A04: Forest for the Trees

 

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Maps

AAW 4 LOCATION MAP Kobold Cave The Hamadryads

 

Audio

Walking in the Snow

Thunder w/Light Rain

Forest Wildlife

Cave w/ Dripping Water

Blustery Wind

 

by Jonathan G. Nelson

Adventure Background

Five years ago men from the local village started to log West Wood (located just east of the Crypt of Sun Lord Ka'Teek).  The nearby forest was nicknamed by the loggers due to the simple fact that it was due west of the infamous Dark Wood.  West Wood was a prime target for two reasons: first, it is much safer than the dreaded Dark Wood (which is teeming with devils and monsters); second, it has an elevated pond.  The elevated pond was easy to dam up and install a system which controlled the flow of water.  This assisted the loggers by carrying logs down the river and out into the Serpent Lake.  A ship would then pick up the logs and transport them to the Klavek Homeland.    Once the installation of the dam was in place a group of local loggers moved in, built a base camp, and went to work logging West Wood.

A few days ago the logging team was busy working at a clear-cut next to the lumber pond.  Gordon the Lumber-Master was in charge and most of his men were hard at work when something strange happened.  A strong wind suddenly sprang up out of nowhere and the sky grew dark.  The loggers began to hear an eerie whisper upon the wind.  At first the whisper was inaudible, but it slowly rose in volume until the loggers could discern the message.  It said, "Leave this place unwanted creatures, or you will fall dead one by one!" 

Gordon ordered his crew off the hill and back to the base camp at the edge of the forest.  They sent word to the mayor of the local village using a carrier bird.

 

 

Adventure Synopsis

The PCs travel from the village to the west toward a logging camp.  They attract the attention of a female Pixie who follows them from afar.

When they arrive at the logging camp the PCs meet Gordon the Lumber-Master.  A group of disgruntled loggers poses a potential threat which must be diffused by the PCs.  Gordon tells the PCs about the incident at the clear-cut and offers to join the PCs in their investigation.

When the group reaches the clear-cut an eerie voice on the wind tells them to leave the forest.

The adventurers follow the voice to the Sacred Grove where six Hamadryads guard the Great Hamadryad (an ancient treant).  The Great Hamadryad refuses to speak with the group unless the PCs are willing to help her.  The Great Hamadryad asks the PCs to take on three quests on which they will obtain three objects and return them to her.

The PCs visit a Kobold cave, a Pixie village, and a washed out Brownie village in search of the items to fulfill the Great Hamadryad's quest.

The group returns to the Great Hamadryad and presents the objects.  She will now speak with them regarding the status quo.  She gives the PCs an ultimatum.  She asks them to escort the loggers out of the forest.  If they refuse, the Great Hamadryad will attack the PCs while simultaneously telepathically ordering the Dryads to destroy the logging camp, killing all of the loggers in the process.

 

 

Adventure Hooks

1.  Mayor Igor Leonid of Rybalka summons the PCs to the Rybalka City Hall and explains the situation.  He is willing to offer them 100 gold pieces each if they can solve the problems at the logging camp and return the crew to work.  He gives them a map of the area and directions from Rybalka to the logging camp.  Once there, Gordon the Lumber-Master will direct them further.  (If you are not using the AaW Campaign Setting simply replace Rybalka with a village of your choosing.)

2.  A logger was recently injured while working in West Wood and is now recovering in the village.  He informs the PCs that his friends and fellow loggers need their help as something has happened and the camp is shut down.  He's just received word via carrier pigeon that an evil entity has threatened to kill the loggers should they cut down any more trees in West Wood.

3.  Wvolf (or a local ranger) approaches the PCs to warn them of a potentially dangerous situation brewing in West Wood.  Through his various sources, Wvolf has heard that the loggers have delved too deep and felled one too many trees.  Now the beings living in the forest want the loggers removed.  If they fail to leave, the forest dwellers will take matters into their own hands.  Wvolf does not reveal to the PCs where he gets his information.

 

Forest for the Trees - Map Key

1.  Barren Snow Fields

Heavy snowfall and gusty winds have recently buried these barren fields in 5 feet of snow. 

Those without snow shoes will find progress through this area extremely slow.  Each step causes one to sink deeper and deeper into the snow.  Movement is reduced to 1/4.  Every so often the PCs come upon a marker driven into a tree or posted using a tall wooden sign driven deep through the snow and into the frozen earth beyond.  The markers are made of wood and painted with a red directional arrow showing the way from the village to the logging camp.

Barren fields packed with almost 5 feet of snow meander over small hills to the edge of a dark forest.  The tall pines begin abruptly like a thick, dark green blanket against a bright white background.  The forest climbs a gentle rise and then works its way into the cracks and seams of aged gray moss-covered rock.  White snow rabbits and mice occasionally pop their heads out from under the snow and rush from one hiding place to another.

You keep your eyes peeled for the next marker, a large wooden post painted red and driven through the snow into the firm earth below.  You finally spot it up ahead and check the directional arrow on top which points due west, closer to the forest's edge.  You continue to trudge along, following the markers and hoping the logging camp is not too much farther.

 

Tricks and Pranks

As the PCs near the edge of the forest a small Pixie named Trialia grows interested in them.  The PCs look different from the other humans she has seen visiting the area.  Trialia has recently lost her innate invisibility due to fluctuations in the life force of the forest.  Dealing with the loss of such an important ability, Trialia watches the PCs from the safety of the forest.  She finally decides to start following, but does so discretely at a distance by hiding in tunnels and holes made by snow rabbits.

 

Spot/Perception DC 20

You will want to make this check privately so the players don't catch on.  This Pixie Trialia needs some time to pull some pranks.

Success: "You notice that something small periodically pops its head out of the snow behind you.  It appears to be following you."

If the group stops and turns around, Trialia will immediately cast entangle on the tall grass that grows deep beneath the snow.  The grass will magically spring up and begin to wrap around the legs of the PCs.  As they deal with this threat she will quietly slip away into one of the deeper rabbit holes in the snow.

Halfway to the logging camp the PCs start having pranks pulled on them - boots tied together, holes in their waterskins, being tripped and falling in the snow, and a huge snowball rolling down the hill toward the party!

Go wild with ideas and have fun with the PCs as they try to determine who or what is causing these shenanigans.

You may choose the required ability checks to avoid these pranks.  Even if the PCs fail their checks, none of the pranks cause physical damage (nothing permanent anyway!)

For Trialia it's all in good fun!

 

You may eventually decide to let the PCs discover Trialia the Pixie.  She will politely ask to tag along with a mischievous look in her eye.  If the PCs refuse, she will still sneak about from a distance,  continuing her pranks, singing silly songs,  and making the PCs' lives miserable.  If the party agrees she also agrees to stop the pranks (for the time being).  

If Trialia the Pixie accompanies the PCs on their quest she will not reveal any of the surprises in store for them.  Trialia holds great respect for the Great Hamadryad and will do anything she can to assist the Great Mother.  If and when the PCs approach Pyrandia (the Pixie Village), she will sneak off to warn Sir Dellwood that the "tall ones" are coming.

Trialia-pixie-clean

Trialia the Pixie

Trialia

Remove Invisibility
Add Irresistible Dance

This tiny, whimsical-looking humanoid darts about swiftly on wildly colored gossamer wings.

Pixie

CR 4

XP 1,200

NG Small fey

Init +5; Senses low-light vision; Perception +9

 

DEFENSE

AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size)

hp 18 (4d6+4)

Fort +2, Ref +9, Will +6

Defensive Abilities invisibility; DR 10/cold iron; SR 15

 

OFFENSE

Speed 20 ft., fly 60 ft. (good)

Melee short sword +8 (1d4–2/19–20)

Ranged longbow +8 (1d6–2/×3)

Special Attacks special arrows

Spell-Like Abilities (CL 8th)

Constant—detect chaosdetect evildetect gooddetect law

3/day —Shenanigans*

1/day—dancing lightsdetect thoughts (DC 15), dispel magicentangle (DC 14), lesser confusion (DC 14), permanent image (DC 19; visual and auditory elements only), shield

*New spell described at the bottom of this adventure

 

STATISTICS

Str 7, Dex 21, Con 12, Int 16, Wis 15, Cha 16

Base Atk +2; CMB –1; CMD 15

Feats DodgeWeapon Finesse

Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth +16, Use Magic Device +10

Languages Common, Sylvan

 

ECOLOGY

Environment temperate forests

Organization solitary, gang (2–4), band (6–11), or tribe (20–80)

Treasure standard

 

SPECIAL ABILITIES

Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.

Charm: The target must succeed on a DC 15 Will save or be affected as though by a charm monster spell for 10 minutes.

Memory Loss: The target must succeed on a DC 15 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees).

Sleep: The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.

Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall—though they typically fly about the eye level of creatures they're conversing with in order to maintain eye contact—and weigh about 30 pounds. Pixies talk quickly and easily become overexcited.

Strange beings both of and beyond the natural world, pixies have magic that occasionally favors them in strange ways. For example, one out of every 10 pixies exhibits an additional spell-like ability that it can use once per day (caster level 8th), usually baleful polymorph, beast shape II (Tiny creatures only), or even a powerful spell like irresistible dance. Alternatively, you can change the types of effects that pixie dust can have on arrows—as a general rule, these alternate effects should be mind-affecting effects. Confusionfearhideous laughter, and hypnotism are all good choices for variant pixie arrow powers. You should take care when assigning alternate powers to a pixie, though, since doing so can create a threat that far exceeds what their physical statistics (and relatively low CR) can logically support.

Note: The above monster statistics are Copyright Paizo Publishing and were designed using the Wizards Open Game License 1.0.  Additional legal information can be found on the Pathfinder Reference Document/OGL located here: http://paizo.com/pathfinderRPG/prd/openGameLicense.html

map

 

2.  Logging Base Camp

This clearing is full of stumps and a few felled logs around campfires along with two outbuildings, a smithy, and piles of logging equipment.  A water flume redirects water from a stream in the hills into the camp to turn a mill-blade and operate saws.

You approach a remote logging camp at the base of a rocky, tree-covered hill.  Two outbuildings provide protection from the elements for the loggers while an on-site smithy is available for equipment repairs.  A flume directs water from a source in the hills into the camp to turn a mill-blade and operate saws.

The loggers seem in a foul mood and clomp about the camp in a daze, drinking coffee and sitting on logs around the fire to keep warm.  Drizzly rain and some hail begins to fall on the camp making the ground slushy and muddy.

Soundboard: Thunder w/Light Rain

Logging-Camp-Items-clean

Gordon the Lumber-Master approaches the PCs.  Although he doesn't like their presence here any more than the rest of his crew, he sees them as a necessary evil.  He hopes they will finish their job quickly so the loggers may return to work.

Disgruntled Loggers

Gordon explains that a few days ago his team was working in a clear-cut, felling trees into the log pond.  Suddenly a strong wind came up and the sky grew dark.  The loggers heard an eerie whisper upon the wind; it said, "Leave this place unwanted creatures, or you will fall dead one by one!"  Gordon ordered his crew off the hill and back to the base camp at the edge of the forest.  They sent word to the mayor using a carrier bird.  The PCs' arrival is the loggers first response from the village.

While Gordon is explaining himself, a man named Grelf approaches wielding a sharp hand axe.  Grelf is tired of outsiders having a say in how the loggers do their job.  He wants to get back to work so he can pay off debt owed to the government and return to the Klavek Homeland.

An angry looking logger approaches you.  He has arms the size of tree trunks and wields a sharp hand axe.  "Why don't you city trash go back where ya came from?  We don't need ya here!  You're all wasting our time!"  The man shakes the axe at you.  He's starting to get a little too close for comfort.

Gordon turns to the man; "Grelf, you don't want to do this.  You've nearly paid off your debt to the Monarchy.  These adventurers will take care of this quickly."  A few loggers overhear this and begin to gather around your party.  "Won't you?"  Gordon peers into your eyes seeking answers.

Here is a good opportunity for some role-playing.  Although the party does not have many answers, they must tell the loggers something or risk major unrest.  Many of these men are brutish woodsmen types who "don't take crap from nobody" and will actually threaten or even attack PCs who refuse to answer their questions.

Diplomacy DC 15/20

Failure = Grelf rallies a small group of the men (4 loggers).  They brandish hand axes and demand the PCs return to the village.  If the PCs refuse to leave, Grelf and his followers attack both Gordon the Lumber-Master and the PCs.  The men blame Gordon for calling outside help before the loggers had the chance to investigate further.  The loggers only seek to injure the PCs and Gordon.  They are not evil, simply men who must make a living to feed their families.  If it comes down to it, they will fight to protect their livelihood.

15 Success = The loggers temporarily back down and accept the PCs' answer.  Grelf on the other hand doesn't care at all for the PCs' answer and begins to push around whoever retains the leadership role in the party.  If the PCs don't think or act quickly combat between Grelf and the PCs will begin within 1d4 rounds.

20 Success = Both the loggers and Grelf accept the PCs' answer and back down.  Grelf is still perturbed and wanders around complaining to others about the presence of the PCs.  If the group attempts to remain in the logging camp overnight they may find themselves in hand-to-hand combat with a drunken Grelf at the community campfire that evening.

Intimidate DC 25/30

Failure = With the PCs attempting to intimidate a group of soaking wet, out-of-work loggers, Grelf is able to gather a small group (6 loggers) which outright attacks both Gordon the Lumber-Master and the PCs.  A couple of these men will actually fight to the death, whereas the rest simply want to teach Gordon and the PCs a lesson.

25 Success = The loggers fear the PCs' reprisal should their work crew choose to rise up against them.  Most of the loggers back down leaving only Grelf and a two of his closest friends who move in and begin to push around whoever holds the leadership role in the party.  If the PCs do not act quickly this will escalate to full scale combat in 1d4 rounds.

30 Success = Grelf and the loggers back down.  Some of the loggers may have heard of the PCs' adventures and fear confronting such skilled warriors.  However, Grelf isn't one to be pushed around and decides that he will follow the PCs on their quest from afar.  When the PCs meet with the Great Hamadryad, Grelf will eavesdrop and return to the loggers, spreading word of this creature and the PCs who are now working for it.  This will cause a major uprising at the logging camp.  As the PCs meet the Great Hamadryad for the last time, a group of loggers suddenly charges from the woods, surrounding and attacking the ancient Great Hamadryad.  The loggers wish to fell this creature so that they may continue logging the forest.  If this path comes to pass, then the Hamadryad's redirection of the Logging Pond toward the camp will prove ineffective.  It will simply cause minor damage to some of the logging equipment and wash away food and supplies.  The logging will continue.


Grelf

Grelf

CR 1

XP 200
CN Medium humanoid (Human Male)
Init
 +0; Senses Perception +0

 


DEFENSE


AC 13, touch 10, flat-footed 13 (+3 Armor)
hp 15 (1d10+8)
Fort +3, Ref +0, Will +0  

 


OFFENSE


Speed 30 ft.
Melee Hand Axe +4 (1d6+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks none

Tactics Grelf has always been a bully and knows his way around a fight.  He will wait for the other loggers to surround the PCs then attempt to take down the party leader.

Morale Grelf has a bully mentality and will continue to attack until knocked unconscious or killed.

Grelf has a nasty case of Ophidiophobia and will shriek like a baby and flee at the first sign of a snake.

If Grelf is knocked unconscious or killed, there is a 10% cumulative chance per round that the loggers will lay down their weapons and cease further bloodshed.

 


STATISTICS


Str 18, Dex 11, Con 18, Int 8, Wis 9, Cha 9
Base Atk +1; CMB +3; CMD 13
Feats Athletic, Toughness
Skills Climb +10, Intimidate +5, Swim +7
Languages Common
Gear: Studded Leather Armor, Hand Axe, Iron & Wood Mallet, Various Milling Tools, 11 sp


Loggers

Loggers (20 total)

These unkempt brutes of the forest wear filthy, rain-soaked garments and carry sharp hand axes at their side.  Frowns and grimaces greet you as you approach and some of the men heft up their axes moving menacingly toward you.              

CR 1/3

XP 135 each
N & CN Medium humanoid (Human Males)
Init
 +0; Senses Perception +0


DEFENSE


AC 12, touch 10, flat-footed 12 (+2 Armor)
hp
 10 each (1d10+5)
Fort
 +3, Ref +0, Will +0  

 


OFFENSE


Speed 30 ft.
Melee 
Hand Axe +3 (1d6+3/x3)

Space 5 ft.; Reach 5 ft.
Special Attacks
 none

Tactics The loggers are not skilled warriors, but under Grelf's leadership they surround and attack the PCs, starting with spell casters of any type.

Morale If Grelf is knocked unconscious or killed, there is a 10% cumulative chance per round that the loggers will lay down their weapons and cease further bloodshed.  Those still alive beg forgiveness from the PCs or flee into the wilderness, hoping to return and gather their belongings much later.

 


STATISTICS


Str 15, Dex 11, Con 12, Int 8, Wis 9, Cha 9
Base Atk +1; CMB +3; CMD 13 
Feats Athletic, Toughness
Skills
 Climb +8, Intimidate +3, Swim +4
Languages
 Common
Gear: Leather Armor, Hand Axe, Iron and Wood Mallet, Various Milling Tools, 11 sp

 

If the PCs are attacked by any of the disgruntled mob, the rest of the loggers stand back and begin to place bets.

As long as none of the PCs initiated the combat, Gordon hefts up a double bladed axe used for felling huge timber and offers to go with the group.  "I'm not afraid of death, nor his minions,"  Gordon says with a smile before throwing the axe over his shoulder.  Should the group refuse they must convince him to stay put while they attend to their mission.

Diplomacy DC 18

Success = Gordon will give the group directions but will stay safely in the logging camp until the PCs' return.

Failure = Gordon will refuse to stay in the camp and will accompany the PCs on their quest.  He will begin by leading them to the clear-cut at the top of the forest hills.  The PCs must figure out a way to deal with this major liability and keep him alive for the duration of the journey.

Gordon the Lumber-Master

Gordon the Lumber-Master

Male human Exp3: CR 2; Size M (6 ft., 1 in. tall); HD 3d6+3; hp 16; Init +2; Spd 30 ft.; AC 12; Attack +2 melee, or +4 ranged; SV Fort +2, Ref +3, Will +8; AL CG; Str 11, Dex 15, Con 13, Int 15, Wis 17, Cha 12.

Languages Spoken:
Common, Goblin, Orc

Skills and feats: 
Craft (Woodworking) +9, Disguise +3, Forgery +4, Handle Animal +7, Hide +11, Intimidate +7, Listen +3, Move Silently +2, Open Lock +3, Perform (Sing) +4, Profession (Lumberjack) +8, Spot +3 (Perception +3), Survival +5; Iron Will, Point Blank Shot, Skill Focus (Hide).

Weapons:
Double Bladed Logging Axe - Attack+2 (1d8x3)
Shortbow - Attack+4 (1d6x3)

Info:
Gordon was an outlaw in his younger years.  He has since changed his ways (as well as his name and profession) and relocated to the local village to start a new life.  Gordon has a wife and 1 son who know nothing of his former life. 

Gordon will lead the group toward the clear-cut in area 3.  On the way there the group may wish to investigate the forest further.

Spot/Perception DC 16

Knowledge: Nature DC 12 

Success = You notice that the health of this forest seems quite poor.  The pine needles on most of the trees fall to the ground as you brush by them.  The snow-covered forest floor is littered with brown needles and fallen limbs.  The plants which are able to crest the large snow banks are pale and devoid of life; even a skilled herbalist would find little value in the plants growing here.


map

 

 

 

3.  Clear-Cut

This area has been heavily damaged by reckless logging practices;  all of the trees in a two mile radius have been cut down.  A pond nearby has been outfitted with a makeshift dam and overloaded with the timber.

The journey through the forest is a peaceful one.  A heavily traveled trail from the logging camp meanders up through the rocky, tree-covered slopes.  The once-lush and now barely green forest surrounds you, the pine trees keeping the heavy snow hoisted high above in their great arms.

Finally, at the top of a great climb, you emerge to a massive circle of destruction.

As the group moves into this area they will notice that no new life grows here and large amounts of snow blanket the region, no longer caught by the trees above.  Even the tree stumps are barely visible above the vast amount of snow fall.  In the distance the rocky crags of the nearby mountains can be seen.

A section of the forest in a two mile radius has been cut clear. The fallen timber has been dumped in a nearby pond for the time being.  A makeshift dam holds the logs in place.  The dam can presumably can be knocked down to empty the pond water into the trickling stream below and push the lumber into the great Serpent Lake.

This area is devoid of wildlife as the reckless logging practices have decimated the ecological balance in this area. 

This pond was once full of fish which both wildlife and humanoids in the forest used as a food source.  The fish fed upon an algae which grew using the light of the sun.  Now the fish cannot get proper oxygen due to the massive amount of logs filling the water, and their food source has been depleted.  Only a few fish still live in the pond, and those that do are sickly and dying. 

The creatures that once used the trees for homes and food have since died or moved to other parts of the forest.

 

Diseased Scrag

A nasty and diseased Scrag named Slog calls this logging pond home.  In the past he ignored the lumberjacks and instead dined daily on a steady supply of fresh fish from the pond.  Ever since the loggers filled his pond with logs, his food supply has been dwindling.  Slog has subsisted on a diet of dying fish and diseased beavers in order to survive.  Now that his food supply is nearing an end he frequently comes to the surface in search of fresh kills.  He is so hungry now that he will go after hunters, loggers, and even wandering adventurers! 

When the PCs wander near the pond he waits for one to get close and then reaches out, attempting to drag them under water.

Slog-clean

 

Combat: Slog the Scrag Troll (3.5)

Slog the Scrag Troll

If Slog successfully hits a PC with a claw or bite attach the PC must make a Fort Save DC 15 or catch his disease.  This disease causes living tissue to rot while still clinging to the frame of the victim.  It is a vicious disease causing a loss of 1 hp per week permanently until cured.  Even after being cured the lost hp cannot be regained.  The onset of the disease is 1d4+4 days.

Slog is diseased and has lost the ability to regenerate damaged tissue.

If this enemy is too strong for the party cut the HP in 1/2 and lower the CR accordingly.  The Scrag is diseased and dying after all.

Size/Type:Large Giant
Hit Dice:6d8+36 (63 hp)
Initiative:2
Speed:30 ft. (6 squares)
Armor Class:16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple:+4/+14
Attack:Claw +9 melee (1d6+6)
Full Attack:2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach:10 ft./10 ft.
Special Attacks:Rend 2d6+9
Special Qualities:Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves:Fort +11, Ref +4, Will +3
Abilities:Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills:Listen +5, Spot +6
Feats:Alertness, Iron Will, Track
Environment:Cold mountains (Scrag: Cold aquatic)
Organization:Solitary or gang (2-4)
Challenge Rating:5
Treasure:Standard
Alignment:Usually chaotic evil
Advancement:By character class
Level Adjustment:5

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Trolls speak Giant.

Combat

Trolls have no fear of death; they launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex)

If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex)

Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

 

Scrag

These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water (Slog has lost this ability).

 

The above combat statistics are Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.

Combat: Slog the Scrag Troll (Pathfinder)

Slog the Scrag Troll

If Slog successfully hits a PC with a claw or bite attach the PC must make a Fort Save DC 15 or catch his disease.  This disease causes living tissue to rot while still clinging to the frame of the victim.  It is a vicious disease causing a loss of 1 hp per week permanently until cured.  Even after being cured the lost hp cannot be regained.  The onset of the disease is 1d4+4 days.

Slog is diseased and has lost the ability to regenerate damaged tissue.

If this enemy is too strong for the party cut the HP in 1/2 and lower the CR accordingly.  The Scrag is diseased and dying after all.

Scrag (Aquatic Troll)
CR 5

XP 1,600
CE Large humanoid (giant, aquatic)
Init +2; Senses darkvision 60 ft., low-light vision, scentPerception +8

DEFENSE

AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
hp 63 (6d8+36); regeneration 5 (acid or fire, only when in contact with water)
Fort +11, Ref +4, Will +3

OFFENSE

Speed 20 ft., swim 40 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+7)

STATISTICS

Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; CMB +10; CMD 22
Feats Intimidating ProwessIron WillSkill Focus (Perception)
Skills Intimidate +9, Perception +8
Languages Giant
SQ amphibious

ECOLOGY

Environment cold mountains
Organization solitary or gang (2–4)
Treasure standard
Dwelling in both fresh and salt water, these cousins of the troll have the aquatic subtype and the amphibious special quality. Scrags have a base land speed of 20 feet and a swim speed of 40 feet. A scrag's regeneration ability only works if it is in contact with water (Slog has lost this ability). Scrags dwell in any body of water in any climate, though they are most common in cold northern rivers and lakes, and are less bestial in appearance than their terrestrial cousins, though no less violent.

Section 15: Copyright Notice - Classic Monsters Revisited
Classic Monsters Revisited. Copyright 2008, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Joshua J. Frost, James Jacobs, Nicolas Logue, Mike McArtor, James L. Sutter, Greg A. Vaughan, Jeremy Walker.

The clearing has a few very old tracks from foxes and deer that once passed through the area.  If the PCs investigate they will notice some tracks that are unfamiliar even to the most skilled of trackers.

Perception/Spot DC 18

Success: Strange tracks are visible in the snow, as if a group of giant snakes slithered through this area and into the forest to the east.

GM Info: These tracks were left by the Hamadryads who guard and watch over the Great Hamadryad, Protector of the Wood.

After the group has explored the area for a bit the wind suddenly picks up and the sky fills with threatening storm clouds.  A whispering voice can be heard upon the wind calling out to them,  "Return from whence you came.  This matter does not concern you.  If you stay you too will die!"

Perception/Listen DC 20

Success: The PCs notice that the wind (and thus the voice) is coming from the forest to the east.

If Trialia the Pixie is with the PCs she will say, "The Great Tree Mother is not happy with you big lugs!"  Trialia knows that the Great Hamadryad lives to the east of here but will never give up the location.  There is a bond between all the good forest creatures that they do not break and Trialia despite her chaotic nature will not betray another.
map

 

 

4.  Sacred Grove

This grove is strategically set into a steeply rising hillside to the east.  The hill is covered in loose rock and packed snow, ready to come tumbling down at the slightest disturbance.  An immediate drop off to the north makes this location impossible to approach from anywhere save the southwest.  

Six tall, smooth trees grow with beautiful symmetry in a perfect circle around the biggest tree you have ever seen.  It would take nearly 50 people holding hands to round the trunk of this great tree.  Although the giant tree is wide, it is also squat, its limbs covered in lush pine needles.  The 6 trees that grow around it appear to have been planted strategically to guard the larger tree.

This location looks very difficult to approach, with the trees growing into the side of a rising hill that turns into a dangerous slope littered with loose rocks and snow banks.  To the north, the ground drops away in a dead-fall some 200 feet to the forest floor below.  The beautiful look-out grants a view of the landscape past Rybalka and into the Serpent Lake and its peninsulas and inlets.

The Great Hamadryad and the Six Sisters

The trees which surround the Great Hamadryad are lesser Hamadryads and have statistics identical to Dryads with the added ability of shape-shifting into an immobile tree at will.  If anyone attempts to harm the Great Hamadryad, the six Hamadryad sisters will attack mercilessly until the guilty party is slain.

The Great Hamadryad, Dalarna, has been planted firmly in this place for so long that she would find it very difficult to move herself.  Thus she requires 3 rounds before being able to move freely about.

(6) Hamadryads (3.5)

(6) Hamadryads

Size/Type:Medium Fey
Hit Dice:4d6 (14 hp)
Initiative:4
Speed:30 ft. (6 squares)
Armor Class:17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple:+2/+2
Attack:Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/×3)
Full Attack:Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/×3)
Space/Reach:5 ft./5 ft.
Special Attacks:Spell-like abilities
Special Qualities:Damage reduction 5/cold iron, tree dependent, wild empathy
Saves:Fort +3, Ref +8, Will +6
Abilities:Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills:Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)
Feats:Great Fortitude, Weapon Finesse
Environment:Temperate forests
Organization:Solitary or grove (4-7)
Challenge Rating:3
Treasure:Standard
Alignment:Usually chaotic good
Advancement:By character class
Level Adjustment:

A dryad’s delicate features are much like a female elf’s, though her flesh is like bark or fine wood and her hair is like a canopy of leaves that changes color with the seasons.

Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.

Dryads speak Common, Elven, and Sylvan.

Combat

Shy, intelligent, and resolute, dryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.

Spell-Like Abilities

At will—entangle (DC 13), speak with plantstree shape; 3/day— charm person (DC 13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

Tree Dependent (Su)

Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.

Wild Empathy (Ex)

This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

 

The combat statistics above are Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.

(6) Hamadryads (Pathfinder)

(6) Hamadryads

When in humanoid form this strange, beautiful woman has flesh that seems made of wood and vibrant hair that resembles leaves and blossoms.

Dryad

CR 3

XP 800

CG Medium fey

Init +4; Senses low-light vision; Perception +11

DEFENSE

AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)

hp 27 (6d6+6)

Fort +5, Ref +9, Will +7

DR 5/cold iron

Weaknesses tree dependent

OFFENSE

Speed 30 ft.

Melee dagger +7 (1d4)

Ranged masterwork longbow +8 (1d8)

Spell-Like Abilities (CL 6th)

Constant—speak with plants

At will—entangle (DC 15), tree shapewood shape (1 lb. only)

3/day—charm person (DC 15), deep slumber (DC 17), tree stride

1/day—suggestion (DC 17)

STATISTICS

Str 10, Dex 19, Con 13, Int 14, Wis 15, Cha 18

Base Atk +3; CMB +3; CMD 17

Feats Great FortitudeStealthyWeapon Finesse

Skills Climb +9, Craft (sculpture) +11, Escape Artist +15, Handle Animal +10, Knowledge (nature) +11, Perception +11, Stealth +15, Survival +8; Racial Modifiers +6 Craft (wood)

Languages Common, Elven, Sylvan; speak with plants

SQ tree meld, wild empathy, woodcraft

ECOLOGY

Environment temperate forests

Organization solitary, pair, or grove (3–8)

Treasure standard (dagger, masterwork longbow with 20 arrows, other treasure)

SPECIAL ABILITIES

Add: Whispering Wind(Su)
Add: If all 6 Hamadryads concentrate for 3 full rounds they are able to use Winds of Vengeance(Sp) as per the spell but limited to a single round.
Add: Change Shape: Tree/Dryad(Su)
Remove: Tree Meld(Su) & Tree Dependent(Su) 

Wild Empathy (Su) This works like the druid's wild empathy class feature, except the dryad has a +6 racial bonus on the check. Dryads with druid levels add this racial modifier to their wild empathy checks.

Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks involving wood, and is always treated as if she had masterwork artisan's woodworking tools when making such checks.

Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.

Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad's allies and left there, but evil or overtly hostile ones are killed once combat is over.

Dalarna the Great Hamadryad (3.5)

Dalarna the Great Hamadryad (Treant)

Weakened State: 1/2 HP

Weakened:  CR 6 

Size/Type:Huge Plant
Hit Dice:7d8+35 (33/66 hp)
Initiative:-1
Speed:30 ft. (6 squares)
Armor Class:20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple:+5/+22
Attack:Slam +12 melee (2d6+9)
Full Attack:2 slams +12 melee (2d6+9)
Space/Reach:15 ft./15 ft.
Special Attacks:Animate trees, double damage against objects, trample 2d6+13
Special Qualities:Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves:Fort +10, Ref +1, Will +7
Abilities:Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Skills:Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats:Improved Sunder, Iron Will, Power Attack
Environment:Temperate forests
Organization:Solitary or grove (4-7)
Challenge Rating:8
Treasure:Standard
Alignment:Usually neutral good
Advancement:8-16 HD (Huge); 17-21 HD (Gargantuan)
Level Adjustment:5

A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.

A treant is about 30 feet tall, with a "trunk" about 2 feet in diameter. It weighs about 4,500 pounds.

Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my trees!"

Combat

Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.

Animate Trees (Sp)

A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Double Damage against Objects (Ex)

A treant or animated tree that makes a full attack against an object or structure deals double damage.

Trample (Ex)

Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

 

The combat statistics above are Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.

Dalarna the Great Hamadryad (Pathfinder)

Dalarna the Great Hamadryad (Treant)

Weakened State: 1/2 HP

Weakened:  CR 6 

This animated tree's bark is knotted into vaguely humanoid features, with branches for arms and roots for legs.

Treant

CR 8

XP 4,800

NG Huge plant

Init –1; Senses low-light vision; Perception +12

 

DEFENSE

AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)

hp 57/114 (12d8+60)

Fort +13, Ref +3, Will +9

Immune plant traitsDR 10/slashing

Weaknesses vulnerability to fire

 

OFFENSE

Speed 30 ft.

Melee 2 slams +17 (2d6+9/19–20)

Ranged rock +7 (2d6+13)

Space 15 ft.; Reach 15 ft.

Special Attacks rock throwing (180 ft.), trample (2d6+13, DC 25)

 

STATISTICS

Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 13

Base Atk +9; CMB +20; CMD 29

Feats AlertnessImproved Critical (slam), Improved SunderIron WillPower AttackWeapon Focus (slam)

Skills Diplomacy +9, Intimidate +9, Knowledge (nature) +9, Perception +12, Sense Motive +9, Stealth –9 (+7 in forests); Racial Modifiers +16 Stealth in forests

Languages Common, Sylvan, Treant

SQ animate trees, double damage against objects, treespeech

 

ECOLOGY

Environment any forest

Organization solitary or grove (2–7)

Treasure standard

 

SPECIAL ABILITIES

Animate Trees (Sp) A treant can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks the treant's animation and rock-throwing abilities), gaining the treant's vulnerability to fire. If the treant that animated it terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.

Double Damage Against Objects (Ex) A treant or animated tree that makes a full attack against an object or structure deals double damage.

Treespeech (Ex) A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.

Treants are guardians of the forest and speakers for the trees. As long-lived as the forests themselves, and seeing themselves as parents and shepherds rather than gardeners, treants are slow and methodical in most things but terrifying when forced to fight in defense of their flock. Though they rarely seek out the companionship of the short-lived races, and have an inherent distrust of change, they have been known to tolerate those who seek to learn from their long, rambling monologues, especially if the pupils express a desire to help protect the wildlands. Yet against those who would threaten the forest, especially loggers who seek to harvest wood for lumber or those who try to clearcut a section of forest in order to build a fort or establish a town, the treants' wrath is swift and devastating. They are particularly gifted at tearing down what others build—a trait that serves angry treants well.

Treants are primarily solitary creatures, with a given individual sometimes responsible for an entire forest, but they occasionally come together in small groups called groves to share news and reproduce. In times of grave danger, all of the groves in a region may gather for a great months-long meeting called a moot, but such events are exceedingly rare, and millennia may go by between them.

The typical treant is 30 feet tall, with a trunk 2 feet in diameter, and weighs 4,500 pounds. Treants tend to resemble the species of trees most common in their woodland territories.

The above statistical information is Copyright Paizo Publishing using the Wizards OGL 1.0

As the PCs approach the great tree, a strong gust of wind suddenly slams into them, knocking them back a few steps.  The wind picks up with myriad soft female voices upon it; "We, the six sisters, forbid you to speak to the mother."  If the PCs ask any questions aloud the only answer they get is, "Go back and tell the rest of your kind they are not welcome here.  If they return they will surely die!"

After this the Great Hamadryad finally decides that she has something to say.

The ground begins to rumble and you look around for something to hold on to.  Just as you find something, the shaking stops.  The limbs of the great tree begin to move and the twisted face of an old woman with exaggerated features appears in the bark.  She peers out at the group and watches you in complete silence.

Greater-Hamadryad-clean

If the first reaction by the PCs is negative, she will respond by disappearing into the tree and telepathically ordering her six daughters to attack.  If the Dryads are injured, the Great Hamadryad won't hesitate to join in the fray if needed.  Perhaps killing these pink skinned creatures will teach the rest a lesson she assumes.

If the PCs kindly greet her she will respond as follows:

"Just like those before you, you care not where you tread or what you kill.  You dare to disturb the slumber of ancients who dwelt here ages before your ancestors were born.  Your kind has been warned to leave this forest or die."

Allow the PCs to respond before continuing.

"I will speak no further regarding this unless you fulfill three quests for me."

If the PCs accept, continue;  if they refuse, the Great Hamadryad will give the loggers 3 days to leave the area before unleashing the entire logging pond on their camp, killing all of the loggers and transforming the site into a turbulent stream leading out to Serpent Lake.

"Firstly you must journey through the woods to the northwest of here, to the cave of the kobolds on the edge of the Jagged Crags.  These kobolds are known for a fine delicacy: pickled fish.  Bring me one such fish, but please, spare the lives of the kobolds."

"Secondly you will travel back into the forest to a location to the southwest of here.  The tiny village of Pyrandia is hidden away in the trees, a village of pixies.  See if you can find their home and pay them a short visit.  Mark the location on a map, which you will later bring to me to prove you have successfully found Pyrandia."

"Thirdly, travel due west from the Pixie village until you reach a small, trickling stream.  Follow it toward the great lake until you find the home of the brownies.  Ask their leader how his people fair and bring me the one thing that all those brownies have in common."

"After you have done all three of these things, return here.  Then we will speak further."

The giant trees limbs return to their former positions and the face contorts and disappears back into the ancient bark from whence it came.  A silent breeze brings a chill which cuts you to the bone.

map

 

 

5.  Kobold Cave

A small cave on the edge of a rocky hillside that is sheltered from the snow and spotted with trees. 

 

The Kobolds

The kobolds have called this cave home for longer than they remember.  Every year they fish the pond to the west of their cave to sustain their families and pickle the rest to eat throughout winter. 

This year there have been no fish, and now the kobolds starve.  They have depleted their supply of pickled fish and now hunt the area for whatever they can scrounge up.  Even humans have become fair game to them. One such kill was a local hunter named Dwelb who has been missing from the village for over 2 months.  His bones are scattered about the cave in area A., covered in gnaw marks.

Mini Quest

If the PCs gather Dwelb's bones and return them to the village they will be rewarded 20 gp by his family.  The family will also pay the PCs another 100 gp to return to the kobold cave to slay each and every one of the foul creatures.

Kobold-Cave-clean

Cave Entry

The entrance of the Kobold Cave appears simple enough.  A path of dried fallen leaves leads up to the entrance, concealing the kobold tracks from would be revenge seekers from the local village.

A concealed trap awaits the PCs just outside the entrance.  The kobolds have worked hard to dig a deep pit and conceal it with stretched bear skins covered in leaves.  Now all they must do is wait for a foolish humanoid to come to dinner.

Pit Trap

CR 4

Search/Perception DC 20

Disable Device DC 20

Reflex Save Avoids/60 feet deep (6d6, fall)

Location Trigger/Manual Reset


A. Living Quarters

This section of the cave contains a roaring fire fed with wet timber which creates a lot of smoke.  Most of the smoke exits the ceiling through numerous cracks in the rocks.

Bones and refuse are scattered throughout this area including the bones of Dwelb the hunter.  If these bones are collected and returned to the village for identification a reward of 20 gold will be given to the PCs along with many thanks by friends of Dwelb.  15 of the 20 kobolds who live here can be found in this room at any given time.  The rest are out hunting and scavenging for anything they can get their hands on.

All of the kobolds are sickly and emaciated.  It is fairly obvious to the PCs that they are starving.

Diplomacy Check

If the PCs offer food to the kobolds, you may adjust the following DCs down 5 points.
If the PCs offer enough food to feed all of the kobolds for 1 day, you may adjust the DCs down 10-15 points. 

DC 25 (Change kobold reaction from Hostile to Unfriendly)
DC 30 (Change kobold reaction from Hostile to Indifferent)
DC 35 (Change kobold reaction from Hostile to Friendly) 

Success = The kobolds will listen to the PCs.  If the PCs offer immediate food with a promise of more to come, the kobolds will refrain from killing the PCs (for now).
*Note: If the PCs are able to befriend the kobolds they will warn the PCs that a small number of the tribe (1d4+2) are still out hunting and will return soon.  They will need to be cautious so the newcomers don't attack outright!

Kobold Opposing Diplomacy Checks for Negotiation Purposes = -1

Failure = The kobolds decide to eat the PCs for supper!

 

B. Store Room/Traps

This is normally where the kobolds keep their supply of food for the winter.  Now it is just about empty.  Only a few used barrels and glass jars (stolen from humans) litter this area.  A few traps which the kobolds have been building to snag prey for food are being constructed here, although none of the traps are currently operational.

Search/Perception DC 20

Success =  There are a few fish bones covered in dirt.  They have a faint pickled smell and can be taken by the PCs in place of a whole fish.

There are no whole fish of any kind within the kobolds' cave.

There is a 20% chance that two kobolds will be in this room working on one of the traps.  If they see the PCs, they will scream to alert the rest of the family in area A.

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p style="text-align: left;">Kobold-Archer-clean 

Starving Kobolds (20)

The kobolds are considered fatigued but are able to fight for 10 rounds before becoming exhausted.

Tactics: The kobolds have no tactics at this point.  Normally they are quite crafty and tricky, but these kobolds are starving and attack with survival on their mind.  If given the chance some will even rip raw flesh off the bones of the PCs during combat.

Kobolds (3.5)

(20) Kobolds

Kobold, 1st-Level Warrior
Size/Type:Small Humanoid (Reptilian)
Hit Dice:1d8 (4 hp)
Initiative:1
Speed:30 ft. (6 squares)
Armor Class:15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple:+1/+4
Attack:Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1)
Full Attack:Spear +1 melee (1d6-1/×3) or sling +3 ranged (1d3-1)
Space/Reach:5 ft./5 ft.
Special Attacks:
Special Qualities:Darkvision 60 ft., light sensitivity
Saves:Fort +2, Ref +1, Will -1
Abilities:Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills:Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats:Alertness
Environment:Temperate forests
Organization:Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 5-8 dire weasels)
Challenge Rating:¼
Treasure:Standard
Alignment:Usually lawful evil
Advancement:By character class
Level Adjustment:0

 

 

The text above is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

 

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.

 

Kobolds (Pathfinder)

Kobolds (20)

This short, reptilian humanoid has scaled skin, a snout filled with tiny teeth, and a long tail.

CR 1/4

XP 100

Kobold warrior 1

LE Small humanoid (reptilian)

Init +1; Senses darkvision 60 ft.; Perception +5

 

DEFENSE

AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)

hp 5 (1d10)

Fort +2, Ref +1, Will –1

Weaknesses light sensitivity

 

OFFENSE

Speed 30 ft.

Melee spear +1 (1d6–1)

Ranged sling +3 (1d3-1)

 

STATISTICS

Str 9, Dex 13, Con 10, Int 10,Wis 9, Cha 8

Base Atk +1; CMB –1; CMD 10

Feats Skill Focus (Perception)

Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)

Languages Common, Draconic

SQ crafty

 

ECOLOGY

Environment temperate underground or deep forest

Organization solitary, gang (2–4), nest (5–30 plus equal number of noncombatants, 1 sergeant of 3rd level per 20 adults, and 1 leader of 4th–6th level), or tribe (31–300 plus 35% noncombatants, 1 sergeant of 3rd level per 20 adults, 2 lieutenants of 4th level, 1 leader of 6th–8th level, and 5–16 dire rats)

Treasure NPC gear (leather armor, spear, sling, other treasure)

 

SPECIAL ABILITIES

Crafty (Ex) Craft (trapmaking) and Stealth are always class skills for a kobold.

Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests.

While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and double-crosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes.

Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.

 

map

 

 

6.  Pyrandia the Pixie Village

A beautiful miniature village using the natural beauty of the forest as its canvas is seemingly painted upon the trees. 

Tiny houses built onto tree limbs and tucked inside squirrel holes wrap around every tree in this part of the forest.  Creatures dripping with glistening sparkles and little insect wings flutter about, chattering like a storm of chipmunks as you approach.

If Trialia the Pixie is with the PCs she will warn the villagers that the PCs are coming then return to the party.  As they all enter the village, she will beg the other pixies not to attack the PCs (Sense Motive DC 20 reveals her true motives).  Her pleas go unanswered (of course) and the PCs are met with a barrage of debilitating spells and arrows!

Although the pixies only attempt to disable the PCs, they will engage in more serious combat should the PCs kill any of their kin.

Pixies (15)

Pixies (15) 

GM Note: There are a total of 55 pixies living in this village, but most are too young or weak to fight and will not confront the PCs if engaged in combat.

Use: Pathfinder Pixie Varient (3.5 version is quite different)

Tactics: The pixies will use whatever means necessary to disable the PCs without bringing harm to them.  At first they will attempt to cast Sleep and/or Charm on the PCs, but will settle for Irresistible Dance if those spells don't have the desired effect.  They simply wish to stun them, tie them up, and question them.

Remove Invisibility
Add Irresistible Dance

This tiny, whimsical-looking humanoid darts about swiftly on wildly colored gossamer wings.

CR 4

XP 1,200

NG Small fey

Init +5; Senses low-light vision; Perception +9

DEFENSE

AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 size)

hp 18 (4d6+4)

Fort +2, Ref +9, Will +6

Defensive Abilities invisibility; DR 10/cold iron; SR 15

OFFENSE

Speed 20 ft., fly 60 ft. (good)

Melee short sword +8 (1d4–2/19–20)

Ranged longbow +8 (1d6–2/×3)

Special Attacks special arrows

Spell-Like Abilities (CL 8th)

Constant—detect chaosdetect evildetect gooddetect law

1/day—dancing lightsdetect thoughts (DC 15), dispel magicentangle (DC 14), lesser confusion (DC 14), permanent image (DC 19; visual and auditory elements only), shield

STATISTICS

Str 7, Dex 21, Con 12, Int 16, Wis 15, Cha 16

Base Atk +2; CMB –1; CMD 15

Feats DodgeWeapon Finesse

Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth +16, Use Magic Device +10

Languages Common, Sylvan

ECOLOGY

Environment temperate forests

Organization solitary, gang (2–4), band (6–11), or tribe (20–80)

Treasure standard

SPECIAL ABILITIES

Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.

Charm: The target must succeed on a DC 15 Will save or be affected as though by a charm monster spell for 10 minutes.

Memory Loss: The target must succeed on a DC 15 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees).

Sleep: The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.

Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests, but their insatiable curiosity often leads them far from home. Most pixies stand just over 2 feet tall—though they typically fly about the eye level of creatures they're conversing with in order to maintain eye contact—and weigh about 30 pounds. Pixies talk quickly and easily become overexcited.

Strange beings both of and beyond the natural world, pixies have magic that occasionally favors them in strange ways. For example, one out of every 10 pixies exhibits an additional spell-like ability that it can use once per day (caster level 8th), usually baleful polymorph, beast shape II (Tiny creatures only), or even a powerful spell like irresistible dance. Alternatively, you can change the types of effects that pixie dust can have on arrows—as a general rule, these alternate effects should be mind-affecting effects. Confusionfearhideous laughter, and hypnotism are all good choices for variant pixie arrow powers. You should take care when assigning alternate powers to a pixie, though, since doing so can create a threat that far exceeds what their physical statistics (and relatively low CR) can logically support.

Note: The above monster statistics are Copright Paizo Publishing and were designed using the Wizards Open Game License 1.0.  Additional legal information can be found on the Pathfinder Reference Document/OGL located here: http://paizo.com/pathfinderRPG/prd/openGameLicense.html

 

Sir Dellwood

The leader of the pixies is Sir Dellwood, a pixie old and wise beyond his years.  He holds a grand inquisition to get to the bottom of why the magical energy of the forest has been weakening of late.  The pixies draw their energy from the strength of the woods and some of their spells, such as the one that keeps their home invisible to outsiders, have not been functioning.

He also wants to know what happened to the Brownie Village that was washed away a couple years ago.  Many felled logs were found at the site of the massacre and the incident was assumed to have been caused by humans.  Sir Dellwood has conducted many inquisitions and interrogations, thus is almost always able to tell when someone is lying.  He will find out if the PCs know anything, or perhaps were responsible for the death of the brownies.

Sir Dellwood is a reasonable man and will only torture the PCs should they refuse to answer his inquisition.

Sir Dellwood

Sir Dellwood                                                      

CR 5
XP 1600
NG Small fey (Pixie)
Init +5; Senses darkvision 60 ft.; low-light vision; Perception +9


DEFENSE


AC 18, touch 17, flat-footed 0 12 (+5 Dex, +1 dodge, +1 natural, +1 size)
hp 31 (7d6+7)
Fort +2, Ref +9, Will +6;
Defensive Abilities invisibility; DR 10/cold iron; 5/evil; Resist acid 10, cold 10, electricity 10; SR 15;


OFFENSE


Speed 20 ft., fly 60 ft. (good)
Melee short sword +8 (1d4-2/19-20)
Ranged longbow +8 (1d6-2/x3)
Space 5 ft.Reach 5 ft.
Special Attacks special arrows; Smite Evil 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).
Spell-Like Abilities (CL 8th) Constant-detect chaos, detect evil, detect good, detect law 1/day-dancing lights, detect thoughts (DC 15), dispel magic, entangle (DC 14), lesser confusion (DC 14), permanent image (DC 19; visual and auditory elements only), shield


STATISTICS


Str 7, Dex 21, Con 12, Int 16, Wis 15, Cha 16;
Base Atk 2; CMB -1; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth +16, Use Magic Device +10
Languages Common, Sylvan


ECOLOGY


Environment temperate forests
Organization solitary, gang (2-4), band (6-11), or tribe (20-80)
Treasure standard


SPECIAL ABILITIES


Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (16 uses per day for most pixies)-the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits-it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based. Charm: The target must succeed on a DC 15 Will save or be affected as though by a charm monster spell for 10 minutes. Memory Loss: The target must succeed on a DC 15 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory-a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees). Sleep: The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.

Once all of the PCs are disabled, the pixies tie them to nearby trees.  When they begin to awake the questioning begins.

You awaken and look around.  You are tied to a large tree!  Both your hands and legs are tightly bound together and you cannot move.  A great buzz, like a thousand beehives, can be heard above and you see the glistening of pixie dust falling from the treetops.  One by one, pixies begin to land in the nearby trees.  Pretty soon you have accrued quite the audience.

A larger pixie with white hair and golden clothing gently descends from above, looking each of you over.  He holds a silver scepter in one hand and a tiny book in the other.  He nods at each of you and turns to the mob buzzing in a high pitched whir.  "Hear ye, hear ye!  Today, we pixies have caught some pink-skinned invaders intent on some sort of malicious activity, which they intended on performing whilst within the pixie-owned territory of this woodland.  We will now torture the invaders, both to get to the bottom of this and find out who sent them."

"Men, remove the boots!"  A few pixies quickly untie and remove the boots from your entire group.  "Remove socks!"  Your socks come off.  "Prepare the weapon."  Pixies fly down from the higher tree limbs holding gigantic white feathers.

Sir Dellwood asks,"Will you talk?" 

If the PCs are prepared to discuss who sent them and why they are here (or make up a lie the pixies are satisfied with) Sir Delwood will document this information and then release the PCs.  More than anything else, Sir Delwood wants to know the reason for the waning magical energy within the forest.  (Fact: It is the trickle-down effect from clear-cut and log pond-caused depletion.)

If the PCs refuse to cooperate, by all means continue with the torture!!!

"Commence torture!"  The pixies flutter their wings against the soles of your feet while tickling away with the giant feathers.  You burst into laughter!

Tickle Torture

A person can only endure laughter for so long before breaking and Sir Dellwood knows this.  He also enjoys hearing laughter in the forest again (both from the PCs and the pixies watching).

Fort Save DC 10

For every 2-3 minutes of "tickle torture" the Fort Save DC increases by 2 points until hitting its maximum at DC 20.

 

If the PCs still won't talk the pixies will release them in the middle of the night when most of the dangerous predators are out lurking. Proceed to combat below, using as many dire wolves as you feel just matches the party.

Dire Wolf (3.5)

Dire Wolf

 

Size/Type:Large Animal
Hit Dice:6d8+18 (45 hp)
Initiative:2
Speed:50 ft. (10 squares)
Armor Class:14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple:+4/+15
Attack:Bite +11 melee (1d8+10)
Full Attack:Bite +11 melee (1d8+10)
Space/Reach:10 ft./5 ft.
Special Attacks:Trip
Special Qualities:Low-light vision, scent
Saves:Fort +8, Ref +7, Will +6
Abilities:Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills:Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats:Alertness, Run, TrackB, Weapon Focus (bite)
Environment:Temperate forests
Organization:Solitary or pack (5-8)
Challenge Rating:3
Treasure:None
Alignment:Always neutral
Advancement:7-18 HD (Large)
Level Adjustment:

Dire wolves are efficient pack hunters that will kill anything they can catch.

Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.

Combat

Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.

Trip (Ex)

A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills

A dire wolf has a +2 racial bonus on HideListenMove Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.

The stats above are Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0.  A copy of this License can be found at www.wizards.com/d20.

Dire Wolf (Pathfinder)

Wolf, DireCR 3

XP 800
N Large animal
Init +2; Senses low-light vision, scentPerception +10

 DEFENSE

AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2

 OFFENSE

Speed 50 ft.
Melee bite +7 (1d8+6 plus trip)
Space 10 ft.; Reach 5 ft.

 STATISTICS

Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats RunSkill Focus (Perception), Weapon Focus (bite)
Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking);
Racial Modifiers +4 Survival when tracking by scent

 ECOLOGY

Environment cold or temperate forests
Organization solitary, pair, or pack (3–8)
Treasure none

An enormous version of a normal wolf, dire wolves represent the wolf in its most primal form. These creatures follow the same basic behaviors of regular wolves, but are much more aggressive. Dire wolves often serve giants as hunting companions and vicious guard animals. Some ferocious humanoids and woodsmen use trained dire wolves as mounts. Darker than normal wolves, dire wolves' coats tend toward blacks and deep mottled grays. An adult dire wolf is typically about 9 feet long and weighs roughly 800 pounds.

 

map

 

 

7.  Washed Out Brownie Village

The remnants of a small brownie village are scattered throughout the woods.  Landlocked logs are frozen in many small ponds.

This is all that is left of a once-glorious brownie village.  A couple years ago the loggers pulled the dam at the pond, releasing the water and over 500 logs, which flowed down the hill and into the Serpent Lake where they could be retrieved by ship.  Little did they know that 100 Brownies made their homes next to the river that flows through this part of the forest.  When the logs and water were released they came crashing down the river, obliterating everything in their path.  All 100 Brownies were killed, men, women, and children.

This event was horrific and an enormous shock to the magical energy which binds the forest.  Most of the brownies died before fulfilling their life quests.  Because of this, many of the dead brownies later arose as undead spirits bound to the mortal world and doomed to exist forever in pure agony and suffering.

Three of these spirits, in the form of skeletons, approach the PCs when they arrive at the decimated village.  These undead brownies immediately suspect that the PCs are responsible for the destruction of their village as they rarely see "tall folk" in this part of the woods.

Diplomacy DC 30

PCs explain they are a mission for the Great Hamadryad = +5 bonus

PCs spend time to explain themselves in great detail = +5 bonus

PCs reveal the existence of the loggers and the pond above which may have caused this damage = +10 bonus

Success = Once the PCs have convinced the spirits they are not the ones who killed them, the spirits ask for their help.  They need the PCs to gather the bones of all the brownie villagers and their children.  They must then take them to the Great Hamadryad to be buried so they may finally be laid to rest.  

If the PCs refuse to help the undead brownies they attack the group.  The brownies suspect that the PCs have lied to them and are in fact the ones that destroyed the village.

Failure = The undead skeletal brownies attack the party!

Skeletal Brownies

(3) Skeletal Brownies

CR 2

XP 400
N Tiny fey
Init +8; Senses darkvision 60', low-light vision; Perception +8


DEFENSE


AC 17, touch 17, flat-footed 12 (+4 Dex, +1 dodge, +1 natural, +2 size)
hp 16 (2d12+1)
Fort +1, Ref +6, Will +4; +2 vs. illusions
Defensive Abilities invisibility; DR 5/cold iron; SR 12;

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. 

 


OFFENSE


Speed 20 ft.
Melee claw +2/claw +2 (1d2+2/1d2+2), short sword +6 (1d2-2/19-20)
Space 2.5 ft.Reach 0 ft.
Special Attacks special arrows; Smite Evil 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).

Spell-Like Abilities (CL 7th; concentration +10)

At will--dancing lights, mending, prestidigitation
1/day--lesser confusion (DC 14), dimension door (self only), mirror image, ventriloquism (DC 14)

 


STATISTICS


Str 9, Dex 18, Con -, Int 14, Wis 15, Cha 17
Base Atk +0; CMB +2; CMD 11
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +8 (+4 jump), Bluff +7, Craft (any one) +6, Escape Artist +8, Handle Animal +4, Perception +8, Sense Motive +6, Stealth +16 (+20 in forest); Racial Modifiers +2 Perception, +4 Stealth in forests
Languages Common, Elven, Gnome, Sylvan 

 


ECOLOGY


Environment temperate forests or plains
Organization solitary, pair, party (3-6), or city (100-100,000)
Treasure standard

Undead Skeletal Brownies make their homes in the trunks of hollow trees, small earthy burrows, swamps, and bogs.  They often wear wispy tattered clothing weaved from the silk of woodland worms.  This clothing drifts about their bodies giving them an almost ethereal aesthetic quality.  Skeletal Brownies speak slowly and use strange words unique to their individual group or clan.

Skeletal Brownies stand barely 2 feet tall and weigh 5-9 pounds.

Normally when facing danger Brownies prefer to rely on stealth, trickery, or par lay.  Skeletal Brownies on the other hand do not shy away from combat and almost relish causing harm to their assailants. 

 


SPECIAL ABILITIES


Undead Type

Spot/Perception

DC 15 Success = The PCs find pieces of miniature houses, rocking chairs, swings, and other debris.  Then they start to discover the bones.  Just over 70 tiny skeletons scattered throughout the forest buried in the snow next to logs, some frozen in ponds the raging water left behind.

DC 20 Success = The PCs locate all 100 Skeletal Brownies scattered throughout the woods, some buried others stuck to the bottom of streams and ponds.  They may now take these bones to the Great Hamadryad so she may lay them all to rest.

DC 30 Success = The PCs locate everything listed above PLUS a couple magical items.  These items are listed below.

Staff of Size Alteration (20 charges) - At first glance this appears to be a small wooden stick.  Upon closer inspection one finds small black magical runes traveling up one side.

Eversmoking Bottle - This tiny bottle (brownie size) is a small blue ceramic decanter.  A minuscule cork keeps the bottle closed.  Upon opening a never ending supply of smoke bellows forth.  Due to the small size, this bottle produces exactly 1/2 the area of effect and amount of smoke as the standard.


map

 

 

Return to the Sacred Grove

When the PCs return to the grove read the following:

You return to the grove of trees to find the six symmetrical trees absent.  The great tree remains and as you approach the face once again appears and looks you over.  "So, you return.  Tell me of your journey and set the items on the ground before me."

Great Hamadryad Quest Completion

The PCs should have returned to the Sacred Grove with the following:

  1. Fish bones
  2. Map with location of the pixie village
  3. At least 1 brownie skeleton

It is not necessary to have all of these, but the Great Hamadryad will look upon the PCs with greater respect if they do so.  Her main purpose in these quests was for the PCs to find out for themselves how drastic an effect the logging has had.  Holding the death of the forest in their hands was something she hoped would cause a sense of personal physical connection to the experience.

 

Read this once the PCs have finished recounting their tale and laying the items before her:

"So, now you understand the effect that your kind has had on the forest.  The animals lose their homes, the food supply dwindles, the destruction kills, and the magical energy dissipates; this weakening us all.  I do not wish to cause harm to another living creature, but your kind has given us no choice.  You will go now, leave these woods with the rest of your ilk, never to return."

The PCs may choose to negotiate with the Great Hamadryad.  She is not accustomed to having her rule questioned, but since the PCs have humored her thus far she will hear them out.

Opposing Diplomacy Checks

Great Hamadryad (Treant) Diplomacy = +9

PCs refused to perform any of the "three quests" = -9 to PC Diplomacy Check

PCs performed 1 out of 3 quests = -4

PCs performed 2 out of 3 quests = -1

PCs performed 3 out of 3 quests = +6

PCs performed 3 out of 3 quests including bringing back ALL of the Brownie skeletons = +9

PCs performed 3 out of 3 quests including bringing back ALL of the Brownie skeletons and retain a druid or ranger in their party = +12

Success = The Great Hamadryad is willing to take all dead logs, stumps, and trees in the entire West Wood and float them down the river to Serpent Lake as long as she is protector of the West Wood.  In return she requests the removal of the logging camp.  Villagers are hereby forbidden within the confines of West Wood for all time.  If all three quests were successfully performed she also offers up the treasure shown below.*

Failure = The Great Hamadryad orders the humans out of the forest immediately and proceeds with the events described below under "World Shaping Event".


*If the PCs performed all 3 quests for the Great Hamadryad, she also offers up a strange ring found on an explorer who died here many years ago.  This ring will only be passed to the PCs should they agree to evacuate the logging camp.

Ring of the Ram (30 charges)

 

World Changing Event

It is now up to the PCs to decide which path to take.

 

Do they agree to leave the forest and order the loggers back to the village  If so, how will they justify this to the Mayor?

*If they choose this option, the Path of the Druid, then the mayor, loggers, and the village will be furious with them but they will save the forest.  Locals in the village may threaten or attack the PCs, calling them traitors.

-OR-

Do they decide to stay regardless of the Great Hamadryads demands?  Do they attack her now that she is unguarded and remove her so that the loggers can finish the job?

*If they choose this option, the events below in the Path of the Lumberjack will unfold with the PCs' party leader being the focus instead of Gordon.  After the Great Hamadryad is badly injured or slain the forest will slowly die, becoming a barren wasteland.  The mayor, loggers, and the village will be indebted to the PCs for the job, but future generations will accuse them of destroying a resource which provided lumber for houses and good jobs for the locals.

 

Make it clear that it is up to the PCs to choose the course of action they would like.  There is no wrong answer, there is only cause and effect.

 

The Path of the Druid

This will be the likely choice for parties which retain druid or ranger types.

If the group decides to protect the forest they must deal with the loggers and the local village, neither of which will be happy with them.  They will be sacrificing the local economy, many local jobs, the well-being of the village, and potential future jobs working in and for the village.  Havig said that, the sacrifices the adventurers make now may help to strengthen the forest.  The Great Hamadryad may remember the good deeds of the local village and move to defend them in the future should the need arise.  

 

Path of the Druid - Requesting Assistance

It may seem difficult to convince an entire camp of loggers to turn tail and leave the area.  The PCs may wish to contact some of the groups within the forest to request assistance.  

The following list details which groups will help and how they will provide assistance:

Dalarna, the Great Hamadryad = She has done all she can.  If the PCs beg her for assistance she will grant them the Ring of the Ram if she has not already done so.

Hamadryads = The Hamadryads will arrive in the camp at once, blocking the path into the forest that the loggers regularly use.  They will take tree form and stalwartly stand there unless attacked, in which case they will retaliate.

Kobolds = The kobolds will not assist the PCs unless the leader of the PCs personally requests an audience with their leader.  Only if the PCs provided a significant amount of food to the kobolds will they offer to help.  They will surround the logging camp and attack from afar using ranged weapons such as bows and slings, refraining from hitting any of the loggers unless they attempt to retaliate.  As per the PCs instructions, the goal is to drive them away, not kill anyone.

Pixies = The pixies will jump at the chance to join in.  They show up en masse, armed with tiny poisoned arrows (sleep poison only) and their spells of course.  They will do whatever is required to drive the nasty loggers away!

Skeletal Brownies = The skeletal brownies have already been buried by the Great Hamadryad.  Their skeletons are now buried deep underground below her root structure.  At the PCs request the Great Hamadryad will call upon the three skeletal brownies the PCs originally spoke with to return and assist them.  After this their debt is paid and the brownies will sleep for eternity.  

The Path of the Lumberjack

This will be the likely choice for parties which retain mercenary types or those who hold human progress in greater regard than the well-being of nature.

If the group decides to attack and destroy the Great Hamadryad, the mayor, loggers, and the village will be indebted to the PCs for the job.  The loggers will continue working hard to log all of the West Wood until not a tree is left standing.  The local village economy will skyrocket and the PCs will be hired by many locals for quests and errands at +25%-50% the going rate!

The once great forest will fall and leave a barren wasteland of snow and ice.  Future generations will accuse the PCs of destroying a resource which provided lumber for houses and good jobs for the locals.

If the group brought Gordon the Lumber-Master with them he will make the choice on his own.  Given that the six guardians are away he will use this opportunity to surprise the Great Hamadryad and attack.  He sees her as a powerful threat to not only him and his men, but the entire region.  "A creature this powerful must be knocked off its pedestal," are his exact thoughts.

The Great Hamadryad

the Great Hamadryad (Treant)
Weakened State: starts combat with 1/2 HP
Click to jump to statistical information!

Gordon turns and feigns that he will leave with the rest of the group.  The Lumber-Master then whips around and launches his assault.  This will result in Gordon obtaining a surprise attack with his axe to begin the combat.

The Great Hamadryad will focus her attacks on Gordon.

Although she focuses her attacks on Gordon she calls out, "You are next, and your kin have already met their end!"  What she means by this is that the six Dryad sisters have been busy digging trenches to reroute the flow of water from the river below the dam toward the mining camp.  When Gordon launches this attack against the mother she instantly telepathically notifies her daughters who pull the supports holding the dam at the logging pond.  All of the water and logs now rush down the newly gouged path straight for the lumberjacks.

By the time the PCs escape this madness and return to the camp everyone is already dead.

If the Great Hamadryad is killed then parts of the forest start to dwindle and die.  It will survive and return to its former glory in time, but it has been gravely weakened at the loss of the great mother of the garden.

 

Conclusion

Obviously the events described herein are to have a lasting impact your campaign setting.  There are many effects that will follow the PCs as long as they stay in this region.  The following effects are simply the "tip of the iceberg".  You may branch out and elaborate on any of the following events/effect.  You are also welcome to add more as the PCs encounter new members of society.

Path of the Druid: Village

The villagers view the PCs as untrustworthy outsiders.  Many refuse to deal with them at all while others increase their rates to 125%-200% when dealing with the PCs.

The mayor will be especially disappointed and will only present future quests at a mere 50% pay compared to the usual going rate.  If any important quests come up which risk national security, he will not allow the PCs to take on the responsibility and will instead rely on the Black Bears mercenary company.

Sage Yuri Statel will be quite pleased that the PCs have preserved the West Wood.  Many rare herbs and flowers bloom there in spring.  He uses these as ingredients in his potions and experiments.  Although he will refrain from showing any appreciation of their efforts in public, in private he will offer them six free potions (potion type at GM's discretion).  Each adventure that the PCs begin in the future will allow them 1 more free potion (roll randomly) from Yuri Statel as thanks for what they did in the West Wood and an incentive to continue preserving rare ingredients in the realm.

 

Skill Checks in Rybalka (Druid):

-5 penalty to Diplomacy, Gather Information, Perform, Sense Motive

+5 bonus to Intimidate, Gather Information (Gather Information is only effective on some NPCs and only when initiated after Intimidate.  Some folks are fearful of the PCs after their actions at the logging camp.)

Over time these effects will wane, especially if the PCs negotiated a deal with the Great Hamadryad to float dead logs and stumps down the river to the village.  The amount of "free lumber" arriving effortlessly in the village prompts many to change their minds about the PCs.

Path of the Lumberjack: Village

The villagers view the PCs as heroes who have stabilized their economy.  Most merchants will give them a 25%-50% discount in dealing with the PCs.

The mayor will be especially happy with the PCs and will offer future quests with a special reward such as a minor magical item and/or an increase to 125% their normal pay.  If any important quests come up the mayor will call upon the PCs first.

Sage Yuri Statel is secretly upset about the PCs actions in assisting the destruction at West Wood.  Many rare herbs and flowers bloom there in spring.  He uses these as ingredients in his potions and experiments.  Now that the forest is to be completely logged he will have to find new ingredients to replace those he lost.  Yuri attempts to kill two birds with one stone by hiring the PCs to retrieve rare herbs for him in hard to reach places, blaming them for his limited supply.  After obtaining a sizable quantity he begins ordering them deep into Dark Wood where they might (whoops!) be slain by powerful devils.

 

Skill Checks in Rybalka (Lumberjack):

+5 bonus to Diplomacy, Gather Information, Perform, and Bluff

-5 penalty to Intimidate in dealings with lumberjacks, fishermen, and mine workers (Word has gotten around that the PCs are servants of the monarchy and thus won't do anything that would spoil the local economy.)

Over time these effects will wane.

 

 

New Spell

Shenanigans

School universal; Level bard 0, druid 0, sorcerer/wizard 0
Component V, S, M (a torn boot lace)
Range close (25 ft. + 5 ft./2 levels)
Target 1 creature within range
Duration 1 round/level (level 0 = 1 round)
Saving Throw none; Spell Resistance no
Shenanigans are tricks that can confuse or confound the target due to minor mishaps.  You cause shoe laces to be tied together, buckles to come unbuckled, cause water in a water skin tastes strongly of lemon, or make the target's favorite sword turn blue.  Any effect is subject to DM approval and these effects end when the spell duration ends.  Shenanigans cannot be used to cause actual harm to the target.  You can create a different effect each round the spell is in effect.

Spell created by Will Myers

 

 

A4 - Experience Awards

  • 500 each - Persuading the loggers to return to the village thereby preventing bloodshed
  • 300 each/per quest - For each quest completed for the Great Hamadryad
  • 500 each BONUS! - All 3 Quests completed for Great Hamadryad
  • 100 each - Attempting to find alternative solutions to the newly arisen problems in the forest
  • 500 each - Solving the entire dilemma of the forest with a mutually agreeable compromise
  • 200 each - Support Roles: Cartographer (map-maker), Treasure Keeper, Adventure Log, Time Keeper/Initiative Tracker
  • 100-300 each - Role-Playing experience which varies depending on if player got into their role & changed their voice
  • Any additional awards you feel are appropriate as well as combat XP.