Adventure Overview
After the end of the world, the wilds have been plagued by dangerous creatures that roam its boughs. Many have suffered under the latent aftermath of Ragnarok, losing family and future with it. Especially the village of Korene, not far south-west of Morin' Quay has felt its extends. Once bustling with life, it is now a hollow carcass of its former self, plagued by the old idols it once worshipped.
Introduction
Hook 1 - The Ruined Encampment. Not far north of Korene lay the ruins of Ridgewatch Keep, now thought to be inhabited by brigands and deserters that make the roads to Morin' Quay unsafe. Bounties and campaigns to wipe out the bandit camp have proven wildly unsuccessful as it seems to be led by the dreadful warrior Rane of Bakhold, renowned in the area for her raids on camps and villages. This does not stop the villagers in Korene from sending adventurer's its way, however, desperate to be released from their fealty to Rane. This time, adventurer's that travel there are met with a different view, however, the camp vacant of life and strewn with corpses.
Hook 2 - The Woodsman's Wife. South of Korene lays a small shack, hidden in a stone circle of great renown. Inside live Sevjen, The Woodcutter and his wife Svanna, The seer with their young daughter of 12, known as Flyra. They are of great importance to Korene as Svanna is the resident Völva of the town. It brings great fear then, when Svanna one day disappears on her way to the Druid's grove without a trace. Desperate to bring his wife home, Sevjen is not afraid to stop adventurer's and bid them near anything to return Svanna to him.
Hook 3 - The Entangled Mill. North of Duchan Woods lays a small woodcutter's outpost called Brensel. Here, lantern oil and lumber is made for Korene, but recently the mill's work has been stopped altogether. As if angered by their work, the forest has come to entangle the entire mill and most of the needed equipment. Molle Tommer, the mill's owner has watched her workers walk out one by one, unable to do anything about the overgrowth, and has come to blame the druid's of the Duchan Woods, believing they want to stop her from cutting down more wood. She is seeking someone to tell the druids off once and for all.
Possible Endings
- Savior Ending. For the savior ending, the party must follow the druid's warnings and not damage the totems. The woodman's daughter must be banished from Korene, Svanna brought safely home, and Rane freed from the grove. The lantern must also be recovered and offered to the leshen. Should the Ealdorman be killed, Bjort must be as well.
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Slayer Ending. For the slayer ending, the party must not banish the woodsman's daughter and kill the leshen.
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Sealing Ending. This 'true' ending sees the solving of Korene's mysteries. Sealing away the leshen's totems, banishing the woodman's daughter, and keeping the citizens of Korene safe are all requirements to see this ending.
Savior Ending
Upon your return to Morin' Quay, your life returns to the relative calm that heralds normal for you all. You barely hear of Korene at all until several months have passed and a journeyman tells you he's passed through the prospering settlement recently. With the warden of Duchan woods restful, life in Korene has began to recover their heavy losses. The huntsman have returned to the woods, Molle of the Brensil Mill's operations have returned to full go, and the Druids were finally able to sanctify the intimidating Ridgwatch keep. The grounds are fertile again, the woods plentiful and the tundra abundant, the area even seems to be safe from monsters alltogether. You wonder what has become of Sevjen and his family. No matter where you ask, no one seems to have heard of this mysterious woodsman and his divining wife. The only time you hear of him is when a travelling sailor tells you he has allowed a couple and child passage to the mainland. He assures you they seemed to be in good spirits, but looked tired and drained from their travels. Wherever they are, you wish them the very best. For now, at least, Korene, and its surrounding lands are completely safe again, thanks to you.
Slayer Ending
Upon your return to Morin' Quay, your life returns to the relative calm that heralds normal for you all. You barely hear of Korene at all until several months have passed and a merchant tells you what has become of the village. The Woodland Warden slain, you had hoped it to live in relative peace, but something was missing in your approach. When the merchant travelled through the surroundings, there was no village found here, only scorched earth in the location where the stave church should be found, and large roots covering the grounds. Here and there, he could have sworn he saw the tops of turf houses sticking out of the tundra ground, covered in vines and plants as if swallowed by the earth itself. Duchan woods too, was awfully quiet, no presence of woodcutters nor druids to be found. The only one he met on his journey was an old woodsman, carrying a dark lantern leaking oil, wandering through the ruins of the city. When questioned on the town's whereabouts, the woodsman walked into the woods not to be seen again. The merchant swears to the Aesir that he saw a massive antlered shadow waiting for the woodsman in the forest. With nothing left of Korene, the grounds become mostly untravelled and no one mentions the small village to you again.
Sealing Ending
Upon your return to Morin' Quay, your life returns to the relative calm that heralds normal for you all. You barely hear of Korene at all until several months have passed and a lone traveller tells you he's acquired a quiver in the settlement recently. With the warden of Duchan woods gone for good, life in Korene has started to bloom again slowly. The huntsman have returned to the woods, Molle of the Brensil Mill has cleaned up the oil-leakage and the Druids were finally able to sanctify the intimidating Ridgwatch keep. There is nary a shout nor voice again from the ancient woods and the Ealdorman of Korene has restored peace in the village again. You wonder what has become of Sevjen and his family. No matter where you ask, no one seems to have heard of this mysterious woodsman and his divining wife. The only time you hear of him is in a mysterious letter, which winds up a week later on your doorstep. It has no return address, no sender, and no ink stains. It only reads: Kindled Traveller, and has an ink drawing of a dark, forested path. When you seek the parchment that evening, it is no longer where you left it, and you are left to wonder of its origin. Wherever it came from, it cannot be Korene, as for now, there is no Warden of the Woodland in Korene anymore.
Clues
A certain amount of clues must be obtained to learn of the monster's identity and weaknesses. When all of its features have been revealed, the characters learn the following about the creature:
Eventually, your deduction about the creature's identity are complete and you are finally able to paint yourself a full picture of its weaknesses and appearance. At the heart of the forest lies a secret: a terrifying guardian of primeval powers which guards the woods from humanities ravaging expansion into the deep forests. Called a Leshen, these huge creatures are fierce protectors of the ancient woods. While usually helpful, blessing the lands and saving travellers from danger, a Leshen can turn quickly once threatened or corrupted. This creature, standing roughly 10 feet tall, holds a lanky frame of ancient bark and wood. Where its hands are, a set of four long claws extended, and where the Leshen's head is, is a large antlered skull.
Your quarry is a young Leshen, only a few hundred centuries old who seems to be the corrupted by an ancient lamp oil to which it was tied. Awakened by the cacophonies that heralded the end of times, aggravated by the loss of its sealing item, and then corrupted by a stream of oil, this Leshen has made its home in the Duchan Wood grove. Leshen possess many powers under which terrifying claws, a command of nature and its creatures, and for this one, a corrupting lamp oil. Leshen are also tied to totems which they can create and travel through. They may also mark a person in the area, which will be killed should the Leshen die, upon which it will use the humanoid's lifepower and its totems to rejuvenate itself.
(I) An Intelligent, Clawed Creature
3 of the 5 Clues found
Whatever you are hunting is intelligent and knows how to kill efficiently. Using a set of four precise, long claws it rakes into its victim, seemingly piercing all armour in the way. The creatures claws each seem to be about a foot long and its reach long, whatever you're fighting, its dangerous. (Currently 3 Clues)
(II) A Primeval Woodland Spirit
2 of the 3 Clues found
Your quarry seems to be the primeval woodland spirit of the Duchan Woods. Whatever this creature is, it possess a keen ability to manipulate its environment, nature and beasts. It is also most likely an excellent tracker, no matter where in the woods, you will not escape its gaze. The creature might be hindered by losing its sight, hearing or ability to move properly during fights. You heard of a hunter in Brensil Mill who is quite the tinker, perhaps she can help?
(III) A Corrupted Oil Creature
3 of the 5 Clues found
The game you're hunting seems to be corrupted in one way or another, by a blackening lantern oil that is cast in its wake. If it drips oil, perhaps there is a leak, or even a lantern that this creature originates from. The oily curse seems to be arcane in nature, however, perhaps the woodsman due south of the woods knows more about this?
(IV) An Ancient Powerful Guardian
0 of the 3 Clues found
You are tracking down the Woodland Warden of Korene. Where this being used to be a guardian, leading the lost home and bestowing fertility on the environment, it has seemingly become hostile recently. Some say it is a herald of the gods. Perhaps the church of Korene knows a sure-fire way of dealing with creatures like this?
(V) It leaves Marks of its Hunts
1 of the 5 Clues found
Whatever it is, it is tangible and leaves tracks of its passing. The creature seems to build totems, effigies and shrines to the woods itself, so it has some passing intelligence. Perhaps worse, it seems to be able to mimic not only structures, but voices too. Certain creatures you've heard of that act like this might even be able to mark a person near it to use as a rejuvenation totem upon death, killing the marked person upon resurrection. You should be wary of the voices, the creature could be anywhere.
Locations
(1) Korene's Hunting Grounds. This dirt, moss and stone tundra is a medium-sized grassland area. On the northern and eastern borders of the colourful plains, the Hunting Grounds touch against Badfjell & Iskalas mountains, turning the flat terrain into steep hills and rocky cliffs. Upon the northern edge of the Grounds, where it meets Fyrtarn's forest, sits the small village of Korene.
(2) Duchan Woods. This ancient woodland is difficult to traverse, its massive oaks and thick foliage hiding the dangers within from sight. While once a prime hunting and logging ground, it has become difficult to traverse since Ragnarok and the animals living here have become near supernaturally troubling to hunt.
(A) Ridgewatch Keep. This old keep once belonged to the Thane of Korene, who watched over the village. During Ragnarok, he disappeared and his grounds fell into disrepair, allowing a group of bandits known as the Ridgewatch Rovers to settle here. While the keep itself is barely standing, a small camp of tents and wooden houses has been build within.
(B) Korene. Once a profitable town supporting Morin' Quay, this settlement has turned into a haunted reflection of its former self. While it used to be a bustling centre of leatherwork production, the increase of bandits and danger within their woods have made it near impossible to support anyone but themselves.
(C) The Woodman's House. A small shack build in a stone circle with stones of story and a few which resemble trolls. Here, Sevjen, The Woodcutter and his wife Svanna, The seer live, with their twelve year old daughter Flyra. They know the environment well and Svanna is a herbalist and Völva. Recently Svanna has gone missing.
(D) The Brensel Mill. A woodmill supplying Korene with lamp oil and lumber. This woodmill is ran by Molle Tommer and her crew, who have set up a small settlement with crude wooden houses. Recently, their equipment and buildings have been entangled by magical vines that refuse to be exterminated.
(E) The Woodland Grove. A small location in Duchan woods where the druid's of Duchan keep their meetings. Here, a large altar to Korene's Woodland Warden has been set up, used to offer items of wealth and sacrament to the spirit. The Druids have been arguing over land with Brensel Mill and say they are over-logging in the woods.
Characters
(I) The Ridgewatch Rovers. A group of bandits set up in Ridgewatch Keep, led by the dreadful warrior Rane of Bakhold, renowned in the area for her raids on camps and villages. Five notable members of the rovers are also mentioned: Merket, Redd, Rik, Orn and Skyte. Redd is the youngest of the group, a ginger girl of only 16 who joined after she was caught stealing from the Rovers. Orn is the eldest, a man of 48 who's blind on both eyes but great with a sling. Skyte is the deserter bowman, 27 years old. Rik is a disgraced noble from several towns over with a penchant for boasting. Lastly, Merket is a woman of 39 with an excellent eye for tracking.
(II) Rane 'Red' of Bakhold. Rane is a winterborn human woman and feared warrior and criminal. She is only 28, but known as Rane the red, both for her red lamellar, and for leaving blood behind her back. After war broke out west, she was wounded badly and wasn't allowed to join her shield-brothers back on the field. Instead, to support herself, she turned to crime and learned to wield her blade with one arm instead. She has brown hair, a red hood with an iron circlet around it, brown eyes, a missing right arm and a blackened greatsword.
Recently, she disappeared from her post at night and hasn't been seen since. After finding an old lantern, she became a quarry of the Warden, who has dragged her into his grove, where she has been since, awaiting a slow sapping of her life force to the creature.
(III) Vitrari, The Ealdorman. The overseer of Korene, this very religious man is at the end of his doing. A small human man with straight grey hair, a nose that has been broken more than once and a short but full pepper grey beard, he is dressed in a simple warm wrap-around cloak. He has kind eyes and bushy eyebrows that stand very concerned. Recently he has been in conflict with the young folk of the village. He believes there is a way to appease the spirit, while the younger folk want to hunt down the spirit who has brought them much prosperity.
The other elders include Hjulla, an elder brunnette woman and spinner, Sevjen, The Woodsman, Afange, The Brisk Hunter, Svanna, The seer, and Branna, the freckled ginger baker.
(IV) Bjort, The Warrior. Bjort is a young man of 22 with blonde hair and a family shield on his back. Devoted to Thor, this bearded boy is dressed in a blue and white tunic and certain that glory and honour is only found in battle. He is willing to put everything at stake, followed by more young folk of Korene to stop the woodland warden, even if the elder townsfolk don't agree.
The other young folk include a scared brown haired lad devoted to Tyr, called Sver, a white haired girl with two piercings and a passion for tracking called Vinge, a black haired boy believing in Baldr called Lut, and a brave ginger haired boy Sprint.
(V) Sevjen, The Woodsman. Sevjen is the woodsman, usually dressed in fur. He has a large nose and brown sideburns visible under his furred hat. He wears a simple set of wide pants, a long black tunic and a fur cape. He always carries an axe on him and his prized lantern has recently gone missing, alongside his wife.
(VI) Flyra of Korene. This young girl is barely 12 and has gotten her father's brown hair, cut short and adorned with a twig circlet. She wears a simple pink dress and an apron, and has an assortment of freckles. She has been dreaming of the woods a lot, and is wondering where her mother went. She is quickly excited but has been marked by the Warden.
(VII) Svanna, The Seer. Once the most beautiful woman in Korene, she still was to her husband. This blond woman had aged a lot in the past few years, gaining grey hair and a thinning complexion. She usually wore a green, embroidered headscarf and a black and purple skirt, from which a sickle hanged. Svanna was a Völva and was gifted by the Mother with foresight. She went missing on a trip to the Druid's Grove and hasn't returned since.
Svanna noticed her daughter's strange behaviour and knew she had been picked by the spirit after experiencing strange dreams about the creature. Hoping to appease it, she went to its grove and has been praying there ever since, held in status by the warden. It hasn't been listening, but she believes still that she can convince it to listen, as it has left her alive.
(VIII) Molle Tommer. A red-haired woman with two braids, both struck with white hairs. She has strong eyebrows, a straight nose and warpaint on her eyes, lip and arms. Usually dressed in a tunic, cloth boots fastened with rope and a fur cape, she runs the Brensel Mill and isn't scared to take on a bear.
The rest of her crew include: Jurgen, Soris, Kjar, and and Guldir. Jurgen and Soris were a brunette married couple, one strong the other hairy. Kjar was an older man with white hair and a pension for telling religious stories, and Guldir knew the woods very well.
(IX) Vinvidur, The Druid. A stocky large man, who seems very strong, Vinvidur is not social but keen on sacrifices. He has ginger-brown messy hair and a beard in single thick braid. His mossy cape, sandals, many leather belts and wooden staff are adorned with small trinkets, herbs and effigies. He wears a crown of twigs and branches in the shape of antlers. Molle has been harassing his druids, saying he's got something to do with her mill's entanglement. He doesn't, but does believe she deserves it for logging too much.
(IX) The Woodland Warden. A mysterious Vaettir of the woods. This creature has never been seen but once appeased brings good fortune and abundance. Lately, however, he seems to have taken over the forest, leaving large oily footprints, controlling the animals to attack and the roots to bar everyone from entry.
(A) Ridgewatch Keep
In the distance, beyond the spires of dark needled pine trees, the shadows of a blackened ruin rear their head. Perched in front the grey stone of massive mountain peaks is the silhouette of an old fort, its towers sticking up like swords beyond the dark-green tree line. The structure is jagged and intimidating, watching from afar with its dark bricks and ever vigilant crumbled walls.
Path to Ridgewatch Keep
Even below, on the small trail of dirt and pebbles leading up to the keep, the structure is visible. From between the dark-green needled pines and curving grey branches of the elms, you somehow never manage to escape its shadow, as you cross through heavy underbrush and up grey, tiered cliffsides. Your path takes you all the way up this steep slope, many a climb needed on dusty inclines, overgrown with roots and obstructing cliffs and slate boulders the size of bears.
First Travel Leg
After scaling a fair portion of the hill, you are out of breath and decide to take a short break to refill your waterskins at a small spring, gushing from a stony crevice. As you look up, the jagged shadow ever above you, you wonder about the bandits that live there. With a vantage point like this it is no wonder that they are this capable of finding travellers to ambush and roads to plunder. You shoot a quick blessing to whatever god will listen, hoping that the bandits are out on such a raid as you arrive. It would be no use fighting without stamina.
After a long hour of travel by foot, you finally hoist yourself over a ledge on level with the castle and from behind foliage and trunk you finally lay your gaze upon Ridgewatch Keep.
Ridgewatch Keep Exterior
The keep must have once been beautiful, with a large wooden stable standing in front of the double pinewood doors, surrounded by mighty walls and hearth filled longhouses. Now, years later, it has fallen into severe disrepair, left to the woods to grow over its crumbled carcass. Half of the tall walls have collapsed into triangle formations, others crumbled, leaving its ruined towers to crash into the hillside becoming one with the mountainside. Moss, siege and fire have left it a mass of broken black bricks, green overgrowth, and collapsed archways. Even the double door has fallen through, showing you a peek of the colourful brigand's tents inside.
Ridgewatch Keep Interior
The inside of the keep seems as empty as you had hoped to find it and as you enter, you are greeted by a bright red lookout's tent in front of a fireplace that hasn't been lit in a long while. Part of the left wall has crumbled, reinforced with wooden spikes to keep folk out, while behind a collapsed wall on the right, you can seen more colourful tents.
From above, sitting atop the ruined stones, a massive flock of large crows sit, filling the air with their cawing and the noise of their claws scratching against stone with every hop they take as they reposition, keeping watch from above surveying you with red, beady eyes. Something isn't quite right within the keep, and as you manoeuvre past the unlit fireplace, scaring up some crows, you quickly notice what. Slumped against a large stone, a few feet from you is a bandit. His leather armour is stained red and black with dried blood, a broken bow entangled in vines laying weakly by his side. What happened here?
False Signs
- Magical Animals. Signs of magical beasts that might possess primal magics. (Lose 1 I Clue)
- Druid's Missive. By order of the Druids of Duchan wood you are ordered to vacate the premises of the Ridgewatch keep and to stop hunting beasts in the Duchan woods and surroundings. Should you not obey the orders of the Druids of Duchan woods, we will be forced to take action against you. Signed Vinvidur, Elder Druid of Duchan Woods. (Lose 1 II Clue)
- Summoning Sigils. On the ground, somewhat scorched are the faint arcane glyphs of a summoning spell. DC 12 Arcana check reveals they have been cast from elsewhere. This is only the target mark. They seem to be summoning some level of protection or hunting charm. (Lose 1 V Clue)
- Lumberjack Footprints. human footprints that lead DC 8 survival to a pile of empty oil flasks and a bounty on the Ridgewatch Rovers for 20 Gp. (Lose 1 III Clue)
- Arrow Marks. weapon marks on ground or corpse, showing signs of a scuffle. One of them on a DC 12 investigation check left behind a holy symbol of the local stave church. (Lose 1 IV Clue)
- Wild Hunt. Large crows are everywhere. A sure sign of the monstrous flight of the wild hunt. These unnatural beasts seem to have an affinity with snow too. (Lose 1 random Clue)
Minor Challenges
- Lumberjacks. A group of lumberjacks from the Brensil mill stop the party from going any further. They declare the site cannot be disturbed as it is none of their business and funeral rites have to be made before the party can access the location. Disturbing the corpses would lure the wild hunt. DC 13 Deception (+5 intimidation, +2 persuasion) will make them go.
- Magical Beast. A magical creature attacks the party. This a DC 13 strength check for anywhere near as the boar rampages out. Failure causes you to fall prone and lose a hit die, as the boar charges by. Stopping it or hurting it will cause it to attack.
- Dangerous Fog. The area becomes lightly obscured and the next check using their eyes is made with disadvantage.
- Scary Crows. The crows become unrestful. The characters near the walls must succeed on a DC 12 wisdom saving throw or become frightened by them.
- False pathing. One of the clues leads towards the tree line. By the time they realise they've been going in circles following it they are DC 20 10 minutes further, DC 15 30 minutes further, DC 10 1 hour further, otherwise 2 hours further.
Items in Ridgewatch
Tome of Korenian Fairy Tales
This small, clothbound green book contains an assortment of fairy tales from the small hunting village of Korene. While the stories were written for a child's book, the illustrations are grimmer than expected, showing the real creatures next to their written, fairy tale counterparts. Should one ever ask around, this book is the only existing copy, and the citizens of Korene can only produce story books lacking the drawn images found in this book.
One entry details the "Woodland Warden of Korene", and while it speaks of a forest spirit that brings fertility, prosperity and luck to the townsfolk of Korene, its image shows something different. A creature in the middle of a clearing is drawn here in rough charcoal texturing. This creature, standing roughly 10 feet tall, holds a lanky frame of ancient bark and wood. Where its hands are, a set of four long claws extended, and where the warden's head is, only a large antlered skull is shown. The creature looks far from friendly and a strange mascot for a normal village.
Locations of Ridgewatch
(A1) The Lookout's Campfire.
You decide to focus on the most travelled location, the lookout's campfire. In the middle stands the unlit campfire, a small circle of stones with a roasting spit above it. On the right, a brigand's body rests against a large stone. On the left, a small partially destroyed red tent stands.
The Campfire
Any check below a 5 will result in a false sign, while rolling below 10 will simply result in a failed check.
DC 10: The fire hasn't been lit in a few days and whatever was above it has been picked nearly clean by the crows. You've never seen the crows this eager, save for when you crossed through Korene. Perhaps the townsfolk know more about that?
DC 15: The campfire hasn't been lit in three days and the venison above it was charred by flames before being picked clean by those eager crows. It's strange that a piece of meat of this quality would be burned at all, perhaps the brigand was already dead before the fire died?
DC 20: Its been three days since the fire was lit and the food above it was burned after the brigand's death. A set of long, thin tracks almost like ropes goes west out of the keep.
Following these marks is a DC 10 survival check to the Stables, a DC 15 survival check to the Stables & then Broken Tower, and DC 20 survival check to the Brensel Mill.
Brigand's Body
Any check below a 5 will result in a false sign, while rolling below 10 will instead give a random minor challenge. The Brigand (Skyte) can also be looted for the following: (8) Broken Leather Armour, Broken Shortbow, (13) 5 Arrows, Broken Quiver and 15 copper.
DC 10: The corpse is slumped up against the large rock, eyes still open in surprise. It has been dead for a while now and the armour is covered in dried blood. A series of large claw marks covers the body. (Gain 1 I Clue)
DC 15: Dead for less than a day, the brigand is covered in blood and a set of large claw marks. They don't resemble that of any animal you know but they are incredibly sharp and seem to appear in groups of 4 nail tracks. (Gain 2 I Clues)
DC 20: Dead for several hours now, this man has parlayed with something dangerous and intelligent. Deep incisions made by sharp claws have been made in a controlled manner. Whatever killed him was no beast and has at least 4 horrifyingly sharp nails. (Gain 3 I Clues)
The Red Tent
Any check below a 5 will result in a false sign, while rolling below 10 will simply result in a failed check.
DC 10: Partially collapsed under the weight of rain and ruin, this small red tent is empty save for a bedroll that has seen far better days. Small roots and vines make the ground nearly unwalkable and are covered in an unknown black liquid. (Loot: A broken Bedroll)
DC 15: This partially collapsed red tent boughs under the weight of rain and ruin, but is near empty save for a bedroll and, strangely, a large spill of oil, everywhere over the floor, dotting the earth and roots in black. (Gain 1 I Clue)
DC 20: This tent is partially collapsed under the weight of ruin and ruin, only filled up by a small green book (or should they have acquired this already, a small folded letter "To Rane"), a purple bedroll and a strange spill of oil. Its flask is nowhere to be seen on the root filled ground. The strange spill continues out of the back of the tent, you wonder where to. (Gain 1 I Clue).
Following these marks is a DC 10 survival check to the Stables, a DC 15 survival check to the Broken Tower, and DC 20 survival check to the Brensel Mill.
Letter to Rane
"Hey Rane, I know what I've been saying but I think its time to bury my pride. This place is worse than the battlefield. I don't what I keep hearing every night during the watches, but it sure ain't wolves. Let's just move shop, alright? I'll be the one to break the news to the group but let's just go, I hate it here, place gives me the creeps.
~Skyte"
(A2) The Green & Yellow Tent
Stepping between a set of low ruined walls, you lay your eyes on two small tents, each in their own corner of the keep. The first, a large green tent, is set against a large wall and covered in dried blood. You don't need to look up to know another body can be found here. The second, smaller yellow tent seems more lived in than the first and its exterior shows no corpses. Both have their entrances closed.
Hanging Corpse
Any check below a 5 will result in a false sign, while rolling below 10 will simply result in a failed check. The corpse (Merket) can also be looted for the following but requires a DC 8 Athletics (drop) or Acrobatics (climb to) check to reach: (8) Broken Noble Clothes, Broken Shortsword, (12) Broken Wooden Shield, Pouch with 25 Sp, (15) "Kick me sign", (20) Green book (if they don't already have it)
DC 10: Suspended several feet above the ground from a woody vine is the corpse of another brigand. This blond bandit wears quite fancy clothes for a deserter. If he's a noble in the area, perhaps the folks of Korene know more about him?
DC 15: Hanging from a woody vine about 10 feet above the ground hangs a brigand in noble attire. He bears the symbol of the Ridgewatch rovers. The vines have left deep imprints on his legs, the skin blue from bruising as if the vines purposefully constricted him. Some primal or druidic magic, perhaps? (Gain 1 II Clue)
DC 20: Suspended 10 feet above the ground by magical vines hangs the bruised corpse of a brigand, clad in fancy attire. The plants seem to be alive, either through primal magic, ancient power or druidic interference. You heard of a woodsman living on the Hunting Grounds near Korene, perhaps he knows more of these types of plants? (Gain 1 II Clue)
Kick me Sign
"On one side it says Kick Me, in a bad handwriting, on the other three folks have drawn doodles and smileys. One has also signed their handy work with the name Redd. Above her name, it also has the name Rane with a large question mark behind it."
Green Tent
Any check below a 5 will result in a false sign, while rolling below 10 will instead give a random minor challenge. The corpse (Orn) can be looted for the following: (10) broken hide armour, broken greatclub, (13) a small blue book “Orn’s Book”, 12 copper, (16) a glass eye worth 5 gold, (20) a small green book (if they don’t have it already) or Letter to Merket
DC 10: The inside of the green tent is, its wooden flooring broken up by roots and weeds, overgrown as if it has been here for years. Originally build to keep out insects, it now supports two raggedy bedrolls and a mangled corpse covered in a strange black liquid. (Gain 1 III Clue)
DC 15: Inside on a small flooring, splayed out over a bedroll, lays a mangled corpse of an old man. Black ink or oil rolls down from his eyes and mouth, both open wide in seemingly shock. There is no flasks nearby, only roots and weeds that fill the tent. (Gain 2 III Clue)
DC 20: Splayed out on a beige bedroll is the corpse of an old man, eyes and mouth agape in fear. From both, oil seems to stream, continuously, and upon further notice, you also find out that it was indeed the oil that killed him. The man choked on it, seemingly in his sleep. What could be the cause of such an unnatural death? (Gain 3 III Clues)
Letter to Merket
Dear Merket, I know a woman like you is less interested in the words of this old Skald than the young men you could be courting, but please hear me out. Tonight Rane will be out and, for once Redd & Rik are sleeping, I've found a beautiful lake not far from here that you and I could visit for a lovely dinner. I even went out to hunt game for it myself should that sweeten the deal. I know I am no warrior, but just please give me a chance, dear Merket. Signed Orn"
Yellow Tent
Any check below a 5 will result in a false sign, while rolling below 10 will simply result in a failed check.
DC 10: This tent feels more serene that the rest of the camp, tucked away behind a wall. When you step closer, however, you notice a strange dark fog rolling out from it, covering the ground in a black cloud. Inside, the place has been thrown upside down and a large chest is opened on its hinges. On the other side of the small tent, a small collection of empty bottles lays. Their label says "From Svanna, The Seer" You wonder if anyone near knows of this name, perhaps someone in Korene?
DC 15: A chocking, dark fog rolls over the messy floor of this small tent, and seemingly has no origin. On one side lays a crowd of empty medicine vials, their labels reading "From Svanna, The Seer". On the other side stands a large chest, opened, with tracks of someone having hidden inside from whatever was out there, ransacking the camp. A small letter is tucked away in one corner of the chest. (See Message) (Gain 1 V Clue)
DC 20: This tent is surrounded by a magical black fog with no origin. Outside, the crows caw angrily, while inside, the entire tent is a mess. In one corner vials having once held simple pain medication are littered. Their labels read "From Svanna, the Seer", a name you've heard while in Korene. Svanna doesn't live far from here, in the Woodman's house. In the other corner a large chest stands, with traces of someone having hidden inside. A small letter is tucked away in one corner of the chest, another piece of paper hidden amongst the bottles. (See Letter from Redd & Message) (Gain 2 Clue)
Letter from Redd
"Hey Merket, where did Rane go? You said she'd be back soon from her hunt, but its been two days now. I heard Rik and Skyte talk about her too. They seemed worried. Is Rane coming back soon, Merket? This place scares me and I wanna ask her if we can leave soon. Redd"
Strange Message
Two handwritings are present on this piece of paper, one jagged, the other in red crayon.
Jagged: Be very quiet Redd. Go hide in the chest and be very quiet. Whatever is out there, I'll scare it off for us.
Red Crayon: No, I'm scared.
Jagged: It's going to be alright, I'm going to check on Skyte in the stables and then I'll join you. If I don't come back I want you to stay here until it is completely quiet outside.
Red Crayon: Please don't go.
Jagged: It's alright kiddo. When its quiet, go to the treehouse we build in the tower out back, alright? I'll come and get you there when its over.
(A3) Rane's Blue Tent
A large blue tent stands in the middle of this courtyard. The tent is blue and set up for what you can only assume to be the leader of the Ridgewatch Rovers. In the courtyard stands a low feeding through and woodcutter's trunk. On the other side of the walled courtyard, in the alley, the traces of a fight can be found.
Blue Tent
Any check below a 5 will result in a false sign, while rolling below 10 will simply result in a failed check.
DC 10: Once this must have been the tent of the Rover's leaders, being the largest of the tents with the nicest interior. Outside, you can hear the crows loudly cawing, but inside the coziness of a bed and desk are set. Someone spilled their flask of oil all over the desk, the flask still laying near the lantern. On the other side is a nice bed, its nightstand holding two letters. (See Letter from Rik & Korene Missive)
DC 15: The open blue tent standing in the middle of the courtyard seems relatively unharmed. On its top, two crows sit, watching you enter. Inside, a small desk holds a bunch of paper, all soiled with oil, the flask of which lays not far from it, unopened near a lamp. A small lockbox (DC 18; Contains 80 silver pieces and a Letter from the Ealdorman) stands on the desk. In the other corner stands a relatively nice bed, with on its nightstand two letters. (See Letter from Rik & Korene Missive)
DC 20: This large blue tent holds a nice bed and desk, both relatively unharmed. Under the bed lay two letters. (See Letter from Rik & Korene Missive) (and if they haven't found it yet, a small green book). A small lockbox (DC 18; Contains 80 silver pieces and a Letter from the Ealdorman) stands on the desk. The desk is littered with letter and paper, but most of them are soaked with oil. The flask lays near it, next to a lantern, but is unopened. On the flask are the letters Brensil; the name of the local wood-mill. (Gain 1 Clue)
Korene Missive
All citizens of Korene must pay fealty to the Ridgewatch Rovers, be exiled from their village or fear a lack of protection from the Rovers. Any citizen who does not pay will not gain the mercy of Rane of Bakhold.
Letter from Rik
"Listen, Rana, I know we haven't always gotten off on the right foot together, but I have found a great opportunity that I'm sure you want to hear off. The Brensil mill, north of here, is seeking some folk to deal with a dangerous bear in the area and is paying beautifully for it. I say we go there, in disguise if we must, tell her we deal with the bear, and I put my amazing skills to the test; at night we can rob the mill blind with no one around. We'd be rich, Rana. Rich. P.S. You can even go out earlier, scout out the bear tomorrow if you're worried about the thing. It shouldn't be far from that druid's grove in the woods.
- Rik"
Letter from the Ealdorman
Please Rane, we cannot afford to pay more. Korene is near empty and those that remain have given all we have. Our crops have all died, we've barely enough to feed the village here. Extend your mercy, we beg, for we have already lost the favour of the Woodland spirits and should we lose your's to, we shan't survive Skammdegi.
Courtyard
Any check below a 5 will result in a false sign, while rolling below 10 will instead give a random minor challenge.
DC 10: In the courtyard stand a feeding through, most likely for a horse, and a stump used for woodcutting. On the stump, a pretty axe stands, in its hilt the name Sevjen carved. The name sounds familiar to you, perhaps folks near the lumber mill due north of here know it?
DC 15: The courtyard holds a through of a horse which has long since fled the premise, leaving tracks in its wake, and a woodcutter's stump overgrown with strange vines. In it, an axe is buried. A name engraved deftly on its side reads "Sevjen". It didn't belong to the Rover's you're sure, perhaps someone in the mill north of here knows this Sevjen? It might be worth returning? (Gain 1 II Clue)
DC 20: This courtyard holds a set of deep tracks leading from a battered feeding through due west. They seem to be from a horse that fled once whatever killed the brigands attacked, for the through is riddled in deep nail tracks from the monster. Magical vines dripping with oil grow over a large stump and the axe buried within it. On the hilt of the axe, the name "Sevjen" is engraved. You remember it to be the name of the local woodsman, living on the hunting grounds south. Maybe it is worth returning? (Clue 1 I Clue, 1 II Clue & 1 III Clue)
Following the tracks will lead DC 10 to the stables, DC 15 to Korene and DC 20 the woodcutter.
Alleyway
Any check below a 5 will result in a false sign, while rolling below 10 will simply result in a failed check. The corpse (Merket) can be looted for the following: (10) leather armour, broken mace, (12) map of the Hunting Grounds, pouch with 12 copper, Letter to Orn, (15) 3 leather scraps, 1 hide scraps and a loaf of stale bread
DC 10: A large bush of vines and debris is placed here, the shape of a brigand barely visible below it. She was most likely crushed by the debris, you presume, but the crows have had a lot of time to clean up the evidence. Her hand is balled in a fist and the vines are covered in a black liquid, but it is all difficult to notice under the pecking of the large crows near her. There are a lot of them. You wonder if anyone in Korene knows about these animals.
DC 15: Nearly hidden in curving vines, below a large piece of debris is the corpse of a woman. Her hand is closed tightly and she is covered in bruises, most likely from the vines. While the carrion birds have had their time here, the body is also noticeably covered in a black liquid. You wonder if their are any traces of the liquid nearby. (Gain 1 III Clue).
DC 20: Crushed by a large falling brick, the corpse of a middle-aged female brigand is pinned against the floor here. Her body is covered in vines, bruises and scrapes and in her hand is a folded piece of paper (See Bounty on Svanna). Her body has been mostly eaten by carrion birds and her body is covered in oil, a trail leading to the back of the keep. (Gain 1 III Clue).
Following these marks is a DC 10 survival check to the yellow tent, a DC 15 survival check to the Broken Tower, and DC 20 survival check to the Brensel Mill.
Letter to Orn
"Orn its nothing personal, I'm afraid I just ain't got time for courting in times like this. Ragnarok was bad enough and perhaps after this whole Ridgewatch Rovers thing is over, we can settle down somewhere, but I've gotta care for the kid and no village near us will want us after the theft and the lies. First is Redd, I'm afraid. I've taken the girl under my wing and I'm not going to give her up over the whims of our goddess, the beautiful lover.
Signed Merket"
Bounty on Svanna
"My wife Svanna has recently gone missing. We seek any adventurer's that can return her to us. Korene has put their hands together for her return, and you'll be rewarded upon her return. For more information please contact Sevjen, The Woodsman near the hunting grounds or Vitrari,
The Ealdorman of Korene".
(A4) The Stables.
These large stables are almost fully collapsed under weather and the pressure of their own weight. By the smell of rotting wood gathered within, you presume it to have collapsed far before the Rovers ever got here. Inside, a small hut has been built out of wood. It is cozy yet pretty,made of gathered sticks and branches. A small light emanates from inside, but the structure is overgrown by piercing vines.
Medium creature must make a DC 8 dex check to fit inside, Powerful build creatures or those above 6 feet have an increased DC of 5 for this.
Inside the small hut, a small picnic blanket has been laid out and a lamp is burning down the last of its oil. Stacks of books and small trinkets lay around the lantern and the walls are densely packed with moss.
The location can be looted for: (10) some spices and bottles for a nice candle lit dinner, a broken lute, 6 wooden scraps and a length of string used for construction, (15) 4 scraps of metal used for crafting small trinkets that resemble jewellery, a small box of sewing supplies, Love Letter and (20) Book of Freya (also green book if they haven't found it)
DC 10: This small hut contains everything needed for a lover's tryst and get away. Whatever Rovers used to occupy this place, have left behind ingredients for a small candle lit dinner. All seem to be of Korene origin, but you highly doubt they were bought. A small scarf embroidered with the initials BK, served as a handle for one of the cups. Perhaps, you can return it to its origin owner?
DC 15: This small hut was once the place of a lover's get together, all items present for a lovely dinner and evening. A letter lays on the picnic blanket. (Love Letter) The location is littered with small trinkets resembling jewellery, seemingly handmade with a set of now broken woodcarvers tools holding the name Brensil Mill on them. You recognise that to be a place due north from here. They might want the few tools still well back?
DC 20: This location was the place of a lover's get together and dinner. A letter lays amongst handmade jewellery and cooking supplies. Most noticeably is a small book (or two, in case they don't have the green one) and a few small vials of bolstering medicines. Their label points to the Woodman's home, where the seer and herbalist Svanna lives.
Love Letter
Dear Rana, your eyes are more beautiful than the sky, your grace rivalling that of the gods. May your aim be true, as mine was leading me to you.
Unsigned"
Book of Freya
Contains many courting techniques, hymns to the goddess, art tutorials and a small folded piece of parchment. It reads: Dear goddess of everything beautiful and lovely, my dear Rana has disappeared two days ago after she left the camp. I know I am no honest man, nor beautiful, but please, for all that is holy and lovely to you, return her to me. This is my prayer in all hope that even now, you may hear me.
(A5) The Broken Tower
In this tower, a large tree has grown years before the bandits ever moved in. In its branches a small tree-house has been build, and, having withstood the test of time, this sanctuary is the most in tact structure you have seen in the keep.
DC 10: Inside it is cozy, the space big enough for a young adult and dressed like it too. In one corner, a small pile of books and parchment is cast, seemingly decorated with several attempts at learning to read and write. A different corner holds a small picnic blanket with arts and crafts, consisting of pinecone boats, origami shapes and handmade stone & wooden tools. It is almost serene.
DC 15: This cozy treehouse seems to have been the home of a young adult, no longer present in the keep. It seems like no one has been here for a while. The piles of arts and crafts lay unattended covering a small picnic blanket in one corner, while the other is decorated with books and parchment from someone learning to read and write. Amongst them, a few useful letters lay. (Gain 1 random, unread letter)
DC 20: This serene treehouse used to be the home of a young adult, but they haven't visited in a long while, leaving the piles of parchment and arts-and-crafts unattended. One picnic blanket is devoted to the latter, containing pinecone boats, makeshift tools and other junk items, the other corner is decorated with books and parchment. Amongst the mess you notice several letters (and a small green book, should they not have found it yet).
(B) Korene
Once a profitable town supporting Morin' Quay, this settlement has turned into a haunted reflection of its former self. Before Ragnarok it was a bustling centre of production, creating beautiful leatherwork items but it hasn't been the same since the calamity. The forest has--in a lacking of a better term--dried up. Traversing the Duchan woods became very dangerous and little to no game was able to be found here. Even during this autumn, the hamlet is eerily quiet, what few folks remain having boarded themselves inside their small thatch and wood houses."
The village consists of a massive, black church in the centre, its multilayered black roofs engraved with symbols of flames and leaves. A few gloomy turf houses have been dug into the ground, their roofs worked with earth and blackened lumber. Behind the large church, a barren field lays, a few farmers desperately attempting to revive the few dead plants and weeds in the hope of having any food this Skammdegi. In front of the stave church, and old man has set up a small soapbox from which he is preaching.
False Signs
- Magical Animals. Signs of magical beasts that might possess primal magics. (Lose 1 I Clue)
- Druids. A group of druids is suspiciously talking to the Eldeorman about the creature in the woods and what to do about them. (Lose 1 II Clue)
- Summoning Sigils. Magical marks are made everywhere. Some of them are to summon something. Perhaps protective. (Lose 1 V Clue)
- Lumberjack. Angry lumberjacks are talking to the townsfolk to rally them against the druids. (Lose 1 III Clue)
- Scary crows. spooky crows around, scary scarecrows. Scary stories. (Lose 1 IV Clue)
- Wild Hunt. ice early in the village. Marks against wild hunt. Scary stories. (Lose 1 random Clue)
Minor Challenges
- Lumberjacks. A group of lumberjacks from the Brensil mill stop the party from going any further. They declare the site cannot be disturbed as it is none of their business and funeral rites have to be made before the party can access the location. Disturbing the corpses would lure the wild hunt. DC 13 Deception (+5 intimidation, +2 persuasion) will make them go.
- Magical Beast. A magical creature attacks the party. This a DC 13 strength check for anywhere near as the pig rampages out. Failure causes you to fall prone and lose a hit die, as the pig charges by. Stopping it or hurting it will cause it to attack.
- Dangerous Fog. The area becomes lightly obscured and the next check using their eyes is made with disadvantage. The fog makes people act somewhat strange
- Scary Crows. The crows become unrestful. The characters near the walls must succeed on a DC 12 wisdom saving throw or become frightened by them.
- False pathing. One of the clues leads towards the tree line. By the time they realise they've been going in circles following it they are DC 20 10 minutes further, DC 15 30 minutes further, DC 10 1 hour further, otherwise 2 hours further.
Locations of Korene
The Preacher
Preaching here is an old man, who seems to be the Ealdorman of Korene. The man on stage is old, with straight greying hair, a full pepper coloured beard and a crooked nose that seems to have been broken a few times. He is talking about a woodland guardian that must be appeased by the townsfolk, encouraging them to bring offerings for the sacrifice tonight. The elder folk of the village seem to be listening intricately, while a group of younger folk in their 20's seems quite aggravated by the man's preaching. In the crowd, a lone man wearing a high, fur hat is standing, many parchment pages in his arms.
The Ealdorman
You decide to listen in on the speech. The elderly man on stage is speaking loudly, to make sure everyone hears, which makes it easy to pry from the anonimity in the crowd. As he talks, he waves his wrap around cloak around animatedly, his thick eyebrows furrowed in concentration.
All: He seems to be talking about this Woodland Warden of Korene, a creature which hides in the Duchan woods nearby and supposedly gives good luck, fertility and abundance to the townsfolk. Lately, it starting acting aggressive, angering the creatures of the woods and refusing the townsfolk's pleas to hunt and cut down trees.
DC 10: The townsfolk believe it is because of their lack of piety. Certain older folk instead loudly exclaim that it is the fault of the woodcutters of Brensil Mill!
DC 15: Tonight, at dusk, the townsfolk are heading to a druid's grove in the forest to appease the creature after their perceived lack of piety to it and the gods. The creature has only been bringing bad luck, and the townsfolk think the druid's can help them calming their woodland spirit. (Gain 1 II Clue)
DC 20: At dusk, the townsfolk will visit the druid grove of the Duchan woods, due north-west, in hopes of appeasing the spirit with offerings. Some tell you that the creature used to save those lost in the forest and even saved them from the Rovers of Ridgewatch keep. Recently, the rovers stopped demanding their fealty and people believe the spirit saved them from their oppression. (Gain 1 II Clue & 1 IV Clue)
The Young Folk
A group of five young adults in their twenties, armed to the teeth with pitchforks and axes stand near the stage, looking aggravated. Their leader, a bearded, blonde warrior carrying a shield on his back is booing the Ealdorman, interrupting from time to time to angrily suggest a more violent approach to the townsfolk's issues.
All: The younger folk angrily talk about the useless traditions of the elders, saying that waiting has taken them far enough to rock bottom. They seem to believe in a more direct approach to their issues and are already brandishing weapons to go head to head with the creature of Duchan Woods. The Ealdorman, however, is refusing to let them go.
DC 10: They are quietly suggesting to each other to meet up near the woodsman's home before dusk, to see if he can help them to take down the spirit themselves.
DC 15: They are saying that no offering is going to appease the creature, the only thing that will is steel and blood. They seem very angry at the Ealdorman, digging their blades and polearms into the dirt with every word he says that doesn't appease them. As you listen in, you can hear them talk about hunting down the creature, first meeting up before Brensil Mill, which holds many capable hunters that might help them.
DC 20: The are speaking about getting rid of all that plagues Korene, the Woodland Spirit of Duchan and perhaps even the council of elders, that refuses to the stop the creature. At dusk, the town is heading to the druid grove north-west, the young folk talk about following and perhaps interfering themselves this time. (Gain 1 IV Clue)
The Woodsman
The man carrying the large stack of papers seems exhausted. The high fur hat from beneath which his full, brown sideburns peek out, is set somewhat crookedly on his head, and the fur cape he wears hides a small hachet at his side.
DC 10: This man seems to be the woodsman of Korene and carries a stack of bounty letters. They seem to be asking adventurer's to help him track down his missing wife, Svanna, the seer of Korene. A few elders also ask him about the medicine they ordered, but he tells them his wife only left a few potions at home and it will take him a little longer to deliver it.
DC 15: The woodsman of Korene is carrying a stack of bounty papers, detailing the case of his missing wife & herbalist of Korene, Svanna. The papers ask any interested adventurer to visit the woodsman's home due south. A few folks ask him about medicine they ordered, but he tells them it will be later, his wife only left a few mysterious bottles behind he's first trying to identify and possibly lose. (Gain 1 III Clue)
DC 20: The woodsman carries bounty papers asking anyone well versed in tracking to come to his house due south and help him find his wife & Korene's seer, Svanna. As he's talking, he also speaks of a strange horse that came running to his home from the north, a missing lantern and strange footprints he's found on the hunting grounds. A few elders ask for medicine, but he tells them his wife only left a few mysterious bottles he hopes to dispose off. (Gain 1 III Clue & 1 V Clue)
Stave Church
The inside of the stave church is simple, with a few wooden benches centred around a golden bowl of fire which burns a comforting orange and red. The crackling noise of fire and wood permeates through the church. The entire structure is warm and comforting, a small shrine at the end of the structure, a large wooden door to its left.
Common Room.
The common room is cozy and warm, making you feel at rest for the first time since entering Korene. Inside, even the noise of the crows fades away.
DC 10: The golden bowl is inscribed with a pattern of hands cupping flames, the symbol of the Heavenly Maid. The small wooden pillars around the room are in turn inscribed with the threads and wheels of the Revered Mother, while on the small shrine a small statue of a yellow haired woman stands, the goddess Sif. Both near the bowl and on the altar lay little offerings but certainly no food, the town seems to be starving.
DC 15: The church is dedicated to three goddesses of hearth & home: the wheels of the Revered Mother on the wooden pillars, a statue of the Golden Haired on the altar, and the hands of the Heavenly Maid engraved on the bowl of fire. There are little to no offerings here, the town seems to be starving. Even the hearth is dimming slowly, a bad sign for the town as you learn reading its inscriptions, as it is a blessed fire, brought down by Fulla, The Heavenly Maid herself. On the altar a small amulet of the Revered Mother lay, next to a piece of parchment. (See Letter of Fealty) (Gain 1 IV Clue)
DC 20: The church is dedicated to three goddesses of hearth & home: the wheels of the Revered Mother on the wooden pillars, a statue of the Golden Haired on the altar, and the hands of the Heavenly Maid engraved on the bowl of fire. There are little to no offerings here save for an amulet of the Revered Mother and a letter, the town seems to be starving. Even the hearth is dimming slowly, a bad sign for the town as you learn reading its inscriptions, as it is a blessed fire, brought down by Fulla, The Heavenly Maid herself. A magical flame like that is meant to banish nearly anything. It might be useful. (See Letter of Fealty) (Gain 2 IV Clues)
Letter of Fealty
"Forgive me Frigga, our Revered Mother for I have committed acts no mother should. My children have been in tears for days after I offered the Rover's our last possession, my daughter's stuffed bunny. I feared for their lives, but this does not free me from the burden of willingly hurting my babies to spare myself. Tonight, I shall attempt to show piety for my unkindness and follow the Ealdorman to the druid grove. I shall pray for hours in your name. May you forgive me. May my children too.
Unsigned"
Ealdorman's Room
These large mahogany doors lead to the cellar of the church. They are locked tightly. (DC 15 Thieves' Tools check). In the cellar, the floor has been laid with wood which has been badly burned many times. Further, the room holds a few bookcases, a simple bed and a small desk.
DC 10: The books in the bookcase are strange, holding unreadable symbols that seem to be arcane in meaning and share similarities to the burn marks on the floor. Above the door too, strange markings have been carved. On the desk, a letter lays untouched. (See Letter from Brensil Mill) (Gain 1 IV Clue)
DC 15: The bookcase is filled with books of occult lore, fairy tales and arcane rites. A notable is a small green book which holds information about a Woodland Warden of Korene (See Tome of Korenian Fairy Tales). The arcane symbols in the books have also been burned into the floor. You presume it to be a summoning charm, something about bringing a primeval guardian to save Korene. Above the doorframe a set of antlers has been carved. On the desk, a letter lays untouched. What was the Ealdorman up to? (See Letter from Brensil Mill) (Gain 2 IV Clues)
DC 20: In the bookcase, a small green book is set, holding information about a Woodland Warden of Korene (See Tome of Korenian Fairy Tales, also contains Confession within), next to books of occult lore and arcane rites. The symbols in the book match the summoning runes on the floor, luring a primeval guardian to Korene. On the desk lay two letters, untouched, one messy the other neat. (See Letter from Brensil Mill & Letter of an Angry Woodcutter) *(Gain 2 IV Clues & 1 V Clue)
Letter from Brensil Mill
"Dear Ealdorman of Korene, I am certain the wretched condition of our mill have reached you no matter your lacking answers and actions. I understand your want to protect the Duchan druid, but you have grown complacent to those who are now killing your village. Those druids have entangled my mill and send a damn bear to kill me. Please Vitrari, do something. Anything. I get you want to be safe. Keep your people safe. I am still one of your people. Do something, or I will.
Molle Tommer"
Confession
"All-Father, Lord of the Woods, Lord of the Sky, He with one eye, hear my pleas. I guard the people of Korene and am in desperate need of your wisdom. I have not led my people to piety after the calamity, but should have never doubted your survival. Now I am being punished for my lack of belief. But, please, do not torture my people over my evils, All-Father. I have committed evil, I understand, I sought our Vaettir, our spirits, before I sought your mercy. Forgive me, Odin, but I beg, do not punish my town over my evils. I will bear it all, this I promise, struck down by the very runes of my casting. I hear its voice, I know its arrival. Let it punish me, but not my town.
Letter of an Angry Woodcutter
Ealdorman, we can no longer live like this. The woods are empty of game, something else stalks it now. Lend us your aid, for our axes have been grown over and with no payment of our own, we can't afford no others, nor any food. Our people are scared. Say they've found something in the woods. Some totem of bone and twigs. They brought it back and now one of us is dead. Appease the druids, father, and save Korene, for we have no lives left to give. If we receive no word, we assume our work is over, pack our stuff and leave Korene for good. Signed Woodcutters of Brensil Mill.
Tome of Korenian Fairy Tales
This small, clothbound green book contains an assortment of fairy tales from the small hunting village of Korene. While the stories were written for a child's book, the illustrations are grimmer than expected, showing the real creatures next to their written, fairy tale counterparts. Should one ever ask around, this book is the only existing copy, and the citizens of Korene can only produce story books lacking the drawn images found in this book.
One entry details the "Woodland Warden of Korene", and while it speaks of a forest spirit that brings fertility, prosperity and luck to the townsfolk of Korene, its image shows something different. A creature in the middle of a clearing is drawn here in rough charcoal texturing. This creature, standing roughly 10 feet tall, holds a lanky frame of ancient bark and wood. Where its hands are, a set of four long claws extended, and where the warden's head is, only a large antlered skull is shown. The creature looks far from friendly and a strange mascot for a normal village.
The Fields
A set of barren fields lay behind the stave church. Once they must have been prosperous, but nothing grows here anymore. The only thing found on these fields is desperate folk, occasional brown weeds and useless scarecrow adorned with black birds.
Farmers
A small group of desperate farmers are investigating the dying crops, keeping to a small group of four or so folks carrying scythes and pitchforks. They are bowed over the turned, dead earth.
DC 10: The farmers seem exhausted, speaking of being kept up at night by the howling of the wolves in the forest. Their thinning frames show you the result of the dead plants, there is no food in Korene. Strangely, the soil still seems healthy, everything growing upon it just dies. The townsfolk are scared, fearing they might be cursed for a lack of piety. Some are suggesting visiting the woodcutter down south to ask for a medicine for the plants.
DC 15: The farmland is wreathed in a low black fog, which gently obscures the brown weeds which the farmers are inspecting. Their thinning frames show the wear of no food, a strange result from the seemingly healthy soil. The townsfolk seem to think they angered their woodland guardian due to lack of faith, causing some sort of draught. At dusk, they are hoping to appease it in the druid grove north-west of Korene. (Gain 1 II Clue)
DC 20: Wreathed in a black fog, the soil here seems healthy yet magically refuses to grow anything. The townsfolk's speak about angering a woodland spirit for lack of piety are planning to attempt and appease it in the druidic grove north-west tonight. They speak of howling, which seems to flow from the same place as the fog, south in the ancient Duchan Woods. Not that anyone would enter the wood there, the folks from Brensil Mill tried to and now one of them is dead, their equipment covered in vines. (Gain 1 II Clue & 1 IV Clue)
Scarecrows
These lifeless scarecrows are doing a bad job, at, well, their job. The crows spotted around the entirety of Korene are here too, watching with their red, beady eyes as if surveying all travellers in the region.
DC 10: The scarecrows are battered, large claw marks covering their torsos. The townsfolk don't seem to notice however, standing in the misty fields. On the foreheads of the scarecrows strange arcane markings are set as well, but you don't know what they mean. (Gain 1 V Clue)
DC 15: Large claw marks cover the torso's of these scarecrows. You count four of them and whatever made them must have had quite the reach to cut this deep. The stuffing of the scarecrows has fallen amongst the black fog which wreaths the crops below you in darkness. Strangely, the mists seem to be affecting the townspeople. They seem oddly dazed, not noticing the large claw marks or ravens at all. A small arcane warding mark is put upon the scarecrow's forehead. As you inspect it, you notice the crows watching you. They must be magical in some way, being this cunning. (Gain 1 V Clue & 1 II Clue)
DC 20: The black, hallucinatory fog is affecting the townsfolk. They seem to be oblivious to their crow plague, the arcane warding marks atop the scarecrow's foreheads and the deep gashes made in their torsos. Instead, the farmers on the field keeping droning up the same level complaints and hopes to appease the woodland spirit. It makes you as uncomfortable as the four deep claw marks and the wolf tracks in the soil below you. The latter are leading south and quite old. If the wolves here are as intelligent and magical as the crows, perhaps you can track the monster of Korene by following them instead? (Gain 1 V Clue & 2 II Clues)
Should the party track the wolf tracks it will lead them first to DC 10 Brensil Mill, then to the DC 15 Woodman's home, staying far from the stones, and lastly DC 20 to the Grove.
(C) The Woodsman's House
C1 - Stone Circle
Horse
- 10: rovers, ran away, act strange
-
- 15: fog from nose, above, enchanted (1)
- 20: primal magic, fog halluncinatory, creature (2)
Stones
- 10: trolls, kiddo, tell of korene
- 15: kiddo strange dreams, korene elders ask (1)
- 20: woodland grove, druids, kiddo strange dreams connected ç
Shrine
- 10: devoted to mother, amulet, most stuff gone, track to brensil 1
- 15: mother, amulet, tracks to brensil then grove, prepared leaving 2
- 20: letter from mother, apology, kid in danger (3)
C2 - House
Shop
Grey bad amuple, yellow-green caustic orb, purple long orb button, red-orange moving potion, white-blue misty
Hearth:
- 10: hunted creature, woods, spirit helpful, stolen lamp
- 15: stolen lamp, young folk hate old 1
- 20: woodland grove, spirit 2, brensil
Desk
- 10: letter from korene eldeor bounty 1
- 15: letter + info purple bottle bad 2
- 20: woodland, druid grove, purple bottle bad, yellow bottle bad 3
C3 - Attic
Shrine
- 10: secret shrine, woodland items, druidic 1
- 15: letter to druid, scary for child, help woodland 2
- 20: go to woodland! Help boy! Child mark 3
Chair
- 10 carvings made in brensil, missing lantern space
- 15 brensil, wood spooky thorns, crows outside
- 20 follow crows to korene, brensil, woodland grove
Bookcase
- 10 wolves loud, crows loud
- 15 woodland spirit, druid, pieces of antler & bone shavings, brensil
- 20 knack; beast summoning, entangle, deafen, blinded
(D) Brensil Mill
Slowly the timber walls start to dissipate, making way for the earthy grounds of the tundra. Here, due south of the Duchan Woods runs a large river, curving through a landscape of cut trunks, massive grey boulders and sparse, thin spruce trees. Just about hidden by the last few massive trees of the ancient woods lays a small encampment.
In the middle of this settlement stands a tall, two story structure devoid of windows and colour, with on its side a large wooden water-wheel. Next to it, clinging onto the bleak structure is a small wood & stone house with a long chimney on its broad side.
Around the watermill are an assortment of small stilt houses, sticking out of the mud in jagged, unwelcoming shapes with their bleak grey lumber. The entire encampment looks very gloomy and is covered in an innumerable amount of vines and tree roots.
(D1) The Woodmill
The woodmill is the home of Molle Tommer, a red-haired woman with two braids, both struck with white hairs. She has strong eyebrows, a straight nose and warpaint on her eyes, lip and arms. She is usually dressed in a tunic, cloth boots fastened with rope and a fur cape. Lately all her workers have been quitting after the woods seem to have taken over the mill, covering it in roots and vines.
Often, Molle can be found outside the mill, attempting desperately to remove the vines, but right now, she's given up and is sitting outside of the mill on a small handcarved wooden bench, smoking from a long pipe. Once visitors come by, she will inquire if they're here for work, hoping to find folks capable of cutting or talking to the druids, whom she believes are taking revenge. She will invite anyone interested inside the mill.
Inside the woodmill
The inside of the mill is almost as bleak as the outside, hand carved grey furniture standing sparsely around the single first-floor room. In one corner is a sofa with a fur rug over it. Against the far wall a small fireplace stands, unlit, with a few blocks of cut lumber next to it, and in the other corner, a desk is set. On the left, behind the couch, a mahogany corner stair leads up to the attic.
Usually Molle will sit down on the couch and tell the party to state their business, listen, and then get some items upstairs to show them. Molle will act somewhat suspiciously, hoping the party might not find out about the ruined hunting grounds, fearing that it might put blame on her while she attempts to clean up the oil leak. During the time she is not in the room, the party might investigate the items around the mill. When she returns, she tells them more about the bear near here and is also able to provide some equipment. When unprompted about the bombs, she asks the party if they'd like to buy them for 10 gp each instead.
Couch
A small hand-carved grey couch with what seems to be a wolf hide laying atop it for relative comfort. Any check below a 5 will result in a false sign, while rolling below 10 will simply result in a failed check.
DC 10: The small couch seems very cozy, and somewhat wobbly. The fur on it seems to be made out of wolves skin. Molle must have hunted it herself. You heard the folks of Korene have been having issues with loud howling in the past month. Perhaps Molle knows more?
DC 15: The couch is somewhat off-set, a book set below its right leg to keep it stable. Between its pages, a small fragment of paper is wedged. It seems to be a letter (See Woodcutter's Warning). (Gain 1 V Clue)
DC 20: *Below one of the couch's legs is a small blue notebook. Carefully removing it reveals blueprints inside for hunting equipment designed by Molle. These hand-sized white orbs seem to be filled with some level of alchemical filling, hay, and fragments of mirrors. Should you believe the text below, it is supposed to be some level of blinding bomb (See Shimmering Stars). In the book, tucked into the back is also a small letter (See Woodcutter's Warning). (Gain 1 V Clue and 1 II Clue)
Fireplace & Desk
A small rustic desk of grey wood, adorned with a glass plate. It is relatively calm and stands in the corner besides a metal fireplace. Any check below a 5 will result in a false sign, while rolling below 10 will simply result in a failed check.
DC 10: Its been a while since the hearth was lit, bits of paper and wood left in its uncleaned bowels. The desk itself is very clean, but a letter has fallen on the floor from it (see Angry Missive). You've heard a lot about Molle, apparently she's quite the hunter, even hunting bears. For a warrior, she is unusually clean, you wonder if she cleaned it with some level of herbal cleaning supplies. You heard of a herbalist living south of Korene, after all.
DC 15: The hearth was recently lit to burn a letter, a few fragments still present. They read: Oil Shack, Antlered, and a fragment reading Strange, next to a shuffled pile of letters:
E L T N A N R (Lantern)*.
The desk has two drawers, one jammed, one locked (DC 15 for each, strength (athletics) or wisdom (athletics) check and thieves' tools check. Below the desk a small letter lays (See* Angry Missive) (Gain 1 III Clue)
DC 20: The fire has recently burned away a letter, only a few fragments of which can still be read: Oil Shack, Antlered, and a fragment reading Strange, next to a shuffled pile of letters:
E L T N A N R (Lantern).
Next to the desk lays a letter (See Angry Missive). The desk has two drawers, the top one of which is locked (DC 10 thieves' tools). The lower drawer holds two letters. (See Kjar's Lament & Instructions). The lower drawer holds 4 gold pieces in an ornate box, a letter (Any letter not yet found) and a small, detailed drawing of an old, ornate lantern. Below the drawing is the name Sevjen, The Woodsman. The drawing has been torn off of something (Gain 1 V Clue and 1 III Clue)
Stairs
A set of mahogany stairs leading upwards in a curve. This is where Molle went, dangerous to check, but if you get a peak upstairs you might learn more. Any check below a 5 will result in a false sign, while rolling below 10 will instead give a random minor challenge.
DC 10: The upstairs is a small attic, divided into three rooms. In one, you see the silhouette of Molle. Past another door, you say a strange totem made of wood and antler, overgrown with moss. What could that be? (Gain 1 V Clue)
DC 15: Upstairs, you quietly sneak into the first room, making sure to keep out of sight. Peeking past the door, you see a strange totem. This overgrown effigy consists of twig, bone and antler. It looks primeval. Perhaps the druid's or folks of Korene know more about them. Either way, why does Molle have it? (Gain 1 V Clue and 1 IV CLue)
DC 20: You sneak quietly upstairs, doing your best to stay out of sight as you peek around the first corner you see. Here, in the middle of a dimly lit room stands a tall effigy made of bone, antler and twig. In the center of this standing diamond, is the skull of a stag. You've heard of creatures like this, beings of primeval power that leave marks around them. Certain creatures like this can even mimic voices. You should be careful. As you look around the room, you notice why there is no light: everything here is overgrown with vines and roots, including the effigy, window, and large planks of strange, orb-like alchemical creations Moller keeps up here. What are they? (Gain 2 V Clue and 1 IV Clue)
Shimmering Star
These white orbs are made out of a thin glass and reinforced with metal and rope. A stopper on its side allowing the owner access to the insides, as well as the small fuse drilled into it. The insides are filled with hay, mirror fragments, and a black powder. As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a dexterity saving throw or blinded and deafened until the start of their turn. The DC equals 8 + your proficiency modifier + your dexterity modifier. Success by 5 or more only imposes the deafened condition. Failure by 5 or more extends the blinded condition to the end of your next turn.
Woodcutter's Warning
"Molle, whatever we brought in yesterday, it ain't no good. Everyone's been on edge, but what can ya expect from a Druid's effigy. Damn men of the woods made it out of bone too. Bad thing is, I ain't so sure that's animal bone, Molle. Whatever we took, we ought to bring it back, no matter our feud with the Druids. I'll keep it in ma shed for now, but if you ain't figured out what to do with it, you're taking it in tomorrow.
- Guldir"
Angry Missive
"Lady Tommer, we must implore you to stop harassing the Druid's of Duchan Woods with your questions. As you must too know, the recent woodland dangers have nothing to do with them. You're only worsening things, Molle. Especially with your new invention, it seems aggressive. Just Let it go.
- Ealdorman of Korene"
Kjar's Lament
"Molle, we've really done it now. Like the tale of Odin's Teachings, we must now too show our humility and worth. Throw away that damn effigy. It already took Guldir's life. It staying in your room does not calm my fears. Dispose of it Molle, for your life. Perhaps, if we ask for repentance from the gods, we won't be cursed with the same fate.
- Kjar"
Instructions
The oil has to be secured. Take the path south-west into the forest until you hit the rock in the shape of a troll with a hat. Go right. Follow it until you reach the tree struck with lightning. Go left once, then again at the next moss covered rock until you reach the river.
(D2) Woodcutter Houses
All the houses in the small settlement are covered in vines, windows and doors entangled by grasping roots. An extraordinary amount of plant life has gathered here, simply to leave the entire location covered and uprooted, no item or location safe or easy to travel. From here, the branches of the Duchan wood treeline look more like reaching hands, creeping ever closer to the grey settlement, hoping to one day devour it completely. You wonder what happened?
One house has been recently cleared of vines, which are already starting to grow back. For now, however, one can still tread inside the house. From its open doorframe, you can see a bloody scene splayed out on the floorboards inside.
Woodcutter's Corpse
Laying on its side against the near wall is the body of a woodcutter. Stained in dark, dried blood, his attire suggests he was killed on his way from or to work. An axe lays by his side, in the same puddle of dried blood that has seeped into the floorboards all around the man.
DC 10: The woodcutter has large gashes over his entire torso. These four claws have been strong enough to cut his shirt to near ribbons. His axe, laying at his side, is entangled in a mass of vines, roots and moss. You wonder what can leave claw marks like these. A bear, perhaps? Maybe something worse? (Gain 1 I Clue)
DC 15: The woodcutter has been near ripped to shreds by something intent full. Large gashes of something's nails are embedded in his chest. Four nail marks only. Was it a bear? Or something worse that did this. The blood seems old and the axe seems to be entangled in vines, moss and roots similar to those on the mill outside. A set of vague tracks walks to the door, a dragging track leading back from the door to the corpse. The lack of damage to the door suggests he opened the door for his attacker. Perhaps willingly and knowingly, even. (Gain 1 I Clue and 1 V Clue)
DC 20: Killed by the intent full gashes of a 4-nailed claw, this woodcutter's axe seems to be entangled by vines, roots and moss identical to those covering the mill. Footsteps tread to the door, a dragging trail leading back. Everything suggests the woodcutter was killed by something intelligent and clawed he opened the door for. Yet, why are there animal bites on the body too? They are similar to that of a bear, and as you step outside to inspect the door better, you notice a set of large bear-tracks leading south.
Following the tracks leads DC 10 to the Woodman's Home, DC 15 to the Druid's Grove and DC 20 to the fields of Korene (Gain 1 I Clue, 1 II Clue and 1 V Clue)
Furniture
The house is simple, but very messy. On one side stands a bed, the other a broken kitchen. strewn everywhere are the woodcutter's tools: axes, wedges and oil flasks. It is such a mess that inspecting the furniture could better be done as a whole.
DC 10: The bed is worn, standing next to an open window. Looking out, you can almost imagine the tossing and turning of its inhabitant, the tree-line seemingly so hollow and intimidating. Tucked below a pillow seems to be a letter. It isn't the only one either, a small piece of parchment found on the broken kitchen table. (See Letter Home & Can't get anything done here)
DC 15: Standing below an intimidating window looking out on the jagged treeline is a worn bed, small vials of medicine standing near its bedside table. Their labels read "Good Night's Rest", and in smaller letters "Svanna, The Seer of Korene". Whomever rested here had some level of sleeping trouble, it seems. Below the pillow, in the beside table and further on the broken kitchen table, you also find one folded, one yellowed and one fancy letter. (See Letter Home, Scared Warning & Can't get anything done here) (Gain 1 IV Clue)
DC 20: A worn bed stands next to a bedside table filled with sleeping medicine from Svanna, the herbalist of Korene. The window looks out on a jagged treeline, from which you can see an unusual amount of red-eyed crows. Vines too have grown up the bed's side and an uncomfortable feeling begins to creep up the back of your neck. You almost feel as if someone is watching you from the woods. Your paranoia is accompanied by a noise on the breeze, which sounds oddly similar to the voice of a child. Whatever went on here, its magical and you feel you should be vary wary of any such activity should it cross your path again. A note tacked to the wall reads a missive of Molle, saying the roots have made work impossible and to travel south to a druid's grove in the woods to protest.
Under the pillow, in the bedside table's drawer and next to the broken dining table, you find three letters. One looks fancy, one yellowed and the other is folded. (See Letter Home, Scared Warning & Can't get anything done here) (Gain 1 IV and 1 V Clue)
Letter Home
"It won't be long anymore darling, I can almost feel it. This place has become unworkable and I'm more than sure that Molle will let us go no issue if anything happens again. When that happens, I'm coming home immediately. This place is becoming stranger and stranger, and I've been hearing the wolves howl again. Together with my nightmares, I can barely sleep a wink. Whatever is happening here is enchanted. Molle thinks its the druids, but frankly I couldn't care less. After she brought that totem back, I'd rather just go. I'll send a letter soon, my love.
- Guldir"
Scared Warning
"Something's out there, my love. I don't know what it is, but it watches me during the evenings. Simply standing there at the edge of the woods, looking through my window. The others said it was simply a mare of nights, that I was simply seeing things, but I know I was not. I could still move and saw it there, like some fearful Vaettir. Ever since the roots started to grow, I've been dreaming too. Strange dreams were they, of some child dragged away into the deep woods. Whenever I wake up, there is a noise in the air. I could swear I heard our daughter begging for help. Perhaps I'm going mad. I know I can't send you this without bringing you fear, but if nothing changes, I'll send you this as my truth. Be safe, keep our daughter safe.
- Guldir"
Can't Get Anything Done Here.
"Ealdorman, we can't get anything done here anymore. The vines have entangled our equipment, our men are tired and ill of grin, wolves howl's keep all up at night. Bring us your aid, or we shall halt our workings.
Signed workers of Brensil Mill"
(D3) Hunting Grounds
Next to the large, rushing river lays a small clearing, used by Molle Tommer's woodcutters. From what you've heard, this is also the location recently raided by a large bear that has been hurting her woodcutting business. A small shack stands on one side of the clearing, next to the water, while equipment has been thrown nearly everywhere, large prints alternating through it.
Bear Tracks & Equipment
A small working ground has been set up here, broken tents and axes littered everywhere. Once this used to be a cutting, gathering and possibly even sparring grounds, but now, everything is broken and overran, like a massive creature on a rampage crossed through. Bear prints are everywhere.
DC 10: The bear prints are large, trampling from one area to the next and seemingly stopping at the oil shack in the back, before turning and running off due south, following the river upstream. The equipment is covered in thick, dried vines, which cross over axe and trunk just the same, perhaps the woodsman south of Korene knows more about this strange phenomenon. Wedged underneath a large toolbox is a piece of paper. (See Traveller?)
DC 15: Massive bear prints track through the camp, trudging around before stopping at the oil shack. Here, they do something strange, seemingly having opened the door without leaving tracks on the door. After it did so, it turned around, got back on four legs and followed the river upstream. All equipment in the area is covered in magical vines, perhaps as magical as a bear that opens doors. Under a toolbox and on a trunk, you find a set of letters. (See Traveller? and Letter to Molle) (Gain 1 II Clue)
DC 20: Whatever was here was no bear. Perhaps it imitated one, summoned one, or is capable of transforming, but from your surroundings you can tell you're dealing with something else. It's tracks are accompanied by a thick drip of lantern oil and the creature is intelligent enough to have stalked the camp before opening the door to the oil shack, leaving a set of four, massive, 1 foot long claw marks on the side of the wood. It's tracks lead to the shack and then far south, with the river. You presume the vines which grow over everything around you are also its doing, for they seem to be magical and ever-moving. Under a toolbox and on a trunk, you find a set of letters. (See Traveller? and Letter to Molle) (Gain 1 II Clue, Gain 1 I Clue)
Traveller?
"Hey Kjar, you said there were no folks out here, right? Travellers don't come in this far, I think you said. Well none of that this time. Last night, after dusk, I saw the rays of a lantern--not ours. I'm pretty sure there was a woman spooking through the woods. Couldn't get a good look at her, but she seemed to be carrying some large weapon with her, and a red hood. Strange types. Just noting so she doesn't surprise anyone else.
- Jurgen"
Letter to Molle
"Molle, there's something out there in the forest. Some kind a woman has been walking around at nights near the river's edge. Now, we can'c continue working here with the damn vines, but I'm worried she's gonna steal our equipment if we don't do nothing. Strangest thing though, I thought I saw her south of here, with the woodman's stolen lantern lurking near the battlefield. Hope she ain't no deserter seeking to steal our items, cuz if I know something of bandits, they are out for blood.
- Guldir"
Oil Shack
A small wooden shack stocked with oil flasks, bundles of twigs and small cranked grinding machines, to grind the wood down into a pulp and oil.
DC 10: The crows you heard outside are everywhere around the river, their red, beady eyes keeping watch on you as you inspect the shack. Finding no actual lanterns near the fuel, you wonder out the back of the oil shack, rounding the small outhouse behind it, you come to a messy scene on the side of the shack. Here, the water is turned a pitch black, a large spill of oil and lanterns littered over the river's coast and deep below its water. (Gain 1 III Clues)
DC 15: Crows keep a good survey of you as you round the outside of the house. Their red, beady eyes are fearfully intelligent. Behind the oil shack, a large spill of oil and lanterns has entered the river, coating the coast black. Further along, more lanterns lay and when you happen to the end of the trail, a small basket filled with nets full of the item stands on the river's edge. Inside, a soaked letter is found as well. (See Upstream) (Gain 1 III Clues and 1 IV Clues)
DC 20: Under the watchful gaze of the red-eyed crows, you find yourself to the back of the oil shack, where you happen upon a corrupted waters. Here, a large leak of oil and lanterns coats the coasts black all the way down to a cleanup station, where nets and baskets are set up, filled with lanterns and empty flasks. Here and there, large nail marks and black, oily footprints stalk the coastside. They lead further upstream, but whatever creature made them was massive, not human in the slightest, and by the unusual tracks, you presume corrupted by the spillage. Inside one of the baskets is a soaked letter. (See Upstream) (Gain 2 III Clues and 1 IV Clues)
Upstream
Hey Molle, Soris here. I know you've ordered us to take down more Lyslipe trees, but I still feel uncomfortable with it. I know my faith shouldn't be disrupting work, but those trees are holy. I feel like we're taking too much. So far, its been fine, even the druid's have been okay with it, but the myths say they're supposed to be magical. Especially after we saw that lantern beam at night and found the battlefield south of the cutting grounds, I don't know, you guys say its the calamity trauma wearing on me, but I think we should just stop.
(E) Woodland Grove
Druid's altar
Offerings
- 10: Svanna amulet, weapon of fighter lady, druid let to others and tell of dreams
- 15: strange dreams girl, found totem, keep in druid circle
- 20: remove girl now, roots bad, brensil leak of oil
Effegies
- 10: antlers, claw marks, tracks to brensil via path
- 15: other track to woodsman, woman's, letter about dream
- oil to spooky forest road, letter about dream, magical animals controlled
Hjulla
- 10: girl in dreams, not seen Svanna, seen dangerous lady tracks to woodland path
- 15: girl in dreams, connected to spirit, not let go, weird totems?
- 20: totems linked to girl, get rid of both
Druid's circle
Stone circle
- 10: look like trolls, antler scrapings
- 15: large markings, woodland spirit here, Svanna left scarf
- 20: scarf perfume following to path, totem one, Svanna
Druids
- 10: korene begging, brensil mad, they just being, woodland spirit mad
- 15: druids protect druids, tracks from Svanna to woodland path, don't go, danger, found totem
- 20: monster is corrupted, something bad because brensil, girl in dreams
Deeper in
- 10: near mountain burrow, druidic magic, de-summoning
- 15: broken circle, large claw marks, insects everywhere
- 20: overgrown, circle broken, oily marks to brensil
Pathing
From woodcutter to Druid's Grove
- 10: safe road, quick, offerings near path, korene knows more
- 15: oily near road, antler shavings
- 20: something calling in familiar voice, warriors here to confort druids
From Brensil to Druid's Grove
- 10: near river, hunting grounds, strange
- 15: battlefield, spilled oil, lots of crows (drippy?)
- 20: strange animals, lumberjacks here to confort druids
Into the woods
- 10: spooky, quick off path, careful, big trees, broken cart, lost road
- 15: found to location, unsafe, dangerous, totem
- 20: found Svanna, something else, bad
The Leshen's Grove
When in the Leshen's Grove, a chase scene may commence should the party not fight the creature yet be spotted by it. The chase scene takes them through the following chase nodes:
1. Grove Forking
You eventually come across the fork in the path that you have earlier taken. With the creature shambling after you, you are left to each pick a path. (Click rule). Picking the path forward will advance the player to Burrow Entrance, picking the path left will advance the player to Second Fork.
2. Second Node
-
Second Forking. As you turn to the left path, your feet caving hollow trampling upon the vine covered floor, you've come to a second fork in the road. One goes downward, (to where you've earlier found the strange effigy). The other leads up. Taking the path down takes them to Leshen's Totem, should the vines still be in the way, they will face that challenge. Taking the path upwards takes them to Woodland Ridge.
-
Burrow Entrance. Previously, you have emerged from the forest edge, descending over a set of large boulders into the grove. Now, you have a choice, climb back up the rocks to the woods, or wedge yourself between the rocks, where you believe you might have seen the entrance to a cave system. Going upwards, requires a DC 10 strength (athletics) check, risking the loss of 10 feet of movement. Doing so takes them to Woodland Ridge. Taking the path into the cave takes them to Burrow, *this location is relatively safe, but moving in requires double movement for 10 feet.
3. Third Node
-
Leshen's Totem. Once they arrive here, they will get introduced to the totem. The Leshen will suddenly seem gone. They also notice a small light coming from the left. They get the choice of hiding, going left to advance through the rough tree-line or go into the woods. Hiding will cause the Leshen to appear at the totem with its totemic walk should it not be actively chasing anyone. Based on the Leshen's passive perception and the party's stealth, he may either lose them and teleport away or engage in combat once more. Going through the Rough Treeline requires a DC 12 strength (athletics) or dexterity (acrobatics) check to avoid the grasping vines around. They constrict around the party, dealing 3d4 damage on a failed save. Doing so brings them to the Crucified Woman. Going into the treeline requires a DC 12 wisdom (survival) check or get lost. Going here takes them to Ancient Woods.
-
Woodland Ridge. Here, a sudden drop present itself. A DC 8 dexterity saving throw determines whether the party falls (taking 4d6 bludgeoning damage on a 2 or lower), they fall but grab hold of the edge, taking half movement to climb up (below a 8), or stop in time.
Here the party will have 4 choices, going around the ridge, which takes 40 feet, picking a different path, jumping over the ravine (requires 10 feet of movement and a strength of 8 or higher, a strength of 16, or a DC 12 strength (athletics) check), or finding a dead tree to make a bridge off (5 feet and a DC 15 strength (athletics) check). To take a different path, one must succeed on a DC 10 Wisdom (survival) check. Taking a different path allows them to find a second burrow entrance or enter into Ancient Woods. Getting over the ravine takes them to the Ancient Woods.
- Burrow. In the burrow, a third pathing choice will be given: a rocky road to the left, or a damp one to the right. Taking the rocky passage will lead towards the Mountain Path while the other passage leads to the Riverside Path. The first road has an obstacle, a bad rocky path that can be crossed normally (taking 2d6 piercing), carefully (a DC 10 stealth check) or be jumped over (a strength of 14, 10 feet and a strength of at least 7, or a DC 11 strength (athletics) check).
4. Fourth Node
-
Ancient Woods. This deep and dark woodland is easy to hide within, but the Leshen knows it very well. There are two paths to take: one that leads to a path which lays more open but easy to run over, or one that leads deeper, to rushing water the creature may not be able to cross. The first brings on to Woodland Path while the other takes one to Riverside.
-
Mountain Path. This rubble filled path is very dangerous but leads directly to the mountains, near Ridgewatch Keep. Crossing through it is dangerous, as it is filled with goblins, however. One can sneak (DC 12 dexterity (stealth)), take the long way (20 feet of movement) or run straight through, causing the goblins to follow as well. This path brings you to Mountainside.
-
Riverside Path. This damp pathing is difficult to cross through, leading through a waterfilled area. Eventually it goes underwater and the party has the choice to: swim (requiring a Constitution of 14 or higher, a DC 16 Constitution saving throw, or a Constitution modifier of +1, taking 1d6 bludgeoning damage in the process), or go back (taking an extra 20 feet of movement). This road leads to Riverside.
5. Fifth Node
- Woodland Path. Here, the path becomes safer. It leads either to the Druid's Grove or Korene, granting advantage on the stealth check if not already.
- Riverside. Entering into the safer woods near the river, is this large cave. While relatively safe, it requires crossing another river, taking 20 feet of movement, resting and then crossing the river, taking 10 feet of movement but vines appear which require a DC 10 strength (athletics) check to avoid, taking 2d4 bludgeoning damage on a failure.
- Mountainside. This takes one to ridgewatch. Should goblins chase the party, they get an extra set of attacks here (Three attacks; +4, 1d6 + 2 piercing slashing). If they aren't chased here, they get off without an issue, the Leshen stopping its chase automatically.
Warden Lair Actions
Lair Actions. When fighting inside its lair, a leshen can use lair actions. On initiative count 20 (losing initiative ties), the leshen takes a lair action to cause one of the > following magical effects:
- Roots and plants burst out of the ground, grappling and lashing at creatures. The area within 60 feet around the leshen becomes difficult terrain until initiative count 20 on the next round. Huge or larger creatures are not affected.
- The leshen and allied creatures within 60 feet of the it are healed of 7 (2d6) hit points.
- A green mist fill the lair. All creatures within 60 feet of the leshen must succeed on a DC 15 Constitution saving throw, taking 13 (3d6) poison damage on a failed save, or half as much damage on a successful one.
d20 | Complications |
---|---|
1 | You spot a path through the trees to your left. A split second decision. Do you take it instead? Following the normal path will bring you to a a falling tree. A DC 10 dexterity saving throw or becoming prone. The new path will lead to the leshen's hunting grounds. A DC 8 or getting lost, losing 10 feet of speed. |
2 | The creature is smarter than you gave it credit for, and as you pass next to the underbrush, the leaves below you suddenly give way for a falling pit. A DC 10 dexterity saving throw or fall in. Climbing out takes 20 feet of movement. |
3 | You hear the aggravated noises of the monster behind you. Suddenly, with the loud noise of caws and feather, a swarming cloud of crows darts down from a tree, coming right at you. The swarm makes an opportunity attack (+4 to hit; 3d6 piercing damage) against two players. |
4 | The mossed and vines ground suddenly starts to tremble, as vines, oozing oil shoot up at your legs. Everyone in a 4x4 space must succeed a DC 10 strength (Athletics) or dexterity (acrobatics) check or have their speed halved. |
5 | Oil starts to pool further on the path. Players passing over the three 2x2 spaces must succeed a DC 12 dexterity (acrobatics) check or lose 10 feet of speed. |
6 | All lights you are carrying suddenly dim, shadows playing over the trees around you. Suddenly, oozing, leeching oil whips out from your surroundings. DC 10 constitution saving throw or become blinded. While blinded, you move in a random direction after walking half your speed. |
7 | The ground is writhing up ahead, sharp, thorned vines moving in ridged, crooked patterns. Wall of difficult terrain, passing through it takes a DC 10 strength (athletics) or dexterity (acrobatics) check. Failure causes the thorns to catch you, dealing 2d4 damage and removing 5 foot of speed as you remove them. |
8 | Your breath shallow, your body pushes itself further, attempting to stay running. Suddenly, your foot catches on a shrine corner stone, long forgotten in the being's lair. DC 13 dexterity saving throw or take 3d4 bludgeoning damage, losing 5 feet. |
9 | You throw a fearful look over your shoulder, body shaking from exertion, but the creature is gone. The Leshen teleports to a guardian tree or totem of its choice. |
10 | The voices of your loved ones are heard from beyond the vale of trees. All players must succeed a DC 10 wisdom (insight) check or lose 10 feet of movement. |
11-20 | No complication. |
The Woodland Warden
Young Leshen, Large Fey, True Neutral
- Armor Class 15 AC
- Hit Points 104 (11d10 + 44)
- Speed Speed
STR DEX CON INT WIS CHA 22 (+6) 9 (-1) 18 (+4) 13 (+1) 18 (+4) 10 (+0)
- Saving Throws Str +9, Con +7, Wis +7
- Skills Perception +7, Nature (+4)
- Damage Vulnerabilities Fire
- Damage Resistances Bludgeoning, Cold, Force, Piercing, Psychic, Radiant, Thunder
- Damage Immunities Acid, Necrotic, Poison
- Condition Immunities Frightened, Paralysed, Poisoned
- Senses Darkvision 120 Ft., Passive Perception 17
- Languages Understands Druidic and Sylvan but doesn't speak
- Challenge 6 (2300 exp)
Knack 1 Woodland Warden. The Warden is vulnerable to fire damage. When normal fire damage is taken by the Warden, he may choose to use 'Mist of Ravens' once per round. Doing so reduces the incoming fire damage by 4 (minimum of 1). The Warden cannot use this ability if he takes damage from Fulla's Holy Fire. Instead, he takes an additional 1d6 fire damage when hurt by this fire.
Knack 2 Insightful Spirit. The Warden has the ability to call upon the beasts of the forest to serve its whims. When blinded, deafened or restrained, the Warden cannot summon or control his animal companions and can only cast at will spells.
Knack 3 Corrupted Oil. The Warden is bound to the Lantern of the Lost and has immunity to Necrotic damage, being covered in corrupting oil. Should the warden take radiant damage, be in the Lantern of the Lost's light, it loses this immunity and instead becomes vulnerable to radiant damage.
Magical Attacks. The leshen's weapon attacks are magical.
Mimicry. The leshen can mimic simple sounds it has heard, such as a person talking, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Totemic Stride. Once on its turn, the leshen can use 10 feet of its movement to step magically into one of his totem or guardian trees within its reach and emerge from a second totem or guardian tree within its territory, appearing in an unoccupied space within 5 feet of the second totem or guardian tree.
Variant: Rejuvenation (The Marking). When the leshen is killed, if the humanoid it marked is alive and in the region of the leshen's lair, it starts to reform in the woods over the course of 1d10 days, regaining all its hit points and becoming active again. If both the leshen and the marked host are simultaneously dead, it can't rejuvenate.
Actions
Multiattack. The leshen makes two claw attacks.
Claws. Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 17 (2d10 + 6) slashing damage.
Innate Spellcasting. The leshen's innate spellcasting ability is Wisdom (spell save DC 15). The leshen can innately cast the following spells, requiring no material components:
At Will: druidcraft, grasping vine, grease (20-feet square), speak with plants, plant growth 1/day each: insect plague, wall of thorns (4d8), watery sphere
Root strike (Recharge 5-6). The leshen targets up to two creatures that it can see within 90 feet of it. Each target must succeed on a DC 15 Dexterity saving throw or take 16 (3d6 + 6) bludgeoning damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained. When a creature ends its turn restrained by this power it takes an extra 9 (1d6 + 6) bludgeoning damage as the roots contract to crush it.
Grappled: • A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed. • The condition ends if the grappler is incapacitated. • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
Restrained: • A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed. • Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage. • The creature has disadvantage on Dexterity saving throws.
Call Beast (3/Day). The leshen chooses what to summon and attempts a magical summoning. The leshen can summon 2 Brown Bears, 1d8 + 2 wolves or 1d8 + 2 Swarms of Ravens. A summoned creature appears in an unoccupied space within 60 feet of the leshen, acts as an ally of its leshen. It remains for 1 hour, until it or its leshen dies, or until the leshen dismisses it as an action.
Korene
Once a profitable town supporting Morin' Quay, this settlement has turned into a haunted reflection of its former self. Before Ragnarok it was a bustling centre of production, creating beautiful leatherwork items but it hasn't been the same since the calamity. The forest has--in a lacking of a better term--dried up. Traversing the Duchan woods became very dangerous and little to no game was able to be found here. Even during this autumn, the hamlet is eerily quiet, what few folks remain having boarded themselves inside their thatch and wood houses.
Notable Locations
Build upon a bog-like tundra, Korene has avoided its most hazardous terrain all together, building its settlement on the hill side above the mire. While first found between the hill- side stretches of the Korene mountain's arms, it has grown downward, past the hillside and towards the mire, or towards the dark stretches of the mountain forest. The lowest resid- ential areas are now build here, while upper residentials and holy centers remain at the highest part of this slope.
Housing here is sparse and intimate, made of simple shapes and materials. The only high-end structures here are the stave church (which holds a holy fire, as well as being rumored to be made out of Vanalin; a type of living wood grown from Vanaheim).
1 - The Little Stones
Species Residential
This area is mostly used as religious center at the edge of town, towards the mountain. Here, a small stone altar is build to appease the gods, and small stones, each with a hole thro- ugh the middle of their body, stand solemnly across from a small river which streams downhill to Korene. On the other side of this river, buried in the mountain's arms, hidden by a pine forest, and through a small standing stone graveyard is the town's burial burrow; closed for all days except the start of the new year, during protection rites, and for funerals.
2 - Fulla's Hollow
Religious Center
At the end of town, in front of barren fields and the mountain's forest, stands a large, blackened stave church. In it burns the holy fire of Fulla and around it's back lives Vitr- ari, The Ealdorman. Although this church was once dedicated to fertility deities, it is now deserted.
3 - Hjulla's Hall
Lower Residential
After the elder Vitrari started living in the stave church, the longhouse that once served as the Thane's town hall was abandoned. Now, it serves as the city center, standing parallel to the 'main street' that leads from Duchan forest to the stave church, atop the hilltop Korene is build from.
It hasn't seen a ceremony or guest's dinner in a long while, but now serves as a place of hospitality, a makeshift sleeping place for travelers, and the center of Korene's weaving and pottery.
4 - Afange's Path
Lower Residential
A small winding path down the hill leads to all houses, and the four of six farms in the town, which sit near the bog. Afange, the hunter and council member has a home at the edge of the mire, to keep out monsters.
5 - Branna's Linden
Upper Residential
On the top part of Afange's path, which lays near Duchan forest are the upper residentials, which have stayed safe from weather and monster. Here, Branna, the baker, has her shop.
Korene
Hamlet (206 People) • Young (98 years old) • NG
- Reputation: Well-known and Adored, Welcoming to strangers
- Known For: Strength, Hunters, Its lumber mill that harvests rare Lyslipe trees
- Values: Mastery, Consciousness, Individuality
- Government: Autocratic Meritocracy, Led by Vitrari, The Ealdorman and his council
- Religion: Pious, Mortal or group of mortals; Strictly Intolerant
- Symbol: A Light Green Banner with simple green mark in Giant (Forest)
- Helpful Languages: Monolingual, Common
Economics
The following are found in this settlement:
Economy: Free Mixed Economy, Industrial Center
Coinage: Trade objects & the common coin
Demand: Surplus (+0%)
Economic Status: Healthy but poor (800 Sp; 80 Sp per rich merchant)
Exports & Products Import & Commodities • Ceremics • Metal Ore • Leatherwork • Alchemical Reagents • Stonework • Spellcasting Components • Furniture • (Dried) Meat Military and Law
The following are found in this settlement:
Military: Decent
Crime: Low, but bandits run rampant here
Law: Correction based, magic is frowned upon unless you are a council member or caster
Duchan Woods
Description
Atmosphere | Appearance | Sounds | Scents | Trees and Plants |
---|---|---|---|---|
• Ancient | • Rocky | • Hunting horn | • Dirt | • Ancient Oaks |
• Overgrown | • Elevation | • Dog Baying | • Wet Moss | • Bowed Willows |
• Dark | • Tall | • Quiet | • Slate | • Lanky Elms |
• Obscured | • Mossy | • Soft Birdcall | • Bone | • Tall Pines |
• Primal | • Vined | • Rustling leaves | • Nature | • Small Bushes |
Locations
Sage's Laboratory
A small nordic burrow entrance. This small monument is a globe shaped location decorated with small military tents, its inhabitants long gone. Crossing through the back, will reveal more traces of soldiers before eventually reaching the burrow's entrance.
Outside the burrow the following can be found, A broken longsword, A broken shortsword, a spear, and a club. A set of leather armour and winter blanket are found in one tent, both worn but still useful, next to a book titled 'Tales of Hearth and Home' showing cupped hands around a flame. In another tent one can find a set of broken hide armour, a shovel and a small pouch containing 3 silver. This tent is broken badly with large bite marks of hounds in the side of the tent. A DC 15 investigation check here also reveals a letter of ownership to a 'Vaeske Brygger' to the burrow and a rusted key, both very old.
A DC 18 Athletics check or DC 14 Sleight of Hand check with a set of thieves' tools also opens up the burrow. Down a set of stairs a small lab has been set up. A cave in has caused a flood and most books are useless, but a potion of healing and 3 common ingredients can be found here.
Additionally, a DC 16 investigation check also reveals a small red potion with a bead in it that grows and shrinks (Potion of Growth) with the label 'Don't try again Vaeske'.
Ghoul Nest
The following encounters can be found near a ghoul nest:
Encounter • Wild Ghouls
You walk into a small crowd of ghouls feasting on a kill and face an encounter:
Hard Encounter, 600 exp (120 exp p.p.)
• 3 Ghouls (CR 1)
Encounter • Bone Ghast
When destroyed, the one who destroyed it may roll a d6. On a 4 - 6 a 'boss' appears, and they face an encounter:
Hard Encounter, 1800 exp (360 exp p.p.)
• 1 Bone Ghast
Duchan Woods
Medium Guarded Ancient Forest environment
Navigation Identification Foraging DC 13 DC 12 DC 10
- Reputation: Revered but Feared; Something is in there
- Travel: Medium Forest trek, -2 miles/hour
- Visibility Moderate Foliage, -2 to perception checks
- Helpful Languages Common, Dwarvish, Sylvan
Itching Ivy. Certain plants within this environment produce natural poisons, which cause intense itching on creatures unfortunate enough to come in contact with it. When a creature comes into direct contact with itching ivy for the first time on a turn, the creature must succeed on a DC 10 Constitution saving throw or become poisoned for 8 hours as it is overtaken by itching.
Leshy Hunting Ground. Dangerous predators make their home within this environment, attracted to loud sounds such as shouting, or effects that produce thunderous booms such as the knock or thunderwave spells. When such a sound is produced, roll a d6. On a roll of a 6, the sound attracts 1 wild animal or leshy, which arrives after 10 (3d6) minutes.
Notable Locations
Litenbeck Stream (River). A small river that is said to house nature spirits.
DC 5 • Sage's Labratory (Ruin). See this location in the Duchan Woods section.
DC 10 • Ghoul Nest (Monster Nest). A large ghoul nest near a battlefield, this burrow entrance needs to be collapsed to kill the creatures within. A Ghoul Nest has an AC of 15 and 15 Hp, being resistant to all magical damage save for force, radiant and fire. A bomb also disables a Ghoul nest.
Around a ghoul nest an encounter can be found on a 3 - 6. Once destroyed, the nest includes the following: 8 Necrophage Meat, 5 Ghoul Ichor, 4 Ghoul Claws, 1 Ghoul Hide and 12 Sp. For the encounter found here, see this location in the Duchan Woods section.
DC 15 • Woodcutter's Wreck (Ship). A small rowboat that has been beached on the small river. One can investigate the wreck for treasure:
DC 5 • A broken Oar and 9 Cp
DC 10 • 6 Wooden Scraps, An empty oil flask, and 13 Sp
DC 15 • A lamp, 6 Wooden Scraps, an oil flask, 15 Sp and a book on local fish
DC 20 • The 'Woodcutter's Axe' (Advantage on clearing plants 1/DAY), a hooded lantern, flask of oil, 6 Scraps of wood and a guide to fishing in the area
DC 18 • Nekker Nest (Monster Nest). A medium nekker nest near a stone circle, this burrow entrance needs to be collapsed to kill the creatures within. A Nekker Nest has an AC of 13 and 25 Hp, being resistant to all magical damage save for force, necrotic and fire. A bomb also disables a Nekker nest.
Around a nekker nest an encounter can be found on a 3 - 6. Once destroyed, the nest includes the following: 6 Nekker Eyes, 2 Nekker Claws, 1 Nekker Heart, 3 Tribal Amulets and 16 Sp. For the encounter found here, see this location in the Duchan Woods section.
Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Hunting Encounter Foraging Encounter 1-10 1d2 young wolves 1d4 elderberry rations 01–1 1d2 young wolves 4 elderberry rations 11–2 2d4 rabbits 4 wild violet rations 21–3 2d4 squirrels Fresh pond with 1d4 duck egg rations 31–4 1d6 raccoons 4 acorn rations 41–5 1d6 sparrows 4 pine nut rations 51–6 1d4 foxes Murky pond with 1 deep black stone near it 61–7 1d4 badgers 4 pine nut rations 71–8 1 boar 2 bundles of mistletoe 81–8 1 black bear 4 potato rations 86–9 1 elk 6 blackberry rations 91–9 1 brown bear 4 juniper and wild blueberry ration 93–9 1 owlbear 4 plum rations 95–9 1d4 wolves 4 white button mushroom rations 97–9 1 dire wolf 4 small spiders crawling up a tree 99–0 1 blink dog 6 berries as per the goodberry spell
Nekker Nest
The following encounters can be found near a ghoul nest:
Encounter • 1, Stone Figures
Small burrows are spotted, from which suddenly nekkers emerge. They are priests and will try to resurrect a rock troll stone nearby. They face an encounter:
Medium Encounter, 475 exp (95 exp p.p.)
• 3 Nekkers
• 1 Nekker Warrior
• 1 Ogre (Takes five actions to awake)
Encounter • Pooca
When destroyed, the one who destroyed it may roll a d6. On a 4 - 6 a 'boss' appears, and they face an encounter:
Hard Encounter, 775 exp (115 exp p.p.)
• 3 Nekkers
• 1 Phooca
Korene's Range & Tundra
The Vindfeid Pass
The following encounters can be found at the Vindfeid Pass:
Encounter • Snowy Avalanche
If they fight the golem, they will face an encounter:
Hard Encounter, 900 exp (180 exp p.p.)
• 1 Snow Golem
• 2 Ice Mephits
Description (Korene's Range & Tundra)
Athmosphere | Appearance | Sounds | Scents | Trees and Plants |
---|---|---|---|---|
• Empty | • Stones | • Wind Whistling | • Rocky | • Few stray oaks |
• Windy | • Shrubs | • Baying of Dogs | • Thunder | • Small bushes |
• Shrubbery | • Rocky | • Crows | • Icy wind | • Hardy twigs |
• Living | • Dirt | • Digging below | • Pine | • Windswept trees |
• Expansive | • Copses | • Foots on dirt | • Earth | • Roots |
Korene's Range & Tundra
Small Frontier Old Mountain or Grassland environment
Navigation Identification Foraging DC 10 DC 8 DC 15
- Reputation: Known and Liked; Used to be abundant
- Travel: Low Mountain or Tundra Trek, -2 miles/hour
- Visibility –
- Helpful Languages Common, Dwarvish, Giant
Thunderstorms. This environment is prone to strikes of lightning. If the precipitation is overcast, light rain, or heavy rain, the DM can choose for a thunderstorm to occur, or can roll a d6 to decide, with a thunderstorm occurring on a 5–6. Every hour during a thunderstorm, 3 (1d6) bolts of lightning strike within an area a mile across, generally striking the tallest object, or otherwise a conductive object such as a knight clad in armor. The lightning strikes behave as per the call lightning spell, with a save DC of 15.
Chasms & Cliffs. Chasms are deep fissures in the earth that are easy to spot, and thus easy to avoid. When they block a path though, they can be difficult to cross as they may have a raging river crashing below or be so steep that it takes several days to climb down and then up on the other side, making it so that it is impossible to bring over wagons or pack animals.
Chasms are often 2d10 times 10 feet deep and 1d20 times 5 feet wide. They are thousands of feet long, making the prospect of going around them a long and tedious journey. If a creature wishes to climb up and down cliffs, chasms, or rock walls, they can attempt a Strength (Athletics) check. The DC starts
Notable Locations
Korene (Settlement). Once a profitable town supporting Morin' Quay, this settlement has turned into a haunted reflection of its former self.
DC 10 • Ridgewatch Camp (Bandit Camp). This small bandit camp has been made in the ruins of an old castle that once belonged to the Lord of Korene, now only having small tents in its stony carcass. During the quest 'Contract: Icy Spectre' large traces of ice and snow have killed the bandits inside. During the quest 'Contract: Rocky Start' there are traces of something large dragging a cart or chest through the earth and there are no traces of bandits inside. During the quest 'Contract: The Woodland Warden' there are many corpses here, overgrown by rogue plants and roots.
DC 12 • The Vindfeid Pass (Cave). A large recently caved in pass with three rooms: The Entrance to Korene, The Entrance to the Allseeing Spires, and the Below. For the encounter found here, see this location in the Korene's Range & Tundra section.
The following treasure can be found within: 12 Sp, A small shield, common supplies, 3 torches, leather armour, a backpack, a 'letter home', 4 wooden scraps, and a tinderbox.
DC 16 • Sickle's Farms (Garden). A small apple orchard to the Golden Haired, ran by a dwarven mother called Epli Stoneshield, and a human man called Augur Stoneshield.
Foraging and Hunting
On a successful Wisdom (Survival) check made to forage or hunt, roll for what kind of flora, fauna, or other resource is encountered.
d100 Hunting Encounter Foraging Encounter 01–10 1d2 young elks Empty quarry with 1 beehive full of honey near it 11–20 Fresh pond with 1d4 clams near it Fresh pond with 1 wooden fishing tackle neat it 21–30 2d4 mice 1d4 huckleberry rations 31–40 1d6 rabbits 2d6 red raspberry rations 41–50 1d4 sparrows 1d4 spring onion rations 51–60 2d4 foxes 2d4 parsnip rations 61–70 1d4 hawks 2d6 radish rations 71–80 A quarry with 1 copper bar next to it A small stash hidden under a dock with 1 broken deserters leather armour near it 81–85 1 brown bear 1d4 white button rations 86–90 A hunter's trap with 1d4 rabbits in it Small hillside quarry with 1 iron ore near it 91–92 1d4 boars 2d6 morel ration 93–94 1 elk 1d4 carrot rations 95–96 1d4 wolves 2d4 garlic rations 97–98 Fresh pond with 1 iron fishing hook near it High cliff with nest and human remains from which 1d20 gold pieces can be taken 99–00 1 giant elk 2d6 ginger rations
Korene Travelling Days
1 • Dangers of the Woods
Morning:
Waking, breakfast and breaking camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
A small group of travellers passes by your camp at the end of the morning. They seem to be pilgrims of some sort, all dressed in white, with large stars on their simple leather armour. They are chatting quietly and calmly, filling the air with a comforting, nearly healing atmosphere of divine intervention.
These are pilgrims of the Lords of Virding travelling east to a small shrine to worship Eir, the Healer. They have nothing interesting on them but are good company and for 1 Gp will perform a healing rite that will cure common non-magical diseases.
Afternoon:
Party sets off as normal on the first travel leg (4 hours). The characters each expend 1 pint of water.
First Travel Leg
Small forest creatures start throwing small objects and making loud noises. The party can run, or else, on a 5–6 a bear shows up
Second Travel Leg
Range & Tundra: Your travel brings you across a set of large standing stones, some covered in scriptures and runes, others black, rested against eachother to create large formations. Something about the environment makes you feel uncomfortable; perhaps the scriptures portray some ancient evil that you cannot decipher, or perhaps some obscured desecration took place here. Whatever it is, a bad ambience or the disruption of ancient cultist turbulence long passed, you don't like it, hoping to quickly move away from this site.
Woods: A hazy mist of swirling muted colours reaches over the roots and stones of the woods, blurring the image of the small stream of crystal water that you had been following with your eyes. All life below you, the purple carapace beetles, the trails of ants carrying blades of grass, and the small stone-like creatures that crawl through the dirt, are suddenly hidden by this otherworldly mist, blurring them in such a way that multiple mirror images are shown below its white, hazy covering. After an hour, the mist finally passes away, leaving a serene, calm and ancient feeling to the now silent forest.
Evening:
Midday break and party sets off as normal on the second travel leg (4 hours). The characters each expend 1 pint of water.
First Travel Leg
The sun returns to the forest, warming you and your companions and instilling you with new vigor. You regain 1 hit die.
Second Travel Leg
Range & Tundra: On your trail, you suddenly hear the heaving breath of someone coming up behind you. This human woman is Midda Sultensdottir, a human woman and cook travelling to Bonvind in hopes to get rich. She has white hair and freckles + a warm physical shape. She carries loud pots and pans and is able to trade some cooking supplies: Some common cooking supplies (1 GP), Very common meat (1 Gp), Common meat (2 Gp), Common vegtables (1 Gp) and a very fragile set of cook's utensils (1 Gp)
Woods: with the loud creaking of wood & stone not much further than 10 minutes into the forest ahead of you, a gigantic shape suddenly lifts itself out of the canopy. The height of a small mountain, this mossed and vines, hunched stone man grabs onto a large pine tree, crushing the top of it between its palm, a large murder of crows flying up from it cawing loudly. It looks around and you all feel suddenly very vulnerable below its uncaring gaze. Hiding from the giant is a DC 10 stealth check, Fighting it will cause you to instead go into a small fighting scene with hazards and an upcoming group of wildlife after the giant lets out a roar that shakes the environment around you. Failing your check also causes the creature to roar and starts a small chase scene. Otherwise, the creature will make its way north, disappearing out of view after 10 minutes.
Dusk:
Dinner and setting up camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
Loud animalistic bickering is heard soon after you set up camp, it fills the air with grunts and an unknown language that seems to be goblinoid in some way. Should the party do nothing, a group of goblins and nekkers will walk past. They seem to be a military envoy and are armed to the teeth.
Should the party again do nothing, they will attack.
Hiding from the group on your own is a DC 10, hiding everyone a DC 12, and the camp too a DC 15. Should only the group hide, they each lose 1d2 rations and their water.
Encounter • Right is not always Right
Should the party pick the right route and fail their check, they will face an encounter:
Medium Encounter, 400 exp (80 exp p.p.)
• 3 Nekkers (Cr 1/8)
• 1 Nekker Warrior (Cr 1)
• 1 Hill Goblin Archer (Cr 1/4)
• 3 Niblins (Cr 1/8)
Midnight:
1st Watch
Range & Tundra: A small moose fowl comes up to your camp, its mother standing slightly further off. The fowl is curious and you watch it with much surprise and curiosity. The new experience grants you a bit more vigor. You gain 1d4 Temp Hp.
Woods: The roof of the forest is covered in the rushing noise of falling rain, first slowly, small drips and drops, but soon a soft torrent. Not much passes below the canopy and you are save from its icy attacks, but this strange smell fills the air. It reminds you of the rushing seas, and for a second you are reminded of Morin' Quay's docks and their abundant ships. For the rest of your watch, you are comforted by the noise rain above you, save from its onslaughts.
2nd Watch
Range & Tundra: You take a second to stretch your legs, your body hurting from staying in the same vigilant position for the whole of an hour. As you do so, you wander off from the camp for a few feet and around a small grouping of shrubbery and stone. Here, you find a small stagnant pool of water, something shimmering below the water.
Should they investigate, they make their perception check for danger with disadvantage for their watch, but also find a small weathered box, cooked with dirt and small water plants. A large snail is stuck to the outside of this box, but it seems mostly sealed. Opening it takes a DC 12 Athletics check, DC 10 Sleight of Hand check with thieves' tools, or a DC 14 check.
Within it is a small tuning fork. When hit, a bright sound springs forth that fills one with the feeling of being on a free, winding road. Afterwards it loses its sound, bended slightly. The fork has a small symbol of a winged scroll on its side (DC 11 investigation check) or DC 14 religion check, being the symbol of Hermod, The Courageous God.
Using the fork allows you to add a +5 to a saving throw or skill check of your choice within 24 hours.
Woods: You have been picking berries from the environment around you, but when you get up to check the bush again, you find it suddenly empty, and the noise of something creeping in the underbrush nearby. It has picked the bush clear, both the berries and leaves, leaving it empty. A DC 12 Stealth check to avoid the encounter. If they go into battle, their rest is interrupted and they see a feral looking boar, the creature as high as your hip coated in the red of the berries, nearly looking like blood, and its eyes covered in green primal magics, small roots converging past its broken, serrated tusks.
Enc • Tuskhunter
Should they engage with the boar, they will face an encounter:
Medium Encounter, 450 exp (90 (5) exp p.p.)
• Giant Boar (Cr 2) + Light footed & Barbed Hide
Barbed Hide (Thorned Hide)
At the start of your turn, you may deal piercing damage equal to your level to any creature that is grappling you.
Light-footed
You can Disengage or Dash as a bonus action. When an enemy moves adjacent to you, you can spend your reaction to move away up to half your speed.
Loot
(DC 8) 1 Boar Tusk, 1 Ration (DC 10) 1 Boar Hide (DC 12) 2 Very Common Meats
Predawn:
Nothing of note happens.
2 • Dark Turmoil
Morning:
Waking, breakfast and breaking camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
Your camp is set up near a small water spring which you discover quickly after your breakfast, this would be a great place to refill your waterskins. DC 16 survival check reveals small dead insects in its water. Drinking the water causes you to lose all Temporary HP, or when no TEMP Hp is active, you lose 2d4 HP.
Afternoon:
Party sets off as normal on the first travel leg (4 hours). The characters each expend 1 pint of water.
First Travel Leg:
Frontier: A strange mote of light drifts haphazardly across the plain before you. Appearing like a strange pillar of light, which at first you confuse for a ray of light breaking through the clouds, it simply wanders through. Getting swallowed by it grants 1 TEMP HP.
Forest: A fine rain makes everything extremely slippery. The navigator must make a DEX 12 Saving Throw or lose a mile of travel.
Second Travel Leg:
Range & Tundra: The navigator find themselves in a difficult situation; the road you were planning to take branches off unexpectedly, a large boulder on the straight trek you had thought to go. There is the original route, but it would require you and your group to climb up. Should everything go well (DC 13 Athletics), you would be able to save some time, should it go wrong it will cost you quite some time. There is also a route right, leading towards a gravelly path between two narrow ledges. This path is dangerous as things could easily attack from above, but seems quite quick (DC 14 survival). Lastly, a route left is set through a small copse of flimsy trees and leaved dirt ground. It seems safer but like it would take quite a trek around.
Should they pick the road ahead, they travel through a beautiful area leading through large standing stones. On a failure they lose an hour.
Should they pick the road right, they continue to shuffle past the ledge, which eventually opens up into a large crevice below them.
It is difficult to keep their footing on the pebbled group, but should they get out, they gain an extra 30 minutes and once, as a reaction, they can take the dash action up to 15 feet.
Should they go left, they travel through shrubbery covered grounds, where small icy weather plants cover the ground of a pale, thin woodland. Here, a simple woman lives, with a nice garden of cabbages out front. They stop here for a quick second and she gives them some personal wisdom. They lose 30 minutes with this path, but are able to add a 1d4 to their next ability check.
Enc • Right is not always Right
Should the party pick the right route and fail their check, they will face an encounter:
Medium Encounter, 400 exp (80 exp p.p.)
• 3 Nekkers (Cr 1/8)
• 1 Nekker Warrior (Cr 1)
• 1 Hill Goblin Archer (Cr 1/4)
• 3 Niblins (Cr 1/8)
Woods: While your journey brings you past a nice river to drink from, your early break is interrupted by a warrior. A minotaur clothed in a white fur cape travels past your camp and randomly targets a person, asking them to duel. This is Yarem Stoneaxe, a dueller seeking glory in battle.
He uses a Thug statblock with the shape water & frostbite cantrips. He can cast the absorb elements, earth tremor, and fog cloud spells once per day. He doesn't posses the heavy crossbow attack nor pack tactics. He also has the following traits:
Encounter • Yarem Stoneaxe
If the party fights Yarem, they will face an encounter:
Medium Encounter, 100 exp (20 exp p.p.)
• Yarem Stoneaxe (Thug, CR 1/2)
Charge
If the minotaur moves at least 10 ft. straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 4 (1d8) piercing damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed up to 10 ft. away and knocked prone.
Prone:
• A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
Reckless
At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Evening:
Midday break and party sets off as normal on the second travel leg (4 hours). The characters each expend 1 pint of water.
An icy wind reaches your group during the second travel leg. It wisps around you, carving beautiful patterns in the sky, carrying white fog and ice upon its cradling embrace. The rest of the journey is uncomfortable, the airy pitch of heavy wind creating whistling noises against the rocks/trees of your road's environment. Whatever omen this weather brings, it is no good for your journey.
Dusk:
Dinner and setting up camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
Dusk is comforting, small stars glittering above you like the watchful eyes of your ancestors. You feel well-rested before you even start sleeping, and have a comforting times around the campfire, instilling you all with tranquility.
Those able to tell a story about a comforting or familial story gain an inspiration for the day.
Midnight:
1st Watch
Range & Tundra: Somewhere far off in the distance, you hear the sound of the restful tundra getting disturbed: a flock of birds flying off and the creaking of the old stones under the pressure of something huge. While you can't see your quarry, your mind takes you back to stories about large wandering hills and mountains as old as the gods. Your next history check within 24 hours is made with advantage.
Woods: The skies far above the canopy are grey and distorted, shapes cast in the clouds that show torrent and snow on your journey. You hope your vantage point below the canopy of this ancient forest will hide you from the upcoming rain or snow that is about to fall. You shoot a quick prayer to the god of wind, The Great Sailor, hoping that it will only be light snowfall, not the dangerous casting of ice that the upcoming winter promises.
2nd Watch
Above you, the sky is dark. At first you assume it to be its natural colour but by the time you realise there are no stars no moon in the skies, your understand it is instead the heavy black clouds of rain, hiding the light above you from your reaches behind a curtain of dark grey, heavy clouds.
Predawn:
1st Watch
Range & Tundra: Out of boredom, you start counting the stones around your small encampment. It isn't long until you start making out a strange pattern, tracing the groups of stones to eachother, forming imaginary squares and rectangles with their shapes.
It takes you a while to make out what those strange shapes are trying to tell you: They are the corner stones to a large settlement long past. It must have been decades, but you have set up camp in the ancient ruins of a long bygone alleyway.
You spend a while wondering about the folks that used to live here. You imagination takes you back to old thatch houses and a different time and place. After your contemplation, you feel a little more hidden in your small getaway, you make your perception check with advantage, keeping an even better lookout than before.
Woods: Out of boredom, you start counting the poles and small mossy stones around your encampment. It isn't long until you start making out a strange pattern, tracing the groups of standing poles and rotting wood to eachother, forming imaginary squares and rectangles with their shapes. It takes you a while to make out what those strange shapes are trying to tell you: They are the corner stones to a mall hunting camp long past. It must have been a few years since its destruction, but you have set up camp in the ancient ruins of a long bygone tent. You spend a while wondering about the folks that used to work here. You imagination takes you back to ancient hunts after dangerous beasts that fill you with courage for your own journey ahead. If the next survival check you make is below 10, you add a d6 to it as well.
2nd Watch
Heavy rain comes down in a torrent quite suddenly, leaving you no time to shield yourself from the oncoming onslaught. It creates sheets of grey, which hide everything further around you in the area. Soon you are sodden with rain, your clothes, furs and cloaks darkened by the icy rain.
Day 3 • Starry Starry Night
Morning:
Waking, breakfast and breaking camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
Afternoon:
Party sets off as normal on the first travel leg (4 hours). The characters each expend 1 pint of water.
Woods: As you travel, your trail eventually charges you past two large trees, set together closely. At first you think that a web or net of vines is strung highly between the two trees, creeping of a branch 15 feet above you.
When your eyes adjust to the darkness that the canopy of the ancient forest casts, you see that this web is actually a set of shining silver lines, carved into the ambience around you, a stary dark night hidden between their gaps. You don't know what magical influx this is, but as you turn to show it to your company, and then turn back, it has already dissipated, leaving nothing behind save for your own attempt to figure out whether or not what you saw was true.
Evening:
Midday break and party sets off as normal on the second travel leg (4 hours). The characters each expend 1 pint of water.
Range & Tundra: A small cart is thrown over on the side of the road, crushed by a large boulder seemingly thrown. Next to it stands a man called Daro. He has brown thinning hair and is aware of the party's passing, holding one hand on his dagger seemingly scared as he looks through the rubble.
A rock troll destroyed his wagon and he is now at the site trying to recover enough to bring his family (3 kids and a pregnant wife called Meena) to safety. He told them to hide behind a large boulder further up to stay safe.
If the party helps him, he will gift them 9 SP and bless them with the blessing of the Loknar pantheon, saying "May Bragi, the Skald bring you many stories and companionship, my friends."
Woods: A longtooth shifter named Maluki Grim has set up camp here. He is on a religious hunt for a dark stag in the name of Vali, The Vengeful God, to ward off danger from his home. He is gruff but kind, a man devoted to the Fortgar. He has a flat pointed nose like that of a lion, reactive green eyes, but the rest of his regard walks the line between human and wolfish like a drunk man. He is capable of telling people all about the surrounding woods.
Dusk:
Dinner and setting up camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
During you dinner, not far from your camp, the person with the highest passive perception spots a large deer. The creature is a good bit taller than most of its type and a its fur is a midnight black colour. Something about the encounter (indeed) feels divine and you are all instilled with a new vigour, gaining TEMP HP equal to one HD
Midnight:
1st Watch
Range & Tundra: Above you the stars shine brighter than normal and for a while you survey they great expanse above you, so openly set next to the shining white moon. On a perception check of 12 or higher, the person sees a falling star. Should they make a sufficient wish, they find a small coin they had forgotten about in their pocket (1GP)
Woods: The woods are dark and dreary tonight, but somewhere above the comfort of the stars reside. You wonder to yourself if any deities have survived the end of times, and whether or not one of them might be watching you from above right now. A small lake near your camp allows you a quick dip in its waters, cleaning off your gear as you keep sufficient watch. The water is cooling and relaxing. The next day you wake up a bit better rested than before. The first charisma check you make that day is made with advantage.
2nd Watch
During your watch, you suddenly start hearing voices not far off from your camp. While travellers during this hour are already quite the oddity, kids voices are the last thing you'd have expected to hear. They are speaking broken common, led by a boy's voice that seems more courageous than the others. They seem to be arguing about whether or not it'd be safe to see if they could steal some food from your camp.
Before long, a boyish face covered in leaves and mud sticks out from behind a small covering in your camp, glancing around suspiciously. The kid must be less then 10 years old, his brown hair a mess with small sticks judding out from it. He seems like he hasn't seen civilisation nor a good meal in a while.
This is 'Stick' and his lost boys (group of 4). They were left alone during ragnarok and have been living around here off the wood alone, being quite crafty. Stick is obviously the leader, being strong and couragous for his age. They also made him a hide cape with small shiny rocks on it with chalk stars drawn on them.
If they give Stick some food, he'll be very thankful and give the party a 'doo-dat' of their choice: A 'Witch's Brew' (a small vial of antitoxin lasting 30 minutes), 'A Foul-tasting rock' (a small brick of soap smelling like roses), or 'A Deer-Caller' (A small flute)
Predawn:
1st Watch
Range & Tundra: It is incredibly dark around you, but above you the beautiful ribbons of an aurora borealis light the stony ground below you. It casts light on the disturbed dirt and earth and you've travelled, and the environment reminds you a bit of a battlefield. You watch your companions, their weapons laid at their sides, their armour near them as well. You thank the gods, whomever is out there, for allowing you to be here, rather than the eternal battlefield that is ragnarok.
2nd Watch
The air around you is thinning and cold, biting into your shoulders even with your furs and cloaks, you watch your company attempt to sleep through the icy cold, but everyone is shivering just the same.
Day 4 • Of Bones and Ruins
Morning:
Waking, breakfast and breaking camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
During your stay, a stranger suddenly enters your camp without as much as a warning call. A fairly lanky tiefling woman with large open, black eyes just stands there, somewhat dazedly taking in her environment. Dressed in rags and scale mail, the white-skinned woman has large bone and scale protrusions jutting from her shoulders and arms. The green of the scales is an odd contrast to her black hair that stands out a lot as she simply sits down in the middle of the camp, pulling out a small book and starting to read.
If the party disturbs her, she will introduce herself as Bones and offer them a prayer. Should the party ask her to leave, she tells them that they aren't being very hospitable, and ask again to offer a prayer. Should they refuse again, she stands up, snapping the book closed and wishing them many misfortunes from the mountains.
The rest of the day, small plants will act almost hostile to them, stealing away small items and gripping at their boots.
If they agree on the prayer, she will smile and thank the mountains for their complacency, wishing them thanks from the Great Flame. She will then tell them that she will answer one question about their environment.
Afternoon:
Party sets off as normal on the first travel leg (4 hours). The characters each expend 1 pint of water.
In the first travel leg, you suddenly stumble on a small local, first spotted due to the small stretch of ploughed earth that precedes it. Here, barely grown patches of grain stand untended, slowly being consumed by grass and weeds with no one to save them. Eventually, behind the low fields, a small wooden construction rises, half collapsed. What previously must have been a small watchtower stands over a small encampment. A few broken, old tents stand in half a circle, a fallen wagon hangs over the side of a small stream, absorbed by the twiggy bush that grows from within. Here and there, small colourful market stall awnings tell you about the location's original use; an old trading post. No trade is happening here now, however, the camp only being used by the animals that have made their nests in its old constructions.
Evening:
Midday break and party sets off as normal on the second travel leg (4 hours). The characters each expend 1 pint of water.
Range & Tundra: Not long after the start of your travels, you suddenly happen upon the ruins of a small village. Some of the thatch houses are burned, others seemingly encaged in dry twigs and bushes. At the center of the village is a small woodmill. While completely empty, a small light still glows in the woodmill.
Should the party enter, no traces of human life can be found here, nor a source of the light. Instead, only an unlit lantern, a tinderbox, two small clumps of coal and an old book of lore can be found here. On the front, it depicts a stag skull and it is opened to a page about forest spirits. By the time they exit the woodmill, evening has fallen and the sky is a beautiful orange under the setting sun.
Woods: Within the woods you eventually hit a large river, which seems difficult to cross. Large stones jud out from the rushing water, but several small waterfalls and a heavy current have made all the stones very slippery. Below the water, small fish are swimming against the current. They seem healthy and like they would make for a good dinner.
To cross the river DC 12 Athlethics or Acrobatics check. Falling takes away 1 HD for every failure out of three.
To catch a fish DC 10 Survival check, start at 1, a dice higher for each two above DC.
Dusk:
Dinner and setting up camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
Dusk is calm and kind to you, and before you know it one of you has hunted down some wild game and readied it for dinner. No rations are expended for today and instead you feast on a lovely stew and broth, using the left over bones to make small trinket traps around your camp, making it a little safer.
Midnight:
1st Watch
Range & Tundra: Somewhere from your previous trail a loud cursing can be heard. It seems to be in common and berating the Courageous God for his lack of help with someone's travel.
Should they investigate they will meet Hjul, a ginger bearded cartwright with a stuck cart. He is carrying a strange, large box in the back that he'll refuse to eleborate on, saying he is finding his mother a new crypt. Helping him will give the group 1 Sp and 5 scraps of wood. Not helping Hjul will cause him to curse for a short time longer, something about misfortune, before heading off again.
Woods: A thinning, flammable gas flows like a mist into camp. While luckily, it is too little to be dangerous, whenever it reaches your campfire, small sparks ignite like wondrous fireworks around the orange and red licking flames. Some fireworks are blue, others red, yellow and orange, one or two are even purple. It brings a whimsical energy to your camp. Anyone who can tell a short story about something whimsical or entertainment-wise gains an inspiration.
2nd Watch
Range & Tundra: The evening cold brings the strange feeling of pressure with it, popping your ears as you sit up straighter. With nothing else to do, you attempt to hold your breath for as long as possible, daring yourself to keep it for a certain length, one, three or five minutes (DC 8, 12, 15 constitution). Should they succeed they feel filled with a certain childish glory and gain 1d4 temp hp.
Woods: A small group of folks can be heard up ahead. You can't discern a lot from their voices, but they seem angry and with at least 10 men. You aren't sure if they're brigands, priests or something else entirely.
Hiding from the group (DC 12): You see a small crowd of woodcutters pass by, their axe blades sharpened and large circular barrels of oil under their arms. In front of them, a large man--or so you assume--dressed head to toe in a green, mossed cloak with a lantern wanders. He is at least 7 or so feet tall and the orange lighting from his lamp illuminates only the dry leaf ground below him.
Approaching the group will only show the woodcutters, a bad, large shadow hanging over them. Upon seeing the party, they will demands identification for being on their hunting grounds. Should they be unable to show such a thing, the group will instead ask for 15 Gp fee for travel. If the party isn't able to give such funds, the woodcutters will attack, using cultist and bandit stats:
Encounter • Oil for the Beast Lord
If the party doesn't give the fee, they will face an encounter:
Medium Encounter, 300 exp (60 exp p.p.)
• 6 Cultists
• 5 Bandits
• 1 Shroud
Afterwards, they leave the party unconscious, taking only some valuable items should they win.
Predawn:
1st Watch
Woods: Somewhere of in the distance, you hear the howling of wild dogs. It doesn't last very long, but you wrap yourself closer in your bedroll, finding some comfort in its warmth that night.
2nd Watch
The humming of someone singing some obscure melody can be heard, and before long, a lantern beam passed over your camp. Somewhere beyond the beam, someone asks for sanctuary.
Should they agree, they meet The Woodcutter, a tall man with a wide brimmed hood, filled with dry wood and dead flowers. He carries a large axe on him as well as a knapsack filled with charcoal. He isn't very talkative but is seeking an hour of sanctuary from the wild dogs 'out there.' He answers all questions but is very cryptical.
Day 5 • Gritty Realism
Morning:
Waking, breakfast and breaking camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
In the wee hours of the day, you start hearing footsteps, and before you have time to react or hide, a large group of ragged folk cross over the next rise. By their clothes and number, you'd presume them to be hunters or refugees. This group is led by a halfling man, wearing an assortment of green and fur, seeking the way.
He'll stop by the group and should they be able to help, he'll thank them dearly, but say he is unable to pay them for their deeds. Should they insists, he will give them 2 metal parts, an oar, or an iron pot. This is Runner, a trans lightfoot halfling, who worked on a ship as mercenary protector during ragnarok, which hit the shore hard. Ever since he's been stranded with those who have lost their home, stranded sailors from the continent and monster hunters out of their place. They also travel with a drow woman called Pellanistra Abelan a knight of Prosperity and a masterful knight woman.
Afterwards they set up camp not far from the party.
Afternoon:
Party sets off as normal on the first travel leg (4 hours). The characters each expend 1 pint of water.
Woods: Your gaze drifts upward during your travel, exhausted from the trek already, and it falls upon the elevation far far away from you. Great mountain peaks rise above the thick canopy, creating jagged teeth that carve into the airy blue-white skies. You wonder to yourself how the elders back home remembered this skyline, whether or not the mountains were there in their time, or if they were wandering around as giants, not stationary in their massive stance. Perhaps even these old trees weren't here then, who knows what was alive during the ancient times of the gods.
Evening:
Midday break and party sets off as normal on the second travel leg (4 hours). The characters each expend 1 pint of water.
Range & Tundra: The barren grounds afront you are covered in slight obscurity, thrown by the shade of the wandering clouds above you. Far away, you see them coaless into circular shapes and waves, creating a foamy white cloudtop that reminds you of the shore near Morin' Quay. You hope for the bad weather to stay out of yours and your companions way, which it luckily does for the day.
Woods: The noise of soft rain trickles far above you onto the reaching canopy above. At first the noise is comforting, the soft rain accompanying your dinner, but soon, the rain becomes more and more impeding. Large globs of thick spider way rain down from the heavens, entangling with bark and backpacks. While nothing happens to you, the worry of whether this strange magical weather comes from the skies or from the nests of gigantic predator creatures above you, cut down by hail and storm, gives you an uncomfortable feeling for the rest of the evening, even when the rain slowly subsides.
Dusk:
Dinner and setting up camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
Range & Tundra: During dusk, you wander around the camp for a while. Eventually, you push between a set of rocks and shrubbery, and find a small bubbling spring of clear water. Near the water, these rocks are filled with small insects and animals that quickly crawl into the crevices of stone. This would be a great place to refill your waterskins and get a quick hunted snack. Getting new spring water allows your group to prepare a cooked dinner for once, and it brings you all great a joy. Everyone gains temporary hp equals to one hd and restores all ailments.
Woods: During dusk, you attempt to find a nice place to rest, but in doing so get yourself quite lost. It takes you half an hour to find a safe location to rest, but when you do, it is a beautiful place under a small extended knoll of grass, cliffside. It is hidden between large trees and boulders, all overgrown with moss and vine, and the floor here is covered with leaves and elevated, allowing for a better rest.
Midnight:
1st Watch
Nothing of note happens.
2nd Watch
Woods: During midnight, the woods take on a whole different view. Somewhere between the haunting darkness which creeps under grass and vine, and the silver rays of moonlight peaking through the tall trees above you, it brings this feeling of ancient age about the forest. You get this ambient feeling that you are sitting amongst the reaches of gods, it instils you with new vigour for tomorrow, feeling so connected to the deep forest.
Predawn:
1st Watch
On your watch, the light of a stray lantern suddenly catches your attention. It floats through the [environment], seemingly unanchored to anything.
Eventually, the small hooked pole of a lantern staff comes into view, carried by a beautiful woman in plate armour. She is quite tall, her short dark brown hair pulled in a small pony tail and her shoulder adorned with a large black fur. One of her eyes is hidden behind a brown bandana used as eyepatch, the other standing critically on her environment. From her stony shoulders and grey skin, you presume her to be a half orc.
This is Silgre, half-orc paladin of (if anyone asks) Eir, the Healing Star. She is co-piloted by a demon which hides in her red eyes below the patch and on her way to an important shrine to slay a horrible beast (actually there to steal a huge sum of money and run off as quick as possible), if the party helps her, she promises them a cut of the bounty money, telling them she will be in the nearest inn or town should they be interested. She never sends anything.
2nd Watch
Range & Tundra: A second half-orcen woman comes past. She is exceptionally ugly and covered in dirt. She has nearly translucent white-green skin and a large headwound. She tells the party she has been attacked by someone on the road, and asks if they saw a half-orcen woman in beautiful plate armour. She is the actual Silgre and should the party point her in the right direction, she will return at the end of the watch and give them 18 CP, all she had with her for their help.
Woods: Not very far from your location, you notice a large round stone on the floor. Bored by sitting at rest the entire watch, you wonder over to investigate. The way its been put here doesn't look natural and the grass seems to avoid the spot alltogether. The stone seems heavy (DC 13 Athletics). On a failure, the stone is too heavy to lift and you lose a HD, on a success, you lift it, only to find a small wooden box in the dirt below it. The box contains 3 Sp, a small totem in the shape of a friendly woman carrying a wreath and sickle, and a small set of fragile thieves' tools in a handkerchief.
Day 6 • Clouds & Mists
Morning:
Waking, breakfast and breaking camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
With the wind in your back, a soft yellow-green mist rolls into camp. It brings a choking, prosperous air to your environment, keeping your breath thin and shallow. It's smell leaves an impression of disease and decay behind, but it keeps close to the floor, allowing you all to stay above it and out of danger. It hangs around for a while, but eventually dissipates.
Fire damage counts as a crit within this mist, and constitution checks are made with disadv.
Afternoon:
Party sets off as normal on the first travel leg (4 hours). The characters each expend 1 pint of water.
Evening:
Midday break and party sets off as normal on the second travel leg (4 hours). The characters each expend 1 pint of water.
Dusk:
Dinner and setting up camp as normal. Additionally, the characters have 2 hours of free time. The characters each expend 1/2 a ration.
Range & Tundra: A small diversion on the road allows the person with the highest roll to pick one of the following paths:
-
Trail of Story: The trail of story is one of blessing and glory. A small crop of shrubbery and thin, spindly trees comes up on the horizon and once you wander into it, hoping to find a tale of your own to write, you see a gnomish woman, tending to a small circle of stones, each carved with an insane amount of scriptures and runes. She seems very old, her hair tied back in a net of braids, decorated with thousands of wilderness charms. This is Eventyr Runetender, a hermit living near here. She is able to answer questions about the environment and a nun to the Fornher Pantheon. She is able to tell them about forest spirits in the area.
-
Path of Wealth: The path of wealth is one of losses and gain and you find yourself passing next to an abundant, icy river. Not long after your journey, you pause to refill your waterskins and rest your backs, worn by the heavy burden you are carrying with you. As you breathe, calming yourself, you suddenly hear a flamboyant, happy melody carrying on the wind, and over the next raise, you see a catfolk (Lysean Eluran) carrying a heavy, wooden backpack.
Should they stop him, this is 'Smoke', a thick white and black furred criminal and merchant. He is insightful and flamboyant, praying to the moon often. He seeks scrolls and books, paying more than usual for it. She sells Moon Amulets (5 Gp), Colourful Chalk (5 Pieces; 1 Sp), Vials (1 Gp), Ink Pens & Ink (11 Gp), Hide Armour (10 Gp). Those that can perform a trick for him, or show him something beautiful get a Gold Piece.
-
Road of Faith: The road of Faith leads one through rocky cliffsides and stationary boulders, looking surprisingly akin to trolls, with depressions like eyes and extended pieces of rocks like noses. For these northlanders, the road of faith is one of honour to gods, and between these high spires of stone, you come to a knee-high pillar, on which a warrior is resting. Wearing blue gambeson, ginger hair pulled back in many braids and a double-leather-grip greatsword at his side, this scout wears a of the Lords of Virding, gods of battle.
This warrior is Stige Truffetson, a warrior which has lost his eye and shield-sister Lota recently in a battle against a massive hill jotun. He is here on a pilgrimage to their shrine, to pay honour to Thor, The God of Thunder, leaving his weapon at the Shrine. Leaving an offering at the Shrine will give them the Blessing of the Thunder Lord: Once this day, you may add +2 to your AC as a reaction.
-
Track of Toil: The track of toil is a simple one, but one of honour. Its the path of the everyday man, and you find yourself travelling over a well-travelled trail, large wagon tracks cutting deep into the ground below you. You may choose one person of your group, they add a +5 to their travelling check. Additionally, you find succeed moreso than usual at your travelling action.
Woods: The woods are dangerous nowadays and you soon come across a small battlefield, at the roots of a large oak tree. Here, what you can only presume to have once been hunters have met an untimely demise. Strewn across the leafed & mossed forest grounds are broken arrows, bows, ragged clothes and the remaining bones and sinew that the forest life did not want. If the party wants to look for stuff to take, sifting through this place will take away half an hour, and on a DC 12 investigation check, they are able to find the following: A broken shortbow, 11 arrows, a heavily worn quiver, a nice but muddy green cloak, 3 scraps of wood, 1 length of string, 4 leather scraps, 1 hide scrap and 18 silver pieces.
Midnight:
1st Watch
Woods: The wind starts to raise, dispersing the fog that threatened to roll in during dusk. It sways the canopy of the smaller trees, set as thin foliage between the ancient trees, that cast a deep shadow onto your camp.
2nd Watch
A wave of energy crosses over your camp. At first it is barely noticeable, simply a heavy feeling in your stomach, but as it grows, that pressure upon your shoulders becomes heavy enough to start seeing its effects on the environment around you, the plants buckling under it and your bags compressing closer to the grounds. Right at the moment you start thinking about alarming your camp to the strange happening, the heaviness subsides. Over the course of the hour, about twice more, this wave of gravitational force washes over you, leaving no traces behind once subsided. By the time it leaves, you feel lighter, a moral spring in your step.
The heaviness works like a weighted blanket on everyone, you all gain a number of temporary hit points equal to 1 of you HD.
Loadstone
This strange ivory colored stone drastically increases the weight of all objects within 20 feet. An area covered in loadstone counts as difficult terrain, which also applies to jumping or flying. Any ranged attacks that have line of sight through the area have their normal and maximum range reduced by half and have disadvantage on attack rolls.
Predawn:
1st Watch
Woods: The woods are still alive with ancient power. While not visible, you can almost feel it and with nothing else to do during your watch, you focus in on it, hoping to catch a glimpse of the magic. While nothing notable happens, you could have sworn you saw vines grow up the trees around you, although it could have just been a trick of the eye.
2nd Watch
As morning starts to rear its head, the sky turning a soft purple colour, which glows with the upcoming rays of the morning sun, your surroundings become more and more illuminated with each passing minute. It grants your eyes further reach into the environment, causing you to spot something that was previously hidden by the darkness of night. Not very far from your camp, a cloud of black fog bellows over the tundra/mountain/overgrowth. Once it must have been the size of a house, but this necrotic fog has already starting to dissipate, seemingly losing its magic charge.
Over the next hour, it dissipates entirely, becoming thinner until eventually disappearing.