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Beyond the Crystal Cave - adapting to Torchbearer 2e
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<blockquote data-quote="pemerton" data-source="post: 9404835" data-attributes="member: 42582"><p><strong>G11:</strong> The path through the woods bisects a grove of gnarled oaks. There are 19 of these trees scattered within a roughly circular area about 100 feet across. Mistletoe is growing from each of these trees.</p><p></p><p>Near the centre of the grove a large, especially gnarled, oak overhangs the path. Protruding from the roots of this tree is a sheathed sword with a gem encrusted hilt (it has a bloodthirsty, self-aggrandising personality: +1D to Feint actions in kill and capture conflicts, and its bearer gains the Evil trait at L3). This tree is a “sleeping” treant: it may be awakened as a twist, or if a character tries to take the sword. If roused, this treant is very sensitive to evil alignments, and can also detect actions which are contrary to the interests of the garden and/or its inhabitants. It will attack any creatures coming within 20 feet who have performed such actions anywhere within the garden. (While wanton damage to the garden would provoke an attack, simply gathering the plants need to operate the teleport mechanism in the maze would not; attacks on creatures produce more resentment than damage to plants.)</p><p></p><p>Each of the 18 non-central trees is the lignified form of a hostile adventurer who fell foul of the treants. Most of the gear belonging to these lignified adventurers has either been picked up the garden inhabitants (who understandably left the sword well alone) of absorbed into the substance of the tress. However, a successful Scout test vs Ob 5 looking up into the branches of the trees will notice, hanging from a high branch of the northernmost oak, a black-opal pendant on a gold chain (4D, worn/neck or pocket). Each of the other trees will permit a roll on Coins Table 1, as gems and precious metals carried by the lignified adventurers remain encapsulated (rather than absorbed) by the wood. However, these oaks are now regarded as normal members of the garden’s flora, so damaging them to extract this treasure would be considered a hostile act.</p><p></p><p><strong>G12:</strong> This is an apparently natural limestone ravine, surrounded by typical garden woodland. There are trees, shrubs and creeper plants growing within the valley. These completely obscure the entrance to the cave that is the treat’s home (Ob 4 Scout to notice). What flow of water created this hollow is unclear, as the stream from the lake flows only as far as the cave of the frogs (G6).</p><p></p><p>The treant who makes his home here regards the entire garden as his own. He was not present in Porpherio’s time, and how he managed to gain access to the garden is a mystery to the other inhabitants. He prefers his own company, and that of his plants, to others’. There is a sense of friendly rivalry between him and the Green Man with regard to gardening skills. (Of course the Green Man could win any serious argument, but he does nothing to upset his curmudgeonly but kindly friend.)</p><p></p><p>When the party enters this area, the treant will immediately become aware of them, and will observe their progress. If anyone comes near his cave or damages any of the plant life he will approach and ask them to leave; he will attack only if they refuse his requests or attack him, and will not normally pursue the party outside his area.</p><p></p><p><em>The treant’s cave</em>: The walls of this cool, dark cave are decorated by vines and creepers. Inside are a large table, a stool (provided for the comfort of the Green Man, his most frequent visitor), and many huge gardening implements. At the rear is a damp patch of broken soil (this is where the treant stands to rest and contemplate).</p><p></p><p>In the cave’s wall, immediately behind the rest area, is a cavity concealed by overhanging creepers (Scout Ob 1 to discover). It holds a small iron box with 6 2D gems (12D in total).</p><p></p><table style='width: 100%'><tr><td>Treants are be found in the darkest and wildest of forests, protecting groves and wreaking havoc on interlopers, whom they can turn into trees</td></tr><tr><td><em>Armour</em>: Barkskin (protects like leather against weapons except axes, fire, lightning and magic)</td></tr><tr><td><em>Resistance</em>: These primordial, elemental guardians cannot be captured, driven off or tricked</td></tr><tr><td><em>Boulders</em>: Attack vs Attack is a versus test against all weapons except bows and crossbows</td></tr></table><p></p><table style='width: 100%'><tr><td>Nature 7</td><td>Might 4</td><td>Precedence 1</td><td>Instinct: <br /> Tend the forest</td><td>Type: Spirit</td></tr><tr><td>Smashing, Throwing, Fleeing Fire</td><td></td><td></td><td></td><td></td></tr><tr><td>Hit Points:</td><td>Kill (G11) or Drive Off (G12) 16</td><td>Flee/Pursue 8</td><td>Drive Off (G11) or Kill (G12) 6</td><td></td></tr></table> <table style='width: 100%'><tr><td><em>Other weapon</em></td><td><em>Conflict</em></td><td><em>A</em></td><td><em>D</em></td><td><em>F</em></td><td><em>M</em></td></tr><tr><td>Boulder Toss</td><td>Kill, Capture, Drive Off</td><td>-1D</td><td>–</td><td>–</td><td>–</td></tr><tr><td>Twisted Branches</td><td>Kill, Capture, Drive Off</td><td>+1D</td><td>–</td><td>+1D</td><td>–</td></tr><tr><td>Lumbering Stride</td><td>Flee/Pursue</td><td>-1D, +1s</td><td>-1D, +1s</td><td>-1D, +1s</td><td>-1D, +1s</td></tr></table><p></p><p>(In the module, area 11 has a barkburr. Rather than try and introduce that slightly bizarre creature into Torchbearer, I thought I would write up a slightly darker treant.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 9404835, member: 42582"] [B]G11:[/B] The path through the woods bisects a grove of gnarled oaks. There are 19 of these trees scattered within a roughly circular area about 100 feet across. Mistletoe is growing from each of these trees. Near the centre of the grove a large, especially gnarled, oak overhangs the path. Protruding from the roots of this tree is a sheathed sword with a gem encrusted hilt (it has a bloodthirsty, self-aggrandising personality: +1D to Feint actions in kill and capture conflicts, and its bearer gains the Evil trait at L3). This tree is a “sleeping” treant: it may be awakened as a twist, or if a character tries to take the sword. If roused, this treant is very sensitive to evil alignments, and can also detect actions which are contrary to the interests of the garden and/or its inhabitants. It will attack any creatures coming within 20 feet who have performed such actions anywhere within the garden. (While wanton damage to the garden would provoke an attack, simply gathering the plants need to operate the teleport mechanism in the maze would not; attacks on creatures produce more resentment than damage to plants.) Each of the 18 non-central trees is the lignified form of a hostile adventurer who fell foul of the treants. Most of the gear belonging to these lignified adventurers has either been picked up the garden inhabitants (who understandably left the sword well alone) of absorbed into the substance of the tress. However, a successful Scout test vs Ob 5 looking up into the branches of the trees will notice, hanging from a high branch of the northernmost oak, a black-opal pendant on a gold chain (4D, worn/neck or pocket). Each of the other trees will permit a roll on Coins Table 1, as gems and precious metals carried by the lignified adventurers remain encapsulated (rather than absorbed) by the wood. However, these oaks are now regarded as normal members of the garden’s flora, so damaging them to extract this treasure would be considered a hostile act. [B]G12:[/B] This is an apparently natural limestone ravine, surrounded by typical garden woodland. There are trees, shrubs and creeper plants growing within the valley. These completely obscure the entrance to the cave that is the treat’s home (Ob 4 Scout to notice). What flow of water created this hollow is unclear, as the stream from the lake flows only as far as the cave of the frogs (G6). The treant who makes his home here regards the entire garden as his own. He was not present in Porpherio’s time, and how he managed to gain access to the garden is a mystery to the other inhabitants. He prefers his own company, and that of his plants, to others’. There is a sense of friendly rivalry between him and the Green Man with regard to gardening skills. (Of course the Green Man could win any serious argument, but he does nothing to upset his curmudgeonly but kindly friend.) When the party enters this area, the treant will immediately become aware of them, and will observe their progress. If anyone comes near his cave or damages any of the plant life he will approach and ask them to leave; he will attack only if they refuse his requests or attack him, and will not normally pursue the party outside his area. [I]The treant’s cave[/I]: The walls of this cool, dark cave are decorated by vines and creepers. Inside are a large table, a stool (provided for the comfort of the Green Man, his most frequent visitor), and many huge gardening implements. At the rear is a damp patch of broken soil (this is where the treant stands to rest and contemplate). In the cave’s wall, immediately behind the rest area, is a cavity concealed by overhanging creepers (Scout Ob 1 to discover). It holds a small iron box with 6 2D gems (12D in total). [TABLE] [TR] [TD]Treants are be found in the darkest and wildest of forests, protecting groves and wreaking havoc on interlopers, whom they can turn into trees[/TD] [/TR] [TR] [TD][I]Armour[/I]: Barkskin (protects like leather against weapons except axes, fire, lightning and magic)[/TD] [/TR] [TR] [TD][I]Resistance[/I]: These primordial, elemental guardians cannot be captured, driven off or tricked[/TD] [/TR] [TR] [TD][I]Boulders[/I]: Attack vs Attack is a versus test against all weapons except bows and crossbows[/TD] [/TR] [/TABLE] [TABLE] [TR] [TD]Nature 7[/TD] [TD]Might 4[/TD] [TD]Precedence 1[/TD] [TD]Instinct: Tend the forest[/TD] [TD]Type: Spirit[/TD] [/TR] [TR] [TD]Smashing, Throwing, Fleeing Fire[/TD] [TD][/TD] [TD][/TD] [TD][/TD] [TD][/TD] [/TR] [TR] [TD]Hit Points:[/TD] [TD]Kill (G11) or Drive Off (G12) 16[/TD] [TD]Flee/Pursue 8[/TD] [TD]Drive Off (G11) or Kill (G12) 6[/TD] [TD][/TD] [/TR] [/TABLE] [TABLE] [TR] [TD][I]Other weapon[/I][/TD] [TD][I]Conflict[/I][/TD] [TD][I]A[/I][/TD] [TD][I]D[/I][/TD] [TD][I]F[/I][/TD] [TD][I]M[/I][/TD] [/TR] [TR] [TD]Boulder Toss[/TD] [TD]Kill, Capture, Drive Off[/TD] [TD]-1D[/TD] [TD]–[/TD] [TD]–[/TD] [TD]–[/TD] [/TR] [TR] [TD]Twisted Branches[/TD] [TD]Kill, Capture, Drive Off[/TD] [TD]+1D[/TD] [TD]–[/TD] [TD]+1D[/TD] [TD]–[/TD] [/TR] [TR] [TD]Lumbering Stride[/TD] [TD]Flee/Pursue[/TD] [TD]-1D, +1s[/TD] [TD]-1D, +1s[/TD] [TD]-1D, +1s[/TD] [TD]-1D, +1s[/TD] [/TR] [/TABLE] (In the module, area 11 has a barkburr. Rather than try and introduce that slightly bizarre creature into Torchbearer, I thought I would write up a slightly darker treant.) [/QUOTE]
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