
island, for scale.
From 100 yards away, a 70 foot high block-like tower can be seen
partially
sunken into the muck and fetid water. Called a "ruin" by the druids and
elves of the northern Dreadwood, there is nothing ruined about it. The
tower appears to be a single piece of grey stone-like material, as
smooth
and polished as the day it was constructed, not a single mark on it
from
the passage of time. Yet it predates the recorded histories of both the
druids and the elves! It's builders are a complete mystery.
Obviously
constructed before the swamp invaded this portion of the Dreadwood, the
perfectly clean and new-looking structure appears completely
out-of-place
in its dreary surroundings. From the exterior, the most striking
feature
of the structure is a dome on the roof constructed of an unknown
transparent
material.
There are several small islands nearby that the PCs may wish to use
as a jumping off point to start their exploration of the building's
immediate
area. The island that they choose has an inhabitant. The largest tree
is,
in fact, a very old hangman tree, and it is pleased that lunch has
arrived.
- Hangman tree (1): AC 3 trunk, AC 5 vines; MV 0; HD 6; hp
42; THACO
7; #AT 3; Dmg 1-3; SA strangulation, acid digestion 3d4/rd; SD
hallucinatory
perfume; MR 95%; SZ H; ML 0; AL N(e); XP 1,400. Monstrous Manual 293.
No
treasure.
The waters immediately around the tower are approximately four to five
feet deep. Human adventures can slowly wade up to the almost submerged
entrances, however demihumans had best be prepared to do a little
paddling.
Close examination of the exterior of the building will reveal its truly
unusual nature. It's composition is not like anything the characters
would
have ever seen. Though the PCs would not know it, dwarves who have
studied
its construction material refer to it as "pseudostone". There are a
handful
of other buildings scattered about the Flanaess composed of similar
material,
which the DM may wish to introduce after much research on the PC's
part.
Pseudostone looks like a perfectly smooth, polished grey stone-like
material,
but with none of the imperfections or texture of true stone. Just a
pure,
featureless grey. When touched, pseudostone seems to be at
body-temperature.
No weapon, magical or non-magical, and no spell can mar the stone
surfaces.
Because objects, such as grappling hooks, can gain no purchase on the
surface,
climbing the structure is nearly impossible. Nothing can adhere to the
surface, not even sovereign glue. Because of this, all surfaces
are perfectly clean. The fetid swamp cannot even leave a water mark. Fly
or levitation, however, allows access to the roof. If PC's
somehow
get onto the roof they can examine the dome, and find it to be
constructed
of an unknown material more transparent then glass, yet just as
indestructable
as the rest of the building and without a single scratch. Through the
dome
they will see a single large room which appears to be empty. Inlaid
into
the middle of the floor appears to be a large black circle.
A quick survey will reveal what appear to have been four entrances
into
the structure, however the north entrance is completely blocked by rock
and mud, and the east entrance is likewise blocked by rock, mud, and
trees.
This leaves two possible routes into the building. The south entrance
appears
to be surrounded by deeper water, and is clear. The west entrance has
some
plant growth, indicating that the water is shallower near that
entrance.
Among that plant growth, just inside the entrance, is a giant sundew.
- Giant Sundew (1): AC 7; MV 1; HD 8; hp 41; THACO 13; #AT 6
per target;
Dmg 1-3; SA suffocation, damaging enzyme; SD penalty to attacker's
rolls;
MR Nil; SZ M (4'); ML 11; AL N; XP 2000. Monstrous Manual 295. No
treasure.
Ground Level
Once the PC's get into the entrance archway they will see that, after
approximately
10 feet, stairs rise up out of the water. As they climb up out of the
waters
of the stinking swamp they will notice that the risers of the stairs
appear
to be uncomfortably high, and seem to be constructed for beings taller
than the average human. They emerge into the large 50'x50' central
room.
The ceiling soars 45' above their heads and daylight pours through the
large, clear dome. The walls, floor and ceiling are all composed of the
same material as the rest of the structure. Until the characters dry
off
a bit they will find the floor very slippery. Any sudden movements
(such
as combat) may require dexterity checks.
The interior of the room is devoid of any contents and completely
featureless
with only two exceptions. In the floor at the center of the room is a
10
foot diameter, 6 inch wide, 4 inch high ring composed of the same
pseudostone
as the floor. The center of the ring is depressed a foot below the top
and is composed of pitch black, though highly polished, pseudostone.
Nowhere
can there be found any sort of seams, cracks or joints. Arranged
around the ring are four 1 foot square, transparent pseudostone
"windows"
set into the floor. These transparent sections appear to be about 1
foot
thick, revealing a dark room beneath the floor. Nothing can be
discerned
through the darkness.
As they wander around the room, the PC's will not notice the
creature
that has made a lair at the base of the eastern stairs before it
notices
them. It raises its head slightly to look at the interlopers over the
top
of the stairs. As it begins to quietly move forward, the PC's will hear
a slight splashing of water coming from the blocked entrance. The first
PC to look in the direction of the dark passageway meets the gaze of a
greater basilisk.
- Greater Basilisk (1): AC 2; MV 6; HD 10; hp 54; THACO 11;
#AT 3;
Dmg 1-6/1-6/2-16; SA claws +4 poison, breath +2 poison, petrifying
gaze;
SD surprised only on a 1; MR nil; SZ L (12' long); ML 16; AL N; XP
7,000.
Monstrous Manual 14. Because of the way PC's enter the room (and the
possible
battle with the giant sundew), this creature cannot be surprised. Even
invisible characters will alert the beast as they come through the
water
of the entrance passages. It may have poor vision, but it has an
excellent
sence of smell. Althought it can see into the ethereal and astral, it
cannot
see outside of the structure due to the special nature of the
pseudostone.
The reptile will defend its lair with particular ferocity because it
provides
a unique protection from random astral and ethereal encounters. The
first
time the Hermit entered the building, the creature moved to attack,
however
it experienced a mysterious revulsion and instinctively retreated. Now
it prefers to ignore him. Not enough meat to bother with.
If the PCs defeat the basilisk, an examination of its lair will reveal
the body of a half eaten dwarf. On his metal belt buckle is a clan
symbol.
From this they can track down where he was from and eventually who he
was.
Aldo Stonesinger was a master stone mason who had read of the
seamlessly
constructed, timeless ruin in his research. He made the perilous trip
to
Brindec to study it's secrets in person. Unfortunately he was ill
prepared
to meet the local reptilian fauna. Of his two companions, both
reasonably
skilled dwarven fighters, one was killed by poison (as was Aldo) and
consumed
entirely, while the other can still be found as shattered stone
fragments
under the water at the back of the lair. Detect magic will
reveal
Aldo's 3 foot walking stick (a rod of stoneshape, 27 charges,
as
spell, usable by any class) and a companion's battleaxe +2
below
the water. Their small rowboat lies submerged about 50 feet south of
the
structure. The reptile capsized it while trying to grab at the tasty
treats
he could smell inside the backpacks that the dwarves had left onboard.
Miscellaneous gear can be found scattered nearby on the mud bottom. DMs
can select Aldo's home to fit their campaign, as a reason to lure the
players
in a wanted direction. Aldo's clan would be most appreciative of anyone
returning his body (what's left of it), however that would be a most
noble
feat... Aldo has been dead for a week and won't be easy to travel with
in the tropical swamp.
If someone uses the psionic devotion psionic sense within
the
building, they detect a faint psionic hum coming from the vicinity of
the
black disk set into the floor. The expenditure of 20 or more psionic
points
aimed at or against the disk will cause it to open like an iris
(without
any seams or moving parts!), exposing a dark 120 foot deep, 9 foot
diameter
shaft for 10 seconds. The opening and closing process is not
instantaneous,
but takes 2 seconds. Nothing can prevent the disk from closing again,
and
anything held in the opening is utterly crushed as the iris closes. The
trigger can take on any form of directed psionic ability, whether an
attack
mode directed at the disk, an attempt at matter manipulation, or
telepathic
projection. The ability itself cannot effect the disk, only trigger
it's
opening. Passive, non-directed or personal effects (most clairsentient,
psychometabolic and psychoportive abilities) will not work. If no one
in
the party has the ability to open the disk, they must either wait for
the
hermit to arrive, or leave. See the description of the Hermit and his
actions
below.
The walls of the shaft are pseudostone, so it cannot be climbed even
with magical aid. The PCs can attempt to fly or levitate
down the shaft. If they somehow secure a rope, such as placing a log
across
the top (remember, no spike or grappling hook can grip the
pseudostone),
they may climb down, however the rope will be severed when the disk
closes
and anyone on it will fall to the bottom of the shaft. Anyone standing
on the edge, leaning over the open shaft and staring down into it for
more
than 5 seconds will suddenly feel a little light-headed as if suddenly
struck with vertigo and must roll a Constitution check at -4 or fall
into
the shaft. Take the player aside, whose PC fell, and explain what
happens
without informing the other players, as the disk closes and prevents
them
from seeing what happens.
Lower Level
Whether due to bad luck, poor planning, or DM manipulation, there is a
good chance that one or more PCs are now plummeting down the shaft.
However,
when the PC is just about to impact the floor and become a stain, he
abruptly
stops, sprawled on the floor. He feels no sensation of change of speed
or force. He is falling at high speed one moment, then the exact moment
he makes contact he is suddenly at rest on the floor. He'll feel light
headed and probably try standing up. A glance around will reveal a 50'
by 50' room with plain columns reaching up to the 15' high ceiling.
Daylight
is coming through four 1 foot square transparent "windows" in the
ceiling.
The PC is standing on a 9 foot diameter white disk set in the floor
directly
below the shaft. Everything is constructed of the now familiar grey
pseudostone,
except for the white pseudostone floor area. If the PC walks off the
circular
area he suddenly feels disoriented and trips as if the floor had
suddenly
come up underneath him. The floor, however, is perfectly flat, smooth
and
unmoving. The white disk is another psionically active device (it will
also have a faint psionic "buzz" if psionic sense is used in
the
room) which completely negates the inertia of a falling object. If the
PC's upstairs open the disk again (hopefully the psionic PC is not the
one that fell) and shout down, the fallen PC can attempt to shout up
and
convince the others to jump, providing some potentially interesting
role
playing.
The disk is malfunctioning, however. While the inertial negation
ability
is thankfully functioning properly, expending psionic points against
the
disk (as was done with the upstairs disk) once propelled any creature
standing
on it up the shaft. That ability no longer functions. PCs will have to
find another way up. The malfunctioning disk is also responsible for
the
vertigo experienced within and above the shaft. Closer examination of
the
"windows" in the ceiling give the appearance that the domed room
upstairs
is only one foot above.
Once the iris is closed, the interdimensional nature of pseudostone
blocks all attempts to teleport, phase or plane travel out of the area.
It does not prevent the spell or psionic ability from going off (one
can
dimension door around the room, or enter the ethereal and see
that
the pseudostone exists there also), but prevents anyone from leaving
the
enclosed area. All forms of external contact is also blocked (for
example,
clairvoyance,
sending, Dramidj's instant summons,
etc.).
Four archways lead out of the room. The east and west corridors lead
to empty rooms. To the north, stairs lead down, and to the south,
stairs
lead up, both into darkened rooms.
Following the southern stairs, the PCs rise up to a 20 by 30 foot
room.
The pseudostone room is empty except for a single structure. A ten foot
high, block-like obelisk stands in the center of the room. It is 5' by
3' at the base, tapering to 4' by 3' at the top, and is composed of the
familiar grey pseudostone. Psionic sense will reveal a faint
psionic
hum emanating from the monolith. The PCs probably have, at this point,
no way of determining its function. The monolith is in fact a device
known
as a godstone, and functions as a programmable transportation device or
gate. If they can learn how to operate the godstone, it can be used to
transport them anywhere on the planet, and in fact, with great
difficulty,
can even be used to travel to different worlds. Information about the
details
of its operation can be found through a link at the bottom of this
page.
Following the northern stairs down, the PCs enter a 12' by 24' room
of featureless grey pseudostone. A single object rests in the room, and
seems as out of place as a flumph at a yakmen feast. A very rickety
chair
built half-heartedly from sections of branches obviously collected from
the surrounding swamp sits in the middle of the room facing the blank
northern
wall. If anyone over 150 lbs sits in the chair, it collapses. Close
examination
of the north wall reveals no features whatsoever... no seams,
discolorations,
or even scratches. Nothing radiates magic. If a PC has access to the sensitivity
to psychic impressions science or the detection science
(from
"The Will and the Way" supplement) and uses psionic sense
within
the room, he will see, after some concentration, a very faint image of
what appears to be some sort of hidden doorway or portal in the center
of the north wall. No other action can reveal its presence.
At some point, while the PCs are examining the lower room and the
rickety
chair, any guard watching the central room will notice light coming
down
the central shaft for a few moments. Someone has opened the iris! A few
moments later a frail-looking, elderly man attired in "distressed"
clothing
falls down the shaft and lands on the white disk. With no place to go,
the PCs will probably crowd on both sides of room at the base of the
stairs.
The old man appears to carefully walk down the stairs, feeling his way
with a walking stick or staff. The top of the staff appears to radiate
light. He reaches the base of the stairs and moves towards the chair.
If
the PCs do nothing and remain perfectly quiet, he appears to not see
them,
even ignoring PCs standing in the middle of the room. They then may
suspect
that the staff may be more for the benefit of warning others on the
street
of his coming, for the light shining on his face reveals dead white
eyes.
The stranger appears to be completely blind! The Hermit is indeed
blind,
though he can see just as well, better even, than any of the PCs. He
saw
their handiwork upstairs (if they killed the greater basilisk) and
prepared
himself in case they had the ability to open the iris. If he didn't see
a PC on watch when he descended the shaft, he certainly sees them
skulking
in the corners when he gets to the lower room. He keeps up the pretense
of not noticing them in order to ascertain their intentions. If the PCs
make a noise or move towards him, he asks "Who goes there?"
Note: The Hermit, as presented here, is a 2nd Edition AD&D
psionicist
from the Complete Psionics Handbook. If you use 1st Edition rules, the
Dragon #78 Psionicist, or the Skills and Options rules, alter him
accordingly.
The PCs should not be allowed to overpower him, hence most of his
details
are left vague, and DMs can fill him out as they say fit. His abilities
should be more than enough to deal with any hostile actions the PCs
take,
without necessarily harming them. If pressed, he will prefer to just
leave.
* indicates his primary discipline; + indicates powers described in
"The
Will and the Way" supplement
- The Hermit: AC (variable); MV 10; Psionicist 13; hp 70;
PSP 171;
THACO (variable, base 14); #AT (variable); Dmg (variable); SA
special;
SD special; Str 9 Dex 15 Con 16 Int 16 Wis 17 Cha 9; MR nil; SZ M (5'
7");
ML 18; AL N(NG); XP .
- Psionics: 4 Disciplines (Clairsentient*, Psychoportive,
Telepathic,
Metapsionic), 7 Sciences (Clairvoyance, Detection+, Sensitivity
to Psychic Impressions, True Sight+; Teleport; Mindlink;
Psychic
Surgery), 18 Devotions (All-Round Vision, Danger Sense,
Feel Light, Know Location, Poison Sense, Radial
Navigation, See Magic+, Sensitivity to Observation+,
Spirit
Sense; Dimension Door, Duo-Dimension+, Dimension
Blade+; Contact, Id Insinuation, Mind Thrust:;
Gird, Magnify, Psionic Sense), All 5 Defense
modes.
- The Hermit has a short sword +3 which he can use dimension
blade
on (+2 to hit, +2 dam, ignore any armor), ring of flying (as
spell), bracers
AC3, ring of protection +2, other items as the DM sees fit.
The Hermit usually gird's all-round vision or feel
light. Since gaining the Magnify power, the Hermit has been
attempting to discover new features of the hidden door using his other
detection powers. If the PCs appear to be friendly explorers, he will
attempt
to ascertain whether or not there is a psionically endowed person among
them, what they have discovered about the site, and what their plans
are.
He will use all of the detection powers he has at his disposal to study
the party during the time he can keep them talking.
If all seems well, he will share some of what he knows, hoping that
the PCs can further his own studies. The DM can determine how much he
tells
them at this time. He will under no circumstance tell the PCs his true
name, personal history or location to his residence. DMs can develop
that
as they want. He has spent years studying the structure, and
unfortunately
has not learned much. He knows that the building was created by a very
ancient race of beings referred to in ancient texts as the
"Earthmasters".
Their civilization predates even the elven and dwarven presence on
Oerth,
and their mastery of psionics surpasses anything that has ever come
since.
There is no known way to damage or create pseudostone. He believes,
correctly,
that pseudostone is not any sort of stone, of course, but may be some
sort
of artificial psionic interdimensional construct. Another form of
pseudostone
seen at other sites is psionically "enhanced" real stone, which is
almost
impossible to damage, yet resembles normal stone of some known type.
The DM can decide if the Hermit knows how to operate the godstone,
and
may in the future share that knowledge with the PCs if they provide him
with some great service (an adventure of the DM's choosing). Knowledge
of how to operate the godstone has great implications for a campaign,
and
DMs should consider it well. The hermit has spent most of his time
trying
to figure a way through the hidden door, with no luck thus far. He
believes
that it is sealed with a sort of psionic lock, and requires some sort
of
psionic "key", probably in the shape of some sort of manipulation of
psionic
energies. This may or may not be true. He also believes that beyond the
door lies sealed Earthmaster constructions which may contain artifacts
of their civilization and ancient, long-lost knowledge beyond
imagination.
He has dedicated his life to solving this mystery, and visits the site
every couple of days to meditate and study using his formidable
detection
abilities. He may have knowledge of other Earthmaster sites, and may
send
the PCs off to study them (or clear them of occupants!).
If no party members have psionic powers...
While the party members are exploring the upper level (after they have
dealt with the greater basilisk), they hear a slight splashing of water
as something moves through the flooded entry and up the stairs. The
blind
hermit walks into the building, and unless the PCs reveal themselves,
will
open the iris and jump down. The PCs will have 7 seconds to all run and
jump down the shaft after him before the iris closes again. He is adept
enough at using the shaft that he will land on the edge of the disk and
move aside before they can drop on him. However the crowd of PCs will
land
in a pile, and take more than a few moments to disentangle, only to
fall
on eachother again when they leave the disk. The DM should play up
their
almost comedic helplessness as the hermit watches them from the side.
When
they are standing and facing him, he will finally ask who they are. If
they do not follow him, they must wait 5 hours before he comes back up
from his study session in the lower room. If they approach him (or make
noise) before he descends the shaft, he stops, staring blindly into
space,
and asks "Who goes there?". In which case any discussions, as described
above, occur.
Why visit Brindec?
The DM can use many reasons for getting the PCs to Brindec. They may be
chasing escaped criminals, a bandit raiding party, or a dangerous
monster
into the swamp for one of the Dreadwood groups (priests of Ehlonna,
druids
of Obad-hai, the elves, gnomes or woodsmen, or on behalf of the King of
Keoland) and encounter it by accident. They may have read about the
ancient
structure somewhere and wished to see it for themselves, or were hired
by a patron or employer to explore it. Another possibility may be that
they are seeking the Hermit for any number of reasons (for example,
looking
for information on some topic). Also, since the Hermit has psychic
surgery,
they may have heard that he can awaken psionic powers in a being from a
third source, and a PC seeks to gain psionics. The Hermit also has
knowledge
of several rare abilities (from "The Will and the Way") and a PC may be
seeking training in one of these unusual powers.
For More Information
I've adapted many of Columbia Games' HarnWorld supplements to my own
campaign.
They are of high quality and I enthusiastically recommend them to other
DMs. The Earthmasters and their godstones are a particularly appealing
aspect that I've integrated. If a DM wishes his players to learn to
operate
them, it should be made part of a larger quest and require hard work,
extensive
research, and some serious adventuring to uncover their secrets. For
details
on the nature of godstones and pseudostone, and how to operate the
godstone,
I suggest reading the original definitive article on the subject of Godstones,
available on Columbia Games' own website. The rules contained therein
are
for the HarnMaster RolePlaying System, however AD&D DMs are, of
course,
free to adapt it in any way they choose. Alternatively, DMs may wish to
make the godstone function as a more standard AD&D-type gate to a
specific
location of your own choosing. Or have it perform a completely
different
function.

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This page last modified on December 20, 2004