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EVIL
An AD&D 1st Edition Adventure For
Characters 7th to 9th Level
By Joseph A. Mohr
CREDITS
Garden of Evil is written by Joseph A. Mohr
Artwork included on the cover page and interior of this adventure were created by:
5. Forester’s Bane
Nearby there are a pile of bones from recent Vampire Roses (3): MV 3; AC 7; HD 4; HP
victims of the plant. The bones have clearly 16 each; # At 1; Dmg 1-4+2; SA blood drain
been moved by someone. It would not (1-4 points of constitution per round); SA
appear that the plant itself could have moved camoflauge/surprise; SA despite having no
them. eyes this plant can sense foes within a 30'
radius; AL N.
Should anyone dig around the base of the
flower they will find a ring of gardening ( Close inspection of the area will reveal
R, D). freshly clipped leaves near the bush. It
would appear that the flowers are carefully
tended by someone.
Should anyone take a closer look at the Gallows Tree (1): MV 3"; AC 7; HD 13;
stones around the flower bed they will HP 75; # At 6; Dmg 2-8 (each branch); SA
realize that the stones themselves are grabs opponents and slams them against the
actually valuable stones. Each of them is a trunk; SA controls up to seven zombies; AL
raw uncut diamond worth 500 gold pieces. CE.
There are eight of those stones.
Bloodsuckle (1): MV 0; AC 4; HD 8; HP
39; # At 1; Dmg Grapple; SA drains 1-4
constitution per round a victim is grappled;
SA can recall hosts to defend itself; SA can bastard sword/+5 versus undead. He
implant seed in victims; AL N. wears two gold rings with the emblems of a
Knight of the Zanzian Order which are
worth 500 gold pieces each.
Nearby Hosts of the Bloodsuckle: In this clearing of the garden there is a tall
willow tree. It has a dark brown trunk and
Owlbear (1): MV 12"; AC 5; HD 5+2; HP long drooping leaves which are greenish
27; # At 3; Dmg 1-6/1-6/2-12; SA hugs brown. The tree stands more than fifteen feet
anyone hit with a paw with a roll of over 18; tall and has a trunk which is nearly one foot
SA hugs for 2-16 each melee round after wide. At the base of the tree glints of metal
being hugged with no hit roll needed; can be seen along with the bones of some
creatures which are difficult to identify
Bugbear (1); MV 9"; AC 5; HD 3+1; HP unless one gets very close.
17; # At 1; Dmg 2-8; SA surprise on 1-3;
AL CE. Sleeping Willow (1): MV 3"; AC 3; HD 10;
HP 47; # At 2; Dmg drain constitution; SA
When the creature is dead the adventurers drain life force 1 point con permanently; SA
will discover that the warrior in the plate grapple; AL N.
armor has died. He will form a new
bloodsuckle in 1 to 4 days. His armor is
plate mail +1. And his sword is a +3
At the base of the tree are the skeletal The skeletons will not immediately rise or
remains of a magic user who wandered into attack. These are no ordinary skeletons.
the garden and was killed by the tree. With They will not be turned as easily as normal
the tattered remains of his robe there is a skeletons and will not act as normal
wand of fear with 14 charges on it and a skeletons do. These skeletons exist only to
jeweled dagger worth 350 gold pieces. tend the plants and trees in the garden. They
will, however, defend any plants or trees if
they stumble upon a party in combat with
any.
15. Quickwood
6. Roll twice on this table Meanwhile the tree may release it’s zombies
to attack or defend the tree itself. If the trunk
Gallows Tree of the tree is destroyed it will release anyone
Armor Class: 5 grabbed but the zombies will continue
Move: 3" attacking.
Hit Dice: 10-15
No. Of Attacks: 5-7 The tree lives off of the bodily organs and
fluids of it’s victims. It creates new zombies
by cutting them open and removing these single individual in combat as they prefer to
fluids and organs and replacing them with use their numbers to advantage.
pollen. This pollen makes the creature into a
zombie in one to four days. Once every 1 to 4 rounds the creature can
breathe out a cloud of spores directly in front
Although the tree itself does not collect of it. Anyone within a 1" radius of the
treasure sometimes the creatures that creature must save versus poison or be
become it’s zombies have treasure on them slowed for 6 rounds.
when captured.
As long as a zombie is still attached to the
These creatures are from the Tome of tree by it’s rope it will regenerate 1 hit point
Horrors Volume Two. per round. If the tether is cut, however, the
healing will end. The rope is AC 5 and has
Gallows Tree Zombie 10 hit points. Harming the vine causes no
Armor Class: 8 damage to either the zombie or the tree.
Move: 6
Hit Dice: 4 These creatures are from the Tome of
No. Of Attacks: 1 Horrors Volume Two.
Dmg/Attack: 1-10
Special Attacks: Spore Cloud Giant Killer Frog
Special Defenses: None Armor Class: 8
Magic Resistance: None Move: 12"/24"
Alignment: N Hit Dice: 6+6
Size: M No. Of Attacks: 3
Dmg/Attack: 1-16/1-6/2-12
These creatures are humanoid. They have Special Attacks: Jump/Surprise
skin that is grayish green. They wear tattered Special Defenses: None
and torn clothes. Small plants, fungi and Magic Resistance: None
weeds grow on the creature’s body. A long Alignment: N
greenish brown rope connects the creature to Size: M
the tree it serves.
These are a variation of the Killer Frog.
These creatures serve the gallows tree that is These creatures are greenish in color and can
it’s master. They cannot move beyond a easily surprise victims by jumping out of the
thirty foot range from the tree as that is as water. They surprise on a 1-4 out of 6 as a
long as it’s rope will allow them to go. result of their camouflage ability.
These zombies attempt to capture potential
food for it’s master and serve no other Like other frogs these creatures use their
purpose. They are not actually undead and long tongue to grab opponents and draw
cannot be turned by a cleric. them closer. It strikes a +4 to hit but does no
damage. An opponent can try to hit this
These creatures hang lifeless from the tree tongue which will cause the frog to
until the tree decides to lower them and send withdraw it. Anyone who fails to cause the
them to attack. They often gang up against a tongue to withdraw will be pulled close and
take maximum damage the next round from Dmg/Attack: 1-6 + blood
the other attacks. drain
Special Attacks: Blood drain,
Insane Treant smothering
Armor Class: 0 Special Defenses: None
Move: 12" Magic Resistance: None
Hit Dice: 7-12 Alignment: N
No. Of Attacks: 2 Size: S
Dmg/Attack: 2-16/3-18/4-
24 These colorful plants have a large beautiful
Special Attacks: None flower at the center of it. It looks like a
Special Defenses: None normal flowering plant and is fairly small.
Magic Resistance: None Close inspection, however, will reveal that it
Alignment: CE has four large green leaves and red veined
Size: L roots. Close inspection of the roots will
reveal that they are nearly transparent but
These treants are insane. They look much have blood coursing through them. Each leaf
like normal treants yet a little bit twisted. has sharp thorns which are used to grab
Their leaves seem a bit gray and warped. opponents and drain them of blood.
Their branches seem a little warped. And
their trunks have strange gray streaks. The plant grapples and strikes an opponent
with a bonus of +3 to hit. Anyone grabbed
These treants hate all life including other will take 1-6 damage from being struck by
trees. Unlike normal treants these cannot the thorns and then suffer a loss of one point
control trees nor can they cause them to of constitution per round. This constitution
attack anyone. loss is temporary and will return at a rate of
1 point per hour if the victim breaks free. If
Like all treants these creatures hate fire and the victim does not break free and is drained
will immediately attack anyone using it first completely they will die.
before all others. Attacks againt these
creatures by fire do +4 on the to hit dice. The plant can also grab a victim and cover
These treants save at -4 versus attacks based their mouth and nose. A victim who does
upon fire. not break free will suffocate in 6 rounds.
Unlike normal treants these creatures have The plant is highly flammable. It will take
no lair. They just wander doing damage to double damage from fire based attacks. It is
all normal trees or normal living creatures immuneto poison, sleep, stunning, paralysis,
they find. Also unlike normal treants these polymorph or mind influencing spells.
creatures do not collect treasure of any kind.
This creature is modified from the Tome of
Jupiter Blood Sucker Horrors volume one page 172.
Armor Class: 7
Move: 3 Skeletal Gardeners
Hit Dice: 4 Armor Class: 7
No. Of Attacks: 1 Move: 12"
Hit Dice: 6 trees so as not to be noticed for what they
No. Of Attacks: 1 really are. They are carnivorous creatures
Dmg/Attack: 1-8 and can move but generally will only do so
Special Attacks: None at night so as not to be seen.
Special Defenses: Sharp
weapons do These creatures do not collect treasure but
only one half their victims often do. Often their victims
damage leave valuables at the base of the tree and
Magic Resistance: None the willow will use this to draw potential
Alignment: N greedy victims close.
Size: M
These creatures are generally about fifteen
These skeletons are not normal skeletons feet tall but some specimens have been
and do not act as such. They do not attack all known to reach thirty feet in height.
that they encounter. They exist to tend the
Garden of Evil. These skeletons can be If anyone gets close to the base of the tree it
turned however. But they are turned as a will reach out with its long willow leaves
Vampire. and wrap up the potential victim with a vice
like grip. Anyone who is grabbed by the
These skeletons will defend plants and trees willow and held for one round will
that are in combat in the Garden if they permanently lose 1 point of constitution per
encounter it. These creatures take only one round they are held as the leaves begin
half damage from sharp weapons. Like other draining the blood out of them. Anyone
undead these creatures are not affected by wishing to break free from the willow may
cold, hold, sleep, charm, poison or paralysis. do so by rolling a saving throw of 3D6
Holy water does -2-8 damage to them. against their constitution. A roll of equal to
or less than their constitution means they
Sleeping Willow have escaped.
Armor Class: 3
Move: 3" For each point of constitution that the
Hit Dice: 10-15 creature drains it gains 5 hit points in
No. Of Attacks: 2 strength (even above their current hit point
Dmg/Attack: Drain maximum).
constitution
Special Attacks: Grapple/Drain The creature can also at will expel a cloud of
life yellow spores which will cause those within
force/Sleep thirty feet of the creature to fall asleep unless
spores they save versus poison. They will sleep for
Special Defenses: None ten minutes if they fail the saving throw.
Magic Resistance: None
Alignment: NE This creature is from the Tome of Horrors
Size: L Volume Two.
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Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan
Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave
Arneson.
“Bloodsuckle from the Tome of Horrors Volume One, Copyright 2002, Necromancer Games,
Inc. Author Scott Greene.”
“Gallows Tree from the Tome of Horros Volume Two, Copyright 2004, Necromancer Games,
Inc. Author Scott Green.”
“Gallows Tree Zombie from the Tome of Horrors Volume Two, Copyright 2004, Necromancer
Games, Inc. Author Scott Green.”
“Jupiter Blood Sucker from the Tome of Horrors Volume One, Copyright 2002, Necromancer
Games, Inc. Author Scott Green. Based upon original material from Jean Wells ”
“Sleeping Willow from the Tome of Horrors Volume Two, Copyright 2004, Necromancer
Ggames, Inc. Author Scott Green.”
“Vampire Rose from the Tome of Horrors Volume One, Copyright 2002, Necromancer Games,
Inc. Aurhot Scott Green based upon original material from Tom Moldvay and Jean Wells.”