The Bard's Tales-Rogue's Forest Adventure



The Rogue's Forest
Complete Adventuer Outline

A brief Note:
It is recommended that the GM familliarize himself with the adventure before the characters play, seeing as how the material is very long. It is also recommended to print out this adventure, since it contains the dungeon map and enemy stats, as well as information the GM may need for refference. This adventure is presented in a chronilogical fashion. The artwork on this page (and all of this page!) is ORIGINAL ARTWORK. PLEASE do not use it without permission.

This is an adventure outline for 4 to 7 low to mid level characters, numbers of enemies plot elements, treasure etc. can all be modified to fit into your campaign. The heroes should be led smoothly into this adventure. The heroes should pick up the following tidbit of news overheard or in casual conversation at a tavern or roadside inn:

Of late the small kingdom of Tayren has been experiencing terrorism at the hands of hostile forces in the surrounding areas. On the roads, merchants and travelers have been entering Tayren with complaints of being robbed, haunted and ambushed by thieves, ghosts and woodland spirits. Some of the more frequent merchant caravans have even disappeared entirely. Merchants and travelers have begun to grow leery of the city, claiming it is under siege by evil forces within the grey and misty woods that surround it.

If this does not spark the character's curiosity, the GM could add. or the characters could find out several days later:

King Raikon has done all he can with his small force of men to keep the roads safe, but there are many miles of road and travelers continue to be harassed. Just recently Princess Calissa has been kidnapped. It apparently happened during the night, then kidnappers making a stealthy (ghostly?) entrance into the castle, escaping with the princess into the forest. (A night watchman though he saw several dark figures slip into the trees) The kidnappers have demanded a large cash ransom via a traveler who was attacked and commanded to carry the message to the king. The king has agreed to pay but........

The informant (the individual the characters are getting all this from) happens to know that the king is secretly offering a reward for the return of the princess, alive. A group of ten of Raikon's men were sent into the trees to try to track down the kidnappers several days ago, but they too disappeared. The king has is now offering this reward to any brave enough to enter the woods and return his daughter!

At this point the characters should be sufficiently persuaded to act either out of kindness and honor if of good alignment, or the substantial reward attached to Calissa's return.....

Road to Tayren

During the characters travel to Tayren any, all or none of the following encounters can happen on the road:

1. Ambushed by Thieves
A number of thieves equal to the number of characters in the party appears and demands the player's valuables. If any member of the party looks too powerful for the thieves to defeat, they will not attack. If their numbers are reduced or are too severely wounded, they will flee.

  • Basic Thief
  • Hp:13 SDC:50 Three Attacks Per Melee
  • Strike+3 Parry+5 Dodge+5
  • Equipped with Hard or Studded Leather armor
  • Wielding one of the following:
  • Short Sword (2D4)
  • Mace (2D6)
  • Falchion (2D6)
  • Two Daggers (1D6 each)
  • Each thief has an average quality knife and 1D4 x 10 gold in valuables

2. Fairy Mischief
A few fairies looking for fun show up. The GM may select the variety, but they may harass or enchant the characters before leaving. If received warmly by the characters they may just play a song, a game of cards or dance for the characters and be on their way. If the characters fight back or are "no fun" then the fairies will leave to find better entertainment.

3. Caught in a Gnomish Trap
The characters are suddenly caught up in a giant net which is suspended from the trees. This net is a trap set by King Ingsraven's gnomish hunting parties, but the characters will not know this. No trouble will come of the situation if the characters carefully cut themselves out. (unless fairies thieves or ghosts arrive first!)

4. Ghostly Encounter
This is probably the least likely encounter. While the denizens of the area are very superstitious, there are a few REAL ghosts in the area. If encountered the ghosts will possess any inanimate object they can, sticks, rocks, even the character's weapons, and proceed to attack with telekinesis. (Roll vs. Horror Factor 11) Weapons do the same damage as before, sticks 1D8 and thrown rocks 1D6. Bonus to strike, parry and dodge is +4. Breaking the possessed objects will eliminate the ghosts (for now). Using a Dispel Spirits spell/psionic will instantly stop all the ghosts, causing the objects to drop to the ground. If the characters flee in terror, the spirits will wait till all the characters have gone, then leave the area (and the characters weapons if they had them) unharmed.

The Arrival

Once the characters arrive at the castle they will meet with one of King Raikon's men outside the castle in a small tavern in the village. He will offer the characters 2500 gold (the GM can modify this amount) to return Princess Calissa safely. The characters may take this or try to bargain for more, but will only be able to haggle an extra 10 to 20%. The kingman will also inform the characters of the general direction in which the kidnappers are believed to have gone. The village itself is very small offering only basic room and board, blacksmith and food supplies for sale.

Into the Woods

Once the characters enter the woods the weather will turn misty and grey. The characters will have to make Land Navigation rolls to avoid going around in circles. As they move further in they will reach a long clearing separating the trees. The trees on the near side seem to pull away from the far ones as if avoiding them. As they enter the far trees eventually they should encounter the first Stone Circle.

The Circles

The characters will come upon a circle of large upright stones about 20 ft high. The circle itself is about 70 ft across, but has no other special properties (does not mark a ley line or fairy circle)

After awhile the characters will another smaller circle of the same type, followed by another larger circle. Characters who utilize their Fairy Lore skill will recognize the circles as being built by SPRIGGAN.

At the fourth circle their will be several stones missing. This ring is under construction and a large stone will soon come (walking!?) through the forest carried by a stout spriggan. The spriggan will demand to know what they are doing here and then order them to be on their way. If the characters are disrespectful he will grow cross and if they push him to far or attack him, he will retaliate by hurling slabs of stone inflicting 3D6x10 each!

The encounter with the spriggan should alert the characters to fairy activity in the area. And soon the characters will know for sure.

The Attack

As the characters walk along, two or three innocent looking fairies will come from the trees into the character's path. They will, holding back giggles, ask if the characters want to play. Regardless of the characters actions, looking behind the party will reveal that, just a short distance behind the backmost members are floating 1D4x100 fairies!! As soon as the characters notice the little creatures will break out in riotous laughter and begin to attack with a flurry of flowers, snowflakes, befuddle and sleep spells! As the characters flee (As they should, it is nearly impossible to damage the massive cloud of flying laughter) they should, unless some brilliant plan is made, drop off one by one into an enchanted sleep, or fall into the Ruins (see below)

The Forest Ruins

Deep in the heart of the shady forest lies the underground ruins of some type of fort. Whether it is the basement of some long fallen castle or an old dwarven village is unknown but it is now the base of operations for the notorious thief and highwayman Ryam DuLormo..

DuLormo and his thieves did in fact kidnap the princess and are holding her for ransom. The band of robbers operates out of their hidden underground base, making a living from those unfortunate enough to fall prey to them on the road. The thieves have been operating here some time but have intensified their efforts lately. The mischievous fairies that occupy the forest have only made their job easier, deflecting most of the blame. Any men sent to root out the thieves cannot locate them due to the fact that their base is hidden from prying eyes. The situation has been further complicated by a group of GNOMES. Living in the woods are a small band of gnomes led by King Ingsraven. The gnomes too have been victimized by DuLormo's band and constantly have soldiers and irritated travelers tromping around in their land. Consequently they have tried to capture the rogues but have accidentally mistaken many innocent people as thieves. It is possible that the either the gnomes or the thieves have captured Raikon's men, (the gnomes mistaking them as thieves) The gnomes have constant patrols and have set many NET TRAPS (see no. 3 above) to try to get rid of DuLormo's troublesome band.

If all the characters fell asleep or fell down the hole (normally the hard landing will cause the character to black out) they will find themselves in thieves hideaway. The mischievous fairies will place unconscious characters in the ruins (Surely the big people will all get along! Tee Hee!) and the thieves will quickly lock the sleeping characters up in the cages in room 4 (see map) Those who fall down the hole will wake up in room 1 Anyone who is imprisoned in room 4 will have NO weapons (they are in the boxes in room 6)

Dungeon Descriprion

1. Shaft Room
This large and natural room has walls made of mixed rocks and dirt. A mass of tangled roots hangs from the ceiling and back wall. The floor is strewn with dry leaves and sticks which soften the fall from above. A narrow shaft of light pierces down from high above illuminating an impossible climb to the surface. Without special means it will be impossible to exit that way. A small tunnel leads out.

2. Hallway
This hallway branches left, right and continues straight.

When the characters enter the hallway a bandanna wearing thief (marked "X") carrying a lantern will be coming down the hall . He will attack as soon as he sees the characters.

  • Lantern Thief (Human)
  • Weapon: Broadsword (2D6)
  • Armor: Hard Leather (AR:11 SDC:30)
  • Hp: 14 SDC: 43
  • APM:3 Strk+3 Prry+6 Dge+5
  • Carrying a lantern, knife and 32 gold.

3. Old Storage Room
Another natural cavern of rock and dirt with tree roots at the far end. There are stacks of crates opposite the door and a small door leading south to a closet next to the entrance.

There is an orc (marked "X") armed with a morning star who was checking the closet when the heroes entered. If possible he will attack from behind, if he is wounded he will call/run for help from room 4 or 5. A thorough search of the roots at the far end will reveal a dwarven throwing axe (2D4 +1 to strike) hidden there by one of the thieves for safe keeping.

  • Khurek (Orc)
  • Weapon: Morning Star (2D6 +3 from PS)
  • Armor: Hard Leather (AR:11 SDC:39)
  • Hp: 18 SDC: 59
  • APM:3 Strk+2 Prry+4 Dge+3
  • Carrying 19 gold.

4. Holding Cells
Characters who were placed under enchanted sleep by the fairies will be imprisoned in iron cages on the south wall the dark room contains a rough table and several stools. There is a small candle and some food remnants on the table. There are two orcs and a kobold in the room (marked by "X") The cages are fully Iron with sturdy locks (60 SDC)

If characters who were not captured are causing trouble nearby or one of the thieves comes to get help, all three guards will leave the room to detain the troublemakers, giving those in the cages a chance to escape.

  • Uras (Kobold)
  • Weapon: Kobold Short Sword (2D6)
  • Armor: Studded Leather (AR:13 SDC:38)
  • Hp: 18 SDC: 59
  • APM:3 Strk+4 Prry+6 Dge+5
  • Carrying a small pouch of trinkets and junk worth 4 gold.

  • Daghor (Orc)
  • Weapon: Voulge (4D6 +2 from PS)
  • Armor: Half Chain (AR:9 SDC:20)
  • Hp: 22 SDC: 55
  • APM:3 Strk+2 Prry+4 Dge+3
  • Carrying a club (2D4) and jewelry worth 30 gold.

  • Rogan (Orc)
  • Weapon: Berdiche Spear (3D6 +4 from PS)
  • Armor: Chain Mail (AR:14 SDC:44)
  • Hp: 16 SDC: 52
  • APM:3 Strk+3 Prry+4 Dge+4
  • Carrying the keys to the cages in room 4.

5. Storage Room
This is a large with walls of loose rock in the center is a large table set out with food (the two thieves in the middle of the room were in the middle of lunch). To the right is a small door in the wall. Two human thieves in the middle of the room. A dark, agile looking male with two swords and a female wearing an eye patch.

Hiding in the small room to the left is a huge orc. If a fight ensues outside he will wait and ambush the characters when they enter the small room. The two large boxes in the room to the right contain the characters weapons UNLESS any of the weapons were magic or of high quality, in which case the higher quality weapons are in the possession of the thieves in room 27.

  • Udr (orc)
  • Weapon: Two Battle Axes (3D6 each +4 from PS)
  • Armor: Studded Leather (AR:13 SDC:38)
  • Hp: 24 SDC: 66
  • APM:4 Strk+3 Prry+6 Dge+4
  • Carrying a pouch with 45 gold inside.

  • Yanna (Human Female Thief)
  • Weapon: Two Short Swords (2D4 each)
  • Armor: Studded Leather (AR:13 SDC:38)
  • Hp: 15 SDC: 48
  • APM:4 Strk+4 Prry+7 Dge+6

  • Tomor (Human Male Thief)
  • Weapon: Two Katana Style Swords (2D6 each)
  • Armor: Studded Leather (AR:13 SDC:38)
  • Hp: 26 SDC: 72
  • APM:4 Strk+5 Prry+8 Dge+7 (also has Backflip +4)
  • Carrying two throwing irons (1D6) and 20 gold.

6. Cavern
This long room curves around to the left. The room is composed of rocks and hard soil, roots hang overhead.

7. Hallway and Statue
Here the hall branches left right and straight ahead, in the middle of the circular junction is an old crumbled statue.

8. Secret Room
The secret door on the north wall of room 9 leads to this secret room. It will require a successful Detect Secret Compartments roll or the fairy in room 9 to find it. Another successful roll will reveal a small chest hidden in the east wall of the small square room, containing 393 gold!

9. Large Pillar Cavern
The room is a wide passage which curves right opening on large cavern with four square pillars. There is daylight at the south end and the characters can exit this way to the woods above after a shallow climb.

A lone fairy (Marked "X") will approach the characters in this room and ask to "play" If the characters do not have multiple inanities by now about fairies asking them to "play" and flee in irrational terror, they can play the fairy in a nice game of cards. The fairy will bet a large gem (worth 200 gold) and has Card Shark 65%. If the characters win the fairy will grudgingly give the characters the gem but not before offering to show them a "secret". If the characters agree to the "secret", the fairy will show them the secret door to room 8 and keep the gem.

If the characters do not have all their weapons back or one of them is imprisoned in room 11 (see description) they might not want to exit. It will also be difficult to find this entrance again in the confusing woods.

10. Old Hall
This large room has stairs leading up in the far left and far right corners.

The left steps lead west and end in a cave in of rubble, there is no passable way through. The east steps lead north and up to a short hallway that turns a corner to the right and ends at a wall. A successful roll will reveal a secret passage to Sublevel 1.

11. Holding Room
The door to this small room is locked. Inside is a small room with a bucket, stool and iron manacles attached to the far wall.

If the GM desires, one of the characters can be imprisoned in this room (the leader or whomever). In which case there will be two thieves in the hall outside guarding the door.

  • Guard Thieves (Human)
  • Weapon: Short Sword (2D4)
  • Armor: Soft Leather (AR:10 SDC:20)
  • Hp: 12 SDC: 43
  • APM:3 Strk+2 Prry+4 Dge+3
  • One of the thieves has the key to room 11

12. Empty Room
A room similar to room 11 though slightly larger and is empty.

13. Secret Room
A secret door from the hallway leads to this room. It is empty unless the GM chooses otherwise.

14. Rat Room
This dark room has scattered debris about it which will on closer inspection be revealed as being infested with rats. If characters enter the room they will be bitten by the frightened rats. Them damage is only 1D4 total, but requires the bitten character(s) to save vs. disease.

15. Small Room
This small room is identical to room 11, but is empty. There is a secret door on the opposite wall which leads to room 17.

16. Secret Room
A secret door in room 17 leads to this room. It is empty unless the GM chooses otherwise.

17. Trap Room
This is a long, corridor like room with stairs going up to the left at the far end.

Stepping in from the hallway will trigger a trap causing a small dart (1D6) to strike the character. There are several such triggers scattered throughout the room. Just before the stairs is a rigged hinged panel which will open when stepped on, sending the character into a pit of spikes! The character may attempt to save him/herself with a climbing roll. Falling in the pit causes 5D6 damage and the character must be pulled out.

18. Small Room
The stairs from room 17 lead to a small hallway that curves left ending at a door. Characters will hear a "munching" on the other side of the door. Opening the door will reveal a goblin eating his lunch. The goblin will immediately flee out the other door and down the secret passage in the hallway that leads to room 24 to get help. If the heroes are quick enough to catch the little thief he will blubber for mercy.

  • Hodok (Goblin)
  • Weapon: Long Knife (1D6+1)
  • Armor: None
  • Hp:10 SDC:33
  • APM:2 Strk+1 Prry+3 Dge+6
  • Carrying a sack containing bread and cheese as well as 30 gold.

19. Storage Room
This door to this small room is rusted shut. Breaking into the room (door has 50 SDC) will reveal a small, empty room.

20. Storage Room
Same as room 19

21. Is not on the map
(gotcha)

22. Ruined Hall
This large circular room has a small grating in the roof through which one can see daylight. Strewn about the edges of the room are broken shelves and rotted wood. There is a door at the far end inscribed with strange symbols.

When the characters enter the room, they will be assaulted by a rusted old sword and a table leg (old spirits which haunt this place) Breaking the possessed objects will eliminate the ghosts (for now). Using a Dispel Spirits spell/psionic will instantly stop all the ghosts, causing the objects to drop to the ground. If the characters flee in terror, the spirits will chase them with their implements. The far door is in fact warded (the thieves do not enter this room, instead using the secret passages to circumnavigate the room) The door is marked with a Ward of Burning pain which inflicts 4D6 damage to whomever touches it. The ward will become harmless once set off.

23. Dart Trap
Stepping on this causes a small dart (1D6) to strike the character. There is a small pile of stones near the trigger to mark the trap for the thieves, but characters will not know this.

24. Main Hall
This is a large room with five round pillars. If the goblin from room 18 got away all remaining thieves from this level, including Ryam DuLormo will be waiting for the characters when they open the door to this room!

25. Old Waiting Room
This medium sized room is occupied by a thief who is currently hiding some treasure. He will attack instantly and call to his companions in room 27.

  • Jonan (Human)
  • Weapon: Scimitar (2D6)
  • Armor: Half Scale (AR:11 SDC:35)
  • Hp:17 SDC:55
  • APM:3 Strk+4 Prry+6 Dge+5
  • Carrying a small box containing 80 gold worth of valuables

26. Storage Room
After a short hall that turns a corner to the left and through a second door, is a mid-sized room stocked with weapons and armor as follows:

  • 4 Swords (2D6)
  • 5 Spears (2D6 and 3D6)
  • 10 Knives (1D6)
  • 2 Maces (2D6)
  • (1) Suit of Hard Leather
  • (3) Suits of Studded Leather
  • (1) Suit of Half Chain
  • Several suits of nice clothing as well as an elegant full length dress worth 70 gold.

27. Guard Room
This is the room where the thieves cook, live and sleep. If the characters have not already confronted them, there will be 6 thieves as well as Ryam DuLormo in this room. Princess Calissa sits nearby, her dress torn and a bit disheveled, but otherwise OK. The room also contains two tables, many low beds and a fireplace.

The Final Fight

When DuLormo realizes his base has been infiltrated he will order his men to attack. He will not fight himself unless attacked. He will also do all he can to ensure his escape, threatening to slit Calissa's throat if the characters don't back off. If DuLormo can't escape with the princess, he will escape himself and count her and his base a loss.

Remember that if the characters had magic or good quality weapons, they will now find themselves on the other ends of them as the thieves use them to attack! DuLormo will have the best weapon.

  • Ryam DuLormo
  • A tall and strong man with dark hair that reaches below his ears and a dark, neatly trimmed beard.
  • Human Thief 34 years old
  • Weapon (If not using character's): Curved Kobold Saber (2D6+3)
  • Armor: Studded Leather (AR 13 SDC 38)
  • Hp:24 SDC:68
  • APM:5 Strk+6 Prry+10 Dge+8
  • Carrying various valuables about his person amounting to 150 gold

  • Other Thieves (Basic Stats)
  • Weapon (If not using character's) Select One:
    • Short Sword (2D4)
    • Mace (2D6)
    • Falchion (2D6)
    • Two Daggers (1D6 each)
  • Armor: Studded Leather (AR 13 SDC 38)
  • Hp:13 SDC:52
  • APM:5 Strk+3 Prry+5 Dge+5
  • Each thief has a dagger and 1D4x10+10 gold

If the battle looks like the characters will win DuLormo will try to escape outside in the fray and flee to a horse he has hidden a little ways off in the woods. If the characters can, they can try to stop DuLormo before he reaches the horse, or try to get him to leave the Princess (if he has her).

If it looks like the characters are going to get creamed, it might be a good time for King Ingsraven and his men to find the thieves hideout (perhaps a tip off from King Raikon's captured men?)

Even if DuLormo escapes, it is possible that the gnomes will capture him, or perhaps he will get away with the Princess (touching off a whole new adventure to track him down?), or perhaps he'll just escape to lick his wounds and plot his revenge on the players. Perhaps the characters will capture DuLormo and tie him upside down to a tree. The GM must decide how everything will turn out.

Wait, what about room 28!?

The best for last, if the characters go back to investigate room 27 after the fight, they will notice a small panel in the back of the room leading to the hoard where the thieves keep their spoils!
The room contains the following:

  • 3D6x100+500 gold in gold coins
  • 2D4x100 gold in jewelry
  • Various ornamental weapons (2 swords, 4 knives, 1 mace) each worth 4D6x10+20 gold
  • 1D4x100 gold in various other items

The characters may divide the treasure any way they wish, or they may opt to return the treasure to the king (In which case he will likely return 80% of which to the heroes anyway) If the characters return with the Princess, but not the treasure the king will pay his promised price, if they return the treasure he will give them 80% of it instead of his promised price. If the characters return Calissa and don't tell anyone about the treasure they will get 25% the promised price (either Calissa, or the gnomes or one of the captured men will inform him) The king will be most grateful for the return of his daughter and hail the characters as heroes (to a greater degree if the characters acted honorably).

King Ingsraven and the gnomes will gruffly thank the characters for ridding their land of DuLormo and his band, but will give no other reward but their gratitude.

With a little ingenuity by the characters, they can get King Raikon and King Ingsraven to work together to protect the land together. This will prevent DuLormo's return and make the roads ultimately safe, as well as promote peace between the two races, as well as earn the characters mega Experience Points.

Return to Library