0% found this document useful (0 votes)
69 views28 pages

Soldiers Hunt for Danu in Woldwood

A group of prisoners has escaped from Dark Hill mine into the Woldwood, prompting soldiers led by Captain Thura to search for them while also capturing a talking rabbit named Nutmeg for information. Albrecht Stonefell is organizing an expedition to find a valuable Fire Opal Egg, believed to be buried by soldiers from a past giant war, while a mercenary group called the Immortals is shadowing them with intentions to steal the egg. The narrative includes various character details, their abilities, and the unfolding events as they interact with the environment and each other.

Uploaded by

glennkenobi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
69 views28 pages

Soldiers Hunt for Danu in Woldwood

A group of prisoners has escaped from Dark Hill mine into the Woldwood, prompting soldiers led by Captain Thura to search for them while also capturing a talking rabbit named Nutmeg for information. Albrecht Stonefell is organizing an expedition to find a valuable Fire Opal Egg, believed to be buried by soldiers from a past giant war, while a mercenary group called the Immortals is shadowing them with intentions to steal the egg. The narrative includes various character details, their abilities, and the unfolding events as they interact with the environment and each other.

Uploaded by

glennkenobi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Chain Lords > Fighting style: duelling (factored in)

Recently a group of prisoners escaped from Dark Hill mine > Second wind x 1: regain 9 hp as a bonus action
into the Woldwood. They remain on the loose, but the > Action surge x 1
magic of the Woldwood has been steadily reducing
their Intelligence. > Improved critical: 19 or 20

Dark Hill sends soldiers after the missing prisoners. The 16 Chain Lands soldiers
soldiers (led by Captain Thura) have a camp on the edge AC 18 (chain/shield), HP 11, Att 1 x longsword (1d8+4),
of the Woldwood, and make daily forays inside to locate or 1 x spear (1d6+4) or 1 x shortbow (1d6), HIT +4, SV +2,
the prisoners. While they have failed in recapturing the Init + 0, SP 30 ft, SKL athletics +4, perception +2, ML 7,
prisoners, they did capture a light brown satin rabbit that AL LN, CR 1/2, XP 100, TT 3d6 SP each.

e
talks. The rabbit (a Danu by the name of Nutmeg) is now > Fighting style: duelling (factored in)
imprisoned in an iron cage back at Dark Hill. Interrogated by
Commander Bo-Arkar, Nutmeg has been forced to tell the Yarzar’s War Elephant
soldiers about the Danu. As a loyalist, he has tried to get the AC 16 (chain barding), HP 76, Att 1 x gore (3d8+5), HIT +4,
soldiers to attack the Formorians, and has told them that SV +2, Init + 0, SP 40 ft, SKL n/a, ML 7, AL N, CR 4, XP 1100

fil
their hearts will turn to gemstones on death. Commander > Size: Huge
Bo-Arkar sends reinforcements (24 men under Lieutenant
Khaing) and they intend to head into the Woldwood and try > Trample charge: can charge 20ft and gore. If hits, target
to kill some of the wolves or bears. must make a DC 12 STR save or be knocked prone. If they
are knocked prone, the elephant can make a stomp attack
What do they want: The soldiers want to capture wolf, as a bonus action (for 3d10+5).
bear, fox or lynx Danu for their supposed gem hearts. They
also want to recapture the missing prisoners. In return they Escaped prisoners (10)
could share what they have learned about the Danu, or let AC 10, HP 4, Att 1 x club (1d4) or 1 x sling (1d4), HIT +4,
the escaped prisoners go free. SV +2, Init + 0, SP 30 ft, SKL n/a, ML 6, AL CN, CR 0, XP 10
e
The escaped prisoners (led by Mahlaing, 31, wiry, tattoed,
reformed murderer, no upper teeth) simply want freedom,
but would happily serve the party as retainers (as a mix of
Albrecht’s expedition
Albrecht Stonefell came into possession of accounts of the
pl
porters, torch bearers and warriors) if they were willing to war against the giants, and scrolls taken from the fallen giant
keep them safe from the Chain Lands soldiers. empire by the victors twenty years ago. It is on the basis of
careful study of these that he believes a huge fire opal (the Fire
Commander Bo-Arkar / Commander Yarzar (Fighter 6)
Opal Egg, value: 20,000 GP) was found amidst the conquered
AC 20 (plate/shield), HP 58, Att 2 x longsword (1d8+5)
giants’ treasuries (true). He believes it was buried by victorious
or 2 x shortbow (1d6), HIT +4, SV +3, Init + 0, SP 30 ft,
soldiers from the Hundred Kingdoms, but missing when they
SKL athletics +4, perception +2, ML 8, AL LN, CR 2, XP 450,
returned to recover it (false, and a garbled version of a cover
TT 10 PP, 85 GP.
story deployed by the surviving spellcasters once they had
m

> Fighting style: duelling (factored in) used the jewel to imprison Typhon). Albrecht believes that
one of the soldiers returned and re-buried it nearby. Albrecht
> Second wind x 1: regain 12 hp as a bonus action
was able to persuade his clan to fund an expedition. He is
> Action surge x 1 gambling on the assumption that the Fire Opal remained
because it had never surfaced since.
> Improved critical: 19 or 20
He will leave his clan’s dwarfhold far to the south,
Lieutenant Khaing (Fighter 4)
Sa

and journey to the Hinterlands with men, guards, animals


AC 18 (chain/shield), HP 40, Att 1 x longsword (1d8+4)
and supplies. Albrecht’s expedition comprises himself,
or 1 x shortbow (1d6), HIT +4, SV +3, Init + 0, SP 30 ft,
six mules, ten dwarven mercenaries, and a dwarven priest
SKL athletics +4, perception +2, ML 8, AL LN, CR 2, XP 450,
called Gunter Stonefell.
TT 5 PP, 8 GP.
Unless the party’s actions change things, this is the likely
> Fighting style: duelling (factored in)
progress of Albrecht’s expedition: the expedition intends
> Second wind x 1: regain 10 hp as a bonus action to pass through Owlhaven to collect final supplies before
heading north. They will then pass through the Woldwood
> Action surge x 1
to the ruins of the giant’s city of Tempelborg. They will
> Improved critical: 19 or 20 spend several days exploring the ruined city. Finding
nothing, they will move to the temple island opposite
Captain Thura (Fighter 3)
Tempelborg. They will begin exploring the Temple, but are
AC 18 (chain/shield), HP 28, Att 1 x longsword (1d8+4)
spotted by the mountain eagle set to keep watch by the
or 1 x shortbow (1d6), HIT +4, SV +2, Init + 0, SP 30 ft,
giants. The giants attack their camp at night and capture
SKL athletics +4, perception +2, ML 8, AL LN, CR 1, XP 200,
the expedition. They will then be taken back to the giant’s
TT 9 GP.
settlement in the hills to the east.

17
What do they want: initially, Albrecht wants to find out if murder, steal and lie if it is in the interests of their group,
his convictions are vindicated, and locate the Fire Opal Egg. they have concluded that it is not in their interests to do
He then wants to return with it to his people in triumph. that to each other. They comprise:
After being captured by the giants, and talking to them,
Inga – Elf Wizard 3 (CN): passionless intellectual in search
Albrecht accepts that the Fire Opal Egg is dangerous and
of arcane power
contains the trapped spirit of Typhon. Albrecht will offer to
take his people and leave. The giants will refuse to release Dmitry – Halfling Rogue 3 (NE): resentful trickster who
them (they are actually divided on the issue), but will treat likes taking advantage of people
them well.
Ulric – Human Fighter 4 (LE): bully who enjoys killing and
If the characters play a role in freeing Albrecht and his men, exercising power over the weak
he will arrange for 1000 GP (or goods of equivalent value) to
Salim – Human Barbarian 3 (LE): violent tattooed woman-

e
be sent to the characters at Owlhaven as a reward.
hater who has mastered torture
All the dwarves have the following abilities:
Unless the party’s actions change things, this is the likely
> Stonecunning: expertise in Int (History) checks relating progress of the Immortals: trailing Albrecht’s expedition,
to origin of stonework they will make their way to the Tempelborg ruins. They

fil
watch Albrecht’s people, looking for signs that they have
> Resilience: resistance to poison damage, and advantage
found the Fire Opal Egg. When Albrecht’s group relocates to
on poison saves.
the island, they will continue to spy from the ruined city.
> Darkvison: 60 ft
It is in the city that the giant war party will come upon them,
Albrecht Stonefell (Dwarf Explorer) surprising them. During that battle Ulric and Salim will both
AC 12 (leather), HP 9, Att 1 x warhammer (1d6+2), HIT +4, be killed, Inga will flee southwards, and Dmitry swims across
SV +2, Init +0, SP 25 ft, SKL history +4, investigation +4, to the temple island to escape.
ML 7, AL LN, CR 1/8, XP 25, TT 90 GP.
Inga, thinking she is the sole survivor, and hunted by
Gunter Stonefell (Dwarf Cleric 1)
AC 16 (chain), HP 9, Att 1 x warhammer (1d6+1), HIT +3,
e
SV +2, Init +0, SP 25 ft, SKL history +6, nature +6, religion
+4, insight +4, ML 8, AL LN, CR 1/2, XP 100, TT 29 GP
giants, makes a crude raft and travels downriver. She ends
up hiding at the village of the Restless Dead (Woldwood
location 11). Ulric and Salim, deceased, find themselves in
the Shadowlands. They become aware of the battle at the
pl
Brink, and join in, and eventually they will escape through
> Knowledge domain: expertise in nature and history
the Brink back into the material world as undead.
> Channel Divinity (x1):
Dmitry enters the temple seeking shelter and supplies.
(a) turn undead (action) He creeps through unobserved and finds the Fire Opal
Egg. He goes to steal it but hears Typhon talking to him.
(b)gain proficiency in skill or tool for 10 minutes (action)
Informed that a powerful artefact lies in the Halls of Nuada,
> Cantrips: Light, Mending, Spare the Dying Dmitry decides to go there.
m

> Spells prepared (slots: 2 x 1st): Command, Identify, Cure Dmitry leaves the temple and (unless stopped by the party)
Wounds, Healing Word, Protection from Evil and Good manages to reach Nuada’s Halls. There he will be stunned
(spell attack +4, spell save DC 12) to encounter Ulric and Salim, who will have crawled out
the Cauldron of Revival as undead (room 101, Halls of
Dwarven mercenaries (10)
Nuada). They will join forces in order to locate the Mask of
AC 18 (chain/shield), HP 12, Att 1 x warhammer (1d6+2),
Invocation (hidden in room 108, Halls of Nuada), making
HIT +4, SV +2, Init +0, SP 25 ft, SKL athletics +4, ML 7,
camp in room 71 of the Halls.
Sa

AL LN, CR 1/4, XP 50, TT 2d6 GP each.


Dmitry doesn’t trust Typhon and is planning on using the
> Fighting style: protection. When a creature attacks an
Mask himself, if possible, to resurrect Ulric and Salim. Dmitry
ally within 5 feet of them, they can impose disadvantage
may be Neutral Evil, but Ulric and Salim are his friends and
on that attack as a reaction.
he views their restoration as being in his interests.

The Immortals What do they want: initially, they want to stay out of sight,
follow the dwarves, and then steal the Fire Opal Egg when
The Immortals are a group of experienced mercenaries the opportunity arises. If that is impossible, they will look to
who are hired by the Winter Brotherhood (a dwarf crime secure any valuables the dwarves find, by force if necessary.
organisation) to shadow Albrecht’s group, and to steal the
Later, Dmitry wants to find the Mask, and return his friends
Fire Opal Egg (if it is found).
to life. He thinks that if he cannot use the Mask, he will
The Immortals are not nice people, but they are friends and return it to Typhon in the hope that Typhon will keep his
have been through a lot together. While they are happy to part of the bargain.

18
Later, Inga thinks her friends are all dead, and wants Ulric, Human Fighter 4
revenge on the giants. She learns what she can from AC 20 (plate/shield), HP 40, Att 1 x longsword (1d8+6)
the Restless Dead, and collects supplies for a journey to or 1 x crossbow (1d10), HIT +6, SV +2, Init +0, SP 30 ft,
Nuada’s Halls. She will tell the dead that she is going to try SKL athletics +6, intimidate +2, ML 9, AL LE, CR 2, XP 450,
to find a way to destroy the cauldron. In fact, she hopes TT 88 GP.
to understand how to unlock the power of the Cauldron
> Fighting style: duelling (factored in)
of Revival or one of the other powerful artefacts the dead
report seeing there. > Second wind x 1: regain 10 hp as a bonus action
Inga (Elf Wizard 3) > Action surge x 1
AC 11, HP 14, Att 1 x dagger (1d4), HIT +2, SV +2, Init +1,
> Improved critical: 19 or 20
SP 30 ft, SKL arcana +5, perception +2, ML 7, AL CN, CR 2,

e
XP 450, TT 44 GP. Ulric, as a Ghast
AC 18 (corroded plate), HP 36, Att 1 x bite (2d8+3) or 1 x
> Elf: immune to sleep; advantage to save against charm
claw (2d6+3 + paralysis), HIT +5, SV +2, Init +0, SP 30 ft,
> Enchanter: as an action enthral one creature within 5ft if SKL n/a, ML 12, AL LE, CR 2, XP 450
they fail a DC 13 WIS save.

fil
> Stench: any creature starting a turn within 5 ft must make
> Darkvison: 60 ft a DC 10 CON save or be poisoned until the start of its
next turn.
> Cantrips: Chill Touch, Friends, Mage
Hand, Prestidigitation > Paralysis: creature must make a DC 10 CON save or be
paralysed for one minute.
> Spells Prepared (slots: 4 x 1st, 2 x 2nd): Charm Person,
Expeditious Retreat, Mage Armour, Sleep, Detect > Turn resistance: advantage to any turning attempts
Thoughts, Invisibility (spell attack +5, spell save DC 13)
> Damage vulnerability: radiant damage
Gear: spellbook
Dmitry (Halfling Rogue 3) e
AC 18 (studded/shield/dex), HP 18, Att 1 x rapier (1d8+4 +
poison) or 1 x short bow (1d6+4 + poison), HIT +6, SV +2,
Init +4, SP 25 ft, SKL thieves tools +8, stealth +8, perception
> Undead: immune to poison, disease, necrotic damage,
exhaustion, sleep, unconscious condition, charm person
and hold person.
Salim, Human Barbarian 3
pl
AC 15, HP 32, Att 1 x greatsword (2d6+3[5]) or spear (20/60
+2, disguise kit +6, poison kit +4, ML 9, AL NE, CR 2, XP 450,
ft; 1d6+3), HIT +5, SV +2, Init +0, SP 30 ft, SKL athletics +5,
TT 36 GP.
nature +2, animal handling +2, ML 11, AL LE, CR 1, XP 200,
> Size: Small TT 30 SP.
> Lucky: re-roll on a 1 on a d20 roll > Unarmoured defence: AC 15 even without armour
> Brave: advantage on saves versus fear > Reckless attack: advantage to attack; but attackers
m

have advantage
> Nimble: move through space of a medium or
larger creature > Danger sense: advantage on DEX saves
> Expertise: in thieves tools and stealth > Rage (3 x day): resistance to weapon damage; +2
damage; advantage on STR saves or checks
> Sneak attack: +2d6 damage
> Frenzy: extra melee attack as bonus action
> Cunning action: dash, disengage or hide as a
(causes exhaustion)
bonus action
Sa

Salim, as a Spectre
> Assassinate: hits against surprised creatures are criticals;
AC 12, HP 32, Att 1 x life drain (3d6), HIT +4, SV +2, Init +0,
advantage vs. any creature that hasn’t taken a turn
SP 50 ft, SKL n/a, ML 12, AL LE, CR 1, XP 200
in combat.
> Life drain: target hit must make a DC 10 CON save or max
Gear: 4 doses of weak blade venom (DC 10 CON save or 1d6
hp are reduced by damage taken.
damage), Ring of Hiding (when donned everyone within 100
ft must make a DC 16 WIS save or have no knowledge of the > Incorporeal: can move through creatures and objects as
wearer’s existence. This applies to friend and foe equally, difficult terrain
and while the ring is worn allies will cease to recall that the
> Damage vulnerability: radiant damage
wearer exists if they fail their save. The concealment ceases
if the wearer carries out an attack of any kind or moves > Damage resistance: non-magical attacks
more than 100 ft away.)
> Undead: immune to poison, disease, necrotic damage,
exhaustion, sleep, unconscious condition, charm person
and hold person.

19
The independent Danu opened the Dream Gate, and threatens this world. (In fact,
Vortigern hopes to annul the Compact Obscura to enable the
(minor factions) invasion of the material world by the Impossible Army.)
Some of the Danu are considered to be ‘neutral’ because Wild Men
they did not take either side in the civil war. These are the AC 12, HP 11, Att 1 x club (1d4+2) or 1 x spear (1d6+2),
rats, the goats, and the Basilisk. HIT +4, SV +2, Init +1, SP 30 ft, SKL survival +4, ML 7,
The rats: are led by Longchops, who resides at the warren AL NG, CR 1/4, XP 50
of Brokentooth (location 14). Longchops and the rats act as > Pack tactics: advantage to attack if an ally is within 5 ft of
information brokers and spies, and have played the loyalists an enemy
and Formorians off against one another in the past. They
justify this through their belief that no one cares about the Vortigern

e
rats, and they have always been looked down upon. AC 15, HP 54, Att 1 x sword of black flame (2d6), HIT +4,
SV +2, Init +2, SP 30 ft, SKL insight +4, ML 12, AL NE, CR 1/2,
Longchops is a fat black rat with grey whiskers and yellow XP 100
teeth. He sits upon a throne carved from the skull of a
human. The rats want power and security, and they will > Oneiric: immune to sleep, charm, paralysis and fear

fil
use their cunning and make whatever deals they need to in > Mundane immunity: only affected by magical or silver
order to secure it. If Longchops becomes aware of the party, weapons, or spells
he may send rats to spy on them and report back.
> Nightmares: as a bonus action Vortigern can cause
The goats: are generally believed to be corrupt or one target within 60 ft to make a DC 15 WIS save or be
insane because they worship “a fallen star”. They keep to stunned for one minute. Those affected are overwhelmed
themselves, but have been seen engaging in strange night with persecuting apparitions.
time dances and rituals by witchlight. The leader of the
goats is Wend: a huge shaggy she-goat with bones and
trinkets tied into her woolly coat. The star, Mizar, wants the Homunculi of Nuada
power core of the orrery in Nuada’s Halls (room 97).
“The Basilisk”: is a huge monitor lizard (megalania) that
e
lives in a cave. It is said to be older than Lord Nuada. While
withered and ancient, the Danu believe him to have great
(minor faction)
The homunculi are small winged creatures manufactured by
alchemy. They are silver in appearance (forged as they are
pl
from the blood of a silver dragon), and will turn to pools of
wisdom and memories of past ages. He resides at the heart silvery fluid on death. The fluid will flow back to the pool of
of the Woldwood (Woldwood location 10). The Basilisk does life (room 50) and reform into a homunculus. There are 44
indeed know many things, and is the only Danu that knows homunculi in total. They lack names or individual identities
the full details of the Goblin King, the Compact Obscura, and are more like a hive.
and the Dream Gate. He is old, and tires quickly, and will
What do they want: their purpose is to protect Lord
only answer a few questions. He may answer some more
Nuada’s home from intruders. The homunculi will consider
questions a few weeks later after he’s had a nice nap.
m

the party to be intruders, and are likely to attack them. If the


party survives the first encounter, the homunculi may try to
Vortigern’s Wild Men make a deal. In stilted speech, they will offer to let the party
(minor faction) explore freely if the party destroys the mushroom goblins.
They explain that the goblins serve the Goblin King, and he
A tribe of Wild Men resides at the Halls of Nuada (room is the great enemy of their master. The homunculi have no
91). They are descended from experimental subjects intention of keeping their side of this bargain, and hope that
Sa

used by Lord Nuada to try to find a way to reverse the one group of intruders simply annihilates the other (with
Woldwood curse. They have fallen under the domination of them mopping up whatever is left).
a nightmare entity - Vortigern - that has escaped into this
world through the Dream Gate. Homunculus (44)
AC 13, HP 18, Att 1 x bite (1d3 + poison), HIT +4, SV +2,
Vortigern is an ambitious nightmare. He wants to establish Init +1, SP 40 ft fly, SKL n/a, ML 10, AL N, CR 1/4, XP 50
control over the Halls so he controls this beachhead into the
physical world. Eventually he hopes to prove his usefulness > Size: Tiny
to the Invisible Lords of the Realm of Dreams. To assist > Poison: victim bitten must make a DC 13 CON save or lose
him, he has enslaved these previously peaceful primitives, 1d4 Dexterity (until they have a long rest). At 0 Dexterity
and has been using them to assail the undead and homunculi the victim is paralysed.
infesting the complex. If impressed by the abilities of the
characters, he will set them the challenge of slaying the > Returns: on death turns to a pool of fluid that seeps back
Goblin King, and will claim that it is the Goblin King who has to the Pool of Life and reforms into a living homunculi.

20
Ser Tannhauser, lord of Kassel Men-at-Arms (20)
AC 18 (chain/shield), HP 11, Att 1 x longsword (1d8+4),
(minor faction) or 1 x longbow (1d8), HIT +4, SV +2, Init + 0, SP 30 ft,
Ser Oeric Tannhauser is a knight sent to the Hinterlands to SKL athletics +4, perception +2, ML 7, AL LN, CR 1/2, XP 100,
oversee the land of his lord, Baron Obrist. Ser Tannhauser TT 1d6 GP each.
presents himself as a champion of law looking to put down > Fighting style: duelling (factored in)
any threats emanating from the Woldwood. Tannhauser is
exploring the Woldwood accompanied by twenty men- She Who is Without Shadow: unbeknownst to Tannhauser,
at-arms. He has left the management of the fiefdom in the She Who is Without Shadow is a dream entity that has
hands of his chamberlain Flecken. travelled to this world through the Dream Gate. Tannhauser
is her “dreamer” i.e. she came to exist as a result of one
What does he want: Tannhauser has been overseeing of his dreams. She wants Tannhauser’s desires to come

e
the fiefdom of Kassel for ten years and is seething with to pass, and for him to secure the power and recognition
frustration and resentment at being abandoned in this he deserves.
wilderness. After a series of strange dreams, Tannhauser
has dedicated himself to She Who is Without Shadow. She Who is Without Shadow
AC 19, HP 42, Att 2 x burning hands (2d6), HIT +4, SV +2,

fil
The Shadowless Lady has encouraged Tannhauser to search
the Woldwood for hidden magic that will allow him to Init +0, SP 60 ft fly, SKL n/a, ML 9, AL CN, CR 1/2, XP 100
overthrow his lord. > Illuminates: as bright as daylight in an 80 ft radius, and
He attempts to win the trust of those he meets and to sheds dim light in a further 80 ft radius
obtain information about magic and anything that might > Dazzling: it is nearly impossible to look directly at her or
give him an advantage. If he learns about the Danu, then he to make her out clearly, which is reflected in her AC
may hunt them for their gem hearts. He might be hired by
the Formorians to infiltrate the loyalists and kill the White > Hide in dreamer: can turn immaterial and hide in the
Rabbit in return for gems. If he learns about Typhon being mind of Ser Tannhauser

e
imprisoned in the Temple, he will go there to look for power,
and may ultimately make a deal to free Typhon (heading to
Nuada’s Halls). A suggested set of actions for Tannhauser is
set out in the Faction Timeline (below), but he could serve
as an antagonist in many ways.
> Oneiric: immune to sleep, charm, paralysis and fear
pl
Ser Tannhauser (Human Fighter 5)
AC 20 (plate/shield), HP 49, Att 2 x sword (1d8+5) or 2 x
longbow (1d8), HIT +6, SV +2, Init +0, SP 30 ft, SKL animal
handling +3, athletics +5, intimidate +5, perception +3,
ML 9, AL LE, CR 2, XP 450, TT 50 PP, 100 GP.
> Heavy armour master: any non-magical weapon
m

damage is reduced by 3
> Fighting style: duelling (factored in)
> Second wind x 1: regain 11 hp as a bonus action
> Action surge x 1
> Improved critical: 19 or 20
Sa

Gear: Warhorse (AC 11, 19 hp, 1 x hoof (2d6+4), +4 to hit;


can trample on a charge, Large, MM, p.340)

21
Summary of factions and persons of interest
Name Leader Objective Territory Forces

Goblin King Goblin King Discover whereabouts of Underland Mushroom


Nuada; reclaim the Halls of Goblins
Halls of Nuada
Nuada; reclaim and reforge
(rooms 1-13) Giant Mole Rats
his broken sword; protect
the Woldwood from human
encroachment; capture
humans to transform into

e
mushroom goblins

Heliotrope Various To find and neutralise The Halls A small number


Society dangerous and evil artefacts of Nuada of powerful

fil
are their Good or Neutral
‘sequestered beings (e.g.
repository’ couatl, werebear,
of dangerous aranea, phoenix,
artefacts sphinx, titan)

Formorians Grendel (wolf); To rule the Danu and the The C. 400 Danu
Voytek (bear) Woldwood; to eliminate rebels Woldwood (wolves, bears,
and traitors among the Danu; foxes, owls,
Agartha, their
to deal with the lingering threat eagles)

Rebel Danu Idris (pig)


e
posed by The Morrigan

To depose the Formorians; to be


capital

None C. 5000 Danu


pl
free; to be loyal to Nuada

Giants Vodalus and Thalia To live and thrive; to protect the Woldwood 44 giants, and (in
Temple of Typhon; to ensure location 8 extremis) 2d6
Typhon never again takes Giant Eagles
The Temple of
control of giant society
Typhon
m

Restless Dead Moriswane (wight) To escape the Shadowlands; Woldwood C. 50 skeletons


to eke out some kind of new location 11
Ser Bock (ghoul) 40 zombies
life; to prevent the Chthonic
Halls of Nuada
Ones from destroying them and 12 ghouls
(rooms 100-
sending their souls back to the
116) 1 wight
Shadowlands
Sa

Chthonic Ones Unknown (but likely To guide the Restless Dead. Shadowlands Chthonic Ones
to be death gods) To ensure the Restless Dead (essentially
remain in the Shadowlands. inexhaustible
To return any escaped dead numbers,
back to the Shadowlands. but limited in the
To control the Brink. number available
at any one time)

The Yao High Priest Tschepo To prevent the release of None 15 soldiers
Typhon’s spirit from its
Toutswe
imprisonment

22
Name Leader Objective Territory Forces

Chain Lords Commander Bo- To recover the escaped Dark Hill 90 soldiers
Arkar convicts; to obtain the gem at Dark Hill.
hearts of the Danu; to obtain A further 100
Lieutenant Khaing
great treasure from the soldiers may
Captain Thura Woldwood be sent as
reinforcements.
Commander Yarzar

The Dwarves Albrecht Stonefell To locate a huge jewel lost in None 10 dwarven

e
the war: the Fire Opal Egg mercenaries
Gunter Stonefell

Immortals Ulrich To steal the Fire Opal Egg from None None (unless
/ Winter the dwarves; to obtain wealth the Winter
Salim

fil
Brotherhood and power by any means; Brotherhood
Dmitry to restore Ulrich and Salim to sends another
life after they are slain group after
Inga
them!)

Vortigern’s Vortigern To create a beachhead of power Halls of Nuada 45 Wild Men


Wild Men in the material world; to kill the (rooms 89 - 98)
Goblin King and invalidate the
Compact Obscurus enabling

Homunculi None
e
an invasion from the Realm of
Dream

To defend the sanctity of


Lord Nuada’s chambers from
Halls of Nuada
(rooms 22,
44 Homunculi
pl
intruders 35-62, 64)

Ser Tannhauser Ser Tannhauser To overthrow Baron Obrist; The village of 20 men-at-arms
to gain wealth or magical Kassel
She Who is
power; to be together with the
Without Shadow
Shadowless Lady
m

The Invisible Various To rule over the Realm The Realm of The Impossible
Lords of Dream of Dream; to assert the Dream Army
independence and self-
determination of the dreams
and nightmares from the
dreamers of the material world
Sa

23
Faction timeline
The Oneiric Hinterlands are intended to be a living, dynamic Immortals: continue following Albrecht’s expedition,
place where things happen whether the characters get staying out of sight.
involved or not. All of the factions have things they want,
Chain Lords: from the east of the Woldwood, soldiers pursue
and they will try to secure them with or without the party’s
the escaped prisoners, and capture a Danu. They return
help. Below is a suggested timeline for events that might
with it to Dark Hill.
unfold once the campaign begins.
Week 2
But these events are only a suggestion, and you should
Albrecht: arrive at Tempelborg after four days, and make

e
exercise judgement about when to slow or speed up this
camp there. They spend the last three days of this week
timeline, or ignore it entirely. While it is important to convey
exploring the town ruins.
that stuff happens independently of the characters, it will
be tiresome if all of the interesting campaign content gets Immortals: watching Albrecht’s expedition keen for
resolved off-screen by non-player characters. evidence that they have found the Fire Opal Egg’s

fil
exact location.
The timeline below does not list actions by the mushroom
goblins or the homunculi. This is because they are in a Chain Lords: Dark Hill sends a patrol led by Captain
stalemate situation. Homunculi are slain and reform. Goblins Thura back to the Woldwood to recapture the prisoners.
die and are replaced by new arrivals from Underland (who Commander Bo-Arkar at Dark Hill interrogates the captive
are themselves obtained by the kidnapping of Wild Men). Danu, Nutmeg.
The actions of the characters and other factions may
Week 3
sway things either way. If you want things to develop on
Albrecht: the expedition spends another two days
their own, then eventually the Goblin King will run out of
exploring the ruins of Tempelborg looking for clues to
patience and will risk a confrontation with Nuada by coming
personally to lead his forces to retake his home.

stalemate. Each week more dead escape the Shadowlands,


and each week some are destroyed by Chthonic Ones
e
Likewise, the Restless Dead and the Chthonic Ones are in a
the whereabouts of the Fire Opal Egg. On the third day,
the expedition relocates to the island and makes camp
at the Temple of Typhon. The mountain eagle sentry
immediately notifies the giants of intruders camped outside
the temple. On the fourth day and fifth days the dwarves
pl
killing their undead forms and sending their spirits back. explore the upper temple and surface island. A war party
New Restless Dead are given the task of guarding the Brink, of giants arrives on the evening of the fifth day. The giants
and those who have served as guardians are allowed to first come upon the Immortals in Tempelborg, and a battle
leave and join the others at their village in the swamp. ensues. The giants then cross the lake using concealed rafts
and attack Albrecht’s group, capturing them. On days six
Vortigern is likely to get most of the Wild Men killed
and seven the giants transport their dwarven prisoners back
attacking the Restless Dead or other interlopers. When they
to their steading.
m

cease to be of use to him he will try to wrest leadership


of the Restless Dead. He will want to use them to mount Immortals: Salim and Ulric are noticing an increasing brain
an attack on the Goblin King’s minions. He will attempt fog (the curse). The island does not have much cover,
to entice the Dead with an offer to take them through the so when the dwarves relocate they decide to wait and
Dream Gate to a place where they might experience true life watch from the ruins of Tempelborg. On the fifth day,
once again. This could well be compelling for many of them, Dmitry heads over on a raft to spy and reports back. That
possibly leading to a split in their ranks. evening the giant war party surprises the party. During
Sa

the battle Ulric and Salim are killed, Inga flees, and Dmitry
Week 0 (pre-game baseline)
swims back across to the temple island. After the giants
Albrecht: Albrecht’s party leaves Owlhaven and heads to the
leave with the captured dwarves, Dmitry seeks shelter in
Woldwood, arriving towards the end of the week.
the temple.
Immortals: follow Albrecht’s expedition, staying half a day
Chain Lords: Lieutenant Khaing is dispatched with 24 men
behind, and carefully conceal their campfire.
to join their existing forces and hunt wolf or bear Danu for
Chain Lords: prisoners escape from Dark Hill and flee to their gem hearts.
the Woldwood.
Yao: Toutswe arrives with her warriors and begins searching
Week 1 (counting from when the party leaves Owlhaven) the Woldwood for those intent on freeing Typhon. They
Albrecht: his expedition spends the week following the search Leekhampton (location 1) and find recent campfires
Redmire River north through the Woldwood towards and tracks. They spend two days trying to follow the tracks
Tempelborg. They lose one of their mules to the river kraken through the forest, but are unsuccessful. They head in,
(location 5). and go to the Sage’s Tower (location 2) to try to collect
information about who may have been in the area.

24
Week 4 Ser Tannhauser: after observing that the swamp village is
Albrecht: the dwarves remain the prisoners of the giants. full of undead, he decides to avoid it (if he sees Inga there
The giant’s chieftain, Vodalus, begins meeting with Albrecht he assumes she may be a necromancer). He continues to
to understand why the dwarves are here. Eventually he follow the river north. After three days, they head towards
explains why the giants were alarmed at the dwarves’ the mountains (guided by the Shadowless Lady). He travels
trespasses, and the danger posed by Typhon. northeast to the Scar. He manages to avoid the Formorian
patrols. On the far side, he runs into the infected Danu of
Immortals: Dmitry sneaks through the temple, evades
The Morrigan. Half of his men are slain or infected, and he
Zarod and his guardians and finds the Fire Opal Egg. Trying
sacrifices the rest to cover his escape.
to steal it, he finds Typhon speaking to him. He resists a
geas, but agrees to find the Mask of Invocation to free Week 6
Typhon in return for his dead friends being raised. While The Immortals: Dmitry skirts the mountains, crosses the

e
outside gathering firewood and supplies, Dmitry is seen edge of the Scar, and arrives at Nuada’s Halls at the end of
by the eagle sentry who tells the giants that an intruder is the week. Inga remains at the swamp village.
inside the Temple of Typhon. Inga builds a raft and heads
Chain Lords: at Dark Hill, Commander Bo-Arkar listens to
downriver. She takes the wrong route and ends up heading
the report of the destruction of his men, and calls Nutmeg
southeast. After nearly a week, she arrives at the village of

fil
a trickster and a demon. In fury, he kills the Danu. He then
the Restless Dead.
discovers that the rabbit’s heart is a gemstone. Bo-Arkar
Chain Lords: Captain Thura and his men report suffering sends word to his leadership. He lies, telling them that his
a strange brain fog (Int reduced by 3 points). Lieutenant men came under unprovoked attack from the beasts of
Khaing orders them to press on. They capture a Danu the Woldwood when trying to locate prisoners, and that
deer, and it reveals the location of the city of Agartha. when he sent reinforcements, they were ambushed. He asks
The soldiers make their way towards it. for aid.
Yao: Toutswe heads further into the Woldwood and Rebels: half of the rebels sent by Idris are killed or captured
explores the worm pit (location 3). Finding no tracks, by Formorian sentries. The other half are infected by the
she moves on. She heads south. On the third day they
e
encounter a raven Danu called Margot. They befriend her,
and she tells them about the plight of the loyalist Danu.
Not wanting to get involved, they turn back north to
thorns of The Morrigan. As they cross back over the Scar,
they fall under The Morrigan’s control, and turn back
northwards. The captured Danu are taken back to Agartha
for interrogation by the Formorians.
pl
avoid Agartha.
Yao: Toutswe reaches Tempelborg and finds the three-week
Ser Tannhauser: arrives at the southern edge of the old corpses of Ulric and Salim (if still there) and signs of the
Woldwood with his men-at-arms. They follow the river battle. Locating the tracks of the giants, Toutswe’s group
north all the way to the swamp. decide to follow them (Toutswe assumes the giants are evil).
Her group is experiencing a strange brain fog (-3 Int).
Week 5
Immortals: Dmitry (unseen) leaves the Temple of Typhon, Ser Tannhauser: he arrives at the Halls of Nuada. Scouting
m

crosses the lake, and heads to Nuada’s Halls. He is travelling the hill, Tannhauser finds the hole on top that leads down
slowly and carefully to avoid being found by giants. Inga to the Wild Men and Vortigern (room 91). Vortigern tells him
gets to know the dead at the swamp village, and learns that the Goblin King threatens the world and must be killed.
about the Cauldron and the Brink at Nuada’s Halls. The Shadowless Lady comes to him later in a dream and
says that he should take the Goblin King’s power. She also
Chain Lords: they arrive at the city of Agartha, and are
tells him that if the Goblin King is slain, she and Tannhauser
attacked by a Formorian patrol (soon joined by several
can be together forever. Heading to the lower halls,
others). Two thirds of the soldiers are Entangled, and the
he fights the homunculi (at room 64), and then makes a deal
Sa

Formorians kill nearly half of the 40 men. The soldiers


with them to destroy the Goblin King’s servants. Searching
withdraw and are pursued by aggressive Danu. Within
the Lower Halls for magic that may help against the Goblin
minutes, their discipline breaks and the soldiers scatter.
King, he finds the magic sword (room 16). By week’s end he
Most are picked off one by one by predator Danu (using
has lost 3 Intelligence.
eagle spotters). Lieutenant Khaing and 3 men manage to
escape. He and his men flee the Woldwood and return to Week 7
Dark Hill. Immortals: Dmitry enters the Halls of Nuada and spends
several days carefully scouting the place out. Ulric and
Rebels: Idris asks a group of rebel Danu to head north,
Salim, now undead, emerge from The Brink in the Halls of
become infected by The Morrigan and return to the city
Nuada. Inga is busy trying to collect food before journeying
of Agartha.
to Nuada’s Halls.
Yao: sick of picking through dense forest, Toutswe and her
Rebels: the captive Danu are interrogated, and incriminate
warriors head back to the Redmire River and head north.
Idris. The Formorians begin hunting for him, and killing any
Intermittently finding old campsites of Albrecht along the
wild pig Danu they encounter. Idris seeks shelter with the
riverbank, they think they are onto something.
Celestial Goats (location 4).

25
Yao: Toutswe’s group finds and observes the giants’ Chain Lords: Commander Yarzar arrives at Dark Hill.
steading from concealment. Seeing sentries and food being Commander Bo-Arkar accompanies Yarzar and his forces
taken to and from a guarded longhall, they conclude that into the Woldwood, leaving Lieutenant Khaing to garrison
the giants have someone imprisoned. Towards the end of Dark Hill.
the week Toutswe’s warriors create a distraction, and she
Rebels: after an audience with Mizar, Idris agrees to go to
attempts to rescue the prisoners. On meeting her, Albrecht
the Halls of Nuada to help the star. He travels east disguised
is grateful, but explains to Toutswe that the giants are also
in human form, and escorted by several goat star cultists.
trying to prevent Typhon being awakened, and she and
they are on the same side. Toutswe leaves the dwarves Yao: heading down river to Ghost Lake by raft, the Yao reach
imprisoned, and withdraws. the Temple of Typhon. Toutswe and her warriors begin
exploring the temple and its underhalls. In the northern
Toutswe (-4 Int) parlays with the giants. The giants tell her
crypts of the Temple of Typhon, the Yao encounter Kragovir.

e
about Dmitry being seen at the Temple of Typhon. As the
Unable to harm him, they fight long enough to free Iren (if still
giants refuse to enter the temple, they ask Toutswe to go
present) and flee. Although she loses half of her men, Iren is
to the temple and retrieve the halfling. Toutswe says she
able to tell her that Dmitry was headed to the Halls of Nuada.
would like to help, but she and her men are suffering from
a sickness. The giants explain about the curse that falls on Week 10

fil
humans that linger in the Woldwood. Immortals: now reunited, the Immortals decide to continue
searching the Halls looking for treasure and magical loot.
Ser Tannhauser: realising that the homunculi are awful
The precise details depend on which areas have yet to
tacticians, he organises them. Getting them to concentrate
be explored by the characters, but could include helping
their forces, he leads an attack against the goblins.
themselves to the God’s Blood (room 92), the Elixir of Life
The attack successfully kills most of the goblins on the lower
(room 94), killing Boan (room 105), and/or inadvertently
level of the Halls. Tannhauser forces a goblin captive to lead
activating the Hand of Glory (room 95), or releasing the Sun
him to the Goblin King in Underland.
Eater (room 104).
Week 8

the offer of the Oracular Face (room 103), they retrieve


e
Immortals: Dmitry encounters Ulric and Salim and they join
forces to hunt for the Mask of Invocation. Dmitry declines

the Black Page (room 99), and they search the gaseous pit
Chain Lords: Commanders Yarzar and Bo-Arkar and their
forces reach Agartha. Their plan is to split their forces
between a holding action and setting fires to destroy
Agartha and rout the beasts. But before fighting begins
Grendel and Voytek come out to parley with them.
pl
(room 108), but do not find the secret room. Inga has finally
gathered sufficient food and water, and heads north to the Grendel presents the soldiers with a heap of gem hearts.
Halls of Nuada. Lying, he tells them that Lord Nuada cast a spell on some of
the beasts to turn their hearts to jewels, and that Nuada’s
Chain Lords: Commander Yarzar, riding a war elephant,
abandoned Halls hold the magic to create more such jewels.
leads 100 soldiers on a mission to Dark Hill to investigate
Infinite wealth awaits them if that is what they desire.
and reinforce.
The Chain Lands army withdraws. (Grendel is convinced
m

Yao: Toutswe leads her men out of the Woldwood, and they that the humans will be destroyed by The Morrigan, and the
skirt westwards around the northern edge. Over the course Formorians can safely mop up any survivors later).
of a week, the mind sickness leaves them.
Rebels: Idris arrives at the Halls of Nuada. In human guise,
Ser Tannhauser: the Shadowless Lady distracts the Goblin he attempts to sneak past the goblins, but is captured
King’s guards, and Tannhauser strikes. While he shrugs off a and brought before the Goblin King. Idris makes a further
charm, and battles through the Goblin King’s mirror images, deal. He agrees to poison the homunculi pool in return for
he is eventually laid low by a lightning bolt. The Goblin King his release.
Sa

saves him, but transforms him into a mushroom goblin


Yao: Toutswe informs the giants of her findings, and heads
servitor. Serving as the Goblin King’s general, Tannhauser
to the Halls of Nuada to stop the halfling. At the Scar,
now leads the Goblin King’s forces back to retake the Halls.
Toutswe’s party is intercepted by Formorian sentries while
Week 9 attempting to cross the Scar. With Iren doing the talking,
Immortals: Inga enters the top of the hill (116) and makes and explaining that they are hunting down an outsider,
friendly contact with the Restless Dead. Inga then runs into the Formorians let them pass. Toutswe and the survivors
Dmitry, Ulric and Salim. Together they continue searching manage to reach Nuada’s Halls without tangling with The
Nuada’s Halls. Towards the end of this week they finally Morrigan. They are beginning to experience the brain fog
locate the Mask. Dmitry uses it and restores Ulric and Salim again (-2 Int).
to life.

26
Iren remains outside, and Toutswe and her eight surviving Week 13
men enter the Halls (room 1). Assuming they are still alive, they Chain Lords: the army continues spreading, occupying
immediately encounter the goblins. After a parlay they enter the first level and moving upwards to claim the second
and are attacked. One of the goblins flees to raise the alarm. and third levels. How quickly and successfully they do this
will depend on what dangers and factions still remain
The Yao begin a protracted series of battles with the goblins
at large. If the Yao are present, they will be forced to
occupying the lower halls. If they prevail, they will continue
withdraw deeper into the Halls, and Iren will wait and hide.
exploring. If they suffer too many losses, they will withdraw
The average Intelligence of the soldiers is now only 4 to 7,
and look for another way in. If Tannhauser now serves the
so their behaviour will be increasingly reckless. At the end of
Goblin King he will drive the Yao back, and they will try to
this week Commander Bo-Arkar, aware that he is losing his
lure him outside so Iren can get involved.
mind, takes half the men and flees the Woldwood heading
Week 11 eastwards. Commander Yarzar refuses to leave. Before long

e
Chain Lords: Yarzar and Bo-Arkar lead their army north. he and his remaining men will become another tribe of Wild
The Formorians give them safe passage. They cross the Scar, Men inhabiting the lower levels.
and are attacked by The Morrigan’s forces. The soldiers lose
Week 14 onwards
a third of their number before they break through.
It is not possible to offer much guidance beyond this point.

fil
Rebels: Idris meets Quillam and is advised that the Possibly the Goblin King (if he lives!) might become more
homunculi are Lord Nuada’s guardians. He heads west directly involved. Perhaps an emissary of the Heliotrope
and finds the spiral stair leading up. Idris, trying to avoid Society will arrive. Perhaps another faction will arrive, such
anything that looks scary, ends up wandering into the as a new adventuring party, an envoy from the Kingdom of
Desert of the Real. He avoids the Skinless Walker (84), helps Erech (Baron Tybault?), or a party of Stonefell dwarves here
the hand (87), and finds the monument (77), but is then to rescue Albecht. Perhaps the Impossible Army of dreams
attacked by the Sandman. With the help of the titanic and nightmare will spill across the land.
hand he flees the desert. He heads upstairs, runs into the
It is likely that by this point the timeline has already changed
Wild Men (89), and is taken before Vortigern. Vortigern

Week 12
e
is intrigued by Idris and decides to keep him because he
knows the way to the Goblin King’s lair.

Chain Lords: the remains of their army (65 men) reach the
significantly as a result of the character’s actions. You may
have had to abandon it entirely. So long as you are thinking
about what the factions want and might do, and that they
are reacting to the actions of the characters or each other,
then you have a functioning sandbox.
pl
halls of Nuada and camp outside. They begin scouting
the main entrance and the two holes on the crest of the
hill. They destroy the undead sentries (room 116), and kill
a number of wild men (room 91), but are driven off by
Vortigern (if he lives). They set sentries on the hilltop,
but decide to enter via the main door. Depending on the
state of play, this may bring them into conflict with the
m

Yao, mushroom goblins and/or the homunculi. They are all


suffering from mental deterioration (-4 Intelligence due to
the curse).
Sa

27
Optional rules:
For example, the party has a random encounter with four
Experience points for gold giants in the Woldwood. The DM rolls on the reaction table
The rules of a tabletop RPG are not neutral. They can and gets a ‘5’. The party hasn’t encountered any of the giants
reinforce a particular playstyle and create specific incentives before, so why would they be potentially hostile? The DM
for players. 5E awards most experience points for defeating decides that the giants are visiting a grave of a family member
monsters. This has the tendency to encourage a playstyle who died in the war twenty years ago, and they are concerned
based on fighting, and on encouraging players to see that the party might disturb the grave. Treated with respect,
combat as the expected solution to problems. the giants might relate the tale of ‘old Orlaf’’, and how he was

e
led to his death by the folly of Typhon. The party is surprised
Old school tabletop RPGs were focused on exploration to learn that not all giants supported the war.
more than combat. These games awarded the majority
of experience points for treasure recovered. This created Let’s say the DM rolled a “9”. In this case the DM decides
different incentives: combat was not expected, and quite that the giants are sitting around a campfire drinking ale,

fil
often the best option was to obtain treasure and avoid fights, and drunkenly greet the arrival of “the little people”. If the
whether through trickery, sneakiness or strategic alliances. party doesn’t take offence, this might be a friendly meeting.
If not, they are likely to get the drop on the merry giants.
This book is intended to facilitate an old school sandbox
playstyle, and to help to reinforce the themes of exploration,
you may wish to adopt a variant experience rule. Under this Creature morale
alternative rule, no experience points are awarded simply for
Older tabletop RPGs included explicit rules for ‘morale’ and
defeating monsters. Instead, characters receive 1 experience
the chance that monsters might flee or surrender when losing
point for every gold piece in treasure that they obtain.
a battle. This had the advantage of avoiding some long,
Optionally, you may also wish to award experience points drawn-out battles where the result is probably a foregone

e
in situations where the obtaining of gold is not an option,
so that the party has some reward. For example, after a tense
or particularly entertaining negotiation, after dealing with a
difficult natural hazard, or after a character performs some
daring scouting that aids the party. Given the experience
conclusion. It also gave a chance for the party to live another
day if outnumbered, but their attackers’ morale breaks.
While 5E does contain an optional rule for morale, it is little
known or used. This book instead uses an old school morale
system. Every monster or creature has a statistic for morale
pl
points per level in 5E, I suggest such awards should be 100
in their stat block. When a morale check is called for (see
xp per character per character level (e.g. so each member of
below), the DM rolls 2d6. If that roll is equal or lower than
a 5th level party would receive 500 xp for a tense negotiation
the creature’s morale, then they pass the test and can fight
in which they all participated).
on. If the roll exceeds their morale score, then the creatures’
morale breaks, and they will attempt a fighting withdrawal,
Reaction rolls surrender or rout.
Older tabletop RPGs used some mechanics that have fallen If a creature has a morale of 12, it can never fail a morale
m

out of favour, but may be useful in a sandbox adventure check. This is typically the case with constructs or
such as this one. One of these is the reaction table. mindless guardians.
The point of the reaction table is that not all encounters When to check morale
will lead to hostility. Even generally hostile creatures may
not want to attack for some reason, and generally friendly For single creatures, check morale when the creature is
creatures may be hostile in some circumstances. reduced to 50% of its hp, and again when reduced to 25%
of its hp.
It is up to you as the DM to think up some reasons behind
Sa

the creatures’ behaviour based on the actions of the party For groups of creatures, check morale when 50% of their
and whatever else might be going on. In some cases the number are defeated, and again when 75% of their number
encounter may already specify the creatures’ reaction, are defeated.
but many of the encounters do not, and the monsters’
You might also wish to check morale in ad hoc situations
reaction is left open. This is in the expectation that you will
e.g. if the powerful leader of a group of monsters is defeated.
use the reaction table. The reaction table is also particularly
useful for random encounters.

Reaction Table (2d6)


2: Immediately attacks
3-5: Possible attack (will attack or flee if there are any
hostile moves; social checks hard)
6-8: Uncertain
9-11: Possibly friendly (may be tricked and thus attacked
by surprise; social checks easy)
12: Immediately friendly

28
Sa
m
pl
e
fil
e
29
The town of Owlhaven
Once the regional capital of the “Hundred Kingdoms”, Reeve Ulric Frost, 33 (Fighter 1, LN)
Owlhaven is a town that lies partially abandoned. The Reeve ensures taxes are paid and Renwick’s laws
It occupies three banks of the south-flowing Redmire are enforced.
River. Now only the western bank, the old town, remains
• burly blonde haired brute
inhabited. The town is surrounded by a crumbling defensive
wall, which has collapsed completely in places (it was • friendly and well liked with a winning grin
erected rather hastily). Owlhaven lies approximately 120
• popular with local maidens (and some wives)
miles southwest of location 1 on the Woldwood map.

e
Reeve Frost: AC 14 (studded/dex), HP 10, Att 1 x sword
Owlhaven is a feudal landholding. It is owned by Baron
(1d8+4), HIT +4, SV +2, Init +2, SP 30 ft, SKL athletics +4,
Tybault, who received a land grant from the King of Erech.
persuasion +4, perception +2, ML 9, AL LN, CR 1/2, XP 100
Baron Tybault lives in the distant Kingdom of Erech,
and Owlhaven is overseen by Otto Renwick, a knight in > Fighting style: duelling (factored in)

fil
the service of the Baron. Most of the town’s population of
Guards: Frost keeps two mastiffs at the manor house.
423 (65 families) are the serf farmers of Renwick and their
families, and live at the small farmsteads that surround the Mastiffs (2): AC 12, HP 9, Att 1 x bite (1d6+1 + overbear),
town. These serfs live in simple wooden houses, and share HIT +3, SV +2, Init +2, SP 40 ft, SKL perception +5, survival
barns and livestock paddocks. Most of the freemen who (track) +4, ML 8, AL N, CR 1/8, XP 25
once lived here have left and returned south, but a small
> Overbear: creature hit must make a DC 11 STR save or
number of business owners remain.
fall prone.
1. Crumbling manor house Treasure: Renwick’s dressing chamber contains his

and Steward Florian and Reeve Frost.


Ser Otto Renwick, 61 (Fighter 3, LN)
e
A crumbling manor house that has clearly seen better days.
The residence of the knight, Otto Renwick, his 4 servants,
platemail, shield, and sword, and a silver holy symbol worth
25 GP. Ulric has 25 GP and 128 SP hidden in a sock behind a
wooden wall panel. Florian has an iron strongbox securely
bolted into a recess under his bed (which is on casters).
The only key is on a chain around his neck (hidden under his
pl
• a once respected warrior, now turned to seed. clothes). The strongbox contains 550 GP, 275 SP and 621 CP.
Feels abandoned here, but also knows he deserves it.
• portly and ruddy cheeked, greying beard; warm bright
2. Temple
smile when he chooses to bestow it The temple has a residence nearby where the village priest
Benedict lives with his wife Mirabel. They have no children.
• enjoys good red wine and a roast goose (a bit too much)
The temple is dedicated to Ukko, the god of the sky, harvest,
m

• greatly misses his wife, Bridgette, who died three years ago and weather (or an appropriate agricultural deity in your
campaign world). It has a well-tended graveyard to the side
Renwick could make a deal to provide retainers. He could order
surrounded by a rusting iron fence.
serfs to accompany the party as porters or even men-at-arms,
but he would need something of value in return (serfs are Benedict, 42 (Cleric 1, LG)
valuable in their own right). (If you are using the “locals make • balding priest in grey vestments
good” hook, then it is unlikely he would trust local adolescents
• articulate and empathetic; excellent orator
with anything until they had first proven their worth.)
Sa

• unimaginative and mediocre


Ser Renwick: AC 20 (plate/shield), HP 28, Att 1 x longsword
(1d8+4), HIT +4, SV +2, Init +0, SP 30 ft, SKL athletics +4, Treasure: alms box of 20 CP, a large silver holy symbol
perception +2, insight +3, ML 8, AL LN, CR 1, XP 200 (100 GP), 6 x flasks of holy water (25 GP each), and 6 bottles
of wine (1 GP each: a gift from Otto).
> Fighting style: duelling (factored in)
Father Benedict: AC 10, HP 9, Att 1 x club (1d4), HIT +4,
> Second wind x 1: regain 9 hp as a bonus action
SV +2, Init +0, SP 30 ft, SKL nature +3, religion +3, ML 7,
> Action surge x 1 AL LG, CR 1/2, XP 100
> Improved critical: 19 or 20 > Life domain: non-cantrip healing spells heal 2+spell
level extra
Steward Florian, 44 (Commoner, LN)
• immaculately turned out servant who manages the finances > Channel Divinity (x1): turn undead (action)
• snooty, affected, thinks highly of himself > Cantrips: Light, Mending, Spare the Dying
• heart broken by a man called Rolf back in Erech; still keeps > Spells prepared (slots: 2 x 1st): Bless, Cure Wounds,
his scented letters Detect Poison and Disease, Purify Food and Water
(spell attack +3, spell save DC 11)
30
3. Mill 8. Old Ginny
Brom runs the mill and lives in the adjacent residence with Old Ginny refused to move out of the abandoned part of
his wife Laria, and their five children. town when everyone else left. Some claim she is a witch;
others that she is a wise woman. She has knowledge of
Brom, 37 (Commoner, LN)
folk medicines and is regularly consulted by local farmfolk,
• a very ugly man, but hale and strong (17 Str).
who pay her in food.
• a friendly family man who dotes on his children.
Old Ginny, 77 (Commoner, CN)
• arm tattoo of a blue dragon from his early life near the coast • white haired old lady in tattered brown dress and
white pinny
Treasure: 67 SP in a small sack hidden in the rafters of
the residence. • provides herbal potions for those suffering ailments or

e
wishing to avoid pregnancy
4. Inn
• can read fortunes using entrails of small animals (she then
Baldwin runs the inn, and lives there with his wife Viola keeps the animal to eat)
and their three children. Baldwin is a man of many talents

fil
and is also the village brewer, cheesemaker, beekeeper, 9. Decaying manse
and winemaker (the wine sold solely to Ser Renwick).
This decaying ruin contains mouldering furniture and
Baldwin, 34 (Commoner, LG) rotting tapestries depicting wildlife and folktales. It is home
• bookish pasty man in a greasy apron to 1 giant rat and a rat swarm. Hidden in the leg of an ornate
hawthorn wood chair are 4 glittering blue azurite gems
• day dreaming if not being spoken with
(10, 50, 50, 100 GP).
• passion for knowledge
Giant Rat
Treasure: 30 CP behind the counter in the bar room. 58 SP AC 12, HP 7, Att 1 x bite (1d4+1 + disease), HIT +3, SV +2,

5. Bakehouse
e
and 223 CP hidden in a cask shallow buried in the cellar.

A communal bakery provided by Renwick. Ten ovens in an airy


Init +2, SP 30 ft, SKL perception +4, ML 7, AL N, CR 1/8,
XP 25
> Pack tactics: advantage to attack if an ally is within 5 ft of
an enemy
pl
brick built structure. Firewood stacked up neatly in a lean-to.
> Disease: DC 11 CON save or cannot regain hp naturally
6. Blacksmith until cured, and maximum hp are reduced by 1d6 per 24
hours. If maximum hp are reduced to 0, victim dies.
The current smith is Leopold, who took over when his
father died five years ago. He is mostly kept busy making > Size: Small
nails, horse shoes, and farming tools, but can also make Rat Swarm
a good knife. He’s never had to make a sword to order, AC 10, HP 24, Att 1 x bite (2d6, or 1d6 if has 12 hp or fewer),
m

but is competent. HIT +2, SV +2, Init +0, SP 30 ft, SKL perception +4, ML 7,
Leopold, 25 (Commoner, LN) AL N, CR 1/4, XP 50
• raven haired young man with rippling biceps (Str 16) and > Damage resistance: melee or ranged weapons
a blackened apron
> Condition immunity: charm, fear, paralysis, petrify,
• understated and quiet; stammers if placed under prone, restrained, stunned
great pressure
Sa

> Swarm: can occupy another creature’s space and


Treasure: 200 lbs of iron (200 CP), 100 lbs of steel (100 SP), attack them
112 SP in a steel box under floorboards under his bed.
10. Old market square
7. Ruined tower
Weeds grow from the cobbles in this disused market square.
Three stirges nest in the upper area of this ruined tower. At the centre is a white marble statue of a knight astride a
They go out at night and feed on local cattle. Wrapped in steed in a dramatic pose. A tarnished brass inscription plate
mouldering cloth in the rafters is a silvered short sword indicates that it is Baron Tybault’s father, Baron Wilhelm.
(worth 70 GP).
Stirges (3)
AC 14, HP 2, Att 1 x blood drain (1d4+3 + attach), HIT +5,
SV +2, Init +2, SP 40 ft fly, SKL n/a, ML 8, AL N, CR 1/8, XP 25
> Attach: automatically inflicts same damage next round
unless it dies or someone spends an action removing it
> Size: Tiny

31
Rumours in Owlhaven 12 “The giants were all right when they kept themselves
in the mountains. When they come down, that’s when
Spending time at the inn, or talking to locals, can provide the trouble begins. The air down here drives them
the following rumours. doo-lally” (False)
13 “There be trolls out there in the wilds. Well, something
(1d20) be coming and feasting on our cattle at night. Biting
1 “The giants was led by a mad un called Typhon. ‘em and drinking their blood. Yarp, definitely trolls.”
They say it was ‘im that turned em on us. They did (Partly true. This is the stirges at the Ruined Tower
for him when their city fell. The officers and magicals in town.)
hunted him down to an island and ended him. 14 “There’s wild men in the old forest. Worship the stag.
Hope it was bloody.” (True.) Follow the old ways. They guard something, and kill any

e
2 “Old Ginny knows the old ways. She’s the one to go to who intrude.” (Mostly false.)
when you’ve got a touch of the Ague. Knows the future 15 “The east side of town be cursed yer know. Great black
too.” (Mostly true.) dog been seen there at night. Best avoided if you know
3 “The Woldwood is a cursed place. Old Revin used to what’s good for you.” (Partly true, based on a sighting of

fil
hunt there, but he said he started hearing things. the giant rat from the Decaying Manse.)
Things talking to him. He thinks there’s a miasma over 16 “The Woldwood is cursed. Nasty magic hangs about
the place that addles the senses.” (Essentially true.) the place, and it’s best avoided. People that go there
4 “The Chain Lords may be foreigners, but they don’t take never come back. We even lost men in the war that just
any nonsense. Armies of convicts they had to throw wandered into the woods and never come back.” (True)
at the giants. Those that fought bravely were released 17 “North of here is old Leekhampton. Most of them fled
after, I heard. Or maybe that’s just what they tell from the giants, and the rest left after the war. Just
people.” (True.) abandoned now. Some say it’s haunted. Shame. Fertile
5 “The wilds is where Jenny Greenteeth lives. She knows lands there.” (True.)
the secret ways of the earth and eats the hearts of
e
foolish men. Kings and knights, it matters not, they all
give up their gizzards for Jenny if she sets her eye to
‘em” (True.)
18 “Watch out for the marsh halfmen. They live out in the
wilds, and are thieves and killers.” (True.)
19 “There used to be elves in the Woldwood, but no one
has seen them for generations.” (True.)
pl
6 “Renwick not be too bad, all told. But some folk say
20 “Everything went wrong after that star fell - ooh must
he be disgraced. Ran away from a ruckus down
be thirty year ago. Saw it over the Woldwood. It was
Erech way. Shame his wife had to die here away from
after that that the giants went crazy.” (False.)
her kin.” (True.)
7 “The Woldwood is filled with faerie spirits. Some is bad
and some is good. They can take the shapes of beasts.
Sometimes girls leave foundlings there if they cannot
m

keep them. The forest takes them and cares for them.”
(Partly true.)
8 “Them Yao are funny folk. Burnt black they look.
Say they worship fire or some such. All sounds rum to
me. Still, they fought well against the giants. Wouldn’t
want one marrying me sister though.” (Partly true.)
9 “We had a dwarf come through here last week. Had a
Sa

few others with him and a lot of gear. Explorers, they


said they were. Treasure hunters, if you ask me.
Still, wouldn’t say no to a bit o’ gold meself.” (True.)
10 “Old Ginny be mad living out there on her own. I once
heard she was Baron Tybault’s mam that he’s left
abandoned here. His way of keeping the madwoman
out of sight.” (False.)
11 “There’s an old wizard in them woods. Lives in a tower.
Weird one, but what do you expect from someone
who meddles with magic? Some say he can answer
any question you put to him, but he expects gold in
return.” (True.)

32
Incidental encounters in the
Hinterlands
Reaching the Woldwood 4: Aquatic spider (1)

It is 120 miles northeast from Owlhaven to the Woldwood It lurks under the water at a 150ft wide river that crosses the
heading upstream following the Redmire River. It will take party’s path, and will attempt to strike and drag a victim
5 days to cover this distance if lightly encumbered (at 24 under the water (ideally as half the party are wading across).

e
miles per day), or 6.5 days if more heavily laden (18 miles Spider: AC 14, HP 44, Att 1 x bite (1d8+3 + poison) or 1 x
per day). The land between Owlhaven and the Woldwood is web, HIT +5, SV +2, Init +2, SP 30 ft, SKL stealth +7, ML 7,
mostly grasslands. AL N, CR 1, XP 200, > Poison: 2d8 poison damage or half
There is a 1 in 6 chance of an incidental encounter each day. on a DC 11 CON save, > Web: 30/60 ft ranged attack; target

fil
There is an equal chance of the encounter being during is restrained. Escape requires action and DC 12 STR check,
the day or night. The incidental encounter table below can > Size: Large
be used for all wilderness areas except for the Woldwood
(which has its own table, below). 5: Wolf pack (3d6)
A pack of grey wolves (animals, not Danu) looking for prey.
Hinterlands Incidental Encounters (1d20)
If not immediately hostile they will follow and harry the
1: Giant mountain eagles (1d3) hunting for food party, looking for an opportunity to slay a pack animal.
If they attack, they will be more interested in carrying off Wolves: AC 13, HP 18, Att 1 x bite (2d4+2 + overbear),
horses and pack animals than humans. HIT +4, SV +2, Init +2, SP 40 ft, SKL perception +3, stealth
e
Giant eagles: AC 13, HP 26, Att 1 x beak (1d6+3) and 1 x talon
(2d6+3), HIT +5, SV +2, Init +2, SP 80 ft fly, SKL perception
+4 (advantage), ML 7, AL N, CR 1, XP 200, Large
+4, ML 7, AL N, CR 1/4, XP 50, > Overbear: target struck
in melee must make a DC 11 STR save or fall prone, > Pack
tactics: advantage if an ally is within 5 ft of target
pl
2: Stirge (1d10) 6: Giant rattlesnake (1)

The party finds an exsanguinated wild sheep. Shortly A ten foot long serpent slithering through grasslands. If it
thereafter they encounter the stirges, either nesting in an surprises it may hide in a sack or backpack while the party is
old tree, or flying around looking for prey. camped, and only be discovered later. Otherwise it may bite
a horse or pack animal that strays too close
Stirges: AC 14, HP 2, Att 1 x blood drain (1d4+3 + attach),
HIT +5, SV +2, Init +2, SP 40 ft fly, SKL n/a, ML 8, AL N, Giant snake: AC 14, HP 18, Att 1 x bite (1d6+4 + poison),
m

CR 1/8, XP 25 HIT +6, SV +2, Init +2, SP 30 ft, SKL perception +2, ML 7,
AL N, CR 1/4, XP 50, > Poison: 3d6 poison damage or half
> Attach: automatically inflicts same damage next round on a DC 11 CON save.
unless it dies or someone spends an action removing it
> Size: Tiny 7: Giant slug (1)
Deep in a region of thick brambles and shrubs a gargantuan
Loot: Their nest contains a 50 GP red garnet gem amidst the
30 foot long grey slug is munching on a region of
bones of a farmer.
Sa

skunk cabbage.
3: Swarm of miniature gelatinous cubes (6) Giant slug: AC 11, HP 162, Att 1 x bite (2d12) or 1 x acid
Formed from a Gelatinous Cube struck by lightning, these spit, HIT +6, SV +4, Init +0, SP 20 ft, SKL n/a, ML 7, AL N,
three feet tall slimes will silently attack as a pack. If they CR 6, XP 2300, > Size: Huge, > Acid Spit: 30/60ft; if it hits,
surprise, the party may just think they have found a purse or victim takes 12d6 acid damage (or half on a DC 15 DEX save),
vial lying on the ground > Immunity: to blunt weapons

Cubes: AC 6, HP 12, Att 1 x touch (1d6 acid + paralysis), 8: Skeleton (3d10)


HIT +4, SV +2, Init +0, SP 15 ft, SKL stealth +5, ML 11, AL N,
The ragged mindless remains of Hundred Kingdoms soldiers
CR 1/4, XP 50, > Size: Small, > Paralysis: on touch make a DC
slain in the war with the giants. The undead are: 1d10: 1-2:
12 CON save or be paralysed for one minute, > Immunity:
under the waters of a river or bog; 3-4 in shallow graves
to blind, charm, deafen, exhaustion, fear, prone
disturbed by the party’s passing; 5-6 lying in ambush as if
Loot: chainmail purse holding 18 PP, 4 black gems (2 x 10 GP still at war; 7-8 on an ancient pyre blackened and charred,
obsidian, 1 x 50 GP onyx, and 1 x 500 GP jet), and a silver vial 9-10 at the bottom of a 15 ft deep pit or old mineshaft that a
(holding a Potion of Longevity (colour: cloudy, taste: peppery)). party member may fall into (DC 17 Perception)

33
Mindless Skeletons: AC 13, HP 13, Att 1 x spear 12: Human brigands (Hundred Kingdom deserters) (43)
(1d6+2) or 1 x shortbow (1d6+2), HIT +4, SV +2, Init +0, The Grey Company, as they now call themselves, are deserters
SP 30 ft, SKL n/a, ML 12, AL N, CR 1/4, XP 50, > Damage who fled the war twenty years ago, and have lived in the
vulnerability: radiant damage, > Undead: immune to wilderness as pariahs ever since. Sentenced to death in
poison, disease, necrotic damage, exhaustion, sleep, absentia, they have a settlement in the wilds surrounded by
unconscious condition, charm person and hold person. a palisade and spiked ditch. They eke out a living through
farming and occasionally raiding merchant caravans. As the
9: Zombie (4d6) region has declined, it has become harder for them to
Mindless shambling human soldiers who perished live. Some now wonder if they could return quietly to the
in the war. The zombies are: 1d8: 1-2 crawling due to Kingdom of Erech, although such talk is forbidden.
their pulverised legs (disadvantage to hit by arrows);
The Grey Company’s leader is Lepold Kurtz. While Kurtz

e
3-4 stumbling headless from a copse of trees; 5-6 convict
misses the comforts of civilisation, he enjoys the freedom
soldiers linked by a chain that might entangle attackers;
and power of this life. He is no longer beholden to class or
7-8 knights wearing battered plate mail (AC 17)
status, and no Lord or Knight commands him. He is more
Mindless Zombies: AC 8, HP 22, Att 1 x rend (1d6+1), interested in maintaining his position and authority than

fil
HIT +3, SV +2, Init -2, SP 20 ft, SKL n/a, ML 12, AL N, CR 1/4, treasure, although he recognises that money can be a form
XP 50, > Fortitude: survives killing blow on 1 hp if makes a of power.
CON save of DC 5+damage taken, > Damage vulnerability:
20 infantry: AC 15 (leather/shield), HP 11, Att 1 x longsword
radiant damage, > Undead: immune to poison, disease,
(1d8+2), or 1 x shortbow (1d6+1), HIT +4, SV +2, Init +2,
necrotic damage, exhaustion, sleep, unconscious condition,
SP 30 ft, SKL athletics +4, survival +2, ML 7, AL CN, CR 1/2,
charm person and hold person.
XP 100, > Fighting style: protection. When a creature
attacks an ally within 5 feet of them, they can impose
10: An abandoned mine
disadvantage on that attack as a reaction.
Mine inhabited by life draining spectral haunts. Each night
20 cavalry: AC 19 (chain/shield), HP 11, Att 1 x longsword
entice prey.
9 Shadows: AC 12, HP 16, Att 1 x touch (2d6+2 necrotic
e
the shadows will light a small fire just inside the entrance to

+ STR drain), HIT +4, SV +2, Init +2, SP 40 ft, SKL stealth
(1d8+2), HIT +4, SV +2, Init +0, SP 30 ft, SKL athletics +4,
survival +2, ML 7, AL CN, CR 1/2, XP 100, > Fighting style:
defence, > Mounted: mounted on riding horses
Riding horses: AC 10, HP 13, Att 1 x hooves (2d4+3),
pl
+4, ML 11, AL CE, CR 1/2, XP 100, > STR drain: victim
struck loses 1d4 STR until completes short rest; death at HIT +2, SV +2, Init +0, SP 60 ft, SKL n/a, ML 7, AL N, CR 1/4,
0 STR, > Stealthy: in dim light or darkness can hide as a XP 50, Large
bonus action, > Damage vulnerability: radiant damage, Captain Reinhardt and Captain Werner: AC 21 (plate/
> Sunlight vulnerability: disadvantage in daylight; > shield), HP 18, Att 1 x longsword (1d8+2) or 1 x lance
Undead: immune to poison, disease, necrotic damage, (1d12+2), HIT +4, SV +2, Init +0, SP 30 ft, SKL athletics +4,
exhaustion, sleep, unconscious condition, charm person survival +2, ML 8, AL CN, CR 1, XP 200, > Fighting style:
m

and hold person. defence, > Second wind: regain 8 hp as a bonus action; >
Loot: the mine still holds gold ore worth 400 GP (weighs Action surge x1; > Mounted: mounted on war horse with
400 lb). chain barding (AC 16)
Commander Leopold Kurtz: AC 19 (plate), HP 32, Att 1 x
11: Human bandits (escaped Chain Lands longsword (1d10+3) or 1 x lance (1d12+3), HIT +5, SV +2, Init
convicts) (3d10) +0, SP 30 ft, SKL athletics +4, survival +2, ML 9, AL NE, CR 2,
XP 450, > Fighting style: defence, > Second wind: regain
Sa

The group are fairly desperate and will be more interested


in stealing food, blankets and equipment than treasure. 10 hp as a bonus action; > Action surge x1; > Improved
They might entertain an offer of employment from a party critical: 19 or 20, > Mounted: mounted on war horse with
that seems impressive. They wander and have no fixed base. chain barding (AC 16), > Potion: has a Potion of Gaseous
Form (colour: orange, taste: peach) he will only use as a
Nyan’s Reavers: AC 15 (leather/shield), HP 9, Att 1 x spear last resort.
(1d6+2), HIT +4, SV +2, Init +2, SP 30 ft, SKL athletics +4,
perception +2, ML 8, AL CN, CR 1/2, XP 100 Loot: buried under Commander Kurtz’s chambers at their
base are chests holding 3126 CP, 1647 EP, 6 gems (worth a
Their leader is Nyan, a L2 Barbarian (AC 14, HP 23, total of 1070 GP), and 4 jewellery (worth a total of 4600 GP).
Att 1 x spear (1d8+2[4]), HIT +4, SV +2, Init +2, SP 30 ft,
SKL athletics +4, survival +2, ML 8, AL CN, CR 1, XP 200,
> Rage (x2), > Reckless attack: advantage to attack but
grant attackers advantage, > Danger sense: advantage on
DEX saves)

34
13: Merchant caravan The children (Tristan and Vanessa) are orphans of two
Led by the inestimable Malvolio the Merchandiser, this 10 isolated farmsteaders who were slain by Nilus. Nilus told
wagon caravan is either (50%) transporting salt, copper, them that their parents were killed by a bear, and he said
and furs south, or tea, spices, tobacco and wine north. he would look after them. Once he dies the Charm will
Malvolio is a vain and preening man in colourful silks with be broken.
an elaborate and ridiculous moustache. He believes that he
has the power to persuade anyone through his words. 15: Wild horses (58)
A large herd of wild horses grazes on a grassy plain. They
10 Merchants: AC 10, HP 4, Att 1 x dagger (1d4), HIT +4,
will startle and flee if anyone tries to approach within 100ft,
SV +2, Init +0, SP 30 ft, SKL insight +4, persuasion +4, ML 6,
or if attacked from a distance. If any of these horses could be
AL LN, CR 0, XP 10
caught and sold (in Owlhaven on market day or to travelling

e
40 Guards: AC 18 (chain/shield), HP 11, Att 1 x longsword merchants), they would fetch (untrained and unbroken)
(1d8+4) or 1 x crossbow (1d10), HIT +4, SV +2, Init +0, SP 30 between 25 to 50 GP each.
ft, SKL athletics +4, perception +2, ML 8, AL LN, CR 1/2,
Wild Horses: AC 10, HP 13, Att 1 x hooves (2d4+3), HIT +2,
XP 100, > Fighting style: duelling (factored in)
SV +2, Init +0, SP 60 ft, SKL n/a, ML 7, AL N, CR 1/4, XP 50,

fil
Lieutenant Emeric and Lieutenant Mylan: AC 18 (chain/ > Size: Large
shield), HP 18, Att 1 x longsword (1d8+4) or 1 x crossbow
(1d10), HIT +4, SV +2, Init +0, SP 30 ft, SKL athletics +4, 16: Blackmarsh halflings
perception +2, insight +2, ML 8, AL LN, CR 1, XP 200, The Blackmarsh Clan of halflings are unusual in that they
> Fighting style: duelling (factored in), > Second wind: have been driven from normal halfling society as a result of
regain 8 hp as a bonus action; > Action surge x1 their criminality and antisocial behaviour. These backwoods
Captain Gilles: AC 18 (chain/shield), HP 35, Att 2 x halflings claim to have been scapegoated, but thefts,
longsword (1d8+4) or 2 x crossbow (1d10), HIT +5, SV +2, vandalism and murder seem to follow in their wake. Their
Init +0, SP 30 ft, SKL athletics +4, perception +4, insight leader, Rufus Blackmarsh, is sly and ingratiating, but that

e
+4, ML 8, AL LN, CR 2, XP 450, > Fighting style: duelling
(factored in), > Second wind: regain 11 hp as a bonus
action; > Action surge x1; > Improved critical: 19 or 20
Loot: trade goods worth 1000 GP (1000 lb).
merely hides his cruelty and ruthlessness. The halflings,
who look a rough and surly bunch, will try to learn what
they can about the party’s defences and any valuables they
might have. They may invite them back to their ramshackle
farm if they think the party is gullible enough to drop their
pl
guard. If the party is surprised, all of the halflings except
14: Devil Swine and 2 half starved charmed children Rufus will be hiding.
Daytime: a portly human in his 40s with greasy strands of
18 Blackmarsh Halflings: AC 14 (leather/dex), HP 8, Att 1 x
hair combed across his bald pate leads two children (a boy
shortsword (1d6+2) or 1 x shortbow (1d6+2), HIT +4, SV +2,
and a girl, both about 10). The man, Nilus, explains that
Init +3, SP 25 ft, SKL deception +4, stealth +6, thieves tools
he is the childrens’ uncle, and he is taking them to their
+6, ML 7, AL CE, CR 1/2, XP 100, > Lucky: re-roll on a 1 on a
grandmother in Owlhaven after the recent and tragic death
m

d20 roll, > Brave: advantage on saves versus fear, > Nimble:
of their parents from the yellow ague. The children appear
move through space of a medium or larger creature,
perfectly happy in his company. He will ask the party for aid,
> Sneak attack: +1d6 damage, > Size: Small
and an escort. He points out how dangerous the wilderness
is, and hopes they will find it in their hearts to help them. Rufus Blackmarsh: AC 14 (leather/dex), HP 27, Att 1 x
If the party agrees to protect them, all will be well until the shortsword (1d6+2) or 1 x shortbow (1d6+2), HIT +4, SV +2,
night when Nilus will transform and attack. The children will Init +3, SP 25 ft, SKL deception +6, stealth +6, thieves
also attack with knives that Nilus has given them. tools +4, ML 8, AL CE, CR 2, XP 450, > Lucky: re-roll on a
Sa

1 on a d20 roll, > Brave: advantage on saves versus fear,


Nighttime: a bloated pig-man with two children attached
> Nimble: move through space of a medium or larger
to his belt by chains appears out of the darkness.
creature, > Sneak attack: +2d6 damage, > Cunning action:
Devil Swine: AC 14, HP 54, Att 1 x gore (2d6+2) or 1 x dash, disengage or hide as a bonus action, > Assassinate:
charm, HIT +4, SV +2, Init +2, SP 40 ft (30 ft human form), hits against surprised creatures are criticals; advantage
SKL deception +6, performance +6, ML 9, AL CE, CR 1, vs. any creature that hasn’t taken a turn in combat,
XP 200, > Shapechange: only at night, > Charm: can cast > Size: Small
Charm Person 3 times per day (DC 13 WIS save), > Phobia:
Loot: buried back at their farm they have 4320 CP, 874 EP,
afraid of wolf’s bane (DC 11 WIS save or flee).
4 gems (1 x 50 GP blue zircon, 3 x 100 GP deep blue spinels),
Charmed children (2): AC 10, HP 4, Att 1 x dagger (1d3), 2 jewellery (gold bracelet of entwined vines with tiny red
HIT +4, SV +2, Init +0, SP 30 ft, SKL n/a, ML 6, AL LG, CR 0, gemstone berries worth 140 GP, and a gold and mother of
XP 10, > Size: Small pearl brooch worth 160 GP).

35
17: Herd of elk (3d10) 20: Gnolls (3d6)
Grazing on grasslands or on the edge of woodland. Normal Muscular hyena-men wearing masks made from dried
animals (not Danu). Will attempt to keep at least one hundred human faces and carrying barbed spears. They are
feet away from the party. Will flee if approached or attacked. searching for creatures to sacrifice to their demonic
A single slain elk will provide a week’s fresh food for the party. mistress, Aosoth. Their victims must suffer like Aosoth does,
If salted or smoked and cured, the venison would fetch 60 GP and the gnolls also practise ritual cutting and branding to
per elk (and can be treated as 1 month’s iron rations). honour Aosoth’s suffering. (Leader: Struk, mangy, gaunt,
tic causes teeth to chatter).
Elk: AC 10, HP 22, Att 1 x ram (1d6+3) or 1 x hooves (2d4+3),
HIT +5, SV +2, Init +0, SP 50 ft, SKL n/a, ML 7, AL N, CR 1/4, If surprised they are overheard torturing a cougar. If they
XP 50, > Charge: if moves 20 ft and then rams, target takes surprise, they will hit and run, carrying a victim back to their
+2d6 damage, and must make a DC 13 STR save or be lair in a disused quarry (treat a victim reduced to 0 HP as

e
knocked prone, > Size: Large knocked unconscious).
Their quarry has two features of note: (1) the entrance is
18: Mountain lions (1d4)
blocked by an iron gate over-looked by a slit through which
These cougars are hunting for prey. If they attack, they will gnolls can throw spears, and (2) a deep pit in their temple

fil
gang up on the smallest party member. Their hides are chamber that links up with Underland.
worth 25 GP each.
Gnolls: AC 15, HP 22, Att 1 x barbed spear (1d8+2) or 1 x bite
Cougars: AC 12, HP 44, Att 1 x bite (1d8+3) or 1 x claw (1d4+2), HIT +4, SV +2, Init +3, SP 30 ft, SKL n/a, ML 9, AL CE,
(1d6+3), HIT +5, SV +2, Init +2, SP 50 ft, SKL perception +3 CR 1/2, XP 100, > Rampage: when reduces a target to 0 hp,
(advantage), stealth +6, ML 9, AL N, CR 1, XP 200, > Pounce: it can move 15 ft and make a bite attack as a bonus action.
if moves 20 ft and claws, target must make a DC 13 STR save
or be knocked prone. Cougar can immediately make a bite Loot at lair: a gore-drenched gold statuette of Aosoth
attack as a bonus action, > Pack tactics: advantage if an ally (320 GP, 32 lb)
is within 5 ft of target, > Size: Large

19: Giant mutant frogs (3d6)


These three foot long luminous mutated frogs with vicious
teeth inhabit a swampy region or a marshy riverside area.
e
pl
Their spectral yellow light will be seen far away at night and
may attract the party’s curiosity.
Giant frogs: AC 11, HP 32, Att 1 x bite (2d4+1) or 1 x tongue,
HIT +4, SV +2, Init +1, SP 30 ft, SKL perception +3, stealth
+3, ML 9, AL N, CR 1/4, XP 50, > long sticky tongue (10ft;
if strikes, target is grappled (escape DC 11) and restrained,
m

and bite attacks against that target have advantage.


Sa

36
The Woldwood
The Woldwood is a dense forest and therefore overland 4: The door in the tree
travel rates are reduced by 33%. Behind this small green-painted door lives a badger wearing
Each hex on the Woldwood map is six miles. A lightly a knitted waistcoat called Mr Ives. He is cautiously friendly
encumbered party could cover about 2.5 hexes (16 miles) and an apothecary. He is an ally of the rebel Danu and an
each day. A more heavily laden party could cover 2 hexes agent of the White Rabbit. He will try to subtly find out
(12 miles) each day. who the party are and what they are doing here, and may
explain the plight of the Danu. Mr Ives can sell 2 Potions of
Antidote (as Protection from Poison (colour: black, taste:

e
Incidental encounters in bitter)) for 100 GP each (or some fair barter). He can also sell
the Woldwood two Healing Balms (as Cure Wounds) for 100 GP each.
Incidental encounters occur on a roll of 1 on 1d6 per day. If you roll this encounter a second time, the party finds Mr

fil
Most encounters will be during the day. Ives dead, torn apart by wolves (Formorians). If the party
returns to his house, they find it ransacked and Mr Ives
Woldwood Incidental Encounters (3d12) similarly murdered by wolves.
3 The Nandi Bear
5: The giant beetle
4 The door in the tree
A beetle the size of a horse is crawling around or flying
5 The giant beetle
overhead (equal chance). The beetle is red with black spots
6 Giant bristleworms (a coccinellidae aka lady bug / lady bird). The beetle is
7 The silver carp harmless, but with the magical harness from the Halls of
8
9
10
11
Fruiting bodies
Caged beast
Les Fleurs du Mal
Tomb
e Nuada (room 26) it can be tamed and used as a slow mount.
Giant Beetle: AC 12, HP 42, Att none, HIT +4, SV +2, Init +0,
SP 50 ft fly, SKL n/a, ML 7, AL N, CR 1/8, XP 25, > Size: Large
pl
6: Giant bristleworms
12 Lureflower
The ground turns marshy here as a series of streams flow.
13-17 Factions 1d4 giant bristleworms (8 ft long red worms covered in
18-19 Mushroom goblins white spines) are splashing about in a muddy pit and
20-21 Wild Men breeding. They will not be happy to be disturbed.
22-23 The Restless Dead Giant Bristleworm: AC 14, HP 54, Att 1 x bite (2d6) or
1 x sting (2d4+1 + special), HIT +4, SV +2, Init +0, SP 20
m

24-26 Danu
27-28 Formorian patrol ft, SKL n/a, ML 7, AL N, CR 1/2, XP 100, > Sting: each
spine inflicts 1 damage per round until an action is spent
29-30 Giants removing it
31 Baby zombie
32 An ivy covered shack 7: The silver carp
33 Jenny Greenteeth As the party passes parallel to a river running through the
Sa

34 The Mouth Cloud forest, they see a three foot long silver carp floundering
about on the river bank.
35 Deep water
36 John-a-Dreams If they do nothing the fish eventually dies. If they kill or
catch the fish for supper, it is delicious. If they push the fish
back into the river, it swims away. A few minutes later they
3: The Nandi Bear
see the fish bobbing in the river next to them holding a ring
Slope-backed hyena-bear. If hostile, it drops from a tree in its mouth. It gives the ring to its rescuer and swims away.
onto a victim looking for a meal. Otherwise it just eyes The ring is gold set with a violet garnet (100 GP).
them lazily.
Nandi Bear: AC 13, HP 51, Att 1 x bite (1d6) and 2 x claws
(1d4), HIT +4, SV +2, Init +0, SP 30 ft, SKL n/a, ML 7, AL N,
CR 1, XP 200, > Phasing: after striking a victim, they must
make a DC 13 WIS save or they and the bear become out
of phase for 5 rounds, and can only be hurt by magic,
> Size: Large

37
8: Fruiting bodies 10: Les Fleurs du Mal
A strange tree stands surrounded by an area of dead This area is filled with deep blue flowers that look similar to
ground. It looks like a pomegranate tree, but is bloated, aconite (wolf’s bane). They are intelligent but evil flowers.
and its bark has an oily greenish sheen. Growing from the Their pollen allows humans to hear the thoughts of plants
tree are large purple fruits. Each of the fruits appears to like them. They start as a whisper. The flowers mock
have grown with the appearance of different smiling human the crude animal creatures before them. If threatened,
faces. (This is a nightmare entity.) the flowers mock them even more. If destroyed,
the flowers scream.
Picking one of the fruits: causes it to ooze a red fluid.
The picker experiences a vivid waking nightmare of their
11: Tomb
severed head being mounted in the tree. They also become
aware that the head of a corpse can be mounted on the tree Covered in ivy and obscured by bushes stands a white

e
and spoken to. The nightmare reoccurs each night until they granite mausoleum (40 ft x 40 ft). The iron bound door has
succeed on a DC 20 Wisdom save. Each night they fail the swollen (DC 15 Athletics check to open). Inside is a 20 foot
save they suffer a -1 Constitution. At zero Constitution they long stone sarcophagus. The sarcophagus holds the bones
collapse from exhaustion. The purple fruit tastes like rotting of a male child of the giant race. The bones are clad in the

fil
meat, and eating it causes diarrhoea. rotted scraps of fine robes. Resting inside the tomb is a
carved wooden goat.
If the party returns to the tree and mounts a severed
head on the tree: its eyelids flicker open, its eyes roll back The first character who touches the goat will see a blue goat
in its head, and a gaping mouth opens. The reanimated standing nearby. No one else can see the goat. The goat
head can be conversed with. A sapient creature will hate speaks, addresses the character by name, and introduces
being mounted on the tree, and will beg for release itself as Barnabas. If questioned, it will say that it is the
allowing it to be interrogated. The tree only functions on character’s invisible friend. Barnabas’s alignment is Neutral,
corpses and won’t work with a skull. and will happily chat to the character and try to offer
sensible advice. Barnabas can disappear for a while if the
9: Caged beast
An ape - a chimpanzee - walks along clanking. Its body is
e
entrapped in an articulate iron framework that moves as it
walks. Walking behind the ape is a rough looking human
character gets cross with him, but he will always come back.
Barnabas can only be gotten rid of by finding a child who
needs a friend.

12: Lureflower
pl
warrior holding a chain attached to the framework.
A six foot diameter yellow flower glows with light. Anyone
The man, Obadiah, is merely passing through the area. coming within 10 feet will be engulfed by roots, vines and
A bounty hunter by profession, Obadiah keeps the ape petals. It will also attack any object that comes too close.
as a slave, and controls when and if it can attack via its
cruel imprisonment. Obadiah is heading to the Chain Lureflower: AC 10, HP 69, Att 1 x entrap (see below),
Lands where they have a job for him. The chimpanzee HIT +4, SV +2, Init +0, SP 30 ft, SKL n/a, ML 10, AL N, CR 1/2,
cannot speak, but will try to communicate that it is not just XP 100, > Entrap: a single human-sized target is restrained
m

an animal. and suffers an automatic 1d6 constriction damage per


round. Trapped targets can attack, but at disadvantage.
The chimpanzee - Elowen - is the polymorphed daughter of Trapped targets cannot free themselves, > Size: Large
a merchant, who was ensorcelled by a business enemy of
her father’s. If returned to normal by a Dispel Magic, she will 13-17: Factions
be very grateful. If she can get home safely (a journey of two
weeks), her father will give her rescuers a reward of 5,000 The party encounters one of the factions or signs of them
(e.g. their trail). Determine who randomly depending on
Sa

GP. If forced to survive with the party, she will start out as a
Commoner (MM, p.345), but might become a Fighter 1 after when this encounter takes place.
securing some XP. > Albrecht’s expedition (weeks 1-2)
Caged ape: AC 13, HP 54, Att 2 x rend (1d6+3), HIT +4, > Immortals: whole group (weeks 1-2), Inga (weeks 3-4, 8)
SV +2, Init +1, SP 30 ft, SKL athletics +5, ML 10, AL LG, Dmitry (weeks 5-6)
CR 1/2, XP 100
> Chain Lords: Captain Thura and 16 men (week 2), Captain
Obadiah: AC 16 (chain shirt/shield/dex), HP 42, Att 1 x Thura and Lieutenant Khaing and 40 men (weeks 3 - 5), or
longsword (1d8+1) or 1 x shortbow (1d6+1), HIT +4, SV +2, Commander Yarzar, Commander Bo-Arkar and 65 to 100
Init +1, SP 30 ft, SKL survival +4, nature +4, ML 8, AL CN, men (weeks 9-13)
CR 1/2, XP 100
> Yao: Toutswe, and her 15 warriors (weeks 3 - 7 and 9 - 10).
Loot: 90 SP, 55 GP, 1 coral worth 100 GP
> Ser Tannhauser (weeks 4 - 5)
See Factions for details.

38
18-19: Mushroom goblins Skeletons: AC 13, HP 13, Att 1 x sword (1d8+2) or 1 x spear
A war party of 10 mushroom goblins carrying nets, sleep (1d6+2) or 1 x shortbow (1d6+2), HIT +4, SV +2, Init +0,
potions (1 each) and clubs (leader: Miggs, nervous, raspy SP 30 ft, SKL n/a, ML 7, AL varies, CR 1/4, XP 50, > Damage
voice, watery eyes). They are hunting for Wild Men to carry vulnerability: radiant damage, > Undead: immune to
them away to Underland (to be made into more goblins). poison, disease, necrotic damage, exhaustion, sleep,
The goblins know the location of a cave 2d6 miles away that unconscious condition, charm person and hold person.
provides access to Underland. Zombies: AC 13, HP 22, Att 1 x sword (1d8+1), HIT +3,
Mushroom Goblins: AC 13, HP 7, Att 1 x shortsword SV +2, Init -2, SP 20 ft, SKL n/a, ML 7, AL varies, CR 1/4,
(1d6+2), or 1 x thrown dagger (1d4+2), or sleep potion, XP 50, > Fortitude: survives killing blow on 1 hp if makes a
HIT +4, SV +2, Init + 3, SP 30 ft, SKL stealth +6, ML 7, AL N, CON save of DC 5+damage taken, > Damage vulnerability:
CR 1/4, XP 50 radiant damage, > Undead: immune to poison, disease,

e
necrotic damage, exhaustion, sleep, unconscious condition,
> Sneaky: advantage on stealth checks charm person and hold person.
> Nimble escape: can disengage or hide as a bonus action Ghouls: AC 13, HP 22, Att 1 x bite (2d6+2), or 1 x claw
> Sleep potions: range 20ft. One target within range must (2d4+2 + paralysis), or 1 x sword (1d8+2), HIT +4, SV +2,

fil
make a DC 13 CON save or sleep. Creatures put to sleep by Init +0, SP 30 ft, SKL n/a, ML 7, AL varies, CR 1, XP 200,
these potions cannot be awoken naturally, and will only > Paralysis: target must make a DC 10 CON save or be
awake when they make their save. paralysed for 1 minute, > Damage vulnerability: radiant
damage, > Undead: immune to poison, disease, necrotic
20-21: Wild Men damage, exhaustion, sleep, unconscious condition, charm
person and hold person.
Either a foraging party of 2d6 Wild Men or a camp of 3d10
Wild Men (20% of which are children, and 40% are females). 24-26: Danu
Wild Men cannot speak, but if they are friendly they may be
able to mime or draw pictures in the dirt. They have nothing Roll 1d8:
of value except some berries and nuts. e
Wild Men: AC 12, HP 11, Att 1 x club (1d4+2) or 1 x spear
(1d6+2), HIT +4, SV +2, Init +1, SP 30 ft, SKL survival +4,
ML 7, AL NG, CR 1/4, XP 50
1: Crumble the milk snake. If friendly, he can describe
seeing some strange pale humanoids (mushroom
goblins) a few hours ago that were spying on some
Wild Men.
pl
2: a noctule bat named Tink and four other bats shelter
> Pack tactics: advantage to attack if an ally is within 5 ft of inside the hollow of a tree. If friendly they may perform
an enemy a service in return for some bugs, moths or spiders
to eat.
22-23: The Restless Dead
3: Yona leads a flock of five geese who are floating
90% chance of 1d6 skeletons + 1d6 zombies, or 10% chance of on a placid pool and eating dragonflies. They will be
1d3 ghouls. They wear the rotted and rusting tatters of armour fascinated by the party’s strange clothes and will remark
m

being the deceased of the Yao, Chain Lord and Hundred upon them. If any of the party are human, she will
Kingdoms armies that fought the giants twenty years ago. appear amazed by humans who can talk, and will ask
These are intelligent speaking undead that have come how they are managing it.
from either their village (location 11) or the Halls of Nuada 4: Cinnamon the barn owl roosts in a tree with
(location 20). two young. She disagrees with the tyranny of the
Formorians and hasn’t joined them, preferring to live
Origin (1d6): 1-2 Hundred Kingdoms, 3-4 Yao, 5-6 Chain
Sa

alone. Her mate, Mulligan, is forced to serve and is away


Lands. Alignment (1d10): 1-3 Good, 4-8 Neutral, 9-10 Evil.
at Agartha. She asks the party to pass a message to him
Example leaders: that their owlets are well.
> Olaf (male, big soldier, bossy, cracks neck bones, 5: The party hears a frantic squeaking noise from nearby
Hundred Kingdoms) up ahead. A wildcat is standing over a hamster with
one paw pressing down. The hamster squeaks in alarm.
> Tumo (male, observant, climbs whenever possible, Yao) As the party comes into view the cat and hamster both
> Keeya (female, cynical, honest, wears red bandana, Yao) pause and look sideways at them. The hamster, Ginger,
will speak, and ask the party to “help me!” (if they don’t
> Kholan (male, painted skullface, paranoid, thinks others seem immediately hostile). The wildcat, Clover, will
are not real, Chain Lands) respond deadpan “I’m hungry. This is my dinner”.
> Adela (female, ex-farmer, ruthless, hates giants, 6: a red deer stag called Bing has a broken antler. He has
Hundred Kingdoms) recently been vying with another deer called Silas,
who has a harem of females. Bing lost a battle and has
> Thazi (male, broken manacles, sings work songs, utterly
been temporarily driven out of the herd. He asks the
loyal to Moriswane, Chain Lands)
strongest-looking character for any fighting tips.

39
7: a brown rat called Butterball will attempt to trail Bear Formorians (1 - 2): AC 13, HP 50, Att 2 x bite or claw
and spy on the party. Anything incriminating will be (2d6+4), HIT +4, SV +2, Init +2, SP 50 ft, SKL perception
conveyed back to Longchops. +6, stealth +4, ML 8, AL CE, CR 2, XP 450, > Druid spells:
8: a chestnut brown mare called Fern has wandered Faerie Fire, Fog Cloud, Heat Metal (spell save DC 10),
away from her herd when she encounters the party. > Shapeshift: to human form (SP reduced to 30 ft), > Gem
If they are not hostile she watches them curiously. hearts: on death, each Danu’s heart turns to a 1000 GP gem,
If they have beasts of burden with them, she attempts > Size: Large
to talk to the animals first, and will be surprised by the Owl or Eagle Formorian: AC 15, HP 5, Att 1 x bite (1d4),
humanoids being in charge. HIT +4, SV +2, Init +2, SP 50 ft, SKL perception +4,
stealth +4, ML 7, AL CE, CR 1/4, XP 50, > Shapeshift: to
Small or Tiny Danu: AC 15, HP 5, Att 1 x bite (1d4), HIT +4,
human form (SP reduced to 30 ft), > Cunning action:
SV +2, Init + 2, SP 50 ft, SKL perception +4, stealth +4, ML 7,

e
disengage, dash or hide as a bonus action, > Druid spells:
AL LN (Formorians CE), CR 1/4, XP 50
Thunderwave (spell save DC 10), > Gem hearts: on death,
> Shapeshift: to human form (SP reduced to 30 ft) each Danu’s heart turns to a 20 GP gem, > Size: Small
> Cunning action: disengage, dash or hide as a bonus action
29-30: Giants

fil
> Magic: 1 x 1st level druid spell (spell attack +2, spell save A patrol or hunting party of 2d6 giants. Leader: Skegg
DC 10) (bald head, iron belt, infectious grin, tells bawdy jokes)
> Gem hearts: on death, each Danu’s heart turns to a 20 Giants: AC 13, HP 108, Att 1 x two-handed spear (3d8+6)
GP gem or greatbow (3d8), HIT +4, SV +2, Init + 0, SP 30 ft,
Medium Danu: AC 13, HP 25, Att 1 x bite, claw or gore (2d4+2 SKL athletics +7, nature +2, survival +2, perception +2, ML 8,
+ overbear), HIT +4, SV +2, Init + 2, SP 50 ft, SKL perception AL N, CR 3, XP 700
+6, stealth +4, ML 8, AL LN (Formorians CE), CR 1/2, XP 100 > Size: Huge
> Overbear: target struck in melee must make a DC 11 STR
save or fall prone e
> Pack tactics: advantage if an ally is within 5 ft of target
> Magic: 2 x 1st level druid spells (spell attack +2, spell save
> Greatbow: can only be used by large creature with Str
18+ (range 70 ft / 280 ft)
> Stomp: as an action, the giant attempts to stomp on a
medium sized creature within 10 feet. They must make a
pl
DC 10) DC 13 DEX save or suffer 4d10 damage.
> Shapeshift: to human form (SP reduced to 30 ft) 31: Baby zombie
> Gem hearts: on death, each Danu’s heart turns to a 200 A tiny blue-skinned humanoid scurries on all fours towards
GP gem the party. The creature is a form of undead. Originally a
Large Danu: AC 13, HP 50, Att 2 x bite, claw, gore human baby abandoned at the edge of the Woldwood (see
or trample (2d6+4), HIT +4, SV +2, Init + 2, SP 50 ft, Woldwood location 1), it died and has become possessed by
m

SKL perception +6, stealth +4, ML 8, AL LN (Formorians CE), a foul spirit.


CR 2, XP 450 Baby Zombie: AC 14, HP 27, Att 1 x bite (1d6+2), HIT +4,
> Magic: 2 x 1st level and 1 x 2nd level druid spells (spell SV +2, Init +4, SP 30 ft, SKL n/a, ML 12, AL CE, CR 1/4, XP 50,
attack +2, spell save DC 10) > Damage immunity: only harmed by magic weapons and
spells, > Unholy: advantage to resist turning, > Hunter:
> Shapeshift: to human form (SP reduced to 30 ft) can dash as bonus action, > Strong: Str 17, > Damage
Sa

> Gem hearts: on death, each Danu’s heart turns to a 1000 vulnerability: radiant damage, > Undead: immune to
GP gem. poison, disease, necrotic damage, exhaustion, sleep,
unconscious condition, charm person and hold person,
27-28: Formorian patrol > Size: Small
A patrol comprising 10 grey wolves, 1 to 2 bears and 1 bird 32: An ivy covered shack
(eagle or owl). Leader is Kuan (grey wolf with a red streak and
yellow eyes, manipulative psycho seeking glory, whispers) The shack is the home to Orlois, a halfling druid (Druid 3).
Orlois appears to be an aged hermit with grey whiskers
Wolf Formorians (10): AC 13, HP 25, Att 1 x bite or wearing brown robes.
claw (2d4+2 + overbear), HIT +4, SV +2, Init +2, SP 50
ft, SKL perception +6, stealth +4, ML 8, AL CE, CR 1/2, Orlois is a friend to the Danu, but is not actively aiding the
XP 100, > Overbear: target struck in melee must make a rebels. If Orlois is friendly, he may warn any humans present
DC 11 STR save or fall prone, > Pack tactics: advantage if about the Woldwood curse. He may (at your discretion) have
an ally is within 5 ft of target, > Druid spells: Faerie Fire, other information if treated with respect. He will not join
Longstrider (spell save DC 10), > Shapeshift: to human form the party.
(SP reduced to 30 ft), > Gem hearts: on death, each Danu’s
heart turns to a 200 GP gem

40
Orlois: AC 10, HP 18, Att 1 x staff (1d8+4 with Shillelagh), 36: John-a-Dreams
HIT +4, SV +2, Init +0, SP 30 ft, SKL nature +4, survival The party hears someone singing - ably but somewhat
+4, ML 8, AL NG, CR 1, XP 200, > Cantrips: Druidcraft, drunkenly - a tavern song (“a barmaid called Nell”). Sitting
Shillelagh, Thorn Whip, > Spells prepared (Slots: 4 x 1st, on a boulder in a clearing is a handsome man with wavy
2 x 2nd): Cure Wounds, Entangle, Fog Cloud, Barkskin, blonde hair. He is holding a wine skin and a lute is propped
Lesser Restoration, Hold Person, Spider Climb (spell attack against the boulder. The man says he is a wandering
+4, spell save DC 12), > Wild Shape (x2): change to ¼ CR minstrel called John. He starts off being friendly, but then
land creature (e.g. Giant Badger (MM, p.323) or Giant Poison things start to get weird.
Snake (MM, p.327), > Natural recovery: regain 2 spell levels
on short rest (x1), > Size: Small The man is in fact a dream entity called John-a-Dreams (and
one of the Invisible Lords of Dream). John would like the
33: Jenny Greenteeth characters to be amusing and entertaining (as entertaining

e
as they are in their dreams), and may ask challenging
Jenny the troll (see location 12) is out collecting mushrooms,
questions about the characters’ previous actions or their
hunting for beasts or men to devour, or just taking the air.
motives. John knows who each of the characters is, and has
If she attacks, she will target a human male if available,
access to their dreams and nightmares. He talks as if he
or otherwise a male, and carry them off to her cottage.

fil
knows them and will evade questions about how he knows
these things.
34: The Mouth Cloud
A dense white puffy cloud (20 feet across) descends If John is attacked, attackers will miss, trip over, drop
towards the party from the sky. As it gets closer it becomes swords, bow strings will snap etc, and he will walk into the
clear it has what appears to be a large human mouth with woods and disappear. If a character interacts with John in
white teeth at its centre. The mouth smiles as the “mouth an engaging way, then John may give them a useful hint,
cloud” approaches. future insight or the effect of a permanent Bless. (John is
intended to be a Tom Bombadil sort of character.)
A nightmare entity. If the being is friendly it will try to kiss,

attempt to bite and swallow a party member.


Mouth Cloud: AC 11, HP 54, Att 1 x bite (2d6+ swallow),
HIT +4, SV +2, Init +0, SP 50 ft, SKL n/a, ML 10, AL N,
e
or blow a kiss, at the party and float away. If hostile, it will
Locations in the Woldwood
1. Desolate Village
An abandoned village, and a grove where unwanted
pl
CR 1/2, XP 100, > Can’t die: when reduced to zero HP
infants are left to the care of the forest
it flies away blowing a raspberry, > Swallow: victim is
swallowed and trapped inside the cloud until it vomits them First impression: a long-abandoned village lies by the side
up 2d6 x 10 minutes later (probably somewhere far away), of a river. A dense forest stands within sight to the east.
> Size: Huge The skeletal frames of abandoned homes stand desolate.
Hedgerows indicate where crop fields once stood.
35: Deep water
Further exploration: about half of the buildings show
m

Party stumbles across a placid pond fifty feet in diameter. signs of fire. They appear to have comprised family homes,
A bell can be faintly heard ringing. The sound appears to be a mill and an inn. This is Leekhampton (literally, “village of
coming from the pond. leeks”), a village abandoned after attacks by giants during
The pool is clear and cool. It seems deep. If a character the war twenty years ago.
swims down, the pealing of the bell gets louder. Deep down Searching: the party may discover (1) signs of earlier
- fifty feet down - is a rusting iron trunk. Free swimming travellers and/or (2) a trail heading due east.
Sa

down that far requires a DC 15 Athletics check with failure


inflicting 1d6 damage. The iron trunk is rusted closed, (1) Travellers: if you are following the faction timeline,
and would need to be hauled to the surface. Tying a rope the party should find signs that the village ruins have been
around it will require another DC 15 Athletics check. casually searched and a campsite (Albrecht’s group). There
are dwarven boot prints and mule tracks that are relatively
Breaking open the chest reveals a large gold bell inscribed fresh. The dwarves left heading northeast following the river.
with roses. The chest is full of water. If the bell is removed,
then the noise becomes ear-splitting: the loud ringing can Rangers or druids may also find a second set of tracks of a
be heard in a 1 mile radius of the bell (making it impossible group apparently following the dwarves (the Immortals).
to achieve surprise). If melted in a forge, the bell ceases (2) Trail: a little-used trail heads due east towards the
to ring. Melted, the bell comprises gold worth 1000 GP. forest. The trail leads east for 12 miles before ending at the
The bell would allow an additional save each round against edge of the Woldwood. Just inside is a small clearing and
the effects of the Hand of Glory (room 95, Halls of Nuada). a stout tree carved with writings. The carvings (in archaic
Common) are prayers to forest spirits asking for protection
for lost children. To the side of the clearing wooden markers
indicate the presence of three small graves.

41
42
Sa
m
pl
e
fil
e
• Danu lookout: there is usually an avian Danu nearby and held by an iron bar (it cannot be simply broken open,
keeping an eye on the clearing (e.g. crow, blackbird, song although a Knock spell would work). If the tower was scaled
thrush). From time to time, humans (including those (a 40 ft sheer surface), its flat roof holds a trapdoor that
from Owlhaven) leave unwanted babies here. When this is unbolted.
happens, the Danu lead the nearest tribe of Wild Men
Knocking on the door: the tower is inhabited by the sage
here to take care of the child.
(he only answers to that title). He answers the door and
• Graves: the graves are of children that died enroute or appears to be a six-foot tall male humanoid in grey robes
were delivered here stillborn. (If excavated, one of the wearing a lifelike mask of gold. The gold mask depicts a
infant graves holds no bones. This child is undead: see smiling face. His voice sounds masculine and educated, and it
Woldwood incidental encounters.) appears in listeners' minds. He will ask who “the questioner”
is, and will invite them in (asking the others to wait outside).

e
2. Tower of the Sage
The sage: the sage is in fact a dream entity that has
An enigmatic sage in a gold mask offers to share his migrated to this world through the Dream Gate. The sage
wisdom for a price is a faceless humanoid. He has access to the dream realm,
and that is how he can answer questions put to him (and
First impression: a white and cinnabar (brownish-red)

fil
he is thus limited to answers that are or were known to
stone tower rises over a stand of hawthorn trees. Narrow
someone). He requires payment in gold for his services,
windows suggest it has four stories. An oiled maplewood
and he uses the gold to forge new masks with different
door with a brass knocker stands closed. (At night, light
faces and expressions. For each question he requires a
from oil lamps flickers behind the windows.)
payment of between 100 GP to 400 GP, depending on the
Breaking in: the windows are glazed and too narrow for obscurity of the answer.
anyone but a halfling to pass through. The door is stout

e
pl
m
Sa

43
The Sage (as Wizard 7) Giant Bristleworm
AC 10, HP 38, Att 1 x dagger (1d4), HIT +4, SV +2, Init +0, AC 14, HP 54, Att 1 x bite (2d6) or 1 x sting (2d4+1 + special),
SP 30 ft, SKL arcana +6, history +6, religion +3, perception HIT +4, SV +2, Init +0, SP 20 ft, SKL n/a, ML 7, AL N, CR 1/2,
+4, ML 10, AL LN, CR 3, XP 700 XP 100, > Sting: each spine inflicts 1 damage per round
until an action is spent removing it
> Oneiric: immune to sleep, charm, paralysis and fear
At the bottom of the pit: a horizontal tunnel, knee-deep in
> Telepathic speech 30 ft
muddy water, leads into darkness.
> Diviner: portent (replace 2 rolls with portent roll); +1 spell
Note: due to the knee-high water in the tunnel and cavern,
level back when casting divination spells
any attempt at Stealth is at disadvantage, and movement
> Arcane recovery: regain 4 spell level on short rest (x1) speed is half normal.

e
> Cantrips: Light, Mending, Minor illusion, Prestidigitation The tunnel runs for 300 feet until opening in a muddy,
wet cavern. Any light sources are reflected back by
> Spells prepared (slots: 4 x 1st, 3 x 2nd, 3 x 3rd, 1 x 4th):
sparking rocks in the cavern walls. Occupying the cavern
Comprehend Languages, Detect Magic, Identify, Sleep,
is an enormous bloated bristleworm. Fifty foot in length,
Detect Thoughts, Hold Person, Invisibility, See Invisibility,
wallowing in filth, the ruddy worm is covered in wicked

fil
Clairvoyance, Remove Curse, Divination (Spell attack +7,
spines. If threatened, it hisses and clatters together its
spell save DC 15)
spines in a cacophony before attacking.
The tower
The Mother of Worms
• First (ground) floor: a sitting room with fireplace, and a
AC 18, HP 247, Att 1 x bite (3d8+9 + swallow) and 1 x spine
store room (holding firewood and two casks of oil (each
(3d6+9 + poison), HIT +9, SV +11, Init +0, SP 50 ft (burrow
holding 100 flasks of oil).
30ft), SKL n/a, ML 11, AL N, CR 15, XP 13,000
• Second floor: a kitchen, fireplace and dining table. Fresh
> Swallow: DC 19 DEX save or blinded and restrained, and
tulips in a vase. No food is present, but there are several
take 6d6 acid damage at the start of the worm’s turns (if
different kinds of tea (for guests).
• Third Floor: a workshop containing equipment for
forging gold and a bathroom. The workshop has an ingot
of melted coins (worth 150 GP), and wooden stands hold
e the worm takes 30 damage from a swallowed creature it
makes a DC 21 CON save or vomits them up)
> Poison: 12d6 damage or half on a DC19 CON save
pl
six solid gold lifelike masks with different expressions > Tail swipe: as a bonus action, the Mother of Worms can
(anger, sadness, puzzlement, sleep, laughter, regret). Each make a tail swipe attack for 2d8+6
mask is worth 400 GP.
> Burrow: the Worm can burrow through rock or earth at a
• Fourth floor: a bedroom with a wardrobe containing speed of 30 ft
identical grey robes. A chest holds bedding. The bed and
> Size: Gargantuan
bedding all appear immaculate. (The sage does not sleep,
but lies on top of the covers wearing his sleep mask). Loot: the glittering walls of the caverns are caused by raw
m

A trapdoor leads to the roof. diamonds. Every ten minutes an individual can extract one
raw diamond with a value of 200 GP. There are up to 20
3. Pit of the Worm diamonds so retrievable. (Paying a jeweller 100 GP per gem
to cut these diamonds increases their value five fold.)
A vast pit leads to the lair of a monstrous spiny worm
Under the water and mud are twelve worm eggs (blue
First impression: a murky clearing amidst the towering
with yellow spots; worth 20 GP each to a collector or
oak and ash trees holds a vast black pit in the ground.
alchemist). Ten doses of poison can be extracted from the
Sa

The muddy sides of the pit descend sharply into darkness.


worm, but this becomes useless after a week (it noticeably
Further exploration: the circular pit is 1100 feet across changes colour).
and descends 220 feet. There are holes (1 foot diameter)
in various places surrounding the pit leading to burrows. 4. Crater of the Celestial Goats
There are also sinuous drag marks and the bones of small
A cult of talking goats revere an intelligent fallen star
animals (Danu). The banks of the pit are sloped at 45
degrees. Descending the muddy walls of the pit is relatively First impression: the lush forest falls back from the
easy, but climbing back out unaided is quite difficult. periphery of a shallow crater of red earth. Surrounding the
crater are hundreds of fallen trees. A bright silvery light
Searching / dallying: each character searching for 10
emanates from within the crater. A number of shaggy goats
minutes has a 1 in 6 chance of finding a small 20 GP gem
appear to be grazing in the vicinity of the crater.
heart amidst bones. This also comes with a 2 in 6 chance of
encountering 1d4 giant bristleworms (8 ft long red worms N.b. Without stealth, anyone approaching will be intercepted
covered in white spines). by a small herd of shaggy goats.

44

You might also like