Wyvern Wood by David Dudka the Characters Are Traveling Through the Small Village of Meadow There Are Numerous Encounters Set Throughout the 1 Forks
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Beware the Wyvern Wood By David Dudka The characters are traveling through the small village of Meadow There are numerous encounters set throughout the 1 Forks. It has an Inn (The Hollow Oak), a merchant house that sells forest. If the characters don’t visit the area common equipment, and a hedge-cleric that offers healing potions where an encounter is located, just move it. (50gp each). Gormel Mund, an agent of the Baron, is in urgent need of adventurers. He and a local druid named Ezarla Everdusk are As the characters travel north towards location #2, meeting adventurers at the Hollow Oak Inn. 2 read the following: Gormel Mund (High Road Builder) Following the Baron’s road, you enter the I oversee the building of the Baron’s road north through the Wyvern Wood. Three shrieks from a shrill-crow Wyvern Wood. Two days ago, one of the winged beasts swept announces your passing. Centuries-old pillar down upon my workers. I now have four wyvern-slain, and the oaks and ghost firs tower to either side. Animal survivors won’t return until the beast is dead. I’m offering a trails weave through an undergrowth of fairy bounty of one thousand gold in return for the beast’s head. ferns, bitter berry bushes, and thicket-leaf. Rabbit and other small game are plentiful. The druid gives the characters a wooden token with a carved symbol. After several hours, the road abruptly ends at Ezarla the ruins of a work camp. Various tools lie “Beware the Wyvern Wood heroes, for it is wild and ancient. discarded, and a wagon is tipped over on its This small token offers some protection but only to those who side. This was the site of the wyvern attack respect this place and its creatures.” where the four workers were slain. As you examine the area, pounding hooves alert you to The token bestows the spell Forest Friend to anyone within 10 feet of the approach of four centaurs, armed with it. It has 3 honor points. Each time the characters act dishonorably spears and shields. inside the forest, they lose a point. The Forest Friend spell fails if they lose all their honor points. The lead centaur, Barracus, addresses the group, Barracus “The wild law states that which is abandoned or lost in this forest can be rightfully claimed by another. We lay claim to these items.” The centaurs intend to claim the wagon and tools, which will undoubtedly cause further delays for the Baron. The characters can either ignore or challenge their claim. The centaurs are willing to © Peter Temesi settle things through a contest of strength, dexterity, or skill (fighting with staffs, spear throwing, wrestling, etc.). The characters lose 1 honor point if they slay the centaurs. The centaurs spotted a wyvern flying to the east earlier today. 4 CENTAURS (Large monstrosity) Armor Class: 12 Hit Points: 45 Speed: 50ft Challenge: 450XP Passive Perception: 13 Initiative: +2 Abilities: Charge: Can inflict an extra 3d6 damage if the centaur can move at least 30ft. Actions: Multi-attack: Two attacks, one pike and one hoof Pike: Attack +6 to hit, Reach 10ft, Hit: 1d10+4 Hooves: Attack +6 to hit, Reach 5ft, Hit: 2d6+4 3 The animal trail running west along the river ends at an overgrown clearing. Amidst the grasses and shrubbery are dozens of stone cairns. At the center of each pile of stones stands a rusted weapon overgrown with creeper SampleToken vines. file At the center of one cairn is a finely crafted battle- axe. The weapon’s name is Rond-Or (Arrow Shield in Dwarf). It is a +1 battle-axe that can cast Protection from Normal Missiles once per day (lasts Game mechanics, monster stat blocks and other Open Gaming 1 minute). Content reproduced under the OGL License 1.0A If the characters take the axe from the As the characters approach, four men appear cairn, a chill wind blows through the from inside the cabin armed with crossbows glade, and they hear a whisper saying and great-axes. The leader has a unicorn’s “Thieves” in dwarven. horn tucked into his belt. The poachers are anxious to catch the second beast. That night, a wraith rises from the stones and seeks out the thief. It will not attack if Poacher the axe is returned. “You look like you can handle yourself. We’ve been hunting a pair of beasts for The characters lose an honor point if they weeks and finally took one down this steal the axe. morning. The witch in the western wood will pay plenty for this (holding up the horn). The other one is still nearby. Together we can WRAITH (Medium Undead) flush it out and share in the witch’s gold. Armor Class: 13 Hit Points: 67 Speed: 60ft Challenge: 1,800XP The poachers are intent on hunting the 2nd Passive Perception: 12 Initiative: +3 unicorn with or without the characters. If the Abilities: Darkvision 60ft ❖ Damage resistant to acid, cold, fire, characters challenge them about slaying the lightning, non-magical/non-silvered weapons ❖ Immune to paralysis, unicorn, they fly into a berserker rage and charm, grapple/restrained, poison and necrotic magic ❖ Incorporeal attack. The characters lose one honor point if movement ❖ Sunlight sensitivity (disadvantaged). they don’t stop the poachers. Actions: Life-Drain: Attack +6 to hit, Reach 5ft, Hit: 4d8+3 necrotic. Target 4 BERSERKER POACHERS (Medium Human) must make a DC14 Constitution save, or their hit points are reduced Armor Class: 13 Hit Points: 40 by the amount taken until the next long rest. Speed: 30ft Challenge: 300XP Passive Perception: 10 Initiative: +1 The forest gives way to a crystal blue lake. A sharp hiss draws 4 Abilities: Reckless: advantaged on all attacks your attention to a rocky island at its center. Lazily flexing its but all attacks against the berserker are great wings, you see a serpentine beast hungrily tearing at a advantaged. large fish clutched in its talons. You have found the wyvern, but Actions: it rests beyond bow shot. Great-Axe: Attack +5 to hit, Reach 5ft, Hit: 1d12+3. The wyvern flees to the north if attacked or leaves on its own after Crossbow: Attack: +3 to hit, Range 100/400, finishing its meal. If the characters manage to kill this wyvern, have a Hit: 1d10+1 second wyvern fly over and hiss an angry challenge at them before flying off north. Between the rocks on the island grow chorus flowers, Once the poachers are killed, the second which the witch Ingrela is looking for (Refer to #8). unicorn and a young foal step from the trees. WYVERN (Large dragon) The adult unicorn will bow its head in thanks Armor Class: 13 Hit Points: 110 and use its healing abilities to cure anyone Speed: 20ft/80ft Challenge: 2,300XP injured (3/day – heals 2d8+2 and removes and Passive Perception: 14 Initiative: +0 disease or poison). The two then run off into Abilities: Darkvision 60ft the forest. Actions: Multi-attack: Two attacks; bite + stinger (or claws) A unicorn’s horn can be recovered. It provides Bite: Attack +7 to hit, Reach 10ft, Hit: 2d6+4. whoever carries it with the following properties. Claws: Attack +7 to hit, Reach 5ft, Hit: 2d8+4. Stinger: Attack +7 to hit, Reach 10ft, Hit: 2d6+4 plus 7d6 poison. • Detect good/evil if touched by the horn. Victim can make a DC15 Constitution save for half damage. • Acts as a magic weapon (1d8 damage) • Adds +1d4 to any healing spell Snapped branches and trampled undergrowth betray that others 5 • Shimmer Shield +2 to AC for 1 round. have recently passed through this area. A crossbow bolt lodged in a nearby trunk shows that their passing was not a peaceful The characters lose an honor point if they sell it one. Up ahead, a patch of brilliant white catches your attention to the witch. through the trees. The characters find the body of a unicorn. Its brilliant white coat is marred with spilled blood from many crossbow wounds. There is an ugly wound where its horn was cut from its head. To their horror, the unicorn is still alive but beyond saving. The merciful thing is to end the poor creature’s suffering. The characters lose an honor point if they don’t ease its passing. As they finish, they catch a brief glimpse of a secondSampleunicorn through the trees. It quickly disappears. file 6 Many of the trees in this area have been cut down. At the center of the chopping is a crude longhouse with scores of animal hides adorning the outside walls. Smoke wafts from a hole in the roof, and the smell of cooking meat is strong in the air. Game mechanics, monster stat blocks and other Open Gaming Content reproduced under the OGL License 1.0A Ingrela has no interest in conflict but will The path up ahead opens into a natural clearing where half a defend herself if the attacked. If she is 7 dozen boars are sniffing around a large patch of mushrooms. accused of encouraging evil deeds, she If the characters enter the clearing, the boars squeal and run off. 1D4 responds: rounds later, a giant boar returns and challenge the characters for threatening the herd. Ingrela Snakewillow “I only offer gold for goods adventurer. If GIANT BOAR (Medium Undead) all you have to offer is words of judgment, Armor Class: 12 Hit Points: 42 then I suggest you take your leave of this Speed: 40ft Challenge: 450XP place while you can.” Passive Perception: 8 Initiative: +0 Abilities: Relentless: If the boar takes 10 damage or less that would INGRELA (Medium Humanoid) reduce it to 0 hit points, it is reduced to 1 hit point instead ❖ Charge: Armor Class: 14 Hit Points: 43 If the boat can move at least 20ft, it does an extra 2d6 damage Speed: 40ft Challenge: 700XP Actions: Passive Perception: 17 Initiative: +1 Tusk: Attack +5 to hit, Reach 5ft, Hit: 2d6+3 Abilities: Resistant to poison ❖ Spellcasting: Cantrips: Produce Flame, Poison Spray, In the middle of the battle, a wyvern suddenly swoops down from the Shillelagh, Medning sky and snatches the boar away, carrying it off to the north.