Elder Oak Exalted v3
Elder Oak Exalted v3
ELDER OAK
m
m
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Credits Elder Oak was written using the kind of RPG-
jargon and shorthand that I had difficulty
understanding, when I first discovered old shool
Exalted Funeral edition
RPGs. It would have made sense to write in a
Text, layout & original art: beginner-friendly style, but in emulating my
Tuomas Vauhkonen favourite books, I settled into that terse, slightly
Additional art is in the public domain. esoteric style. Furthermore, I think that to write
clear, universally undestandable text, you need a
Playtesting players: Isabella & Joonas
deep understanding of your subject. I didn’t have
Typefaces: Georgia, Bodoni that, and still don’t.
Special thanks: Ahimsa Kerp A lot of people in the RPG and OSR circles
inspired this adventure. I don’t know many of
Author’s Word you in person (or whatever the online equivalent
of knowing someone in person is), so I’ll refrain
from dropping names. But thanks.
This project started in late 2018 as a diversion. I
was trying to write another roleplaying I debated taking out some of the more disturbing
adventure - one of those Big Ideas - when I content found in the book, as I know a lot of
realised I’d bitten off more than I could chew. people find that stuff off-putting. But in the end,
The adventure format was new to me, and felt I I figured I have to make the kind of adventure I’d
needed to do something simple first. want to read and run. If something in this
adventure feels iffy, wrong or a bad fit for your
My goal was to test out all the cool RPG writing
gaming group, feel free to take it out or change it.
theory I had picked up on the internet, mainly by
following OSR enthusiasts on Twitter, reading That goes for everything, by the way. Like all
blogs, watching Youtube videos, and above all, good adventure modules, this too is meant to be
reading the RPG books I’d become addicted to dissected, altered, and used for parts. It’s yours
buying and kickstarting. now. Have fun with it!
I was enamored by Mothership’s layout, Maze - Tuomas
Rats’ clear presentation, Death Frost Doom’s
atmospheric descriptions and Winter’s
Daughter’s awesome usability. I wanted my little
adventure to have some of those properties.
I had recently discovered Dungeon Synth and
was listening to, probably, Old Sorcery, when I
got this idea about an evil tree. Perfect, I
thought, that’s my simple RPG story.
Some 2 years later, Elder Oak is done. The
process taught me a lot about game design,
layout, map making, and roleplaying games in
general. It’s come far from the first sketches and
drafts. It’s had some meat slapped on its bones,
and it’s got some colourful new clothes. But, the
awkward skeleton is still there.
As someone who has trouble finishing projects, I
felt tempted to start it from scratch, and do it
right this time! But, I figured I needed to move
on. The next one will be better. That’s not to say
I’m not quite happy with this one!
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Adventure Overview The Town
40 years ago an enthusiastic new preacher came
Elder Oak has the party discover the into town, and found the congregation dealing
secrets that lie buried beneath a remote with witches and sages. The Preacher rounded
puritanical town. The adventure is up three witches and hanged them from an
intended for low-level parties and is ancient oak tree.
compatible with B/X style rulesets. It
At the moment of their execution, the witches’
assumes that 1 gp of treasure = 1
spirits fled their dying bodies and took up
experience point.
residence within the ancient oak tree, the Elder
The segments that are bolded are meant to Oak. They have been haunting the town ever
catch your eye, so you can skip between pieces of since.
vital information quickly. Scanning through the
bolded parts gives you an overview of the
The Elder Oak
paragraph, so you don’t waste time looking for a
specific bit of information. The Elder Oak is a magical tree, planted 1000
years ago by forest faeries. Its once-dormant
The town and its residents are not named
powers are now wielded by the spirits of the
in the adventure - you, the Referee, should do it
three witches. The Plant Spirit which originally
yourself. Use names that fit your campaign
inhabited the tree escaped the foul Witch Spirits
setting, or pick from the name lists provided. To
into the body of common adder snake. It has
begin with, you only need to name the
since grown into a Giant Adder, lurking
Nightguard, the Preacher, the Widow and her
underground. It wants its tree body back and
child. The other NPCs can be rolled during play,
revenge on the Witch Spirits.
when needed. Remember that you can flesh out
townsfolk with secrets from pg. 11.
The Dungeon
The town has no inn. Let the players know
that rumours can be heard at church, The town is built on a hill. Underneath the town
before and after each service. there is a ruined Druid temple once used for
magical research. A magical mishap released
Be sure to choose or roll from the list of foul chaos energies which destroyed the temple
Strange Nocturnal Encounters every and tainted the land. Forest faeries buried the
night the PCs go out exploring (pg. 13). temple and planted the Elder Oak to leech out
There is a 100% chance that an encounter will the evil energies. That work is now done, and the
occur. The red-hooded “children” that sneak temple is purged.
around are the key to uncovering the town’s
mystery, so give your players have a chance to 6 months ago, a gang of Goblin misfits took
see them. residence in the old temple. They look to the
Elder Oak as their master, and now do its
If the players take too long investigating bidding. They periodically raid the town, making
or get badly stuck, start the Goblin Raid on sure not to hit it too hard, and generally lurk
pg. 22. around spreading fear and paranoia. So far they
Tools for running Goblin encounters can have managed to keep their lair a secret. They
be found on pages 21-22. The sheet of goblin are currently planning a new raid.
stats can be used for tracking HP, among other More on the town’s history on pg. 23.
things.
There is a dungeon under the village. It
can be entered via the River Cave or the
hidden chimney behind the Widow’s house.
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What the Witches Want Adventure Hooks
The Witch Spirits want revenge on the 1. A month ago the Widow’s child was
Preacher and the town that betrayed kidnapped during a raid by unknown assailants.
them. “Missing Child” posters were posted in nearby
The Witch Spirits' magic destroys crops and towns and the countryside. A reward for the
scares away game, which the town depends on to child’s return was promised.
survive. 2. 20 years ago, a witch had a child with the
The Witch Spirits grant the townsfolk boons and preacher of a nearby town. The witch went to
favours, but only if they perform heretical rituals exile, while the the preacher took the child in his
that mock the Church and taunt the Preacher. care, claiming the child was an orphan found in
The witches work through dreams and other the woods.
indirect means, appearing as benevolent spirits. Time has passed. The witch has written a letter
They have not revealed their true identities. to the Preacher, promising help in defeating “the
The townsfolk secretly worship the Elder Oak, as evil that plagues his parish” in exchange for the
it is the only thing that answers their prayers. opportunity to reunite with her child. The letter
This is a shameful secret, not openly discussed. is found by the PCs, resting next to a woman’s
corpse mauled by animals.
Eventually, the Witch Spirits will try to destroy
the town church, which still holds some magical 3. Strange man-creatures have been sighted
power over them. lurking in the woods, killing cattle and attacking
travellers. In a tavern’s notice board, a poster
promises a small reward for finding their lair,
Possible Outcomes and a big reward for clearing it out.
If the Elder Oak is destroyed, the 3 Witch Spirits
4. A wizard seeks knowledge buried in the ruins
are released as 3 Wraiths.
of a lost temple, supposedly located close to a
Alternatively, an exorcism can release the Witch nearby town. The wizard went looking for the
Spirits. This allows the Plant Spirit to re-enter temple a week ago, but was expelled by the
the Elder Oak, and help in the battle against the town’s preacher and a mob of pitchfork-wielding
Witch Spirits. townsfolk, yelling “witch!”. The PCs are hired to
Living hosts could also be found to house the find the temple and recover the Primitive Spells
Witch Spirits. The quality of the hosts from its ruins. (See Laboratory on pg. 16)
determines if the Witch Spirits will enter them 5. A dying faerie, in human form, tells a PC that
willingly. the forest is sick, and that it must be healed. The
If the PCs do nothing, the Preacher loses his source of the sickness is in a nearby town. As
faith and gives in to madness and the town reward the PCs are promised a rare visit to the
becomes a goblin stronghold under the bitter realm of the faeries, in the heart of the forest. Or
rule of the Witch Spirits. lots of gold. Possibly faerie gold.
If the Witch Spirits are cleared out, or peace is 6. A coven of (“good”) witches are haunted by a
made, the town and the temple below makes for shared nightmarish vision of the execution of 3
an out-of-the-way base of operations for the PCs. other witches, happening in a nearby town. They
fear this is a premonition and want the 3 witches
saved. As reward the PCs may be granted a one-
Adjusting Difficulty time magical service (such as resurrection).
The adventure is designed for low-level parties.
The nightmare is a psychic subconscious cry for
Higher-level parties who enjoy combat may find
help by the Witch Spirit Dion. The PCs can
the combat over too soon. If so, the Referee
experience the nightmare via a ritual. See:
should double the number of goblins.
Killing of the Witches on pg. 23.
6
Widow
Preacher
Mill
Forest Road
8
7 To River Cave
Church Fisher
3
Cabbage Farmer
Forester
Wheat Farmer
Thatcher
Forest Road
Town
1. Preacher’s House 3. Church
A well-built house. Some burn marks on the Bell calls to service at 6 AM and 6 PM.
old stone walls, roof thatch remade recently Plain interior. Crucifix, painted realistically by
(was set on fire by raiding goblins). Crucifix on a townsperson. No pews, 4 chapels with
the wall, wood-sculpted saint figurines on the stones slabs for candles. Chapels house high-
mantle. A small bed. Chest contains gold- grade religious paintings and sculptures
adorned bible worth 200 gp, oil, lantern, worth 2000 gp total. Bowl of holy water.
lumber axe. Closet has priest’s robes, fine
shoes (worth 300 gp). 4. Mill
Inside, mill stone powered by water
2. Widow’s House wheel grinds wheat. Wooden gears clatter,
A sad house atop the hill, near the oak tree. needing repair. Some tools. Rope (10m or 30ft).
Empty crib, a child’s toy laid there. A double bed. Hidden: a bottle of strong wine and carved
If the PCs rest here, straws are laid out for pornographic figurines. The river sometimes
bedding. smells like excrement here.
Behind the house, obscured by bushes:
sticking out of the ground, the top of a mossed- 5. Burned House
over chimney. The moss that covers it has Roof burned and collapsed, charred furniture.
been removed and replaced recently. The brick Searching through the ruins: A stone-
chimney is too narrow for even small adults to tipped arrow, faint smell of poison. Burnt skin
crawl through, but a child might manage it. It is stuck to floor, faint smell of charred flesh. The
dark and the air is musty. The chimney leads occupant died here, and was buried in the
into the Temple. It is used by goblin spies. church graveyard.
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6. Oak Tree 7. River Cave
An old oak tree with a thick trunk. Dense The North side of the hill has eroded into the
foliage. Not very tall for an oak tree (50’ or river, creating a steep fall. A faint current
15m). The earth around it is trodden, hard. A separates from the main flow of the
keen eye will spot withered flower petals river, leading into the hillside. There is a 1-
scattered around and, wedged in the bark, a in-6 chance to detect it by simple
crude gem worth 5 gp. observation, but if one tosses leaves into the
If investigated with magic, the tree river and tracks their movements, the current
detects as magical and evil. Faeries feel sick is easily detected. Underwater, the cave
in its presence. entrance is masked by water plants.
If attacked with the means and intent to Following the current, a short dive (10’ or
destroy the tree: 3m) is required to emerge into the River
Cave, a small semi-natural cavern. One wall
If not at risk of being seen by is made of sturdy, ancient stone brick, while
townsfolk: the rest is compacted earth, with some black
Attacks with its strangling root tendrils roots showing. There is a dry area with
and whipping branches, summons Bush some candle stumps and rusty weapons.
Monsters. Earth will swallow resulting
corpses.
If at risk of being seen: Summons
loyal townsfolk to stop attack. If this
does not work, it orders the Goblins to
immediately launch a raid. As its last
resort, will use direct attacks.
If the PCs retreat, the tree will plot to A half-submerged tunnel cuts into the
kill them using the methods above. brick structure, with only a few inches of air
between the tunnel ceiling and water surface.
If observed while under the influence There are broken, rusty grates every few
of faerie cake: The PC feels sick in the meters, requiring a quick dive to get past.
presence of the tree, but perceives obscure If travelling encumbered, there’s a 3-in-6
writing under its bark. It reads: Elder Oak, chance for something to snag on a grate,
darkness below, uproot, bind, by mandate of trapping the PC underwater.
Queen. The language is normally not for
humans to comprehend. The PC must save This is the water intake for the temple’s well
versus magic or be inflicted by madness, and sewer system. It leads to the Basement
suffering -2 to all checks, for hours equal to 3 Well. From there it continues to the
+ the PC’s Wisdom modifier. Basement Toilet, and then back out again
on the other side of the river bend, through a
If faerie cake is brought close to the fully submerged exit tunnel. To enter from
tree, it soon blackens and loses its magic. this side one must fight the current, making
Typical House drowning more likely. The exit is masked by
water plants.
Layered stone walls, windows with plank
shutters, thatched roof. Hearth (fireplace) and The mild stench of watered-down goblin
chimney. Cook pots and utensils. Straw beds, excrement can sometimes be smelled
a baby crib, a chest, a closet/cupboard. in the water around the Mill - actual
Outside the house: woodshed, animal pen. particles of poop are dragged along the
Loot: d8 gp worth of precious heirlooms and bottom of the river by currents, and so are
savings in coppers and silvers. unseen.
10
Townsfolk About the Preacher
There are about 40 people living in the town, in White beard and hair, late 60s, kind tired eyes.
12 households. To get a random person, house or Wears a simple black suit with a white collar,
profession, roll from the list below: white ruffled cuffs. Suit is patched-up.
List of households in Town: Came to town 40 years ago and organised the
hanging of 3 witches from the Elder Oak.
1. Preacher 7. Widow 13 years ago was tricked to impregnate a witch.
2. Cabbage Farmer 8. Forester He keeps the child as his assistant and tells
3. Miller 9. Nightguard people he found the child in the forest, the
4. Shopkeep 10. Trapper child’s family slain by bandits.
5. Wheat Farmer 11. Fisher
6. Baker 12. Thatcher Wants:
To protect the community from evil.
List of possible names:
To make a secret deal with the PCs for them to
1. Loretta Henri Auguste destroy the Elder Oak, which he believes is
2. Claudia Wilhelm Wicker poisoning his congregation.
3. Elvira Thomas Bruckner Does Not Want:
4. Beatrix Christoph Cranach
5. Greta Edmund Dillinger For the congregation to find out his assistant is
6. Helmina Engelbert Ehrlich actually his child.
7. Frida Osric Weller
8. Fabienne Gerhard Bettencourt About the Widow
9. Emelie Helmut Hackenholt
Dressed in black and grey. Mourns for her dead
10. Isobel Hubert Haider
husband and fears for her missing child. She
11. Lydia Jasper Isselhardt
hides a Rod of Knock (5 charges) in her home,
12. Rafaella Kepler Kisling
and will give it as reward if her child is returned.
Townsperson’s Secret It was the cherished treasure of her late
Everyone in town has a secret activity they husband.
sometimes pursue when no one is looking. Wants:
1. Fornicates with a faun in the woods. To find her missing child.
2. Hoards food, has secret private feast.
3. Carves strange idols and sneaks them into About Everyone Else
people’s pockets, their houses. Since the hangings, townsfolk have been
4. Casts a spell that changes own sex. Wanders empowered by ghostly whispers to follow their
in the night, delighted and free. blasphemous, hidden desires.
5. Sleepwalks naked as a prowling wolf. Want:
6. Fornicates with a neighbour’s spouse.
To survive and procreate.
7. Spirit leaves body to frolick with faeries in the
forest. Has been aging rapidly. To be a good parish member.
8. Pens pornographic poems. For the PCs to stay and protect them.
9. Feels choked by the Church. Liturgy burns, so Do Not Want:
plugs ears. Sometimes almost invisible. Is
actually a faerie changeling. For their personal secret to come out.
10. Hears animals’ thoughts.
11. Visits a witch in the deep woods for aches.
12. Robs graves for skull collection.
11
Rumours
The town comes together for church service at 6 AM and 6 PM.
This is the perfect time to hear rumours and gossip.
List of rumours:
1. There is invisible writing on the oak tree.
2. A red-hooded girl sneaks about at night.
3. A child’s laughter is sometimes heard from around the Widow’s house.
4. If you eat an acorn and do what it tells you, the acorn turns into gold.
5. A giant snake came out of the bushes by the river and ate someone’s cat.
6. Roll from the table: Townsperson’s Secret (pg. 11).
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Strange Nocturnal Encounters
Something odd happens every night the PCs go out
investigating. Roll 1d3 or choose from this list:
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Townsfolk After Hours
When the lights go out, not everyone sleeps. Roll 1d12 for to find out who
you meet, then 1d6 to find out what they are doing. If required, roll 2 x d12 to
find out their name.
1 prays at the Oak Tree, until the tree starts to bleed yellow sap.
Person licks it, goes home to copulate vigorously with spouse.
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Secret Staircase
to Priests’ Chambers The Widow’s Child
To
Riv
The Widow’s missing child now lives among
er C
ave the goblins, having been brainwashed by the
Well
Elder Oak into thinking they are a goblin.
The child has forgotten the human language,
moves on all fours like an ape and is aggressive
Sp
el
lD
against intruders. They are not permitted to
ru
m leave the temple. Has psychosomatic light
tory
Labora sensitivity.
Toilet The Elder Oak may undo the brainwashing in
Staircase
to Dormitory exchange for a favour from the PCs. Destroying
the tree does not undo the brainwashing.
Cells
(Rectangular rooms) Well and Toilet
Basement Floor
Scribe Rooms
(Triangular rooms) A half-submerged tunnel runs under the
temple, providing fresh water. Upstream, it
is used as a Well. Downstream, it is used by the
Goblins! Toilet as a sewer. The tunnel connects to the
12 goblins dwell within the temple. River Cave.
2d4 of them are asleep in the Basement. 2d4 are
in the Altar Hall. The rest are in the Common Cells & Scribe Rooms
Room.
Cells have stone walls with scribbled glyphs,
The 2d4 goblins in the basement prefer to runes, old writing, mad diagrams. A
always sleep in piles, never alone. If there are 6 chamber pot, faint signs of rotted-away
or more goblins, they sleep in two piles, in mattresses. Acrid smell of old magic. Careful
separate rooms. examination of walls reveals signs of fire and
Randomly determine the cell or cells where corrosion, bricks cracked by great force. Ancient
the goblins are sleeping. They will not sleep blood dried between bricks. One whole wall is
in the unspoiled cell with the blown-off door. a rusty brown metal grate, behind it: a
Scribe Room.
Basement Activity A Scribe Room is cramped, like a confessional.
A wooden chair, a chamber pot. A standing
First entering Every 10 minutes
candelabrum, which would light the room and
1. A goblin is using the 1. A goblin wakes up to
allow light into the adjacent cell. Leather-
Toilet. go use the Toilet.
covered scribe’s notes are found in 4 of the
2. A goblin is bathing 2. A goblin wakes up to Scribe Rooms, containing carefully transcribed
in the Well. drink from the Well. inane ramblings (in a near-dead local language),
3. d4 goblins are 3. d4 goblins come empty pages towards the end. Each book adds
playing with the Spell from upstairs to join a 300 gp to the value of a Magic-User’s laboratory.
Drum. (Reduce the sleeping pile, or to form
One cell is different: The door has been
amount rolled from a new one.
blown off its hinges and lies in the corridor. The
upstairs goblin 4. A goblin wakes up
walls are unspoiled, the chamber pot is shattered
numbers). and heads upstairs.
to fine crumbs, lost in the dust. The grate wall
4. A goblin is scrawling 5. A goblin comes from
has buckled outwards. In the adjacent Scribe
pictures of trees on the upstairs to refill a water
Room: The chair and candelabrum have tipped
wall of an empty cell. bucket.
over, chamber pot shattered. Leather scraps and
5-6. No activity. 6. No activity. dried paper dust.
15
Laboratory Spell Drum: Stack of twelve 2-inch-thick
cylinders, rotated by a gear system. Magical
Hexagonal room. On the walls are what look like
glyphs are painted on the sides of the cyliders.
gramophone horns, designed to beam sounds
from the cells into the laboratory. If the goblins When the device is powered, its mechanism
are still asleep, snoring is heard from the horns. clicks once per second, making the cylinders
rotate to the next glyph position, like clockwork.
In the center, the Spell Drum (see description
Each cylinder rotates at a different rate - some
ahead). A crank powers the Spell Drum. It must
will rotate on every click, while others rotate on
be cranked constantly to keep the Spell Drum
every third click, and so on.
rotating. Loud squeaking due to rust.
If the glyphs are read vertically, they form
A chest of drawers contains rotten notebooks
random combinations of glyphs. On top of the
and 6 brass Key Plates: thin and rectangular,
drum there is an opening for a Key Plate.
edges have notches like a key. Each is inscribed
with a number.
A cauldron over a firepit covered in centuries
of dust.
On shelves and tables: d6 potions in glass
bottles (see: Primitive Potions on this page), 7
glass jars containing long-dead pixies. In
lidded pots: crusty, moldy herbs, ancient dry
mush, human teeth, elk horn powder, faerie
bones. The bones add 300 gp to the value of a
Magic-User’s laboratory (or sell for 50 gp).
A glass jar contains what at first looks like a
dried piece of wood, but is instead a pixie
turned into plant form, to conserve its energy. If
revived with water, the pixie swells and begins to
breathe, gasping for food. Honey or other sugary
food will do, meat will not. If revived, the pixie If a Key Plate is inserted, the glyph cylinders
escapes through the chimney, later returning to begin to realign. Plate all the way in: the
reward the PCs. cylinders rotate into positions determined by the
Key Plate, and will not move until the plate is
removed.
Primitive Spells
If glyph positions set by a Key Plate are
1. Overcure. Heal 1d6 HP. Each point over max studied for 10 minutes by a Magic-User, an
HP causes the growth of an extra finger or toe. unknown Primitive Spell is discovered - see list
2. Boil Blood. All blood within 10’ of caster boils of Primitive Spells on this page.
for 1d8 HP per round, for 3 rounds.
3. Lighting. Caster is targeted by lighting from Primitive Potions
the sky for d20 damage. 1. Potion of Overcure (see: Primitive Spells, 1.)
2. Faerie blood. Shrink to pixie size for d66 min.
4. Read Magic and all faerie languages.
3. Potion of Past-Seeing. Drug trip into the past.
5. Tame Nature. Exorcises living spirits from 4. Potion of Chaos Madness. Do not drink.
natural objects. The spirit may not return to its 5. Acid Drink. Activates when touches saliva. 1d6
host object for 2d6 minutes. Spirits manifest as damage per round, for 3 rounds. Ruins teeth.
ghosts, wraiths and specters. 6. Poison. Convulsions for 1d6 min. 4 doses.
6. Invisible Stalker. 6th level Magic-User spell.
16
Sliding stone door
Chimney
Dormitory Treasure
Hoard
Toilet
Staircase to
Basement
Common Room
Doors to Main Hall
Strangling Roots
Ground Floor
Goblins! Dormitory
12 goblins dwell within the temple. 2d4 Macaroni-shaped floorplan. 26 wooden
of them are asleep in the Basement. 2d4 are beds, covered in webs of black root. Thick
in the Altar Hall. The rest are in the dust covers entire room, path through
Common Room: dust between Common Room and staircase
1. Cheering on two goblins playing knifey- to Basement.
eyey at the long table. 26 footlockers containing: rotted robes
2. Eating cold meat porridge. The meat has and slippers, mouse skeletons, rusty spoons
gone off, likely causes food poisoning. and knives. For every 10 minutes of
looting per PC, one of the following is
3. Planning a raid on the town, using bricks,
found:
stones and acorns for tokens.
1. Pagan symbol with gems worth 300 gp
4. Listening to a captive faerie’s sad
2. Ring with precious stone worth 400 gp
singing. 2’ or 60cm tall, wingless, skin of
3. Phallus sculpted from bone worth 25 gp
pale pink and green. Wants to escape the
4. Reading stone worth 100 gp
Elder Oak’s sickening influence, which
stunts their magical abilities. If freed, tries to South wall has a heavy wood door
climb up the chimney. reinforced with iron bands, opens with
key that hangs from a nail by the door.
Goblin example: HD 1, 3 HP, AC 11, AB Opens without key from the other side.
+1, sword, axe or club does 1d6 damage. See Leads to the stairwell to Basement.
pg. 21 for 12 unique goblins with stats. The toilet stinks. There’s a hole cut into a
large trapdoor in the floor. Under the
trapdoor there’s a chamber with a wooden
bucket, spattered with goblin poop.
17
Common Room Treasure Hoard
Macaroni-shaped floorplan. The goblins’ treasure is piled against the wall.
Long, curved stone table. Roll 3 times, re-roll duplicate results.
Rusty iron chandelier caked with burnt 1. Fresh apple pie. Made in town.
candles. 2. Small pouch of black powder.
Unlit firepit against the outer wall, covered by 3. Jar of dehydrated mice.
a leather curtain. Firepit connects to the
4. Black candlestick. Smells faintly of death.
chimney, which leads up to the Priests’
When lit, the person holding the candlestick
Chambers and down to the Laboratory.
enters the Darklands, a ruined dimension of
Chimney is too narrow for an adult to crawl
utter darkness, only lit by the candle.
through.
While there, holder is invisible to anyone in
Walls and ceiling are cracked and penetrated
the mortal realm, which they perceive as
by dead, black roots, and blanketed by webs
shadows and ghosts. Secret doors are revealed,
of thin roots. Floor scraped clear.
so long they are within reach of the faint
South double doors lead to the Altar Hall. flickering flame.
Emerald-green Strangling Roots on the Spirit Hunters track down those who trespass
outside of the doors do not attack when doors for too long or too often. When the candle is
are opened from the Common Room side. put out, the person holding it returns to the
West wall has a large sliding stone door, waking world.
stuck in place with 1’ or 30cm gap. The candle burns for many hours, but each
Characters in plate armor cannot fit through. time it is used, there is a 1-in-6 chance that it
Leads to Dormitory. suddenly melts into foul lard.
5. Pet rat, living in an ancient chamber pot.
Doors to Common Room & 6. Jar of tobacco.
Main Hall 7. Red dancing shoes.
Both doors stuck, blocked by webs of emerald- 8. Wedding dress.
green roots. Dust marks show the door has 9. Poison used for arrows, d6 doses. See pg. 8.
been opened recently.
10. Four glass vials, test-tube-sized, empty.
If a PC tries to open a door, the roots on
the door peel off and attempt to strangle them. 11. Ball of yarn.
Allies of the Elder Oak (the goblins) may come 12. Pile of human skulls, cleaned.
and go freely.
Roll 2 times, re-roll duplicate results.
Strangling Roots: d8 individual tendrils,
1. Coppers and silvers worth 2d6 gp.
each has 1 HP. Immune to blunt weapons.
Resistant to fire (burn for 1 minute to kill), 2. 1d6 golden acorns, worth 30 gp each.
weak to cold. Target must save vs Paralyzation 3. Silver wire, 2 meters or 6 feet.
or get strangled for 1d4 damage per round. To
4. Cursed jewels. Owner cannot defecate.
escape, save vs paralysis at the end of each
round. 5. Music box, plays a tune for 1 minute.
6. 1000-year old violin. When played to a
dying person, the violin guides the soul to the
next world. 1-in-6 chance they reanimate as a
sentient zombie instead.
18
Priests’ Chambers The walls behind the pillars depict a story of
Secret Staircase
Mezzanine
to Basement
ascension: The lower wall depicts a primitive
Chimney
society, living in the forest, hunting animals,
conducting rituals, sacrificing animals by the
dozen, lead by wand-wielding wizards. The
higher wall depicts a magic-fueled utopia where
trees are cased in glass.
If the root bundle is placed over the head,
green tendrils wrap around the PC’s head,
entering their nose and placing them in a calm
Doors to the
Common Room
trance (see: Altar: Vision) More root bundles
Altar
Main Hall lower themselves, one for each party member.
If the main mass of roots is attacked,
Main Hall tendrils will flail around, attacking all targets. If
The temple is buried under the hill that the the roots are destroyed, the tree dies, killing the
town is built on, surrounded by a million tonnes witch spirits within. Elder Oak roots: 80 HP,
of soil, roots and rock. A mass of black roots AC 1. Attacks with flailing tendrils: +0 to hit, 1d4
has ripped through the center of the damage, 20’ or 6m range. Doesn’t burn easy, but
ceiling. Webs of thin black roots on the walls not fireproof. Weak to extreme cold.
and floor everywhere.
Stone entrance door, with carvings of plants, Mezzanine
faeries, stars and planets, is unhinged, soil and Past an archway, stairs lead up to the
roots pushing in through the crevice. Two mezzanine, 10’ or 3m up from the ground
statues: one depicts a large bear pierced by 6 floor.
spears. One depicts a bound faerie maiden. On the mezzanine, half-buried in earth and
pieces of collapsed ceiling and wall, stone
Altar tables and benches. Dusty stone tablets can
Hexagonal stone floor, slightly raised, be found in the rubble, entwined by black roots.
bordered by 6 pillars rising a little higher than Magic-Users recognize them as variations of
the mezzanine floor (13’ or 4m). Roots have modern magic runes, the syllables or basic units
ripped through ceiling, coiled around the of spell-writing.
pillars, then pushed through cracks in the floor. To reach the doors to the Priests’ Chambers, one
Some complex bundles of emerald green must crawl through ruins of collapsed wall,
roots hang from the large black root structure. spilled earth and root. It is prone to collapse.
One such root bundle hangs at 5’ or 1.5m height Pass a climbing check or roll d4:
from the floor. It splits at the end, forming a
shape resembling an open claw. The inside 1 Crushed and pinned leg. d3 damage. A
successful Strength check frees the leg.
surface of the claw is smooth, as if it would fit a
spherical object the size of a skull.
The heavy dust on the floor has been disturbed
2 Cave-in. Any PCs in the crawlway are buried,
suffer d6 damage, begin suffocating.
20
12 Goblins and a Child 11. Name: Ulagug Job: Hunter AB: +1
Wants: Kill the Giant Snake. Poison.
1. Name: Grub Job: Cook AB: +0 Has: Bow, d6. Dried mouse bait.
Wants: Elevate goblin cuisine HP: 0 0 0 0 0 0 Initiative: 4 AC: 12
Has: Meat cleaver, d8. Hairnet. Salt.
12. Name: Agna Job: Bees AB: +0
HP: 0 0 0 0 Initiative: 6 AC: 10
Wants: To collect sap from the Oak
2. Name: Lukka Job: Spy AB: +1 Has: Butter knife, d3. Bees in a jar.
Wants: Watch things while they sleep. HP: 0 0 Initiative: 3 AC: 10
Has: Dagger, d4. Caltrops. Red hood.
HP: 0 0 0 0 0 Initiative: 5 AC: 10 13. The Widow’s Child Job: Jester
3. Name: Sassa Job: Candles AB: -1 Wants: AB: -2 Wants: Attention and
Nap in the sleeping pile. Has: Discarded Wand, applause. Has: Dagger, d4, Bunny toy
1 random 2nd level spell, destroys caster’s arm HP: 0 Initiative: 1 AC: 8
on use. HP: 0 0 Initiative: 4 AC: 10
4. Name: Sprang Job: Warrior AB: +1 Unusual Goblin Weapons
Wants: Kill humans, dogs, cats.
Has: Sword, d6. Necklace of noses. 1. Scythe. Swipes 360 degrees, left to right.
HP: 0 0 0 0 0 0 Initiative: 3 AC: 12 Targets must succeed at a Dexterity check or
suffer d6 damage. After two hits, the blade stops.
3-goblin-polearm: Will team up to
wield a huge weapon together. 2. Wolf who fights alongside goblins. Can be
called with a special bone whistle. Wolf: HD 2,
5. Name: Shumar Job: Spear AB: +1 12 HP, AC 12, bites for d6 damage, grapples and
Wants: Breed with Glush. bites for automatic d8 each round. Morale: 9.
Has: Polearm, d10. Poison berries.
HP: 0 0 0 Initiative: 2 AC: 10 3. Tosses a thing 1: Flammable oil. Someone else
has a torch. 2: Bees in a jar 3: Hallucinogenic
6. Name: Narg Job: Spear AB: +1 spores 4: Smoke bomb 5: Flaming torch 6:
Wants: Breed with Shumar. Chamber pot, full.
Has: Polearm, d10. Marbles.
HP: 0 0 0 0 Initiative: 2 AC: 10 4. Caltrops. 3-in-6 chance to notice tossing, 1-in-
6 to spot on ground. Causes d4 damage when
7. Name: Glush Job: Spear AB: +1 stepped on, movement halved until removed.
Wants: Breed with Narg.
Has: Polearm, d10. Crucifix. 5. Discarded wand. 1 random or 2nd level spell
HP: 0 0 Initiative: 2 AC: 10 left. Destroys caster’s arm on use.
6. Thing controlled by multiple goblins:
8. Name: Lumdum Job: Warrior
AB: +0 • 10-foot-polearm: Guided by 3 goblins.
Wants: Burn houses and people.
• Ladder: 2 goblins carrying a ladder, d4
Has: Oil flask. Flint and steel.
archers firing from the top.
HP: 0 0 0 Initiative: 1 AC: 12
• Net: Well-coordinated team of 3 catchers.
9. Name: Gognald Job: Guard AB: +1
Save vs paralysis or get caught in the net.
Wants: To learn about this Messiah person.
Has: Sword, d6. Alarm bell. Dice. • Knight: 3 goblins inside suit of armor.
HP: 0 0 0 Initiative: 6 AC: 10 • Boat: a crew of goblins using an upturned
10. Name: Bolg Job: Janitor AB: -1 boat like a tank. Holes cut for spears and
Wants: Commune with Big Tree. arrows. Leg-powered.
Has: Dagger, d4. Chamber pot (full). • Ballista: 2 goblins to arm, 1 angry goblin
HP: 0 0 0 Initiative: 5 AC: 10 for ammunition.
21
Goblin Raid & Defense
The goblins are planning a raid on the
town. Their aim is to arbitrarily kill people and
to burn down the church. The Preacher will not
be harmed.
The goblins prefer to wait for the PCs to
leave before raiding. They will send a spy to
eavesdrop on the PCs, should they move about at
night.
If the Goblins learn that the PCs are
plotting against them, or know about the
Temple, or are planning to help the town
protect against the raid, they will launch the
raid as soon as possible - the following night or
later that night. The goblins need 1h to prepare
but won’t attack close to dawn.
22
Town History A Cursed Town
For 20 years, the crops have suffered. The
The town was founded 100 years ago by
soil is getting worse. Hunters must travel farther
religious pilgrims pushing into the Forest.
to find prey. Wheat crops are meager. Vegetables
Killing of the Witches taste bad and look strange.
23
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that contains a notice indicating that the Open Game Content may System Reference Document © 2000, Wizards of the Coast, Inc.;
only be Used under and in terms of this License. You must affix Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
such a notice to any Open Game Content that you Use. No terms original material by E. Gary Gygax and Dave Arneson.
may be added to or subtracted from this License except as de- Old-School Essentials Core Rules © 2018, Gavin Norman.
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applied to any Open Game Content distributed using this License.
Old-School Essentials Classic Fantasy: Cleric and Magic-User
3. Offer and Acceptance: By Using the Open Game Content You Spells © 2018 Gavin Norman. Author Gavin Norman.
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4. Grant and Consideration: In consideration for agreeing to use Norman. Author Gavin Norman.
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Elder Oak © 2021, Tuomas Vauhkonen. All rights reserved.
6. Notice of License Copyright: You must update the COPYRIGHT
24
Ground Floor Priests’ Chambers
Secret Staircase
Mezzanine
to Basement
Chimney
Doors to the
Common Room
Altar
Main Hall
Sliding Stone Door
Dormitory Chimney
Treasure
Hoard
Toilet
Staircase to
Common Room
Basement
25
Basement
l
el
W
To
Secret Staircase
to Priests’ Chambers
To
Riv
er C
ave
Well
Sp
el
lD
ru
m
m
atory
Labor
Toilet
e Staircase
to Dormitory
Cells
(Rectangular rooms)
Scribe Rooms
(Triangular rooms)
26