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R AG IN G S WAN P R ES S

C AMPAIGN B ACKDROP :
F ORESTS & W OODLANDS

YOUR TIME IS PRECIOUS

MAKE YOUR CAMPAIGN PREP. EASIER

JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN

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C A M PA I G N B A C K D R O P : F O R E S T S & W O O D L A N D S
Campaign Backdrops give you, the busy GM, all the tools you need to run a campaign set in a particular wilderness environment. Each
instalment brings together—for the first time in one place—previously released material into one handy, GM friendly package. Featuring
wilderness dressing, detailed random encounters, fully fleshed out villages and even a place of power all ready for immediate use in your
campaign. Campaign Backdrops are the perfect accompaniment to your wilderness campaign.


Design: Alexander Augunas, John Bennett, Richard Bennett, Product Identity: All trademarks, registered trademarks, proper
Creighton Broadhurst, Fabian Fehrs, Mike Kimmel, Jacob W. names (characters, deities, artefacts, places and so on), dialogue,
Michaels, Julian Neale, Brian J. Ratcliff, Josh Vogt and Mike plots, storylines, language, incidents, locations, characters,
Welham artwork and trade dress are product identity as defined in the
Development: Creighton Broadhurst, Steven “Taz” Cansdale and Open Game License version 1.0a, Section 1(e) and are not Open
Aaron T. Huss Content.
Art: Dave Allsop, Paul Daly, Pawet Dobosz (The Forge Studios),
Larry Elmore, Earl Geier, Garth Jones, Rick Hershey, William Open Content: Except material designated as Product Identity,
McAusland, Matt Morrow, Claudio Pozas, Arthur Rackham, the contents of Campaign Backdrop: Forests & Woodlands are
Marc Radle and Maciej Zagorski (The Forge Studios). Some Open Game Content as defined in the Open Gaming License
artwork copyright Paul Daly, used with permission. Some version 1.0a Section 1(d). No portion of this work other than the
artwork taken from Publisher’s AssistantTM Clip Art series by material designated as Open Game Content may be reproduced
Precis Intermedia. ©2006 Rick Hershey, used with in any form without written permission. The moral right of
permission, For more information, visit www.pigames.net. Alexander Augunas, John Bennett, Richard Bennett, Creighton
Some artwork from Fantasy Filler Art copyright Rick Hershey, Broadhurst, Fabian Fehrs, Mike Kimmel, Jacob W. Michaels,
all rights reserved. Rick Hershey, Standard Stock Art: Issue1 Julian Neale, Brian J. Ratcliff, Josh Vogt, Mike Welham to be
by Small Niche Games. Some artwork by Claudio Pozas, identified as the author of this work has been asserted in
copyright Expeditious Retreat Press. Some artwork copyright accordance with the Copyright Designs and Patents Act 1988.
William McAusland, used with permission. Some artwork © ©Raging Swan Press 2016.
2016 Earl Geier, used with permission. All rights reserved.
Pathfinder is a registered trademark of Paizo Inc., and the
Cartography: Erik Frankhouse and Tommi Salama Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Inc., and are
Thank you for purchasing Campaign Backdrop: Forests & used under the Pathfinder Roleplaying Game Compatibility
Woodlands; we hope you enjoy it. License. See http://paizo.com/pathfinderRPG/compatibility for
more information on the compatibility license.
If you did, please consider leaving a review.
Compatibility with the Pathfinder Roleplaying Game requires the
If you didn’t, did you know Raging Swan Press offers a money Pathfinder Roleplaying Game from Paizo Inc. See
back guarantee? http://paizo.com/pathfinderRPG for more information on the
Pathfinder Roleplaying Game. Paizo Inc. does not guarantee
compatibility, and does not endorse this product.

To learn more about the Open Game License, visit
wizards.com/d20.

ragingswan.com
[email protected]
CONTENTS
Contents ....................................................................................... 2 URBAN DRESSING: LOGGING TOWN
Stat Blocks by CR .......................................................................... 3
About the Designers ..................................................................... 4 Logging Town: Sights & Sounds .................................................. 66
OGL V1.0A ................................................................................ 105 Logging Town: Businesses .......................................................... 68
Logging Town: Folk of Interest ................................................... 70
Logging Town: Hooks, Complications & Opportunities .............. 72
WILDERNESS DRESSING

An Uneventful Day’s Travel .......................................................... 8
Forest & Woodland: Minor Events ............................................. 10 THE VALLEY OF THE ROCKS
Forest & Woodland: Dressing .................................................... 14
Valley of the Rocks At a Glance .................................................. 74
Primal Forest: Minor Events ....................................................... 18
Notable Locations ...................................................................... 76
Primal Forest: Dressing .............................................................. 22
Notable Inhabitants .................................................................... 78


WILDERNESS ENCOUNTERS
VILLAGE BACKDROP: ARROWHILL
Random Woodland Encounters ................................................. 26
Arrowhill At a Glance ................................................................. 82
Primal Forest: Random Encounters ............................................ 27
Notable Locations ...................................................................... 84
A Fate Worse Than Death (EL 5; XP 1,600) ................................. 28
Life in Arrowhill .......................................................................... 86
Aftermath (EL 2; XP 600) ............................................................ 30

Bandits! (EL 7; XP 3,200) ............................................................ 32
Broken Road (EL 2; XP 600) ........................................................ 34
VILLAGE BACKDROP: EDGEWOOD
Gnolls? How Unlucky! (EL 5; XP 1,600) ....................................... 36
Goblins of the Blood Moon (EL varies; XP varies) ...................... 38 Edgewood At a Glance ............................................................... 88
Hunters as Bait (EL 8; XP 4,800) ................................................. 40 Notable Locations ...................................................................... 90
Hunters Hunted (EL 7; XP 3,200) ................................................ 42 Life in Edgewood ........................................................................ 92
Isolated Hovel (EL 4; XP 1,200) ................................................... 44
Master of the Yellow Cavern (EL 6; XP 2,400) ............................ 46
Ogre Huntress (EL 6; XP 2,400) ................................................... 48 VILLAGE BACKDROP: STAR RUN FALLS
Reluctant Bandits (EL 6; XP 2,400) ............................................. 49
Star Run Falls At a Glance ........................................................... 94
Riderless Horse (EL 3; XP 800) .................................................... 52
Notable Locations ...................................................................... 96
Sir Valio Ilmonen (CR 2; XP 600) ................................................. 53
Life in Star Run Falls ................................................................... 98
Shattered Bridge (EL 6; XP 2,400) ............................................... 54

Spiders (EL 3; XP 800) ................................................................. 56
The Ants Go Marching In (EL 8; XP 4,800) .................................. 58
VILLAGE BACKDROP: TRICKLETREK
The Grey Grove (EL 12; XP 19,200) ............................................. 60
Trolls Most Foul (EL 9; XP 6,400) ................................................ 62 Trickletrek At a Glance ............................................................. 100
Wasp Nest (EL 4; XP 1,200) ........................................................ 63 Notable Locations .................................................................... 102
Woodland Features .................................................................... 64 Life in Trickletrek ...................................................................... 104

2
STAT BLOCKS BY CR
CR PAGE Brun and Johl Swayfellow
3 85
Swift-Step NE male human ranger (guide) 4
— 53 Cleauregard
(Sir Valio’s mount) 3 92
Kobold Raider LN male human ex-paladin 4
1/4 37 Crorg
LE kobold warrior 1
Laina, Satu and Viljo Masterson 3 CN male half-orc fighter (mobile fighter) 50
1/3 30 2/rogue (bandit) 2
NG human expert 1
Blood Moon Raider 3 Thunder (Warhorse) 52
1/3 38 Wasp Swarm
NE goblin warrior 1 3 63
Blood Moon Scout N vermin
1/3 38 3 Young Owlbear 42
NE goblin expert 1
Aarne & Henni Pirinen Elmeri Laukkanen
1/3 29 4 33
LN human aristocrat 1 N male human fighter 5
Camp Follower Jarla, Ogre Huntress
1/3 51 4 48
N human commoner 1 CE female ogre ranger 1
Elven Villager 4 Young Troll 62
1/3 97 4 Aranea 40
CG elf commoner 1
Colour-Blighted Villager Zerath
1/3 104 4 47
N colour-blighted gnome commoner 1 CN male quickling ranger 2
Bandit 5 Troll 62
1/2 32, 50
NE human male warrior 2 5 Lurker in Light 60
Blood Moon Battledancer 5 Army Ant Swarm 58
1/2 39
NE goblin warrior 1/expert 1 Grimhold and Greghof Darck
5 59
Blood Moon Elite Scout LN male human inquisitor 6
1/2 39
NE goblin expert 2 Tiernus
5 58
1/2 Pugwampi Minion 36 CG make faun bard 5
Sampo Masterson Ferleden Tayaos
1/2 30 5 97
NG male human expert 2 CG male elf fighter 3/wizard (universalist) 3
1/2 Yellow Musk Zombie 46 5 Advanced Owlbear 42
Blood Moon Adept Valentin Pennanen
1 39 6 54
NE goblin adept 3 N male human ghost wizard (conjurer 5)
1 Gnoll 37 Zemy
6 40
1 Wolf 48 LE male very young green dragon
1 Fiendish Melancholic Ooze Swarm 29 Balas Solwyn
6 98
1 Giant Spider 56 CG male variant half-gold dragon unicorn
1 Spider Swarm 56 Gunter Greatgreen
Yurval Wersten 7 N colour-blighted middle-aged gnome 104
1 57 druid (blight druid) 8
N male dwarf rogue 1
Garilax The Witchlight
2 45 10 61
CE male ghoul barbarian 1 CN colour out of space
Kanavin Ruaenspar Solalith Evdrearn
2 32 12 NE male venerable ghost half-druid 79
NE female half-elf fighter 3
Raine Eronen 3/sorcerer (undead) 8
2 35 Rideth Cyelrae
N male human wizard (universalist) 3 14 78
Sir Valio Ilmonen NG female venerable ghost elf druid 13
2 53
CN male human cavalier 3
2 Vargouille 28
2 Yellow Musk Creeper 46

3
ABOUT THE DESIGNERS
Alexander Augunas lives outside of Philadelphia, USA where he now releases through Raging Swan Press. You can read his
tries to make a living as an educator. When he's not shaping the thoughts on game design at creightonbroadhurst.com.
future leaders of tomorrow, Alex is a freelance writer for Fabian Fehrs lives in Berlin, Germany, where he works as a
esteemed Third-Party Publishers for the Pathfinder Roleplaying freelancing translator and editor for - among others - the
Game such as Radiance House (Pact Magic Unbound series) and German edition of the Pathfinder RPG. When he is not dealing
Raging Swan Press (Alternate Dungeons series) and acts as a co- with demons, devils and deadlines in that capacity, he takes
host and blogger on Know Direction's Private Sanctuary Podcast, turns running games for and with his friends. He is always on the
where he has earned the nickname, "The Everyman Gamer." look-out for stories he has not yet consumed and therefore can
Recently, Alex has forayed into the realm of First-Party regale (or torment) other people with his knowledge of obscure
Freelancing and also operates his own publishing company, bits of genre fiction.
Everyman Gaming, LLC. Mike Kimmel is a freelance game designer and high school
John Bennett makes his lair in the tree-cloaked hills of New teacher from Seattle, WA. In addition to his work for Raging
Hampshire. He enjoys heavy metal, beer and cigars as much as Swan Press, he writes scenarios for Paizo's Pathfinder Society
he enjoys playing RPGs. John has been writing since the age of 6 campaign and contributes to other products, such as the Occult
when he would narrate stories about dinosaurs and robots to his Bestiary. Mike was a finalist in RPG Superstar 2014, and is the
mother. He has a degree in film production and a pile of reject founder and administrator of the freelancer community,
letters to go with his scripts. Currently, he is pursuing his Freelance Forge, at freelanceforge.net.
Master’s degree in Organizational Leadership. He is also striving Jacob W. Michaels is a newspaper editor in eastern
to achieve at least one skill rank in Perform (guitar) but too little Pennsylvania, He has been gaming for 30 years, since he was
avail. Coerced into playing 1st edition D&D by an older (and introduced to Advanced Dungeons and Dragons in the third
bigger) kid in the neighbourhood at the age of 8, he would like to grade. He's a two-time finalist in Paizo's RPG Superstar, making
take a moment to thank his friend, Danny, for introducing him to the Top 16 in 2012 and taking another shot at the title in 2014
the world of gaming many long years ago. While his friends and (the competition is still going on as he's writing this). He had his
players know what he is talking about, John has been first module, Ironwall Gap Must Hold, published in 2013 and is
unsuccessful in explaining what bugbears are to his family and excited to be working with Raging Swan Press for the first time.
co-workers, the latter fleeing his office when he begins rambling. He lives with his faithful hound, Holiday, who hasn't
Richard D. Bennett has been playing games since shortly inherited his interest in gaming, but enjoys when her dog friends
after he escaped from the womb, and role-playing games since visit during games. His family has always been supportive of his
1980, when he ran his first game for his sister and Grammy. hobby, and he appreciates his fiancée's encouragement, even if
Since then, he’s gamed in four states, three countries, and one her reaction to watching her first (and only) gaming session was
aircraft over international waters. His favourite gaming-related "there are some things you can never unsee."
hobby is introducing new people to role-playing games, which Julian Neale began his interest in roleplaying games with the
includes his lovely wife Beth (now his favourite GM), his classic “red box” in the early 1980s, then quickly progressed
daughter Kathrine and his son Keith. Richard lives in Northern onto 1e AD&D when buying the Player’s Handbook from none
Virginia where he spends his time trying to decide what he other than Ian Livingstone and Steve Jackson - of Fighting
wants to be if he grows up. Fantasy and Games Workshop fame - at a convention in London.
Creighton Broadhurst lives in Torquay, England where, Julian has run and played in many games and game systems
apparently, the palm trees are plastic and the weather is warm. over the years, and likes writing game stuff for fun. He has
He shares a ramshackle old mansion with his two children contributed to Dragon magazine and the Kingmaker Adventure
(“Genghis” and “Khan”) and his patient wife. Famed for his Path for Paizo, and is excited to work with Raging Swan Press.
unending love affair with booze and pizza he is an enduring Brian J. Ratcliff was born and raised in south-central Texas,
GREYHAWK fan. where he lived for 18 years before moving to Arizona, meeting
An Ennie Award winning designer (Madness At Gardmore his first gaming group, and being introduced to the video game
Abbey) Creighton has worked with Expeditious Retreat Press, Neverwinter Nights and through it to D&D 3.5 in 2003. He has
Paizo and Wizards of the Coast. He believes in the Open Gaming since relocated to Chattanooga, Tennessee, where he works at
License and is dedicated to making his games as fun and easy to an accounting firm; by nights he tinkers with Pathfinder gaming
enjoy as possible for all participants. Reducing or removing entry ideas and homebrew setting and resources, and works his way
barriers, simplifying pre-game prep and easing the GM's toward completing a vast array of fiction stories. When not
workload are the key underpinning principles of the products he gaming, working on gaming projects, writing, or brainstorming
with his co-author, he enjoys reading fantasy, sci-fi and/or

4
anything that blends the two, playing video games (primarily developers and publishers and has sold fiction to Paizo's
console JRPGs), and spending time with his family's four dogs. Pathfinder Tales, Grey Matter Press, the UFO2 & UFO3
Josh Vogt is a full-time anthologies, Intergalactic Medicine Show and Shimmer, among
freelance writer and others. His upcoming debut fantasy novel is also with Paizo's
editor. He works with Pathfinder Tales. You can find him at JRVogt.com or @JRVogt.
a variety of RPG He is made out of meat."
Mike Welham has been gaming off-and-on for over 30 years.
While he has played using numerous game systems, he has
always had a fondness for Dungeons & Dragons and its
offshoots. The third edition of Dungeons & Dragons renewed a
flagging interest in roleplaying games, but the introduction of
Pathfinder sparked a long-dormant desire to write for
roleplaying games. Mike has written for Clockwork Gnome
Publishing, Open Design, Paizo, and Rite Publishing, and (much
to his surprise) he won Paizo’s RPG Superstar contest in 2012. He
is quite happy with the prospect of his first publication with
Raging Swan Press.
Mike lives in Kernersville, North Carolina, with his ever-
patient wife, two roleplaying game-
savvy children (one has started his
university career, however), a
puggle, three cats and a turtle. He
believes the solution to the
impending empty nest
syndrome will be to allow
more creatures of his
imagination to make
themselves at home.

6
W ILDERNESS D RESSIN G

7
AN UNEVENTFUL DAY’S TRAVEL
Use this table to provide the basic details of an uneventful day’s Faint, green buds grace the tips of skeletal tree
travel through a forest or woodland. Some entries may be branches. Chattering bird song accompanies the
inappropriate based on the adventure’s set up; ignore such 21-22 soft scurrying of recently awoken critters. The
results and simply re-roll. sun slinks away behind fast moving clouds to the
raucous croaking of frogs.
D% A constant chill fog refuses to give ground,
though not so thick as to obscure the path. The
The morning sees a light drizzle drumming the
23-24 sun fails to make an appearance and taking its
leaves. Muddy puddles are common but
01-02 que from its compatriot, the moon seemingly
avoidable. Birds dart about, looking for worms
takes the night off, as well.
pushed up to the surface by the rain.
Grey clouds gather late morning, exchanging a
The daylight hours are filled with the bustle of
brief salvo of booming thunder. A tree in the far
bird song and small critters. A wan sunlight filters
25-26 distance erupts in a gout of flame as rain
03-04 through the leaves gently blown by a southerly
hammers down around you, an onslaught which
breeze. The sun sets behind a veil of clouds,
lasts late into the night.
before a jagged half moon rises.
An uneventful morning slips into an equally
A bright sun shines in a cloudless blue sky though
boring afternoon. A nearby bush rustles, and a
the canopy overhead provides shade. A brief 27-28
small animal saunters out and stops to briefly
thunderstorm rolls in quickly during the evening
05-06 groom itself before ambling away.
before moving off. It cools the air leaving the
A heavy wind tousles the tree-tops, shaking free
earthy smell of wet earth and fresh rain before
a few loose branches which crash heavily. The
the stars emerge in force.
29-30 high pitched squawking of two feuding animals
A cold wind scours the trees, whipping them into
carries on the wind battering away at you, which
a frenzy. Dark grey clouds loom threateningly on
dies down in the late evening.
the horizon, never making their move,
07-08 In a clearing, birds pick the last remaining shreds
retreating in the afternoon to reveal a tired sun
of flesh off the carcass of a large animal. Its
which exhaustedly gives way to a thin, sickle of
31-32 white bones glisten in the fading sun. The birds
moon limping through the sky.
squawk angrily at you for being disturbed, ass
A group of loggers passes you in the morning.
they ascend towards the setting sun.
Their ribald songs and the chopping of their axes
The trees form a thick canopy overhead where
09-10 accompanies you for the early part of the day,
the squeals and squawks of numerous creatures
replaced eventually by the chirping of insects
can be heard. A young couple gathering berries
heralding the coming of night. 33-34
hurries away at the sudden gathering of dark
A wet snow starts falling late morning. The sight
clouds which threaten a storm but never carry
is both beautiful and tranquil as the trees stand
through on the promise. Night arrives quickly.
11-12 suspended in white surrounded by the winter
Tree branches creak beneath a steady, muggy
silence. The sun sets them ablaze in red and
wind while the sun beats uncomfortably hot, the
orange flame as it dips below the horizon. 35-36
heat trapped beneath the canopy. Despite the
A languid, warm day stretches before you. In the
promise of a pale moon, it brings no relief.
afternoon, a herd of deer thunders through the
13-14 Animals seem to catcall you from the trees and
trees, startled by a small fox, its tongue lolling as
bushes. A wild energy hangs in the air but never
if laughing at the trick it played. 37-38
seems to erupt before the sun slips away in a
A cold, heartless rain pours from the skies,
blaze of vibrant colour.
driving into your faces and turning the earth into
15-16 A lone hunter crosses your path, hailing you
a boot sucking morass. The sun never shows
before sprinting through the trees. You swear
itself from behind a thick wall of clouds. 39-40
later at dusk you smell the cooking of fresh,
A bright sun filters through the treetops while
roasted meat on the still air.
the sound of hunting horns shatters the
A hard rain journeys with you through the day,
tranquillity. The yips and yaps of hunting dogs
17-18 drumming loudly off the leaves above you
answer the horn’s call. The sun collapses beyond 41-42
accompanied by shrill bird calls. Later, the clouds
the horizon in a splendid pageantry of orange,
dissipate in time to see a wan sun setting.
pink and purple.
Large trees stand like silent, forlorn sentinels and
The leaves of the trees flutter gold, red and
the sound of life seems strangely dimmed.
orange in a faint but chill autumn wind. The 43-44
19-20 Sunlight struggles to reach the ground and even
smoke of home fires disappears on the horizon
the moon barely makes an appearance as it rises.
as a large full moon rises

8
Brown leaves clog the spaces between the trees, A chill wind rips the few last remaining leaves
rustling noisily as small critters dart about. Heavy from the trees, throwing them at your feet as
45-46
clouds keep the sun hidden, coalescing late to 77-78 you trudge along the leaf strewn path. A naked
block out the moonlight. grove awaits you as the sun crawls below the
At midday, a fox gives a howl of triumph as it horizon.
escapes a hunter’s trap, flashing you a grin as it A large antlered creature lumbers ahead of you,
47-48
runs by into the nearby bushes. The sun slinks navigating a path through the trees, seemingly
79-80
behind the treetops, heralding a full moon. unconcerned. It provides the only company you
Your path meanders lazily between the trees. At see all day. A sliver of moonlight traces the sky.
one point, you spy deer drinking from a stream You pass large stretches of trees cocooned with
49-50
before they dash off. Clouds descend late, set 81-82 caterpillars, stuck fast despite the warm, spring
afire in tinges of pink and red from the sunset. wind below. Light drizzle arrives just after sunset.
Late morning, a sapling falls across the path up Verdant moss drapes the trees like robes,
ahead. A man and woman drag it from the path, touching the ground. A few clouds pass by
51-52 83-84
waving at you as they drag at way. A half-moon overhead as the sun peeks through the canopy.
relieves the sun of its duty. Later, a large moon floats in the sky.
Thunder rumbles in the distance all day long as a After an early morning downpour, you watch
wind shakes the trees and the forest goes still. two foxes chasing one another on the trail ahead
53-54
The storm never approaches and a bright moon 85-86 before escaping back into the tangle of trees.
appears early, scattering stars as it rises. The sun settles slowly on the horizon, as the
In the evening, after an easy day of travel, a moon creeps up into the sky.
hawk descends on a rabbit which quickly scurries A thick, heavy fog makes travel difficult in the
55-56
underneath a fallen tree. The hawk squawks in morning, before the afternoon sun melts it away,
rage as it spirals up towards the setting sun. 87-88 revealing a tangled masses of trees all around
Thin fog snakes around the tree trunks before you. The hot, humid air breaks with a brief
dissipating in the warm afternoon sunlight. A thunderstorm late evening.
57-58
thin rain springs up in the evening before leaving A sudden snow squall in the morning completely
as the moon lumbers into the sky. obscures the path for a time. It leaves behind a
A light snow falls in the early afternoon, 89-90 still forest, the tree trunks coated in an armour
blanketing the ground and clinging to the trees. of snow. A feeble sun calls it early for the day,
59-60
A few animals poke about for nuts before night allowing a fat moon to saunter in.
quickly drapes the sky in a veil of stars. The trail seems to disappear randomly among
A hunter accompanies you for part of the day, a the trees as if playing a game of hide and seek.
deer slumped over her shoulders, talking 91-92 Still, you are able to keep on top of it and make
61-62
amicably about local events before leaving you good time before the sun gives a final salute and
as the sun dips below its zenith. reddens the horizon.
A heavy rain makes travel difficult but not A number of stark, desiccated trees stick out at
impossible as the thick canopy above takes most you from amongst their lush brethren but
63-64 93-94
of the storm’s brunt. A light rain lingers well into otherwise, the forest landscape seems serene
the night. and almost peaceful.
Gnarled trees seemingly reach out to grab you as You encounter two hunters examining a spoor
you traverse a tangled network of roots. The on the path. Later in the day, you see a large,
65-66
path is difficult and slow but you find a suitable creature crash through the forest pierced by an
95-96
clearing as the last rays of sunlight fade. arrow. It stumbles off back into the trees.
The unremarkable trees, rhythmic birdsong and However, this is the only excitement you have
67-68 warm weather lulls you almost into a daze as the for the day.
day slips by. Bird song and animal chatter subsides as a brief
It’s hot and the forest canopy seems to trap the storm blows through and then resumes as you
97-98
69-70 heat making your travel a muggy, humid slog. As trudge along a leaf strewn path. Daylight lingers
the sun sets, a gentle wind brings some relief. before giving way to a moonless night.
Birds attack the berries hanging from the many A few overturned trees from a recent storm
71-72 bushes sheltered below the tall trees but that is 99-100 block your path, slowing you slightly. A wind
the only action you see in a rather dull day. picks up later and lasts well into the night.
The trail stretches through an endless maze of
73-74
tall trees coated in a web of shadows.
Rain comes and goes in brief spurts, making the
75-76 forest trails muddy but passable. You pass a few

drenched loggers before finding a place to rest.

9
FOREST & WOODLAND: MINOR EVENTS
The PCs’ travels should not be boring affairs wherein either they A swarm of stinging insects flies in parallel to the
encounter no one of note or they end up fighting everyone they 21 PCs; the swarm does not react to the PCs unless
meet. Use this table to generate minor encounters of interest or they directly interact with it.
use it as inspiration for (or possibly the prelude to) larger A deer bursts from a nearby thicket, startling the
PCs and their mounts; each mount must make a
encounters.
22 DC 10 Will save or be shaken for 2 rounds. A PC
trained in Handle Animal can make a DC 10
D%
check in place of his mount’s Will save.
The PCs see a skunk in their path before the
1 A loud roar sounds at a distance from behind the
animal sees them.
23 PCs; optionally, the roar repeats once an hour
A hawk dives into the bushes near the PCs and from the same distance.
2
grabs a small rodent before flying away.
A pile of dead leaves drops on the PCs; a DC 12
Wind suddenly gusts through the trees, bending 24 Reflex save avoids 1d2 damage as the leaves
3
their less sturdy boughs. poke and scratch the victim.
A wolf howls in the distance; from the opposite Any PC making a DC 15 Perception check hears
4
direction, another wolf answers. an argument between two fey creatures; the
A tree falls across the PCs’ path about 200 feet in 25 creatures present no threat to the characters,
5
front of them. but may reward those who help resolve their
A hermit bursts out of the trees screaming about disagreement.
6
a terrible monster pursuing him. A nest of snakes slithers out from under a bush;
Squirrels chatter at the PCs from a nearby tree's the snakes are not poisonous and do not attack
7 branches. The squirrels taunt the PCs and hurl 26
except in self-defence, but the creatures might
acorns at them if approached. disturb the party’s mounts.
A cloud of butterflies, comprised of several The wind picks up a lot of dust; the PCs must
8
different species, rushes past the PCs. 27 make a DC 10 Fortitude save or take a -4 penalty
The wind creates a susurrus sounding like on sight-based Perception checks for an hour.
9
humanoid whispering. An empty, runaway carriage heads straight for
A dead branch drops from a towering oak and the PCs; the mount pulling the carriage dies of
10 28
crashes nearby. exhaustion after the PCs stop it (or a short way
A flock of birds erupts from a nearby bush; the further down the trail).
11
birds cry in unison as they fly away. A large, black cat crosses the PCs’ path; it arches
A faint odour reminiscent of baking bread 29 its back and hisses at them, but otherwise takes
12
reaches the PCs. no offensive action.
At midday, a faint mist forms. The mist does not The faint smell of smoke reaches the PCs upon
13 30
appreciably affect visibility. the breeze, but no obvious fires burn nearby.
An owl cries "Hoo" at the appropriate time in A flock of doves takes off at the PCs’ approach. A
14
response to the PCs’ conversation. DC 10 Knowledge (nature) check, reveals this to
15 Three porcupines trundle across the PCs’ path. 31 be a good portent; everyone in the party gains a
A sudden thunderstorm drenches the PCs; during +1 luck bonus on his next saving throw (if made
16 the storm, lightning strikes a nearby tree and on the same day).
splits it half. Borril the huntsman (LN male human expert
A large winged creature flies directly over the 1/warrior 1) describes a group or poachers and
17 PCs; the creature is oblivious to (or uncaring of) 32
asks the PCs if they have seen them; they have
the PCs. not run into the group, but may later on.
A sinkhole forms about 300 feet in front of the At daybreak, a sudden chill hits the woods
PCs; a DC 8 Perception check notices the 33 creating frost on the grass; after an hour passes,
18 sinkhole. The 10-foot diameter sinkhole is 30- the temperature rises to a comfortable level.
feet deep and opens up to underground tunnels A mated pair of deer timidly approaches the PCs;
left by a large worm-like creature years ago. 34 they seem comfortable with humanoids and
A 3-foot diameter seed head floats by the PCs; if appear to want food.
19 disturbed; it breaks up into Individual floating The leaves on a single tree suddenly change
seeds. 35 colour as if the onset of autumn took place over
One of the PCs’ mounts (or a PC, if the party has the course of a minute.
20 no mounts) trips in a rut (1 Dex damage [DC 10 The ground shakes as if a large creature moves
Reflex save negates]). 36
through the nearby woods.

10
A gentle rain falls, creating a steady, light A wild boar bursts from a thicket; it tries to trip a
drumming on the leaves above. Very little of the random PC (CMB +4) and then barrels onward to
37 51
rain reaches the ground, until the leaves bend the other side of the path before disappearing
under the collected water’s weight. into a thicket
At hourly intervals, a bird chirps a number of A cloud of gnats swarms around the PCs; while
38 times equal to the hour; the unseen bird seems the gnats deal no damage, they impose a -4
52
to follow the PCs throughout the day. penalty to Perception checks; dealing any
The party reaches an oak tree where a family of damage to the swarm disperses the gnats.
four opossums hang by their tails from the same When the PCs reach the bank of a pond or lake,
39
branch; the animals are unmindful of the they find a colony of frogs that croak in unison
53
interruption. upon their arrival. Otherwise, the frogs ignore
A sudden (but distant) shriek sounds from in the PCs.
front of the PCs; a DC 20 Knowledge (local) check A tree falls, threatening to hit one or more of the
40 reveals the shriek comes from a humanoid, while PCs; it attacks in a 15-foot line with a +10 bonus
54
a DC 20 Perception or Survival check estimates (using one attack roll for all targets in the line)
the distance as five miles away. and deals 3d6 bludgeoning damage if it hits.
The party interrupts a raccoon that had been A peacock walks up to the PC with the highest
55
41 washing its food in a small stream; the animal Charisma, fans its tail and then struts away.
chitters at them angrily and runs off. A fox – a dead rabbit in its bloody jaws – darts
A root threatens to trip unmounted PCs; each 56 across the trail. At sight of the PCs, it sprints into
42 walking PC must make a DC 15 Reflex save to nearby undergrowth.
avoid falling prone and taking 1d2 damage. Three trees lie by the trail. Each has obviously
As the party travels to their destination, a group been deliberately chopped down, but of the
of blackbirds alights at regular intervals on a 57 woodcutter there is no sign. An axe stands
nearby tree; the number of birds equals the against one of the fallen trees and a nearby
43
number of miles to the party’s destination (DC backpack contains mouldering food.
10 Intelligence check determines the Squirrels in a nearby tree’s bough chuck nuts at
significance). the PCs, evidently in an attempt to drive them
A sudden gust blows through the woods, 58 away (+3 attack, 1 nonlethal damage). Any
44 threatening to uproot smaller trees; the PCs are threatening action taken towards the squirrels
affected by severe winds for 1d4 rounds. scares them off.
A pair of foxes crosses the PCs’ path; shortly A family of brown bears wanders into the party’s
45 after they do so, a horn sounds followed by the campsite; they seem hungry, but do not take any
baying of hounds. 59 aggressive action. If anyone feeds the bears, they
Through a break in the trees, the PCs spot a follow the party for a couple of hours before
cluster of dark clouds scuttling across the sky wandering off.
46
toward them. Half an hour later, the party is A cloud of hallucinogenic spores blows through
beset by an intense, but brief rainstorm. 60 the party; each PC must make a DC 14 Fortitude
The sound of someone whistling reaches the save or become confused for 1d6 rounds.
47 PCs; It comes from random directions, and the A cascade of water suddenly flows from a rocky
PCs cannot find source of the whistling. 61 shelf above the PCs; (+12 melee attack, 1d8
During an evening watch or just before the PCs nonlethal damage plus bull rush [+12 CMB]).
wakes up, squirrels attempt to rummage through The temperature drops precipitously during the
48 packs and other accessible containers; they steal night; unprotected PCs are affected by cold
62
rations and small shiny objects if nothing weather (during spring, summer or fall months)
threatens them. or by severe cold (during winter months).
A druid (Tialla [NG female half-elf druid 3]) The PCs reach a riverbank where someone has
approaches the PCs and asks them to protect her 63 tied a boat to a nearby tree; the boat has fishing
animal companion, Marinda – a tigress – while equipment, but the boat’s owner is not present.
she undertakes a dangerous mission; she If the PCs fail a DC 15 Perception check, they do
49
promises to meet the PCs further along on their not notice the entrance to an abandoned,
travels, and the tigress behaves herself during 64 overgrown burrow. A PC unaware of the burrow
their journey (but does not fight on their behalf must make a DC 10 Reflex save or fall into it,
unless directly threatened). twist his ankle and suffer 1d3 damage.
Just before dusk or dawn, the distant sounds of The PCs hear mewling from a nearby hole; if they
drumming reaches the PCs; the nearest known investigate, they find a litter of eight bobcat
50 65
village is too far away to be the source of the kittens. The mother has abandoned the young or
drumming. perished.

11
Beroca, a treant, rumbles across the PCs’ path; The party reaches a pond that sparkles in the
he remains oblivious to them, unless they draw sun; fish regularly jump out of the pond and
his attention. Beroca does not attack and may 79 splash back in. The fish are so plentiful that PCs
66
answer questions about this portion of the making a Survival check to forage gain a +5
woods if the PCs can improve his attitude from circumstance bonus.
indifferent to friendly (DC 16). The wind creates a tiny tornado that picks up dirt
A wild man, nude except for a loin cloth and with and leaves and swirls them around; a PC in the
sticks and twigs in his hair, confronts the PCs; he 80 swirling winds must make a DC 10 Reflex save to
67 speaks gibberish, but he obviously tries to warn avoid getting dirt in his eyes (-2 penalty to sight-
the PCs about a threat further down the path (a based Perception checks) for 10 minutes.
DC 20 Sense Motive check confirms this). An ape jumps down from the forest’s canopy,
At night, assuming the party has a campfire or beats its chest and stares down the PC with the
81
other light sources, a swarm of moths mills highest Strength score; after the ape makes its
68
about the light; if unbothered, they dance about display, it climbs back into the trees.
the light for an hour and then fly off. A flock of blue songbirds darts in and out of the
The PCs encounter a man whose wrists show 82 trees around the PCs; they sing a lively tune
signs of previously being bound (DC 10 while they frolic.
69 Perception reveals); he refuses any offers of help When the party passes through a clearing filled
and goes on his own way. The PCs may 83 with flowers, the flowers turn from the sun to
encounter his pursuers later. face any divine spellcasters who pass by.
Bats fly from a nearby cave, potentially startling A grizzly bear, drunk on fermented honey,
the PCs’ mounts; each mount must make a DC 10 attempts to pass the PCs while weaving on its
84
70 Will save or be shaken for 1 hour. PCs trained in rear legs. If the PCs provoke the bear, it merely
Handle Animal can perform a skill check in place grunts at them and then belches.
of the Will save. In a hilly part of the forest, the PCs hear a
Panicked animals – rabbits, deer and so on – shouted warning before a runaway log barrels
crash through the trees towards the PCs; they 85 down the hill; the log bull rushes one PC (+15
71
obviously flee from something. No other signs of CMB). 1d3 rounds later Niall (LN male human
what frightened the animals present themselves. expert 1) rushes down the hill to apologise.
A middle-aged woman (Calsita [N female human A tree nearby the PCs suddenly splits in half, and
commoner 1]) covered in pustules and each half falls over. A DC 15 Knowledge (nature)
86
apparently suffering from a nasty disease warns check reveals the tree is dead; killed by a rotting
72 the PCs to stay away from her home village mould; the trunk split under its own weight.
where all the inhabitants suffer from the same In a dry patch of the woods, PCs must be careful
affliction. She then stumbles away, mumbling to avoid starting a forest fire; a PC lighting a fire
something about getting help from a local druid. 87 must make a DC 12 Survival check to avoid
A team of fine horses, wearing harnesses catching dry grass, creating an out-of-control
bedecked with bells, prances past the PCs; while forest fire after 1d8 minutes.
73
they act like they know where they are going, Snarls and roars herald the arrival of a pair of
they have no riders. tigers locked in a territorial battle. They roll past
88
An eight-foot long throwing spear crashes the PCs and concentrate only on each other.
74 through the trees and lands several feet away They attack a PC only if he directly interferes.
from the party. Of who threw it, there is no sign. A crow attempts to alight on one of the PCs’
Lightning flashes and an ominous boom of 89 shoulders; if allowed to land, every few minutes
thunder sounds in front of the PCs; with a DC 15 it caws out a name the PCs do not recognize.
75
Survival check, a PC realizes a storm is A unicorn, riddled with arrows, reaches the PCs
imminently going to strike the area. and collapses. It dies in 2 rounds unless the PCs
A griffon flies over the treetops but spies the act. The arrows are of crude manufacture and a
PCs’ mounts through gaps in the trees; after a 90 DC 10 Craft (weapons) or Profession (fletcher)
76
tense moment where the creature decides reveals they are of orcish artifice. If revived, the
whether to grab a tasty horse, it flies off. unicorn (Firatris) thanks the PCs and warns of a
The party happens upon an overturned cart in a band of marauding orcs in the area.
ditch. Of the rider or horse there is no sign. The The party interrupts a large spider in the process
77
wagon has not lain here long (DC 20 Perception of cocooning a deer caught in its web deep in a
reveals) and there is no sign of foul play. foreboding thicket. If the PCs approach, the
91
A badger, interrupted from enjoying the snake it spider hisses, clacks its mandibles menacingly
78 recently killed, hisses at the characters and drags and then retreats, allowing the PCs to rescue the
its kill into a thicket. trapped animal.

12
Witch-lights appear and dance enticingly to lead The PCs hear a commoner (Sezerin [CN male
the PCs into a dark and foreboding part of the human commoner 1) calling for Hurst; when they
92 woods; when the PCs reach the last light in a 97 find him, he claims to have lost his prize pig,
secluded clearing, they do not find anything. This which slipped into the woods. He offers a
behaviour repeats itself for two days. meagre reward to help him find his pig.
After the PCs set up camp, a flock of owls lands The party come across a large clearing. A riot of
on tree branches encircling the camp; they hoot wild flowers covers the ground and a PC making
at each other as if discussing the party. If 98 a DC 15 Heal or Knowledge (nature) check finds
93
attacked, they fly away. If allowed to remain the enough herbs to replenish three uses of a
owls hoot all night and the PCs are fatigued the healer’s kit.
next day due to lack of sleep. The PCs stumble upon a bandit’s hidden treasure
The wind blows a rare lotus blossom of deep red cache. A shovel lies on the ground near a large
hue past the PCs; a DC 20 Knowledge (nature) hole dug between the roots of a mighty elm tree.
99
94 check identifies the specimen, which the PCs can At the bottom of the hole lies the shredded
sell to an interested buyer for 50 gp (if they can remains of two sacks. A DC 20 Perception check
find such a fellow before the bloom perishes). recovers 5 sp from the loose earth.
A cluster of puffball mushrooms burst when the The PCs encounter a man painting this area of
party passes by; each PC within 20-foot must the forest; however, the painting portrays events
95
make a DC 15 Fortitude save or become sickened 100 that have not happened yet and includes at least
for 1d4 hours by the spores. one member of the party. If the PCs question the
One of the PCs’ mounts refuses to enter a man – who is actually a ghost – fades from sight.
96 section of the forest; a DC 10 Handle Animal
check coaxes it to move through the woods.

13
FOREST & WOODLAND: DRESSING
The woodland through which the PCs travel should not be A large funnel made entirely of sand leads into
devoid of interesting, minor features. Use this table to generate 19 an underground cavern; large insect husks litter
such features as desired, possibly using them to add detail to a the cavern’s floor.
party’s campsite or to break up an otherwise uninteresting day’s This campsite appears to have been attacked by
large animals; tents are torn, food has been
travel.
20 scattered around the site and splotches of blood
cover the ground. Tracks lead away from the site
D%
in various directions.
A gnarled tree stands in an otherwise normal
1 Vines and brambles cover the only remaining
grove; its trunk looks like a petrified humanoid.
21 piece of a small manor house, a tumbled pile of
A dry ravine cuts across the path; it is five feet stone.
2
wide and ten feet deep.
Here several large trees have grown so closely
An abandoned campsite sits a few hundred feet together that their trunks and branches have
3 from the trail; the campfire still burns and 22
become intertwined. The trees grow along a high
camping gear litters the area. earthen bank and form a formidable barrier.
A hut stands nearby the path; it is uninhabited, A natural amphitheatre fashioned from shale
4
but many shrunken heads decorate the place. stands empty; bards who use bardic
The trail forks into two separate trails that meet 23
performance here are treated as if they were
5 up again a mile further (a mile and a half for the one level higher.
other, meandering trail). An empty, 30-foot diameter beetle’s carapace
A wide river cuts across the trail; a covered 24
6 provides shelter from the elements.
bridge spans the river. 25 Large granite spires form four-fingered hands.
An extraordinarily large footprint crosses the A perfectly circular lake surrounds a flat,
7 path; the footprint is a couple hundred years old 26
perfectly square island.
and does not lead to other footprints.
This 100-square-foot field of beautiful, blue
A grove of trees uniformly bend in the same flowers poses a potential danger; a PC who walks
8 direction, such that the treetops grow in parallel 27 through the flowers kicks up potent opiates
to the ground. which may render the PC unconscious for 1d4
An old battleground shows evidence of the use hours (DC 15 Fortitude save resists).
9 of arcane fire magic; no weapons or treasures An ancient, overgrown grave lies near the path;
remain. 28
the grave marker is weathered and unreadable.
A series of underground homes line the path; a The land is cleared in such a way it forms an ‘X’;
DC 15 Perception check discovers the homes, 29
10 each line measures fifty feet long.
which are abandoned but appear to have housed
Columns of willow trees flank the path, creating
a gnome clan. 30
a natural archway.
A large mound of rusted iron sits forlornly in a
11 Colourful ribbons cover the trees in this area.
barren field.
They use varying shades of blue, purple and red.
A grove of willow trees sits within a ring of Many bear short prayers or names; these trees
12 vegetation that appears to be permanently 31
are sacred to a nearby community who believe
destroyed by frost. that offerings made to the trees bring the
A large tree has fallen across the trail, subject good fortune.
13
completely blocking it. A lone tree with metal plates affixed around its
A cave, looking much like a monster’s maw, 32 trunk stands in a clearing. The charred remains
14
becomes evident as the party crests a hill. of some creature sits on a branch.
A small settlement of ten houses lies empty; the The gutted, rotting carcass of a deer lies in the
15
houses seem to have had their roofs ripped off. undergrowth near the trail. The surrounding
A saltwater pond filled with appropriate marine 33 undergrowth is stained red with blood. The
16 life sits near the trail; other nearby ponds have carcass has obviously been efficiently butchered
fresh water. by a skilled hunter.
A set of steps climb a nearby hill; each step is ten A clearing sits off to the side of the path, and the
17 feet wide, five feet tall and made of a material characters glimpse stone through breaks in the
unique to each step (granite, iron, etc.) trees. The clearing holds an ancient ring of
A ring of toadstools surrounds a lone oak tree; 34
weather-worn menhirs. At high noon and during
18 each toadstool is eight feet tall, while the oak a full moon, the stones sparkles as if inset with
tree stands forty feet tall. precious gems.

14
If the PCs make a DC 15 Perception check, they Several unusual fungi specimens grow in this
find the remains of a battle evidently among fey area of the forest; they look like brains set on
47
35 creatures under a small cluster of mushrooms. spinal columns. A DC 20 Knowledge (nature)
No bodies remain, but tiny bows, swords and check reveals the fungi are edible.
even lances litter the battlefield. A trio of trees bear strange, round and obviously
48
A group of partially uprooted trees lean into unnatural leaves.
36 each other, appearing like they huddle against A large tree has partially fallen; it’s fall arrested
each other for support. 49 by a smaller neighbour. The fallen tree lies over
Chalk arrows on trees point out a path, and then the trail creating an archway of sorts.
end without reaching an obvious destination. A A wooden trapdoor hidden underneath a pile of
37 DC 15 Survival check reveals that something 50 leaves and branches (DC 15 Perception reveals)
dragged a body away from near the final chalked protects a cache of trail rations and water.
tree days ago. A pond rife with lily pads rests in a large clearing;
A large beehive hangs from a sturdy branch; as 51 the pond may or may not be the home to a
38 long as the party stays more than twenty feet teeming group of frogs.
away from the hive, the bees do not attack. A tree grows two feet up before its trunk twists
A rut hidden by leaves and other detritus perpendicularly so it is parallel to the ground;
presents a potential hazard; mounted PCs must 52 the trunk then turns straight upward again after
make a DC 10 Perception check to notice the rut another four feet. The trunk is sturdy enough to
39
or a DC 10 Reflex save to avoid the rut if it goes hold 1,000 pounds on its horizontal portion.
unnoticed. Anyone failing the save takes 1 An abandon bandits’ hideout is hidden behind a
Dexterity damage. row of trees (DC 18 Perception reveals); several
53
A malodorous bog crosses the path; it is only old campfires and piles of rubbish bear mute
two-feet deep at its deepest point. Anyone testimony to the bandits’ presence.
passing through it incurs a -2 penalty to Stealth A grove features trees with twisted trunks, as if a
40
checks until he cleans off the muck; creatures 54 tornado attempted to uproot them. The twisted
using scent to track the PCs also gain a +4 trees are otherwise healthy.
circumstance bonus. A large oak’s trunk has etched ancient dwarven
A gnarled oak that appears like a contemplative runes on it; the faded runes (readable with a DC
old man sits near an enormous boulder; the 55 10 Linguistics check if the PC knows Dwarven)
41 boulder hides the entrance to a forty-foot provide directions to a hidden mountain fortress,
diameter cave (DC 20 Perception reveals). A which may still be in existence.
small pool at the rear provides fresh water. A blackened tree sits among hearty specimens;
A tall tree features its first reachable branch its leaves withered. A DC 22 Knowledge (nature)
56
twenty feet off the ground; this branch has a or (arcana) check reveals the tree is afflicted with
42
hangman’s noose tied to it, but no creature is in a curse (CL 9).
the noose currently. Normal specimens of trees give way to giant
A thick patch of poison ivy covers a ruined hut; a sequoias and redwoods; the smallest tree stands
DC 15 Knowledge (nature) check identifies the 57
at least 100 feet tall, and the nearest reachable
danger. Any PC with exposed skin must make a branch is 40 feet from the ground.
43 DC 12 Reflex save to avoid contact with the A grove of pine trees shelters a number of
poison ivy (treat as a disease; contact; save DC animals that would otherwise be natural
14 Fortitude [2 consecutive saves]; onset 1 day; 58
enemies (wolves, foxes, rabbits, deer etc.); they
frequency 1/day; effect 1d2 Dex damage). remain peaceful even if the PCs approach.
A quick-moving stream blocks the way; a fallen, A small home sits up in the branches of a
rotting tree bridges it. PCs may jump the ten-foot particularly large tree; the inhabitants – halflings
gap (DC 10 Acrobatics) or cross the tree (DC 10 59 or gnomes by the decor – have abandoned the
44 Acrobatics). For every 100 pounds of weight on home, but it provides ample shelter from the
the tree it has a 10% cumulative chance to snap, elements for visitors.
dumping those on it into the stream (DC 15 The pathway descends a steep slope; rough
Reflex avoids). 60 steps – edged with half-buried tree trunks – have
A lone tree stands in a clearing; someone has been cut into the earth.
decorated the tree with brightly-coloured The path ends abruptly at a 50-foot cliff, but
45
garlands and bunches of wild flowers; no other trees still grow from the side of the cliff; PCs may
nearby trees are so decorated. 61
negotiate a path down the side of the cliff using
This area has been clear-cut by loggers; however, the trees (DC 10 Climb checks).
46 they have left a pair of trees untouched. There is A grove of fruit trees bears multiple different
no obvious reason why the trees were spared. 62
types of fruit – apples, pears, peaches etc.

15
The trees in the area have tacked on signs A small stream oozes from a nearby muddy
proclaiming death to trespassers; the “by order bank. The trail here for about 10 ft. is knee-deep
63 77
of” line has several marked out names, with no in mud. Movement in the area is at quarter
name currently uncrossed. speed.
The trees here are linked by a number of rope A grove of uncultivated apple trees grows in
bridges; the bridges hold creatures weighing less orderly rows and columns; curious PCs can find
78
64 than 500 pounds and allow the party to cross the no evidence the trees were planted that way
forest aboveground for several miles. The intentionally.
bridges seem to have no inhabitants. This clearing holds ten untripped snares, as well
Wind and water erosion have revealed a vein of as two tripped snares that hold skeletal remains
79
65 precious metal; it would require several months of animals; the traps appear to have spent over a
and heavy equipment to extract the metal. year without humanoid or animal attention.
Creeping vines cover the entirety of this one- A family of beavers has dammed a large stream
mile radius of forest; the trees they cover seem in the forest; at least 40 of the animals tend to
66
to be dying due to lack of nutrients, while the 80 the structure which holds back water that
vines continue their expansion. reaches 8-feet deep. A trickle of water spills over
Moss-covered bones from a large creature lie in the top of the dam.
67 a clearing; a DC 18 Knowledge (arcana) check The east side of all the trees in this part of the
reveals the creature was an adult green dragon. 81 forest are stripped of bark, as if something took
The trees in this area have petrified – the trees’ a blade to flense just that portion of each tree.
68 bark has the consistency of shale, and their Uninhabited spider webs fill the gaps between
leaves even appear to be made of thin stone. 82 the trees in this area; a search of the area
The trees here have faded paintings depicting a uncovers several spider husks.
series of great battles between a giant and a sky A tall wooden totem stands among the trees; it is
69
serpent on their trunks; the primitive tribe fashioned from the same wood as the
83
responsible for the paintings is long since gone. surrounding trees and features artisanship
A dilapidated house sits within a ring of dead belonging to a culture not of this area.
trees; the trees have been carved with runes, A single tree features a brass doorknob; turning
which a DC 20 Knowledge (arcana) check reveals 84 the knob does nothing, and inspecting the tree
70 to be runes that prevent creatures from exiting does not reveal a door or hollow area within.
the ring of trees. If the PCs investigate, they find This part of the woods has tall grasses, but a DC
nothing in the house, and they may freely leave 10 Perception check reveals tiny trees the grass
85
the circle. hides; the trees are otherwise normal specimens
The canopy thickens in this area, so much so that commonly found in this area.
71 daylight cannot penetrate a 100-foot radius This appears to be a treant graveyard; many of
stretch of forest. the creatures lay in rows rotting away but
86
The path comes upon an area containing well- evidently providing nutrients for saplings—
72 maintained topiaries of fantastic creatures, such future treants—among the bodies.
as griffons, manticores and unicorns. This otherwise normal stand of trees actually
Something has shaped living trees in this area to forms a rune that a flying creature can clearly
87
73 form spikes roughly 30 feet high; some of the read; anyone on the ground notices this with a
spikes have dried blood upon them. DC 25 Perception check.
A large meteorite that struck here over 100 years All the trees in this area bear 6- to 12-inch long
prior lies hidden within a glade; PCs camping nettles that reach 10 feet up the trees’ trunks;
nearby uncover the meteorite with a DC 25 the nettles deal 1 nonlethal damage to any
74 88
Perception check. The meteorite may contain creature in them who fails a DC 10 Reflex save.
unusual metal such as mithral or adamantine; Anyone with ranks in Knowledge (nature) knows
extracting such treasures is difficult. the nettles do not normally grow in this manner.
Blue moss covers the trees in this area; during The aspens in this section of the forest glow with
89
the day, the PCs note nothing special about the a silver light during nights with a full moon.
moss, but at night it glows with the intensity of a The trees grow so densely here that Small or
75
light spell. If the moss is deprived of daylight for larger creatures must squeeze to get through;
90
two consecutive days, it loses this property until The light level is one-step lower here than
it again has a full day’s exposure to daylight. normal.
Two dozen rabbit burrows are situated among Nests fill the trees here; they range in size from
the roots of an extremely large tree; in total, nests for small songbirds to nests for giant
76 91
over 400 rabbits inhabit the burrows. Oddly, no eagles. Only the smaller nests contain birds; a
predators seem to hunt in this area. few contain broken eggs.

16
This clear pond is actually filled with weak acid; All trees in this area have bleached tree bark; the
the acrid smell and lack of wildlife give away this 97 leaves retain their green, albeit pale, colouration,
92 fact, which a PC notices with a DC 5 Perception and the trees appear otherwise healthy.
check. The pool sits off to the side of the trail This trees in this portion of the forest very slowly
and poses no direct danger to travellers. move about; a DC 25 Perception or Knowledge
A partially built log cabin sits near the path; its (nature) check reveals that the trees each move
98
missing roof makes it a poor choice for shelter. A approximately 1 inch in a 24-hour period. The
93 number of cut logs rest next to the cabin waiting migration’s purpose is not obvious, but a
to complete the abandoned task. Rusting tools character casting speak with plants can learn it.
lie about the area. A series of scrolls tacked to the trees contain
The leaves on this unusual tree bear an image unanswered riddles; anything written as an
94 that looks like a humanoid eye; the leaves’ eyes answer below a riddle has been obscured. If the
99
seem to follow those who pass by the tree. characters decide to mark a scroll with an
These trees are fleshy rather than made of plant answer to a riddle, they find their work obscured
95 material; if someone cuts through a tree’s skin- after a maximum of a week.
like bark, the tree bleeds. The trees in this area form a simple maze; solving
An exceptionally tall tree stands among the the maze takes 15 minutes for a creature with a
other trees; someone has nailed a wooden 100 30-foot movement rate. An ancient treant waits
96 ladder to the tree. The ladder climbs the tree at the maze’s centre, and answers question to
trunk’s entire 60 feet, and the top gives a clear the best of its ability.
view of the rest of the forest.

17
PRIMAL FOREST: MINOR EVENTS
The PCs’ travels should not be boring affairs wherein either they Tiny fey taunt the PCs as they travel. Each PC
encounter no one of note or they end up fighting everyone they who hears the fey and fails a DC 11 Will save
14
meet. Use this table to generate minor encounters of interest or becomes confused for 1 round; the fey disappear
use it as inspiration (or possibly the prelude to) a larger if anything threatens them.
A PC breaks a trip wire (DC 15 Perception check
encounter.
to notice, DC 15 Disable Device check to disarm),
15
but nothing happen; the trip wire appears to not
D%
have an associated trap.
A PC steps in a rotting pile of vegetation (DC 20
After the party makes camp, a conspiracy of
Perception or Knowledge [nature] check to
1 ravens alights in trees surrounding the campsite.
notice beforehand); a creature using scent can
16 They caw at each other in conversation and
detect the PC at twice the normal range.
occasionally one of them waves a wing in the
An owl swoops past the party and grabs a mouse PCs’ direction. After 10 minutes, they fly away.
2
from nearby underbrush.
Hundreds of rats burst from the underbrush and
A gust of wind rushes through the party and hits 17 rush past the PCs; speak with animals gets a
3 a dead standing tree which topples over into the hurried, “big nasty...big teeth” response.
PCs’ path.
The PCs discover a large picnic basket filled with
An emaciated fox regards the PCs from a narrow 18 enough fresh food to feed six; the food is not
4 opening between a pair of trees before bolting poisonous, nor does it radiate magic.
away.
Two dogs and a cat cross paths with the party;
As the PCs travel down a rough trail, a clearer the cat looks at one of the PCs with a spark of
5 trail presents itself a few hundred feet away; the 19
recognition and then sadness, before the trio
trail is illusory (DC 14 Will save to disbelieve). wander away.
A dozen sabre-toothed squirrels scattered Every time the party reaches a clearing, they
6 among the branches of several trees, watch the 20 spot a flock of buzzards circling directly
party and chatter at each other. overhead.
Motes of multi-coloured light beckon the party Beautiful flute music reaches the PCs’ ears from
7 off the trail; if followed, they stay ahead of the 21 some unknown source during the day; at night,
PCs and eventually wink out never to return. the music turns shrill and discordant.
At dusk and dawn, the party spot a ghostly white A giant log trap swoops down at the PCs (DC 20
stag in the distance; the creature stares at the Perception check to notice, DC 20 Disable Device
8 PCs for a while before snorting, shaking its head 22
check to bypass, bull rush [CMB +15] all
and ambling away. The stag leaves no tracks and characters in a 30-foot line).
cannot be followed.
The PCs hear a large creature land in the forest’s
Three raccoon kits tumble playfully with each 23 upper canopy, but they cannot see it; seconds
9 other, crossing the party’s path; the PCs see no later it flies away.
adult raccoons in the area.
Pony-sized rabbits hop past and through the
At noon, and for an hour afterward, the air 24 party, heedless of the potential danger the PCs
10 becomes still and a thick fog surrounds the PCs; represents.
if they disperse the fog, it returns a minute later.
A crow follows the party and chooses one PC,
One of the PCs steps into a snare (DC 20 repeating the last word spoken by the target
Perception check to notice; DC 10 Disable Device 25 after he or she pauses or stops talking; if the PC
check to remove); the ancient ropes used in the stops talking, the crow croaks out the same word
11
snare have rotted so much they have a 50% every five minutes.
chance of breaking when pulling up a target
26 A shower of normal cocoons falls on the party.
weighing more than 100 pounds.
At noon, the trees overhead part, allowing the
If the PCs make a fire when they camp, a strong 27
sun to bathe the PCs in light.
wind blows embers into nearby brush, which
12 A clump of mushrooms fire spores at anything
catches fire; if left unchecked, the fire consumes
that passes within 20 feet, and the spores coat
two acres before burning itself out.
anyone who fails a DC 15 Reflex save; if the
A cloud of gnats accompanies the party, causing
clinging spores are not removed with a half-
all PCs who fail a DC 11 Fortitude save to take a - 28
gallon of alcohol or a spell like neutralize poison,
2 penalty to Perception checks; wind disperses
13 affected PCs exude a pungent odour, and
the annoying insects, which return 15 minutes
creatures with scent gain a +5 circumstance
later, but an area spell that deals 5 points of
bonus on Perception checks to find them.
damage destroys the gnats.

18
After the PCs pass by a point, a bear trots A line of seven-inch long, black horned beetles
29
through on its hind legs. travels in parallel to the party; each beetle
49
The smell of baking pies wafts through the air, carries a ball of organic material, nestled on its
30
but the party can find no source for the scent. horns.
An explosion of light surrounds the PCs, outlining Chipmunks lob acorns from 16-foot high
31 them in faerie fire for an hour (DC 18 Reflex branches at the party, dealing no damage even if
50
negates). they hit; after one throw, each chipmunk
Moments after the PCs hear a woodpecker in scurries back into a hole in the tree.
one direction (DC 10 Knowledge [nature] to A tiny winged woman alights on a branch and
32
identify it) a similar pattern sounds from the 51 silently regards the PCs; she flees at the first sign
opposite direction. of aggression or approach.
A rotten tree falls, hitting all PCs in a 15-foot line Several flocks of sparrows line the branches
33
(+11 attack, 2d6 damage). around the PCs where they quietly watch the
52
A PC, or one of the PCs’ mounts, trips on an party; a loud noise sends the birds away in an
34 exposed root covered by debris (root’s trip angry exclamation of chirps.
attempt CMB +15). A distant bell tolls five times, stops for a minute
53
A wild cat crawls through the forest’s canopy and then tolls five more times.
35 and, spotting the party, hisses and growls before The scent of roasting meat reaches the party, but
54
continuing on its way. it dissipates almost instantly.
Lightning strikes a tree in a nearby clearing, and A giant purple bird bursts through the trees,
36
the thunder almost deafens the PCs. 55 knocking one over, shrieks at the party and
A branch seemingly reaches down to tap the continues on its way.
37
shoulder of a passing PC. Tiny leaflets flutter past the PCs like butterflies;
A flock of wrens carrying a four-foot-long, yellow 56 the leaflets, written in Sylvan, discuss popular
ribbon drapes the ribbon over a tree’s branches; spring fashions for the faerie court.
38
they flutter nearby, and then, satisfied with the As the party travels down the path, the trees
57
ribbon’s placement, fly away. alongside it suddenly sprout foot-long thorns.
A tree splits in two, and each half of the tree A team of white stallions fitted to pull an elegant
39 58
threatens to fall over, but it remains standing. carriage canters by the party without a carriage.
A sudden haze envelops the PCs; it feels A raven lands on a nearby branch and repeats
59
40 uncomfortably warm and causes those within to “turn back” several times before taking flight.
take a -2 penalty on Perception checks. Deep within the forest, the temperature
Once per hour, the PCs hear a faint knocking, as 60 suddenly plummets; untouched by the sun, a six-
41
if it originates from within a tree. foot snowdrift covers two acres of the woods.
A unicorn stands at the top of an uphill path and A 2-foot diameter sphere of frogs falls near the
42 regards the PCs, before trotting away from them 61 party; all the frogs in the sphere survive the fall
down the other side of the hill. and hop away.
As the party camps at night, flickering motes of During combat, a nearby tree bears similar
light appear at random locations along the edge 62 wounds those taken by a PC; if the PC is healed,
43
of the campfire’s illumination; the lights emit the “wounds” disappear from the tree as well.
musical notes before winking out. A stand of trees seems to block the way forward,
63
Giant puffball mushrooms explode as the party but the trees part when someone approaches.
44 passes by; they release a mass of harmless white A group of three-foot tall, purple-capped
64
spores. mushrooms sways to an unheard melody.
A minor earthquake strikes the area, toppling An elm tree passes through a year’s life cycle in a
45 small, weak trees, but otherwise causing no 65 matter of minutes; the leaves it drops rot away
damage to the forest or the party. quickly as well.
From the distance, a chorus of cheers goes up A group of corpses hang from nooses slung from
and repeats roughly every four minutes; once high branches; a DC 20 Perception check reveals
46
the party reaches the source of the cheers, they 66 one of the “bodies” is still struggling, and a DC 25
find an abandoned arena in a clearing. Heal check reveals the person (a badly injured
The PCs disturb a nest of non-poisonous snakes goblins) still lives.
47 underneath a pile of rotting leaves; the snakes Branches from a willow tree unsuccessfully grasp
hiss and slither off in all directions. 67 at the PCs; the tree lets out a nearly inaudible
A fledgling bird falls from a nest high up in a tree; howl when it fails to grab someone.
48 a PC can catch the bird and save it from dying by Bats fly past the PCs, shrieking as they do, and
68
making a DC 12 Reflex save. one or two get tangled up with a party member.

19
The forest’s sounds suddenly cease once the The lilting notes from a harp reach the PCs’ ears;
party reaches a certain point and begin again 86 the distant sound persists for ten minutes before
69
when they travel further; the PCs can make stopping.
sounds without issue. A kindly looking giant gazes intently at the PCs
A large club crashes through the trees and lands 87 before deciding to leave them alone. He then
70 near one of the PCs; they hear a distant bellow lopes away into the forest.
seconds later. The top stone on one of the dolmens protecting
During the night the PCs camp under the forest’s 88 a grove of yew trees crashes to the ground and
71 canopy, which parts to reveal the stars and a splits in half.
streaking meteorite. A tree bends such that its bough touches the
A hunting dog trots through the woods, carrying 89 ground; if someone climbs into the bough, the
72
a bugle in its mouth. tree gently straightens out.
A giant turtle, carrying an empty hut on its shell, A pack of wolverines crosses paths with the PCs;
73
lumbers across the PCs’ path. the animals snarl and growl but do not threaten
90
A light rain seeps through the canopy; at times to attack; they continue on their way if left
74 pooled water in the upper canopy pours down alone.
on the party. On a downward slope in the forest, a boulder
A tinny fanfare plays from several hundred yards 91 rolls past the PCs and bounces off a tree before
75
to the east, and it plays again ten minutes later. continuing on its downward path.
A blue goat with a horn jutting from its nose The smell of smoke reaches the PCs’ noses on a
76 meanders through the forest, a cowbell sounding 92 westerly wind; if they look to the west, they see
as it walks. a blaze has started roughly a mile away.
At night, a swarm of fireflies gathers around the The distant sound of drums repeats once an
77 party; if the PCs do not disperse the insects, they 93 hour; the drums seem to draw closer for a while
are treated as if affected by faerie fire. and then recede.
Five warthogs surround the party and make A flock of quail land noisily in the branches above
94
78 threatening snorts; at the first sign of aggression the party’s heads.
the animals flee. The wind blows through a pile of rotting leaves
A large branch suspended above the clearing creating a tiny cyclone of leaves which travels 60
falls on the party (all PCs in a 20-foot line, +18 feet before falling apart; any PC in the cyclone’s
95
79 attack, 2d6 damage); a DC 17 Perception check path must make a DC 11 Reflex save or the
alerts the PCs to the sound of the falling branch leaves plaster his body (this has no harmful
and provides a +2 dodge bonus to their AC. effect).
A nearby tree suddenly gets sucked into the A 50-foot line of leafcutter ants parallels the
ground; investigation reveals a hole slightly 96 party’s path. After half a mile, the insects climb a
80
larger than the now missing tree that travels tree crawling with thousands more of them.
further down than the PCs can see. The PCs hear the snarling of wolves, quickly cut
An animate mound of plant matter (a DC 16 97 short by a yelp immediately followed by a
Knowledge [nature] check reveals it is a triumphant howl.
81
shambling mound) watches the PCs from a As the PCs travel, they hear chanting (druids who
distance. speak Druidic recognize the language); once the
98
A rotten log gives way under a PC’s weight (DC party reaches the chanting’s source, they see a
82 15 Perception to notice, 20-foot drop); the group of cloaked figures who disappear at once.
skeletal remains of another victim rest in the pit. While the PCs camp at night, a meteorite crashes
As the PCs pass a grove of trees, the bark on all through the forest’s canopy and lands a half mile
99
83 trees turns ash white; no ill effects seem to from the campsite; the impact creates a small
result from this change. tremor and starts a fire.
A tree falls and strikes another tree, which in Faint whispers carried on the wind warn the PCs
turn falls and strikes another tree, creating a to turn back, run away and beware (followed by
84 100
slow-moving chain reaction that finally stops a muddled name). The whisper are in Sylvan and
with the seventh fallen tree. they cease after 15 minutes.
An acrid, brown fluid seeps up from
85 underground; it causes no harm to anything it
touches.

20

21
PRIMAL FOREST: DRESSING
The primal forest through which the PCs travel should not be A section of ancient, ivy-covered cobblestone
devoid of interesting, minor features. Use this table to generate 15 road crosses the PCs’ path; it leads 50 feet in
such features as desired, possibly using them to add detail to a either direction before ending abruptly.
party’s campsite or to break up an otherwise uninteresting day’s A 100-foot-diameter, 50-foot-deep lake stands in
the party’s way; the placid lake holds several old
travel. 16
oaks that grow another 50 feet above the
surface.
D%
A wide cave set within a massive sequoia’s roots
A giant termite mound rests near the base of a
17 belches noxious green smoke at regular 10-
1 rotting, ancient oak tree; the mound seems to
minute intervals.
pulsate as thousands of termites scuttle about.
In the midst of a stand of maple trees, one tree is
A pair of birch trees has fallen in such a way that
2 18 bare of leaves and some of its branches have
they form a large “X” on the ground.
iced over.
A stone plinth juts from the ground; carved
A species of tree virtually unknown to the world
3 runes in an ancient language warn of a terrible
19 at large (a DC 30 Knowledge [nature] check
danger ahead.
identifies) is preserved in this section of forest.
The rotting carcasses of a dozen treants litter
A clearing holds an intact dragon’s skeleton (a DC
4 this clearing’s floor; the treants appear to have
20 22 Knowledge [arcana] check identifies as an
fought a major internecine battle here.
adult green dragon); its bones are picked clean.
Wind chimes hang from a willow tree’s branches;
5 A rough trail widens into a well-tended, 20-foot
close inspection reveals them to be of cold iron.
wide cobblestone path flanked by manicured
Rusted handaxes rest at the foot of five different 21
hedges; the path travels 100 feet before
6 trees; each tree bears a cut as if it had taken a returning to rough trail.
stroke or two from the axe.
In a specific spot in the forest, the air stills, and
A large river flows through the forest and a 22 the smell of rot fills the air; the PCs can find no
number of tributaries branch off from it; after cause for these oddities.
encountering some of these branches, a PC
The trees in this peculiar grove possess
7 making a DC 17 Intelligence check (with a +5
humanoid brown-irised eyes set roughly six feet
circumstance bonus for a flying character) notes 23
up from the ground; the eyes follow the PCs’
the waterways form a circulatory system
movement.
throughout the forest.
Every five minutes, the water in a slow moving
A circle of eleven large toadstools stand evenly
24 stream changes to a blood red hue; 15 seconds
8 spaced, except for one spot where a toadstool
later the water’s appearance returns to normal.
appears to be missing.
A solitary 12-foot-tall fir tree is decorated with
Wild mistletoe has infested trees in a 50-foot
25 colourful ribbons and a star (lit with continual
radius; if properly harvested (DC 20 Knowledge
flame) sits at the very top of the tree.
9 [nature] succeeds). Ten uses can be harvested;
All the trees in a 20-foot area bear a brand
used as a material component for druid spells, it 26
unrecognizable to the party.
adds +1 to the DC of the spell’s saving throws.
An ancient campsite with rotting bedrolls and
Twilight covers a 100-foot radius section of
tents sits in a clearing; the size of the remaining
10 forest; here the trees are so thick they block out 27
materials indicates creatures approximately 10
the sun.
feet tall used this campsite.
A weathered fence composed of thin trees
What appears to be a 3-foot diameter moss ball
lashed together and sharpened to a point
11 28 is actually a boulder hidden under 2-inches of
surrounds a grove of trees; the PCs find no other
moss.
evidence of sentient life in the area.
A partially built wooden fort stands in a clearing
A 30-foot wide path of toppled and smashed
29 created by chopping down the trees that now
trees, as if some humongous creature tore
12 comprise the incomplete fortification.
through the area, extends for half a mile before
Several trees in this portion of the woods bend
suddenly stopping.
at a 90-degree angle, such that they are parallel
An ancient stone bridge crosses a dried up river 30
to the ground; after a foot, the trees straighten
13 bed; the bridge is inscribed with runes of
out again.
warding against water creatures.
A clearing contains a 40-foot-diameter tar pit
A few cocooned corpses dangle from a willow
31 holding the remains of several skeletons
14 tree’s branches; all but one contain a large
belonging to incredibly large animals.
animal’s rotting corpse.

22
Moss-covered mounds hide entrances to a A posted bill of sale indicates the woods in a
network of tunnels (DC 15 Perception spots); the 51 one-mile radius belong to a lumber consortium;
32
unoccupied tunnels contain several rooms and the bill displays a date eight years prior.
some non-perishable provisions. The rotting remains of a seagoing vessel and its
52
A hidden clearing holds four graves; the names complement of crew rest in a clearing.
33
on the gravestones have worn away. Five rows of eight unsprung bear traps (DC 5
A colony of beavers has dammed a large stream 53 Perception spot, DC 10 Disable Device to disarm,
34 running through the forest; several snarl and 2d6 damage) wait along both sides of the path.
squeak at the PCs’ approach. An 18-foot tall, 7-foot wide, wooden throne
The trees press in tightly in this stretch of forest, 54 stands in a clearing in front of several logs that
35 requiring Small or larger characters to squeeze to serve as benches.
get through. A 20-foot deep sinkhole disrupts the trail; a close
A series of bills posted on trees declare a 55 look at the sinkhole reveals several tunnels, large
36 dangerous monster is loose in the forest; all but enough for a halfling, leading away.
one is crossed out in blood. Sunlight glints off hundreds of pieces of valueless
In this densely forested area, a ball of light 56 quarts resting at the bottom of a slow-moving
37 illuminates the surroundings in keeping with the stream.
sunlight beyond the canopy. An overturned pushcart containing rotten fruits
57
A pair of abandoned thatch huts sits in a and vegetables rests alongside the path.
38 clearing; an unattended broom sweeps off both Ivy covers the ground and strangles every tree in
front porches and swats at anyone approaching. 58 a 50-foot-square area except for one tree and a
A 20-foot-square penned-in area holds a six-inch 5-inch-radius circle around it.
39 deep pit of mud; faint indications of wallowing Several brass birdcages hang from tree boughs;
animals remain in the mud. all the birdcages are open and empty of
59
A grove of trees is actually a group of painted inhabitants, but each birdcage has fresh birdseed
40 metal replicas; a DC 20 Perception or DC 15 in a tiny trough.
Knowledge (nature) check reveals the ruse. The nearby trees have been intentionally planted
A four-foot long stone cradle sits in a clearing; 60 to form a small maze, requiring a DC 10
41 the cradle holds fresh blankets and oversized Intelligence check to traverse.
baby’s toys. Several normal arrows form a makeshift ladder
A massive oak tree towers over a ring of twenty, 61 up an enormous elm tree; the arrows reach 40
42
evenly spaced smaller oaks. feet up the tree before stopping.
Green mist fills a depression in the forest, and Something has shorn all the branches on the
the wind does not stir it; creating a strong wind 62 north-facing side of the trees in this area and
43
disperses the mist and reveals the skeletal patched up the "wounds” with moss.
remains of a giant quadruped. A nearby 400-foot-diameter lake bubbles as if
Seven trees in a row each hold a wolf pelt nailed 63 the water boils; closer inspection reveals the lake
44
to the tree with silvered nails. sits over an active volcanic vent.
A fallen tree carved in the likeness of an ancient A tiny sign (four square inches) proclaims the
king rests on the forest floor; a DC 17 Perception 64 surrounding area as the territory of King Proulx
45
check reveals the trunk can be lifted, revealing and threatens death to all trespassers.
an empty tomb underneath. A twisted pair of live trees, one elm and one
Wanted posters bearing the party’s likenesses 65 walnut, grows ten feet high, each seemingly
have been tacked to trees; the PCs have never competing to be the taller of the two.
46
visited the isolated settlement where the alleged A steel cover is set into the ground under a pile
crimes occurred. 66 of leaves (DC 19 Perception spots); removing the
A rusted metal gate, attached to nothing blocks cover only reveals granite.
47 the path; the PCs can easily push it open or climb A group of seven rabbit burrows surround a
over it. clearing, and occasionally rabbits cross from one
67
A grove of trees around a pond has petrified; burrow to another; nothing seems to connect
48 investigation reveals the pond contains minerals the burrows belowground.
that caused the trees’ petrifaction. A garden filled with radishes, turnips and
A comprehensive set of mile markers stands in 68 potatoes grows in a dense part of the forest;
49 the middle of the clearing, indicating the something has recently tended the garden.
distance to locations near and far. A series of thirteen humanoids fashioned from
Near the party’s campsite, a grove of trees glows sticks stands along the left side of the trail the
69
50 with bright light, illuminating a 400-foot area. party travels; half of them are dressed in plain
The light comes from a strange moss. clothes; one wears a straw hat.

23
A flowering tree attracts several bees, while a A pyramidal pile of rocks stands 3 feet high; a
85
haze of pollen surrounds the tree; anyone stony wizard’s hat makes up the rock pile’s core.
70 passing within 20 feet must make a DC 10 The forest’s canopy encloses this 60-foot
Fortitude save or take a -1 penalty on attack rolls diameter clearing; ladders rest against the trees
86
and skill checks for an hour due to allergies. at the clearing’s edge, and several rope bridges
This clearing holds a furnished sitting room, cross at various heights above the clearing.
minus the walls; dust and cobwebs cover A row of eleven unevenly spaced pine trees
71
everything, including three teacups resting on a 87 grows in such a way that a tree is exactly one
table surrounded by high-backed chairs. foot taller than the preceding tree.
A tree has an arrow pointing left carved into it; A pair of 2-foot wide, 5-foot tall wooden hands
following the arrow leads to another tree with 88 rise up from the ground; a Medium or smaller
72 an arrow pointing left, right or up, and so on, humanoid can sit comfortably in a palm.
eventually ending at a tree with an arrow Dozens of flat fungi grow on an elm tree forming
pointing down to a gaping hole. an apparent spiral staircase that scales the tree;
89
Several spider webs in this area have the same any weight greater than 30 pounds breaks the
runic pattern built into the web; a larger web fungus.
73
holds a different, more complicated and An ancient bronze sundial sits in a dark clearing;
impressive pattern to the others. 90 no sun can penetrate the canopy to reach it.
A dozen burial mounds sit in a clearing; Moss covers its face.
something has disturbed one of them, and A tree-lined path leads to a log cabin’s front
74 further investigation (and a DC 14 Perception 91 door; the furnished home has no occupant and
check) reveals something made its way out of has clearly been empty for years.
the mound. An ancient oak tree has been partially sawed
A wood tower extends upwards past the tree through, and the rusted saw still rests in the slot
92
canopy; if the PCs climb the tower, which has it created; one more hour of work would
75
plenty of ladders to make it an easy task, they complete the job.
can see the entirety of their surrounds. Among a group of ten-inch tall mushrooms, the
Something has cleared this area of the forest 93 PCs find several smaller unoccupied huts shaded
76 into the shape of a trident head; the “tines” by the mushrooms.
point north. A recently painted white picket fence surrounds
94
A 100-foot deep, 40-foot wide ravine cuts a 40-foot diameter clearing.
through this stretch of forest; the ravine travels Several elder trees seem to circle protectively
77
one mile in each direction before becoming 95 around a small grove of saplings; the old and
trivially crossable. new trees are of different species.
A wild apple orchard in a deep part of the forest A slow-flowing river meanders through the
78
bears head-sized apples. 96 forest; a number of lily pads drift downriver, and
Several shrubs have been shaped into various half of them carry frogs.
fantastical beasts: a unicorn, a griffon, a roc and A gourd measuring 8 feet in diameter and 6 feet
79 others; the shrubbery creatures seem ready to tall is carved out such that it could provide
launch an attack on each other. The work is of 97
shelter for a creature that fits; the gourd has a
excellent quality. working door and a pair of windows.
This great sequoia has a 30-foot diameter trunk A plain sign marks the building in this clearing as
at the base, stands 400 feet tall and its bough a “Trading Post;” others have already raided the
80 98
measures 80 feet in diameter; no other trees store, which is currently empty of goods (and
stand within 100 feet of the massive sequoia. occupants).
A tree grows from the top of another tree; its These mushrooms stand almost as tall as the
81 roots are embedded within the branches of the 99 lower canopy; numerous hand- and footholds
lower tree. have been carved out of the stalks.
Tiny pools flank the path at intervals of 200 feet; The left branch of this strange crossroads looks
82 closer inspection of a pond reveals it as a four- identical to the path travelling straight ahead,
foot deep footprint filled with rainwater. 100
while the right branch looks identical to the path
Eight polished wooden spheres rest within a from which the PCs originated.
83 clearing; each sphere comes from a different
type of tree.
At the very centre of the forest, a 5-foot tall

84 wooden heart sits in a clearing; a thumping noise
emanates from within.

24
R AN DO M E N CO U N TERS

25
RANDOM WOODLAND ENCOUNTERS
D12 EL CREATURES* NOTES
1 Sgur is leading his first raiding party and is very eager to please his father. He
Sgur (young bugbear ) and
1 2 is bullying the goblins (who are plotting to slay him) when the PCs encounter
goblins (3)
the group.
Zoxt is an advance scout of the Severed Foot tribe. With his trusty pet,
2
Zoxt (advanced goblin ) and Gutripper, he sneaks through the woods looking for easy targets for his
2 2
goblin dog fellows. He only attacks very weak groups or individuals. Otherwise, he
watches the PCs and returns to his tribe to gather a large warband.
The PCs hear barking and snarling coming from deeper into the woods. If
Miro (blink dog [Bestiary 2], hp 7) they investigate, they discover a worg and blink dog fighting. If the PCs aid
3 2
and advanced worg (1, hp 19) Miro he thanks them and offers to act as their guide for a few days. He
knows the surrounding woods well.
Huaira is wandering the woods when the PCs encounter her. She is friendly,
if reserved, with travellers unless they are rude or aggressive. Her mate was
4 3 Huaira (unicorn) recently slain by a pack of dire wolves and she is lonely. If the party contains
a particularly virtuous woman Huaira may travel with the group for a while;
if they bond she may even let the PC use her as a mount.
A young owlbear has cornered a pair of kobolds in the boughs of a huge oak
1
Young owlbear (1) and tree. Neither group notices the PCs’ arrival, but PCs making a DC -10
5 4 2
advanced kobolds (2) Perception check can hear the owlbear’s hoots from some distance away.
The kobolds want to flee and shoot at anyone stopping them.
Feradul is devoted to Aelliah. The two are reclining beneath Aelliah’s tree
when the PCs happen upon them. Feradul aggressively protects his love,
Aelliah (dryad) and Feradul
6 5 while Aelliah uses her powers on the PCs to get them to go away. If Aelliah is
(centaur)
rendered friendly or helpful, the pair share their knowledge of the
surrounding area with the PCs.
A dire wolf leads a small pack on the hunt. The party hear their howls from
7 6 Dire wolf (1) and wolves (4) several miles away. The dire wolf is cunning and content to trail the party for
a day or two. They wait for an opportune moment to strike.
Two young grizzly bears just escaped when their mother was set upon and
killed by a dire tiger. They are hungry, confused and scared and approach
1
8 6 Young grizzly bears (2) the party’s camp in search of food. They ignore the PCs (unless attacked)
and instead paw through packs and so on. A druid or ranger using wild
empathy gains a +4 circumstance modifier.
Driven forth from her parent’s lair (a pair of adult green dragons), Balazygax
is in a foul mood and is on a rampage through the woods. Her natural
9 7 Balazygax (young green dragon) inclination is to fall upon and kill the PCs, but alternatively she might try and
talk them into joining her with the goal of slaying her parents. She is not to
be trusted, of course.
A hangman tree has taken up station in the party’s path. The tree is not
alone, however. The restless spirits of three previous victims are bound to it
Hangman tree (Bestiary 2]) and
10 8 and attack anyone attacked by the tree. They hate the living. The bones of
poltergeists (3; Bestiary 2)
the poor unfortunates yet lie within the tree. Burying the bones, destroys
the poltergeists. Otherwise, they reform 2d4 days later.
Solalithel is wandering the woods. His boughs contain several wasp nests. If
Solalithel (treant) and wasp
11 8 he is subjected to an area of affect spell, the wasps become angry and form
swarms (2)
two swarms. They do not attack Solalithel.
Disguised as a simple woodsman, Baldev enjoys stalking the wilderlands and
12 10 Baldev (rakshasa)
preying on hapless or gullible wanderers.
*Unless noted, the creatures encountered use the standard statistics found in the Bestiary.
1: A creature with the young creature template (+2 on all Dex-based rolls, -2 on all other rolls, -2 hp/HD).
2: A creature with the advanced creature template (+2 on all rolls [including damage] and special ability DCs; +4 to AC and CMD; +2
hp/HD).

26
PRIMAL FOREST: RANDOM ENCOUNTERS
D12 EL CREATURES* NOTES
This pair of spiders calls a large willow tree home. If prey or a threat
1 1 Giant crab spiders (2) gets within 30 feet of the tree, the spiders scuttle down the trunk and
attack, focusing on one opponent at a time.
A barbarian named Kort has decided to take the dryad Selisse as his
Selisse (dryad) and Kort (CE male bride, regardless of the dryad’s say in the matter. If she spots the party
2 3
halfling barbarian 4; NPC Codex) she lets out a brief yell before Kort claps his hand over her mouth. She
gives a small reward for her rescue.
Traitors to the court of King Proulx, the atomies Bart, Gart and Wart
seek brave souls to help them overthrow the despot. They attempt to
3 4 Atomies (3; Bestiary 3)
convert any humanoid creatures to their cause, and if the potential
allies refuse to help, the atomies harass them.
Old Ginny is nursing her wounds following a devastating battle where
she lost her two sisters, forever dissolving their coven. She pretends to
4 5 Green hag (1) be a young woman in a simple hut that belonged to her grandmother. If
she thinks she can convince the PCs to become proxies in her revenge,
she attempts to do so first by aiding the PCs on their adventure.
The wood used to create the wood golem came from this forest. When
the golem’s controller died, the creature instinctively returned to these
5 6 Wood golem (1)
woods, which it protects from intruders. If the characters can prove
they mean no harm to the forest, the wood golem leaves them alone.
This pack of forest drakes came from the same clutch and have
managed to survive the deep forest by sticking to easy prey such as fey
6 8 Forest drakes (4)
not under the banner of King Proulx. The sprite is not above contracting
the forest drakes as assassins who gleefully target his enemies.
The trio of shambling mounds are actually cursed humans forced to
take shambling mound form. They hunt animals and try not to attack
7 9 Shambling mounds (3) humanoids in the hope that a helpful person will cure them of their
curse. Time is running out, as their intelligences slowly drain and they
are soon to reach the point of no return.
Lost to time, this brachiosaurus lived when the forest was young. The
creature has miraculously survived here, where it enjoys feeding off the
8 10 Brachiosaurus (1)
copious plant matter in the forest’s great canopy. Easily startled, the
dinosaur attempts to trample creatures disturbing its grazing.
The wood giant Deena befriended a wounded aurumvorax which now
2 acts as her protector and hunting partner. She enjoys the solitude in the
Deena (female wood giant ); Bestiary
9 10 deep woods, and, while good, she does not hesitate to attack intruders.
2) and aurumvorax (1; Bestiary 2)
If the PCs appear to have a desperate need, she helps enough to allow
them to continue on their way (away from her home).
King Proulx considers himself the ruler of the entire forest and Frang is
one of his most devoted servants. Frang demands strange tolls from
Frang (male half-orc druid 12; NPC
10 11 humanoids passing through his territory (a blue goat with a horn jutting
Codex)
from its nose, for example). He stalks and kills any who fail to give his
master his due.
The fey in the forest have the barest of control over the jubjub bird that
11 15 Jubjub Bird (1; Bestiary 3) hunts the area, only in the sense the bird does not eat them...provided
it continues to find alternate prey.
These nasty marauders seek to outdo one another in their hunts and
Frumious bandersnatches
12 21 are just as likely to attack one another as their prey, if one of the
(2; Bestiary 3)
creatures decides the other has enjoyed too much of the hunt’s spoils.
*Unless noted, the creatures encountered use the standard statistics found in the Bestiary.
1: A creature with the young creature template (+2 on all Dex-based rolls, -2 on all other rolls, -2 hp/HD).
2: A creature with the advanced creature template (+2 on all rolls [including damage] and special ability DCs; +4 to AC and CMD; +2
hp/HD).

27
A FATE WORSE THAN DEATH (EL 5; XP 1,600)
As the PCs are travelling through a wooded area they spot a TACTICS
ruined building. When they get within 200 feet of the building,
The ooze advances towards the PCs, engulfing as many targets
they hear bloodcurdling shrieks. Within, two human are trapped
as it can (especially those paralysed by the vargouilles’ shriek). It
by a fiendish ooze swarm and a pair of vargouilles – one of who
uses smite good on the first opponent it engulfs.
was once the pair’s travelling companion. Read:
The vargouilles shriek immediately before using their kiss
It has been a quiet morning’s travel. All seems peaceful, when ability on paralyzed PCs. They then attack non-paralysed PCs.
you suddenly hear shrieking. This is quickly followed by screams, Aarne and Henni huddle in the corner, clearly terrified. They
then all goes ominously silent. Ahead through the trees you can flee as soon as possible. If the PCs attack them, they beg for
make out a derelict building near to which stand three horses mercy. If that fails, they flee into the woods. Shortly thereafter
tied to a tree. they transform into vargouilles and return to have their revenge.

A DC 15 Perception check reveals the sounds come from the


disused building. If a PC looks into the ruined building, read:
V ARG O UILL E S (2 ) CR 2 (XP 600)
The upper floor of this derelict building is gone, but about half
This creature comprises a blackened, bat-winged fiend’s head.
the rotting thatched roof remains. Two obviously terrified Tentacles dangle from chin and scalp, and its fanged mouth
human-like creatures huddle together in a corner atop a pile of gap wide.
rubble. Horribly disfigured, both are hairless and seem to have NE Small outsider (evil, extraplanar)
small leathery wings instead of ears. A tangled mess of small Init +5; Senses darkvision 60 ft; Perception +7, Sense Motive +1
tentacles sprout from their chins. In front of them is some kind of Speed fly 30 ft. (good)
slime, and nearby lies a headless corpse, blood oozing from its ACP 0; Fly +13, Stealth +13
neck. AC 15, touch 11, flat-footed 14; CMD 13
(+1 size, +1 Dex, +3 natural)
PCs making a DC 17 Knowledge (planes) check can identify the Fort +4, Ref +4, Will +2
humans’ horrific appearance as the result of a vargouille hp 19 (3 HD)
transformation process. PCs beating the vargouilles’ Stealth Space 5 ft.; Base Atk +3; CMB +2
check with a Perception check notice the two creatures lurking Melee bite +5 (1d4 plus poison [DC 12 Fort resists {one save};
effect bite damage can only be healed with magic if the
near the ruined roof.
spellcaster makes a DC 20 caster level check])
Atk Options kiss
WHAT HAS GONE BEFORE Kiss (Su) With a melee touch attack (that provokes attacks of
Not too long ago, a wizard summoned several vargouilles to opportunity), the vargouille kisses a helpless target (DC 16
defend himself against attacking bandits. However, he got more Fortitude save or begin transforming into a vargouille). Over
1d6 hours all the victim’s hair falls out. 1d6 hours later, its
than he bargained for when a fiendish ooze accompanied them.
ears grow leathery wings, tentacles sprout on its chin and
He had no control over the ooze, which promptly turned on him.
scalp and its teeth become long fangs. During the next 1d6
Only one of the flying beasts and the ooze survived the ensuing hours, the victim suffers 1 Intelligence and 1 Charisma drain
three-way battle. After consuming the bodies of the fallen, the per hour (minimum of 3). The victim’s head breaks free
ooze moved off and the vargouille followed its new, near- from its body 1d6 hours later, completing the
mindless ally. A few hours ago, the pair discovered the ruined transformation. Sunlight or a 3rd-level or higher light spell
building and three humans (Aarne and Henni, children of a local pauses the transformation but stopping it requires remove
merchant, and their bodyguard) resting within and attacked. disease. This is a disease effect.
Special Actions shriek
Aarne and Henni are now infected by the vargouille’s kiss,
Shriek (Su) Those within 60 ft. (except other vargouilles) who
and while the transformation has progressed slowly for them, hear the shriek and can see the vargouille must make a DC
their companion has recently transformed into a vargouille. This 12 Fortitude save of be paralysed for 2d4 rounds, or until
transformation caused the survivors’ screams (and alerted the the vargouille attacks them, goes out of range or leaves
PCs to the danger). Unfortunately for the survivors (and the their sight. A creature that makes the saving throw cannot
PCs), the ooze blocks the building’s doorway. be affected by the same vargouille’s shriek for 24 hours.
Abilities Str 10 Dex 13, Con 13, Int 5, Wis 12, Cha 8
Feats Skill Focus (Stealth), Weapon Finesse
Skills as above plus Intimidate +5
Languages Infernal

28
AREA FEATURES and saddlebags full of traveller’s equipment are tied to a tree
near the farmhouse.
The derelict building has several features of note:
Thatched Roof: Standing 20 ft. above the floor, the rotten
SCALING THE ENCOUNTER
remains of a thatched roof provide a small area of shade. Rafters
provide handy perches for small creatures and birds’ nests are To modify this encounter, apply the following changes:
much in evidence here. EL 4 (XP 1,200): Remove the swarm.
Outer Walls: Still standing 20 ft. high in places, the walls are EL 6 (XP 2,400): Add one vargouille. Apply the advanced
of dressed stone (DC 15 Climb check). creature template to the ooze (+2 on all rolls [including damage
Rubble: Rubble litters the floor within the ruined building. It rolls] and special ability DCs; AC 11, touch 11, flat-footed 11;
costs 2 squares of movement, to enter a square containing CMD 10; hp 21).
dense rubble. The DC of Acrobatics checks increases by 5 in such
areas and the DC of Stealth checks increases by 2. DEVELOPMENT
Riding Horses: Three riding horses with bit, bridle, saddle Victorious PCs can speak with Aarne and Henni. Both are
terrified by their experience and their slow, horrific
FI ENDI SH MEL ANC HOL IC OOZ E SW AR M transformation. They gratefully explain what happened to them
CR 1 (XP 4 00 ) (although they do not know what a vargouille is) and beg for
Dozens of tiny globs of slime move on their own, acting as one
help. The pair are the children of a wealthy merchant family. The
being, alternately clinging to each other and separating in a
riot of oozing momentum. dead human (Berris) was their friend, bodyguard and travelling
Fiendish melancholic ooze swarm companion, who quickly succumbed to his transformation.
N Tiny ooze (swarm) Aarne: Henni’s brother, Aarne is terrified of what his father
Init -5; Senses blindsight 60 ft.; Perception -5, Sense Motive -5 will say when he returns. This young man protects his sister
Speed 10 ft. (ineffectually) if the PCs threaten the pair.
ACP 0 Henni: Aarne’s younger sister, Henni is near mad with fear.
AC 7, touch 7, flat-footed 7; CMD 6 (can’t be tripped, grappled She keeps touching her deformed face and sobbing.
or bull rushed) Transformation: Both Aarne and Henni have one hour left of
(-5 Dex, +2 size)
the third stage before they begin the final transformation stage.
Immune mind-affecting effects, gaze attacks, visual effects,
Reward: If the PCs cure Aarne and Henni, the pair’s family
illusions and other attack forms that rely on sight, not
subject to critical hits, flanking, or precision-based attacks reward the PCs with 1,000 gp and reimburse them all reasonable
(such as sneak attack), poison, sleep effects, paralysis, expenses associated with the curative process.
polymorph, stunning, attacks targeting individual creatures;
Resist cold 5, electricity 5, fire 5; Weakness vulnerability to
acid, +50% from area of affect weapons or spells; SR 6 AARNE & HENNI PIRINEN CR 1 /3 (XP 13 5)
Fort +4, Ref -5, Will -5 These humans are horribly disfigured. Both are hairless and
hp 17 (2 HD); half damage from slashing and piercing weapons have small leathery wings instead of ears. A tangled
Space 10 ft.; Base Atk +1; CMB -6 mess of small tentacles sprout from their chins.
Melee swarm (1 plus viscous [{DC 15} and paralysing slime {DC Human aristocrat 1
15}] plus distraction [nauseated {1 round}; DC 15 negates]) LN Medium humanoid (human)
Viscous (Ex) Whenever a melancholic ooze swarm makes a Init +1; Senses Perception +4, Sense Motive +4
swarm attack on a creature of Small or larger, that creature Speed 30 ft.
must make a DC 15 Reflex save or be covered in patches of ACP 0; Ride +8
sticky ooze globules. Those who fail are entangled until the
AC 11, touch 11, flat-footed 10; CMD 11
patches of ooze are removed. The ooze can be removed by
(+1 Dex)
spending a full-round action to fling off the globules- though
Fort +0, Ref +1, Will +2
the action might be impeded by the ooze’s effects. If a
hp 4 (1 HD)
creature affected by this ability takes any amount of acid
damage, the oozes patches are immediately destroyed. Space 5 ft.; Base Atk +0; CMB +0
Paralyzing Slime (Ex) Melancholic oozes are composed of Melee dagger +0 (1d4/19-20)
chemical depressants. Any living creature that begins its Ranged dagger (range 10 ft.) +1 (1d4/19-20)
turn affected by the swarm’s viscous ability must make a DC Abilities Str 10, Dex 12, Con 11, Int 13, Wis 10, Cha 9
15 Fortitude save or be paralysed for one round. This is a Feats Skill Focus (Profession [merchant]), Skill Focus (Riding)
mind affecting effect. Creatures immune to poison are Skills as above plus Appraise +5, Diplomacy +3, Profession
immune to this effect. (merchant) +7
Atk Options smite good (1/day; +0 attack, +2 damage) Languages Common, Elven
Abilities Str 14 Dex 1, Con 18, Int —, Wis 1, Cha 1 Gear as above plus noble’s outfit, belt pouch, 12 gp, 4 sp

29
AFTERMATH (EL 2; XP 600)
In the encounter, the PCs come upon the aftermath of a vicious livelihood/personal possessions. A successful Diplomacy check
attack. calms them and renders them friendly toward their rescuers.
The Masterson family are expert tailors, relocating on the Heal (DC 20): A successful Heal check restores 1 hit point per
occasion of the eldest daughter’s marriage. Sadly, as they level of the character tended.
travelled to start a new life in a nearby town, marauders Spells: Using spells such as cure light wounds to return an
ambushed the family. The attackers killed two members of the individual above 0 hit points restore them to consciousness. PCs
family, beat the others unconscious and stole their wagon using magic to heal the injured gain a +2 bonus on any
(containing all their personal possessions, stock and tools). The Diplomacy checks made against the family.
PCs arrive on the scene shortly afterward. Read:
THE MASTERSONS
The bodies of six humans lie crumpled in the road ahead of you.
Use these notes in conjunction with those under Diplomacy to
The detritus of battle covers the ground around them.
portray the Mastersons. All are distraught at Riasa’s and Erno’s
The GM should determine the attackers’ identity and their death. They do not leave the ambush site, until they have buried
motive for the attack. Good possibilities include the Blood Moon their dead.
Goblins (page 112) or marauding gnolls (page 110) Alternatively, Laina (Youngest Daughter): Shocked by events, Laina cries
bandits (page 106) or the protagonists of the PCs’ next uncontrollably for hours. She continues to cry and refuses to eat
adventure could be responsible. until a PC makes a DC 20 Diplomacy check. Her siblings become
Two family members are dead, Raisa (the mother), and Erno quickly worried about Laina, but don’t know how to help her.
(youngest son). Sampo (the father), Satu (the eldest daughter), Sampo (Father): Distressed at his inability to protect his
Viljo (the eldest son), and Laina (the youngest daughter) are family, Sampo lapses into a depression shortly after discovering
unconscious but stable. his wife’s fate. The next morning, however, he is a changed man.
Now driven – almost to obsession – to look after his children, he
HELPING THE MASTERSONS possesses almost manic energy.
Satu (Eldest Daughter): More pragmatic than most, Satu
The PCs can use skills and spells to help the survivors. Award the
quickly assumes the role of mother. She spends much time
PCs XP for each NPC they return to consciousness.
trying to console Laina, but is visibly distressed at her inability to
Diplomacy (DC 15): Family members are severely distraught
help her sister. She is happiest when busy and obsessively cooks
once they regain consciousness. Naturally, they are upset about
and cleans if given the opportunity.
the attack, the deaths of family members and loss of their

L AI NA, SATU AND V IL JO MASTE R SO N SAMPO MASTERSON CR 1 /2 (XP 20 0)


CR 1 /3 (XP 13 5) This middle-aged man is unremarkable in appearance aside
These humans are unremarkable looking aside from their well- from his well-made clothes.
made clothes. Clearly, there is a family resemblance, and Male human expert 2
they appear to be in their late teens or early twenties. NG Medium humanoid (human)
Two females and one male human expert 1 Init +1; Senses Perception +4, Sense Motive +7
NG Medium humanoid (human) Speed 30 ft.
Init +1; Senses Perception +4, Sense Motive +7 ACP 0; Ride +5
Speed 30 ft. AC 11, touch 11, flat-footed 10; CMD 11
ACP 0; Ride +5 (+1 Dex)
AC 11, touch 11, flat-footed 10; CMD 10 Fort -1, Ref +1, Will +3
(+1 Dex) hp 7 (currently -4) (2 HD)
Fort -1, Ref +1, Will +2 Space 5 ft.; Base Atk +1; CMB +0
hp 3 (currently -2) (1 HD) Melee club +0 (1d6-1)
Space 5 ft.; Base Atk +0; CMB -1 Abilities Str 9, Dex 12, Con 8, Int 15, Wis 11, Cha 10
Melee club -1 (1d6-1) Feats Skill Focus (Sense Motive), Skill Focus (Profession [tailor])
Abilities Str 9, Dex 12, Con 8, Int 15, Wis 11, Cha 10 Skills as above plus Appraise +6, Diplomacy +5, Handle Animal
Feats Skill Focus (Sense Motive), Skill Focus (Profession [tailor]) +4, Knowledge (geography) +4, Knowledge (local) +7,
Skills as above plus Appraise +6, Diplomacy +4 , Handle Animal Knowledge (nobility) +7, Profession (bookkeeper) +4,
+4, Knowledge (local) +6, Profession (tailor) +7 Profession (tailor) +8
Languages Common, Elven, Halfling Languages Common, Elven, Halfling
Gear as above Gear as above

30
Viljo (Eldest son): Angry at his inability to protect his family, SCALING THE ENCOUNTER
Viljo burns for revenge. Eventually he will leave home and take
To modify this encounter, apply the following changes:
the path of an adventurer. For now, though, he keeps his anger
EL 1 (XP 400): Remove Sampo.
in check – barely. He vocally (and repeatedly) suggests that he
EL 3 (XP 800): Add Raisa (the family’s mother) and use the
should lead the PCs in a hunt to catch and kill the attackers.
stats for Sampo.
At some point, before the family takes their leave of the PCs,
Viljo approaches the strongest warrior and asks if the PC will
DEVELOPMENT
train him to be a fighter. It should be obvious to almost any
observer, however, that he is ill-suited to such a profession. If a If the PCs allow, the Mastersons accompany them to the nearest
cleric, druid, wizard or sorcerer spends time talking to the driven settlement of note.
young man, it becomes apparent that he is well suited to The family have lost everything except the clothes that they
wizardly pursuits. stand up in. They are now destitute. If the PCs take pity on them
and either retrieve their possessions or provide them with
AREA FEATURES substantial resources (at least 200 gp) to replace their losses,
they make friends for life. In this instance, the Mastersons can
This encounter can take place anywhere; any special features or
serve as useful allies, providing interesting rumours and suchlike
weather (if any) should be GM determined. However, the area
that could lead to future adventures.
has some features of interest relating to the attack:
Additionally, if the PCs initially rebuffed Viljo’s request of
Bodies: A DC 15 Heal check on a body reveals if the person
training he repeats this when next he meets the PCs.
yet lives. None of the attackers died, although blood on several
Finally, if any of the male PCs are particularly attractive or
of the family’s clubs indicates they injured several attackers.
attentive to Laina’s or Satu’s needs that the sister may fall in
Tracks: A DC 15 Survival check reveals the general course of
love with him. In this instance, Sampo is cautious of his
the attack by reading the tracks. It transpires that the attackers
daughter’s infatuation, as the life of an adventurer is often short
hid in a nearby stand of trees and pounced when the wagon
and brutal. He does not want such a thing for any of his children.
passed by.
A DC 10 Survival check reveals the direction in which the
wagon was taken after the battle.

31
BANDITS! (EL 7; XP 3,200)
Bandits lurk among the thickets and crags bounding many trails. TACTICS
Desperate, outcast or just greedy, they prey on travellers, taking
The bandits are content to lurk in the undergrowth shooting
what they can. These bandits have recently set themselves up
their missile weapons at any trapped aggressors. They only
along this trail, rigging two falling tree to block their targets’
melee if left no alternative. A bandit reduced below half hit
escape. When the PCs enter the area between the two falling
points flees.
tree traps, the bandits topple the trees, blocking the trail. Read:
Kanavin and Elmeri are less averse to entering melee. They
With a crash, a tree 10 feet ahead of you falls to the ground. fight together to take one foe down at a time, but Elmeri
Moments later, a near-identical crash behind you heralds positions himself to use Cleave whenever possible and Power
another tree’s fall. Attack unless fighting a difficult-to-hit foe.

The bandits are concealed in heavy undergrowth gaining a +5 AREA FEATURES


circumstance bonus to their Stealth checks. They don’t actually
The area has several features of note:
want to fight – they’d rather collect a toll before letting the
Illumination: Enough light filters through the tree canopy to
travellers journey onward. They begin the encounter hostile, but
brightly illuminate trails and clearings. Under the trees, normal
the PCs can use Diplomacy to improve their attitude. The notes
light cloaks the forest floor.
below lists the bandits’ demanded toll and the DC to further
Woodland Sounds: Background noise increases the DC of
improve their mood.
sound-based Perception checks by 2 per 10 ft., not 1.
§ Hostile: toll 5 gp each; DC 26 renders bandits unfriendly. (If the Trail: A muddy, rutted 10 ft. wide trail wends its way through
PCs fail this check by 5 or more, the bandits attack). the trees. Movement on the trail is uninhibited.
§ Unfriendly: toll 3 gp each; DC 21 renders bandits indifferent. Light Undergrowth: Vines and roots cover many non-trail
§ Indifferent: toll 2 gp each; DC 16 renders bandits friendly. squares, increasing the DC of Acrobatics and Stealth checks by 2.
§ Friendly: toll 1 gp each DC 11 renders bandits helpful. It costs two squares of movement to enter such squares.
§ Helpful: no toll.

Alternatively, a DC 17 Intimidate check made against Elmeri


enables the PCs to pass without paying a toll. KANAVIN RUAENSPAR CR 2 (XP 600)
This stocky, dark-haired half-elf woman is heavily tanned.
Female half-elf fighter 3
BANDIT (7) CR 1 /2 (XP 20 0) NE Medium humanoid (elf, human)
Clad in dirty studded leather armour this dishevelled human has Init +7; Senses low-light vision; Perception +6, Sense Motive +1
a distinctly unsavoury look about him. Speed 20 ft., base speed 30 ft.
Male human warrior 2 ACP -3; Acrobatics +0 (-5 jumping), Climb +3, Ride +4
NE Medium humanoid (human) AC 20, touch 14, flat-footed 16; CMD 18
Init +2; Senses Perception +3, Sense Motive +0 (+3 Dex, +1 dodge, +6 armour [mwk chainmail])
Speed 30 ft. Immune sleep
ACP -2; Climb +2, Stealth +2 Fort +4, Ref +4, Will +2 (+3 vs. fear); +2 vs. enchantments
AC 16, touch 12, flat-footed 14; CMD 14 hp 27 (3 HD)
(+2 Dex, +3 armour [studded leather], +1 shield [light Space 5 ft.; Base Atk +3; CMB +5
wooden]) Melee mwk spear +7 (1d8+3/x3)
Fort +4, Ref +2, Will +0 Ranged mwk composite longbow (range 110 ft.) +7 (1d8+2/x3)
hp 18 (2 HD) Combat Gear potion of cure light wounds, potion of shield of
Space 5 ft.; Base Atk +2; CMB +2 faith +2, silver arrows (5), cold iron arrows (5), arrows (10)
Melee morningstar +2 (1d8) Abilities Str 15, Dex 16, Con 13, Int 8, Wis 12, Cha 10
Ranged light crossbow (range 80 ft.) +4 (1d8/19-20) SQ armour training (1), bravery (+1), multitalented (fighter,
Combat Gear bolts (10) ranger)
Abilities Str 11, Dex 14, Con 13, Int 9, Wis 10, Cha 8 Feats Dodge, Improved Initiative, Skill Focus (Perception),
B
Feats Skill Focus (Perception) , Toughness Weapon Focus (spear)
Skills as above plus Intimidate +3 Skills as above plus Survival +5
Languages Common Languages Common, Elven
Gear as above plus 2d8 sp, belt pouch, flint and steel, traveller’s Gear as above plus belt pouch, 3 gp, 13 sp, flint and steel,
outfit traveller’s outfit, woodcutter’s axe

32
Heavy Undergrowth: Dense thorn bushes and other tangled KANAVIN RUAENSPAR
growths make movement through these areas extremely
Lazy and feckless, Kanavin believes that gold should belong to
difficult. It costs 4 squares of movement to enter such a square.
those strong enough to take it.
It is impossible to run and charge through a square containing
Background: A bastard mongrel, Kanavin is the product of
heavy undergrowth. Characters in heavy undergrowth gain
rape. Her soldier father took her mother during the sack of a
concealment (30% miss chance) and a +5 circumstance bonus on
recalcitrant border town. Her father was dead weeks later at her
Stealth checks.
mother’s hand. Abandoned by her mother, Kanavin has since
Normal Trees: A creature standing in the same square as a
learned the way of the blade.
tree (AC 4, hardness 5, hp 150, DC 15 Climb check) gains partial
Personality: Kanavin hates soldiers, but she has learnt to
cover (+2 AC, +1 Reflex).
tolerate Elmeri – mainly because he is a skilled warrior and she
Massive Trees: Huge trees (AC 3, hardness 5, hp 600; DC 15
respects his ability to lead the bandits. She knows of his feelings
Climb) fill a square and provide cover (+4 AC, +2 Reflex).
for her but, although she has got to know the human warrior,
Fallen Tree: A fallen tree provides cover (+4 to AC, +2 on
does not reciprocate his desire.
Reflex saves). Characters can clamber over it with a DC 5 Climb
Kanavin is self-centred and always looks out for herself – her
check or leap atop it with a DC 12 Acrobatics check. Characters
comrades matter little to her and she abandons them if things
on a fallen tree gain the benefits of higher ground (+1 on melee
go badly. She loves the outdoor life and if forced to flee simply
attacks) but are considered balancing.
attaches herself to another group of bandits.
The fallen tree’s canopy fills adjacent squares; treat such
Mannerisms: Possessed of a seemingly boundless nervous
areas as heavy undergrowth.
energy, Kanavin is always in motion.
Bandit Cache: Equipment lies about the bandits’ camp.
Distinguishing Features: Surprisingly stocky for a half-elven
Discarded equipment includes a battered backpack for each
woman, Kanavin possesses the strength (and girth) of her human
bandit (each holding two days’ trail rations, one waterskin and a
father.
winter blanket) and two woodcutter’s axes.

ELMERI LAUKKANEN
ELMERI LAUKKANEN CR 4 (XP 1,200) This old warrior has tired of war and now leads a small group of
This muscular human’s face is covered in scars. Half of his left
bandits searching for easy gold.
ear is missing.
Background: A former mercenary, Elmeri has seen enough
Male human fighter 5
N Medium humanoid (human) war and suffering. He deserted his former unit a year ago and
Init -1; Senses Perception +3, Sense Motive +2 has been living in the woods ever since. As one of the only
Speed 20 ft., base speed 30 ft. bandits with any kind of soldiering experience, he quickly rose to
ACP -4; Acrobatics -5 (-9 jumping), Climb +4, Ride +2, Swim +4 command the group.
AC 18, touch 9, flat-footed 18; CMD 17 Personality: A dour, mirthless man, Elmeri lives for easy
(-1 Dex, +6 armour [+1 chainmail], +2 shield [mwk heavy money; to his mind he’s paid his dues and got nothing to show
steel]) for it. The world owes him gold and he means to collect. He is
Fort +6, Ref +0, Will +5 (+6 vs. fear) strongly attracted to Kanavin Ruaenspar – he finds her
hp 52 (5 HD)
devastatingly attractive and wants her as his woman.
Space 5 ft.; Base Atk +5; CMB +8
While he’s not a coward, he is cautious and doesn’t risk his
Melee mwk cold iron bastard sword +10 (1d10+6/19-20) or
Melee mwk silver dagger +8 (1d4+3/19-20) men’s lives on a whim.
Ranged mwk spear +4 (1d8+3/x3) Mannerisms: Elmeri rarely smiles and never laughs.
Atk Options Cleave, Power Attack (-2 attack, +4 damage) Distinguishing Features: Scars criss-cross Elmeri’s face and
Combat Gear potion of cure moderate wounds, potion of shield he is missing half his left ear.
of faith
Abilities Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12 SCALING THE ENCOUNTER
SQ armour training (1), bravery (+1), weapon training (heavy
blades +1) To modify this encounter, apply the following changes:
Feats Cleave, Exotic Weapon Focus (bastard sword), Iron Will ,
B EL 6 (XP 2,400): Remove four bandits.
Power Attack, Toughness, Weapon Focus (bastard sword) EL 8 (XP 4,800): Add two fighters equivalent to Kanavin
Weapon Specialisation (bastard sword) Ruaenspar and two bandits.
Skills as above plus Handle Animal +6, Knowledge (engineering)
+5, Profession (soldier) +7
Languages Common
Gear as above plus 15 gp, belt pouch, flint and steel

33
BROKEN ROAD (EL 2; XP 600)
The PCs are travelling along a high road that clings to the flank of distance. Should the check fail by 5 points or more, Raine is
a steep, rocky hill overlooking the forest below. buffeted against the cliff and takes 1d4 nonlethal damage.
Several hours before their arrival, the wizard, Raine, fell from
the road after heavy rain washed-out the portion the unlucky AREA FEATURES
wizard was crossing. Raine tumbled down the cliff and broke a The area has several features of note:
leg; his horse was killed. Desperate for help – and in danger of Trail: The trail is 10 ft. wide. There are no large, handy
dying from exposure and shock – he hails the PCs as soon as he boulders or trees nearby to tie a rope around. A five-foot wide,
becomes aware of their presence. Read: fifteen-foot section of trail has fallen away.
Heavy Rain: The rain reduces visibility ranges by half,
For the last hour or two, it has rained heavily. You are currently
resulting in a -4 penalty on Perception checks, ranged weapon
travelling along a narrow, exposed trail that has climbed the
attacks and Fly checks.
flank of a rocky hill. To your left is a sheer drop of over 150 feet
Cliff: Raine’s ledge is 80 ft. below the trail and thus the PCs
to the forest below while on the other is a steep cliff studded
require multiple Climb checks to reach the injured wizard.
with small bushes and short grass. Not too far ahead, through
Scaling the cliff normally requires a DC 15 Climb check, but the
the sheets of rain, you can make out that part of the trail has
rocks are now slick with rain (increasing the DC to 20). A
collapsed.
character failing the check by 5 or more falls and must make a
As the PCs approach the collapsed portion of road, Raine starts Reflex save to catch himself. Refer to the below table:
calling for help. Any PC making a DC 10 Perception check hears
his cries. If a PC looks down at the point the road collapsed, REFLEX
read: SAVE* RESULT
1** The character falls 30 ft. suffering 3d6 damage.
Eighty feet down, you see an injured man on a small five-foot 2-12 The character falls 20 ft. suffering 2d6 damage.
wide by ten-foot long ledge, his leg twisted at an unnatural – and 13-19 The character falls 10 ft. suffering 1d6 damage.
obviously painful – angle. He shouts, “Help me, please!” 20+ The character catches himself after falling only 5 ft.
Thirty feet below the man lies the bloody, twisted remains of
*A PC roped to his companions gains a +2 circumstance bonus
a horse. to this save.
**A PC rolling a 1 always uses this result
To help Raine, the PCs must rescue him from his precarious

perch.
Dead Horse: Raine’s dead horse (and the balance of his
HELPING RAINE equipment) lies 30 ft. below the wizard’s ledge. In the
saddlebags are a cold weather outfit, courtier’s outfit, tent,
Raine is obviously in pain and is lucky to be alive considering the winter blanket, bedroll, tent and two everburning torches. Near
distance he has fallen. He is a wizard skilled in crafting magic the horse lies a masterwork quarterstaff.
items and was returning from delivering an order when the trail
collapsed under him. SUCCESS & REWARD
Raine: Raine weighs 160 pounds. His backpack, equipment
If Raine is safely hauled up to the road, award the PCs 600 XP.
and clothing weigh another ten pounds. He has broken his leg.
Once rescued, Raine thanks the PCs profusely and asks
Climbing: Raine has neither rope and cannot climb with his
several further favours. He would like them to retrieve his
broken leg. He therefore needs someone to climb or fly down
equipment and asks if they could also escort him to a place of
and attach a rope around him so that he can be hauled up
safety. Obviously unable to walk properly until his leg is healed,
(although the PCs might devise other clever solutions). There is
Raine promises the PCs a reward, should they help him reach his
nothing on the road to lash a rope around, so the PCs must
friend’s home in the next town. Once he reaches safety, he gifts
either tie rope around themselves and/or tightly hold the rope.
them either 500 gp worth of gems or 1,000 gp worth of potions
Magic: Spells such as spider climb, levitate fly (and even
and scrolls (although the latter takes two weeks to craft as he
stone shape) all help the PCs reach Raine. (Remember, though,
must first recover from his ordeal). As long as the PCs are
levitate has a maximum weight allowance and therefore a
friendly toward him, he offers to craft magic items for them at
levitating rescuer may not be able to carry Raine to safety.)
70% of market value, providing they stay in touch and provide
Once someone has tied a rope around Raine, hauling him up
the necessary materials.
requires a Strength check (DC 17) for every twenty feet of

34
RAINE ERONEN every opportunity. Raine is not a confident fellow and often
questions himself and his decisions.
An accomplished crafter and lover of life, Raine distains
Raine loves comfort and uses his magic talents to secure him
adventuring as dirty, messy and altogether too eventful.
such luxuries as his fees allow. He enjoys wine and good
A low-level wizard of little ambition or drive, Raine is happiest in company and is often found in the better quality inns and
his laboratory or library. He owns a modest townhouse in a taverns of his hometown. Additionally, he collects curiosities and
nearby town or city and is relatively well-known in the locality as enjoys researching new spells. As such, he purchases such items
a crafter-for-hire. from wandering adventurers; he is quite stingy, however, and
Background: Raine’s adventuring career was not successful. haggles hard to get the best deal.
Badly burnt in his first adventure – the victim of a well-hidden Mannerisms: Raine enjoys acting the part of the mysterious
flame trap – his subsequent quests were not resounding wizard and makes expansive hand gestures when conversing
successes. After a bad encounter with several ghasts (and the with other non-wizards. He uses rather archaic, convoluted
untimely death of two of his companions) he retired from language, which sometimes makes him difficult to understand.
adventuring. Now he eschews the difficult and dangerous life of Distinguishing Features: Raine has a circular burn mark in
an adventurer instead specialising in brewing potions and the centre of his forehead. He gained the scar on one of his few
scribing scrolls. adventurers and is very self-conscious about it.
Personality: While not a coward, Raine is not particularly Development: A man of his word, Raine continues to craft
brave. Proud of his intellect, he enjoys showing it off at almost items for the PCs at 70% of the market price. He gains levels over
time, and at 5th-level gains Craft Magic Arms and Armour and
Craft Wondrous Item, making him a useful friend. Additionally,
RAI NE E R ONEN CR 2 (XP 600)
the GM could use Raine as a conduit for providing the party with
This heavyset man of average height has shoulder-length dark
rumours of upcoming adventures and so on or even as someone
brown hair and wears a travelled-stained robe covered with
mystic symbols. who can identify treasures recovered on subsequent adventures.
Male human wizard (universalist) 3
N Medium humanoid (human)
Init +6; Senses Perception +1, Sense Motive +4
Speed 15 ft. with broken leg, base speed 30 ft.
ACP 0; Ride +4
AC 13, touch 13, flat-footed 10; CMD 12; Dodge
(+2 Dex, +1 dodge)
Fort +2, Ref +3, Will +4
hp 19 (currently 2) (3 HD)
Space 5 ft.; Base Atk +1; CMB +0
Melee dagger +0 (1d4-1)
Ranged mwk light crossbow (range 80 ft.) +4 (1d8/19-20)
Atk Options hand of the apprentice (6/day)
Wizard Spells Prepared (CL 3rd; concentration +6; arcane bond
[ring])
2nd—invisibility, web (DC 15)
1st—expeditious retreat, identify, mage armour
0—arcane mark, detect magic, ghost sound (DC 13), read magic
Combat Gear bolts (10)
Abilities Str 8, Dex 14, Con 13, Int 17, Wis 12, Cha 10
B
Feats Brew Potion, Dodge, Improved Initiative, Scribe Scroll
Skills as above plus Appraise +9, Craft (alchemy) +9, Knowledge
(arcana) +8, Knowledge (nature) +7, Knowledge (nobility) +7
Spellcraft +9
Languages Common, Draconic, Dwarven, Elven
Gear as above plus traveller’s outfit, backpack containing 2
days’ food and drink, spellbook, spell component pouch,
diary, ink, and pen, flint and steel, a jewel case containing
1,000 gp worth of mixed gems, pouch containing 300 gp
worth of mixed coin.
Spellbook as above plus 2nd—alter self; 1st—identify,
protection from evil, sleep; 0—all.

35
GNOLLS? HOW UNLUCKY! (EL 5; XP 1,600)
This encounter takes place at night as the gnolls and their DC 21: The raiders occupy a small network of caves hidden
minions are patrolling the surrounding area. If a PC is on watch, atop a wooded bluff. At their feasts, they roast alive any captives
read: who have not been ransomed.

It has been a quiet night’s guard duty. Other than the occasional
sounds of wildlife, nothing unusual has happened.
PUGW AMP I MINION CR 1 /2 (XP 20 0)
Attracted by the light of the PCs’ campfire or stumbling upon the You see something like the world’s most revolting, sickly lapdog
camp by mere happenstance, the gnolls and their allies are clad in filthy rags looking out of a gnoll’s backpack.
moving quietly. Male pugwampi
As they patrol, the kobolds move ahead searching for prey. NE Tiny fey
Have any PCs on watch make a Perception check opposed by the Init +5; Senses darkvision 120 ft., low-light vision; Perception +6
kobolds’ Stealth check (+14 modifier modified for range and (+2 listening), Sense Motive +2
heavy undergrowth). If the kobolds remain unnoticed, one Speed 30 ft.
sneaks back to alert their gnoll allies and the attack commences ACP 0; Ride +2, Stealth +17
shortly thereafter. If not, they flee. AC 13, touch 13, flat-footed 12; CMD 5
(+2 size, +1 Dex)
Fort +0, Ref +3, Will +4
RAIDERS! hp 6 (1 HD); DR cold iron/2
The gnolls and kobolds belong to a ragtag band of humanoid Space 2-1/2 ft. (unluck aura 20 ft.); Base Atk +0; CMB -1
raiders lurking in this portion of the woods. Each of the kobolds Unluck Aura (Su) A pugwampi radiates an aura of unluck to a
and gnolls bear the same symbol on their shield and armour. radius of 20 feet. Any creature in this area must roll two
Character with ranks in Knowledge (local) can learn more d20s whenever a situation calls for a d20 roll (such as an
attack roll, a skill check, or a saving throw) and must use the
about these raiders with a successful skill check. A successful
lower of the two results generated. This is a mind-affecting
check reveals all information revealed by a lesser check. effect that does not work on animals, other gremlins, or
DC 6: This creature is a kobold/gnoll (as appropriate). gnolls. Any character who gains any sort of luck bonus (such
DC 11: The creature is a member of the Crimson Axe Bandits. as that granted by a luckstone or divine favour) is immune
DC 16: The Crimson Axe Bandits are a hodgepodge of evil to the pugwampi unluck aura.
humanoids haunting the woods hereabouts. Melee dagger (reach 0 ft.) +3 (1d2-4/19-20)
Ranged shortbow (range 60 ft.) +3 (1d3-4/x3)
Spell-Like Abilities (CL 1st; concentration -1)
At will—prestidigitation, speak with animals
1/day—shatter (DC 10)
Combat Gear arrows (20)
Abilities Str 3 Dex 13, Con 11, Int 10, Wis 14, Cha 6
Feats Improved Initiative, Toughness, Weapon Finesse
Skills as above plus Bluff +2, Craft (traps) +4, Disable Device +2
Languages Gnoll, Undercommon
Gear as above plus belt pouch

PUGWAMPIS
Mean, dog-faced and cowardly, pugwampis are nevertheless
feared because of their unluck aura. They enjoy accidents and
misfortune befalling others. Most gnolls hate pugwampis but
some keep them around to serve as slaves and handy allies to
cripple foes’ attacks and so on.
A characte r can ide ntify a pugwampi with a DC 15
Knowledge (nature) check. A successful check may also reveal
the following:
DC 20: Pugwampis are cowards, but an aura of unluck
surrounds them – much to their enemies’ chagrin.

36
TACTICS Light Undergrowth: Vines and roots cover much of the
ground, increasing the DC of Acrobatics and Stealth checks by 2.
The pugwampi is in a gnoll’s backpack. The gnoll carrying it
It costs two squares of movement to enter such squares.
moves into the middle of the camp to catch as many enemies as
Heavy Undergrowth: Dense thorn bushes and other tangled
possible in the unluck aura while its fellows spread out to avoid
growths make movement through these areas extremely
its effects. In combat, the pugwampi stands up to cast shatter on
difficult. It costs 4 squares of movement to enter such a square.
a likely target, then hides. Should the gnoll fall, the pugwampi
It is also impossible to run and charge through a square
stays hidden unless the sounds of combat stop, at which time it
containing heavy undergrowth. Characters in heavy
flees. The gnolls attack any guards using their poisoned
undergrowth gain concealment (30% miss chance) and a +5
longspears, attempting to take them down as quickly as possible.
circumstance bonus on Stealth checks.
The kobolds throw tanglefoot bags at prone PCs, before
Normal Trees: A creature standing in the same square as a
attacking entangled foes.
tree (AC 4, hardness 5, hp 150, DC 15 Climb check) gains partial
If two gnolls fall, the remaining raiders flee. If the raiders
cover (+2 to AC, +1 on Reflex saves).
defeat the PCs, surviving adventurers are bound and taken back
Massive Trees: Huge trees (AC 3, hardness 5, hp 600; DC 15
to the raider’s lair.
Climb check) fill an entire square. They provide cover (+4 to AC,
+2 on Reflex saves).
AREA FEATURES
Fallen Tree: A fallen tree trunk provides cover (+4 to AC, +2
These area features assume a clearing within a wooded area. If on Reflex saves). Characters can clamber over it with a DC 5
the PCs camp elsewhere, modify them accordingly. Climb check or leap atop it with a DC 12 Acrobatics check.
Illumination: The attack takes place at night and so it is dark. Characters on a fallen tree gain the benefits of higher ground (+1
If the PCs have a campfire, however, its embers cast normal light on melee attacks) but are considered balancing. Treat the fallen
out to 20 ft. and dim light out to 40 ft. tree’s canopy as heavy undergrowth.

SCALING THE ENCOUNTER


To modify this encounter, apply the following changes:
KO BO L D RAI DER (2 ) CR 1 /4 (XP 10 0)
EL 4 (XP 1,200): Remove one gnoll.
This short, reptilian humanoid has scaled skin, a snout filled with
tiny teeth and a long tail. EL 6 (XP 2,400): Add one gnoll, two kobolds and one
Kobold warrior 1 pugwampi.
LE Small humanoid (reptilian)
Init +1; Senses darkvision 60 ft.; Perception +2, Sense Motive -1
Speed 30 ft. GNOLLS (3) CR 1 (XP 400)
ACP 0; Stealth +9 Hunched and feral, this furred, hyena-headed humanoid stands
AC 15, touch 12, flat-footed 14; CMD 10 slightly taller than the average human.
(+1 size, +1 Dex, +2 armour [leather], +1 natural) CE Medium humanoid (gnoll)
Weakness light sensitivity Init +0; Senses darkvison 60 ft.; Perception +2, Sense Motive +0
Light Sensitivity (Ex) Kobolds are dazzled (-1 on attack rolls and Speed 30 ft.
sight-based Perception checks) in areas of bright light such ACP -2
as sunlight or a daylight spell. AC 17, touch 10, flat-footed 17; CMD 13
Fort +2, Ref +1, Will -1 (+4 armour [chain shirt], +2 shield [heavy wooden], +1
hp 5 (1 HD) natural)
Space 5 ft.; Base Atk +1; CMB -1 Fort +4, Ref +0, Will +0
Melee spear +1 (1d6-1) hp 11 (2 HD)
Melee glaive (reach 10 ft.) +2 (1d8-1 plus blue whinnis poison Space 5 ft.; Base Atk +1; CMB +3
[DC 14 Fortitude {1 save}; freq. 1/round for 2 rounds; effect Melee longspear (reach 10 ft.) +4 (1d8+3/x3 plus blue whinnis
1 Con/unconscious for 1d3 hours]) poison [DC 14 Fortitude {1 save}; freq. 1/round for 2 rounds;
Ranged light crossbow (range 80 ft.) +3 (1d6/19-20) effect 1 Con/unconscious for 1d3 hours]) or
Ranged tanglefoot bag (range 10 ft.) +3 touch (special) Melee spear +3 (1d8+3/x3)
Combat Gear tanglefoot bag (2), blue whinnis poison (2) Ranged spear (range 20 ft.) +1 (1d8+3/x3)
Abilities Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Combat Gear blue whinnis poison (2)
SQ crafty Abilities Str 15 Dex 10, Con 13, Int 8, Wis 11, Cha 8
Feats Weapon Focus (glaive) Feats Weapon Focus (longspear)
Skills as above plus Craft (trapmaking) +6 Languages Gnoll
Languages Draconic, Gnoll Gear as above plus backpack, 50 ft. rope, bag of caltrops, flint
Gear as above and steel

37
GOBLINS OF THE BLOOD MOON (EL VARIES; XP VARIES)

Goblins are commonly encountered opponents for low-level EL 2 ENCOUNTERS (XP 600)
adventurers, but often such groups contain nothing but standard
§ Blood Moon Raider (2), Blood Moon Scout (1) and Blood Moon
goblin warriors. Either as a random encounter or at a keyed
Battledancer (1)
location, it can quickly get boring fighting essentially the same
§ Blood Moon Battledancer (3)
group of opponents over and over again. These pages provide
§ Blood Moon Adept (1) and Blood Moon Battledancer (1)
the tools to quickly create many interesting encounters with
§ Blood Moon Battledancer (1) and Blood Moon Elite Scout (2)
these rapacious raiders.
§ Blood Moon Adept (1) and Blood Moon Scout (1)
§ Blood Moon Raider (3) and Blood Moon Battledancer (1)
BLOOD MOON TRIBE LORE
Character with ranks in Knowledge (local) can learn more about
the Blood Moon Goblins with a successful skill check. A
successful check reveals all information revealed by a lesser
check. BLOOD MOON RAIDER CR 1 /3 (XP 13 5)
DC 6: This creature is a goblin. Clad in leather armour this dirty, skinny humanoid carries a
DC 11: The goblin belongs to the Blood Moon tribe. shortbow and short sword.
Goblin warrior 1
DC 16: The Blood Moon tribe are vicious, opportunistic
NE Small humanoid (goblinoid)
predators.
Init +3; Senses darkvision 60 ft.; Perception +0, Sense Motive +0
DC 21: The tribe claims Ironwolf Keep – the so-called Speed 30 ft.
Shadowed Keep on the Borderlands – as their home. ACP -1; Climb +3, Ride +6, Stealth +10
AC 17, touch 14, flat-footed 14; CMD 13
EL 1 ENCOUNTERS (XP 400) (+1 size, +3 Dex, +2 armour [leather], +1 shield [buckler])
§ Blood Moon Raider (2) and Blood Moon Scout (1) Fort +2, Ref +3, Will +0
hp 6 (1 HD)
§ Blood Moon Raider (3)
Space 5 ft.; Base Atk +1; CMB +0
§ Blood Moon Scout (3)
Melee short sword +4 (1d4/19-20)
§ Blood Moon Raider (1) and Blood Moon Scout (2) Ranged shortbow (range 60 ft.) +5 (1d4/x3)
§ Blood Moon Battledancer (2)
Abilities Str 11, Dex 16, Con 11, Int 9, Wis 10, Cha 6
Feats Weapon Finesse
Languages Goblin
Gear as above plus 20 arrows, belt pouch, 1d6 sp

BLOOD MOON SCOUT CR 1 /3 (XP 13 5)


Covered in mud and with many twigs stuck to its leather
armour, this small skinny humanoid looks vaguely ridiculous.
Goblin expert (scout) 1
NE Small humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +5, Sense Motive +1
Speed 30 ft.
ACP -1; Acrobatics +6, Climb +2, Ride +6, Stealth +14
AC 17, touch 14, flat-footed 14; CMD 13
(+1 size, +3 Dex, +2 armour [leather], +1 shield [buckler])
Fort +0, Ref +3, Will +3
hp 5 (5 HD)
Space 5 ft.; Base Atk +0; CMB -2
Melee light mace +0 (1d4-1)
Ranged light crossbow (range 80 ft.) +4 (1d6/19-20)
Combat Gear tanglefoot bag
Abilities Str 9, Dex 17, Con 10, Int 9, Wis 12, Cha 6
Feats Improved Initiative
Skills as above plus Survival +5
Languages Goblin
Gear as above plus 20 bolts, backpack, belt pouch, 2d6 sp

38
EL 3 ENCOUNTERS (XP 800) aid another action against hard-to-hit foes). Injured goblins flee
from melee, but continue to aid their fellows with ranged
§ Blood Moon Raider (2), Blood Moon Scout (1) and Blood Moon
attacks.
Adept (1)
They readily take prisoners – they much prefer fresh meat,
§ Blood Moon Battledancer (2) and Blood Moon Adept (1)
after all.
§ Blood Moon Raider (4) and Blood Moon Scout (2)
§ Blood Moon Battledancer (4)
BLOOD MOON ELITE SCOUT CR 1 /2 (XP 20 0)
EL 4 ENCOUNTERS (XP 1,200) Clad in dirty, but serviceable, studded leather armour this small,
squashed-nosed humanoid carries a loaded heavy crossbow.
§ Blood Moon Raider (3), Blood Moon Scout (3) and Blood Moon Male goblin expert (scout) 2
Adept (1) NE Small humanoid (goblinoid)
§ Blood Moon Raider (2), Blood Moon Scout (1), Blood Moon Init +3; Senses darkvision 60 ft.; Perception +4, Sense Motive -1
Battledancer (2) and Blood Moon Adept (1) Speed 30 ft.
§ Blood Moon Elite Scout (2) and Blood Moon Adept (1) ACP -1; Acrobatics +7, Climb +4, Ride +6, Stealth +15
AC 18, touch 14, flat-footed 15; CMD 15
TACTICS (+1 size, +3 Dex, +3 armour [mwk studded leather], +1 shield
[buckler])
The concept of a fair fight is a completely alien one to the Fort +0, Ref +3, Will +2
goblins of the Blood Moon. They prefer to strike from ambush hp 9 (2 HD)
and gang up on opponents whenever they can (even using the Space 5 ft.; Base Atk +1; CMB +0
Ranged heavy crossbow (range 120 ft.; Point Blank Shot) +5
(1d8/19-20)
Melee dagger +2 (1d3/19-20)
Combat Gear caltrops (2), thunderstone
BLOOD MOON ADEPT CR 1 (XP 400) Abilities Str 10, Dex 17, Con 11, Int 10, Wis 9, Cha 6
This bald and skinny humanoid’s head seems too large for its Feats Point Blank Shot
body. It wears dirty robes Skills as above plus Disable Device +8, Knowledge
Male goblin adept 3 (dungeoneering) +4, Knowledge (nature) +4
NE Small humanoid (goblinoid) Languages Goblin
Init +2; Senses darkvision 60 ft.; Perception +1, Sense Motive +1 Gear as above plus 10 bolts, backpack, belt pouch, thieves’
Speed 30 ft. tools, sack, 17 sp, 34 cp, 2 gold rings (each worth 100 gp)
ACP 0; Ride +6, Stealth +10
AC 15, touch 14, flat-footed 12; CMD 12; Dodge BLOOD MOON BATTLEDANCER CR 1 /2 (XP 20 0)
(+1 size, +2 Dex, +1 armour [bracers of armour +1], +1 dodge) This small humanoid has a flat face, squashed nose and a wide
Fort +2, Ref +3, Will +4 mouth full of fangs. Clad in stained studded leather armour
hp 19 (3 HD) it wears two rusted and pitted spiked gauntlets.
Space 5 ft.; Base Atk +1; CMB -2 Male goblin warrior 1/expert (acrobat) 1
Melee cold iron dagger +0 (1d3-2/19-20) NE Small humanoid (goblinoid)
Ranged dart (range 20 ft.) +4 (1d3-2) Init +3; Senses darkvision 60 ft.; Perception +3, Sense Motive -1
Adept Spells Prepared (CL 3rd; concentration +4) Speed 30 ft.
1st—burning hands (DC 12), cure light wounds (2) ACP 0, Acrobatics +8, Climb +5, Ride +7, Stealth +15, Swim +1
0—detect magic, ghost sound (DC 11), touch of fatigue (DC 11) AC 17, touch 14, flat-footed 14; CMD 13
Combat Gear potion of cure moderate wounds, scroll of (+1 size, +3 Dex, +3 armour [mwk studded leather])
invisibility, scroll of bless Fort +2, Ref +3, Will +1
Abilities Str 6, Dex 15, Con 12, Int 10, Wis 13, Cha 7 hp 13 (2 HD)
SQ summon familiar Space 5 ft.; Base Atk +1; CMB +2
Feats Dodge, Toughness Melee spiked gauntlet +3 (1d3) or
Skills as above plus Heal +6, Knowledge (religion) +6, Spellcraft Melee spiked gauntlet +1 (1d3) and
+6 spiked gauntlet +1 (1d3)
Languages Goblin Combat Gear Small centipede poison (1; DC 11; 1 rd. for 4 rds.;
Gear as above plus 5 darts, wooden holy symbol, spell 1 Dex)
component pouch, black gem (onyx [50 gp]), 4 gp, 12 sp Abilities Str 10, Dex 17, Con 11, Int 10, Wis 9, Cha 6
Feats Two-Weapon Fighting
Alternate Spell List Skills as above plus Perform (dance) +7
1st—cure light wounds, protection from good, sleep (DC 12) Languages Goblin
0—detect magic, guidance, stabilize
Gear as above plus belt pouch, sack, 15 sp

39
HUNTERS AS BAIT (EL 8; XP 4,800)
The forest has long acted both as a barrier between large The game trail is easy enough to follow, even in the gathering
settlements and as a shroud for monsters and ne’er-do-wells dark. You’ve been following it for the better part of a day and
who hide beneath its sheltering canopy. Shady folk who wish to have met no one to ask you your business.
travel without drawing attention, such as smugglers and the like, Dusk has turned the forest into a mass of long shadows. Up
have used a certain switchback game trail for years. ahead you see a small clearing and a sound draws your
Recently, however, a mated pair of araneas discovered that attention. You see a wounded bear, shuffling with obvious
creatures who passed along the trail were usually well-off and difficulty through the brush.
were the sort of people no one came looking for later. The two
settled in and established a hunting ground with a few key The bear is a tandem illusion created by the two araneas: one
ambush sites along the trail. Their success has brought them creates the bear with silent image, while the other uses ghost
enough wealth to attract the attention of Zmey, a green dragon sound to give it voice. Once the PCs are within 20 feet of the
who thinks the spellcasting spiders’ accrued treasure would araneas, they attack.
make a grand start to his own hoard. Unfortunately (for the Zmey is hiding 120 feet away and observing the area, as he
dragon, at least), Zmey has had difficulty hunting the araneas, knows this is a popular hunting spot for the araneas.
due to their ability to turn invisible. As a result, he hit upon the
idea of lurking near one of their favorite ambush sites until
ARANEA (2) CR 4 (XP 1,200)
someone or something comes along and draws the spiders out. The hunchbacked spider, as large as a man, seems to grin with
Someone like the PCs, for instance… Read: malevolence as its hideous appearance shimmers and
becomes multiple, overlapping images.
N Medium magical beast (shapechanger)
ZMEY CR 6 (XP 2,400) Init +7; Senses darkvision 60 ft., low-light vision; Perception +9,
Even the dim light of the fading sun reveals the bright jade color Sense Motive +1
of the dragon’s scales, but the brackish green fog that Speed 50 ft., Climb 30 ft., ACP 0; Acrobatics +9 (+17 jumping),
billows from its jaws brings a toxic darkness. Climb +14, Escape Artist +8, Stealth +9
Male very young green dragon AC 20, touch 13, flat-footed 17; CMD 18
LE Medium dragon (air) (+4 armour [mage armour], +3 Dex, +3 natural)
Init +1; Senses dragon senses; Perception +13, Sense Motive +1 Fort +6, Ref +7, Will +4
Speed 40 ft., woodland stride; fly 150 ft. (average), swim 40 ft.; hp 37 (5 HD)
ACP 0; Fly +11, Stealth +11, Swim +21 Space 5 ft.; Base Atk +5; CMB +5
Woodland Stride Zemy can move through any sort of foliage at Melee bite +8 (1d6 plus poison [DC 14 {1 save}; freq. 1 rd./6
full speed without taking damage or suffering impairment. rds.; effect 1d3 Str])
Areas of foliage that have been magically manipulated Ranged Touch web (range 50 ft.) +8 (DC 14, hp 5)
affect him normally. Special Actions change shape (humanoid; alter self)
AC 18, touch 11, flat-footed 17; CMD 21 (25 vs. trip) Change Shape (Su [standard) An aranea can take the form of a
(+1 Dex, +7 natural) Small or Medium humanoid or spider humanoid hybrid. In
Immune acid, paralysis, sleep humanoid form, it cannot use its bite, web or poison. In
Fort +7, Ref +6, Will +8 spider-humanoid hybrid form, it looks like a humanoid with
hp 59 (7 HD) spidery fangs and spinnerets, with the latter typically
Space 5 ft.; Base Atk +7; CMB +10 located at the small of its back. The aranea retains its bite
Melee bite (Power Attack [-2/+6]) +10 (1d8+4), attack, webs, and poison in this form, and can wield
2 claws (Power Attack [-2/+4])+10 (1d6+3) and weapons and wear armour. When in humanoid or hybrid
2 wings (Power Attack [-2/+2])+5 (1d4+1) form, its speed is 30 feet and it has no climb speed.
Atk Options Cleave Sorcerer Spells Known (CL 5th; concentration +8)
Special Attacks breath weapon (30 ft. cone, DC 15, 4d6 acid) 2nd (5/day)—invisibility, mirror image
Abilities Str 17, Dex 12, Con 15, Int 12, Wis 13, Cha 12 1st (7/day)—charm person (DC 14), mage armor, silent image
SQ water breathing (DC 14), sleep (DC 14)
Water Breathing Zemy can breathe underwater indefinitely and 0 (at will) daze (DC 13), detect magic, ghost sound (DC 13), light,
can freely use his breath weapon, spells and other abilities mage hand, resistance
while submerged. Abilities Str 11, Dex 17, Con 14, Int 14, Wis 13, Cha 16
B
Feats Alertness, Cleave, Iron Will, Power Attack Feats Eschew Materials , Improved Initiative, Iron Will, Weapon
Skills as above plus Knowledge (nature) +11, Spellcraft +11, Finesse
Survival +11 Skills as above plus Knowledge (arcana) +7
Languages Common, Draconic Languages Common, Sylvan

40
TACTICS The Trail: The switchback trail is 10 ft. wide.
Light Undergrowth: If the PCs leave the trail, they enter light
In preparation for the ambush, the araneas have already cast
undergrowth. Each such square costs 2 squares of movement,
invisibility and mage armour. They do not use their change
but provides concealment (20% miss chance). It also increases
shape ability during this combat.
the DC of Acrobatics and Stealth checks by 2.
Round 1: The araneas launch webs from a high position (10
Trees: Large trees (AC 3, hardness 5, hp 600; DC 15 Climb
ft.) in the trees, attempting to catch as many PCs as possible.
check) fill an entire square. They provide cover (+4 AC, +2 Reflex)
Round 2: The araneas cast mirror image on themselves and
and have low-hanging branches. Anyone attacking a target on
advance. If they have anchored their webs to their own trees,
the ground from a tree receives the benefit of higher ground (+1
they advance on the webbing. If not, they climb down.
to melee attacks), and has concealment (20% miss chance).
Round 3: Zmey lifts off from his own hiding place and begins
Amassed Aranea Treasure: The araneas have been very
sweeping around for a breath attack. A DC 15 Perception Check
successful in raiding travelers along the game trail, amassing a
(modified for the distance and the distraction of combat) spots
treasure hoard rich enough to tempt a young dragon. In a large
the dragon. The araneas bite webbed PCs, depending on their
sack made of webbing, they have:
mage armour and mirror image to protect them.
Round 4: Zmey flies over the clearing and attempts to catch § Mixed Coinage: 112 cp, 192 sp, 90 gp, 20 pp
as many targets as possible in his breath weapon. The araneas § Wand: This thin, tapered wand of white wood is a wand of
retreat into the trees, but continue to try and pick off PCs and cure light wounds (faint [DC 16 Knowledge {arcana} evocation];
drag them away to serve as food later. DC 21 Spellcraft identifies) with
Later Rounds (The Araneas): Once Zmey enters the 47 charges remaining.
combat, the araneas use charm person to get § Heavy Mace: This slightly dented
threatening PCs to focus on the dragon instead. If the heavy mace has a handle
araneas are reduced to 10 hp or less, they turn wrapped in strips of worn leather.
invisible and flee the scene, abandoning their It is a +1 heavy mace (faint [DC 18
webbed bag of treasure in fear for their lives. Knowledge {arcana} evocation]; DC
Later Rounds (Zemy): If multiple PCs 18 Spellcraft identifies).
are caught in webbing, Zmey
continues to fly over them and SCALING THE
use his breath weapon. If
ENCOUNTER
an aranea, a
spellcaster or To modify this encounter, apply the
someone with following changes:
a good ranged EL 7 (XP 3,200): Remove one
attack (i.e. aranea and apply the advanced creature
one that hits template to the remaining aranea (+2 on
him for all rolls [including damage]; AC 24, touch
damage) appears on 17, flat-footed21; CMD 22; hp 47; DC 18
the trail, he descends to destroy them in melee. poison, DC 18 web). Apply the young
He flees the combat if he is reduced to 15 hp creature template to Zemy (+2 to all Dex-
or less, so long as at least two foes are still based rolls, -2 on all other rolls; hp 43). In
fighting. this case, the aranea uses a dead creature as
bait, making it seem alive and wounded with
AREA FEATURES ghost sound.
EL 9 (XP 6,400): Apply the advanced
The area has several features of note:
creature template to both aranea (+2 on all rolls
Illumination: Dusk plus the
[including damage]; AC 24, touch 17, flat-footed
shade of the forest canopy means
21; CMD 22; hp 47; DC 18 poison, DC 18 web) and
the entire area is cloaked in dim
Zemy (+2 on all rolls [including damage]; AC 22, touch
light (20% miss chance).
15, flat-footed 21; CMD 25 [29 vs. trip]; hp 73; DC 19
breath weapon).

41
HUNTERS HUNTED (EL 7; XP 3,200)
In this encounter, the PCs hear the sounds of battle and rush to CUSTOMISING THIS ENCOUNTER
help. Sadly, they arrive too late to help, but do run into the
If this encounter is too simple for the GM’s tastes, it is easily
attackers – a small band of owlbears. Read:
modified to incorporate more roleplaying elements.
Ahead, the relative peace of the woodlands is shattered by Foreshadowing: The GM could use Riderless Horse (page
screams and shouting. Above the commotion rise the bestial 126) to foreshadow this encounter modifying the tracks detailed
roars and weird hoots of several large, obviously ferocious in “Further Investigations” to conform to the owlbears.
beasts. Roleplay Elements: Perhaps the owlbears have stumbled
upon the Blades & Staves’ campsite (page 94) or have accosted
A DC 14 Knowledge (arcana) check reveals the roars and weird Sir Valio Ilmonen (page 127) as he seeks out adventure. In these
hoots came from several owlbears. A DC 15 Survival check or instances, the PCs arrive just in time to help defeat the owlbears.
Perception check reveals the direction of the commotion. Failing Alternatively, the GM could include Yurval Wersten (page
this check by five or more indicates the PC believes the battle 131) in this encounter. Yurval was accompanying the now slain
happened in a randomly determined direction. When the PCs adventurers, but managed to climb a large tree to escape the
arrive at the scene of the battle, read: owlbears’ rampage. Hiding in the tree, he has thus far escaped
the owlbear’s attention. He calls for aid as soon as he spots the
Blood and gore covers the grass and shrubs of this small clearing.
PCs and aids them with missile fire. He is not suicidal and does
Squatting at one end, their beaks and claws covered in blood,
not climb down, until the owlbears are slain.
three bizarre creatures of fur and feather crouch over the
remains of several corpses. One of the creatures is much larger TACTICS
than the others. All seem intent upon their meal.
The owlbears are unsubtle fighters, simply hurling their meals
Intent on their meal, the owlbears are distracted (-5 on aside and rushing into battle. Each focuses on a different target
Perception checks. If the PCs choose, they may be able to creep using its claws and beak to rend their foe to death. Bloodthirsty
away. If they don’t, combat inevitably ensues. killers, the creatures fight to the death.

ADVANCED OWLBEAR (1) CR 5 (XP 1,600)


A bizarre fusion of bear an owl, this ferocious creature has YOUNG OWLBEAR (2) CR 3 (XP 800)
madness-tinged red, rimmed eyes, a coat of fur and feathers A bizarre fusion of bear an owl, this ferocious creature has
and long, curved claws. madness-tinged red, rimmed eyes, a coat of fur and feathers
N Large magical beast and long, curved claws.
Init +7; Senses darkvision 60 ft., low-light vision, scent; N Medium magical beast
Perception +14, Sense Motive +3 Init +7; Senses darkvision 60 ft., low-light vision, scent;
Speed 30 ft. Perception +12, Sense Motive +1
ACP 0; Stealth -1 Speed 30 ft.
AC 17, touch 10, flat-footed 16; CMD 25 (29 vs. trip) AC 18, touch 13, flat-footed 15; CMD 20 (24 vs. trip)
(-1 size, +1 Dex, +7 natural) (+3 Dex, +5 natural)
Fort +12, Ref +7, Will +4 Fort +8, Ref +7, Will +2
hp 57 (5 HD) hp 37 (5 HD)
Space 10 ft.; Base Atk +5; CMB +12 (+16 grapple) Space 10 ft.; Base Atk +5; CMB +7 (+11 grapple)
Melee 2 claws +10 (1d6+6 plus grab) and Melee 2 claws +7 (1d4+2 plus grab) and
bite +8 (1d6+6) bite +7 (1d4+2)
Grab (Ex) If it hits a Medium or smaller target with its bite, the Grab (Ex) If it hits a Small or smaller target with its bite, the
advanced owlbear can try to grapple as a free action young owlbear can try to grapple as a free action without
without provoking attacks of opportunity. provoking attacks of opportunity.
Abilities Str 23, Dex 16, Con 22, Int 6, Wis 16, Cha 14 Abilities Str 15, Dex 16, Con 14, Int 2, Wis 12, Cha 10
Feats Improved Initiative, Great Fortitude, Skill Focus Feats Improved Initiative, Great Fortitude, Skill Focus
(Perception) (Perception)
Skills as above Skills as above

42
AREA FEATURES Light Undergrowth: A square filled with light undergrowth
costs 2 squares of movement to enter, but provides
The area has several features of note:
concealment (20% miss chance). Light undergrowth also
Fallen Tree: The fallen tree trunk provides cover (+4 AC, +2
increases the DC of Acrobatics and Stealth checks by 2.
Reflex saves). Characters can clamber over it with a DC 5 Climb
Half-Eaten Corpses: The bloody corpses of three adventurers
check or leap atop it with a DC 12 Acrobatics check. Characters
lie scattered about the clearing. Along with much bloody, broken
on a fallen tree gain the benefits of higher ground (+1 on melee
equipment, the PCs can salvage the following items:
attacks) but are considered balancing. Treat the fallen tree’s
canopy as heavy undergrowth. § Human Fighter: A masterwork heavy steel shield, cold iron
Rotten Tree: A DC 15 Knowledge (nature) check reveals that dagger, 15 gp and three vials of oil of magic weapon (faint [DC
this rotten tree is suffering from fungal infection and it may fall 16 Knowledge {arcana} transmutation]; DC 16 Spellcraft
over if pushed. A character knocking down the tree (AC 4, identifies)].
hardness 2, hp 15; DC 15 Break) can aim it at foes. The falling § Elven Sorcerer: 35 gp and a scroll case (containing scorching
tree fills a 15 ft. cone; creature within the cone suffer 6d6 ray and stinking cloud)
damage and fall prone (DC 15 Reflex halves the damage and § Halfling Scout: Three daggers, a short sword, 15 gp and a
negates the prone effect). Once the tree has fallen, treat it as a potion of cure moderate wounds (faint [DC 17 Knowledge
fallen tree (see above). {arcana} transmutation]; DC 18 Spellcraft or Perception
Trees: A creature standing in the same square as a tree (AC identifies).
4, hardness 5, hp 150, DC 15 Climb check) gains partial cover
(+2 AC, +1 Reflex). BONUS XP
Massive Trees: Huge trees (AC
If the PCs take the time to lay the dead to
3, hardness 5, hp 600; DC 15
rest, award them 400 XP.
Climb check) fill an entire
square and provide
SCALING THE
cover (+4 AC, +2
Reflex). ENCOUNTER
To modify this encounter, apply
the following changes:
EL 6 (XP 2,400): Remove one
young owlbear.
EL 8 (XP 4,800): Add one
advanced owlbear.

43
ISOLATED HOVEL (EL 4; XP 1,200)
This encounter can be placed anywhere an isolated building 12 Fortitude check or be badly stung. Those that fail the saving
might be found. The building could be a ruined charcoal burner’s throw are stung by the nettles and break out in an itchy rash (-1
hut, the remains of an old farmhouse and so on. to attacks, AC, CMD and saving throws for one hour).

You see a dilapidated abandoned stone building wreathed in ivy RAMSHACKLE BUILDING
and surrounded by low bushes. Great stands of stinging nettles
If the PCs reach the building, they can examine it. They discover
and weeds choke the house’s surrounds and several large trees
it contains only two rooms - a living/sleeping room and a
stand nearby, their branches throwing the house into shade.
kitchen/storeroom. The building is in a terrible state; the roof
It takes 20 minutes to hack a way through to the house’s front has partially collapsed and rotted furniture and piles of wind-
door. Alternatively, PCs can just force their way through the blown leaves cover the floor.
nettles and weeds. Those that do so, however, must make a DC Kitchen/Storeroom: The roof here is mainly intact. Several
broken animal skeletons lie among the leaf litter. A DC 15 Heal
check reveals that a large creature –
roughly the size of a wolf – killed the
animals.
Living/Sleeping Room: The roof
here has collapsed; consequently,
leaves, fallen branches and so on litter
the floor. It is unusually cold inside this
room.
A DC 15 Perception check uncovers
a trapdoor in the floor.

TRAPDOOR & CELLAR


Covered by leaves and suchlike, this
door has swollen shut (and requires a
DC 20 Break check to open). If the PCs
open the trapdoor, read:

The trapdoor reveals steps leading


down to a 10-foot by 10-foot room, full
of animal bones and a partially
decomposed wolf carcass. A small
tunnel piercing a mould-encrusted wall
leads away to the east.

Mould: The mould is a patch of brown
mould (see sidebar). A DC 12
Knowledge (nature) identifies it as such.
Spoil: Heaps of dried clay lie piled
against several of the cellar’s walls.

TUNNEL
The tunnel, dug through thick clay, is
roughly three-feet in diameter, runs for
fifteen feet, before opening into
Garilax’s lair, a 10-foot by 10-foot
chamber. A DC 10 Perception check
reveals it to be hand-dug.

44
Smell: The tunnel smells damp and mouldy. SCALING THE ENCOUNTER
Squeezing: Small or larger creatures moving through the
To modify this encounter, apply the following changes:
tunnel must squeeze (each move into a narrow space counts as
EL 3 (XP 800): Remove the brown mould and apply the
if it were 2 squares, and while squeezed in a narrow space, take
advanced creature template to Garilax (+2 on all rolls [including
a –4 penalty on attack rolls and a –4 penalty to AC).
damage]; paralysis DC 17; ghoul fever DC 17; AC 23, touch 17,
flat-footed 20; CMD 22; hp 34).
GARILAX’S LAIR
EL 5 (XP 1,600): Add a patch of brown mould in Garilax’s
Garilax hand-dug this small chamber. tunnel; each patch deals only 3d6-6 damage.
Ceiling: The chamber is barely 6 ft. high.
Gnawed Bones: Gnawed and broken bones – those of
animals and one unfortunate traveller who sheltered in the G AR IL AX CR 2 (XP 600)
house above – litter the ground. This humanoid creature has long, sharp teeth, and its pallid
Escape Shaft: A large boulder blocks this narrow tunnel. The flesh is stretched tightly over its starved frame.
shaft goes straight up and emerges at the back of the house in a Male ghoul barbarian 1
dense stand of nettles. Small or larger characters are squeezing CE Medium undead
within the tunnel. Init +7; Senses darkvision 60 ft.; Perception +8, Sense Motive +8
Speed 40 ft.
Treasure: Scraps of mouldering equipment lie scattered
ACP -1; Acrobatics +7 (+11 jumping), Climb +7, Stealth +8, Swim
about the floor. A DC 20 Perception check reveals:
+6
§ Four small transparent gemstones (DC 20 Appraise identifies AC 19, touch 13, flat-footed 16; CMD 18
(+3 Dex, +4 armour [mwk chain shirt], +2 natural)
them as amber each worth 100 gp) pressed into the floor.
Immune mind-affecting effects, death effects, disease,
§ A small potion vial containing a potion of levitation (faint [DC paralysis, poison, sleep effects, stunning, nonlethal damage,
17 Knowledge {arcana} transmutation]; DC 18 Spellcraft or ability drain, energy drain, damage to physical abilities,
Perception identifies) in a mouldy pouch. exhaustion, fatigue, massive damage, any effect requiring a
Fortitude save (unless it affects objects or is harmless)
TACTICS Fort +6, Ref +3, Will +6 (+8 vs. channelling)
hp 28 (3 HD)
Garilax is a cunning, intelligent foe. When the PCs encounter the
Space 5 ft.; Base Atk +2; CMB +5
brown mould, he likely hears them (Perception +6 [modified for
Melee bite +5 (1d6+3 plus ghoul fever and paralysis) and
distance]). He lurks in his lair, waiting for the first intruder to 2 claws +6 (1d6+3 plus paralysis)
reach his end of the tunnel. Then he strikes, while raging. He Atk Options rage (8 rounds)
attempts to coup de grace a paralysed opponent, then moves Ghoul Fever (Su) Fort DC 15 [2 cures]; onset 1 day; frequency 1
the body out of the way so the next victim can emerge. (Note day; effect 1d3 Con and 1d3 Dex damage. A humanoid who
that Garilax is immune to fatigue and uses his rage in short dies of ghoul fever rises as a ghoul (or ghast if it had more
bursts.) If reduced to 5 or fewer hit points, he flees through the than 4 HD) at the next midnight. A humanoid who becomes a
ghoul retains none of the abilities it possessed in life.
escape tunnel. If he does so, he follows the PCs at a distance
Paralysis DC 15 Fort negates; duration 1d4+1 rounds; elves are
waiting for a chance to have his revenge. immune to this effect.
Abilities Str 17, Dex 17, Con —, Int 13, Wis 16, Cha 18
SQ fast movement
Feats Improved Initiative, Weapon Focus (claw)
Skills as above plus Survival +8
Languages Common
Gear as above
BROWN MOULD (CR 2)
When raging, Garilax has the following altered statistics:
Brown mould feeds on warmth, drawing heat from anything
around it. It normally comes in patches 5 feet in diameter, and Climb +9, Swim +8
the temperature is always cold in a 30-foot radius around it. AC 17, touch 11, flat-footed 14; CMD 20
Living creatures within 5 feet of it take 3d6 points of nonlethal (+3 Dex, -2 class, +4 armour [mwk chain shirt], +2 natural)
cold damage. (Note that because Garilax is undead, he is Will +8 (+10 vs. channelling)
immune to this damage). Fire brought within 5 feet of brown CMB +7
mould causes the mould to instantly double in size. Cold Melee bite +7 (1d6+5 plus ghoul fever and paralysis) and
2 claws +8 (1d6+5 plus paralysis)
damage, such as from a cone of cold, instantly destroys it.
Abilities Str 21

45
MASTER OF THE YELLOW CAVERN (EL 6; XP 2,400)
While exploring the forest, the PCs discover a small cave. The any are present he screams threats and curses during battle. He
cave is the lair of Zerath, a quickling ranger who claims this uses Spring Attack as he rushes past opponents and always ends
portion of the forest as his personal hunting ground. Zerath his movement behind cover. Zerath focuses attacks on a single
dwells in the deeper recesses of the cave, beyond a wide fissure. foe, until they injure him; then he switches to a different target.
He allows a yellow musk creeper (and its three zombies minions) If injured, he drinks his potions behind cover before continuing
to lair in the cavern’s outer reaches. The yellow musk creeper the attack. If Zerath is badly injured, he flees.
and its zombies cannot cross the fissure protecting Zerath’s
sanctum and he enjoys the protection they provide. Read: OUTSIDE THE CAVERN
The area outside the cavern has several features of note:
Vines and creepers choke the cavern’s approaches. Feeble
Light Undergrowth: A square filled with light undergrowth
sunlight penetrates the cave, revealing three rotting corpses
costs 2 squares of movement to enter, but provides
lying within.
concealment (20% miss chance). Light undergrowth also
PCs making a DC 10 Knowledge (nature) check or a DC 20 increases the DC of Acrobatics and Stealth checks by 2.
Perception check near the cave realise it is very quiet nearby. Heavy Undergrowth: A heavy undergrowth square costs 4
squares of movement to enter, but provides concealment (30%
TACTICS miss chance). It increases the DC of Acrobatics and Stealth

The yellow musk creeper uses its pollen spray as soon as targets
YELL OW MUSK CR EEP ER (1) CR 2 (XP 600)
are in range and then moves forward to use its tendrils. The
Coiling around several human skeletons, this wet green plant’s
yellow musk zombies rise from among the creepers and advance sickly flowers smoke with a nasty yellow vapour.
to mindlessly smash intruders. Both the zombies and creeper N Medium plant
attack Zerath, if they get the chance. Init +2; Senses tremorsense 30 ft.; Perception +0, Sense Motive
Zerath hates humans and prefers them to all other targets. If +0
Speed 5 ft.
ACP 0
YELL OW MUSK Z OMB IE (3) CR 1 /2 (XP 20 0)
AC 14, touch 12, flat-footed 12; CMD 17 (can’t be tripped)
This walking corpse wears only a few soiled rags, its flesh rotting
(+2 Dex, +2 natural)
off its bones as it stumbles forward, arms outstretched.
Immune mind-affecting effects (charms, compulsions, morale
N Medium plant effects, patterns, and phantasms), paralysis, poison,
Init +0; Senses darkvision 60 ft.; Perception +0, Sense Motive +0 polymorph, sleep effects, and stunning
Speed 30 ft. Fort +6, Ref +3, Will +1
ACP 0 hp 22 (3 HD)
AC 16, touch 10, flat-footed 16; CMD 14 Space 5 ft.; Base Atk +2; CMB +5
(+4 armour [chain shirt], +2 natural) Melee tendril (reach 10 ft.) +5 (1d4+4)
Immune mind-affecting effects (charms, compulsions, morale Atk Options create yellow musk zombie
effects, patterns, and phantasms), paralysis, poison, Create Yellow Musk Zombie (Su) As a full-round action, a
polymorph, sleep effects, and stunning. yellow musk creeper bores dozens of tendrils into a helpless
Fort +0, Ref +0, Will +3 creature’s brain within reach, such as a creature entranced
hp 12 (2 HD); DR slashing/5 by its pollen. This inflicts 1d4 points of Intelligence damage
Space 5 ft.; Base Atk +1; CMB +4 per round. When a creature is reduced to 0 Intelligence, it
Melee slam +4 (1d6+4) dies, and the tendrils break off inside its brain. One hour
Atk Options staggered later, the creature animates as a yellow musk zombie.
Staggered (Ex) Zombies have poor reflexes and can only Special Actions pollen spray
perform a single move action or standard action each Pollen Spray (Ex) As a standard action, a yellow musk creeper
round. A zombie can move up to its speed and attack in the can spray a cloud of pollen at a single creature within 30
same round as a charge action. feet. It must make a +4 ranged touch attack to strike the
Abilities Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10 target, who must then succeed on a DC 14 Will save or be
SQ plant traits entranced for 1d6 rounds. An entranced creature can take
Plant Traits (Ex) They are treated as plants, not undead, for the no action other than to move at its normal speed into a
resolution of magical effects and attacks. Channel energy space within the yellow musk creeper’s reach, at which
cannot harm a yellow musk zombie, for example, nor does point an entranced creature remains motionless and allows
negative energy heal a yellow musk zombie the creeper to insert tendrils into its brain.
B
Feats Toughness Abilities Str 17, Dex 15, Con 16, Int -, Wis 11, Cha 8

46
checks (to move quietly) by 2, but bestows a +5 circumstance Cavern Ceiling: The ceiling is roughly 20 ft. high.
bonus to Stealth checks made to hide. Running and charging in Cavern Walls: The walls are of natural stone (DC 15 Climb).
such squares is impossible. Fissure: A 15 ft. wide, 40 ft. deep fissure cuts through the
chamber floor.
CAVERN FEATURES Characters can leap the fissure with a DC 15 Acrobatics
The cavern has several features of note: check. Characters falling in take 4d6 falling damage and land
Illumination (Outer Cavern): Light equal to one step below prone. The fissure’s walls can be scaled with DC 15 Climb checks.
that outside fills the outer cave. Zerath’s Possessions: Zerath has the general accoutrements
Illumination (Inner Cavern): Patches of phosphorescent of living rough – bedroll, trail rations and so on. Hidden among it
lichen grow in the inner cave. They provide dim illumination all are four transparent orange stones (garnets each worth 100
(20% miss chance). gp; DC 20 Appraise) and a pair of golden armband chased with
silver (worth 500 gp; DC 20 Appraise) in a pattern reminiscent of
ZERATH CR 4 (XP 1,200) intertwined branches.
This creature resembles a short, slight elf. It wears drab clothes
and has a wicked grin. In a blink, the thing darts from sight. SCALING ZERATH
Male quickling ranger 2 To modify this encounter, apply the following changes:
CE Small fey EL 5 (XP 1,600): Apply the young creature template to Zerath
Init +9; Senses low-light vision; Perception +12 (+14 vs.
(+2 on all Dex-based rolls, -2 on all other rolls; hp 32); remove
humans), Sense Motive +8 (+10 vs. humans)
Speed 120 ft.; Spring Attack, supernatural speed two yellow musk zombies.
Supernatural Speed (Su) Zerath moves with incredible speed EL 7 (XP 3,200): Add one yellow musk creeper and one
and while doing so his shape blurs and shimmers granting yellow musk creeper.
him concealment (20% miss chance).
ACP 0; Acrobatics +18 (+54 jumping), Escape Artist +18, Stealth
+22 (+42 moving, +62 stationary)
Natural Invisibility (Su) Zerath is invisible when motionless. He
loses this invisibility and remains visible for one round in
any round in which it takes an action other than a free
action. Natural invisibility is not subject to invisibility purge.
AC 22, touch 21, flat-footed 12; CMD 23; Dodge, Mobility,
uncanny dodge; Miss Chance 20% moving, 50% motionless
(+1 size, +9 Dex, +1 dodge, +1 natural)
Slow Susceptibility (Ex) If Zerath succumbs to a slow effect he
loses his supernatural speed and is sickened as long as the
effect persists and for 1 round after the slow effect ends.
Fort +6, Ref +16 (evasion), Will +7
hp 44 (6 HD); DR cold iron/5
Space 5 ft.; Base Atk +4; CMB +5
Melee mwk rapier +16 (1d4+1/18-20)
Ranged mwk composite longbow (range 110 ft.) +14 (1d6+1/x3)
Atk Options Power Attack (-2 attack, +6 damage with rapier
used two-handed), Spring Attack, favoured enemy (human
+2), sneak attack +1d6
Combat Gear arrows (20), potion of barkskin, potion of shield of
faith
Abilities Str 12, Dex 28, Con 15, Int 15, Wis 17, Cha 12
SQ combat style (two-handed weapon), poison use, track (+1),
wild empathy (+3, -1 vs. magical beasts)
B B B
Feats Dodge, Mobility , Power Attack , Spring Attack , Weapon
Finesse, Weapon Focus (rapier)
Skills as above plus Bluff +8 (+10 vs. humans), Craft (any one)
+9, Handle Animal +6, Knowledge (local) +2 (+4 vs. humans),
Spellcraft +11, Survival +10 (+11 tracking, +13 tracking
humans), Use Magic Device +6
Languages Aklo, Common, Sylvan
Gear as above plus belt pouch with 37 gp worth of mixed coins

47
OGRE HUNTRESS (EL 6; XP 2,400)
As they journey through a forest, the PCs encounter an ogre Massive Trees: Huge trees (AC 3, hardness 5, hp 600; DC 15
huntress and her three loyal hounds. The encounter starts when Climb check) fill an entire square. They provide cover (+4 to AC,
the two groups are 2d8 x 10 ft. apart. If the ogre spots the PCs +2 on Reflex saves).
first, read: Light Undergrowth: A square filled with light undergrowth
costs 2 squares of movement to enter, but provides
Without warning, a huge crossbow bolt flies towards you and a concealment (20% miss chance). Light undergrowth also
chorus of howls heralds the arrival of three black-furred wolves. increases the DC of Acrobatics and Stealth checks by 2.
Heavy Undergrowth: A heavy undergrowth square costs 4
If the PCs spot the ogre first, read:
squares of movement to enter, but provides concealment (30%
Ahead, through the trees you spy a female giant and three miss chance). It increases the DC of Acrobatics and Stealth
gaunt, black-furred wolves moving in your general direction. checks (to move quietly) by 2, but bestows a +5 circumstance
bonus to Stealth checks made to hide. Running and charging in
Hunting for supper, Jarla is flexible over the source of her food. such squares is impossible.

TACTICS SCALING THE ENCOUNTER


The ogre hangs back, using her heavy crossbow in conjunction To modify this encounter, apply the following changes:
with Rapid Reload to shoot opponents injuring her beloved EL 5 (XP 1,600): Remove two wolves.
wolves. If all her pets fall, enraged she rushes into combat using EL 7 (XP 3,200): Add four wolves.
her battleaxe two-handed to cut down her foes.
The wolves flank the party before using bites to trip foes.
Prone targets are immediately swarmed by wolves.

AREA FEATURES JARLA, OGRE HUNTER CR 4 (XP 1,200)


The area has several features of note: This ugly female giant wears muddy banded mail and carries a
Background Noise: The background noise of the forest huge battleaxe over her shoulder. In her hands, she holds an
immense crossbow.
makes hearing-based Perception checks difficult, increasing the
Female ogre ranger 1
DC of the checks by 2 per 10 ft.
CE Large humanoid (giant)
Trees: A creature standing in the same square as a tree (AC
Init +1; Senses darkvision 60 ft., low-light vision; Perception +6
4, hardness 5, hp 150, DC 15 Climb check) gains partial cover (+2 (+8 vs. humans), Sense Motive +2 (+4 vs. humans)
to AC, +1 on Reflex saves). Speed 30 ft., base speed 40 ft.
ACP -5; Climb +3, Stealth -4
WOLF ( 3 ) CR 1 (XP 400) AC 22, touch 10, flat-footed 21; CMD 20
This powerful, gray-furred canine has fearsome jaws and (-1 size, +1 Dex, +7 armour [mwk banded mail], +5 natural)
piercing yellow eyes. Fort +9, Ref +5, Will +6
N Medium animal hp 43 (5 HD)
Init +2; Senses low-light vision, scent; Perception +8, Sense Space 10 ft.; Base Atk +4; CMB +9
Motive +1 Melee mwk battleaxe (reach 10 ft.) +8 (2d6+6/x3)
Speed 50 ft. Ranged mwk heavy crossbow (range 120 ft.; Rapid Reload) +5
ACP 0; Stealth +6 (2d8/19-20)
AC 14, touch 12, flat-footed 12; CMD 14 (18 vs. trip) Atk Options favoured enemy (human +2)
(+2 Dex, +2 natural) Combat Gear 20 bolts, screaming bolt (2), potion of cure
Fort +5, Ref +5, Will +1 moderate wounds (2)
hp 13 (2 HD) Abilities Str 19, Dex 12, Con 15, Int 8, Wis 14, Cha 9
Space 5 ft.; Base Atk +1; CMB +2 SQ track +1, wild empathy +0 (-4 vs. magical beasts)
Melee bite +2 (1d6+1 plus trip) Feats Iron Will, Rapid Reload, Toughness
Trip (Ex) If the wolf hits with its bite attack it can immediately Skills as above plus Bluff -1 (+1 vs. humans), Handle Animal +3,
attempt to trip its opponent without provoking an attack of Heal +6, Knowledge (local) -1 (+1 vs. humans), Knowledge
opportunity. If the attempt fails, the wolf is not tripped. (nature) +3, Survival +8 (+9 tracking, +11 tracking humans)
Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Languages Giant
Feats Skill Focus (Perception) Gear as above plus cloak of resistance +1, 53 gp in mixed
Skills as above plus Survival +1 (+5 using scent to track) coinage

48
49
RELUCTANT BANDITS (EL 6; XP 2,400)
In this encounter, while travelling through a forest, the PCs meet bandits while others drag away the injured. All the while, they
a group of desperate bandits who demand food to let the party beg for mercy. If the PCs stop fighting, proceed to “We’re
pass. The bandits are starving – as are their families – and they Hungry.”
have no interest in more traditional forms of treasure. However,
they are desperate and attack if the PCs refuse their demand. WE’RE HUNGRY
This encounter has been deliberately designed to be easy for If the PCs elect to talk and not fight (or if they stop fighting once
most groups of the appropriate level to overcome. With one the women and children join the battle) the bandits explain they
exception, none of the bandits pose much danger in melee. are starving. A month ago, raiders destroyed their village and
Instead, the bandits present a significant opportunity for role- they were forced to flee into the woods. With few supplies and
playing as well as the possibility of making lasting friends (or almost no wealth, they have been reduced to preying on
enemies). travellers for food. They don’t want to be bandits, but they don’t
The encounter begins when the PCs are 2d6x10 feet from see what choice they have.
the ambush site. When the PCs spot the lurking bandits, read: Resolution: If the PCs resolve this encounter without fighting
award them 800 XP. If they provide the reluctant bandits with a
Several dirty, dishevelled men emerge from the trees and point
long-term solution to their problem – perhaps with enough cash
crossbows at you. One – a half-orc – shouts at you, “That’s far
to start new lives – award them 2,400 XP (as if they had
enough. If you leave all your food, we won’t hurt you.”
defeated the bandits in battle).
At this point, the PCs can elect to talk or fight.

TACTICS CRORG CR 3 (XP 800)


The bandits don’t really want to fight, but are desperate to feed This hulking half-orc wears dirty studded leather armour. He
wields a huge greataxe.
their families. They prefer to use their crossbows, while Crorg
Male half-orc fighter (mobile fighter) 2/rogue (bandit) 2
wades into melee with the idea of taking a PC hostage.
CN Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +8 (+9 vs. traps;
ATTACK OF THE WOMEN AND CHILDREN
trapfinding), Sense Motive +1
After a few rounds of combat, and likely when several bandits Speed 30 ft.; ACP 0; Acrobatics +9, Climb +8, Stealth +12, Swim
have fallen, several women and children rush from the woods +8
and try to help their fallen men. While they do not attack the AC 17, touch 13, flat-footed 14; CMD 19; Dodge
PCs, some interpose themselves between the party and fallen (+4 armour [+1 studded leather], +2 Dex, +1 dodge [Dodge])
Fort +5, Ref +5 (evasion), Will +1; +1 vs. paralysis, slow and
BANDIT (8) CR 1 /2 (XP 20 0) entangle effects
Clad in dirty studded leather armour this dishevelled human has hp 38 (4 HD); orc ferocity
a distinctly unsavoury look about him. Orc Ferocity (Ex [1/day]) When the bandit leader is brought
Human warrior 2 below 0 hit points he can fight on for one more round as if
N Medium humanoid (human) disabled. At the end of the next turn, unless brought above
Init +2; Senses Perception +3, Sense Motive +0 0 hit points he falls unconscious and starts dying.
Speed 30 ft.; ACP -2; Climb +2, Stealth +2 Space 5 ft.; Base Atk +3; CMB +6
AC 16, touch 12, flat-footed 14; CMD 14 Melee mwk greataxe +8 (1d12+4/x3) or
(+3 armour [studded leather], +2 Dex, +1 shield [light Melee mwk dagger +7 (1d4+3/19-20)
wooden]) Atk Options sneak attack (+1d6)
Fort +4, Ref +2, Will +0 Combat Gear potion of bull’s strength, potion of invisibility,
hp 18 (2 HD) tanglefoot bag (2)
Space 5 ft.; Base Atk +2; CMB +2 Abilities Str 17, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Melee morningstar +2 (1d8) SQ agility (+1), rogue talent (combat feat), trapfinding (+1),
Ranged light crossbow (range 80 ft.) +4 (1d8/19-20) weapon familiarity (orc)
B B
Combat Gear bolts (10) Feats Dodge , Improved Initiative , Skill Focus (Stealth),
B
Abilities Str 11, Dex 14, Con 13, Int 9, Wis 10, Cha 8 Toughness, Weapon Focus (greataxe)
B
Feats Skill Focus (Perception) , Toughness Skills as above plus Disable Device +7, Intimidate +5, Knowledge
Skills as above plus Intimidate +3 (local) +5
Languages Common Languages Common, Orc
Gear as above plus 1d6 sp Gear as above plus 1 gp, 7 sp

50
THE BAND grown fond of several of the children and so won’t willingly
abandon his charges.
§ Male (8) Use the bandit stat block to portray these men;
Distinguishing Features: Crorg’s nose has clearly been
names Coel, Dunn, Eadgar, Gyric, Praen, Sidrac, Ulf and
broken several times; he also has large tusks protruding from his
Wulfric.
mouth.
§ Female (7) Use the camp follower stat block to portray the
Mannerisms: Crorg coughs up great gobs of phlegm, which
bandit’s wives; names Aebbe, Buce, Ealhild, Heiu, Inga, Oshild
he spits noisily to the ground during conversations.
and Ymma.
§ Children (12) Use the camp follower stat block modified by the
AREA FEATURES
young creature template (+2 to all Dex-based rolls, -2 to all
other rolls; hp 4) to portray the children. The area has several features of note:
Trail: A muddy, rutted 10 ft. wide trail wends its way through
CRORG the trees. Movement on the trail is uninhibited.
Woodland Sounds: Background noise increases the DC of
This hulking half-orc has done his best to help the reluctant
sound-based Perception checks by 2 per 10 ft., not 1.
bandits, but he is not a skilled leader.
Normal Trees: A creature standing in the same square as a
Background: Crorg was resting at the village with the rest of
tree (AC 4, hardness 5, hp 150, DC 15 Climb) gains partial cover
his adventuring party, when the raiders struck. His fellows were
(+2 AC, +1 Reflex).
slain, but Crorg managed to lead some of the villagers to safety.
Massive Trees: Huge trees (AC 3, hardness 5, hp 600; DC 15
Personality: A reluctant leader, Crorg hates responsibility
Climb check) fill an entire square. They provide cover (+4 AC, +2
and is completely out of his depth. Unfortunately for him, he has
Reflex).
Fallen Tree: A fallen tree provides cover (+4 AC, +2 Reflex).
Characters can clamber over it with a DC 5 Climb check or leap
atop it with a DC 12 Acrobatics check. Characters on a fallen tree
gain the benefits of higher ground (+1 on melee attacks) but are
considered balancing.
The fallen tree’s canopy fills adjacent squares; treat such
areas as heavy undergrowth.
Light Undergrowth: Vines and roots cover many non-trail
squares, increasing the DC of Acrobatics and Stealth checks by 2.
It costs two squares of movement to enter such squares.

SCALING THE ENCOUNTER


To modify this encounter, apply the following changes:
EL 5 (XP 1,600): Remove four bandits.
EL 7 (XP 3,200): Add four bandits.

CAMP FOLLOWER (7) CR 1 /3 (XP 13 5)


Human commoner 1
N Medium humanoid (human)
Init +0; Senses Perception +1, Sense Motive +1
Speed 30 ft.; ACP 0; Climb +5, Swim +5
AC 10, touch 10, flat-footed 10; CMD 11
Fort +2, Ref +0, Will -1
hp 6 (1 HD)
Space 5 ft.; Base Atk +0; CMB +1
Melee dagger +1 (1d4+1/19-20)
Abilities Str 13, Dex 11, Con 14, Int 10, Wis 8, Cha 9
B
Feats Alertness , Skill Focus (farmer or similar)
Skills as above plus Profession (farmer or similar) +6
Languages Common
Gear as above plus belt pouch, 2d4 cp, peasant’s outfit

51
RIDERLESS HORSE (EL 3; XP 800)
As the PCs journey along a trail or track in a borderland or FURTHER INVESTIGATIONS
wilderness area, a riderless horse gallops towards them. The
With a DC 4 Survival check, the PCs follow Thunder’s trail down
encounter starts when the horse is 6d6 x 40 ft. away.
the track. Several miles away, the PCs discover obvious signs of
The drumming of hooves heralds the arrival of a galloping, battle. Successful skill checks reveal additional information in
riderless horse. Foam flies from its mouth and its flanks heave as this area (also see “GM’s Notes” for further information):
it nears exhaustion. Streaks of blood splatter its saddle and
§ Perception (DC 15): Blood splatters the ground. The placement
barding; of its rider, there is no sign.
of the pools and spatter indicates at least one attacker was
If the PCs let the horse pass, the encounter ends. If they try to wounded.
calm the horse, refer to the relevant sections below. § Heal (DC 15): A large pool of drying blood on the trail strongly
suggests that Thunder’s rider was badly injured.
CALMING THUNDER § Survival (DC 9): The trail of a half-dozen or so individuals leads
away from the road.
If the PCs choose to calm the horse, they have several options.
Wild Empathy (DC 15): A successful check improves
TREASURE
Thunder’s attitude from indifferent to friendly. A failed check
unnerves the beast and it becomes unfriendly. A DC 20 Wild Thunder and all its equipment is worth 1,326 gp. Additionally, if
Empathy check returns it to indifferent; PCs failing this check the PCs search Thunder’s saddlebags they find:
renders Thunder hostile and he flees.
§ A bundle of fine clothes wrapped in a fur-lined cloak.
Handle Animal (DC 20): A successful check calms Thunder. A
§ A small pouch of mixed coinage (total worth 38 gp).
failure increases the DCs of subsequent checks by 5. If the PCs
§ Three days worth of trail rations, a bag of fodder, two full
fail a DC 25 Handle Animal check, the horse runs away.
wineskins and one full waterskin.
Ride (DC 20): A character making this check grabs Thunder’s
§ Miscellaneous camping gear including a bedroll and winter
reins and uses them to calm the terrified beast. A failure
blanket.
indicates Thunder makes a full attack on the character. A
§ Additional items that may lead into the next adventure or
character first leaping into the horse’s saddle (DC 15 Ride check)
provide clues as to Thunder’s owner’s identity.
gains a +5 bonus on subsequent checks.
Modifiers: Healing Thunder’s wounds gives the PCs a +10
bonus on any subsequent checks made to calm it.
Spells: Spells such as calm emotions and calm animals can
resolve the situation (dependant on Thunder’s saving throws).
Success: If the PCs calm Thunder, award them 800 XP.
Failure: If the PCs fail to calm Thunder, he canters away.
THUNDER (WARHORSE) CR 3 (XP 800)
N Large advanced animal
Init +4; Senses low-light vision, scent; Perception +10, Sense
Motive +3
Speed 35 ft., base speed 50 ft.; ACP -3; Acrobatics +1
AC 20, touch 12, flat-footed 17; CMD 23 (27 vs. trip)
GM’S NOTES
(+6 armour [mwk breastplate barding], +3 Dex, +2 natural, -1
A GM can use this encounter simply as a chance for the party’s size)
druid or ranger to shine, as an opportunity to introduce needed Fort +9, Ref +8, Will +4
treasures or plot devices or as the prelude to the party’s next hp 38 (currently 24) (4 HD)
adventure (or side trek). Space 10 ft.; Base Atk +3; CMB +9
At the GM’s discretion, the ambush site can hold clues to Melee bite +7 (1d4+5) and
Melee 2 hooves +0 (1d6+2)
the horse’s attackers and even tracks leading to the site of their
Abilities Str 21, Dex 18, Con 21, Int 6, Wis 17, Cha 11
next adventure. The GM should tailor the clues found at the
SQ trained for war
ambush site to suit the next adventure’s main protagonists.
Feats Armour Proficiency (Light), Armour Proficiency (Medium),
Alternatively, the PCs can learn nothing more at the ambush Endurance
B

site – simply keeping Thunder and the items in his saddlebags Gear as above plus bit and bridle, military saddle, saddlebags,
as the spoils of an adventurous life. feed (4 days)

52
SIR VALIO ILMONEN (CR 2; XP 600)
The PCs encounter a wandering knight eager for glory and SIR VALIO
battle-loot. Initially indifferent to those he meets, if rendered
friendly (DC 16 Diplomacy) Sir Valio travels with worthy
ILMONEN
adventurers for a short time in search of glory and loot. If the Sir Valio is the
PCs instead render him unfriendly, he takes his leave, but does youngest son of a
not forget their bad manners and lack of respect. minor noble. As such,
he is due to inherit
virtually nothing.
Background:
Bitter at his birth
SI R V ALI O IL MONEN CR 2 (XP 600)
station, Valio has left
This tall warrior would be devastatingly handsome were it not
for the perpetual sneer on his mouth. his ancestral home to
better his lot and to
Male human cavalier (order of the cockatrice) 3
CN Medium humanoid (human) win glory and fame. He
Init +2; Senses Perception -1, Sense Motive +5 has gained experience – and a
Speed 20 ft., base speed 30 ft. small amount of fame – on the
ACP -3; Acrobatics -1 (-5 jumping), Ride +5 (+8 riding Mount) borderlands fighting evil marauders.
AC 19, touch 13, flat-footed 16; CMD 18 He has realised, though, that while doing so he is unlikely to gain
(+2 Dex, +6 armour [mwk breastplate], +1 dodge) great treasure. Thus, he has assumed the mantle of wandering
Fort +4, Ref +3, Will +0 adventurer.
hp 26 (3 HD)
Personality: Although a noble, his birth station is a source of
Space 5 ft.; Base Atk +3; CMB +6,
contention to him. He (irrationally) loathes his father for siring
Melee mwk falchion +8 (2d4+3/18-20) or
Melee lance (reach 10 ft.) +6 (1d8+3/x3) or him last. His personality is abrasive; he treats all around him to
Melee dagger +4 (1d4+3/19-20) near-constant sneering and cutting remarks. However, he tells
Ranged longbow (range 100 ft.) +5 (1d8/x3) funny, interesting stories and he is an excellent man in a fight.
Atk Options Power Attack (-1 attack, +2 damage [+3 damage He possesses immense self-worth and loudly (and impatiently)
with falchion or lance]), cavalier’s charge, challenge (1/day), explains the best course of action.
tactician (Precise Strike) Mannerisms: Sir Valio believes that he is better than almost
Challenge (Ex) As a swift action, Valio chooses one target within everyone he meets. His body language and tone of voice scream
sight to challenge. Against that foe his melee attacks deal +3
this in almost all social encounters.
damage (plus +1 morale bonus to melee damage if he is the
only one threatening the target [not counting his mount]). Distinguishing Features: Sir Valio is devastatingly attractive.
He takes a –2 penalty to AC, except against attacks made by
the challenge’s subject. The challenge remains in effect until
the target is dead or unconscious or until combat ends.
Precise Strike (Ex) When allies with this feat flank the same SW I FT- STEP (SI R V AL I O’ S W AR HO R SE) CR -
creature, they deal an additional 1d6 precision damage. This large, muscular horse wears leather barding.
Tactician (Ex) As a standard action, Valio grants use of Precise N Large animal
Strike to all allies within 30 feet who can see and hear him Init +6; Senses low-light vision, scent; Perception +7, Sense
for 4 rounds. Motive +1
Special Actions Dazzling Display (+10; braggart) Speed 50 ft.; ACP 0; Acrobatics +2 (+10 jumping)
Braggart (Ex) Valio uses a standard action extolling his battle
AC 17, touch 11, flat-footed 15; CMD 18
prowess. He gains a +2 morale bonus on melee attacks
(-1 size, +2 Dex, +2 armour [leather barding], +4 natural)
against demoralized targets.
Fort +5, Ref +5 (evasion), Will +2
Combat Gear arrows (20)
hp 22 (3 HD)
Abilities Str 17, Dex 14, Con 12, Int 10, Wis 8, Cha 13
Space 10 ft.; Base Atk +2; CMB +6
SQ mount, order (Cockatrice)
B B Melee bite +4 (1d4+3) and
Feats Dazzling Display , Power Attack, Precise Strike , Skill 2 hooves -1 (1d6+1)
Focus (intimidate), Weapon Focus (falchion)
Abilities Str 17, Dex 14, Con 15, Int 2, Wis 12, Cha 6
Skills as above plus Bluff +7, Handle Animal +5, Intimidate +10,
SQ combat trained
Perform (storytelling) +7 B
Feats Armour Training (light) , Improved Initiative, Toughness
Languages Common
Languages link
Gear as above plus standard adventuring equipment

53
SHATTERED BRIDGE (EL 6; XP 2,400)
Travelling through a forest, the PCs discover a ruined bridge. To brackets. Remember, if a PC fails a Diplomacy check by 5 or
continue their journey, they must somehow cross it or make a more, Valentin’s attitude worsens by one step.
lengthy detour.
§ Hostile (DC 27): Valentin threatens the PCs with a horrible
The rising road curves around a small stand of trees before death. If they fail to improve his attitude, or if they
reaching a ruined bridge of stone construction. Much of the subsequently render him hostile, he attacks.
bridge’s arch has collapsed and now lies in the river below. § Unfriendly (DC 22): Valentin demands a bribe – cast into the
river – to let them pass.
Sadly for the PCs, the spirit of a dead mage, killed when the § Indifferent (DC 17): Valentin appears confused, suddenly
bridge collapsed during a storm, haunts the waters beneath the realising that he is in fact dead.
shattered arch. The dead wizard attacks all those trying to use § Friendly (DC 12): Valentin lets his new friends pass peacefully.
the bridge or who linger in its immediate vicinity. § Helpful: Valentin offers the PCs his treasure, if bury his
remains.
TACTICS
Driven mad by the trauma of his death, Valentin attacks the PCs, TREASURE
using his fly ability to stay away from their attacks. He first uses Valentin's treasure and skeletal remains lie at the bottom of the
web (against those on the bridge), and fireball before switching river, partially buried in silt. A DC 25 Perception check made by a
to summoning monsters. He enjoys using corrupting touch on submerged character locates the remains: the sodden remnant
those trapped in his web and fighting within a stinking cloud (to of a spellbook, a masterwork dagger, a ring of protection +1
which he is immune). He uses telekinesis to hurl opponents into (faint [DC 17 Knowledge {arcana} abjuration]; DC 18 Spellcraft
the river. identifies) and an iron wand of summon monster II (10 charges;
faint [DC 17 Knowledge {arcana} conjuration]; DC 18 Spellcraft
DIPLOMACY identifies).
Valentin is not completely lost to madness, and can be reasoned
with, if the PCs do so quickly. Initially, he is hostile. The DC
required to improve Valentin’s attitude by one step is noted in

VALENTIN P E N N A N E N CR 6 (XP 2,400) Summoner’s Charm (Su) Whenever Valentin casts a conjuration
Translucent water drips from the drenched clothes of this (summoning) spell the duration increases by two rounds.
ghostly, corpulent man. The entire left-hand side of his body Telekinesis (Su) Every 1d4 rounds Valentin can use telekinesis
is horribly crushed and broken. (CL 12).
Male human wizard (conjurer) 5 Wizard Spells Prepared (CL 5th; concentration +9; barred
N Medium undead (augmented humanoid, incorporeal) schools: evocation, necromancy; Augment Summoning,
Init +5; Senses darkvision 60 ft.; Perception +10, Sense Motive bonded object [amulet])
+2 3rd—fireball (DC 18), stinking cloud (DC 19), summon monster
Speed fly 30 ft. (perfect) III
ACP 0; Fly +9, Stealth +9 (incorporeal) 2nd—resist energy (2), summon monster II, web (DC 18)
1st—grease (2; DC 17), mage armour, summon monster I (2)
AC 13, touch 13, flat-footed 12; CMD 15
0—acid splash, detect magic, mage hand, prestidigitation, read
(+1 Dex, +2 deflection)
magic
Immune mind-affecting effects, death effects, disease,
paralysis, poison, sleep effects, stunning, nonlethal damage, Abilities Str —, Dex 12, Con —, Int 18, Wis 14, Cha 14
ability drain, energy drain, damage to physical abilities, SQ rejuvenation
B B
exhaustion, fatigue, massive damage, any effect requiring a Feats Augment Summoning , Brew Potion , Greater Spell Focus
B
Fortitude save (unless it affects objects or is harmless); critical (conjuration), Improved Initiative, Scribe Scroll Spell Focus
hits and precision-based damage (except from ghost touch (conjuration)
weapons); nonmagical attacks; Resist channel resistance +4 Skills as above plus Knowledge (arcana) +12, Knowledge
Fort +3, Ref +2, Will +6 (dungeoneering) +12, Knowledge (engineering) +9,
hp 30 (5 HD); half-damage from spells and magic weapons Knowledge (geography) +8, Knowledge (history) +12,
Knowledge (local) +9, Knowledge (nature) +8, Knowledge
Space 5 ft.; Base Atk +2; CMB +2
(nobility) +8, Knowledge (planes) +12, Knowledge (religion)
Melee Touch corrupting touch +2 (6d6, Fortitude DC 14 halves)
+8, Linguistics +11, Spellcraft +12
Ranged Touch (7/day) acid dart (range 30 ft.) +3 (1d6+2 acid)
Languages Aquan, Auran, Celestial, Common, Draconic, Goblin,
Special Actions summoner’s charm, telekinesis
Ignan, Infernal, Terran

54
AREA FEATURES THE BRIDGE
The area has several features of note: The bridge is of stone construction (hardness 8, hp 270, DC 35
Background Noise: The noise of the river increases the DC of Break), stands 10 ft. above the river and has the following
hearing-based Perception checks made within 20 ft. by 2. features of note:
River: The cold water of the river slides sedately (DC 10 Broken Span: The remains of the bridge’s arch lie in the river
Swim check) beneath the river’s tumbled arch. The river is 10 ft. leaving a gap of 10 ft. Characters can jump the gap with a DC 10
deep and 20 ft. wide. Acrobatics check.
Fallen Stones: Shards of the bridge’s arch lie in the river. Bridge Parapet: The bridge parapet is 3 ft. high and provides
Characters can leap from stone to stone with a DC 12 Acrobatics cover (+4 to AC, +2 on Reflex saves). Characters can balance atop
check. A character requires three such checks to cross the river. it without making an Acrobatics check, but those moving along it
Mud Banks: Steep, muddy banks line the river and provide at full speed must make a DC 12 Acrobatics check. Characters
cover (+4 to AC, +2 on Reflex saves). Characters can scale the failing by 5 or more fall into the river (but take no damage). A
banks with a DC 15 Acrobatics check. Failure by 5 or more character making a DC 20 Reflex save falls prone on the bridge.
indicates the character falls prone and slides into the river.
Trees: A creature standing in the same square as a tree (AC SCALING THE ENCOUNTER
4, hardness 5, hp 150, DC 15 Climb check) gains partial cover (+2 To modify this encounter, apply the following changes:
to AC, +1 on Reflex saves). EL 5 (XP 1,600): Apply the young creature template to
Light Undergrowth: A square filled with light undergrowth Valentin (+2 on all Dex-based rolls, -2 on all other rolls, hp 20).
costs 2 squares of movement to enter, but provides EL 7 (XP 3,200): Apply the advanced creature template to
concealment (20% miss chance). Light undergrowth also Valentin (+2 on all rolls [including damage rolls] and special
increases the DC of Acrobatics and Stealth checks by 2. ability DCs; AC 17 touch 17 flat-footed 16, CMD 19, hp 40).

55
SPIDERS (EL 3; XP 800)
A giant spider and its young lair in this patch of deep forest. The Massive Trees: Huge trees (AC 3, hardness 5, hp 600; DC 15
spiders have recently caught Yurval, a dwarven scout who was in Climb check) fill an entire square. They provide cover (+4 AC, +2
the wrong place at the wrong time. They have kept him for a Reflex saves).
tasty snack; when he sees the party he calls for aid. Read: Webbed Dwarf: Yurval is caught high up in a massive tree.
Bound in webs and weakened by the spider’s repeated bites, he
You are travelling through an especially dense patch of forest. cannot free himself.
Ahead, a great mass of spider webs covers the trees. As you
survey the scene, you hear a weak voice seemingly coming from RESCUING YURVAL
one of the trees calling for help...
Yurval is desperate for rescue and should PCs do so and tend his
The spiders attack any intruders entering their territory. wounds award them an extra 200 XP. Yurval is grateful and (if
they need a trap-finder) offers to travel with them on their
TACTICS adventure. He also arranges for them to receive 1,000 gp worth
of masterwork weapons and armour. He seeks them out with
The spider swarm engulfs as many PCs as possible, fighting until
their equipment 2d3+1 weeks after taking leave of the party.
broken up.
The giant spider remains in the trees, throwing webs until
SCALING THE ENCOUNTER
every PC is entangled. It then uses its poisonous bite to
incapacitate a foe (which it then adds to its larder). It flees if To modify this encounter, apply the following changes:
reduced to 5 or fewer hit points. EL 2 (XP 600): Remove 1 HD from the swarm (-1 Fort saves, -
1 BAB, hp 5).
AREA FEATURES EL 4 (XP 1,200): Add one giant spider.

The area has several features of note:
Illumination: Normal light.
Spider Webs: Spider webs cover the trees and undergrowth.
Heavy Undergrowth: Dense thorn bushes and other tangled
GIANT SPIDER CR 1 (XP 400)
growths make movement through these areas extremely
A spider the size of a man crawls silently from the depths of its
difficult. It costs 4 squares of movement to enter such a square. funnel-shaped web.
It is impossible to run and charge through a square containing N Medium vermin
heavy undergrowth. Characters in heavy undergrowth gain Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception
concealment (30% miss chance) and a +5 circumstance bonus on +4 (+8 in webs), Sense Motive +0
Stealth checks. Speed 30 ft., climb 30 ft.
ACP 0; Climb +16, Stealth +7 (+11 in webs)
AC 14, touch 13, flat-footed 11; CMD 15 (27 vs. trip)
SPIDER SWARM CR 1 (XP 400)
(+3 Dex, +1 natural)
A veritable carpet of tiny black spiders swarms toward you.
Immune mind-affecting effects
N Diminutive vermin (swarm) Fort +4, Ref +4, Will +1
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.; Perception hp 16 (3 HD)
+4, Sense Motive +0
Space 5 ft.; Base Atk +2; CMB +2
Speed 20 ft., climb 20 ft.
Melee bite +2 (1d6 plus poison [DC 13 Fortitude {1 save}
ACP 0; Acrobatics +3 (-1 jumping), Climb +11, Stealth +15
frequency 1/round for 4 rounds; effect 1d2 Str damage])
AC 17, touch 17, flat-footed 14; CMD − Ranged Touch web (range 10 ft.; 8/day) +5 (entangled)
(+4 size, +3 Dex) Web (Ex) A web-spinning spider can throw a web (range
Immune critical hits, flanking, mind-affecting effects, weapon increment 10 ft.; maximum range 50 ft.; +5 ranged touch). A
damage; Weakness vulnerable to spells or effects with an Large or smaller creature struck is entangled (DC 12 Escape
area (+50% damage) Artist or DC 16 Strength check breaks free) in the web (DR -
Fort +3, Ref +0, Will +0 /5; hp 2). A web-spinning spider can also create a sheet of
hp 9 (2 HD) web three times their size. Targets making a DC 20
Space 10 ft.; Base Atk +1; CMB − Perception check spot the web, but others tumble into it
Melee swarm (reach 0 ft.) (1d6 plus poison [DC 11 {1 save}; and become trapped (as above). Attempts to escape gain a
frequency 1 round for 2 rounds; effect 1d2 Str] plus +5 bonus if the trapped creature has something to walk on
distraction [nauseated {1 round}; DC 11 negates]) or grab.
Abilities Str 1, Dex 17, Con 10, Int −, Wis 10, Cha 2 Abilities Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2

56
YURVAL WERSTEN caught stealing. Although he accepted the punishment with
good grace, PCs making a DC 20 Sense Motive check realise he is
This doughy dwarven scout covets gems and is searching the
hiding something. He is also slightly racist and really only trusts
area for a suitable place to establish a mine. Sadly for Yurval, this
fellow dwarves. He conceals his real reason for travelling
mission is not entirely voluntary; months ago he was caught
through the forest, saying only that he was adventuring.
stealing from visiting human merchants. In punishment – and to
Mannerisms: Badly weakened by repeated spider bites,
appease their merchant contacts – the clan elders despatched
Yurval has developed a hacking cough. His ordeal has also gifted
Yurval to the densest, most remote reaches of the forest to
him with a deep fear and hatred of spiders. In the future, he
search for a suitable site for the mine.
does not willingly attack them, instead preferring to flee.
Background: Clan Wersten is contemplating setting up a
Distinguishing Features: Yurval has a thick, almost
small mining outpost in the area and Yurval is one of several
impenetrable beard. He also has terrible, stale breath and a lazy
scouts searching for a suitable spot. Yurval is a brave and true
left eye.
son of the Wersten clan. Dwarven sages have long theorised that
Hooks: As noted, Yurval is happy to adventure with the PCs
great deposits of precious metals should lie under the woods
for a short while, particularly if they are also searching for a lost
and Yurval searches for a cave entrance to enable exploratory
cave (or similar feature). During the ensuing travels, he keeps a
mining.
close eye out for mineral deposits and collects samples if he can
Personality: Although neutral in outlook, Yurval is
do so surreptitiously.
ferociously loyal to his clan. As a good dwarf should, he hates
Yurval also keeps a detailed map and journal of his journey
goblins and orcs, but his love for gems and precious metals
(as proof of his exploits). If the PCs are searching for something
eclipses even this hatred. A heavy drinker, he loves games of skill
in particularly – a ruined castle, lost cave, a certain tribe’s lair
and often challenges those he meets to impromptu archery
and so on – he may have already found it.
contests.
Special Note: As he is not expected to participate in this
Yurval is embarrassed (and angry with himself) for being
fight, Yurval’s stat block presents his abilities as if his Strength
was 15.
YURV AL W ER STEN CR 1 (XP 400)
This broad and muscular male dwarf has a long, thick beard and
dark brown eyes.
Male dwarf rogue 1
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +4 (+5 vs. traps, +6
vs. unusual stonework, +7 vs. stone traps; stonecunning,
trapfinding), Sense Motive +4
Speed 20 ft.
ACP -1; Climb +5, Stealth +5
AC 16, touch 12, flat-footed 14; CMD 12 (16 vs. bull rush or
trip); +4 vs. giant-type foes
(+2 Dex, +4 armour [mwk chain shirt])
Fort +2 (+4 vs. poison), Ref +4, Will +0; +2 vs. spells and spell-
like abilities
hp 11; currently 1 (1 HD)
Space 5 ft.; Base Atk +0; CMB +2
Melee battleaxe +3 (1d8+3/x3)
Ranged composite shortbow (range 70 ft.) +2 (1d6+2/x3)
Atk Options +1 vs. orcs and goblinoids, sneak attack +1d6
Combat Gear arrows (20)
Abilities Str 15 (currently 1), Dex 14, Con 15, Int 10, Wis 10, Cha
10
SQ trapfinding (+1)
Feats Weapon Focus (battleaxe)
Skills as above plus Appraise +4 (+6 for nonmagic metals and
gems), Disable Device +7, Knowledge (dungeoneering) +4,
Knowledge (local) +4
Languages Common, Dwarven
Gear as above plus backpack, thieves’ tools and adventuring
equipment

57
THE ANTS GO MARCHING IN (EL 8; XP 4,800)
When Tiernus, a faun bard, attracted the eye of Baron Adalric check, they explain the full story. However, they fear angering
Brauwald, he also drew the attention of Adalric's domineering Lavernia. Unless the PCs make a DC 29 Diplomacy check, the
mother, the dowager Baroness Lavernia Brauwald. Lavernia, brothers won't leave before the ants kill Tiernus.
deciding to eliminate the threat to her dynasty, hired two fey- During discussions read or paraphrase the following:
hunting brothers to kill Tiernus. Wanting to scare her son back to
the straight and narrow, she demands a gruesome end for The buried faun suddenly flinches, yelping in pain, and shaking
Tiernus. While the PCs travel through woods near Brauwald his head furiously as more ants arrive from the nearby anthill.
Keep, they hear the faun's cries for help and pleas for mercy. "Please," he pleads, voice sounding desperate, "Help a poor
When they investigate, read: musician. I've done nothing wrong. Mercy, I beg of you!"

The voice comes from a faun buried up to his neck in the centre
of a grassy clearing near a large anthill. Sticky, golden honey TIERNUS CR 5 (XP 1,600)
covers his head and finger-sized ants crawl on it. A pair of A human head with curling horns sticks out of the disturbed
earth. Black ants crawl over the amber liquid coating the
humans stands nearby watching impassively.
whimpering creature.
Male faun bard 5
NEGOTIATIONS CG Medium fey
Grimhold and Greghof Darck are not looking for, nor expecting, Init +4; Senses low-light vision; Perception +7, Sense Motive +6
trouble. If approached, they explain calmly, but coldly, that Speed 30 ft.; ACP 0; Acrobatics +9, Stealth +10
Tiernus was causing difficulties and they were hired to dispose of AC 17, touch 14, flat-footed 13; CMD 23
him. They are initially indifferent, but with a DC 14 Diplomacy (+4 Dex, +3 natural)
Fort +4, Ref +11, Will +8; +4 vs. bardic performance, sonic and
ARMY ANT SWARM CR 5 (XP 1,600) language-dependent effects
hp 16 (3 HD); DR cold iron/2
A carpet of finger-sized black ants rush forward, thousands of
tiny mandibles clicking menacingly. Space 5 ft.; Base Atk +7; CMB +9
Melee unarmed strike +9 (1d3+2 nonlethal)
N Fine vermin (swarm)
Init +2; Senses darkvision 60 ft.; Perception +4 Special Actions pan pipes, bardic performance (24 rds.;
Speed 30 ft., climb 30 ft.; ACP 0; Climb +10 Lingering Performance, countersong, distraction, fascinate,
inspire courage [+2], inspire competence [+2])
AC 20, touch 20, flat-footed 18; CMD —
Panpipes (Su [swift; 3/day]) Tiernus can use his masterwork
(+2 Dex, +8 size)
panpipes to augment his spell-like abilities, increasing the
Immune any spell or effect that targets a specific number of
DC of the next spell-like ability he uses on his turn by +2.
creatures, critical hits, flanking, mind-affecting effects,
Bard Spells Known (CL 5th; concentration +11)
weapon damage; Weakness +50% damage from spells or
2nd (4/day)—alter self, gallant inspiration, suggestion (DC 18)
effects that affect an area, susceptible to high winds
1st (6/day)—charm person (DC 17), share language, touch of
Fort +7, Ref +5, Will +3
gracelessness (DC 17)
hp 49 (11 HD)
0 (at will)—dancing lights, detect magic, lullaby, message,
Space 10 ft.; Base Atk +8; CMB — spark, summon instrument
Melee swarm (0 ft.) (3d6) Spells-Like Abilities (CL 3rd; concentration +9)
Atk Options cling, consume, distraction (DC 15) At will—ghost sound (DC 16)
Cling (Ex) If a creature leaves an army ant swarm's square, the 1/day—hideous laughter (DC 17), sleep (DC 17)
swarm suffers 1d6 damage to reflect the loss of its numbers
Abilities Str 14, Dex 18, Con 15, Int 15, Wis 12, Cha 22
as several of the crawling pests cling tenaciously to the
SQ bardic knowle dge , lore maste r, versatile pe rformance
victim. A creature with army ants clinging to him takes 3d6
(wind), well-versed
damage at the end of his turn each round. As a full-round
Feats Extra Performance, Lingering Performance, Point Blank
action, he can remove the ants with a DC 17 Reflex save.
Shot, Spellsong, Weapon Finesse
High wind or any amount of damage from an area effect
Skills as above plus Appraise +10, Bluff +12, Knowledge (arcana)
destroys all clinging ants. The save DC is Dexterity-based.
+8, Knowledge (dungeoneering) +8, Knowledge
Consume (Ex) An army ant swarm rapidly consumes any
(engineering) +8, Knowledge (geography) +12, Knowledge
creature it swarms over. Against helpless or nauseated
(history) +8, Knowledge (local) +12, Knowledge (nature) +9,
targets, an army ant swarm attack deals 6d6 damage.
Knowledge (nobility) +9, Knowledge (planes) +8, Knowledge
Distraction (Ex) Any living creature that takes damage from an
(religion) +8, Perform (wind) +17, Spellcraft +10, Survival +3,
army ant swarm is nauseated for 1 round (DC 15 Fortitude
Use Magic Device +14
negates). The save DC is Constitution-based.
Languages Common, Elven, Gnome, Sylvan
Abilities Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2

58
When the PCs arrive, the ants are just picking up the honey’s AREA FEATURES
scent, and a few crawl on the helpless bard. If the PCs attack the
The area has several features of note:
Darcks, an ant swarm emerges from the anthill in the first round
Clearing: Tiernus is buried in the centre of a 60-foot grassy
of combat; if the PCs do not attack, the ants emerge several
clearing.
minutes after their arrival at a dramatic moment in negotiations.
Anthill: The anthill is 30 ft. north of Tiernus.
Light Undergrowth: Light undergrowth surrounds the
TACTICS
clearing. A square filled with light undergrowth costs 2 squares
Ants: The ants move directly toward Tiernus, using their of movement to enter, but provides concealment (20% miss
consume ability on the helpless faun. If undisturbed, they pick chance). Light undergrowth also increases the DC of Acrobatics
the flesh off the bard for one minute after Tiernus dies, and Stealth checks by 2.
retreating to their hill afterward.
Tiernus: Tiernus is trapped and helpless but uses gallant CONSEQUENCES
inspiration to help PCs during a fight. If freed, he summons his
If the Darcks survive, they report to the dowager baroness, who
pan pipes and uses his bardic abilities to support the PCs.
might seek revenge against the PCs. If Tiernus survives, he asks
Darcks Brothers: If the PCs try to free Tiernus or attack the
the PCs to escort him out of the barony, supporting them as best
Darcks, the brothers fight in unison; if one isn't in melee, he uses
he can until he feels safe.
the aid another action to boost the other's AC. They harbour no
ill will against the PCs and fight defensively, using their judgment
SCALING THE ENCOUNTER
ability to boost their AC or heal themselves and saving their
bane ability unless reduced below 36 hp. If either is reduced to To modify this encounter, apply the following changes:
10 hp, both surrender. If either brother is killed, the other EL 7 (XP 3,200): Apply the young creature template to the
concentrates on killing whoever was responsible. Darcks (+2 on all Dex-based rolls, -2 on all other rolls; 36 hp)
EL 9 (XP 6,400): Add a second ant swarm.

GRIMHOLD AND GREGHOF DARCK CR 5 (XP 1,600) § Protection: The Darcks brother gains a +2 sacred bonus to AC.
Neatly trimmed beards adorn the faces of these men, who wear
brown leather tunics and a fur cloak over their chainmail. A Special Actions touch of law
morningstar hangs at their hip and a symbol of the god of Touch of Law (Su [standard; 6/day]) A Darcks brother can
law adorns their neck. touch a willing creature. The creature treats all attack rolls,
skill checks, ability checks and saving throws for 1 round as
Male human inquisitor 6
if it rolled an 11.
LN Medium humanoid (human)
Inquisitor Spells Known (CL 6th; concentration +9; law domain)
Init +4; Senses Perception +12, Sense Motive +15
Speed 20 ft., base speed 30 ft.; ACP -6; Acrobatics -5 (-9 2nd (4/day)—castigate (DC 15), invisibility, see invisibility,
spiritual weapon
jumping)
1st (5/day)—ear-piercing scream (DC 14), forbid action (DC 14),
AC 20, touch 12, flat-footed 18; CMD 18; vermin repellent
protection from chaos, shield of faith
(+7 armour [+1 chainmail], +1 Dex, +1 dodge [Dodge], +1
0 (at will)—detect magic, guidance, light, read magic,
shield [light steel])
resistance, stabilize
Vermin Repellent The Darcks applied vermin repellent before
Spells-Like Abilities (CL 6th; concentration +9)
burying Tiernus. The ant swarm must make a DC 15
At will—detect chaos, detect evil, detect good, detect law
Fortitude saving throw to enter their square.
6 rds./day—discern lies (DC 17)
Fort +7, Ref +3, Will +10
Combat Gear arrows (20), potion of cure light wounds (2)
hp 48 (6 HD)
Abilities Str 14, Dex 12, Con 14, Int 10, Wis 17, Cha 8
Space 5 ft.; Base Atk +4; CMB +6
SQ monster lore, stern gaze
Melee +1 morningstar +8 (1d8+3)
Feats Back to Back, Dodge, Extended Bane, Iron Will, Stealth
Ranged shortbow (range 60 ft.) +5 (1d6/x3)
Synergy, Weapon Focus (morningstar)
Atk Options judgment, bane, solo tactics
Skills as above plus Diplomacy +5, Intimidate +8, Knowledge
Bane (Su [swift; 9 rds./day) A Darcks brother imbues his
(arcana) +6, Knowledge (dungeoneering) +6, Knowledge
weapon with the bane weapon quality.
(nature) +9, Knowledge (planes) +6, Knowledge (religion)
Judgement (Su [swift; 2/day]) A Darcks brother in combat can
+6, Spellcraft +6, Survival +9 (+12 tracking)
pronounce judgement on a foe. They only use the following
Languages Common
judgements (and the benefit lasts until the combat is over).
Gear as above plus backpack, cold iron masterwork manacles,
§ Healing: The Darcks brother gains fast healing 3. vermin repellent (2), shovel, weapon blanch (cold iron) (2),
wooden holy symbol

59
THE GREY GROVE (EL 12; XP 19,200)
The Grey Grove is described by those nearby as a desolate realm opponent at a time, always re-casting daylight if it is dispelled.
of loss and despair, haunted by – if rumours are true – the If two are slain, the third calls the blighted lurkers and the
mourning spirit of a glimmering fairy princess and her court. Witchlight to come aid it. The lurkers arrive in 1d4 rounds, and
While it is true fey visitors infest the grove, they are not haunts; the Witchlight one round later. Due to their enthralment to the
rather, these malevolent creatures are equal parts prisoners and Witchlight, all five Lurkers cannot use their ritual gate ability.
predators, themselves captured by the true source of the listless The blighted lurkers use the same tactics as their healthier
miasma that infests the deep woods: the Witchlight. kin, though their reduced Charisma prevents them from using
their spell-like abilities. The Witchlight focuses its disintegrating
As you pass through the deeper wood, it is impossible to miss the touch on the nearest hostile target, or anyone striking it with a
absence of colour from more and more of the surrounding flora. force effect. If any characters are reduced to unconsciousness,
Plant debris – twigs, leaves, underbrush – crackle and snap
beneath your feet, crumbling to dust with a touch, and the trees LURKER IN LIGHT (3) CR 5 (XP 1,600)
have faded to a dull, flat grey colour and appear lifeless and This small, winged, emaciated woman appears blurry and semi-
skeletal in the dim half-light. translucent, fading into near-invisibility as she moves into
bright light.
PCs may make a Perception and Knowledge (nature) checks, NE Small fey (extraplanar)
followed by a DC 22 Will save, to learn more. Init +8; Senses low-light vision; Perception +16, Sense Motive
+3
§ DC 20 Knowledge (nature): The flora in this part of the forest Speed 30 ft., fly 30 ft. (average); ACP 0; Acrobatics +15, Escape
is heavily stunted and dead, as if under the stunt growth effect Artist +15, Fly +17, Stealth (blend with light) +19
of diminish plants, but it does not detect as magical. Blend with Light (Su) In areas of bright light, lurkers are
§ DC 30 Perception: A slight dusting of faintly luminescent dust invisible, as per greater invisibility. In shadowy illumination,
covers the undergrowth; this dust is magical, radiating a faint they lose this invisibility. If the lurker is flying, its wings
evocation aura and is the remnants of killed lurkers. partially negate this effect, giving it only partial
concealment (20%) rather than total concealment.
§ DC 22 Will Save: PCs failing this save are affected by the
AC 18, touch 15, flat-footed 14; CMD 18; Miss Chance 20% (in
Witchlight's 300-foot aura of lassitude. The colour may be
bright light, while flying)
quite some distance away at this time, but the vast range on (+4 Dex, +3 natural, +1 size)
its aura taints the entire Grey Grove and all within. Immune blindness
Fort +4, Ref +10, Will +9
PREDATORS AND PREY hp 44 (8 HD); DR cold iron/5
Three of the five lurkers enthralled by the Witchlight hide amidst Space 5 ft.; Base Atk +4; CMB +4
Melee 2 claws +9 (1d3+1) or
the trees in the grove, waiting for prey. Normally they feed on
Melee dagger +9 (1d3+1 plus poison [DC 17 Fort {1 save}; freq.
wildlife wandering into the area; however, they lust for
1 rd./6 rds.; 1 Str drain initial, 1d3 Str drain secondary])
intelligent prey and eagerly attack travellers. Atk Options Flyby Attack, poison use, sneak attack (+3d6)
Spell-Like Abilities (CL 8th; concentration +11)
TACTICS At will–dancing lights, flare (DC 13), ghost sound (DC 13), light,
The lurkers wait in hiding until at least one of the PCs is affected mage hand
3/day–daylight, blindness/deafness (DC 16)
by the aura or, if all make their saves, until the party has fully
1/day—daylight door
entered the grove. Once ready to pounce, one uses its daylight Daylight Door (Sp) Alurker can use dimension door,
spell-like ability while the other two – now concealed by the transporting only itself and 50 pounds of material. The start
light – spring out, hoping to flank a nearby enemy; the first joins and end points of the teleport must be in areas of bright
the fray on the next round. The lurkers focus on a single light; if the destination lacks sufficient light, the teleport
fails but does not expend the ability for the day.
COLOUR-BLIGHTED LURKERS (2) CR 5 (XP 1,600) Abilities Str 13, Dex 18, Con 15, Int 15, Wis 16, Cha 17
This lurker's appearance is even further warped, hideous and Feats Alertness, Flyby Attack, Improved Initiative, Weapon
feral, and radiates an indescribable aura of coloured light. Finesse
As a normal lurker in light, but with the following changes: Skills as above plus Knowledge (arcana) +10, Knowledge
Melee +1 to attack and weapon damage against all non- (planes) +10, Survival +11
colour-blighted creatures Languages Aklo, Common, Sylvan
Spell-like Abilities none Gear 600 gp worth of non-magical gems, rings, and/or jewellery
Cha 1 taken from victims

60
the Witchlight attempts to feed. Normal Trees: These trees are gray and lifeless. A creature
All creatures fight to the death once the Witchlight arrives. standing in the same square as a tree (AC 4, hardness 2, hp 75,
DC 15 Climb) gains partial cover (+2 AC, +1 Reflex). The tree’s
AREA FEATURES branches are brittle and break if a character weighing more than
The area has several features of note: 50 lbs. climbs among them.
Illumination: Dim light. Massive Trees: These trees (AC 3, hardness 2, hp 300; DC 15
Rough Terrain: The debris and brush in the Grove creates Climb check) are gray and lifeless. They fill an entire square and
rough terrain, slowing movement of those walking through it. (It provide cover (+4 AC, +2 Reflex). The tree’s branches are brittle
costs 2 squares of movement to enter such areas). The lurkers and break if a character weighing more than 100 lbs. climbs
and Witchlight avoid this by flying; PCs can spend a full-round among them.
action to clear a five-foot square and remove the movement
penalty. Area-effect spells, splash weapons and similar effects SCALING THE ENCOUNTER
also remove this obstruction. To modify this encounter, apply the following changes:
Fallen Tree: Some of the grove’s trees have fallen. They EL 11 (XP 12,800): Remove two of the lurkers. A lone lurker
provide cover (+4 AC, +2 Reflex). Characters can clamber over it works to lure PCs to the other enemies then activates daylight.
with a DC 5 Climb check or leap atop it with a DC 12 Acrobatics EL 13 (XP 25,600): Add an extra lurker to the first group, and
check. Characters on a fallen tree gain the benefits of higher apply the advanced creature template to the witchlight (+2 on all
ground (+1 on melee attacks) but are considered balancing. rolls [including damage]; AC 27, touch 27, flat-footed 18; CMD
The fallen tree’s canopy is brittle and lifeless. Characters 40; hp 150; aura of lassitude DC 26, disintegrating touch DC 26,
entering a square containing canopy cause it to crumble into feed DC 26).
gray dust.

THE WITCHLIGHT CR 10 (XP 9 ,6 00 ) a new DC 22 Will save to escape the effect. A creature that
The air is suddenly filled with an unspeakable, alien light, a succeeds at this save is immune to the Witchlight’s aura
shimmering glow in the air unlike anything ever seen before, for 24 hours, and a creature under the effect of its aura
which somehow radiates malice. cannot be affected by another colour’s aura. This is a
mind-affecting effect; the save DC is Charisma-based.
Colour out of space
Melee Touch disintegrating touch (reach 15 ft.) +15 (6d6; DC
CN Huge ooze (incorporeal)
22 Fortitude halves)
Init +12; Senses blindsight 120 ft.; Perception +18, Sense
Atk Options Spring Attack, Vital Strike, disintegrating touch
Motive +6
Disintegrating Touch (Su) A DC 22 Fortitude save halves the
Speed fly 50 ft. (perfect) ACP 0; Fly +27, Stealth +12
damage caused by the Witchlight touch attack. A creature
AC 23, touch 23, flat-footed 14; CMD 36 (can't be tripped); Miss reduced to 0 hit points must make a DC 22 Fortitude save
Chance 50%; Mobility or be immediately slain and reduced to a pile of fine ash.
(+6 deflection, +8 Dex, +1 dodge [Dodge], -2 size) The save DC is Constitution-based.
Immune acid, cold, fire, poison, sonic, mind-affecting effects, Special Actions feed
ooze traits; Weakness force effects Feed (Su) The Witchlight can feed on a living creature or
Susceptible to Force Effects (Ex) The Witchlight takes 50% extra region of plant life as a full-round action. It must have line
damage from force effects and a -4 penalty on saves to of sight and be within 300 feet of a creature; it must only
resist force effects. It cannot damage force effects with its be within a region to feed on it. Feeding on a region blights
disintegrating touch. Its aura and feed ability are completely it as per diminish plants to stunt growth. A creature can
blocked if entrapped within a force effect such as forcecage resist feeding with a DC 22 Will save – if successful the
or telekinetic sphere. Witchlight must wait 24 hours before trying again. If it
Fort +10, Ref +14, Will +10; SR 21 fails, it takes 1d4 points of ability drain to Charisma and
hp 126 (12 HD) Constitution. If drained to 0 Charisma, it gains the colour-
Space 15 ft.; aura of lassitude (300 ft.) Base Atk +9; CMB +19 blighted template. Every time it feeds, the Witchlight
Aura of Lassitude (Su) A creature within 300 feet of the gains a growth point; expending 100 growth points over
Witchlight (even when the colour is hiding within a solid 24 hours causes it to gain 1 permanent Hit Die. The save
object) must make a DC 22 Will save or be come DC is Charisma-based.
overwhelmed with listlessness and ennui. While under this Abilities Str –, Dex 26, Con 22, Int 19, Wis 23, Cha 23
effect, the creature takes a -4 penalty on all Will saving Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility,
throws, and will not willingly travel farther than a mile from Spring Attack, Vital Strike
the area where it failed this save. A break enchantment (DC Skills as above plus Knowledge (geography) +16, Knowledge
22) ends the effect, as does removing the victim from the (nature) +16, Knowledge (planes) +16
aura's area by force. Every 24 hours, a creature can attempt

61
TROLLS MOST FOUL (EL 9; XP 6,400)
A troll has taken its brood into the forest to teach them how to Background Noise: The background noise of the forest
ambush and kill prey and the PCs are unfortunate enough to makes hearing-based Perception checks difficult, increasing the
wander into the ambush. The PCs can make Perception checks DC of the checks by 2 per 10 ft.
against the lurking trolls’ Stealth checks (+7 troll, +13 young Trees: A creature standing in the same square as a tree (AC
trolls [modified for preparation and heavy undergrowth]) to spot 4, hardness 5, hp 150, DC 15 Climb check) gains partial cover (+2
the lurking danger when they are 2d8 x 10 ft. away. (Remember to AC, +1 on Reflex saves).
the DC to spot the trolls increases by +1 for every 10 ft. between Massive Trees: Huge trees (AC 3, hardness 5, hp 600; DC 15
the two groups.) Read: Climb check) fill an entire square. They provide cover (+4 to AC,
+2 on Reflex saves).
A bestial roar sounds from a nearby thicket and moments later, a Light Undergrowth: A square filled with light undergrowth
huge creature with green hide bursts forth. Four smaller costs 2 squares of movement to enter, but provides
creatures of the same ilk force their way through other nearby concealment (20% miss chance). Light undergrowth also
thickets, growling menacingly as they approach. increases the DC of Acrobatics and Stealth checks by 2.
Heavy Undergrowth: A heavy undergrowth square costs 4
The trolls immediately attack.
squares of movement to enter, but provides concealment (30%
miss chance). It increases the DC of Acrobatics and Stealth
TACTICS
checks (to move quietly) by 2, but bestows a +5 circumstance
On the first round, the troll attempts to demoralize the PCs bonus to Stealth checks made to hide. Running and charging in
while the younger trolls swarm in to bite and kill. such squares is impossible.
A young troll faced by a fire-wielding enemy is shaken (-2 on
attack rolls, damage rolls, saving throws, skill checks and ability SCALING THE ENCOUNTER
checks) until the fire is extinguished or the wielder slain. If their
To modify this encounter, apply the following changes:
parent falls, surviving young trolls flee into the forest.
EL 8 (XP 4,800): Remove two young trolls.
EL 10 (XP 9,600): Add one troll. Apply the advanced creature
AREA FEATURES
template to both trolls (+2 on all rolls [including damage rolls]
The area has several features of note: and special ability DCs; AC 20 touch 15, flat-footed 18, hp 75).

TROLL (1) CR 5 (XP 1,600) YOUNG TR OLL (4 ) CR 4 (XP 1,200)


This tall creature has rough, green hide. Its hands end in claws This tall creature has rough, green hide. Its hands end in claws
and its bestial face has a hideous, tusked underbite. and its bestial face has a hideous, tusked underbite.
CE Large humanoid (giant) CE Medium humanoid (giant)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Init +4; Senses darkvision 60 ft., low-light vision, scent;
Perception +8, Sense Motive -1 Perception +8, Sense Motive -1
Speed 30 ft. Speed 30 ft.
ACP 0; Stealth -2 ACP 0
AC 16, touch 11, flat-footed 14; CMD 22 AC 17, touch 14, flat-footed 13; CMD 21
(-1 size, +2 Dex, +5 natural) (+4 Dex, +3 natural)
Fort +11, Ref +4, Will +3 Fort +9, Ref +6, Will +3
hp 63 (6 HD); regeneration 5 (acid or fire) hp 51 (6 HD); regeneration 5 (acid or fire)
Space 10 ft.; Base Atk +4; CMB +10 Space 5 ft.; Base Atk +4; CMB +7
Melee bite (reach 10 ft.) +8 (1d8+5) plus Melee bite +7 (1d6+3) plus
2 claws (reach 10 ft.) +8 (1d6+5) 2 claws +7 (1d4+3)
Atk Options rend (2 claws 1d6+7) Atk Options rend (2 claws 1d6+4)
Rake (Ex) When a troll grapples an opponent it gains two Rake (Ex) When a young troll grapples an opponent it gains two
additional claw attacks against the grappled foe. It must additional claw attacks against the grappled foe. It must
begin its turn already grappling to use rake. begin its turn already grappling to use rake.
Abilities Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6 Abilities Str 17, Dex 18, Con 19, Int 6, Wis 9, Cha 6
Feats Intimidating Prowess, Iron Will, Skill Focus (Perception) Feats Intimidating Prowess, Iron Will, Skill Focus (Perception)
Skills as above plus Intimidate +9 Skills as above plus Intimidate +7
Languages Giant Languages Giant

62
WASP NEST (EL 4; XP 1,200)
While the PCs are traversing a wooded area, they happen across entangled and cannot move. To free themselves, creatures can
a clearing in the forest, which, at first glance, seems to be well take a full-round action to climb out of the hole.
suited as a place to rest. However, unstable terrain and an
aggressive wasp swarm soon make them feel unwelcome. CREATURE
Adding injury to insult, the burrow is not as abandoned as it
Sunlight filters through the trees into a peaceful clearing. On its
looks. Wasps have built their nest in the tunnels, and it has
right, a small brook runs down the length of it, but has been
gotten quite big. The insects are most active during the day and
dammed to a shallow pool about halfway down. A meadow of
start to swarm whenever a creature comes within 10 ft. of the
dandelions fills the rest of the space, and hundreds of seeds float
nest. (Place the nest in a square that suits you.) When the sun
through the air.
sets, the wasps settle down as well. A creature needs to move
As long as the PCs stay near the spot where they entered, the into or through the nest’s square – which counts as a sinkhole –
clearing is indeed a good place to rest, although they might be to enrage the swarm.
accosted by a few wasps while eating during daytime.
Should the PCs closely examine the dam, they can discover TACTICS
(DC 25 Perception or DC 20 Craft [woodworking]) it was The wasps attack whoever disturbs them first and do not let up
constructed using tiny tools. PCs investigating the dam also until their victim stops moving. Diving into the pool can help
discover a sinkhole (see “Hazard” for more information). shake them; a creature has to remain underwater for at least ten
rounds for the swarm to lose interest. Defending its nest, the
HAZARD (CR 1; XP 400) swarm fights until destroyed or all offending creatures leave the
A year ago, a group of brownies thought the clearing would be a clearing.
good spot for a burrow. They got quite far with their project,
including shoring up the brook, before abandoning the warren. AREA FEATURES
As a result of their efforts, the ground becomes uneven a third The area has several features of note:
of the way into the clearing (see Area Features below). Clearing: The clearing is about 120 feet long and half as
The brownie tunnels’ unfinished supports may (50% chance wide. The furthest two thirds of the clearing are uneven terrain
per round) give way if Medium or larger creatures walk across (except for the brook and its bank). When moving at full speed,
them. Small creatures have a 25% chance per round of causing a creatures need to make a DC 10 Acrobatics check to avoid falling
sinkhole to open. Tiny or smaller creatures can move about the prone. Moving at half speed reduces the DC by 5.
clearing safely. Brook: The brook runs along the right side of the clearing
Sinkholes: The sinkholes are about 3 ft. deep and can be from the PCs entry point, cascading over rocks into the pool. At
avoided with a DC 18 Reflex save. Creatures in a sinkhole are this point, it is only 5 ft. wide and 2 ½ ft. deep. Below the dam,
its width and depth expand to 8 ft. and 5 ft. respectively. A 5 ft.
WASP SWARM CR 3 (XP 800) wide strip of ground between the brook and the meadow is
Thousands of angry, stinging wasps emerge from several holes stable and even ground.
in the ground, ready to defend their nest. Pool: The pool is roughly circular, with a radius of 10 ft. At its
N Diminutive vermin (swarm) centre, it is 5 ft. deep. The brownies used rocks to shore up the
Init +1; Senses darkvision 60 ft.; Perception +9 pool’s sides, so that the water wouldn’t run into their burrow.
Speed 5 ft., fly 40 ft. (good); ACP 0; Fly +11 The dam is well made and still functions as intended.
AC 15, touch 15, flat-footed 14; CMD –
(+1 Dex, +4 size) SCALING THE ENCOUNTER
Immune bull rush, critical damage, flanking, grappling, mind-
affecting effects, targeted effects, tripping, weapon damage; To modify this encounter, apply the following changes:
Weakness area effects, high winds EL 3 (XP 800): Remove the sinkhole hazard.
Fort +5, Ref +3, Will +3 EL 5 (XP 1,600): Apply the advanced creature template to
hp 31 (7 HD) the wasp swarm (+2 on all rolls [including damage]; AC 19, touch
Space 10 ft.; Base Atk +5; CMB – 19, flat-footed 18; CMD –; hp 45; DC 17 poison, DC 17
Melee swarm (reach 0 ft.; 2d6 plus poison [Fort DC 13 {1 save}; distraction).
freq. 1 rd./4 rds.; effect 1 Dex] plus distraction [nauseated
{1 round}; Fort DC 13 negates])
Abilities Str 1, Dex 13, Con 10, Int –, Wis 12, Cha 9

63
WOODLAND FEATURES
Woodlands have many area features that can make encounters Massive Trees: Huge trees (AC 3, hardness 5, hp 600; DC 15
and battles within them exciting and interesting. Many of these Climb check) fill an entire square. They provide cover (+4 AC, +2
features offer canny combatants distinct advantages in battle. Reflex).
Fallen Tree: A fallen tree provides cover (+4 AC, +2 Reflex).
STEALTH AND DETECTION Characters can clamber over it with a DC 5 Climb check or leap
Detection Range: In woodland, the extant trees and atop it with a DC 12 Acrobatics check. Characters on a fallen tree
undergrowth can make Perception checks difficult. The gain the benefits of higher ground (+1 on melee attacks) but are
maximum range at which a character can make a Perception considered balancing.
check depends on the type of woodland: The fallen tree’s canopy fills adjacent squares; treat such
areas as heavy undergrowth.
§ Light Forest: 3d6 x 10 feet. Rotten Tree: A DC 15 Knowledge (nature) check reveals this
§ Medium Forest: 2d8 x10 feet. rotten tree is suffering from fungal infection and it may fall over
§ Dense Forest: 2d6 x 10 feet. if pushed.
A character knocking down the tree (AC 4, hardness 2, hp 15;
Illumination: Enough light filters through the tree canopy to DC 15 Break) can aim it at foes. The falling tree fills a 15 ft. cone;
brightly illuminate trails and clearings. Under the trees, the light creature within the cone suffer 3d6 damage and fall prone (DC
level is normally one step lower. 15 Reflex halves the damage and negates the prone effect).
Woodland Sounds: Background noise increases the DC of Once the tree has fallen, treat it as a fallen tree (see above).
sound-based Perception checks by 2 per 10 ft., not 1.
UNDERGROWTH
TRAILS
Undergrowth comes in two basic categories:
Trails and pathways often cut through woodlands. Light Undergrowth: Vines and roots cover many non-trail
Trail: A muddy, rutted 10 ft. wide trail wends its way through squares, increasing the DC of Acrobatics and Stealth checks by 2.
the trees. Movement on the trail is uninhibited. It costs two squares of movement to enter such squares.
Game Trail: These narrow trails are often no more than 2 – 3 Heavy Undergrowth: Dense thorn bushes and other tangled
ft. wide. If a game trail is flanked by heavy undergrowth, growths make movement through these areas extremely
characters on the trail are considered to be squeezing (each difficult.
square counts as 2 squares for movement, -4 on attacks, -4 AC). It costs 4 squares of movement to enter such a square. It is
impossible to run and charge through a square containing heavy
TREES undergrowth. Characters in heavy undergrowth gain
The trees in most woodlands fall into one of several categories: concealment (30% miss chance) and a +5 circumstance bonus on
Normal Trees: A creature standing in the same square as a Stealth checks.
tree (AC 4, hardness 5, hp 150, DC 15 Climb) gains partial cover
(+2 AC, +1 Reflex).

64
U RBAN D RESSIN G

65
LOGGING TOWN: SIGHTS & SOUNDS
Use this table to generate the sights and sounds the PCs Each step kicks up curls of wood shavings, which
23
experience as they move about the logging town. Ignore litter the road in front of a workshop.
inappropriate results and simply re-roll. Someone has carved tree trunks into images of
24
men, bears, birds, dragons and other creatures.
D% Wooden wind chimes clink and clatter as they
25
The crackling of branches precedes the crash of a hang from the eaves of almost every home.
1 The town guards carry burnished wooden
tree falling in the distance. 26
Sparks fly from a stone wheel as a blacksmith shields, but their swords are polished iron.
2 A druid stands on the edge of town, loudly
grinds numerous axe heads to honed edges. 27
A group of lumberjacks chant a chopping song as decrying the desecration of the wild.
3 they head out of town, axes slung over their Hunters string their bows as they head off to
28
shoulders. track down a rumoured pack of wild pigs.
Sawdust trickles out of a tarp-covered cart as it The town hunting lodge has an impressive
4 29 collection of antlers and skins hung about its
makes its way along the street.
The rhythmic burr of a saw steadily carving away walls.
5 Mill workers scratch off numbers on wax slates,
at a log rises above the general street sounds. 30
Wood clatters as workers toss slats onto a counting the day’s intake.
6 The town mayor strides by, a crown of braided
growing pile of lumber. 31
Splotches of sap stick to the bottom of nearly branches resting on his brow.
7 A woman sweeps past, wearing a cloak of woven
everyone’s shoes. 32
The pounding of nails as workers repair damaged leaves.
8 walls of the local lumber mill is audible from A lumberjack displays her shattered axe head,
33
quite some distance. claiming a single strike against a tree broke it.
Every nearby doorway has a painted root nailed A giant owl perches on a nearby branch,
9 34
above it, for some odd reason. watching the town with unblinking eyes.
Wooden statuettes sit in nearby windowsills, Children clamber up into the trees like little
10 35
carved in the likeness of a forest deity. monkeys, laughing all the while.
A tinker labours over a row of axe heads and A bell tolls, announcing a break so workers can
11 36
shafts, fitting them together to sell. rest and eat.
A team of horses plod into town, dragging A lumber guild representative tries to calm down
37
12 several de-limbed trees behind them on leather a crowd of underpaid workers.
straps. Thick cobwebs are strung between two trees;
38
Thin arms straining, children lug buckets of sap some strands are wider than a man’s forearm.
13 The eerie absence of birds or any other animals
and syrup down the street. 39
Slabs of polished wood have been painted with in the area becomes apparent.
14 glyphs to ward off evil spirits and are propped up A cartographer studies a map of the forest,
40
all over town. trying to determine its accuracy.
The tolling bell in the town chapel appears to be A fletcher works with thin branches, turning
15 41
entirely made of polished wood. them into arrow shafts.
Every house’s door is of black oak and carved An ambassador from the wood elves stands
16 42
with strange friezes. outside the town hall, calling for the mayor.
The smell of freshly cut wood fills the air, the A group of forest dwellers plant seeds in each
43
17 odour reminiscent of the colour green for some spot where a tree has been cut down.
reason. A sticky blue-green moss covers most of the
44
A carpenter scuffs out rough spots on a table buildings in town.
18 White and pink blossoms have flowered
using a polishing stone and rag.
An old woman offers you a basket of twelve- 45 overnight, adding welcome colour to the
19 greenery.
pointed leaves for sale.
A clamour rises as workers flood out of a The wind rustles the leafy branches, making it
20 46
sawmill, apparently having just gone on strike. sound like the trees are talking to one another.
Colourful beetles with massive mandibles buzz Every tree in sight has withered branches and
21 47 brown leaves, despite it being the middle of
out of a log as it is sawed in half.
A worker hollers a warning as his final chops summer.
22 The brew served at the local alehouse has an
prepare a tree to come toppling down. 48
odd aftertaste of pine.

66
Lounging labourers whittle away at small blocks Pale worms wriggle out from the heart of a
49 76
of wood, joking amongst themselves. rotting tree.
Enormous boulders form a natural wall around A foreman displays a wooden post that has been
77
50 the town, with wooden gates set between the bored through by an unknown insect.
larger gaps. Workers hack down trees to form a road for this
78
A forested mountain peak rears over the town, newly settled town.
51
stretching up above the tree line. Shouts are heard as flames lick the rooftop of a
79
Monkeys screech at the lumberjacks who have warehouse a couple of streets away.
52
invaded their territory. An artist scorches letters and images into blocks
80
Fae lights shimmer in the depths of the woods, of wood.
53
every night. The sawdust hanging in the air constantly tickles
81
A torch-wielding man races for the woods while the PCs’ noses to the edge of a sneeze.
54
townsfolk chase after him. Men race to help someone who has been caught
82
Merchants hawk all manner of supposedly beneath a collapsed pile of lumber.
55
healing herbs scrounged from the forest. A lumberjack screams as he hobbles by, a long
83
Bone fetishes hang from scraggly ropes, tied to root piercing entirely through his thick thigh.
56
every branch around the border of town. Dozens of game and trampled work trails wend
84
A worker moans as the town doctor sets a their way off into the thick of the forest.
57
broken bone. It looks like the line of trees at the forest’s edge
85
A lumberjack sharpens a set of crampons, in has moved a little closer to town this morning.
58
preparation to climb a gigantic tree. A gang of boys run by, using knots of wood as
86
Sharpened logs have been planted as a barrier ammunition for their slingshots.
59 around the town, as if they’re expecting an Signs all over town warn against leaving any
87
attack. open flame unattended.
Every tree in this forest is bent and gnarled to an Smoke rises from the massive kilns where wood
60 88
unnatural degree. is sent to be cured.
Workers whisper of a stone tower hidden deep Lizards scamper into the nooks and crannies of a
61 89
within the woods. stack of firewood.
A wagon creaks as it trundles by, laden with Every house in town looks made from shaped
62 90
nothing more than tree stumps. and plastered logs.
A band of warriors strap on armour and weapons A person appears to be chopping a log into a
63 as they prepare to hunt down a bear that’s been 91 canoe, despite there being no body of water
mauling workers. around.
Villagers spread fearful rumours of a troll being People mutter about animals within the forest
64 92
spotted in the woods. acting aggressively of late.
A priest blesses a shipment of wood, ensuring it A ruckus of chattering floats in on the wind as
65
won’t warp or rot before being delivered. 93 birds squawk at the workers chopping down the
Log-handlers use sharpened poles to guide their trees.
66
logs down the river. A rushing river winds by the town from out of
94
Wild dogs snuffle around town, seeking scraps of the forest.
67
food. Lumberjacks stomp by, dragging bags of vines
95
Oiled canvas is strapped over piles of wood to they’ve stripped off the trees.
68
protect them from the elements. A heavy wind rattles branches in the nearby
96
Smoke rises from the woods where trees have forest.
69
caught fire from lightning strikes. An architect picks over a selection of milled
Two workers grip either end of a giant saw as 97 lumber, choosing pieces for his next
70
they tug it back and forth across a huge trunk. construction.
Strange glyphs are carved into the bark of every A lovely dryad wanders the streets, weeping
71 98
tree in sight. non-stop as she surveys the mills.
This row of tree branches forms an unnaturally Workers heave at ropes tied to a tree,
72 99
perfect archway leading into the woods. attempting to pull it down, roots and all.
Drums sound from deep within the forest, The massive tree at the town gates has a face
73
though no one knows where they originate. 100 carved into the trunk and looks like it could come
Hundreds of logs bob on the surface of the to life at any moment.
74
town’s lake, ready to be floated downstream.
The mill’s enormous circular saw whines as it
75
slices through log after log.

67
LOGGING TOWN: BUSINESSES
Use this table to provide the basic details of businesses the PCs labourers go to sleep, stacked half-a-dozen to a
come across as they explore the logging town. Some may be room for a copper a night.
inappropriate based on the locale’s set up; ignore such results The Orchard (Arborist) collects seedlings and
and simply re-roll. 37-38 saplings of trees so harvested groves can be
replanted for future generations.
D% Step Lively (Cobbler) keeps workers on sure
39-40 footing by repairing boot soles and patching up
Dusty’s (Lumber Mill) is the centre of the town’s
leather shoes.
01-02 commerce, turning felled trees into valuable
lumber. Soon Sewn (Seamstress) is owned by several
41-42 lumberjack wives who tend to torn socks, shirts
The Smokes (Kilns) is a collection of massive kilns
and trousers.
03-04 where wood is cured to avoid warp and rot while
being transported. The Post (Guards) is a series of watchtowers set
43-44
about town to keep unwanted visitors away.
Whittles (Carpenter) is famous in the region for
05-06 his ability to turn random chunks of wood into Hot Bites (Meals) is a popular dinner den where
furniture and art. 45-46 a filling meal can be had for just a few copper at
all hours of the day.
Sapsip (Brewer) has devised a method to turn
On Edge (Grindstone) keeps the town’s axes and
07-08 tree sap into a smoky-sweet fermented beverage 47-48
many have come to love. sawmill blades honed.
The Boughs (Inn) provides relatively cheap yet Drain n’ Drips (Sapsucker) is a group of children
09-10 comfortable lodgings for travellers and 49-50 that harvests sap in buckets and sells the results
to local merchants.
merchants.
Sweetstack’s (Syrup Factory) is owned by a
The Branch (Guild Hall) oversees labourer
11-12 51-52 rotund man who turns simple sap into a variety
dealings and tax collections.
of delectable treats.
Ironwood (Forge) is constantly creating new axes
13-14 and other equipment for loggers, and is run by Nip’s (Barber) is where villagers go to get beards
53-54 shorn and hairs trimmed after months in the
an ex-lumberjack who lost his leg to a wolf.
forest.
Hayman’s (Stables) manages the many horse
15-16 Avery’s Arrows (Fletcher) takes slim wood
teams used in hauling logs from chopping sites.
55-56 shavings and turns them into highly accurate
White Foam (River Guide) charts and guides logs
arrows for hunters and guards.
17-18 and lashed-together rafts of supplies up and
The Glen (Market) is a small, open-air affair in
down the nearby river. 57-58
the town green, surrounding the main well.
Winding Ways (Maps) sends out scouts
19-20 throughout the forest to chart new tree groves Goodsfer (General Goods) has shelves well-
for harvest. 59-60 stocked with all manner of supplies, food and
equipment.
All Seasons (Alchemist) is run by a wizened
Braided Brawn (Rope) makes cords with
21-22 woman who constantly prowls the forest for rare
61-62 everything from traditional hemp to strong tree
ingredients for her secret concoctions
vines.
Blade n Bark (Artist) transforms scrap wood into
23-24 polished sculptures or painted canvases, which Axebone (Butcher) pays a fair price for fresh
are then sold to the highest bidder. 63-64 meat, which is then salted and cured for long
term storage.
Meldwin’s (Healer) is constantly busy dealing
Seedlings (Activists) is a group of young druids
25-26 with victims of work accidents, of which there
has been a rising number of late. 65-66 who decry the town’s violence against the forest
and attempt to slow work progress.
Game Trail (Hunters) provides much of the fresh
27-28 meat townsfolk require since there’s little room Up and Over (Bridge Builder) constructs bridges
67-68 to allow workers and travellers easier access
to farm in the area.
even during flood season.
Gilded Leaf (Town Hall) is the mayor’s abode and
29-30 Nut Stash (Bank) lets labourers store their
courthouse, where all disputes are handled.
earnings in a safe place until they decide to
The Hewn (Mercenaries) is a group of sellswords 69-70
move on from the area. They charge what they
31-32 brought in by the mayor to protect the town
think each client can afford.
from foes lurking in the forest.
The Grell Boys (Construction) are often called on
Holdhouse (Storage) keeps goods shipments
71-72 to repair both stone and wooden structures alike
33-34 secure until they can be delivered to merchants
all around town.
or loaded for transportation out of town.
73-74 Swing Low (Gallows) gives the town a harsh
35-36 The Flats (Bunkhouse) is where the poorer

68
justice to turn to when malcontents disrupt the Herald of Horns (Chapel) provides sunrise
work or threaten sabotage. 89-90 services in honour of the forest deity of your
Lookit Below (Trimmer) produces rope harnesses choice.
75-76 and elongated pruning shears to allow for easier Cricket’s Spar (Pest Control) has developed
branch trimming. 91-92 numerous poisons that destroy infesting insects
Leather Homes (Tent Maker) crafts sturdy, rain- without damaging the trees.
77-78 proof tents for foresters camping out beyond Ley’s (Surveyor) reviews the natural resources of
town. 93-94 every major grove before it undergoes
Strapped Hides (Tanner) creates clothes and light harvesting.
79-80
armour for the locals from slain animals. Brass Tubs (Baths) offers steamy baths for
Tender Sprouts (Herbalist) stocks every edible 95-96 lumberjacks and mill workers who want to wash
81-82 and toxic plant or root found in the area, all for a off a week’s worth of sawdust.
reasonable price. Shaft n’ Spoke (Wagon Repairs) is a group of
Hoofster (Tracker) knows every location in the 97-98 woodworkers who keep wagons in good order
83-84 forest and can take you anywhere by the for supplies and shipments.
quickest route (for a price). Whizzler’s (Mechanic) is run by a young gnome
Barkwend (Wood Mage) is run by a mage with a 99-100 who keeps trying to perfect an automatic tree-
85-86 knack for shaping and shifting wood as easily as chopping machine.
wet clay.
The Cleft (Geologist) is run by a dwarven family
87-88
seeking mineral riches in the forest’s depths.

69
LOGGING TOWN: FOLK OF INTEREST
Use this table to generate the basic details of folk the PCs Essan Jorde (CE female halfling commoner 2)
encounter as they explore the Logging Town. Use these details spends her days capturing small wild animals and
31-32
as a base from which to portray the NPC. letting them loose in town, cheering on the
ensuing chaos.
D% Wolaris Enellas (LG male elf aristocrat 2)
Ilin Kada (NG male dwarf expert 1) is an odd occasionally visits the town he funds in order to
33-34
01-02 dwarf who far prefers airy, outdoor spaces to see his investments are getting the proper
being stuck in a mine. returns.
Lotatie Taneil (CE male half-elf commoner 2) Diama Dolcett (LN female gnome commoner 2)
enjoys getting lumberjacks drunk and giving 35-36 creates huge hot meals despite her small stature,
03-04 making her a favourite cook of all the townsfolk.
them an axe to see how much they can hurt
themselves. Atril Lobba (LN female gnome expert 2) plies her
Borza Cagorn (LN female half-orc adept 1) healing skill to keep lumberjacks and mill
37-38
monitors the nearby river, scrying the weather workers healthy despite the hazards of their
05-06 jobs.
for potential floods that might hamper log
transportation. Cecin Abams (CG female halfling commoner 2)
Lexand Godwy (NE male human commoner 3) is enjoys helping eliminate insect infestations from
39-40
07-08 a wiry hunter who tends to claim more than his groves, partly because she loves how much the
fair share of meat from any kill. bugs taste once mashed into a good stew.
Tozzl Mol (LG male half-orc commoner 1) is a mill Ethwyd Helmund (LE male human warrior 2) is a
09-10 worker who’s been around since the town was guard who has been accepting bribes from a
41-42
established and is always ready with a good joke. wood elf tribe in exchange for information on
Dene Beorhto (N male human commoner 1) is a the town’s dealings and populace.
11-12 hard-drinking, hard-working old man who has Luthien Marianye (CG male elf expert 2) is an
lost several fingers working at the mill. eccentric man who vanishes into the woods for
43-44 weeks at a time, only to return bloodied and
Fastob Inbir (CN male halfling expert 2) is an
battered. He never speaks of what he’s up to
13-14 artist who is obsessed with turning random
wood scraps into finely crafted sculptures. during his times away.
Askali Ahar (CG female dwarf warrior 1) guards Aenwith Hely (CE female old human adept 1) is a
hag townsfolk believe has been riling up spirits of
15-16 the town gates, always leery of dangers lurking 45-46
the forest, causing them to attack innocents in
in the forest shadows.
the dark.
Evadi Garild (LE female human expert 2) works
17-18 for the lumber guild, ensuring taxes are collected Rilug Krig (NE male half-orc warrior 3) isn’t too
on time and in abundance. violent so long as he can get his aggression out
47-48
by applying an axe to a tree trunk—instead of
Skella Kichli (LN female human warrior 3) has
flesh and bone.
19-20 made killing forest trolls a personal vendetta
Wenta Drekn (LE female half-orc expert 1)
after her older brother was slain by one.
manages payout to mill workers, but is quick to
Brewn Ryany (NE male human adept 3) is a druid
49-50 dock pay for even the smallest slight or tardiness
who despises the intrusion of civilization on the
21-22 (which, of course, then goes to line her own
wild woods and kills anyone who ventures too
purse).
far into the forest alone.
Torph Garcine (CN male human expert 2) can
Clont Pleod (NG male human adept 3) is an
51-52 identify any tree by a scrap of bark, seed or even
23-24 accomplished mage who can reshape wood with
the most tattered leaf.
a mere touch.
Gamal Undin (LN male dwarf commoner 2) will
Ephen Smyers (NG male gnome commoner 1)
do anything to protect his secret recipe for
25-26 has made a habit of rescuing bird nests and 53-54
sapwine, for which many people are quickly
unhatched eggs from trees before they’re felled.
developing a taste.
Gilama Vadriel (N female half-elf expert 1)
Furi Thrimin (NG male dwarf aristocrat 3) sends
employs his keen eye to create masterful
27-28 55-56 survey teams into the forests, hoping to uncover
furniture out of even the most warped cast-aside
rich veins of ore amidst the trees.
planks.
Wilhye Heobo (CE male halfling warrior 2) has
Baldor Locio (N male human commoner 1)
created a secret fight ring for mill workers and
forages within the surrounding woods for herbs 57-58
29-30 profits off the heavy betting that goes on during
and roots to sell to the local alchemist and
them.
herbalist.

70
Ladora Rarmil (LE female half-elf commoner 1) Audrin Helleth (N female human commoner 2) is
59-60 likes to get town visitors lost in the woods and 81-82 a bright-eyed child who has a massive collection
then charge them for guidance home. of leaves she stockpiles for unknown purposes.
Kateridge Barroll (NE female halfling adept 3) has Goliel Bornae (CN male elf commoner 1) is a
a nasty penchant for starting fires, though she 83-84 branch trimmer who can scramble up the tallest
61-62
does so mostly for their pretty colours rather tree as easily as walking up a gentle slope.
than the damage they cause. Nielon Eiryne (LN male human commoner 1) is a
Thain Kurdish (LG male dwarf commoner 2) 85-86 bank clerk and keeps daily tallies of funds
63-64 builds rafts out of trimmed logs to ship deposited by the townsfolk and interim workers.
downriver, carrying supplies to and from town. Sarry Peona (CE female halfling commoner 1)
Marger Linsav (LG female human commoner 2) is 87-88 claims she can speak to the giant spiders lurking
a stout woman who runs the town bunkhouse, in the deeper reaches of the forest.
65-66
giving even lowly workers a roof and place to Birghit Volla (NE female human aristocrat 1) has
sleep. come to town, claiming she owns a portion of
89-90
Arcourt Fararder (N male human expert 3) is the the mill and its profits. Her legal ownership is
lumber mill manager, keeping all labourers on currently in dispute.
67-68
task while hiring new staff during busy harvest Dolgorok Snilge (LE male half-orc commoner 2) is
times. a guard who constantly seeks any excuse to send
91-92
Phere Athyer (NG male gnome commoner 1) a townsperson to the gallows, no matter how
69-70 keeps himself busy by sweeping up the massive slight the crime.
piles of sawdust that collect around the mill. Kalaran Angros (NG male half-elf expert 2) is a
Unarv Bifa (CN female dwarf expert 2) has been 93-94 pudgy man with a knack for crafting arrows that
71-72 experimenting with ways to down hundreds of fly swift and true.
trees at once using machines. Tilbert Ginte (N male human adept 3) oversees
Sunagh Wrukol (CG male half-orc warrior 3) 95-96 the forest chapel, where at least a dozen
leads the town guards, keeping them well- different verdant deities are worshipped.
73-74
trained and ready for battle against all manner of Nella Celaser (CG female half-elf warrior 3) is a
foes. diminutive woman who perches on tree
Kathel Burha (CG female human warrior 1) leads 97-98 branches for days, waiting for beasts to wander
75-76 the mercenary band hired by the mayor for extra beneath before ambushing them with her bare
protection from forest monsters. hands.
Manod Rumster (CE male halfling commoner 2) Shevelia (NG female dryad adept 3) constantly
77-78 is always looking for the chance to steal a bottle petitions the town mayor to keep away from a
of sapwine from the town brewery. 99-100 sacred grove the loggers have been approaching.
Gerey Terre (LG male old halfling adept 2) is an She has warned of more aggressive tactics if her
79-80 elderly halfling who takes daily strolls through words are not heeded.
the thinning woods, sketching the trees.

71
LOGGING TOWN: HOOKS, COMPLICATIONS & OPPORTUNITIES
Although the PCs may simply want to visit the Logging Town, The town is preparing for their annual sacrifice to
sometimes fate intervenes. Use this table to determine what appease the forest god—which requires the death
opportunities or complications the PCs encounter. of an innocent child. The sacrifice is an old practise
12
and a sizable proportion of the populace find the
D20 practise distasteful in the extreme. Trouble will
result.
The main sawmill has been sabotaged, with blades
bent, tools trashed and several fires started. The A mill worker has been found dead in his home,
1 hung by a vine wrapped around his own rafters.
mayor has announced a reward for anyone who 13
can find and catch the culprits. While there are no signs of a struggle in his home,
several folk are convinced of foul play.
A band of heavily armed wood elves have been
ambushing lumberjacks and anyone straying too far Golden pollen hangs heavy in the air all around
2 town. People who breathe it in too deeply are
from town. They must be stopped—or at least 14
reasoned with. falling asleep and do not respond to any attempts
to wake them.
Several major groves have been burnt to ashes,
leaving strange spiralling patterns on the charred Constant rumblings shake the nearby mountain,
3 15 and some rumours suggest the peak is actually a
forest floor. Whoever is starting these unnatural
blazes cannot be allowed to continue. dormant volcano preparing to erupt.
The town has woken to discover the trees have A burly man has been found dead at the edge of
somehow become invulnerable to every manner of 16 town, choked by what appears to be a bunch of
4 leaves rammed down his throat.
blade. Even wood that’s already been chopped
down cannot be split or sawed. Every wooden surface in town has developed a
Lumberjacks and sawmill workers have been strange gray rot that turns it spongy. After a few
17
disappearing one at a time over the past few days, it crumbles if touched and soon, the whole
5 weeks. The missing people have no evident town will collapse.
connection between them, other than being long- A flash flood in the mountains has raised the water
time residents of the town. level in the nearby lake, threatening to sweep the
18
Wherever the PCs go around town, they are logs floating in it through town, where they could
6 absolutely certain they can hear the trees talking to wreak havoc.
one another in rustling voices. The trees are bleeding! Every time any wood is cut
Tree harvesting has disturbed a hibernating troll, 19 or a trunk is chopped, sap oozes out thick and
which has begun slaughtering townsfolk and black, like oil.
7 A small group of dryads has emerged from the
destroying homes on the edge of town. Panic grips
the town. forest to defend what they claim are sacred trees.
20
From one day to the next, all axes and saws have They demand a stop to all logging, otherwise they
become heavily coated with rust, rendering them will wake the forest and destroy the town.
8 useless. The effect is clearly magical in origin and
could spell doom for the town’s economy unless it
is reversed.
Stories are being whispered of a golem formed of
9 sawdust being seen around the mills, stalking
people for unknown purposes.
A monstrous mountain stag has been spotted in
the area, and hunters are creating a competition to
10 see who can bring it down. An almost carnival
atmosphere seems to engulf the town—many view
the stag’s sighting as a good omen.
An angry local druid has summoned a giant wall of
trees that entirely surrounds the town. He is not
11 allowing anyone to enter or leave the area, and
demands reparations—but for what slight, he will
not say.

72
P L AC E OF P OW E R : T H E V A L L EY OF THE ROCKS
Hidden in a wild, untamed range of wooded hills lies the legend-mantled, mist-drenched Valley of the Rocks. This deep, cliff-fringed valley
has lingered in borderland lore for centuries. Many stories speak of the valley’s otherworldly and elusive denizens, its ancient—and
impossibly immense—trees and of the many travellers and explorers who have disappeared therein.

Remnant of an elder, forgotten time the valley is both a dangerous place and a sanctuary. For amid the gloom, stand mysterious,
timeworn animal sculptures raised up for some unknowable and unguessable purpose. And among the stones linger the shades of the
valley’s last guardians—a cabal of ancient, long-dead elven druids—dedicated to protecting their home from all who would despoil its
tranquil, benighted depths.

73
VALLEY OF THE ROCKS AT A GLANCE
In the depths of a wooded range of hills far from civilisation’s NOTABLE FOLK
pernicious creep lies the tree-shrouded, legend-cloaked Valley of
No living folk yet dwell in the Valley of the Rocks. However, a
the Rocks. The valley and its timeworn sculpted rocks—
few remnants of the ancient elves linger on:
remnants of an elder, forgotten time—have featured in stories
circulating among the border folk for centuries and, in truth, it is Naillae Aralivar (N old female ghost elf druid 6) Naillae loves the
a place lost to time and legend. tranquillity of the valley, but longs to once again experience
This deep, steep-sided valley meanders through the hills for the joy of being alive.
almost two miles. The valley is so deep, it has its own climate. Rideth Cyelrae (NG venerable female ghost elf druid 13)
Within its depths it is noticeably colder than the surrounding Custodian of the valley, Rideth is a gentle soul much given to
forest and mist stubbornly lingers among the huge, gnarled thoughtful introspection.
Solalith Evdrearn (location 7; NE venerable male ghost half-elf
time-worn trees. The valley’s majestic cliffs—fully 200 ft. high in
druid 3/sorcerer [undead] 8) This half-elf hid his true self
places—cloak the place in perpetual shadow and keep all but the
from his fellows. He is not the most dangerous—but is the
most persistent or resourceful explorers at bay. most vindictive—of the valley’s inhabitants.
The valley is a place of ancient elven power—a living temple Tahlys Vonothvar (NG venerable female ghost elf druid 7)
to nature’s glory and power. Silently lurking among the trees lie Dedicated to protecting the animals dwelling in the valley,
the carven monuments of a forgotten people. Now eroded by Tahyls can be a great friend or implacable enemy.
time’s remorseless passage and moss-wreathed these sculptures
Only Solalith normally lingers in a certain location (location 7);
depict wolves, bears, owls and other woodland denizens. Some
his companions can be encountered anywhere.
are small, and easily missed among the gloom and foliage, while
others are huge. Carved from boulders fallen from the
NOTABLE LOCATIONS
vertiginous cliffs bounding the valley the sculptures lend a
haunted, forlorn aspect to the gloomy valley. Most of the Valley of the Rocks comprises locations of little
interest to adventurers. A few locations, however, are notable:
DEMOGRAPHICS
1. The Kanae Falls: Here, the Malinrae tumbles over the valley’s
Ruler Rideth Cyelrae cliffs in a series of spray-drenched tiered cascades.
Population 4 (3 elves, 1 half-elf)
2. The Malinrae: The Malinrae’s turbulent waters flow swiftly
Alignments NG, N, NE
through the valley’s depths.
Languages Elven
Resources & Industry None 3. Wolf Rock: Moss, lichens and thick undergrowth all but
obscure this sculpture.
LORE 4. Deer Rock: Carved from a huge boulder, this sculpture depicts
A PC making a Knowledge (geography) or Knowledge (local) a stag and two young deer.
check may know something about the Valley of the Rocks. A 5. The Giant’s Horn: Roughly at the valley’s midpoint, a spire of
successful check gains all the information revealed by a lesser rock rises from the northern cliff. Half again as high as the
check. cliffs, it casts a long shadow over the surrounding forest.
DC 15: Legend and rumour shroud the Valley of the Rocks. 6. Bear Rock: Thick bushes of thorn surround this huge statue.
Many speak of the valley’s otherworldly, elusive denizens and 7. Solalith’s Pool: In this seemingly tranquil pool lurks the hateful
the strange sculptures dotted about the site. The trees growing spirit of Solalith Evdrearn.
within the valley are immense—some are over 200 ft. high. 8. The Aldond: Eventually, the Malinrae flows out of the valley
DC 20: The strange carvings and sculptures found in the through a great jumble of slick, tumbled stones and into a
valley are unknowably old and depict various woodland small lake—Lake Vontyrr.
creatures such as wolves, bears, owls and so on. 9. Lake Vonytrr: This waters of this willow-fringed, idyllic lake of
DC 25: The valley is an ancient place of power once sacred to wide extent shimmer enticingly in the sunlight.
a fallen elven civilisation. Since its fall no one has successfully
settled in the valley—or laid claim over it. MARKETPLACE
No magic items are for sale in the valley, but its folk may cast
spells to aid adventurers if they are deemed worth. Those
hunting the valley’s inhabitants or destroying its fauna do not
fall into this category (and are instead destroyed).

74
EVENTS WHISPERS & RUMOURS
While the PCs are in the Valley of the Rocks, one or more of the A PC can use Diplomacy in nearby settlements to gather
below events may occur. Choose or determine randomly: information about the Valley of the Rocks. This takes 1d4 hours
and requires a DC 10 check. A PC exceeding this check gains one
D6 EVENT additional rumour for each 5 points by which he exceeded DC
A huge fox scampers into view. It watches the party 10. Use the table below, to determine which rumour(s) the PC
1 without fear. If the PCs attack, Tahyls arrives shortly learns.
thereafter to investigate events.
Thick mist gathers about the valley floor, cutting visibility D6 RUMOUR
2 to mere feet and muffling any sounds. This mist is cold
1* The valley is haunted; any who enter are doomed.
and damp.
The valley’s sculptures and statues come alive at night
With a loud crack, a huge branch falls from above. It 2*
and destroy anyone they find therein.
3 plummets through several lower branches before
Sunlight never reaches the mist-drenched valley floor
crashing to the ground.
3 and the ghosts of an ancient people yet linger in its
A large bird alights on a nearby mossy sculpture and
gloomy depths.
4 whistles a beautiful, melodic song. If approached, it flies
The valley was formed when two gods battled. One
away to continue its song elsewhere.
4 struck at the other—missed—and gouged a huge jagged
A small animal—perhaps a rabbit or squirrel—scurries wound in the very fabric of the world.
5 through the undergrowth close to the PCs. It is Few dare to enter the valley, and fewer emerge again.
completely unafraid of them. 5 Some escape months or even years later. They are never
Solalith Evdrearn becomes aware of the PCs and begins the same again.
6
to stalk them. The valley is an otherworldly place; the boundaries
6* between this world and other, ephemeral places are
weak within its depths.
*False rumour

75
NOTABLE LOCATIONS

1: THE KANAE FALLS Perhaps the valley’s most recognisable feature, the Giant’s Horn
rears up from the northern-most cliff. Standing at roughly the
Here, the Malinrae tumbles over the valley’s cliffs in a steep
midpoint of the valley, the Giant’s Horn is fully 100 ft. higher
“stair” of four spray-drenched tiered cascades. The rocks here
than the nearby cliffs. The outcrop is visible for scores of miles in
are slick and smooth. On each tier, the Malinrae has carved a
all directions and is the subject of wild conjecture among sages
foam-flecked pool from the vertiginous cliffs. Unless explorers
and other sagacious folk.
dare the falls, climbing down to the valley floor here is difficult
Its rough and pitted flanks offer many handholds for the
(DC 30 Climb) in the extreme—the spray and slick rock making a
persistent climber. Those reaching the horn’s tip can enjoy
descent extremely hazardous.
unparalleled views of the surrounding territory. Legend has it
that at dusk on a certain day of the year, the shadow of the
2: THE MALINRAE
horn’s tip falls upon the hiding place of some ancient treasure.
The Malinrae flows swiftly away from the Kanae Falls through a The veracity of this—and details of the hidden treasure’s
narrow and deep twisting channel bored deep into the valley’s composition—is hotly debated among those steeped in the
rocky floor. Never more than 20 ft. wide or so, the Malinrae is region’s legends and lore.
swift (DC 15 Swim), cold and turbulent. Boulders lurk beneath
the surface ready to shatter the bodies of unwary swimmers. In
many places, old and gnarled trees cluster thickly upon its banks
throwing long stretches of the river into perpetual shade.
VALLEY FEATURES
3: WOLF ROCK The Valley of the Rocks is essentially (now) virtually unexplored
Standing hard against the Malinrae’s bank, Wolf Rock is almost wilderness—protected by formidable natural barriers and
unrecognisable. Covered in moss and lichens and surrounded by ghostly custodians.
thick, cloying bushes, it is easily missed by explorers. The carven Stealth & Detection: In the valley, the maximum distance at
wolf is depicted snarling savagely and ready to leap on its prey. which a Perception check can be made to detect other
creatures is 2d6 x 10 feet. Background noise increases the DC of
4: DEER ROCK Perception checks by 2 per 10 feet.
Cliffs: Vertiginous, 200 ft. high cliffs bound the valley. They
Carved from a huge boulder, this sculpture depicts a stag and
are rough and pitted, but relatively easy to scale (DC 15 Climb).
two young deer. The young are grazing while the stag stands—
In many places, shallow caves pierce the rock.
head up—protectively between them. Time has not been kind to
Huge Trees: Many of the valley’s trees are immense. The
this sculpture. Decades ago, a falling branch smashed one of the
branches of some—protected from harsh weather and
stag’s antlers—the shards of which lie concealed among the
augmented by the ancient enchantment of long-dead druids—
surround thick undergrowth—and one of the fawns has clearly
mingle with the boughs of the forest above. Some are well over
been vandalised. Perhaps in stark warning as to the fate of
200 ft. high and can be scaled with DC 15 Climb checks.
vandals, the yellowing bones of a humanoid lie nearby.
No Paths: No large creatures dwell in the valley and so
5: THE GIANT’S HORN there are no handy pathways for explorers to follow. Instead,
the place is home to birds (in great profusion) squirrels, foxes,
rabbits and other normal woodland creatures.
IN YOUR CAMPAIGN Vegetation: Vegetation grows wild throughout the valley;
The Valley of the Rocks can be placed in any wild or semi-wild vines, roots and bushes grow through the valley, hindering
wooded hill range. It is not a place often visited and should lie in movement. Treat such areas as difficult terrain. Clearings are
a remote—or dangerous—region of the hills. The valley’s ghosts few and often only occur in areas even gloomier than the norm.
yet guard it from incursion by those who would do it damage Elsewhere, thick stands of dense undergrowth make travel
and so—for the right party—it could become a refuge of sorts virtually impossible.
(if they are exploring a nearby adventure site). Sculptures: Sculptures great and small stand throughout the
The exact details of the ancient elven culture that once held valley. All depict woodland animals of some kind or another.
the valley have been left intentionally vague. While such a Many are wreathed in moss, obscured by vegetation or
culture undoubtedly exists in almost every campaign, most PCs damaged (either by accident, time’s remorseless flow or
are unlikely to delve too deeply into its mysteries. deliberate act).

76
6: BEAR ROCK The pool is deep and the water cool. It is also a mass grave.
Solalith sometimes forces his possessed victims into the pool
This huge, crumbling sculpture stands upon a small, rocky rise. It
and half buries them under the many stones littering its bed. He
rears up above the surrounding thick bushes and brambles as if
then relinquishes his sinister control over their psyche and
the angry bear were about to sweep it all aside with one massive
watches their last moments—revelling in their realisation, panic
paw. Vines snake up from the surrounding vegetation like the
and death throes. Adventurers exploring the pool find the
tentacles of some gigantic, unknowable predator ensnaring the
skeletal remains of dozens of humanoids along with a vast
bear in its deadly, implacable grip.
amount of rotting or rusting equipment.
Such is the thickness of the thorny bushes about Bear Rock
that getting closer to examine the sculpture is impossible
8: THE ALDOND
without magic unless a path is cleared through the cloying, vine-
riddled growth. The Valley of the Rocks ends in a great field of smashed and
tumbled rocks. Here, it is if some ancient, primordial being of
7: SOLALITH’S POOL superlative strength smashed the surrounding cliffs into rubble,
destroying them utterly. This great field of rubble descends
Fed by the Malinrae, but separated from its main course by a
steeply for hundreds of feet. The Malinrae flows under, over and
high and wide sandbar only overcome during flooding, Solalith’s
through this great expanse of rock to finally reach the placid
Pool is a seemingly tranquil place. However, it is not a safe place
waters of Lake Vontyrr through dozens of channels.
for here lurks Solalith Evdrearn (NE venerable male ghost half-elf
It is across the Aldond—clambering up and across the great
druid 3/sorcerer [undead] 8).
mass of slick, moss-wreathed stones (DC 5 Climb)—that most
explorers reach the Valley of the Rocks
VALLEY DRESSING
9: LAKE VONTYRR
Use the table below, to add minor points, or encounters, of
Whereas much of the Valley of the Rocks lies cloaked in
interest to the party’s exploration of the valley. Reroll (or
perpetual gloom, Lake Vontyrr’s placid waters scintillate
ignore) inappropriate results.
enticingly in the sunlight. Here fish swarm, birds wheel in the sky
D12 EVENT and reeds grow in great profusion. Dotted along its banks—
A multitude of bird nests fill the boughs of a nearby tree. some say like great sentinels of old—stand hoary old willow
1 trees of prodigious extent. Their leafy boughs reach far out over
Birds flit about and the sound of their songs fills the air.
Dozens of rabbit holes pierce a high, earthen bank. Their the lake’s waters and swarms of bees buzz about them in search
2
tracks are scattered all about. of their precious nectar.
The thick and gnarled roots of one of the valley’s trees Many folk have camped upon the lake’s wide and gentle
3 grow out of an earthen bank. They appear almost like banks. Here, the fishing is easy, the ground comfortable and wild
petrified, writhing serpents. berries and nuts grow in abundance. It is an idyllic place.
Birds in a nearby tree suddenly take flight. They alight
4
nearby and begin to sing.
Ahead, the trees cluster thickly together creating an
5
area of deeper gloom pregnant with unseen menace.
DANGER IN THE VALLEY
A huge fox—easily four-foot-long from snout to tail—
6 ambles out of nearby bush, observes the party for a few Naillae, Rideth and Tahlys yet protect their ancient temple-
minutes and then dashes away. home and the creatures dwelling within. Intruders who despoil
The loud rushing sound of the Malinrae reaches the the valley are punished mercilessly; their remains nourish the
7
party’s ears. Moments later, they hear a loud splash. great trees.
A strong wind rattles the boughs high overhead and a Solalith Evdrearn is a diffe re nt matte r entire ly. The
8
light “rain” of leaves falls about the party.
venerable half-elf is yet twisted by the dark, malevolent forces
A small sculpture of a fox stands partially obscure by a
9 dominating his life. He still secretly works against his fellows
great mound of leaves.
The yellowing bones of a previous explorer lie amid his and takes every opportunity to despoil the valley. To do this, he
10 mouldering equipment. There are no signs of violence prefers working through proxies and he often attempts to
upon the old, brittle bones. possess interlopers. When successful, he wreaks as much
A huge, rotting tree trunk lies amid the undergrowth. A damage and death as possible upon the flora and fauna of the
11
riot of ferns moss and fungi grows up its remains. place before drowning his doomed pawn in Solalith’s Pool
The undergrowth is so dense the party must hack their (location 7) or until his vengeful companions destroy the
12
way through or find a different way forward. intruder. Thus far, his part in these crimes has gone undetected.

77
NOTABLE INHABITANTS

NAILLAE ARALIVAR RIDETH CYELRAE


This old female elf has arresting blue eyes and bright silver hair A timeworn face, long silvery hair and a hunched frame mark this
hanging far down her back. elven female as a woman of exceptional old age.
N old female ghost elf druid 6 NG venerable female ghost elf druid 11

Naillae loves the tranquillity of the valley, but longs to once Custodian of the valley, Rideth is a gentle soul much given to
again experience the simple pleasure of being alive. thoughtful introspection.
Personality: Naillae is sad that she is dead. While she loves Personality: Truly at one with nature, Rideth has seen much
her extended “life” she longs to once again feel the sun on her in her long life. Nothing—cruelty or compassion—surprises her
face, swim in the Malinrae and to eat and drink real food. anymore. She is instinctively distrustful of non-elves, but is not
Mannerisms: Naillae loves to meditate and can often be vindictive. It is hard to earn her trust.
found—floating in midair—in a cross-legged position. Mannerisms: Rideth speaks achingly slowly as she searches
Distinguishing Features: Naillae’s bright blue eyes glow with for exactly the right word or phrase.
an inner fire. When she speaks with living elves they take on a Distinguishing Features: Rideth’s long silvery hair glistens in
somewhat predatory gleam; this is Naillae imagining possessing both moonlight and sunlight. Whichever form she takes, her
the unfortunate’s body…but only for a month or two. hair—or a decent proportion of her fur—is of identical hue.

RI DETH C YELR AE CR 14 (XP 38 ,400 ) Telekinesis (Su [standard]) Rideth can use telekinesis once
every 1d4 rounds (CL 13).
Female venerable ghost elf druid 13
Wild Shape (Su [standard; 5/day) Rideth can assume the form
NG Medium undead (humanoid, elf, incorporeal)
of a Huge or Diminutive animal (beast shape III), a Huge
Init +4; Senses darkvision 60 ft., low-light vision; Perception
elemental (as elemental body IV) or a Huge plant (as plant
+29, Sense Motive +4
shape III) creature. Rideth can cast spells while using wild
Speed 30 ft., (trackless step, woodland stride), fly 30 ft.
shape.
(perfect); ACP 0; Fly +12, Stealth +8 (incorporeal)
Druid Spells Prepared (CL 13th; concentration +17; Weather)
AC 14, touch 14, flat-footed 14; CMD 23 D
7th—control weather , true seeing
(+4 deflection) D
6th—control winds (DC 20), greater dispel magic, liveoak
Immune sleep, mind-affecting effects, death effects, disease,
5th—call lightning storm (DC 19), cure critical wounds, ice
paralysis, poison, sleep effects, stunning, nonlethal damage, D
storm , wall of thorns
ability drain, energy drain, damage to physical abilities,
4th—command plants (DC 18), control water, cure serious
exhaustion, fatigue, massive damage, any effect requiring a wounds, dispel magic, flame strike (DC 18), sleet storm
D
Fortitude save (unless it affects objects or is harmless); D
3rd—call lightning (2; DC 17), cure moderate wounds,
critical hits and precision-based damage (except from ghost
protection from energy, speak with plants (2)
touch weapons); nonmagical attacks D
2nd—animal messenger, cat’s grace, fog cloud , heat metal (DC
Fort +12, Ref +4, Will +14 (+16 vs. enchantments, +18 vs.
16), resist energy (2)
channelling); +4 vs. fey and plant-targeted effects
1st—calm animals (DC 15), cure light wounds, detect animals or
hp 114 (13 HD) D
plants, obscuring mist , speak with animals (2)
Space 5 ft.; Base Atk +9; CMB +9 0—create water, detect magic, light, stabilize
Incorporeal Melee Touch corrupting touch +9 (14d6 [DC 20 Fort Domain Spell-Like Abilities (CL 13; concentration +17)
halves]) 13/day—lightning lord (13 bolts/day)
Atk Options Flyby Attack, Vital Strike 7/day—storm burst (+9 ranged touch, 1d6+6 nonlethal)
Special Actions a thousand faces, corrupting gaze, frightful
Abilities Str –, Dex 10, Con –, Int 15, Wis 19, Cha 19
moan, telekinesis, wild shape
SQ elven magic, nature bond (Weather domain), nature sense,
A Thousand Faces (Su [standard]) Rideth changes her form at
rejuvenation, wild empathy (+17 [+13 vs. magical beasts])
will as if using alter self while in her normal form.
Feats Eschew Materials, Flyby Attack, Improved Initiative, Iron
Corrupting Gaze (Su [standard]) Rideth has a gaze attack (range
Will, Natural Spell, Self-Sufficient, Vital Strike
30 ft.) that causes 2d10 damage and 1d4 Charisma damage
Skills as above plus Diplomacy +16, Handle Animal +20, Heal
(DC 20 Fortitude negates the Charisma damage).
+20, Knowledge (nature) +20, Knowledge (religion) +18,
Frightful Moan (Su [standard]) Ridth emits a frightful moan
Survival +26
affecting all living creatures in a 30-foot spread. Affected Languages Common, Draconic, Druidic, Elven, Sylvan
creatures are panicked for 2d4 rounds (DC 20 Will negates).
Gear ghostly elven robes, holy symbol, spell component pouch
This is a sonic mind-affecting effect. A creature resisting
Rideth’s moan is immune to this effect for 24 hours.

78
SOLALITH EVDREARN TAHLYS VONOTHVAR
With long black hair tied in a ponytail, soulless black eyes and an Old, but distinguished, this elven women has a welcoming smile
emaciated frame this mongrel elf wears clothes of severe cut and twinkling golden eyes.
and dark hue. NG venerable female ghost elf druid 7
NE venerable male ghost half-elf druid 3/sorcerer [undead] 8
Dedicated to protecting the animals dwelling in the valley, Tahyls
This half-elf hid his true self from his fellows. He is not the most can be a great friend or implacable enemy.
dangerous—but is the most vindictive—of the valley’s Personality: Gentle and thoughtful, Tahlys can be aroused to
inhabitants. terrible anger when she believes her charges are threatened.
Personality: Solalith is a twisted, evil man. He hates his She dislikes Solalith for an indefinable reason—she simply feels
fellows—but dares no move against them. He dreams of uneasy around the half-elf.
corrupting the valley completely, and of being its lord. In Mannerisms: Always a patient person, in death Tahlys’
particular, he hates Rideth (but is scared of her power). He is patience has reached preternatural levels. She can sit unmoving
devoid of mercy or compassion, but is full of guile and well for hours—even days—on end simply watching a badgers’ set.
practised at hiding his true feelings. Distinguishing Features: Tahlys’ eyes often seem to sparkle
Mannerisms: Solalith’s mouth is often twisted into a sneer. with merriment or excitement—particularly when she’s with her
Distinguishing Features: Solalith’s eyes are flat and black; beloved animals.
they portray no emotion, except when he is inflicting pain on
others—then they seem to light up with an unholy fire.

SOL ALI TH EV DR EAR N CR 12 (XP 19,200) Druid Spells Prepared (CL 3rd; concentration +7; Air)
D
2nd—heat metal (DC 16), soften earth and stone, wind wall
Male venerable ghost half-elf druid 3/sorcerer (undead) 8
1st—detect animals or plants, entangle (DC 15), faerie fire,
NE Medium undead (humanoid, elf, human, incorporeal) D
obscuring mist
Init +4; Senses low-light vision, darkvision 60 ft.; Perception
0—create water, detect magic, flare (DC 14), resistance
+26, Sense Motive +4
Sorcerer Spells Known (CL 7th; concentration +15; bloodline
Speed 30 ft. (trackless step, woodland stride), fly 30 ft.
arcana [corporeal undead affected by humanoid affecting
(perfect); ACP 0; Fly +13, Stealth +16 (incorporeal)
spells])
AC 17, touch 17, flat-footed 17; CMD 23 4th (4/day)—enervation
(+7 deflection)
3rd (7/day)—deep slumber (DC 20), haste, vampiric touch
Immune sleep, mind-affecting effects, death effects, disease,
2nd (8/day)—eagle’s splendour, false life, resist energy, touch of
paralysis, poison, sleep effects, stunning, nonlethal damage, idiocy
ability drain, energy drain, damage to physical abilities, 1st—chill touch (DC 17), detect undead, mage armour, magic
exhaustion, fatigue, massive damage, any effect requiring a
missile, shield, silent image (DC 18)
Fortitude save (unless it affects objects or is harmless);
0—bleed (DC 17), dancing lights, detect magic, disrupt undead,
critical hits and precision-based damage (except from ghost
ghost sound (DC 17), message, prestidigitation, touch of
touch weapons); nonmagical attacks Resist cold 5 fatigue (DC 17)
Fort +12, Ref +3, Will +15 (+17 vs. enchantments, +21 vs.
Bloodline Spell-Like Abilities (CL 8th; concentration +15)
channelling)
10/day—grave touch (+6 melee touch, 4 rds.)
hp 133 (11 HD)
Domain Spell-Like Abilities (CL 3rd; concentration +7)
Space 5 ft.; Base Atk +6; CMB +6 7/day—lightning arc (+6 ranged touch, 1d6+1 electricity)
Incorporeal Melee Touch corrupting touch +6 (12d6 [DC 24 Fort
Abilities Str –, Dex 10, Con –, Int 15, Wis 18, Cha 25
halves]) SQ elf blood, nature bond (Air domain), nature sense,
Atk Options Flyby Attack, Vital Strike, draining touch
rejuvenation, wild empathy (+10 [+6 vs. magical beasts])
Draining Touch (Su [standard]) Solalith can drain 1d4 points
Feats Ability Focus (corrupting touch, malevolence), Deceitful,
from any one ability score with an incorporeal melee touch B
Eschew Materials , Flyby Attack, Improved Initiative, Iron
attack (+6). With a successful hit, he heals 5 hp. Will, Skill Focus (Perception), Vital Strike
Special Actions malevolence, telekinesis
Skills as above plus Bluff +20, Disguise +9, Handle Animal +11,
Malevolence (Su [standard; at will]) Solalith can merge his
Heal +10, Knowledge (arcana) +13, Knowledge (nature) +10,
body with an adjacent creature from the Material Plane (DC
Knowledge (religion) +8, Spellcraft +13, Survival +12
24 Will resists). This works similar to magic jar (CL 11). A Languages Abyssal, Common, Druidic, Elven, Sylvan
creature that successfully saves against this attack is
Gear tattered ghostly robes, unholy symbol
immune to Solalith’s malevolence for 24 hours.
Telekinesis (Su [standard]) Solalith can use telekinesis once
every 1d4 rounds (CL 12).

79

80
V ILL AGE B ACKD RO P : A RROW H ILL
The people of Arrowhill have long appeased the Serpent of Coldrun Woods with offerings and sacrifices so that their hunting could
continue. The Serpent is terrifying and cruel, but predictable, and in return for their obedience it protects them from exterior threats.
Recently, the Serpent’s demands have grown and her punishments have become more cruel. Little do the villagers know Mayor Crad
Swayfellow sons imprisoned the Serpent, and he now uses the methods and reputation of the Serpent to control the populace through
fear and tradition. Visitors to Arrowhill face a frightened, superstitious community and rumours of a dark, insatiable power dwelling in
the woods. If they aid the village, they must confront not only the dangers of the Coldrun Woods, but Mayor Swayfellow’s attempts to
thwart, and even murder, them.

81
ARROWHILL AT A GLANCE
The settlers of Arrowhill believed the Coldrun Woods were a Torbin Grenwick (location 5; LN venerable male human expert
bountiful and hospitable place. Two generations ago, hunters led 2) Torbin is the oldest villager, but his memory is nearly
by Shep Swayfellow slew the last dire bear in the region. The perfect. He runs the village’s tavern and general store.
great bear, filled with arrows, finally fell atop a high hill near the Theira Swayfellow (location 6; LG female human cleric [Conn] 1)
Mayor Swayfellow has turned the villagers against Theira, his
woods. The hunters called the place Arrowhill and built a small
own cousin, due to her parents’ efforts to disrupt his plans.
lodge on the site. Groble Wold (location 7; NG male human expert 1) Once a
Thirteen months later, the Serpent – a solitary and spiteful respected carpenter, Groble is now a melancholy drunk who
elven druid – paid her first visit. In the guise of a horrible (correctly) believes his wife (Mirena) is still alive.
serpent, she terrorized the villagers, demanding they pay her The Serpent (location 10; NE female elf druid 7) The Serpent is
tribute or flee. Over the next several decades, the people grew an exile from her homeland who preys on the superstitious
accustomed to her harsh, but predictable, demands and villagers. She is now imprisoned in her own home.
punishments. The creature terrified them, but also protected
NOTABLE LOCATIONS
them from bandits and marauding goblins.
Most of the village comprises peasant homes. A few locations,
Now, decades later, the villagers live in fear. The Serpent has
however, are of interest to adventurers:
grown more vicious in her demands, and her wickedness has
become more capricious. Recently, children have gone missing in 1. Thelen’s Apothecary: Thelen sells all manner of cure-alls and
the woods, hunting accidents and drowning have increased in curiosities in his small, cramped shop.
frequency and a mysterious fire destroyed the village hall. 2. Mayor Swayfellow’s Manor: This large, two-storey house is
Unbeknownst to the villagers, the Serpent is no longer the mayor’s residence and the now substitute village hall.
responsible for the terrors they face: Mayor Crad Swayfellow 3. Ruined Village Hall: The ghosts of those who died in the fire
and his sons recently imprisoned the Serpent in her own lair and haunt this burnt-out, ruined building.
use her legend to cement their control of the village. 4. The Watchtower: The despised half-elf “Witchborn” siblings
live in this decrepit tower.
DEMOGRAPHICS 5. Torbin’s Tavern and Trade: A small but comfortable tavern
Ruler Mayor Crad Swayfellow acts as the social heart of the village. The tavern doubles as
Government Overlord
the town’s general store.
Population 149 (147 humans, 2 half-elves)
6. The Chapel: Few villagers worship here now the mayor has
Alignments LG, NG, LN, N
Languages Common turned the people against his cousin, Theira Swayfellow.
Corruption +1; Crime –7; Economy –1; Law +3; Lore –1; Society 7. Groble’s Carpentry: Once a prosperous business, Groble’s
–1 Carpentry has had little to offer since the disappearance (or
Qualities Racially intolerant (elves), superstitious death, depending on who you ask) of the proprietor’s wife.
Danger 0; Disadvantages None 8. The Standing Stones: These ancient standing stones are
seemingly haunted.
NOTABLE FOLK 9. Witch’s Brook: Eventually, Witch’s Brook connects with the
Most of the population are nothing more than hardworking Coldrun River to the north, but the villagers avoid traveling its
peasants. A few, however, are of interest to adventurers: course due to its supposed proximity to the Serpent’s cave.
10. Coldrun Woods & Cave: The villagers get their livelihood from
Mayor Crad Swayfellow (location 2; NE male human aristocrat
2) Running the village is a family business for Crad the Coldrun Woods, but they fear the creatures living there.
Swayfellow, one he doesn’t mean to give up.
Brun and Johl Swayfellow (location 2 or 10; NE male human MARKETPLACE
ranger 4) The mayor’s sons are respected hunters, but they Resources & Industry Hunting, trapping, light forestry
spend most of their time looking after the prisoners at Base Value 500 gp; Purchase Limit 2,500 gp; Spellcasting 1st;
Coldrun Cave. They are loyal to their father. Minor Items 2d4; Medium Items 1d4; Major Items –
Thelen Mosswall (location 1; N male human expert 2) Thelen is
as much a con artist as an apothecary. He dupes the villagers When the PCs arrive in Arrowhill, the following items are for
into thinking his cure-alls and trinkets actually protect them. sale:
Larissa and Holten Witchborn (location 4; NG female half-elf
ranger 3 and NG male half-elf rogue 3) Larissa and Holten § Potions cure light wounds (50 gp), endure elements (50 gp)
receive abysmal treatment from their fellow villagers. They § Scroll (Divine) delay poison (150 gp), protection from evil (25
act as night watchmen, but receive little thanks or respect. gp)

82
VILLAGE LORE WHISPERS & RUMOURS
A PC making a Knowledge (geography) or Knowledge (local) A PC can use Diplomacy to gather information about Arrowhill
check may know something about Arrowhill. A successful check and its surroundings. This takes 1d4 hours and requires a DC 10
reveals all the information revealed by a lesser check. check. A PC exceeding this check gains one additional rumour for
DC 10: The villagers in Arrowhill distrust elves and, by each 5 points by which he exceeded DC 10. Use the table below
extension, magic. to determine which rumour(s) the PC learns.
DC 15: The nearby Coldrun Woods are home to all manner of
wicked, dangerous creatures, and only regular tribute keeps the D6 RUMOUR
village safe. Groble Wold’s dead wife, Mirena, somehow displeased
DC 20: A few half-elves – born of forbidden dalliances with 1* the spirits of the woods, and now her soul is trapped in
the Standing Stones.
the wood elves of Coldrun Woods – live in Arrowhill, but the
The Serpe nt always le ave s a mark whe n she is
villagers treat them as lesser folk.
displeased, indicating the villagers must pay tribute. The
2 marks seem different lately: in the past, they were
VILLAGERS carved into doors and trees, but now they often appear
Appearance The villagers tend to have ruddy skin and stockier painted onto the Standing Stones with blood.
builds. The night watch siblings are the children of the Serpent
3* herself. They are not the village’s protectors, but spies
Dress The people of Arrowhill dress in drab clothing, and
for the evil forest spirits.
typically wear or carry some sort of charm (usually a woven
The mayor has as many enemies (including his own
necklace or bracelet). 4
cousin, Theira Swayfellow) as he does friends.
Nomenclature male Dennan, Thaban, Wold; female Bren, The apothecary, Thelen Mosswall, is trying to brew up a
Corella, Wilna; family Brookefall, Fletcher, Swayfellow. 5
love potion, but nobody knows who he intends it for.
Torbin Grenwick, the oldest living member of the village,
6 is the only remaining person to see the Serpent of
Coldrun Woods and live, but he never talks about it.
*False rumour

83
NOTABLE LOCATIONS

1: THELEN’S APOTHECARY night. The dank watchtower serves as their home, and few ever
visit or speak with them. The half-elves have witnessed the
The interior of this building is cramped and stuffy, offering
mayor’s sons partaking in suspicious activities near the standing
barely enough room to approach the counter. The proprietor,
stones at night, but they are afraid to speak out lest the
Thelen Mosswall (N male human expert 2), often works in the
superstitious villagers turn against them.
back room; strange noises and smells cause the villagers to make
warding gestures when they visit, but they know the
5: TORBIN’S TAVERN AND TRADE
apothecary’s medicines will cure their ills. Thelen is a con artist,
convincing the gullible villagers his recipes were passed down Arrowhill is not large enough, nor near enough to any major
through seven times seven generations of Mosswalls and “have roads, to boast a true inn, but the locals frequent Torbin’s
proven themselves against the evils of this world more times Tavern and Trade for a variety of mundane needs. The
than a forest has trees.” He knows if he is ever revealed as a establishment’s main room is small and comfortable, but rarely
sham, the villagers will run him out of Arrowhill (or worse). crowded, offering a place for relaxation and talk. Next to the
Thelen is secretly infatuated with Larissa Witchborn (location 4). kitchens, a tidy storeroom houses all manner of trade goods. The
proprietor, Torbin Grenwick (LN venerable male human expert
2: MAYOR SWAYFELLOW’S MANOR 2), is a man obsessed with details and organization, and he
prides himself on his ability to remember everybody’s name and
Although it is little more than a big house, the mayor, Crad
face. He acts as the village’s unofficial “recordkeeper” of sorts,
Swayfellow (NE male human aristocrat 2), nonetheless insists on
as he is quick to recall numbers and dates. The mayor offers
calling his home “the manor.” It sits atop the hill at the village’s
Torbin a small salary for hastily sending word of any visitors to
center, and its two stories tower above the burnt ruins of the
Arrowhill.
village hall. Animal furs hang as trophies from the walls, and a
humongous dire bear pelt serves as a rug near the hearth.
6: THE CHAPEL
Swayfellow displays the arrow his grandfather supposedly used
to slay the beast above the mantle. He uses this room to hold Despite the evils of the woods nearby, and the highly
meetings with concerned villagers now the village hall is gone. superstitious nature of the residents of Arrowhill, the populace
shuns the chapel. The lone priestess, Theira Swayfellow (LG
3: RUINED VILLAGE HALL female human cleric [Conn] 1), is the mayor’s distant cousin and
somewhat of a black sheep. Her parents were strong advocates
The charred remains of the village hall mar the hill at the center
of abandoning the village and seeking out a new home
of Arrowhill, acting as a harsh reminder of the Serpent’s malice
elsewhere, but they died in the fire at the village hall, victims of
and power. One year ago, the villagers failed to heed the
the mayor’s betrayal. The mayor has turned the villagers against
mayor’s warnings and, instead of offering the proper sacrifice,
their old faith, claiming only he knows what’s best for them and
sent a hunting party after the Serpent. Failing to find their
that their gods, not understanding the wickedness and power of
quarry or her lair, they returned, only to discover the hall ablaze.
the Serpent, would only guide them to their doom. Theira does
In truth, the mayor had his sons light the fire, and they
her best to maintain the chapel and its grounds, and the
convinced the villagers the Serpent was responsible. Since then,
occasional villager still come to her for healing out of
none of the villagers have dared to openly discuss hunting the
desperation, but her lack of funds and support have left the
Serpent. The ghosts of those who died in the blaze haunt the
priestess and her home in near destitution.
ruined hall; thus rebuilding efforts have faltered.
7: GROBLE’S CARPENTRY
4: THE WATCHTOWER
This establishment was once among the most prosperous
The only building taller than the mayor’s manor is the
businesses in Arrowhill. The well-respected carpenter, Groble
watchtower, which nonetheless seems small and pathetic in
Wold (NG male human expert 1), was responsible for the
comparison due to its slender construction and state of
construction and upkeep of most of the buildings in the village
disrepair.
over the last decade. His carpentry shop boasted a dozen
The orphaned half-elf siblings, Larissa (NG female half-elf
apprentices and many more unskilled laborers. Two years ago,
ranger 3) and Holten Witchborn (NG male half-elf rogue 3), fulfill
rumors began to surface that Groble would likely be chosen as
the distasteful but necessary duties of the night watch. The
mayor over Crad Swayfellow. Tragically, Groble’s wife Mirena
villagers believe they, already corrupted by elven blood, are the
mysteriously disappeared just before the meeting when he
most fit to be further tainted by the spirits and dangers of the
would have been elected, and he fell into a deep depression.

84
Most of his projects have ceased, and Groble drunkenly wanders remember, and there are nearly as many tales of who built them
the woods, by day and night, in search of his missing wife. The (and why) as there are villagers. Most of the tales agree on one
villagers believe she is dead, but in truth Mayor Swayfellow thing: the stones are haunted, and the wailing of the spirits who
holds her captive in the Coldrun Cave (location 10), intending to reside there can be heard from across the village on particularly
kill her in some horrific way if Groble ever challenges him again. windy nights. Lately, the sounds have become far more
terrifying, as the Swayfellow sons have taken to slaughtering a
8: THE STANDING STONES sheep at the stones every now and again so its screams frighten
Eleven huge stone blocks stand in an awkward formation at the the villagers. By morning, investigation reveals only odd,
western edge of Arrowhill, and two more lie toppled nearby. The meaningless symbols written upon the stones in blood.
stones have stood here as far back as anyone in the village can
9: WITCH’S BROOK
BRUN AND JOHL SWAYFELLOW CR 3 (XP 800) A tiny tributary of the Coldrun River, Witch’s Brook is the
This human carries a huge longbow, which he pulls back with primary source of water for Arrowhill. Too small for boating and
ease offering little in the way of fishing, it serves as a landmark
Male human ranger (guide) 4 leading to and from the village and the river. Long before it
NE Medium humanoid (human) reaches the river, the villagers know Witch’s Brook flows by the
Init +3 (+5 in forests); Senses Perception +8 (+10 in forests), lair of the Serpent. Though children occasionally dare one
Sense Motive +1
another to follow the brook as far as they dare, the hunters and
Speed 30 ft.; ACP -1; Climb +8, Stealth +9 (+11 in forests),
trappers of Arrowhill are wise enough to use it only when
Swim +6
absolutely necessary. The superstitious villagers make warding
AC 18, touch 13, flat-footed 15; CMD 19
(+4 armour [mwk chain shirt], +3 Dex, +1 shield [darkwood gestures over the very water they drink, knowing it has recently
buckler]) passed by the Serpent’s lair.
Fort +6, Ref +7, Will +2
hp 38 (4 HD) 10: COLDRUN WOODS
Space 5 ft.; Base Atk +4; CMB +6 The dark forests to the north of Arrowhill provide the people
Ranged mwk composite longbow (range 110 ft.; Point Blank
with their livelihood, but the villagers live in constant fear of
Shot, Precise Shot, Rapid Shot) +8 (1d8+2/x3)
Melee longsword +8 (1d8+2/19-20) angering the dark spirits they believe reside there. They hunt
Atk Options ranger’s focus and gather supplies only in the parts of the woods, which seem
Ranger’s Focus (Ex swift; 2/day]) Brun or Johl can focus on not to anger the “Serpent,” which they grumble are far too few
one enemy within line of sight. He gains a +2 bonus on these days. There are many places the villagers dare not go,
attack and damage rolls against the target until it chief among them the Serpent’s Cave, which the woodsmen say
surrenders or falls unconscious or until he designates a lies somewhere near the joining of Witch’s Brook and the
new target.
Coldrun River. While the cave once served as the Serpent’s lair,
Special Actions terrain bond
it is now her prison. Brun and Johl Swayfellow (NE male human
Terrain Bond (Ex) When in woodland terrain, Brun or Johl
grants all allies within line of sight and that can hear him ranger 4) keep the Serpent (NE female elf druid 7), along with
a +2 bonus to initiative checks, and Perception, Stealth Mirena Wold (NG female human commoner 1), locked in iron
and Survival checks. As long as they travel with him, his cages, always ensuring their prisoners are underfed and
allies leave no trail and can’t be tracked (unless he so guarded, whether by themselves, their vicious dogs, or a handful
desires). of loyal villagers.
Ranger Spells Prepared (CL 1st; concentration +2)
1st—longstrider
Combat Gear arrows (20), potion of shield of faith (+2),
potion of cure light wounds
Abilities Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 8
SQ combat style (archery), (favoured terrain (forest [+2]),
track (+2), wild empathy (+3)
B B
Feats Endurance , Point Blank Shot, Precise Shot , Rapid
Shot
Skills as above plus Heal +6, Knowledge (geography) +7 (+9
in forests), Knowledge (nature) +7, Survival +8 (+10
tracking or in forests, +12 in tracking in forests)
Languages Common
Gear as above plus

85
LIFE IN ARROWHILL
Arrowhill’s residents are sullen and set in their ways, quite EVENTS
unwilling to entertain the notion that a “new way” of doing
While the PCs are in the village, one or more of the below events
something could possibly be better. This outlook extends from
may occur. Choose or determine randomly:
their personal lives to their professions. Routines are good,
change is bad and living beneath the shadow of the frightening, D6 EVENT
but predictable, Serpent of Coldrun Woods is far better than
The villagers discover a huntsman lying in Witch’s Brook
uprooting and moving elsewhere. with his head caved in, and they do nothing but sullenly
1
bury the body and leave two live goats at the spot where
TRADE & INDUSTRY the body was found.
Most of the villagers in Arrowhill rely on Coldrun Woods for their The local priestess goes to the tavern, asking for food or
2 donations, but the villagers turn her away. She asks the
livelihood, whether as hunters, woodsmen or trappers. The
PCs for help instead.
villagers know which parts of the woods are safe and which parts
A child goes missing at night, and the villagers gather
they should avoid, but recently, even the “safe” parts have around the watchtower to demand answers from the
become dangerous, causing unpleasant disruptions in the 3
Witchborn siblings. When the half-elves cannot provide
villagers’ work. an explanation, the situation might turn violent.
Groble Wold gets roaring drunk and shows up at the
LAW & ORDER mayor’s manor, pounding on the door and demanding
4
the mayor send a search party into the woods to find his
There is essentially no crime in Arrowhill, which prides itself on missing wife. A crowd gathers to watch events unfold.
being a “simple” community with relatively little to offer bandits The PCs awaken to discover someone has tied small
and brigands. The village’s own citizens are largely responsible woven charms around their wrists or necks. The
for keeping the peace, relying on the Witchborn siblings to 5 perpetrators were merely well-meaning children, but if
conduct the distasteful task of patrolling the village by night. The the PCs ask around, the villagers are hesitant to speak
last time troublemakers passed through Arrowhill (a band of about the charms and their purpose.
thieves disguised as performers), they were found days later in The mayor asks the PCs to follow Witch’s Brook and seek
out the Serpent’s lair to appease her. In reality, he is
the woods, their bodies crushed and strung up in the trees. The
sending them into an ambush set by his sons and their
villagers speak little of this incident, but it serves as a reminder 6
hounds. (This event is best used after the PCs have
of their sinister “protector” and her powers. Lately, however, already begun investigating, or if the mayor otherwise
the villagers have begun to wonder if they need some protection wishes to get rid of them.)
from the Serpent herself.

CONN
LN god of Community, Family and Rulership
Epithets: The Father, Lawgiver
Symbol: Two hands clasped in a handshake
Domains: Community, Law and Nobility
Favoured Weapon: Light mace
Raiment: White robes emblazed with two clasped hands
Teachings: Order brings prosperity. Together, believers
can achieve safety and contentment. The family is the most
important unit of society; its protection is the most sacred
duty.
Holy Texts: Law and Duty – a dense, legalistic text
setting out Conn’s teachings and the place and duties of
each community member.

86
V ILL AGE B ACKD RO P : E D G EWOOD
The thriving village Edgewood stands in the very shadow of the Shadetimer Forest. For 100 years, it has prospered. Wars, droughts and
pestilence striking other nearby settlements never seem to affect the village, and yet tragedy mars life in Edgewood. For every year, terror
stalks the village and its inhabitants die seemingly random but horrible and gruesome deaths. Thus, despite its prosperity, Edgewood
remains a small place, and few travellers remain there for long.

87
EDGEWOOD AT A GLANCE
Edgewood rests on the east side of the vast Shadetimber Forest. “Nattering” Nim Indra (location variable; CN male halfling
A wide stream flows from the forest, marking Edgewood’s commoner 2) Nim claims to know the truth of the village’s
northern border. The forest and stream provide plenty of game yearly losses; fellow villagers regard him as a harmless
and fish for the villagers, who make their living growing fruits conspiracy nut, so he only now shares his theories with
visitors.
and vegetables and harvesting honey from hives standing a
Quinna Poul (location 1; CG female half-orc expert 4) Quinna
quarter mile south of the village proper. Edgewood trades most owns Edgewood Inn and is usually the first person who
of its goods to neighbouring villages and towns and has meets visitors to the village.
prospered since its founding nearly 100 years ago. The village Zerb (location variable; NG pixie rogue 2) Zerb indulges Nim in
seems immune to major upheavals affecting the region and has his conspiracies and excitedly adds insane speculation.
thrived through major droughts, wars and monstrous incursions.
Despite its prosperity, Edgewood has not grown much in NOTABLE LOCATIONS
terms of population beyond the ninety original settlers. The Most of the village comprises peasant homes. A few locations,
village’s success comes at a bizarre price, as every year one to however, are of interest to adventurers:
three villagers succumb to a random, brutal attack by a group of
1. Edgewood Inn: Sitting on the only road leading through the
creatures from the forest. At first the attacks occurred during
village, Edgewood Inn is a charming, cosy destination for
one of the solstices and involved brazen attacks by wild animals,
travellers.
which ignored other villagers as they sought their prey. Once the
2. Eternal Lovers: A pair of centuries-old oaks has entwined
inhabitants discovered the pattern and attempted to circumvent
starting twelve feet from the ground, creating a massive home
the attacks, the timing became utterly random. Those who
for birds and squirrels that harms neither tree.
openly discuss settling down in Edgewood hear ominous
3. Sacrifice Square: Cleauregard spends most of his time at this
warnings from the current residents.
shameful reminder of a time when the villagers thought they
DEMOGRAPHICS could control what (or whom) got taken each year.
Ruler Mayor Velendra Arrisse 4. Storage Houses: Warehouses, protected from the heat and
Government Autocracy humidity, hold harvested goods ready for trade and sale.
Population 154 (57 humans, 8 elves, 16 gnomes, 28 half-elves, 5. Honey Haven: This tavern caters to visitors and offers a fine
12 half-orcs, 33 halflings) selection of mead; locals frequent the tavern.
Alignments NG, CG, N, CN 6. Bailiff’s Office: Ostensibly where Barth Poul works, this office
Languages Common, Elven, Gnome, Halfling, Sylvan
is usually unoccupied.
Corruption –1; Crime –5; Economy +0; Law +1; Lore –1; Society
+1 7. Mayor’s Hall: Velendra Arrisse’s offices are here, but she
Qualities Prosperous, superstitious usually wanders about the village and along the forest’s
Danger +0; Disadvantages Night of terror (danger +10) bounds.
8. Festival Grounds: A previous mayor decided to celebrate
NOTABLE FOLK Edgewood’s prosperity and commissioned the building of this
Most of the population are nothing more than hardworking area, which hosts major festivals after harvests.
farmers. A few, however, are of interest to adventurers: 9. Beehives: Glennon Clee oversees druidic beekeepers tending
two dozen hives; the druids render the bees relatively docile.
Barth Poul (locations 1 and 6; N male human fighter 3) Barth, is
Edgewood’s bailiff, but his duties amount to little more than
breaking up the occasional drunken brawl. He typically helps
MARKETPLACE
his wife, Quinna, at Edgewood Inn. Resources & Industry Farm goods, honey, hospitality
Cleauregard (location 3; LN male human ex-paladin 4) A haughty Base Value 650 gp; Purchase Limit 3,750 gp; Spellcasting 1st;
paladin who believed he could solve Edgewood’s “curse.” He Minor Items 2d4; Medium Items 1d4; Major Items –
instead became an agent of death by spontaneously
When the PCs arrive in Edgewood, the following items are for
transforming into a werewolf and slaughtering a child.
Glennon Clee (location 9; N male gnome druid 7) Son of the sale:
village’s original settlers, Glennon oversees the beehives.
Mayor Velendra Arrisse (location 7; NG female half-elf aristocrat § Potions & Oils cure light wounds (50 gp), oil of magic weapon
2) Leader of Edgewood for five years, Velendra has two more (50 gp)
years remaining in her term. She lost her partner 14 years § Scrolls (Divine) entangle (25 gp), speak with animals (25 gp)
ago to the yearly culling in the form of a pack of ghouls. § Wondrous Items feather token (tree, 200 gp)

88
VILLAGE LORE WHISPERS & RUMOURS
A PC making a Knowledge (geography) or Knowledge (local) A PC can use Diplomacy to gather information about Edgewood
check may know something about Edgewood. A successful check and its surroundings. This takes 1d4 hours and requires a DC 10
reveals all the information revealed by a lesser check. check. A PC exceeding this check gains one additional rumour for
DC 10: A displaced group of wanderers founded Edgewood each 5 points by which he exceeded DC 10. Use the table below
almost 100 years ago. The village sells high-quality fruits and to determine which rumour(s) the PC learns.
vegetables, as well as regionally renowned honey.
DC 15: The villagers are friendly, and Edgewood provides an D6 RUMOUR
excellent waystation for those entering Shadetimber. The former paladin, Cleauregard, cannot truly regain his
1
DC 20: Edgewood’s residents suffer an unusual curse; at powers until he removes Edgewood’s curse.
least one villager dies a year as the result of a savage attack. Nim claims the yearly deaths are an experiment
2
conducted by extraplanar beings.
Even those who have left the village are potential victims.
One of Edgewood’s founders suffered from a terrible
3* curse that killed all those he loved. When he died, the
VILLAGERS curse transferred to the village.
Appearance Natives of Edgewood have a variety of skin tones, Another of Nim’s wild theories holds that the bees know
eye colour and hair, owing to the original settlers’ diversity. 4 the truth of the village’s situation, but one must speak
Dress Most villagers wear loose-fitting and utilitarian their language to learn the secret.
Two years ago, a visiting cleric restored one of the
clothing. Quinna and Mayor Velendra Arrisse dress more 5
victims to life, but she and the cleric died two days later.
elegantly, since they deal with outsiders more than most.
Since the yearly attacks only take the lives of Edgewood’s
Nomenclature male Andras, Owain, Styv; female Fianne, 6* residents, Velendra has struck upon the idea of making
Mika, Quinna; family Arrisse, Clee, Dyllan, Poul. all visitors honorary residents to save her people.
*False rumour

89
NOTABLE LOCATIONS

1: EDGEWOOD INN 3: SACRIFICE SQUARE


An obvious sign of Edgewood’s modest wealth, Edgewood Inn When the attacks originally occurred during one of the
boasts two storeys of luxury accommodations. Owner Quinna solstices, the villagers attempted to assuage whatever power
Poul (CG female half-orc expert 2), who also serves as the inn’s held the people of Edgewood in its grip. Their leaders
cook, and a staff of five run the inn, which sees hundreds of designated a small section of the village bordering the forest as
visitors a year. Since the inn provides the last vestige of an offering place. They set aside their best fruits, vegetables
civilisation for those entering Shadetimber Forest (or the first and livestock as sacrifices to the creatures that swept through
welcome sight of civilisation for those emerging from the the village. Year after year, these offerings went ignored as the
forest), Quinna sees it as a sacred duty to offer a welcoming attackers took their due. As the villagers grew more desperate
atmosphere for guests. Edgewood has a surplus of supplies to establish control over who got taken, they eventually
beyond those earmarked for sale or trade, allowing the half-orc decided to hold a lottery to choose the sacrifice from the
to choose the freshest fruits, vegetables and fish, as well as the village. A flock of starlings pecked the unlucky selectee the first
best cuts of meat. Quinna, while a self-taught cook, has become year, and the residents were satisfied they had gained control
renowned for the meals she prepares for guests. The villagers over their fates. However, in subsequent years the chosen
appreciate the dishes Quinna makes, so the common room victim went unharmed, while others lost their lives. The square
holds a mix of locals and travellers. still stands as a monument to Edgewood’s folly, and it remained
As a tell-tale warning, a massive storm precedes the Night empty until Cleauregard’s (LN male human ex-paladin 4) fall
of Terror, cueing the villagers to leave the inn. Prior to an from grace.
incident 44 years ago, many villagers reasoned the attacks did The now ex-paladin arrived in Edgewood two years ago in
not target Edgewood’s visitors, so the inn would make a safe response to rumours of a malevolent force taking the lives of
place. A horrific mauling by a pack of wolves, during which the inhabitants. He overconfidently assumed he would stop the
three guests perished in an unsuccessful attempt to defend random deaths and defeat the fiend behind them. He failed in
their victim, put that theory to rest. The village took a brief hit his first mission when a band of hill giants strode into
in reputation, and a unanimous vote among the inhabitants Edgewood and knocked him unconscious before tearing their
decreed the inn off limits during future attacks. During major victims limb from limb. He was heartened when he discovered
storms, the locals, including the inn’s staff, make various a lingering evil presence that seemed to guide the giants, and
excuses and immediately depart, leaving Quinna to watch over he redoubled his efforts to find and destroy the creature
the inn. She realises this provides no guarantee of her safety. responsible. He failed in that task as well, but his efforts
apparently drew the attention of the force he sought to defeat.
2: ETERNAL LOVERS The following year’s attack saw Cleauregard turn into a
A pair of gnarled oak trees stands 100 feet from Edgewood Inn. werewolf and kill three villagers. This action, combined with the
The trees stood apart from one another until shortly after the former paladin’s questioning his deity, caused him to lose his
first settlers founded Edgewood. By the end of the first year, paladinhood. The villagers quickly forgave him, as they know it
the boughs had begun intertwining. The trees gradually formed was the village curse responsible for his one-time
a shaded archway. Surprisingly, the trees grow together transformation, but he has not forgiven himself, and he spends
without one out-competing the other. This harmonic growth his time brooding in the square.
prompted villagers to believe the tree spirits gave their blessing
to Edgewood’s founding. Now, considering the many deaths 4: STORAGE HOUSES
over the past few decades, a few jaded villagers see the trees as With the incredible bounty provided by the crops grown around
a cruel representation of their fates interlocked with that of the Edgewood, the villagers had the not quite earth-shattering
village. This connotation does not prevent wedding ceremonies problem of properly storing goods they traded and sold to
under the oaks boughs, where the married couple passes other settlements. Another odd beneficence of Edgewood
through the archway to signify passing into a new life that comes in the form of a lack of vermin—except for the rat and
combines both partners’ strengths. spider swarms that occasionally kill the year’s victims before
Glennon Clee (N male gnome druid 7) or one of his druids dispersing for good. This means the produce need only be
tends the trees at least once per day. protected from spoilage. The storage houses sit in shaded areas
in the village centre and several workers (commoner 1) inspect
the produce for signs of rot.

90
5: HONEY HAVEN among visitors, which he does for their protection more than
the residents’. As if the capricious entity that controls the
Garrick and Mari Clee (CG gnome expert 2) decided to follow in
inhabitants’ lives has a jealous streak, any outsider who harms
their older brother’s footsteps and make their living from
someone in the village meets with a twisted punishment (the
honey. Rather than raise bees, they use honey to craft superb
last being a thief who stabbed his robbery victim and ran afoul
mead, which they sell exclusively at the tavern they built up
of a virtual wave of rabid badgers after fleeing to the forest).
around the brewery. Locals and visitors alike enjoy sampling the
mead, and the Honey Haven has drawn some people away from
7: MAYOR’S HALL
the Edgewood Inn, creating a friendly rivalry between the Clee
siblings and Quinna Poul. Quinna’s husband, Barth, has begun The other office building that sees very little business, the
spending more time here than at her inn, which has added to mayor’s hall sits across the only road in the village from the
the rivalry. bailiff’s office. Mayor Velendra Arrisse (NG female half-elf
aristocrat 2) took the office five years ago after winning the
6: BAILIFF’S OFFICE latest election, and she has two years left in her term. While
the total of seven years is a relatively small amount of time for
One of a pair of virtually unoccupied buildings, this office is run
the half-elf, she has not really had a chance to become bored
by Barth Poul (N male human fighter 3), who took the bailiff’s
with the job. However, she does not enjoy the confines of her
job a month ago when the previous bailiff decided to return to
offices and has decided to spend most of her time in the village
farming. Barth’s wife convinced him to take the post when it
or forest. She claims she has a better feel for the villagers’
became vacant, and, as anyone can fill the unelected, voluntary
needs by getting out and about. Most business with the village
position, he figured he would give it a go. He wanted to get
is handled at Edgewood Inn or on the festival grounds when the
away from the inn’s hustle and bustle, anyway and reckoned
people of Edgewood sell their wares, so Mayor Arrisse has very
that a “boring” job would be a nice change of pace.
few visitors in the mayor’s hall.
Since taking the position, Barth has stopped one fight and
had to intervene when a group of travellers got rowdy and
8: FESTIVAL GROUNDS
began to destroy Edgewood Inn’s furniture. Other than the
occasional disturbance brought about by a villager’s inebriation, This brightly decorated field holds stalls and a small
Edgewood is crime-free. Barth’s job is to maintain the peace tournament space, all empty for most of the year. Shortly after
a harvest, which has never failed to yield a cornucopia of goods,
the villagers open up the festival grounds for their own
EDGEWOOD’S WOES celebrations and to host the many buyers who come to
The cause for Edgewood's yearly culling is purposely vague, Edgewood. While a Night of Terror has not happened during a
allowing a GM to determine the reason and perhaps a way for festival week, the villagers are too wary to assume an on-going
invested PCs to fix the problem. The four examples below festival will stave off further attacks.
provide possible answers to the mystery of Edgewood's annual
woes. 9: BEEHIVES
§ One of Edgewood's founders murdered another, and the Large honeybees inhabit a dozen artificial hives, most of which
victim laid a curse on the village that will only end when the were constructed by Gleenon Clee’s (N male gnome druid 7)
grandfather. Glennon’s father took over the beekeeping
last of the murderer's descendants dies.
business from his father, and Glennon has done likewise. The
§ A malign otherworldly entity turns its attentions to Edgewood
bees produce an exceptionally sweet honey, and the gnome
every year in pursuit of an endgame only it knows. The
and his crew, druids of varying levels, keep the bees docile and
selection of victims appears random, but it actually follows a
prevent visitors from disturbing the hives. The bee population
disturbing pattern.
continually expands, so he is considering building a 13th hive.
§ A bizarre cosmic wager between an angel and a demon hold

Edgewood as the prize. If all the villagers flee, the demon can
use the abandoned village as a beachhead for its armies. The
angel ensures the village thrives for most of the year but
allows the demon to slaughter no more than three villagers a
year.
§ Edgewood rests on a malfunctioning portal to the primal
realm of the fey. At a random time during the year, the portal
opens, allowing evil fey to wreak havoc on the village.

91
LIFE IN EDGEWOOD
Edgewood’s citizens have a mixed view of living in the village. EVENTS
For most of the year, they work hard to grow their crops, and
While the PCs are in the village, one or more of the below events
they are rewarded with exceptional yields every year. The cost
may occur. Choose or determine randomly:
of that prosperity comes with the culling of at least one of their
neighbours (or family members) each year, usually in a D6 EVENT
particularly brutal fashion. The residents have grown
Clouds build on the horizon, creating a tense situation
accustomed to this and accept their fate, which may seem odd 1 among the villagers; the clouds then dissipate to the
to visitors, especially adventurers looking to right an apparent obvious relief of the residents.
wrong. Obviously, no outsider has succeeded in lifting the curse A man the PCs met earlier comes to the village carrying
afflicting Edgewood. The ex-paladin, Cleauregard, provides an 2 the body of a dead companion. He claims millions of ants
object lesson for those who persist in the attempt. Nearly every poured up out of the ground and covered his friend.
villager enjoys the blessings they have and tries not to think Nim approaches the PCs and begins to regale them about
about whether they will be the next victim. 3 his theories on the culling before Velendra
embarrassedly attempts to pull him away.
Bees suddenly leave the hives to the south of the village
TRADE & INDUSTRY 4
en masse; some swarm through the village.
The produce and honey from Edgewood is unparalleled in If the PCs plan to enter Shadetimber Forest, Cleauregard
5
quality, and the village’s reputation has built a sizeable amount implores them to take him with them.
of trade. The village swells to five times its population when it The PCs arrive during one of Edgewood’s festivals; during
hosts a market festival, and the gold flows into every resident’s 6 the festival, a massive thunderstorm strikes, sending the
villagers into a panic.
pocket during the market. This has granted the inhabitants a
great standard of living, and no one lives in poverty. Illness and
injury are rare in Edgewood, but those suffering from either still
find work to do and quickly recover from their ailments.
During the offseason, Edgewood receives a number of CLEAUREGARD CR 3 (XP 800)
visitors who have heard about the remarkable dishes prepared Male human ex-paladin 4
by Quinna Poul at the Edgewood Inn, or the mead available at LN Medium humanoid (human)
Honey Haven. Additionally, as the last civilized area before Init –1; Senses Perception +1, Sense Motive +1
crossing into Shadetimber Forest, Edgewood sees more than its Speed 20 ft.; ACP –6; Climb –2,Ride –3, Swim –2
share of adventurers who seek glory in battle against the mighty AC 18, touch 9, flat-footed 18; CMD 17 (19 vs. bull rush)
creatures rumoured to stalk the forest. (+9 armour [full plate], -1 Dex)
Fort +6, Ref +0, Will +5
hp 38 (4 HD)
LAW & ORDER
Space 5 ft.; Base Atk +4; CMB +8 (+10 bull rush)
Barth Poul constitutes the entirety of the “law” in Edgewood. He Melee mwk greatsword (Power Attack [-2/+6]) +10 (2d6+6/19–
keeps an eye out for potential troublemakers, so he can warn 20)
them off any nefarious ideas they might have. Most of the time, Ranged composite longbow +3 (1d8+3/x3)
outsiders heed his warnings about “the village taking care of its Combat Gear arrows (20), wand of cure light wounds (22 chgs.)
own.” Those who commit crimes against residents and believe Abilities Str 18, Dex 8, Con 14, Int 10, Wis 13, Cha 12
they have gotten away with them find a rude awakening when Feats Improved Bull Rush, Power Attack, Weapon Focus
(greatsword)
they exit the village. Oddly, punishments reserved for visitors
Skills as above plus Diplomacy +8, Heal +7, Knowledge (religion)
who commit such deeds never occur within the village. +7
However, Barth is responsible for cleaning up the grizzly remains Languages Common
so as not to frighten off future visitors. At least once during or Gear as above plus silver holy symbol, 5 sp
after a festival, he has to bury some unrecognizable corpse Special has no paladin class abilities; if Cleauregard manages to
found just outside of Edgewood. atone, he gains immunity to disease and fear, lay on hands
and mercy (sickened). He also gains a +1 bonus to all saves,
detect evil, smite evil (2/day) and aura of courage. He can
also channel positive energy and cast one 1st level spell.

92
V ILL AGE B ACKD RO P : S TA R R UN F ALLS
The elven village of Star Run Falls basks under the spray of the mighty waterfall, the Star Run. Thousands of fireflies hover nightly along
the plunging waterfall, their blinking lights appearing as a cascade of flowing stars. The elves of Star Run Falls welcome visitors who come
to marvel at the sight of the waterfall and the river brings merchants keen to trade with the villagers. However, the long lived elves are
facing sudden and rapid changes to their idyllic lives. Recent goblin activity forced a contingent of human refugees to seek solace within
the village. The fast paced human lifestyle often clashes with the timeless elves who struggle with accepting the humans in their midst.
Worse yet, an evil rumour darkens the surrounding forest: the dreaded Crimson Shadow King, an evil creature said to appear in the
predawn hours, arriving on a chorus of chirping crickets to steal away elven babes for his growing goblinoid army. Additionally,
unbeknownst to the villagers, a princess, fleeing an arraigned marriage, hides in the village with her “grandfather,” a legendary creature
serving as her guardian.

93
STAR RUN FALLS AT A GLANCE
The shimmering waterfall known as the Star Run cascades 353 ft. Hol Stannish (location 4; N male human commoner 2) One of
into a large, deep pool about which the elven settlement of Star the human refugees, Hol represents his people’s interest in
Run Falls rests in the shade of the surrounding forest. Star Run the village.
Falls’ citizens live an almost idyllic life in homes magically formed Ferleden Tayaos (location 2; (CG male half-elf fighter 3/wizard
[universalist] 3)
within the trunks of the trees. Open to outsiders, traders
Appointed guardian, Ferleden’s duties include defence of the
regularly come upriver to trade with the elves for fish and furs or village.
consult with the wizards at its small academy. Some visit just to Dalaros Vynardis (location 7; CN male elf aristocrat 3) A recent
marvel at the Star Run. Even fey visit the elves from time to time arrival, Dalaros takes great interest in local politics.
with a few of the mysterious creatures being familiar faces in the Twyno/Twyna Veshara (location 3; CG female/male elf wizard 7)
village. The elves, in turn, keep the surrounding area free of The elven twins who share one body run the local academy.
predators such as the goblins lurking nearby. Ziz (location 9; CN female pixie) A fun loving pixie, Ziz enjoys
bathing in the waterfall’s pool and playing tricks.
Recently, a small group of human villagers took refuge in the
village after their homes were destroyed in a raid perpetuated
NOTABLE LOCATIONS
by a rising force of goblins and hobgoblins. Though generally less
Most of the village comprises peasant homes. A few locations,
insular than most elven communities, the elves struggle to
however, are of interest to adventurers:
accept the permanent presence of humans in the village.
However, a new fear grips the village, one that threatens its 1. The Star Landing: The village’s one inn, it contains a slender
peaceful tranquillity. An entity only known as the Crimson tower offering a panoramic view of the Star Run.
Shadow King has arisen in the forest, gathering a band of 2. Council Hall: The village council conducts their business in this
goblinoids including hobgoblins and bugbears about his banner. elaborate hall formed from the intertwining of many trees.
Elven mothers fear the sudden chirping of crickets drowning out 3. Star Falls Academy: Young elves learn magic here under the
the birdsong in the predawn mornings for that is when it is said tutelage of the elven twins, Twyno and Twyna Veshera.
the Crimson Shadow King appears to steal newborn elven babies 4. Bellshire: The human refugees live in this small district.
for some unknown, dire purpose. In truth, the Crimson Shadow 5. Unya’s General Store: This general store is a trade hub for
King is seeking to raise his own army of dark elves to add to his merchants coming upriver.
twisted, labyrinthine realm deep within the forest. 6. Solwyn House: Alera and her guardian, Balas, live in this small
house in an attempt to hide her true identity.
DEMOGRAPHICS
7. Dalaros’s House: After losing favour at an elven court, Dalaros
Ruler Guardian Ferleden Tayaos (CG male half-elf fighter
now lingers in this modest house, plotting his return to power.
3/wizard [universalist] 3)
Government Council 8. The Star Run: Thousands of fireflies make this waterfall appear
Population 167 (127 elves, 20 half-elves, 15 humans, 5 gnomes) as a flowing river of stars, giving it its name.
Alignments CG, LG, NG, LN, N, CN 9. Star Run Grotto: A grotto behind the waterfall serves as home
Languages Elven, Common, Sylvan to a tribe of sprites and a few other fey.
Corruption -1; Crime 0; Economy 0; Law -3; Lore -2; Society +4
Qualities Academy, tourist attraction MARKETPLACE
Danger 0; Disadvantages None
Resources & Industry Fishing, hunting, trade
Base Value 600 gp; Purchase Limit 2,500 gp; Spellcasting 4th;
NOTABLE FOLK Minor Items 2d4; Medium Items 1d4; Major Items –
Most of the population are nothing more than hardworking
peasants. A few, however, are of interest to adventurers: When the PCs arrive in Star Run Falls, the following items are for
sale:
Grimish Featherknocker (location 1; CG male gnome expert 3) A
personable gnome, Grimish runs the village inn, the Star § Potions & Oils barkskin (50 gp), shield (50 gp)
Landing. § Scrolls (Arcane) confusion (700 gp), tiny hut (350 gp)
Unya Ilyren (location 5; CG female elf ranger 4) Star Run Falls’ § Scrolls (Divine) summon monster I (25 gp)
former guardian, Unya now runs a successful general store.
Alera Solwyn (location 6; CG female elf aristocrat 1) A princess in
hiding, Alera fled to Star Run Falls with her guardian, Balas.
Balas Solwyn (location 6; NG male half-dragon unicorn) Alera’s
guardian, Balas disguises himself as her grandfather.

94
VILLAGE LORE WHISPERS & RUMOURS
A PC making a Knowledge (geography) or Knowledge (local) A PC can use Diplomacy to gather information about the village
check may know some information about the village. A and its surroundings. This takes 1d4 hours and requires a DC 10
successful check reveals all the information revealed by a lesser check. A PC exceeding this check gains one additional rumour for
check. each 5 points by which he exceeded DC 10. Use the table below
DC 10: Star Run Falls is an elven village that takes its name to determine which rumour(s) the PC learns.
from the spectacular waterfall around which it stands.
DC 15: Recently, a group of humans arrived in the village D6 RUMOUR
seeking sanctuary, which the elves granted. Dalaros Vynardis used to be a noble from a distant elven
1
DC 20: Rumours of fell creatures in the forest have many of court but his brash ways got him exiled to the village.
the villagers worried, especially expecting elven mothers. The human refugees plan on bringing in more of their
2*
kind to gain more power over village affairs.
Beware if you hear the incessant chirping of crickets in
VILLAGERS 3 the predawn hours for the Crimson Shadow King is on
Appearance Tall and slender with pointed ears and almond the hunt.
shaped eyes ranging from brown, grey to green, the villagers Unya only stepped down as guardian because she was
wear their dark hair long and unbraided. 4 the one who supported allowing the humans to live in
Dress The villagers dress in long tunics of green, brown or the village.
The grotto behind the waterfall contains a pool leading
dark blue. Many wear thigh high boots made from doe skin. 5*
to another world.
They wear little jewellery, except slender pendants or brooches
Ferleden has been especially grim of late, because of the
fashioned from gold or silver about a single gemstone. 6
increase of goblins in the forest.
Nomenclature male Kiyden, Norlerden, Pythos, Tarloyen; *False rumour
female Anwa, Cerles, Martya, Yevera; family Enderleas, Forylaen,

Onmonoas, Sirlydeen

95
NOTABLE LOCATIONS

1: THE STAR LANDING 5: UNYA’S GENERAL STORE


A yellow shooting star adorns the sign hanging over the door of This low, stunted tree formed store lies close to the docks and is
the village’s only inn, The Star Landing, operated by Grimish often the first stop for visitors arriving by river. Its proprietor,
Featherknocker (CG male gnome expert 3) and his family. Unya Ilyren (CG female elf ranger 4), serves as the unofficial
Formed from a tree, its first floor stretches impossibly outwards spokeswoman for the village as she deals regularly with
before the trunk narrows into a slender tower reaching four merchants, facilitating the trade of goods between the two. A
stories high. Inside, a cosy common room leads off into separate former Guardian for over 400 years, Unya relinquished her post
rooms and a central stairway takes visitors to the top. The tree’s to Ferleden (location 2), a move that shocked many based on
top branches suddenly curve horizontally, intertwined to form a Ferleden’s relative youth and the unspoken prejudice associated
rooftop terrace that offers a panoramic view of the Star Run. with him being a half-elf. However, Unya knew Ferleden was
more capable than her and she enjoys swapping stories with
2: COUNCIL HALL travellers more than being on patrol and dealing with elven
A number of trees form the sprawling two-storey council hall. politics.
The hall houses a large chamber room where the village’s One item Unya recommends to all visitors is a glow rod if
elected representatives meet to discuss important matters. It they plan on travelling the village at night. Because of their low-
also serves as the home to the current Guardian, Ferleden light vision, the elves prefer using moonlight at night. The softer
Tayaos (CG male half-elf fighter 3/wizard 3). Ferleden leads the light of the glow rod is, however, acceptable.
patrols protecting the village. Lately, he has been getting little
sleep, arising in the predawn hours to go on patrol. The lurking 6: SOLWYNS’ HOUSE
menace of the Crimson Shadow King weighs heavily on his mind. Alera Solwyn (CG female elf aristocrat 1) lives in this modest
Some also speculate his attention is drawn towards young Alera house with her “grandfather,” Balas Solwyn (NG male half-
Solwyn (CG female elf aristocrat 1) as Ferleden has yet to take a dragon unicorn) who in reality is her sworn protector and
wife. guardian. Alera, a princess from a distant elven court, fled from a
political marriage to an abusive husband. Together, the two
3: STAR FALLS ACADEMY masquerade as humble villagers, doing their best to stay hidden,
A long wooden hall connects the two large trees forming Star even including changing Alera’s golden blonde hair to the darker
Falls Academy. The twins, Twyno and Twyna Veshara (CG colour most villagers possess.
female/male elf wizard 7), serve as the academy’s headmaster Living in the village is not easy as Alera’s natural beauty and
and mistress. A bizarre magic experiment gone wrong left the grace attract the attention of the menfolk, particularly the son of
souls of the two twins sharing the same body; each twin has Hol Stannish, Tomas (NG male human sorcerer [destined] 1), a
possession of the body during certain hours of the day. The fledging magician at the academy and the village Guardian,
academy has recently broken tradition and accepted one of the Ferlerden (location 2). Alera avoids Dalaros Vynardis at all costs,
young human refugees as an apprentice after the youth afraid he might recognize her as he visited her parents’ court
displayed an ability to summon eldritch forces. many times. Balas, has his own troubles. He knows about the
Crimson Shadow King but dares not confront the creature for
4: BELLSHIRE fear of exposing himself and Alera but he senses the King is
close.
The human refugees named the small ghetto allotted to them –
a collection of normal wooden and thatch houses – “Bellshire”.
After their homes were destroyed by the Crimson Shadow King’s
minions, the elves offered them succour.
Hol Stannish (N male human commoner 2) represents the
human contingent at council meetings. The humans find it odd
and sometimes trying to live in the village. Having shorter life GLOW ROD
spans, they lead more hectic lives and become frustrated with A glow rod acts as if it had dancing lights cast on it, though the
the council’s slow and lumbering decision making processes. The effect is not magical. The range of the lights is up to 50 ft. and
elves sometimes have difficulty relating to the humans, treating the lights can be controlled by twisting the rod as a swift action.
them like pets as entire generations will come in go in a blink of A glow rod lasts up to 6 hours.
the eye to the long lived elves. Cost 60 gp; Weight 1 lb

96
7: DALAROS’S HOUSE 8: THE STAR RUN
Dalaros Vynardis (CN male elf aristocrat 3) owns a tree house The waterfall around which the village clusters gets its name
like most in the village: the base of the tree magically widened from the thousands of fireflies congregating around it at night.
and carved out to serve as living quarters for the first 15 ft. Their flickering bodies appear as a river of stars in the waterfall’s
before the trunk narrows and continues upwards as a normal glimmering rush as it cascades 353 ft. from the cliffs above into a
tree. A recent arrival in the village, in a short time Dalaros has large and deep pool below. The pool teams with fish swimming
got elected as a council member. A former noble from another upriver to breed with an almost supernatural fecundity,
elven kingdom, the boisterous and brash Dalaros made himself providing a bounty to the villagers who fish its sparkling depths.
unpopular there and thus was promoted as a “delegate” to Star Some villagers fish the pool’s waters while others base their
Run Falls. A bit of a bully, Dalaros strongly opposes the livelihoods around the visitors coming to gaze upon the falls in
settlement of humans in the village, warning they will breed like all their breathtaking, natural glory.
rabbits within a few generations and force the elves out.
9: STAR RUN GROTTO
Behind the Star Run, lies a cave entrance to a large and beautiful
grotto covered with luminescent mosses and fungi.
Home to a tribe of sprites, it is their presence that attracts
FERLEDEN TAYAOS CR 5 (XP 1,600) the fireflies congregating around the waterfall at night. The
This gaunt faced elf bears a grim expression. His eyes are cold
sprites protect the waterfall, seeing it as their home, however,
and determined.
they rarely interact with the village. Instead, Ziz (CN female
Male elf fighter 3/wizard (universal) 3
pixie) serves as the sprites’ spokesperson, having been accepted
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +2, Sense Motive +0 into the tribe long ago. Ziz (whose real name is much longer and
Speed 30 ft.; ACP 0; Climb +9, Swim +9 unpronounceable by non-fey) enjoys interacting with daily
AC 18, touch 13, flat-footed 15; CMD 20 village life, always astounded and curious about new faces.
(+5 armour [+1 chain shirt], +2 Dex, +1 dodge [Dodge]) However, she has a whimsical side, playing usually harmless
Immune sleep tricks unless provoked.
Fort +4, Ref +4, Will +4 (+5 vs. fear, +6 vs. enchantments) Many of the villagers know to stay out of grotto in respect to
hp 40 (6 HD) the sprites and leave out offerings of sweetened milk and
Space 5 ft.; Base Atk +4; CMB +7 candies to placate Ziz.
Melee +1 elven curved blade (Power Attack [-2/+4]) +9
(1d10+5/18-20)
Ranged mwk longbow (range 100 ft.) +7 (1d8/x3) or
Ranged hand of the apprentice (range 30 ft.; 6/day) +8
(1d10+4/18-20)
Wizard Spells Prepared (CL 3th; concentration +6 [+10
grappling or casting defensively]; spell penetration +5;
arcane bond [ring], arcane spell failure [20%]) ELVEN VILLAGER CR 1 /3 (XP 13 5)
2nd—acid arrow, mirror image Elf commoner 1
1st—alarm, shield, sleep (DC 14) CG Medium humanoid (elf)
0—dancing lights, daze (DC 13), detect magic, message, read Init +2; Senses Perception +3, Sense Motive +1
magic Speed 30 ft.; ACP 0; Climb +4, Swim +4
Combat Gear arrows (20), potion of cure moderate wounds (2), AC 12, touch 12, flat-footed 10; CMD 12
wand of magic missiles (28 chgs.) Fort +0, Ref +2, Will -1
Abilities Str 16, Dex 14, Con 11, Int 16, Wis 10, Cha 8 hp 6 (1 HD)
SQ armour training (1), bravery (+1), cantrips, elven magic, Space 5 ft.; Base Atk +0; CMB +0
weapon familiarity (elven) Melee dagger +0 (1d4/19-20)
B B
Feats Combat Casting, Dodge, Power Attack , Scribe Scroll , Ranged shortbow (range 60 ft.) +2 (1d6/x3)
Toughness, Weapon Focus (elven curved sword) Combat Gear arrows (20)
Skills as above plus Appraise +7, Handle Animal +5, Intimidate Abilities Str 11, Dex 15, Con 10, Int 12, Wis 8, Cha 9
+5, Knowledge (arcana) +9, Knowledge (geography) +9, SQ elven magic, weapon familiarity (elven)
Knowledge (nature) +9, Linguistics +8, Spellcraft +9 (+11 to Feats Alertness
identify magic items), Survival +6 Skills as above plus Handle Animal +3, Profession (fishing or
Languages Common, Draconic, Elven, Goblin, Sylvan similar) +4
Gear as above plus spell component pouch, 13 gp Languages Common, Elven, Sylvan
Spellbook as above plus GM’s choice Gear as above plus belt pouch, 2d4 cp, peasant’s outfit

97
LIFE IN STAR RUN FALLS
Life in Star Run Falls is sedate and carried on at a very slow pace, The human refugees are loudly celebrating a local
as suits the elves of the place. The recent arrival of the human 5 holiday from their old home with elven wine purchased
refugees has created some minor tensions, particularly around from Grimish.
the humans’ desire to log the surrounding woodlands. The A teenaged human boy carries a heavy basket of
vegetables for a beautiful elven girl. She looks on in
looming threat of the Crimson Shadow King concerns most of
6 dismay as the boy suddenly trips, spilling vegetables
the villagers – particularly those expecting a child.
everywhere. He is obviously deeply embarrassed and
quickly stoops to pick them up.
TRADE & INDUSTRY
Fish abound in the pool at the base of the waterfall and small
canoes ply its waters, hauling in catches sold to merchants
coming up river. Other villagers hunt in the surrounding forest
BALAS SOLWYN CR 6 (XP 2,400)
for meat and fur. However, they take great care to not over
Golden scales cover the reptilian clawed forelegs, face and back
hunt, only taking what is needed.
of this unicorn which also sports two leathery golden wings.
Others maintain small vegetable gardens, selling their
Male variant half- gold dragon unicorn
produce from home and the extra at Unya’s store. Some of the CG Large dragon
humans have suggested logging. However, the village council has Init +3; Senses darkvision 60 ft., low-light vision, scent;
so far ruled against this leaving them to farm tiny plots of land Perception +12, Sense Motive +5
(and grumble among themselves). Speed 60 ft., fly 120 ft. (average); ACP 0; Acrobatics +10 (+22
jumping), Fly +8, Stealth +12 (+15 in forests)
LAW & ORDER AC 19, touch 12, flat-footed 16; CMD 26 (30 vs. trip); magic
circle against evil
A free spirited people, the villagers do not believe in a codified (+3 Dex, +7 natural, -1 size)
set of laws. Instead, a council of nine elected representatives Magic Circle against Evil (Su) This ability continually duplicates
oversees administrative issues with any villager welcome to the effect of the spell. Balas cannot suppress this ability. Its
attend their meetings if they have a topic or issue they want to effect are not included above.
discuss. The council elects one of its number as the Guardian, a Immune charm, compulsion, fire, paralysis, poison, sleep
de facto leader that serves as a protector responsible for leading Fort +7, Ref +7, Will +6; +8 vs. effects created by evil creatures
hp 45 (4 HD)
small patrols into the forest as well as maintaining peace within
Space 10 ft.; Base Atk +4; CMB +13
the village. Few crimes occur and thus there is no jail.
Melee bite +11 (1d8+8),
Wrongdoers are required to make recompense for their actions
2 claws +11 (1d8+8) and
with the worse punishment being exile from the village. gore +12 (1d8+8)
Atk Options breath weapon (30-foot cone of fire; 4d6 fire
EVENTS damage; DC 18 Reflex halves; 1/day), powerful charge
While the PCs are in the village, one or more of the below events (gore, 2d8+16)
Spell-Like Abilities (CL 9th; concentration +17)
may occur. Choose or determine randomly:
At will—detect evil (as free action), light
3/day—cure light wounds
D6 EVENT
1/day—cure moderate wounds, greater teleport (within forest
The village is abuzz as a human has just been brought territory), neutralize poison (DC 22)
1
before the council for illegally cutting down a tree.
Abilities Str 26, Dex 17, Con 22, Int 13, Wis 21, Cha 26
A talking rabbit hops around in front of the academy SQ change shape (polymorph), magical strike, wild empathy
fuming. In reality, it is Dalaros who has been transformed Change Shape (Su) Balas can change his appearance as
2
by one of Ziz’s spells after being caught spying on her polymorph but retains most of his own physical qualities.
while she bathed. Magical Strike (Ex) Balas’s gore attack is treated as a magic
A group of human merchants have recently arrived and good weapon for the purposes of damage reduction.
3 taken up residence at the Star Landing while they do Wild Empathy (Su) This works like the druid's wild empathy
some trading and take in the sights. class feature, except Balas has a +6 racial bonus on the
A heavily pregnant elven woman converses with check.
Ferleden outside the council hall. She appears very Feats Multiattack, Weapon Focus (horn)
4
worried about her impending child. She claims to have Skills as above plus Handle Animal +14,Knowledge (arcana) +5,
heard the crickets chirping loudly that morning. Knowledge (nature) +5, Survival +12 (+15 in forests)
Languages Common, Elven, Sylvan

98
V ILL AGE B ACKD RO P : T RICKLETREK
Months ago a mysterious asteroid crashed into the waters of nearby Swishswirl Cove and in the days afterwards a strange sickness
spread across the glades to the north, poisoning its inhabitants and causing a supernatural illness in the gnomes. Now an unnatural blight,
a ghastly illness that drains the local gnomes of their vibrant colouration, leaving a sickly, otherworldly colour in its wake, has taken hold
in the gnomish settlement of Trickletrek.

99
TRICKLETREK AT A GLANCE
Surrounded by human towns and villages, the gnomish Helga Hedgeman (location 1; LN female human ranger [urban
settlement of Trickletrek has gone by many names throughout ranger] 5) The mayor of Trickletrek, Helga has held this
its history, as gnomes take particular joy in a good-spirited pun position uncontested for 14 years because of gnomish
or a particularly clever name. Currently named for the service it disdain for the monotony of leadership.
Kevinnen Jamear (location 2; N male halfling rogue 3) Kevinnen
provides to travellers, things have quickly gone from bad to
is a Swirlside investor who purchased the local inn after its
worse for the resident of Trickletrek. Local legends claim the owner perished from colour degradation.
gnomes of Trickletrek have dwelled in the forest they call the
Great Greens since before the region’s human tribes united into NOTABLE LOCATIONS
the kingdoms that exist today. By far the most successful Most of the village comprises peasant homes. A few locations,
gnomish settlement in the area, the gnomes of Trickletrek were however, are of interest to adventurers:
until recently constructing new neighbourhoods and a bridge of
dwarven design. 1. Trickletrek Town House: This building is generally empty as
All this changed when a mysterious asteroid crashed into the the Trickletrek gnomes hold a strong disdain for politics.
waters of the Swishswirl Cove. In the following months, a 2. Jamear’s Market: Gnomes from all over the Great Greens
strange sickness spread across the glades to the north, poisoning come here to barter and trade tales and baubles.
its inhabitants and causing an unnatural blight in the gnomes 3. The Trickletrek: The path from Trickletrek down to the shores
dwelling in Trickletrek. The village is now in a state of of the Great Trickle is infamously perilous. Most gnomes make
emergency. The ghastly illness drains the gnomes of their vibrant their living acting as guides up and down this path.
colouration, leaving a sickly, otherworldly colour in its wake. 4. Insaneta Crossit: Designed to make the trek across the Great
Trickle easier, this incomplete bridge was never finished
DEMOGRAPHICS because of its architect’s disappearance.
Ruler Helga Hedgeman 5. Swishswirl Cove: Named for its gentle whirlpool, some
Government Autocracy gnomes correlate the asteroid that struck the cove to the
Population 70 (43 gnomes, 24 humans, 8 halflings, 1 dwarf, 1
happenings in Trickletrek.
half-elf)
6. Swirlside Construction Site: Intended for new homes to house
Alignments N
Languages Common, Gnome Trickletrel’s growing populace, construction on Swirlside
Corruption +0; Crime +0; Economy –3 Law –4; Lore +1 Society – stopped after its architect vanished.
10 7. The Rotting Wood: The northernmost groves of the Great
Qualities Rumormongering citizens, strategic location Green reek of a sickness that drains away a person’s colour.
Danger +20; Disadvantages Cursed, hunted 8. Gunter Greatgreen’s Grove: This beloved grove has become
quarantined as the bleaching sickness spreads southbound
NOTABLE FOLK
from the Rotting Wood.
Most of the population are nothing more than hardworking
9. Gabber the Greeter’s Abode: Located on the outskirts of
peasants. A few, however, are of interest to adventurers:
Trickletrek, Gabber’s cottage is a rest stop for visitors.
Cezar Valeborn (location 2; NG male half-elf bard [archaeologist] 10. The Bleached Ranch: Located south of the main village, the
5) A lover of forgotten lore and avid studier of paranormal gnomes of Trickletrek began avoiding the Dapperfield Ranch
events, Cezar has relocated to Trickletrek from a nearby city. when the colour started to drain from its owner’s complexion.
Dapperfield Daisylocks (location 10; NE male colour-blighted
gnome bard [animal speaker] 4) Trickletrek’s local orchardist, MARKETPLACE
Dapperfield was ostracized when he showed signs of illness.
Resources & Industry Fruit, guide services, lumber, venison
Gabber Gygarian (location 9; N male gnome bard 2) Eccentric
Base Value 550 gp; Purchase Limit 2,500 gp; Spellcasting 3rd;
storyteller and town greeter Gabber is named for his
Minor Items 2d4; Medium Items 1d4; Major Items –
obsession with small talk and local happenings.
Gladius Gnarlbeard (location 6; CE colour-blighted bodak) A When the PCs arrive in Trickletrek, the following items are for
renowned dwarven architect, Gladius Gnarlbeard went sale:
missing several days after the asteroid crashed into
Swishswirl Cove. § Potions & Oils barkskin, charm animal, cure moderate wounds,
Gunter Greatgreen (location 8; NE male colour-blighted gnome
speak with animals
druid [blight druid] 8) The caretaker of the Great Greens
vanished not long after the asteroid struck Swishswirl Cove.

100
VILLAGE LORE Nomenclature Nomenclature is fickle and mercurial.
Gnomes are prone to altering their given and family names on
A PC making a Knowledge (geography) or Knowledge (local)
personal whim, resulting in few naming trends and a town
check may know some information about the village. A
genealogy that is neigh impossible to fathom.
successful check reveals all the information revealed by a lesser
check.
WHISPERS & RUMOURS
DC 10: Named for the great river that lies west of the village,
the gnomes of Trickletrek primarily make their living guiding A PC can use Diplomacy to gather information about the village
travellers down the jagged canyon surrounding the Great Trickle. and its surroundings. This takes 1d4 hours and requires a DC 10
DC 15: Headed by Gladius Gnarlbeard, a second settlement check. A character exceeding this check gains one additional
appropriately sized for “big folk” was slated for constructed near rumour for each 5 points by which he exceeded DC 10. Use the
Swishswirl Cove, but construction has ceased. Mayor Hedgeman table below to determine which rumour(s) the PC learns.
seeks to eventually unite the two settlements into a single town.
D6 RUMOUR
DC 20: The nomenclature for the Great Greens and its
Gunter Greatgreen is inflicting an otherworldly sickness
surrounding regions was chosen by Gunter Greatgreen, a local *
1 upon the people of Trickletrek for encroaching too far
druid selected to be the region’s warden by the local archdruid. upon the ancient forests of the Great Greens.
2 Cezar Valeborn has taken a fancy for Trickletrek’s mayor.
VILLAGERS * Gladius Gnarlbeard met a gruesome death in the Great
3
Appearance The residents of Trickletrek prefer vibrant, natural Greens and now haunts his incomplete bridge.
colours in their garb such as vivid greens, pale pinks and blues * The illness infecting Trickletrek is a direct result of the
4
mayor’s ungnomely leadership practices.
and rich browns. Person hygiene is emphasized and knickknacks
Gabber the Greeter wards off illness by drinking a
such as small charms are celebrated as symbols of individuality. 5
strange tonic he found while wandering in the woods.
Dress The villagers prefer simple garments with cool, vibrant The Swirlside asteroid impact might be related to the
colours. Fancy embroideries and coat-of-arms are popular 6
strange illness spreading throughout the Great Greens.
among the residents, although such garb seldom impedes its *False rumour
wearer’s ability to perform outdoor labour.

101
NOTABLE LOCATIONS

1: TRICKLETREK TOWN HOUSE Trickle. For a nominal fee, Gladius agreed to build his
masterpiece, a bridge of peerless architecture he named the
The most prominent building in Trickletrek is the town hall, by
Germainta Crossing after his darling wife. When Gnarlbeard
virtue of it being designed by humans. Although gnomes are the
disappeared, construction stopped as rumours spread that he
majority race of Trickletrek, humans and halflings almost
and his workers now haunted the bridge as undead
unanimously run the village’s government as most gnomes have
monstrosities.
little interest in the monotony of politics. As a result, Mayor
Not long after Gnarlbeard’s disappearance, a group of
Helga Hedgeman (LN female human ranger [urban ranger] 5) has
travellers attempted to cross Germainta’s Crossing. According to
held her position without opposition for nearly 15 years.
witnesses, they had made it half way across when the bridge
However, Helga often complains about the difficulty in getting
dumped the entire entourage into the Great Trickle before
the gnomes to make any legitimate political decisions, leaving
lurching back into position. There were no survivors. Gladius’s
her burdened with numerous concerns, especially the spread of
widow is said to visit the bridge each evening in hopes of
a mysterious sickness that is plaguing Swirlside and driving the
encountering her husband’s ghost, but even she is reluctant to
gnomes into all-out hysteria.
actually step onto the bridge itself.

2: JAMEAR’S MARKET 5: SWISHSWIRL COVE


One of the first investors in Swirlside, Kevinnen Jamear (N male
Because of its natural, gentle whirlpool Swishswirl Cove has
halfling rogue 3) is as opportunistic as they come and as sharp as
always been a place of natural wonder to the gnomes of
a tack. But when Gladius Gnarlbeard went missing, Kevinnen
Trickletrek, so much so that plans were made to construct a new
wisely decided to channel his assets out of Swirlside and into
neighbourhood off the cove’s southern shores. Gunter
purchasing the Trickletrek Lodge, the village inn, after its
Greatgreen (NE male colour-blighted gnome druid [blight druid]
previous owner succumbed to a mysterious illness. Although
8) adamantly opposed construction from the day Gladius
originally sized for gnomes, Jamear set about making his new inn
Gnarlbeard began working until the day a mysterious asteroid
as accommodating as possible to travellers and residents alike
crashed into the centre of the cove’s whirlpool, causing the
and he even sells knickknacks in the inn’s common room. Jamear
waters to become as volatile as a bubbling cauldron. Since then,
desperately wants a return on the gold he spent on Swirlside and
strange happenings have plagued Trickletrek, from
as the only living investor, he has much to gain if wandering
disappearances to a mysterious sickness that rapidly drains the
adventurers were to save Trickletrek from destruction.
colouration from living folk. Cezar Valeborn (NG male half-elf
bard [archaeologist] 5), a travelling occultologist, has theorized
3: THE TRICKLETREK that an impact as large as the one the people of Trickletrek
Although called other names by other races, gnomes have described likely tore a hole in the riverbed, draining large
always called the river west of Trickletrek the Great Trickle. volumes of water into an unknown subterranean cavern.
Cutting deep through the land, the river lies at the bottom of a Unknown to the people of Trickletrek, the asteroid harboured a
deep canyon that is impassable for miles around save for the terrible entity; a colour out of space that feeds upon the people
Trickletrek; a winding path that is only slightly less treacherous of the Great Greens from beneath their feet.
than the surrounding cliffs. The gnomes of the Great Greens took
to guiding travellers down the path, across the river and back up 6: SWIRLSIDE CONSTRUCTION SITE
again for coin and named their village after the trail. Although
Although Trickletrek has a sizable human population the village
available to the public, few travellers are foolish enough to try to
was never designed for “big folk” and as a result many streets
traverse the Trickletrek without an experienced guide. Those
and businesses are simply too small for Trickletrek’s larger
who do seldom live to regret it.
inhabitants. Helga Hedgeman, Trickletrek’s human mayor,
recently decided to expand Trickletrek in order to accommodate
4: INSANETA CROSSIT people of all sizes. After contracting Gladius Gnarlbeard to
As the village of Trickletrek expanded, it was only natural for its design the new settlement and lead construction, the settlement
inhabitants to seek new, exciting ways for travellers and of Swirlside was born. (Or would have been born, if not for
townsfolk alike to cross the Great Trickle. When the dwarven Gnarlbeard’s disappearance in the days following the asteroid
architect Gladius Gnarlbeard (now CE colour-blighted bodak) was impact in Swishswirl Cove.)
contracted to build Swirlside, he lamented the difficulty
presented in getting supplies to his worksite across the Great

102
7: THE ROTTING WOOD 9: GABBER THE GREETER’S ABODE
The area of the Green Greats now called the Rotting Wood did Although all gnomes are eccentric, even the residents of
not exist until the asteroid crashed into Swishswirl Cove. Within Trickletrek admit that Gabber the Greeter (N male gnome bard
days, the forest to the east of the cove began to wither and die 2) is an acquired taste, hence the location of his cottage on the
as its animal and fey guardians became bleached and pale, eastern outskirts of the Great Green. Although employed as the
gaining an otherworldly tint. Most of the guides who have forest’s greeter and director towards Trickletrek, Gabber’s
investigated the Rotting Wood never returned; those who have maniac obsession with befriending everyone he meets often
claim the area is littered with the ashen remains of infected inspires travellers to hurry along towards Trickletrek than
creatures and haunted by those who still suffer from the illness. befriend the lonely greeter. Willing to spin any story and tell any
Extremely agitated by their sickness, the denizens of the Rotting lie necessary to bring others around, Gabber’s isolation is
Wood curiously refuse to attack anything infected by the (accidentally) self-inflicted. Sharp as a tack and persistent as
otherworldly taint; even infamously territorial animals refrain mould, Gabber has continued to live in relative health and
from striking at one another, perhaps recognizing each other’s happiness for two centuries.
illness as a sign of allegiance. When the sickness started to spread throughout the Great
In the weeks following the asteroid’s impact, the taint has Greens, the people of Trickletrek conveniently forgot to check on
crept further southward. Some claim the wood’s protector, Gabber, whose close proximity to the taint and stubborn refusal
Gunter Greatgreen, prowls the forest at night as agitated as any to relocate made many assume it was only a matter of time
of the other infected creatures that call the Rotting Wood home. before he succumbed to the sickness. Some folks who stayed in
contact with Gabber claim he found a magic tonic that cleans
8: GUNTER GREATGREEN’S GROVE away the taint when applied, but thus far Gabber has neither
Before the asteroid struck Swishswirl Cove, Gunter Greatgreen confirmed nor denied these claims. In truth, the crafty gnome
(NE male colour-blighted gnome druid [blight druid] 8) was a discovered a mi-go encampment while visiting his friend, Gunter
highly respected resident of Trickletrek, and by far its oldest Greatgreen, and stole some of their otherworldly medicine for
citizen. A powerful druid who was tasked to watch over the his own protection.
Great Greens, Gunter took the forest’s name for his own and
spent the next 75 years of his life preserving the balance 10: THE BLEACHED RANCH
between civilization and the natural world in the area. Vocally The Daisylock Ranch has been in Dapperfield’s (NE male colour-
opposed to the construction of Swirlside, some of Trickletrek’s blighted bard [animal speaker] 4) family for several generations;
residents were relieved when Gunter mysteriously stopped an impressive feat by gnomish standards. Claiming to have kept
protesting its construction after the asteroid crashed into his colours by constantly inventing new ways to grow and serve
Swirlside Cove. Not long after the druid’s disappearance a the berries his family has traditionally harvested, Dapperfield
sickening blight began spreading throughout the Great Green was beloved throughout Trickletrek both as a orchardist as well
that corrupted man, beast and tree alike, bleaching them of their as for his pitch-perfect songs, all of which centre around the joys
colour and warping their minds. surrounding his harvest. That is, until the colourless illness swept
Although some claim the bleaching sickness that has across Trickletrek. Dapperfield was among the first to show signs
overtaken Trickletrek was imparted upon the village by Gunter, of the illness; his blueberry beard was quickly bleached by the
Mayor Hedgeman, who knew Gunter best of anyone, resolutely strange sickness, tinted with what some might call an
states the druid loved his forest home too much to taint it with otherworldly taint. As Dapperfield’s symptoms worsened, the
whatever is plaguing the Great Green. In fact, the truth is far gnomes of Trickletrek quickly quarantined all produce from the
worse. Having followed the asteroid that impacted Swishswirl in Dapperfield Ranch, now called the Bleached Ranch by the
order to observe its effects, a gathering of extraterrestrial mi-go village’s few children. No one has seen Dapperfield or the
ambushed Gunter and claimed his magical grove as their own. workers he employs for nearly a month, although plumes of
Through horrid experimentation and mutation, Gunter has been sickening smoke waft over the ranch every night as the sun dips
reduced to a near-mindless pawn of the mi-gos’ machinations; as beneath the horizon.
the sun falls each evening, the shambling wreckage that is
Gunter Greatgreen wanders from his grove, to spread a
colouring ring of blight throughout the wood.

103
LIFE IN TRICKLETREK
Business has virtually ceased in Trickletrek because of rampant D6 EVENT
illness and the strange happenings plaguing the village. The PCs watch a resident transform into a colour-
1
blighted villager before their eyes.
TRADE & INDUSTRY 2
A crowd of hysteric gnomes swarms the Trickletrek Town
House, blaming the strange illness on the village’s mayor.
Most gnomes in Trickletrek are self-employed as guides or
Kevinnen Jamear offers the PCs free room and board in
practice crafts such as weaving or leatherworking. Other 3
order to try to sweet talk them into helping the village.
residents are more likely to work as orchardists, construction Germainta Gnarlbeard decides to visit Insaneta Crossit at
workers or hunters. With the residents of the Great Green 4
dusk to wait for her husband’s ghost.
succumbing to a deadly contagion, however, most industry has At nightfall, several mi-go raid Trickletrek, attempting to
5
ground to a halt. collect sickened villagers as specimens for study.
The PCs watch plumes of odd-coloured smoke rise from
6
LAW & ORDER the Bleached Ranch at dusk.

Although the gnomes of Trickletrek care very little for politics,
they understand the importance of village laws, although merry GUNTER GREATGREEN CR 7 (XP 3,200)
mischief abounded in Trickletrek. In the wake of illness and Colour-blighted middle aged gnome druid (blight druid) 8
hysteria, however, life has become a paranoid monotony for all N Small humanoid (gnome)
of Trickletrek’s residents as gnome and big folk alike quickly Init +1; Senses low-light vision; Perception +13, Sense Motive
succumb to desperation and depression. +10
Speed 20 ft.; woodland stride; ACP 0; Acrobatics +1 (-3
EVENTS jumping), Climb +4, Fly +11, Swim +4
AC 14, touch 13, flat-footed 13; CMD 15; +4 vs. giant-type foes
While the PCs are in the village, one or more of the below events (+1 armour [bracers of armour +1] +1 deflection [ring of
may occur. Choose or determine randomly: protection +1], +1 Dex, +1 size)
Fort +9, Ref +3, Will +9; +2 vs. illusions
hp 68 (8 HD)
Space 5 ft.; miasma (DC 20); Base Atk +6; CMB +5
Melee +1 sickle +7/+2 (1d4) or
COLOUR-BLIGHTED VILLAGER CR 1 /3 (XP 13 5) Melee Touch bleeding touch (7/day) +6 (1d6 bleed; 4 rds.)
This gnome seems almost completely drained of colour – its Druid Spells Prepared (CL 8; concentration +12)

4th—death ward, lesser age resistance, touch of slime (DC 19)
hair, eyes and skin are all of a dull grey hue.
3rd—animate dead, ash storm, contagion (DC 18), fungal
Colour-blighted gnome commoner 1
infestation (DC 18), poison (DC 18)
N Small humanoid (gnome)
2nd—barkskin, feast of ashes (DC 17), pernicious poison (DC
Init +0; Senses low-light vision; Perception +1, Sense Motive -1
17), wilderness soldiers
Speed 20 ft.; ACP 0; Acrobatics +0 (-4 jumping), Climb +5, Swim
1st—cause fear (DC 16), death knell, frostbite (DC 15), obscuring
+5
mist (2), pass without trace, produce flame
AC 11, touch 11, flat-footed 11; CMD 9; +4 vs. giant-type foes 0—detect poison, guidance, resistance, spark
(+1 size) Atk Options +1 attack vs. reptilian or goblinoid foes, +1 attack
Fort +2, Ref +0, Will -1; +2 vs. illusions and damage vs. creatures not colour-blighted
hp 6 (1 HD) Spell-Like Abilities (CL 8; concentration +12)
Space 5 ft.; Base Atk +0; CMB -1 1/day—dancing lights, ghost sound (DC 12), prestidigitation,
Melee dagger +1 (1d3/19-20) speak with animals
Atk Options +1 attack vs. reptilian or goblinoid foes, +1 attack Special Actions wild shape (3/day)
and damage vs. creatures not colour-blighted Combat Gear wand of touch of slime (43 chgs.)
Spell-Like Abilities (CL 1; concentration +1) Abilities Str 9, Dex 12, Con 16, Int 14, Wis 18, Cha 14
1/day—dancing lights, ghost sound (DC 10), prestidigitation, SQ vermin empathy (+10 [+6]), weapon familiarity
speak with animals Feats Ability Focus (miasma), Natural Spell, Spell Focus
Abilities Str 11, Dex 11, Con 14, Int 10, Wis 8, Cha 10 (necromancy), Toughness, Weapon Finesse
SQ weapon familiarity Skills as above plus Knowledge (nature) +13 and Survival +11
Feats Skill Focus (guide or hunter) Languages Common, Draconic, Druidic, Dwarven, Gnome,
Skills as above plus Profession (guide or hunter) +8 Sylvan
Languages Common, Gnome, Sylvan Gear as above plus spell component pouch, belt pouch, 12 gp,
Gear as above plus belt pouch, 2d4 cp, peasant’s outfit cleric’s vestments

104
OGL V1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Random Woodland Encounters. ©Raging Swan Press 2011; Author: Creighton Broadhurst and
Inc ("Wizards"). All Rights Reserved. Julian Neale.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have Advanced Player’s Guide. © Paizo Publishing LLC 2010; Author: Jason Bulmahn.
contributed Open Game Content; (b)"Derivative Material" means copyrighted material including Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur,
derivative works and translations (including into other computer languages), potation, modification, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon
correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson,
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such content does not embody the Product Identity and is an enhancement over the prior art and any Random Woodland Encounters II. ©Raging Swan Press 2011; Author: Creighton Broadhurst and
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notice to any Open Game Content that you Use. No terms may be added to or subtracted from this Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-
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