re N2 n tu o n i e rs v e d v A n c o i C ss a le l u C d o M The Forest Oracle

Conversion Guide by R P Davis

For Characters Level 2 - 4

Sample file

Classic Modules Today

A D&D 5th Edition Conversion of the Early Edition Adventure Module N2 The Forest Oracle

Conversion Guide

Introduction: The land lies under a curse. Fruit drops to the ground, its pulp black and rotten. Leaves curl and wither on the branches. Animals flee the parched vale, or starve.

Long ago, the Downs prospered under the care of Druids, but the priests of nature have retreated deep into the woods and rarely show themselves. One old man claims that the Druids have the power to save the valley, if only someone could find their Oracle to seek help. Will you reach the Forest Oracle of the Druids in time? And if you do, can they really lift the curse?

Or does the answer lie elsewhere? Only the most daring and cunning adventurers will save the Downs.

A 4+ hour adventure for 2nd– 4th level characters

Sample file by R P Davis

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Not for resale. Permission granted to print or photocopy this document for personal use only. N2 THE FOREST ORACLE CONVERSION GUIDE 1 N2: The Forest Oracle

“There may indeed be worse adventures that were published by TSR, but curse? they’re unlikely to be as amusing. The Forest Oracle sits in that place where people can decide “it’s so bad, it’s good!” At least it is for the DM, Or does the answer lie elsewhere? Only the most daring and who gets to see the tortured prose and leaps of logic. A group of players cunning adventurers will save the Downs. will more likely see an odd, disjoint but still competent adventure, little knowing what the DM has done to fix things.” —Merric Blackman, https://merricb.com/ Converting to the Realms This brief guide outlines a few ideas to bring “The Forest Oracle” into the Forgotten Realms world of Faerûn. Introduction Where N1: "Against The Cult of the Reptile God" was very To use this conversion guide you will need a copy of “N2 The clearly set in , N2 takes the opposite tactic: It Forest Oracle”, originally available in hard-copy and for sale doesn't detail the community ("The Downs") where the in Digital format at the DM's Guild. adventure starts, nor does it include any specific world This document gives GMs advice to convert the module detail. This greatly simplifies dropping it into Faerûn. All the to the latest 5th Edition rules, as well as guidance on DM must do is find an appropriate spot on the map. preparing the adventure for play. “The Forest Oracle” mixes a variety of wilderness Most creatures can simply be looked up by name in the settings, and requires at least one ridge line or small D&D 5e . Several entries require Volo's mountain range with forests to either side. Luckily, a Faerûn Guide to Monsters. Monsters with no 5e equivalent have full map presents many choices. stat blocks in the Special Creatures section at the end of this One option is to go up the Delimbyr toward Hellgate Dell conversion guide. and plunk The Downs on the east shore of the river between Page listings may refer to abbreviations: MM (Monster the High Forest and the small mountain range to the west of Manual), Volo's (Volo's Guide to Monsters), and DMG the Far Forest. The scale of that area, however, makes it hard ( Guide). In such cases, page references will to reconcile the travel times and distances in “The Forest use the format of the abbreviation and page number in Oracle.” parentheses; e.g., (DMG55). Page numbers appearing alone Another option is the area around Hardbuckler in the refer to the relevant pages in the original module. Key text is Trielta Hills. The Reaching Woods between Hardbuckler and in bold for easy scanning. Magic items and spells are noted Scornubel present a relatively settled area – explaining the in italics. farmlands of The Downs – and one can reasonably expect to Find more information about this and other early edition hide a small ridge or mountain range within the Reaching conversions at www.classicmodulestoday. com. Woods. There is also a relatively developed road infrastructure, which explains the road network described in “The Forest Oracle.” Reference Sheet Sample Finally,file Cormyr and Sembia, on the shores of the Sea of Fallen Stars, have ample space to settle a self-governing For convenience, there is a Reference Sheet at the end of this farming settlement of mostly humans, as does the Dalelands. document which summarizes the key information you'll In the latter instance, Archendale presents the most likely need during the game onto one concise sheet. You can print site, between Archenbridge and Highmoon. this onto a single, double-sided page (perhaps on colored There are no mechanical reasons in “The Forest Oracle,” cardstock) as a handy tool that you can use alongside a hard such as character or NPC classes, spells, or magic items, copy of the module. After reading this document, all you'll which cannot be resolved with mechanics organic to Faerûn. need to run the game is the original module, the Monster Manual, the Reference Sheet, and optionally any notes or visuals you've prepared. A Note on Danger Adventure Summary Encounter strength has not been adjusted for CR. Some encounters will be deadly for a party of 6 2nd level characters. The land lies under a curse. Fruit drops to the ground, its Where an encounter in the original “The Forest Oracle” pulp black and rotten. Leaves curl and wither on the would clearly overwhelm such a party as written and the branches. Animals flee the parched vale, or starve. monster(s) named simply pulled from the 5e Monster Manual, every effort has been made to convert the number Long ago, the Downs prospered under the care of Druids, but of monsters appearing in encounters to an amount which, the priests of nature have retreated deep into the woods and though still deadly, can still be conceivably defeated. rarely show themselves. One old man claims that the Druids If your players have not yet learned that some foes are have the power to save the valley, if only someone could find simply too powerful to fight, their characters will surely be their Oracle to seek help. Will you reach the Forest Oracle of slain. the Druids in time? And if you do, can they really lift the

Not for resale. Permission granted to print or photocopy this document for personal use only. N2 THE FOREST ORACLE CONVERSION GUIDE 2 GM Notes Random Encounters Special rules and tactics to brush up on prior to the game: • Rehearse combat in “theater of the mind,” as no grid battlemaps are provided. DM reference maps are Wandering Monsters included in “The Forest Oracle.” Read the following table carefully, as some monsters and the • Leverage Conversation Reaction table (DMG 245) for number appearing have been changed. Those entries which NPC reactions. have been changed appear in italics. The number appearing • 1E/AD&D, for which “The Forest Oracle” was designed, is determined randomly by rolling the dice specified. was a different game than 5E. To avoid disappointment and argument at your table, read your copy of N2 and NB: Rolling the maximum appearing will present a “deadly” this Guide carefully, understand the synergies between encounter. them, and ensure your players know what to expect. • Use the Fatigue rules as characters will be hungry, Roll 1d20 thirsty and tired. Note that characters will have no way 1. 1d4 Giant Spiders (MM328) to replace equipment or supplies save what they find in 2. 1d6 Apes (MM317) the adventure area. 3. 1d6 Black Bears (MM318) • Know rules if throwing a lit Flask of Oil. 4. 2d4 Boar (MM319) • Know how to use perception rules for traps and secret 5. 2d4 Giant Centipedes (MM323) doors. Notes are given in appropriate places for finding 6. 2d4 Blink Dogs (MM318) hidden spaces. 7. 2d6 Giant Frogs (MM325) • Determine spell tactics for Magi and Clerics, as well as 8. 1d6 Gnolls (MM163) tactics for non-magic-using creatures. Remember, 9. 1d4 Harpies (MM181) monsters are not merely bags of hit points for the PCs to 10. 2d12 Hyenas (MM331) kill! 11. 2d8 Kobolds (MM195) • The hidden items assume specificity in players' 12. 2d6 Giant Lizards (MM326) descriptions of how their characters are searching. Some 13. 1d8 Lizardfolk (MM204) items will not be found without such specifics. If your 14. 2d8 Bandits (MM343) players are the type to roll Perception checks while 15. 2d4 (MM246) saying, “I search the room,” they will find nothing. 16. 2d8 Giant Rats (MM327) Encourage them to be specific. 17. 2d4 Satyrs (MM267) • Be familiar with the surprise rules. 18. 2d6 Skeletons (MM272) • Know the rules for chasing and pursuit. 19. 2d8 Twig Blights (MM32) • The encounters have been converted to be as closely 20. 2d6 Wolves (MM341) equivalent as possible to the original in terms of monster power and toughness. The encounters therefore reflect the original design of “The Forest Oracle.” TheySample have not file been changed to what the 5E DMG says is a suitable encounter for a group of 2nd to 4th-level characters. Most of the encounters are Deadly, and some are clearly impossible for the PCs to win. • “The Forest Oracle” came with a selection of pre- generated characters. None are included here. Should you wish to do so, there are a variety of free pregens available on the DM's Guild. Visuals Suggested visuals to create for your convenience: • Print out and tape together The Greate Olde Woode and the Tunnel Through the Horns of the Dragon map pages. • Print pp.15-18 for the maps. • Print the image on p.14 for a player visual. • Print the image on p.22 for a player visual. • Print the image on p.24 for a player visual. • Print the image on p.27 for a player visual. • Print p.32; use as directed on p.5.

Not for resale. Permission granted to print or photocopy this document for personal use only. N2 THE FOREST ORACLE CONVERSION GUIDE 3