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Wyvern Wood by David Dudka the Characters Are Traveling Through the Small Village of Meadow There Are Numerous Encounters Set Throughout the 1 Forks

Wyvern Wood by David Dudka the Characters Are Traveling Through the Small Village of Meadow There Are Numerous Encounters Set Throughout the 1 Forks

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 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: : 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 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 ’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 ) 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. 1st Level: Charm, Detect Magic, Entangle 2nd Level: Hold Person, Spike Growth, 8 A small mud hut sits at the edge of the forest. White smoke rises Protection from Good/Evil lazily from a stone chimney. The grounds around the hut are 3rd Level: Call Lightning blooming with hundreds of wild-flowers of various colors, and Actions: the air is thick with the droning of . Staff: Attack +4 to hit, Reach 5ft, Hit: 1d6+1 The hut is the home of Ingrela Sagewillow, a If attacked, Ingrela summons three swarms of forest witch who specializes in potions. bees that attack unless the characters leave She welcomes any visitors with horns of the area. honey mead. 3 SWARMS (Medium Swarm) Ingrela Snakewillow Armor Class: 12 Hit Points: 22 You are new to this wood, but it has been Speed: 30ft Challenge: 100XP my home for longer than the memory of Passive Perception: 8 Initiative: +1 most. It offers death and opportunity in Abilities: Resistant to weapons ❖ Condition equal measure. immunities ❖ Blindsight 10ft Rick Hershey Rick Hershey / Fat Goblin Games Actions: I am a brewer of tonics that can cure or Bites: Attack +3 to hit, Reach 0ft, Hit: 4d4 curse. I can even cheat death with the (2d4 if swarm is reduced to 50% of hit points) right ingredients. Rewards in many forms are yours should you recover any of the If Ingrela is slain, the characters find d6+6 items I seek. random potions and an unlabeled bottle of universal solvent. The characters can purchase any common potions from the witch for normal prices. She Buried under the hut’s dirt floor is a locked also has a Potion of Supreme Healing chest containing 2000 gold coins and the (10d4+20) which she will sell for 600 gold. potion of Supreme Healing. The coins are coated in a substance similar to sovereign The witch informs the characters that she seeks the following items: glue – the coins stick to anything they touch

Publisher’s Publisher’s Choice Quality Stock Art © ❖ Blue tipped chorus flowers that only grow on a rocky island in the unless doused in the potion of universal middle of a lake to the east. The flowers grow in clusters of solvent. twelve, each emitting a faint musical note. Together they sing a hauntingly sweet melody. The witch wants 12 flowers and will pay 8 An ancient vine-covered spire rises out of 20 gold each. She won’t tell the characters, but the catch is that the forest. Its graceful design was as soon as one flower is picked, the other 11 immediately wither obviously crafted by elven hands, and die. They need to kill 132 flowers to get twelve for the witch. If however, the decay of time has given the the characters do so, they lose one honor point. tower and abandoned and foreboding look. ❖ The bough of a dryad tree – 300 gold (lose an honor point). Hidden amongst the foliage around the tower ❖ A pestle and mortar designed by elven hands can be found in an are various traps (dead-fall, noose, and spear Sampleold watchtower to the northeast (Area #9) - 250 gold. traps) set up by thefile Ettercaps that lair inside. ❖ The poison gland from a Wyvern (500 gold) who can be found The characters must navigate through 1d4+2 sunning on an island in the middle of the lake to the east. traps before they can gain entry to the tower.

❖ A unicorn’s horn for which she will pay 2,000 gold (lose an honor point)

Game mechanics, monster stat blocks and other Open Gaming Content reproduced under the OGL License 1.0A Roll a 1D4 to determine the type of trap. If the character approach, one of the warriors rides forward. 1) Dead-fall: A tripwire causes a large stone hanging in the branches overhead to fall on the character. It does 2d6+2 Lord Edrain Moraster damage unless the character makes a DC12 Dexterity save. “My name is Lord Edrain Moraster. This 2) Pit-Trap: Requires a DC13 Dexterity save to avoid stepping into creature has used sorcery to take over my a small hole laden wooden spikes (d4+2 damage) plus daughter’s mind. I warn you to not movement is halved until healed. interfere, for I shall have justice.” 3) Noose: The character must make a DC14 Dexterity save to avoid walking into a noose trap that closes around their legs and The man under the net struggles free. To the pulls them 15 feet into the tree. characters’ surprise, he is not human but a 4) Spear: a trip wire causes a spear to swing down on a rope and satyr. impale the character (DC15 Dexterity save or 1d8+2 damage). Rhan (Satyr) “I am no sorcerer! Her heart was freely The Ettercaps use hit and run tactics on anyone caught in a trap. given to me, my Lord. I beg you, When inside the tower, they use the windows to crawl from floor to floor on the outside of the tower attempting to attack the characters by strangers, to answer a simple question. surprise. Should death be the punishment for free love? Why doesn’t everyone lay down © Fat Goblin Games 4 ETTERCAPS (Medium Monstrosity) their arms and join me in the forest where Armor Class: 13 Hit Points: 44 I can offer all manner of indulgences.” Speed: 30ft Challenge: 450XP The young woman pleads with her father. Abilities: Darkvision 60ft ❖ Web sense ❖ Spider climb ❖ Web walker Helene Moraster Passive Perception: 13 Initiative: +2 “I love him, father. Please don’t harm him. Actions: I promise to return with you but spare Multi-attack: Two attacks: 1 bite + 1 claw Rhan’s life.” Bite: Attack +4 to hit, Reach 5ft, Hit: 1d8+2 plus 1d8 poison. Target must make Lord Edrain is overcome with rage. a DC11 Constitution save or be poisoned for 1 minute. Lord Edrain Claw: Attack +4 to hit, Reach 5ft, Hit: “No. You will never be free of this 2d4+2 creature’s spell while it still breathes. Only Web (Recharge 5-6): Attack +4 to hit, with its death will your eyes be opened to Range 30/60ft, Target is restrained and its treachery.” must make a DC11 Strength check to escape the web. The characters must decide whether to interfere or allow Rhan to be executed. If the Inside the tower, most of the rooms are webbed requiring careful satyr is killed, they lose 1 honor point. navigation to avoid getting stuck (DC11 Dexterity or Strength save). They can convince Lord Edrain to spare A successful Perception (DC14) uncovers a finely crafted pestle and Rhan with a DC15 Persuasion roll. If they do mortar that gives advantaged rolls to craft potions. There is also a a good job role-playing, give them small chest filled with six starstone gems (50 gold each) and 12 silver advantaged on the roll. If they roll a natural tipped elven arrows +1. 20, Edrain allows his daughter to leave.

There is a secret door (DC18 Perception) in the tower that leads If they fail the roll, Lord Edrain orders his men down to a circular chamber. Strewn about the room are a wooden to attack but surrenders if he takes any sarcophagus and the mummified body of an elf. The coffin lids reads: damage. If Rhan is saved, he invites the characters to join him at the dryad’s glade Here Lies Jarelyen Erynore. Fallen (Location #9). He promises to throw them a feast in return for saving his life. Defending The Wood In The Summer Of The Gray Stag. May He Forever Wander Reluctantly, Helene returns home with her father. As thanks for saving Rhan, she The Endless Dales Of The Afterlife. secretly hands one of the characters a ring worth 100 gold. If the characters don’t take the time to rebury the elven lord, they lose 1 honor point. If a character casts a bless or equivalent spell, a small 4 GUARDS (Medium Humanoid) alcove opens. Inside is an elven blade that grants the wielder +1 to Armor Class: 16 Hit Points: 12 hit, damage, and initiative. It can harm creatures that normally require Speed: 30ft Challenge: 25XP a silveredSample weapon. file Passive Perception: 8 Initiative:+1 Actions: 10 As you exit on the northern border of the forest, you spot a Spear: Attack +3 to hit, Reach 5ft, Hit: 1d8+1 group of six riders. Five are lightly armored warriors bearing spears, while the sixth is a beautiful flaxen-haired woman. The warriors surround a cowering man trapped under a large net. Game mechanics, monster stat blocks and other Open Gaming Content reproduced under the OGL License 1.0A 11 This peaceful area of the forest is rich with wildlife and vegetation. A herd of drink at the river's edge as large dragonflies dart overhead. At the center of this oasis is a giant oak tree. Its ancient branches stretch upward, forming a perfect canopy overhead. From somewhere high up in the boughs, you hear the melodic tones of a woman's voice.

If the characters approach, an arrow strikes the ground at their feet. A woman calls out from within the boughs,

Panamy “Would the trees of this forest consider you friend or foe?”

If Rhan is with the characters, he laughs and replies.

Rhan “I come bearing friends who’ve saved my life.”

Panamy “Why is it Rhan that your life is always in need of saving? I thank you for saving my friend. You are welcome here. Please, rest yourselves.”

If Rhan is not with the characters, Panamy is more cautious. If they show her the druid's token, she appears from inside the tree trunk and apologizes for mistrusting them. Otherwise, the characters need to make a DC15 Persuasion roll.

Panamy is worried the forest is becoming too dangerous. There are ettercaps to the east, and a group of poachers has © Dean Spencer set up camp in the south. She is afraid of both threats and asks if the characters would be willing to drive them off. In return, she can offer her Dryad's Bow. Its design grants an The towering peak of a lone mountain rises from attack bonus of +2 (no damage bonus). The bow can use any12 the forest floor. The barren slopes are steep but twig or stick as an arrow. The bow is made from a branch climbable. Far above, you hear the warning hiss of form the dryad’s tree. The Witch is the eastern forest will pay a wyvern challenging your trespass. This appears 300 gold for it. to be the wyvern’s nesting ground meaning an attack is certain should you advance any further. If asked about wyverns, Panamy tells the characters they next on top of a mountain peak (Location #12). The wyvern's nest is atop the central peak. Inside the nest are four eggs that the wyvern will defend to the If Rhan is present, he offers a feast of wild plants, fruit, nuts, death. and tree nectar-wine. After a wild party, each character falls into a deep sleep. When they wake up, they are fully healed The wyvern waits until the characters are on the slopes but have no memories of the evening. If asked, Rhan laughs, before attacking. It tries to pull them off the mountain telling them the memories are best left forgotten. with its claws and send them tumbling down to the forest floor below. DRYAD (Medium Fey) Armor Class: 11 Hit Points: 22 If the wyvern lands a successful claw attack, the Speed: 30ft Challenge: 200XP character must make a DC14 Athletics or Strength roll Passive Perception: 14 Initiative: +1 to avoid being thrown down the slope and taking an Abilities: Advantaged on saving throws against magic ❖ extra 5d6 damage. Refer to page #2 for wyvern stats. Speak with Beasts and Plants ❖ Tree Stride ❖ Fey Charm: DC14 Wisdom or charmed ❖ Spellcasting: Once the wyvern is slain, the characters notice a At will: Druidcraft familiar symbol tattooed on one of its haunches. The 3//Day: Entangle, Goodberry same symbol on the token given to them by the druid. 1/Day: Barkskin, Pass Without Trace, Shillelagh Actions: Ezarla Everdusk is waiting for the characters at the Club: Attack +2 to hit, Reach 5ft, Hit: 1d4 bottom of the mountain. Her demeanor depends on DryadSampleBow: Attack +5 to hit, Range: 100ft Hit: 1d6+1 how many honor points the charactersfile have left. If the characters kill the dryad, they lose one honor point. Ezarla Everdusk “I warned the Baron he risked disrupting nature's Game mechanics, monster stat blocks and other Open balance by building his road. Even with the wyvern Gaming Content reproduced under the OGL License 1.0A slain, other creatures will rise up to oppose this construction. Based on your conduct while in my forest.... Characters have 0 honor points: Nest Treasure: …I have decided it is best to side with them against you. • 1,312 , 862 silver, 641 gold The Baron will have to contend with more than mere beasts • Bracelet worth 250 gold should his workers return. Leave now or face my wrath. • Pouch of 6 sling stones +3 (x2 damage vs giants) • (slightly dented) – when visor is lowered, it Characters have 1-2 honor points grants the wearer dark vision 40ft You have shown that you possess some honor, but I will be • 4 wyvern eggs watching the Baron’s activities closely. If they fail to show • Broken wizard staff: When activated it sparks and respect for this forest, they will have more than just beasts casts dancing lights or faerie fire (50%/50%). to contend with. • A dagger with a Tabaxi face on the pommel. It is a +1 weapon. The wielder ignores fall damage up to Characters have at least 1 honor point 20ft. You have shown that you are indeed honorable heroes. I will do everything I can to keep the beasts at bay to allow When the characters return to Meadow Forks, Gormel for the road's completion. Mund is waiting. So long as they did not earn the ire of Ezarla Everdusk, he happily pays them 1,000 gold. She will let them keep the token. Gormel Mund EZARLA EVERDUSK (Medium Humanoid) You have done exceptionally well. The Baron will Armor Class: 16 (Barkskin) Hit Points: 120 be very pleased. He is passing through these parts Speed: 30ft Challenge: 5000XP three seasons from now, and this road will reduce Passive Perception: 19 Initiative: +3 his journey by at least two days. Abilities: Fey Ancestry vs charm/sleep ❖ Shapechange ❖ Spellcasting (Spell save DC17, +11 to hit with spells) If, however, Ezarla sides against the construction of the Cantrips: Mending, Guidance, Resistance, Shillelagh road, Gormel is furious. 1st Level: Cure wounds, Detect Magic, Entangle, Thunderwave 2nd Level: Barkskin, Blur, Heat Metal, Lesser Restoration, Gormel Mund Silence What good is a dead wyvern if I must contend with 3rd Level: conjure animals, create food and water, dispel magic, the ire of a master druid? You fools have caused protection from energy me such problems that you can forget receiving 4th Level: blight, dominate beast, hallucinatory terrain, locate payment. The Baron would have my head on a pike creature if I wasn’t his cousin. I assure you mine wouldn’t be 5th Level: conjure elemental, greater restoration, insect plague, the only one mounted along the wall. The sooner wall of stone you leave Meadow Forks, the sooner I can forget 6th Level: Sunbeam you exist. 7th Level: Fire Storm 8th Level: Animal Shapes Passive Perception: 19 THE END Actions: Staff of the Woodlands: Attack +5 to hit (+11 with Shillelagh), Reach 5ft, Hit: 1d8+7 (with Shillelagh)

Ezarla allows the characters to collect the treasure from the wyvern nest but asks them to leave three of the eggs.

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Game mechanics, monster stat blocks and other Open Gaming Content reproduced under the OGL License 1.0A Beware the Wyvern Wood

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Game mechanics, monster stat blocks and other Open Gaming Content reproduced under the OGL License 1.0A