Tree Maze of The Twisted Druid
Tree Maze of The Twisted Druid
Tree Maze of The Twisted Druid
Introduction
The Twisted Druid needs a punch in the nuts.
Once known to the world as the Druid Onald Agon he lived a life alone deep in
the dark wild forest among the tall elms, live oaks and grackles. Alone day
after endless day his brain turned in on itself and thoughts of raw power ate
at him.
It was then that the old pecan tree, twisted in trunk with blackened gnarled
bark, began talking to him. Telling him to do things. Dark things.
First it was little things like cutting the heads off chipmunks. Then evil
and eviler things until his heart became as black as the trunk of that
ancient tree. And in that great embracing evil he began drawing around him
and corrupting others of the forest in a maze made from living perverted
trees.
But the Realms of Men cannot abide such Evil forever. Heroes are gathering
and it is time to enter the maze, slay the Druid and take his ill- begotten
booty.
2. While drinking at the Prancing Pony Inn the player characters are kissed
by a naked lady. Then 4d6 sailors slip knockout drugs into the beer. They
steal the best item from each party member and hide them in the Maze!
3. The party is in the Cathedral of Elemental Naughty and a chute opens and
they fall into a big cave that has the Maze in it!
2. 1d4 Evil Pecan Ents, AC:0, Hp: 29, HD: 6. Three morningstars each, can hurl
magic pecans that explode in 10 foot radius for 2d4 damage.
3. 2d20 Brigands, AC: 6, HP: 5, HD:1. Tridents, black leather, longswords, ZZ Top
Beards. 1D8 gp each.
4. 1d4 Evil Blink Dogs, AC: 3, Hp; 11, Chaotic and Evil. Teleport.
6. 1d6 War- Ocelots. Hp: 9, AC: 7, HD 2+1. Bite 1d6. Helmet Spike 1d6. Silver
collar (worth 25 gp).
7. 1d4 Wereboors, AC: 5, HD: 4, HP 21. Will attack unless bribed to leave.
Offering less than 200 gp will make them attack.
8. 1d6 Bear Skeletons. Hp: 16, AC: 6, HD3, Bite 1d6, Claws 1d6 x 2.
9. 1d20 Green Men, Hp: 4, HD: 1, AC: 7, Battle Axes. 1D8 ep each.
10- 12. Arboreal Gelatinous Cube, AC: 6, HD: 6, Hp: 26, slides out of nook in tree
canopy and blocks the closest red marked square on the map. Difficult to
detect.
Inside the Maze is dark and murky even in the brightness of the noonday sun,
the tight trees close over head at thirty feet to form a near- impenetrable
canopy.
Room Key
Stumpy the Entrance Gnome, Hp 1, a wizened little creature whose legs and left
arm have been chopped off and cauterized with tar, greets any who enter the
entrance of the maze with the question, “WHO DARES BRAVE THE PERILS OF THE
TREE MAZE OF THE TWISTED DRUID?” He cares not for answers.
1. Snare Trap. Two iron chain snares concealed by leafs and vines whip the two
front rank characters up to the canopy (30 feet) unless they save vs. paralysis.
A gong will sound in 2 and 3 to alert the Green Men.
2. Guard Room. Seven Green Men, Hp 5, AC: 7, Composite Bows, Whips. 6 ep each.
Barrel of Beer and ebony carved- dominoes (100 gp value) on a table.
3. Guard Room. Five Green Men, Hp 4, AC: 7, Heavy Crossbows, Hand Axes. 7 ep each.
Beef jerky (in barrels marked “ Deer Jerky” ) and wineskins litter the ground.
4. Roc' s Nest. A steel- beaked Roc with his wings cut off is nested here. He' s
pissed and will attack unless fed a pound of seeds. Hp: 46, AC: 3, Peck 5d6
damage. Platinum arm from Saracen King (1000 gold pieces value). +1 Battle Axe,
2286 gold pieces in the nest.
9. Hidey Hole. Escaped gnome slave, Augustus, has hollowed out a space here
behind a pile of deer bones. He will barter a Potion of Gaseous Form to a
friendly party for a decent weapon.
11. Devil Traps. Weird little stick triangles cover this area. No effect.
12. Vine Trippers. Living vines shoot out and trip the first two ranks of the
party (save vs. paralyzation). 6 Green Men, Hp 5, bo sticks, run round around
the corner and attack.
15. Dead Pile. Corpses of animals lie in great heaps here, the smell of death is
overpowering.
16. Leaf Pile. Six foot pile of rotting leaves and branches. 1D6 copperhead
snakes have a nest inside, Hp 2, AC5, poison bite. Surprise on 1- 3. Ivory scroll
case (200 gp value) with a treasure map (40,000 gold marked on map) to nearby
Type IV Demon temple. The treasure was stolen 100 years ago.
17. Javelina Lair. Two giant javelinas, AC: 4, HD: 4, Hp 22, 2d6 gore, charge from
out of the tree cover. Half- eaten hobbit with silver dog brush (100 gp) and
tobacco chew in lair.
18. Dog Kennel. Small dark broken wood kennels, heavy wet dog and rotten meat
smell. Seven Evil Blink Dogs, Hp; 10. will act nice at first. Teleports to middle
of party and attack. Magic bone that gives +1 to WIS to anyone who chews on it.
To use the Song of Power the player must sing it to the tune of Yankee Doodle:
The Song of Power was used
To conquer magic Evil
Sung it low
Sung it high
Sung it with a weasel.
20. The Hanging Oak. Large twisted oak with the hanging corpses of eight
paladins in polished plate mail dangling from the upper branches. A giant
raven, HP 10, AC: 4, Bite 1d6, is pecking their eyes and will have to be killed
to cut the bodies down.
21. Druid' s Cottage. The Twisted Druid lives here in a small clapboard cottage
with a thatched. He is both an insomniac and paranoid, 10 percent chance
that he is here asleep in his armor (otherwise he is in 22 communing with his
master). The Twisted Druid is a 7th level Druid (see below).
Twisted Druid, 7th level, AC: 3, Hp: 42, +3 leather, wicker shield, Vorpal
Scimitar. Spells: Animal Friendship, Detect Magic, Entangle x2, Charm Person
or Mammal x2, Feign Death (he will use this when he gets to 5 hit points
hahaha), Fire Trap, Protection from Fire, Call Lightning x3, Animal
Summoning I (use on first round.)
Tumbo the Tree Demon, AC: 1, Hp: 83, HD: 15, Four ham- sized tree trunks, damage.
Magic Exploding Pecans, Major 10- foot radius 2d6. Can use Suggestion twice a
day. Fire pisses him off, he takes double damage but gets a +2 to attack for the
round.