LOST HATCHLING (4-6 PCs of 5th-7th level)
Black Aliss, a powerful witch in the Burrwood, is attempting to acquire a hatchling emerald dragon to use in her researches. Her agents managed to capture a hatchling, but were destroyed en route by the angry mother.
The hatchling, Kelley, is wandering lost and hurt in the forest. Aliss has sent out hunting parties of goblins from a tribe under her control (the Witches' Arrows) as well as the Mad Hunters adventuring party to recapture the hatchling. But Kelley's mother, Thundershock, is also searching the forest for her child. Aliss has decided to recruit a second group to kill or at least delay the mother dragon.
Aliss will approach the party pretending to be a local druid. She asks for the group's help in stopping a dangerous green dragon that she claims is running amok in the area of forest she watches over. If the party agrees to help she gives them an arrow +1, claiming that its actually an arrow of green dragon slaying. She will then head back to her cottage, leaving behind her owl familiar to spy on the party.
Black Aliss (hf NE W15, witch kit, 19 Int) ring of protection +4, ring of free action, staff of swarming insects (56), girdle of many pouches, boots of striding & spring
The Witches' Arrows: travel in groups of 5. Each is armed with a short bow, 20 flight arrows, knife and dagger. One goblin in each group carries a whistle of summoning.
Kelley: hatchling emerald dragon. Psionics (at 6th level): Att/Def PB, II/M-, TW; Score 15, Psp 180. Clairsentience: aura sight, object reading, all-around vision, see sound. Telepathy: mindlink, probe, contact, ESP.
Thundershock: adult emerald dragon. Psionics (at 14th level): Att/Def: PB, II/M-,TW; Score 16, PsP 180. Clairsentience: aura sight, object reading, all-around vision, combat mind. Telepathy: mindlink, probe, contact, ESP. Spells: Wall of fog, Fool's gold
The Mad Hunters:
1.Crazy Ivan (hm CN F5, Str 16) chainmail, long sword, dagger, medium shield, wand of wonder (40), 25 gp, 44 sp.
2.Hrothgar the Brick (hm N F8, berserker kit, Str 18/50, Con 17, Int 4, Wis 7) chainmail, medium shield, dagger, battle axe +2 (Garm's Fang), 11 gp, 4 sp.
3.Shambala (hm NE W6) 2 daggers, bracers of defense (AC 6), Spell book (Read magic, Detect magic, Magic missile, Shield, Sleep, Darkness 15' radius, Hypnotic pattern, Stinking cloud, Lightning bolt, Fireball, Wraithform), whistle of summoning, 11 gp, 2 sp.
4.Ratso (hom NE T6, Dex 16) cloak of protection +2, short sword, 3 daggers, 25 gp, 49 sp.
5.Natsi Jemmer (hom NE P4, specialty priest of Herne) composite longbow +1, short sword, dagger, studded leather, 20 sheaf arrows, 26 gp, 35 sp.
Whistle of Summoning: Alerts person whistle is attuned to. Allowing them to use any kind of teleport spell or magic to arrive within 100' of the whistle if used within an hour of the whistle being sounded.
Looking over this I notice that I tended to avoid putting many details in my adventure notes up until I would be more certain of when or if I'd ever use the adventure. Things like hit points, AC, spell loads and so on. I also wonder where I have the witch's spell book written down, as thats a detail I always worked out for wizard types...