Return to the Therran Scenario Page
Summary:
The party seeks to ressolve the dispute between the woodsmen of Spiralle and the druids of the Feyindir Forest.
Assumptions:
The party is in the employ and/or service of House Riverine.
Location:
The northern half of the Far Coast.
Historical Date:
Mid 26 N.S. (5540), Mid Spring to Early Summer.
DM's Note:
This scenario is very specific to events in the Riverine Campaign. Nevertheless, it can be used by other DMs, for it describes a time-honoured conflict between druids and woodsmen that can easily be transplanted to any forested area of any campaign.
DM's Introduction:
Druids in Therra:
The druids of Therra are unlike the druids of most campaign worlds. Their order was formed during the early days of the Deceiver, when a group of elves and men and a sprinkling of other races believed that the best (and only) way to defeat the Deceiver was to carry on with renewed vigour and dedication the caretaking of the world that the gods had bequeathed to the mortal races before they went into slumber. Even then there were shades of difference between the druids. Some believed that the entire matter of the Deceiver was a test of the gods to see if mortals would be unwavering in their dedication to the land even in the face of the greatest of adversities. This line of thought was prevalent in the very first druids to craft their order. When the Deceiver captured and destroyed (supposedly) the Gems of Power, many more disheartened mortals, who now held out no other hope, swelled the ranks of druidism in the hope that, even if the Deceiver were not part of some test of the gods, that by caretaking the earth, the gods would somehow awaken from their slumber or the earth itself might rise up against the rebel god. Still, even then, a great many of the more powerful and elder druids felt the entire matter was a godly test, and so they kept firm to their beliefs.
Their beliefs were simple and simplistic. They believed that mortals were created by the gods to act as tenders of the land in the stead of the gods, who sought to retire from the material plane. When arcane magic was developed, and later when the means to worship the gods were divined, the druids viewed such powers as distracting from the true goal of mortalkind at the best, and as corruptive and harmful at the worst. They believed the actively opposing the Deceiver in combat would destroy the world, empower the Deceiver, and cause the gods to punish mortals should they ever awaken. However, as both arcane and divine modes of magic were perfected and priests and wizards grew in power and sought to challenge the Deceiver, the druids became more and more marginalized, and this made them more and more fanatic.
At this time, the druids were a single ancient organization with a definitive hierarchy. And the desertion of many of their numbers to worship the gods or plumb the depths of wizardry merely made the remaining group more and more cohesive, and more and more resentful and bitter. Convinced non-druidic mortals were sending Therra to its doom, they began to act more and more militantly, until many kings were busier fighting the druids than the minions of the Deceiver. This, coupled with the druidic outrage at the vastly growing Amorian Empire, which felled forests and mined the earth for resources to supply its burgeoining population, economy, and armies, led to a period of defacto warfare between the druids and the civilized free folk (led by Amoria).
The elves tended to side with the druids, and the dwarves tended to side with the Empire, and so the Forest Wars (as they are called in present day Antoria) were fought, and the druids were defeated summarily. The order's leaders were slain in combat or captured and tortured, and druidism was outlawed and persecuted throughout the Amorian Empire. The original order of the druids dissolved, with its surviving members scattering into hiding in the wild places of the world. Never again would the druids of Therra be so united.
The small groups of druids formed their own orders, and their stance became less active on the whole. Certainly, individual groves of druids actively defended their particular warded area against the depredations of both Deceiver minions and civilized folk, but their resistance was usually reactive rather than proactive. Instead, the druids left the civilized nations to their folly to fight the Deceiver, while they suffered on trying to stop the ruination of the land and preaching that the gods would arise or the earth itself would throw down the Deceiver if only the old caretaker ways were followed. As the centuries passed, and the druids were no longer a threat to the various nations that arose in the stead of the Amorian Empire, they lost their outlawed and feared status and became regarded as eccentrics. But as the Deceiver managed to continually gain ground against the Free Nations, and as no other hope for raising the gods from Slumber emegred, the ranks of the druidic orders began to replenish somewhat.
Then came the War of the Gem. The successful defeat of the Deceiver dashed the entire foundation of druidism and threw the orders into crisis. After all, they had been completely wrong hadn't they? The Deceiver had been defeated by active resistance, and the reason for existence for the druids had been snuffed out.
But druidism survived. After all, the damage wrought by the final battle against the Deceiver had been severe. Whole forests had been incinerated by magic or rampaging dragons and demons. Civilization was in ruins, and the populace was starving. The sun had been cracked and then hidden by a great gouge in the earth rent from who-knew-where, and though the latter were repairs by the gods, the earth and the people still cried out with their pains. And amidst this all, the druids regained their sense of purpose. The land still existed, and it still needed caretaking and protection. Perhaps not from the Deceiver, but certainly from mortalkind, who now, unchecked by the Deceiver, were likely to run amok chopping down forests and despoiling mountains to feed their unfettered civilizations. And so, while perhaps half of all druids abandoned their vows after the fall of the Deceiver, the other half continued in their role as caretakers of Therra.
The Situation in Near Spiralle:
The Natural Order of the Keepers is a grove of druids who are native to the Forest of Feyindir in the Far Coast. The Order has taken on responsibility for the entirety of the forest, from its southernmost tip in the highlands northeast of the dwarven city of Hegzeril to its northernmost tip near the village of Wayward. The Order is ancient, tracing its roots to the first druids who came into this land when it was inhabited by the burgeoning tribes of Thaneer. The druids fought major battles against the Thaneeri, who were interested in hunting the Feyndir and takings its trees for their satulae and dragonships. Eventually, the Thaneeri began their campaigns against the fey of the area, exterminating most of them. This carried over to the druids, who sided with their sylvan allies, and the druids were forced to dwell deep within the forest and to make the depths of the woods haunted places that the barbarians feared to tread. Fortunately for the druids though, the Thaneeri were not copious civilizers and their hunting and woodcutting was minimal in comparison to the more civilized nations.
When the Empire of Antoria defeated the Thaneeri and took over the land that became known as the Far Coast, they did not wish to see an alliance between the Thaneeri and the druids. The druids, for their part, desired to see their old Thaneeri enemies vanquished. Therefore, the first settlers of the village of Spiralle entered into a compact with the Natural Order of the Keepers, whereby they would agree only to harvest certain areas of the Feyindir Forest for lumber, and in exchange the druids would not oppose such woodcutting activity.
As Spiralle grew, it became the nexus for abbatoirs and slaughterhouses for the Far Coast. While this, in and of itself, was not a violation of the compact between Spiralle and the Order, such activities did anger the druids, who felt that the location of the slaughtering of even domesticated animals so close to the forest was a deliberate affront. As such, relations between the villagers and the druids have always been tense.
When the War of the Gem ended, the Natural Order, like most druidic orders in Therra, underwent its own internal crisis. Many of the Order deserted in despair, and of the remainder, a rather brutal fight for control ensued. This fight was, as is the wont of druidic conflicts, long lasting and subtle, and took a couple of decades to resolve. During this time, the druids all but disappeared from notice of the villagers, involved as they were in internecine warfare deep in the heart of the Feyindir. The villagers eventually assumed the druids had simply given up and left or at least disbanded as a formal order, and that the few they did encounter were now solitary forest hermits with little power or influence.
As such, the villagers began to ignore the compact and lumber in lands that were heretofore off limits. Further, hunters began to poach into areas of the nearby forest regarded as sacred. When the few druids not involved in the internal strife (mostly low level druids not skilled enough to be embroiled in such politics) tried to enforce the compact, they were slain or driven away.
Eventually, reports of the villagers' activities made their way to the heart of the forest and the battling druids. This news gave added support for a group of fanatical druids led by Vikkor Moundsen, and many druids who were on the fence or neutral in the conflict sided with Moundsen's group. This was all the druid needed to slay or defeat his rivals and wrest control of the Order. he then spent the next several years consolidating his strength and training and indoctrinating his Order to his way of thinking.
In late spring of 24 N.S., Vikkor made his pronouncement to Spiralle. The compact, he said, had been violated and smashed to dust by the actions of the villagers of Spiralle, and because of that, the Natural Order of the Keepers was taking back not only the entirety of the forest, but also claiming the ancient borders of the Feyindir as they were in the times before even the Thaneeri came. These new borders were to be replanted by the Order and all lumbering activity was to cease forthwith. All human habitation was to be torn down. The extent of these new boundaries would encompass Spiralle and Wayward and stretch all the way to Lake Nathir.
For the rest of the spring and summer, minor skirmishes broke out between the Order and the woodcutters. Imperial soldiery garrisoned in the area stepped up patrols, but the druids kept their activities at such a low intensity that the Imperator has not yet taken sufficient interest to wish to deploy his forces in a more agressive manner. When the Miller's Guild of Spiralle placed a bounty of 15 gp on the head of any dire animal corpse brought into town, for dire animals were the foot soldiers of the Order, things began to escalate. Again the Imperator of the Perastor was asked to intervene, but with winter coming that worthy figured that logging would stop anyways and tempers would subside.
Alas, the winter was unnaturally mild, and the logging continued. Early in 25 N.S., the druids constructed a large human figure made of wicker within sight of Spiralle. While ominous in and of itself, scholars from the Cotrunal Temple at Far Dereth were consulted and it was learned that there were dread rituals of druidism that were known to animate large constructs of wicker to reap terrible vengeance on druidic enemies. Clearly, the villagers decided, the druids were threatening just such an act.
The villagers initially curtailed their woodcutting to the former compact areas. But when the attacks by the druids did not abate, they set the wicker man ablaze and chopped it to bits and resumed their indiscriminate logging. For almost a year now, the druids have waged conflict with the woodsmen, though attacks by the druids have begun to taper off over the last couple of months. While many villagers take this as a sign that they have bested the druids, little do they know that the druids have been directing their efforts towards the construction of a real, animated wicker man, which they intend to release upon the unsuspecting villagers, likely destroying the village and putting those villagers not slain to flight. Vikkor was able to lead the building of a wicker man due to a set of ancient stone tablets that were one of the main treasures of the Order. These tablets were engraved by a very powerful predecessor from Amorian times who imbued the rituals needed to create the wicker man into the tablets. These tablets are consummed during the ritual, and so only one such construct can be created.
There is some hope however. While some villagers are now fully embroiled in hatred of the druids and preaching outright extermination of the Order, many villagers just want things to return to the way they were with the compact. In addition, the rangers of the region are torn, their loyalties split to the villagers they are sworn to protect and the forest and druids that they also serve. These worthies would like to see a settlement reached. Further, there are still some goodly or pragmatic druids in Feyindir who either belong to the Order but disagree with the methods of Vikkor, or are members of ancillary groves who refuse to obey Vikkor. These, too, would like to see some compromise reached.
The party will arrive with all of this aswirl. They will have to try to calm down the more belligerent villagers, possibly ally the rangers, and then muster to confront and defeat Vikkor, his followers, and, in the end, the wicker man itself!
Players' Introduction:
The PCs will have heard several rumours regarding the situation in and around Spiralle and the Feyindir.
The following are rumours the DM can introduce (these are from the Dwillingir Crier "newspapers" found on the Therran website). The month listed is not the month the events took place, but rather the months that the PCs would probably have learned of them.
|
|
|
| Wind 24 N.S. | Hostilities have flared up once again between the Natural Order of the Keepers, a fraternity of druids in the Feyindir, and woodsmen seeking to harvest trees from the forest. Woodsmen report dire animals attacking them in waves, with many different species of animal working together in an unnatural and coordinated fashion. The Miller's Guild of Spiralle has placed a bounty of 15 gold Imperials on the head of any dire creature from the forest. The druids have demanded that the woodsmen take their trees from other woodlands and have requested aid from local rangers, putting the latter into an awkward situation. Fortunately, the coming of winter is likely to put the logging on hold, and hopefully that will let tempers wane and a compromise solution can be reached. |
| Rebirth 25 N.S. | The druids of Feyindir, subject to logging throughout the mild winter, have constructed a mock wicker man within sight of Spiralle. Although this wicker man is merely an inanimate structure, it is clearly a warning to the woodsmen that a real wicker man might be coming. |
| Light 25 N.S. | The wicker man built by the druids as a warning to woodsmen in Feyindir has been chopped up and burned to ashes. Apparently, the woodsmen have given their answer to the Nature's Order. The alder of Spiralle denies supporting the woodsmen, and has stated that this is a matter between the woodcutters and the druids. Nonetheless, the Imperator has warned that any attacks on Imperial citizens or interests in Imperial lands will result in "extreme and severe reprisals" |
The most likely reason for the PCs to get involved in the situation is to somewhat mirror what House Mercur has done in the Lake Cald region. As outlined in the scenario entitled "Bank Shot", House Mercur established a hold in the region and a virtual monopoly over its imports and exports by resolving the longstanding feud between Northbank and Southbank.
The situation between Spiralle and the druids of Feyindir presents the PCs and House Riverine with a similar opportunity. Lord Barnabus will be very supportive of an effort to resolve the dispute if it will result in Riverine gaining preferential treatment in Spiralle withh regard to the cheese trade, livestock and meats, and lumbering. This would not have to be a monopoly, or as restrictive an arrangement as Mercur made in the Lake Cald region, but it should result in some sort of gain for the House.
If the PCs are not attached to House Riverine, they could certainly be hired by Lord Barnabus to settle the conflict.
Part One - The Trappings of Civilization:
The PCs' first stop is likely to be the village of Spiralle. Of course, to some extent the village of Wayward is in the same circumstances as Spiralle, but given that most of the hostilities seem to center around the latter, and given the presence of the wicker man outside of Spiralle, this is where the first stage of the adventure should take place. If the PCs do insist on travelling to Wayward, then the DM should let them gain enough information there to confirm the troubles and to learn that they should head down to the Spiralle area.
FROM THE TRAVELLER'S GUIDE TO THE FAR COAST:
|
This rural village does not receive a great deal of traffic, as it is off of the trade routes and most travelers even seeking to reach Wayward from Far Dereth tend to traverse the Coast Road. The village is unwalled and is home to approximately 650 people. These are, for the most part, livestockers and herders, and the area south of Spiralle boasts ranches and farms with sheep, kine, oxen, goats, and other domesticated animals. Within the village are several butcheries and abattoirs, and animals are slaughtered here and then the meat is salted, sausaged or jerked and taken quickly to the market at Far Dereth of Wayward for sale. In addition, the village is known for its cheeses and creams, and the former are famous throughout the Empire and the rest of Jerranq, both Spiralle Yellow (a cheddar-like cheese), and Spiralle Star (a bleu cheese-like cheese). Not all of the animals of Spiralle end up in the butcher's block. At Wayward, once a month, an auction of livestock is sold, much of it coming from Spiralle or the lands to the south. Here farmers from other areas can purchase oxen for labour or cattle for milk or bulls for breeding. Because of their slaughterhouses, the village of Spiralle is not on good terms with the druids of the Feyindir. As such, the folk of Spiralle hold the Feyindir in great awe and fear and few ever venture into its eaves. Many are the tales in Spiralle of folk who ventured too close to the forest and were never heard from again. |
It is likely that the PCs will wish to gather information and scope out the situation in Spiralle. There are several likely places that the PCs will wish to start their inquiries.
The Miller's Guild:
There are signs posted around Spiralle announcing the Miller's Guild bounty of 15gp for the carcass of any dire animal felled in or around the Feyindir. The Guild itself is a large wooden building set near the Urgramm River, with a massive water wheel used to power the saws inside. Mounted upon poles around the place are the heads of various dire creatures, including dire wolves, dire boars, dire badgers, and even a dire bear.
A good many millers are around the place, cutting wood or stacking cords. Clearly, lumbering is continuing in Spiralle despite the troubles.
The PCs can easily find the man in charge. He will consent to speak with the PCs, especially if they announce that they are from House Riverine. If any of the PCs are nobles or well-known, then the Guildmaster will recognize them on sight.
The Guildmaster is named Barevon. He is a portly man with a partially bald pate who is in his late 40's. His eyes are sharp and piercing and he exudes canniness.
|
* Barevon the Guildmaster: Male human Expert 5; CR 4; Medium humanoid (human); HD 5D6; hp 20; Init -1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 9 (touch 9, flat-footed 9); Atk +4 melee (1D4, masterwork dagger) or +3 ranged (1D4, masterwork dagger); AL N; SV Fort +1, Ref +0, Will +9; Str 10, Dex 9, Con 11, Int 15, Wis 16, Cha 14. Height 5 ft 9 in. Skills and Feats: Appraise +7, Bluff +10, Craft (carpentry) +7, Diplomacy +13, Gather Information +10, Knowledge (nature) +5, Knowledge (local - Spiralle) +10, Listen +7, Profession (lumberer) +8, Sense Motive +11, Spot +7, Survival +6; Iron Will, Open Minded, Skill Focus (diplomacy). Possessions: masterwork dagger, courtier's outfit, belt pouch, 60 cp, 43 sp, 34 gp, 10 pp, guild signet ring (garnet and gold wirth 500 gp), other jewelry worth 275 gp. |
Barevon will speak with the PCs, assuming they do not act in a threatening manner. Barevon is a very clever customer, and he will very quickly suss what the PCs are after. If the PCs prove their earnestness, Barevon will agree to reign in his lumberjacks if the PCs can convince the druids of Feyindir to reinstate the terms of the Compact. He will agree to have his millers grant the House Riverine favourable trade terms if they succeed. The Guildmaster will also be able to impart some information about the situation. He can basically tell the PCs those parts of "The Situation Near Spiralle" section of the DM's Introduction of this scenario that would not be exclusively known by the druids. The DM should read or paraphrase the below:
|
The Natural Order of the Keepers is a grove of druids who are native to the Forest of Feyindir in the Far Coast. The Order has taken on responsibility for the entirety of the forest, from its southernmost tip in the highlands northeast of the dwarven city of Hegzeril to its northernmost tip near the village of Wayward. The Order is ancient, tracing its roots to the first druids who came into this land when it was inhabited by the burgeoning tribes of Thaneer. When the Empire of Antoria defeated the Thaneeri and took over the land that became known as the Far Coast, the first settlers of the village of Spiralle entered into a compact with the Natural Order of the Keepers, whereby they would agree only to harvest certain areas of the Feyindir Forest for lumber, and in exchange the druids would not oppose such woodcutting activity. As Spiralle grew, it became the nexus for abbatoirs and slaughterhouses for the Far Coast. While this, in and of itself, was not a violation of the compact between Spiralle and the Order, such activities did anger the druids, who felt that the location of the slaughtering of even domesticated animals so close to the forest was a deliberate affront. As such, relations between the villagers and the druids have always been tense. When the War of the Gem ended, the druids all but disappeared from notice of the villagers, who eventually assumed the druids had simply given up and left or at least disbanded as a formal order, and that the few they did encounter were now solitary forest hermits with little power or influence. As such, the villagers began to ignore the compact and lumber in lands that were heretofore off limits. Further, hunters began to poach into areas of the nearby forest regarded as sacred. In late spring of 24 N.S., the druids suddenly reappeared and made their pronouncement to Spiralle. The compact, they said, had been violated and smashed to dust by the actions of the villagers of Spiralle, and because of that, the Natural Order of the Keepers was taking back not only the entirety of the forest, but also claiming the ancient borders of the Feyindir as they were in the times before even the Thaneeri came. These new borders were to be replanted by the Order and all lumbering activity was to cease forthwith. All human habitation was to be torn down. The extent of these new boundaries would encompass Spiralle and Wayward and stretch all the way to Lake Nathir. For the rest of the spring and summer, minor skirmishes broke out between the Order and the woodcutters. Imperial soldiery garrisoned in the area stepped up patrols, but the druids kept their activities at such a low intensity that the Imperator has not yet taken sufficient interest to wish to deploy his forces in a more agressive manner. When our Guild placed a bounty of 15 gp on the head of any dire animal corpse brought into town, for dire animals were the foot soldiers of the Order, things began to escalate. Again the Imperator of the Perastor was asked to intervene, but with winter coming that worthy figured that logging would stop anyways and tempers would subside. Alas, the winter was unnaturally mild, and the logging continued. Early in 25 N.S., the druids constructed a large human figure made of wicker within sight of Spiralle. While ominous in and of itself, scholars from the Cotrunal Temple at Far Dereth were consulted and it was learned that there were dread rituals of druidism that were known to animate large constructs of wicker to reap terrible vengeance on druidic enemies. Clearly, the villagers decided, the druids were threatening just such an act. The villagers initially curtailed their woodcutting to the former compact areas. But when the attacks by the druids did not abate, they set the wicker man ablaze and chopped it to bits and resumed their indiscriminate logging. For almost a year now, the druids have waged conflict with the woodsmen, though attacks by the druids have begun to taper off over the last couple of months. Many villagers take this as a sign that they have bested the druids. While some villagers are now fully embroiled in hatred of the druids and preaching outright extermination of the Order, many villagers just want things to return to the way they were with the compact. In addition, the rangers of the region are torn, their loyalties split to the villagers they are sworn to protect and the forest and druids that they also serve. |
Barevon will recommend that the PCs perhaps try to track down a ranger, as they are likely to have some additional insight into the situation. The Guildmaster doesn't know of any in Spiralle at the moment. They have all abandoned the village so as to remain neutral in the conflict. But he thinks the local temple to Firlott might be able to help. If the meeting had been amicable, Barevon will even offer to write a letter of introduction to the Firlott priest, stamped with the Guild's seal.
The Temple of Firlott:
There is a small temple to Firlott set on the outskirts of the village, towards the eaves of the forest. The place is a wooden cabin with long, wide eaves that slant almost to the ground. Trophies and pelts of various animals decorate the lodge. Within, the priest, Hifferegin (Cleric 4), tends the shrine. He is a middle aged man in his late 30's with long brown hair tied in a ponytail. He has a hint of Thaneeri about him. The cleric lives at the temple alone, and was a friend of many of the rangers of the forest, though recent events have put a strain on that, as the Temple of Firlott here has tended to side with the villagers.
If Barevon has recommended that the PCs see Hifferegin and has provided a letter of introduction, then the priest will readily aid the PCs. If not, then the PCs will have to speak with the priest and plead their case. In this instance, if the priest is convinced, he will tell the PCs to go speak witht Barevon of the Miller's Guild and gain his blessing.
Once the PCs have gotten the Guildmaster's blessing, then the priest will tell the PCs that while he cannot add any details to what Barevon has said, he can possibly direct the PCs to a ranger whom he knows often hunts around the forests nearby. This ranger was a friend of he priest before the troubles started, and he is most likely to be level headed and willing to treat with the PCs if they are earnest. In addition, the ranger's stomping grounds are near enough to Spiralle that the PCs won't have to wander the deep forest trying to search for him. The ranger's name is Taemarc, and he tends to hunt in the verges of the forest to the southwest of Spiralle.
Hifferegin can give the PCs a map of the area (see below). He doesn't know much about the area himself, other than the fact that there is an old bandit lair in the area (assuming the PCs have already played the scenario entitled "Green Raid") and an ancient Thaneeri obelisk.
Taemarc usually hunts up and down The Wash.
![]() |
The Lord Mayor:
The Lord Mayor is named Gurryash (Commoner 2/Warrior 1/Expert 2). He is a brusque man, who worked in the abbatoirs as a boy and made his name serving in the village militia and showing great bravery during a goblin raid. He is in his early 30's, with dark brown hair and eyes. Gurryash now owns several abbatoirs and a ranch a day to the northeast of Spiralle where he raises kine and produces milk for cheeses. The Lord Mayor, though not a fanatic, is certainly agitated by the druids and is stubbornly not willing to try to negotiate with them. He is convinced that the druids have gone crazy because of the philisophical crisis they suffered when the Deceiver was defeated, and he is steadfastly convinced that the Imperator must get involved and Imperial troops must be mobilized to enter the forest and route the druids once and for all. The Lord Mayor has no real new insight into the situation, though he can tell his own, less knowledgeable version of the situation...a biased one that paints the druids in a even less complimentary light. The DM should take portions of the information the Miller Guildmaster provides and play up the Lord Mayor's prejudices.
As far as offering to mediate the crisis, the Lord Mayor sees no reason to even try, and he will warn the PCs that they take their lives into their own hands if they insist upon entering the forest. He also warns them that should they roust the druids to renewed activity (for they have been fairly quiescent of late), he will consider them troublemakers and bring charges against them with the Imperator. He will not agree to any sort of agreement or arrangement with House Riverine should the PCs prove successful, regarding that as an impossibility. He will plainly state that the druids cannot be trusted and that any overatures of compromise on their part will simply be a ruse.
Gurryash does not have any ulterior motives for being so biased. He simply feels responsible for his people and as he was elevated to his current status because of the heroic actions of his youth, he has always felt a need to live up to that ideal in the eyes of the villagers. The current situation has left Gurryahs feeling powerless, and he is frustrated at the deaths of his villagers at the hands of the druids and their animal allies.
Other Villagers:
Other villagers will have varying opinions on the conflict, though no one can be found who actually sympathizes with the druids. The table below gives a very general census of the attidues of the villagers.
|
|
|
|
|
The woodsmen should not have broken the Compact without first making sure the druids were actually gone from Feynidir. Nevertheless, the druids have overreacted and, when the woodsmen agreed to abide by the Compact again, the druids unreasonably refused to reinstate its terms. The Miller's Guild should recall its bounty on dire creatures and representatives should |
|
|
There have been mistakes and misunderstandings on both sides, and who can say who wronged whom? But it doesn't matter. This situation cannot go on. The Compact should be restored and peace maintained in the region. If only the druids would listen and negotiate. |
|
|
These druids have always been a bit queer and dangerous, but now they want to drive us from our homes. We must show them that they have to share the land with the Imperium. It is not theirs to claim! We should teach them a good lesson and then expand the lands of the Compact so that they are their ilk are driven deeper into the forest. |
|
|
The druids are insane and murderous, driven to extremes by the proven wrongness of their philosophy with the fall of the Deceiver. They should be driven out of Feyindir and their leaders captured and strung up as an example. The Feyindir is a part of the Imperium and belongs to its citizens. Death to all druids! |
Various villagers can, in total, apprise the PCs of their side of the situation. More than a few have relatives or friends or acquaintances that have been killed, gone missing, or been injured by attacks by druids or dire animals.
Taemarc the Ranger:
Taemarc is a ranger whom Hifferegin, the Firlott priest, knows. The DM can introduce the ranger to the PCs in various ways. The best and most logical is to have the PCs go looking for Taemarc from the directions given to them by the Firlott priest. However, if the PCs have basically ignored any information gathering and gone straight into the woods, then the DM can simply have the ranger find the party, either alone or coming to the rescue after a dire animal assault. The remainder of this section assumes the PCs have gone looking around The Wash for Taemarc at Hefferegin's behest.
Taemarc can be found by the PCs near the Thaneeri obelisk shown on Hefferegin's Map. The details of this obelisk are explained in the scenario entitled "Green Raid". DMs should refer to that scenario for a complete description of the markings on the stone structure.
Taemarc will initially be wary of the PCs, but can eventually be convinced that they mean to honestly solve the current situation. He will then offer to guide the PCs to a druid who is not a part of the druids attacking the villagers, for he feels torn between his loyalty to the villagers and his respect of the druids, and wants to see the situation resolved as amicably as possible.
|
* Taemarc: Male human Ranger 3; CR 3; Medium humanoid (human); HD 3D8+3; hp 21; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +5 melee (1D6, handaxe) or +5 ranged (1D8, longbow); SA favoured enemy (humanoid [gnoll] +2); SQ archery combat style, wild empathy (+2 synergy); AL NG; SV Fort +4, Ref +5, Will +3; Str 14, Dex 15, Con 12, Int 10, Wis 14, Cha 11. Height 5 ft 9 in. Skills and Feats: Climb +5, Handle Animal +5, Heal +6, Hide +6, Knowledge (nature) +5, Listen +6, Move Silently +6, Ride +4, Spot +6, Survival +8, Swim +5; Combat Reflexes, Dodge, Endurance, Mobility, Rapid Shot, Track. Possessions: longbow, arrows (20), handaxes (2), dagger, explorer's outfit, leather armour, torches (8), flint and steel, belt pouch, wooden holy symbol to Firlott, 3 cp, 4 sp, 2 gp. |
Option: The Green Hag:
Optionally, if the PCs ran through "Green Raid" and never encountered the green hag presented therein, or if the DM simply wants to add another encounter to this scenario, then the DM can have the PCs face the green hag in her lair. In this case, the PCs will arrive at the obelisk and, given the recent light rains, can determine with a very basic Search check (DC 10) or Survival check (DC 10) that a booted Medium humanoid was at the obelisk within the last 24 hours and headed south by southwest down the main flow of The Wash.
About 5 miles down, the PCs will come upon signs of a scuffle. A muddy part of the riverside is churned up, and bits of dried blood can be found here and there. A basic Survival or Search check (DC 10) will determine that a Large, barefooted humanoid was in this muddy flat and churned up much of the mud. If the Search or Survival check made DC 15, the PCs will determine that something dragged itself off into the undergrowth to the south of the scene. A Track check (DC 20) can determine that the marks were made by a pawed Medium animal, likely a canine or wolf, that was injured and dragged its hindquarters into the bushes. An easy search of the bushes will find the corpse of Taemarc's animal companion, a wolf whose hindquarters are smashed by some very large, blunt instrument.
A Track check (DC 15) can find the trail made by the Large humanoid. It leads due south for about 2 miles before emerging into the clearing that houses the hag's lair. The Large footprints were made by one of the hag's ogres, which captured Taemarc and took him back to the hag for eventual consumption.
While the hag's lair was designed for a lower level party than those in this scenario, the encounters therein are dangerous enough to challenge even a level 6-8 party, especially if both ogres are present in the lair. The hag can use the terrain to great advantage, as well as her innate abilities, and if the DM plays the encounter cannily, the PCs should be challenged. Taemarc will be held in the prison cave, as detailed in the scenario.
When Taemarc is rescued, he will be very grateful, though he has little to offer the PCs as a reward. However, if they mention their desire to help resolve the druidic conflict with Spiralle, he will be overjoyed, and offer to guide the PCs to a druid who may be able to help them on their way. He will assure the PCs that this druid is not a participant in the attacks against the villagers and will hopefully be very eager to help.
In either case, Taemarc will lead the PCs to the druid Mevventirin.
Part Two - The Friendlier Wilds:
The Friendly Couple
Mevventirin dwells in a small but homey cave set in the crook of a massive, moss-covered boulder that sits astride a small creek. The druid's lair is approximately 15 miles due west of the Thaneeri obelisk, and is well enough hidden that the PCs would have great difficulty finding it without Taemarc's help. Mevventirin (human Druid 5) dwells in the cave with his wife Revvere (human Ranger 3). Both are essentially losers in the recent internecine strife amongst the Natural Order of the Keepers. As an alternative to being killed, Mevventirin was expelled from the Order and both he and his wife were forced to take solemn vows not to interfere with Vikkor or the Order. As such, Mevventirin will be of no direct help to the PCs. However, he can provide information and knows of someone who possibly can help the PCs.
Statistics for Mevventirin and Revvere are not needed for this portion of the scenario. However, they are presented in the optional encounter at the end of the scenario, as well as the layout of their cave home.
When Taemarc and the PCs arrive at Mevventirin's cave, they will be welcomed once Taemarc explains the PCs to the couple. After food and drink, Mevventirin will be happy to explain the entire situation to the PCs. The DM can basically read or paraphrase the DM's Introduction to the PCs, with the exception of the details regarding how Vikkor is able to construct the wicker man.
In addition to the above, Mevventirin can explain the following:
The Construction of the Wicker Man:
Mevventirin knows for a fact that Vikkor and his ilk have been constructing a real wicker man. He will inform the PCs that construction of a wicker man requires extremely ancient and powerful druidic lore...lore and capabilities available only to a few of the most powerful druids in the history of Therra. As such, while he acknowledges that Vikkor is a learned and formidable druid, such ancient power to build a wicker man is far beyond him. Instead, Mevventirin suspects that Vikkor must have obtained some sort of magical adjunct or magical lore that was scribed by one of those ancient druids of power that is allowing him to construct the wicker man.
The Powers of the Wicker Man:
A wicker man is the pinnacle of druidic justice and/or vengeance. It is a huge construct of humanoid shape composed of branches, grass, twigs, and the like. The construct is very powerful, and its great limbs can batter a house to bits and pulp flesh and bone into puddles of blood.
A wicker man is also constructed with a torso or ribcage that functions as a prison. When used as a means of justice, for example to capture traitorous druids, the wicker man will grab its victim, stuff him into its ribcage, and then return the victim to its master.
However, sometimes a wicker man is used a vehicle for vengeance rather than justice. In this case, the construct is set ablaze. It burns amazingly well at even the slightest flame, and is entirely unharmed by fire. Instead, the flames sheath the wicker man. These flames extrude scalding heat in a wide radius. Worse, when it slams its foes or grabs them, the flames also burn the victim. But most horrible of all is when a grabbed victim is stuffed inside the ribcage of a burning wicker man. The heat and smoke consume the victim in a paroxysm of horrible agony.
Mevventirin advises the PCs to not use fire against the wicker man, if the construct is faced. However, it is almost certain that Vikkor will set the thing ablaze at the first sign of trouble, so the PCs should also take steps to protect themselves against fire.
Activating the Wicker Man:
Mevventirin assumes that the wicker man has not been completed, or Vikkor would have struck with it. However, such construction cannot take more than 3-4 months, and the druid knows that Vikkor and his minions have been constructing the things for close to 3 months. Therefore, he is worried that the wicker man is almost complete and, once released, will destroy Spiralle and its inhabitants. Many drudic rituals involve holy days, and there is a seasonal holy day coming up within two weeks frm the time the PCs speak with Mevventirin.
Locating Vikkor and the Wicker Man:
Both he and his wife are forbidden to divulge the location of Vikkor's secret grove. In addition, Taemarc does not know its location. However, Revvere knows of a friend who is not bound by oath to refrain from opposing Vikkor. If the PCs will allow, Revvere can go and fetch this friend. It will take several days, and the druid invites the PCs to abide in his cave during this time, or, if the PC group is too large, encamp just outside.
Vikkor:
Mevventirin can tell the PCs a bit about Vikkor. He has always been something of a fanatic about druidism and the Order. This is likely due to his strange heritage, for he is a half-fey, bred from a druidic father and a fey mother. As such, Vikkor has wings and can fly. He also possesses fey powers, including the ability to trick and cloud minds. Vikkor is a potent druid. It is known that he can enter wild shape and it is reported that during the recent final battles for control of the Order he changed into the shape of a dire boar, which only the more powerful and masterful druids can accomplish. But his true edge comes from his half-fey heritage. His mind-affecting abilities, flight, immunity to enchantments, and resistance to harm all have given him the edge needed to wrest control of the Order. Mevventirin also sees a dark blot on his heart, and fears he cannot be negotiated with. His animal companion is a dire wolf of foul disposition.
Evarra Arrives
Before Revvere retturns, Taemarc will make his adieu. He has no desire to confront Vikkor, but wishes the PCs the best of luck.
2-3 days after Revvere leaves, she returns with another human woman in tow. This other person is a tall, strong blond haired woman. She introduces herself as Evarra, a ranger of the forest. Revvere will say that she and her husband have been friends with Evarra for several years, and that she is a trustworthy companion and is willing to aid the PCs.
Evarra will carefully question the PCs, making sure that, in her opinion, they truly wish to fairly settle the current dispute. Evarra wants the terms of the Compact reinstated. She is very wary, however, that the PCs intend to smash Vikkor and the order and then use that victory to empower the villagers to rebuke the Compact or to claim more forest for their lumbering and hunting beyond the original confines of the Compact. Evarra will warn the PCs that though she wants to see Spiralle and its residents thrive and prosper, and she dislikes Vikkor and his fanatics, she regards trust and a person's word as a sacred bond, and should the PCs betray her trust, she will dedicate the rest of her life to hunting them down.
Assuming the PCs don't somehow manage to lose Evarra's trust, she will state that she knows the location of Vikkor's secret grove, where he and his minions have been conducting strange rituals. If asked how she knows of this, she will simply state that she is a very capable ranger and scout and that little in the wilds can remain hidden from her for long. Evarra will guide the PCs to the Vikkor's grove. What's more, she will fight alongside the PCs, for the only reason she has not, before now, taken up arms against Vikkor directly is because she did not think she had a chance to succeed by herself, and all of her capable friends had taken vows of noninterference against Vikkor.
Evarra is a werebear. She is a natural lycanthrope (not afflicted) and was born in the forest highlands as it creeps up the Aynayjors. Evarra does not wish for her lycanthropy to be known, especially to strangers. Both Mevventirin and Reverre know of her true nature, but will keep her confidence. However, Evarra will change into her other forms if needed during the remainder of the scenario. In addition, the PCs (or the players) may notice strange things, like her +2 natural armour or the fact that while she is not a learned enough ranger to cast spells, she can take a lot of hit points of damage and attacks twice per round with her greataxe. Evarra will try to brush off any questions about her abilities, but persistent PC questioning will get her to finally reveal her secret.
In addition, almost certainly she will elect, just before the final battle, to remove her clothing and transform into her bear or hybrid form, as she will want to take advantage of her damage reduction.
|
* Evarra (Human Form): Female werebear Ranger 2; CR 6; Medium humanoid (human, shapechanger); HD 2D8+2 plus 6D8+36; hp 78; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +9/+4 melee (1D12+3, masterwork greataxe) or +8/+3 ranged (1D8+2, composite longbow); SA favoured enemy (humanoid [goblinoid] +2); SQ alternate form, bear empathy, combat style (archery), low-light vision, scent, wild empathy; AL LG; SV Fort +10, Ref +10, Will +7; Str 14, Dex 15, Con 14, Int 10, Wis 16, Cha 10. Height 5 ft 8 in. Skills and Feats: Climb +6, Handle Animal +5, Heal +8, Hide +6, Jump +5, Knowledge (nature) +7, Listen +8, Move Silently +6, Ride +4, Spot +9, Survival +8 (+10 above ground), Swim +3; Dodge, Endurance, Iron Will, Multiattack, Rapid Shot, Run, Track. Special Qualities: Bear Empathy (Ex): Communicate with bears and dire bears and +4 racial bonus on Cha based checks against bears and dire bears. Possessions: composite longbow (+2 Str bonus), arrows (20), silver arrows (12), explorer's outfit, masterwork greataxe, leather armour, belt pouch, dagger, holy symbol to Galasiria, 20 cp, 34 sp, 15 gp. |
|
* Evarra (Animal Form): Female werebear Ranger 2; CR 6; Large humanoid (human, shapechanger); HD 2D8+2 plus 6D8+36; hp 78; Init +3; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 19 (touch 12, flat-footed 16); Atk +16 melee (1D8+10 [x2], claws) and +14 melee (2D6+5, bite); SA curse of lycanthropy, improved grab; SQ alternate form, bear empathy, DR 10/silver, low-light vision, scent; AL LG; SV Fort +14, Ref +11, Will +7; Str 30, Dex 17, Con 22, Int 10, Wis 16, Cha 10. Height 9 ft. Skills and Feats: Climb +14, Handle Animal +5, Heal +8, Hide +2, Jump +5, Knowledge (nature) +7, Listen +8, Move Silently +6, Ride +4, Spot +9, Survival +8 (+10 above ground), Swim +15; Dodge, Endurance, Iron Will, Multiattack, Rapid Shot, Run, Track. Special Attacks: Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fort save or contract lycanthropy. Improved Grab (Ex): To use this ability, a werebear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Special Qualities: Bear Empathy (Ex): Communicate with bears and dire bears and +4 racial bonus on Cha based checks against bears and dire bears. |
|
* Evarra (Hybrid Form): Female werebear Ranger 2; CR 6; Large humanoid (human, shapechanger); HD 2D8+2 plus 6D8+36; hp 78; Init +3; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 19 (touch 12, flat-footed 16); Atk +16/+11 melee (1D8+15, masterwork greataxe) and +14 melee (2D6+5, bite) or +16 melee (1D8+10 [x2], claws) and +14 melee (2D6+5, bite); SA curse of lycanthropy; SQ alternate form, bear empathy, DR 10/silver, low-light vision, scent; AL LG; SV Fort +14, Ref +11, Will +7; Str 30, Dex 17, Con 22, Int 10, Wis 16, Cha 10. Height 9 ft. Skills and Feats: Climb +14, Handle Animal +5, Heal +8, Hide +2, Jump +5, Knowledge (nature) +7, Listen +8, Move Silently +6, Ride +4, Spot +9, Survival +8 (+10 above ground), Swim +15; Dodge, Endurance, Iron Will, Multiattack, Rapid Shot, Run, Track. Special Attacks: Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear's bite attack in animal or hybrid form must succeed on a DC 15 Fort save or contract lycanthropy. Special Qualities: Bear Empathy (Ex): Communicate with bears and dire bears and +4 racial bonus on Cha based checks against bears and dire bears. |
Evarra will state that Vikkor's grove is some 75 miles into the heart of the forest. The journey will take 6-7 days, and then only because she knows many game trails through the forest that should speed up the journey. She will recommend against taking any beasts of burden, as parts of the forest are very tangled, and the scent of the beasts will likely attract predators. She warns that many large bands of dire creatures are hunting the forest, and they will likely attack on sight. Evarra will be ready to leave the next morning and will urge all due haste, as there are only about 10 days left until the druidic holy day and the likely completion of the wicker man.
Part Three - The Wicker Men:
The Journey to the Grove
The trek through the forest may be as eventful as the DM likes. The Feyindir Forest has its own dangers even without the current conflict, and the DM may prepare encounters for the PCs as appropriate. Presented below are four significant encounters that the PCs should come across before reaching the grove.
Specific encounter maps are not provided. The DM should assume the terrain for the first three encounters is Medium Forest and the terrain for the fourth encounter is Dense Forest. Refer to page 87 of the DMG for details about these types of terrain.
Encounter #1 and #2 take place two days after the PCs leave Mevventirin's cave. Encounter #2 should take place 1D3 hours after Encounter #1.
Encounter #3 takes place two days after Encounter #2.
Encounter #4 takes place two days after Encounter #3.
Encounter #1 - Shades of Trouble:
An ancient quickwood has taken up station here, commanded by Vikkor using his speak with plants spell to move towards Spiralle and to attack all non-druid humanoids it can. The plant has only just moved to its present location, so Evarra is unaware of its presence.
The quickwood will almost certainly first notice the PCs by way of its link with oak ability. Allow the PCs the appropriate Spot check to notice the human visage. Once it has seen the PCs, it will move into position to intercept them. The quickwood currently has a single spell of 3rd level absorbed that it can release as its fear effect.
|
* Quickling: CR 8; Huge plant; HD D8+35; hp 66; Init -1; Spd 10 ft; Space 15 ft; Reach 5 ft (bite), 20 ft (roots); AC 17 (touch 7, flat-footed 17); Atk +12 melee (grapple [x8], roots) and +7 melee (4D6+4, bite); SA fear, improved grab; SQ darkvision 120 ft, link with oak, low light vision, plant traits, resist fire, spell absorption, tremorsense 60 ft; AL N; SV Fort +10, Ref +1, Will +4; Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12. Height 35 ft tall. Skills and Feats: none. Special Attacks: Fear (Su): The quickwood can use absorbed spell energy to create an area of fear as a free action in a 10 ft radius per level of the spell absorbed. Creatures within the area must succeed at a Will save (DC 18) or become panicked for 2D6 rounds. Creatures succeeding in the Will save are not affected by that particular quickwood's fear effect for 24 hours. Improved Grab (Ex): To use this ability, the quickwood must hit an opponent of Large or smaller size with a root. If it gets a hold (+22 grapple bonus), it reels the victim in for a bite attack in the same round. Special Qualities: Link with Oak (Su): As a standard action, a quickwood can use the surrounding oak trees to see, hear, and smell, At any one time, the quickwood can use a number of oak trees equal to its HD and within 360 ft. The quickwood is completely aware of its current surroundings and can break the link as a free action. It can reestablish a broken link as a standard action. This ability allows the quickwood to ascertain its surroundings over a much greater distance. The affected oak takes on a human visage akin to the quickwood (Spot check at DC 20 to notice the human visage). Resist Fire (Ex): As a standard action, the quickwood can cause its trunk and roots to perspire. This grants the quickwood resistance to fire 20 for 1 minute. Spell Absorption (Su): Any time the quickwood succeeds at a saving throw against a spell, it absorbs the spell's energy. It stores the energy and can release it as a fear effect. A quickwood can store energy for one week for each HD the quickwood possesses. |
Encounter #2 - Viper's Nest:
Three massive forest vipers are patrolling the area. They will catch the PCs' scent and move to attack. These specimens are naturally camouflaged for their environment, and thus are adept at hiding in the forest. They will use the cover and trees to attempt to attack by surprise. They are also adept at spitting their poison, and will do so to best effect.
|
* Advanced Huge Forest Vipers (3): CR 6; HD 15D8+30; hp 98; Init +6; Spd 20 ft, climb 20 ft, swim 20 ft; Space 15 ft; Reach 10 ft; AC 16 (touch 11, flat-footed 15); Atk +13 melee (1D4+4 plus poison, bite); SA poison; SQ scent; AL N; SV Fort +11, Ref +11, Will +7; Str 16, Dex 16, Con 14, Int 1, Wis 12, Cha 2. Length 40 ft. Skills and Feats: Balance +11, Climbing +11, Hide +5*, Listen +7, Move Silently +7, Spot +7, Swim +11; Ability Focus (poison), Deadly Spittle, Improved Initiative, Run, Spit Venom, Weapon Focus (bite). Special Attacks: Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC is 17. * +8 racial bonus in forest environments |
Encounter #3 - The Dragonnes Attack:
Vikkor has convinced two dragonne native to the foothills of the nearby Aynayjors to join their crusade, in exchange for promises of treasure and food (in Therra, dragonnes dwell in temperate hills and mountains instead of deserts). These dragonne are not evil or rapacious by any means, but they do favour the druids and have had good relations with the Order and so are quite willing and able to help them in exchange for an eventual reward. Vikkor has tasked them with patrolling the forest verges towards Spiralle in order to forestall any attacks from that quarter. While the beasts are not brilliant, they are intelligent enough to follow their orders, which are as follows. If the dragonnes sight a group of Imperials or villagers numbering over 20, one is to return and warn Vikkor while the other is to shadow the "army". If the dragonnes sight a group numbering 20 or less, they are to attack and harry them as best as they can. The dragonnes are not bloodthirsty, and although Vikkor has given them permission to slay any intruders, they will not chase those who don't appear to have valuable treasures who seem to be fleeing from them.
These dragonnes will have picked up the trail of the PCs and then used their superior speed and flight ability to catch up to them. One dragonne will continue to track (by scent) while the other flies ahead along the path of the track to try to spot the PCs. Eventually, they will attack, and the time of their attack will be whenever they catch up to the group. Thus, the DM should roll a D6 with a 1-3 indicating AM and 4-6 indicating PM, and then roll a D12 to indicate the precise hour. In this way, the dragonnes might attack at night.
The terrain is Medium Forest, and thus is it unlikely the dragonnes will be able to charge on the ground. However, if the trees are not close enough to force them to squeeze, they could charge using their fly movement. If this is possible, both dragonnes will charge in the air and pounce on the most dangerous looking foes, intending to take them out quickly. They will then roar, one at a time each round they are able, attacking when not roaring. The dragonnes do not have a lot of experience fighting mages, and so will likely initially ignore them as weaklings. However, they are quick learners and should a wizard begin hammering them with spells they will turn their attentions to such worthies. If one is disabled and the other wounded to half or less of its starting hit points, it will flee. Each will flee if reduced to less than 10% of their original hit points, only to flee to warn Vikkor and hopefully be healed. In this case, the DM should have the dragonne(s) return to attack the PCs a day or two later. Vikkor insists on the dragonnes attacking alone because their roars are so far reaching that in a fight his own forces would suffer more from the roars than the enemy!
|
* Advanced Dragonnes (2): CR 7; Large magical beast; HD 10D10+30; hp 85; Init +6; Spd 40 ft, fly 30 ft (poor); Space 10 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 16); Atk +13 melee (2D6+4, bite) and +8 melee (2D4+2 [x2], claws); SA pounce, roar; SQ darkvision 60 ft, low-light vision, scent; AL N; SV Fort +10, Ref +9, Will +6; Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12. Length 12 ft. Skills and Feats: Listen +10, Spot +11, Survival +2; Combat Reflexes, Improved Initiative, Iron Will, Track. Special Attacks: Pounce (Ex): If a dragonne charges, it can make a full attack in the same round. Roar (Su): A dragonne can loose a devastating roar every 1D4 rounds. All creatures except dragonnes within 120 ft must succeed on a DC 15 Will save or become fatigued. Those within 30 ft who fail their saves become exhausted. |
Encounter #4 - The Woodling and His Minions:
Various small animals of the forest who serve the Natural Order have noted the PCs passing and gone to alert Vikkor that intruders are in the forest. This is not an immense concern for Vikkor, for other groups of villagers and even a few mercenaries have entered the forest seeking dire animals to collect a bounty from the Miller's Guild, and there is little chance of them finding his hidden grove by way of random wanderings. However, the druid does want such intruders disppsed of, so he sends his woodling dire boar and a band of dire animals to dispatch the intruders.
The dire animals will be able to home in on the PCs with the aid of small forest creatures who are tracking the PCs. PCs should be allowed a Spot check twice per day (DC 25) to notice the animals, but unless a subsequent Knowledge (nature) check is also made (DC 20), then the DM should tell the player nothing, because although the PC has spotted the animals, he has not noticed them doing anything strange and there are plenty of small animals around the area normally such that merely spotting them is not sufficient to warrant a PC's attention.
Should both checks be successful, then the PC will notice that an animal seems to be acting strangely. The animal seems to stop and hide when the PC looks at it, but doesn't run away. When the PCs start to move again, the animal surreptitiously follows. It should be clear from this that the animal is tailing the group.
If the dire animals can spot the PCs before being spotted themselves, then they will fan out to surround the PCs. If the PCs are not taken by surprise, however, then the animals will simply attack en masse. The woodling dire boar will hang back initially, casting its spells, including its entangle against half of the PCs in order to isolate them from the combat and both of its summon nature's ally spells to add extra reinforcements to the attack. It will usually summon a small air elemental to attack those entangled by its entangle spell, or against spellcasters or flying foes. It will summon a unicorn to provide healing and a potent attack routine against its enemies. The unicorn is bound by the spell to attack the PCs or otherwise follow the dictates of the woodling dire boar, so the fact that the PCs might be good-aligned doesn't matter, though the unicorn will show sadness and shed tears if an obviously kind-hearted person is is victim.
|
*Advanced Woodling Dire Boar: CR 7; Large animal; HD 11D8+33; hp 84; Init +0; Spd 40 ft; Space 10 ft; Reach 5 ft; AC 22 (touch 9, flat-footed 22); Atk +15 melee (1D8+12, gore); SA ferocity, spell-like abilities; SQ DR 5/slashing, low-light vision, plant traits, scent, skill bonuses, vulnerability to fire; AL N; Sv Fort +10, Ref +5, Will +11; Str 27, Dex 10, Con 17, Int 2, Wis 14, Cha 8. Length 12 ft. Skills and Feats: Hide -4, Listen +11, Move Silently +0, Spot +11; Endurance, Iron Will, Power Attack. Special Attacks: Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Spell-Like Abilities (Sp): command plants 1/day (DC 13), entangle 1/day (DC 10), speak with plants 3/day, summon nature's ally II 1/day, summon nature's ally IV 1/day. Special Quailities: Skill Bonuses (Ex): in above ground natural environments, the woodling gains a +4 bonus on Hide and Move Silently checks. Vulnerability to Fire (Ex): Woodling creatures have vulnerability to fire. A woodling takes half again as much damage as normal from the effect, regardless of whether a save is allowed or the save is a success or failure. |
|
* Advanced Dire Wolf: CR 5; Large animal; 12D8+48; hp 102; Init +2; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 15 (touch 12, flat-footed 12); Atk +16 melee (2D6+10, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +12, Ref +10, Will +9; Str 25, Dex 16, Con 18, Int 2, Wis 12, Cha 10. Length 10 ft. Skills and Feats: Hide +3, Listen +7, Move Silently +7, Spot +7, Survival +2*; Alertness, Dodge, Improved Natural Attack, Run, Track, Weapon Focus (bite). Special Attacks: 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. * 4 bonus to Survival checks when tracking by scent. |
|
* Giant Frogs (5): CR 2; Medium animal; 2D10+6; hp 17; Init +0, Spd 20 ft swim 30 ft; Space 5 ft; Reach 5 ft (10 ft with tongue); AC 13 (touch 10, flat-footed 13); Atk +4 melee (1D8+3, bite) or +1 ranged (grapple, tongue) and -4 bite (1D8+3, bite); SA improved grab, leap, swallow whole; SQ low-light vision; AL N; SV Fort +6, Ref +3, Will -1; Str 16, Dex 11, Con 16, Int 2, Wis 9, Cha 6. Length 6 ft. Skills and Feats: Hide +6, Jump +8, Spot +3, Swim +11. Special Attacks: Improved Grab (Ex): To use this ability, the giant frog must hit with a tongue attack against an opponent of Small or smaller size. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Leap (Ex): A giant frog can leap and still attack as if it were a charge. A giant frog can leap up to 30 ft horizontally and 10 ft vertically. Swallow Whole (Ex): A giant frog can attempt to swallow a grappled opponent of Small size or smaller in its space by making a successful grapple check. Once inside, the opponent takes 1D4 points of acid damage per round from the frog's stomach acids. A swallowed creature can climb out of the frog with a successful grapple check, reurning to the frog's mouth where another successful grapple check is needed to get free. A swallowed creature can also cut its way out using a light piercing or slashing weapon to deal 6 points of damage to the frog's stomach (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The frog's interior can hold 1 Small, 4 Tiny, 8 Diminutive, or 16 Fine creatures. |
|
* Dire Badgers (5): CR 2; Medium animal; HD 3D8+15; hp 28; Init +3; Spd 30 ft, burrow 10 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +4 melee (1D4+2 [x2], claws) and -1 melee (1D6+1, bite); SA rage; SQ low-light vision, scent; AL N; SV Fort +7, Ref +6, Will +4; Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10. Length 6 ft. Skills and Feats: Listen +6, Spot +6; Toughness, Track. |
|
* Dire Weasels (2): CR 2; Medium animal; HD 3D8; hp 15; Init +4; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 14, flat-footed 12); Atk +6 melee (1D6+3, bite); SA attach, blood-drain; SQ low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11. Length 10 ft. Skills and Feats: Hide +8, Listen +3, Move Silently +8, Spot +5; Alertness, Stealthy, Weapon Finesse. Special Attacks: Attach (Ex): A dire weasel that its with its bite attack latches onto the opponent's body with its powerful jaws. An attached dire weasel loses its Dex bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature. Blood Drain (Ex): A dire weasel drains blood for 1D4 points of Con damage each round it remains attached. |
|
* Advanced Wolves (10): CR 1; Medium animal; HD 3D8+6; hp 20; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +4 melee (1D6+1, bite); SA trip; SQ low-light vision, scent; AL N; SV Fort +5, Ref +6, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 4 ft. Skills and Feats: Hide +3, Listen +3, Move Silently +3, Spot +3, Survival +1*; Dodge, Track, Weapon Focus (bite). Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf. * +4 bonus to Survival checks when tracking by scent. |
Vikkor's Grove
Vikkor's grove is one of several sacred groves in the Feyindir that are holy to the Natural Order of the Keepers. This particular grove is the one Vikkor is most attuned to, and the nearest to Spiralle, and therefore has become the base of operations for his efforts to raise a wicker man. The grove itself is shown on the map below.
|
|
|||||||||||
![]() |
The grove is set upon a small hillock some 45 feet high. It is set amidst dense forest, but rises out of it into a region of medium forest for perhaps a quarter of a mile around. The hillock is about 300 feet long by 150 feet wide, and the grove at its top is approximately 100 feet in diameter. Each square represents 5 feet. The entire hillock is covered with meadow grasses, ranging in height from 6 inches to 1.5 feet. Patched of wild flowers dot the mound as well, and birds and insects flit here and there. Refer to the descriptions below.
HEDGE:
This is a tall, well-ordered hedge of briars and vines that seems to encircle the grove. It is 10 feet tall at all points and from casual observation from ground level even from the west it will appear to completely encricle the hilltop. In actuality, there is an entrance to the west, screened by a slightly offset hedge wall that allows a 10 ft wide access from the north and a 5 ft wide access from the south.
The wall is the equivalent of a wall of thorns spell, though it is not magic (it is simply a long-tended and carefully groomed structure). It is 5 ft thick at most points, though a few points are between 10 ft and 15 ft thick (as indicated on the map). Careful examination of the hedge reveals that not one of the briars or vines are cut, but seem to naturally grow in the desired shape. The hedge is quite green and moist and is very difficult to set alight. In addition, the druids of the grove have, over the years, laid enchantments of fire resistance on the structure. As such, the hedge has the equivalent of a permanent resist energy (fire) upon it as if cast at level 14.
CAVE:
This cave entrance is very unimposing. It is 5 ft in diameter and burrows straight into the hillside about halfway up its slope. However, the entrance is screened by heavy undergrowth and is very difficult to notice, especially from afar. A Spot check (DC 18) is required to notice the entrance unless a PC actually enters the square in which the cave is located. The cave entrance area is trapped. Refer to the Cave Map for further details.
POOL:
This pool is of clear water, approximately 10 ft in diameter. The pool's walls are 5 ft deep, but the bottom of the pool is actually located in the caves below the grove (Room 7 of the Cave Map). The pool is holy to the Order, though the water has no effect except that any water elemental summoned from the pool (even by way of a summon nature's ally spell if the elemental summoned appears within the pool) by a member of the Order is treated as having been summoned by a summoner with the Augment Summoning feat. The pool radiates faint conjuration magic, and is always full.
FIRE:
This firepit and stone fire ring is 10 ft in diameter and set into a small stone hollow indented into the grove floor. Within, a ruddy bonfire burns upon a pile of red stones. There is no wood or other apparent fuel for the fire, as if the red stones themselves are fuel enough. This fire is sacred to the Order and is always alight, unless subject to a dispel magic that dispels the 14th level effect. While lit, any fire elemental summoned from the fire (even by way of a summon nature's ally spell if the elementsl summoned appears within the fire) by a member of the Order is treated as having been summoned by a summoner with the Augment Summoning feat. The fire radiates faint conjuration magic.
ALTAR:
This large alter is carved from stone. It is 10 ft square and about 4 ft tall and forms a sort of large, flat table. Some parts of the altar top are smeared with dried stains, some of which may be dried blood, but others of which may be scorch marks and dried fruit and berry juices.
The sides of the alter are carved to show scenes of forests, nature, and cavorting fey. Intermixed with these are scenes of druids harvesting items with scythes into bowls, druids sacrificing humanoids on an altar, and druids fighting Thaneeri warriors.
The altar is the focus of an unhallow spell, cast by Vikkor. He has tied a freedom of movement spell (cast at 9th level) to the unhallowed altar, and this effect persists throughout the entire portion of the grove bounded by the menhirs. The effect only functions for members of the Natural Order of the Keepers and its immediate allies. This will allow Vikkor and the other druids to cast entangle spells and the like within the grove and still operate normally. In addition, the entire grove within the menhirs is affected as if by a magic circle against good and turn undead checks suffer a -4 penalty, both due to the unhallow.
Set upon the altar are the stone tablets that contain the ritual of constructing a wicker man.
MENHIRS (STANDING STONES):
These are marked as "M" on the map. They are standing stones of the kind fairly common to druidic circles. Each is between 10 ft and 15 ft tall and between 3 ft and 6 ft in diameter. None of them is carved into any sort of likeness, but each was roughly shaped into a rectangle shape and each bears weather-worn runes in Druidic that exclaim the ancient history of the Order and consecrate this grove as sacred to it. These stones mark the boundary of the sacred grove for purposes of the unhallow effect of the altar.
For combat purposes, each menhir can be treated as a massive tree, taking up the entire square and providing cover as appropriate.
THE GROVE ITSELF:
The inherent power of the grove grants druids of the Natural Order +3 to their caster levels to all spells cast within the grove, and all healing spells cast by such druids have maximum effect.
Vikkor's Cave
Refer to the Cave Map below. Unless stated otherwise, all passages and rooms are 10 ft tall and made of cut earth supported by stone shaped supports and cross beams.
![]() |
1. Entrance:
The entrance to the cave is screened by a patch of heavy undergrowth and several trees. The opening is round, and 5 ft in diameter.
There are two snare spells set here. The first is 10 ft square is set in the four squares just to the west of the entrance. The second is 10 ft long and 20 ft wide set just to the east of the entrance. There is a 5 ft corridor between these two traps that can be safely accessed by scurrying through the heavy undergrowth. Each snare is attached to the nearby tree and will do 1D6 damage to is victims, as well as flinging them upward to hang from the tree by the entrapped limbs.
| * Snare Traps (2): CR 4; spell; spell trigger; no reset; spell effect (snare, 9th-level druid); Search DC 23; Disable Device n/a. |
All of the druids and Vikkor's animal companion know about the traps.
2. Cave of Roots:
This earthen cave has a ceiling crawling with roots from the thorn hedge overhead. Various insects of normal size crawl through the roots, making them wriggle strangely. These roots are sufficient to allow the casting of an entangle spell within the cave.
3. Main Cave:
The ceiling of this earthen cave is 15 ft high. Several passages branch off from this place. In the center of the chamber is a stone shaped life-sized and life-like statue of a bearded druid wielding a scythe. This is a statue to an ancient and very fanatical druid of the Order who opposed the Thaneeri and scribed the tablets that allow the making of the wicker man. Vikkor admires the legendary figure.
4. Wolf's Den:
This small cave is the den of Vikkor's animal companion dire wolf. There is a nest of furs and leaves to one side, along with gnawed bones, some of them possibly human if examined closely by a knowledgeable person.
5. Vikkor's Chamber:
This cave is the chamber of Vikkor, the only druid who lives permanently at the grove. The place is quite ascetic, with a meagre pallet of bear and wolf furs, a wooden box that holds several changes of clothes and other personal items, and little else. Buried under the pallet, some 2 inches beneath the dirt floor, is a 2 ft stone cube. The cube is hollow, and holds Vikkor's treasure. There are no lids or latches or openings to allow access to the treasure. Instead, Vikkor uses a stone shape spell to get into the box. The box could also be smashed open; it's walls are 4 inches thick (h 8, hp 60).
Within the cube are 170 sp, 600 gp, 14 pp, twelve pieces of semi-valuable jewerly (taken from slain villagers) worth 1D20 gp each (average of 10 gp each), an arcane scroll of elemental vulnerability at 5th level, an arcane scroll of repeair serious damage at 5th level, an arcane spell of repel fey at 5th level, and a wand of disruption missiles at 3rd level with 48 charges.
6. Wicker Chamber:
This chamber holds the unfinished wicker man. It is 15 ft tall and the wicker man stands with its head brushing the dirt of the ceiling. The ceiling is only a few inches deep, and if Vikkor activates the ritual tablets to awaken the unfinished wicker man (or upon finishing the construct altogether) the wicker man can easily burst through the dirt and clamber up to emerge into the grove.
The wicker man will not react to any hostile acts directed at it until Vikkor activates it. However, because the dirt of the ceiling is very thin, noise made here may be heard by the druids above.
7. Cave of the Pool:
In the center of this chamber is a strange sight. A 10 ft diameter pool of water sits in the center of the room. This pool is directly below the pool of the grove, and a column of watter 10 ft in diameter rises out of the cave pool and extends up to the ceiling. In fact, the water column ends up forming the pool above. This keeps the pool above always full, and it also allows a means of egress into and out of the caves. There is no significant current or flow in the strange column of water, and so a simple Swim check for clam water will suffice to allow a person to swim up the column and into the pool in the grove above.
The pool here is 10 ft deep and is fed by naural sources that are magically pumped up to form the column.
This pool has the same mystical characteristics as the grove pool (i.e. Augment Summoning on water elementals conjured from it).
8. Cave of Worship:
This cave is directly below the altar of the grove. There is a strange object of worship here, a lumpy pedestal of rock covered with vines and leaves and acorns. Druidic runes have been carved into the rock. The structure does not radiate magic and has no function beyond serving as a focus for meditation for Vikkor.
Defense of the Grove
Vikkor will spare no effort to defend the grove, taking advantage of the special powers of the pool and the fire and using the freedom of movement effect of the altar to best effect. Almost certainly, Vikkor will know the PCs are coming, as he has various animals patrolling the area normally, and such patrols will be heightened when the woodling dire boar (encounter #4) does not report back to him with any sort of success. As such, unless the entire party is somehow concealed from the animal life of the forest, birds and beasts will warn Vikkor and he will be able to prepare for battle.
Vikkor will cast a mass resist energy on himself and his minions. If any survivors from encounter #3 or #4 report back, then he will resist against whatever energy type the PCs seemed to favour. Otherwise, he will choose to resist against fire.
He will also cast barkskin and earth's defender as appropriate, and will likely spontaneously cast a summon nature's ally with his Sudden Extend feat to summon an augmented water or fire elemental. If further time allows he will even cast a resistance spell just before the battle begins.
Meanwhile, his druid companions will cast resistance.
When the battle begins, the druids will cast body of the sun, and then entangle spells to enwrap their enemies. They will then use their summon swarm spells to harry enemy spellcasters, while Vikkor casts call lightning.
If the battle begins to turn against the Order, Vikkor will make his way to the altar. He will grab up the ritual tablets and intone words in ancient Druidic, smashing the tablets on the altar in a burst of divine power. This act will summon forth the unfinished wicker man, which will burst forth from the ground to the south of the altar. The wicker man will follow Vikkor's commands.
|
* Vikkor Moundsen: Male human half-fey Druid 9; CR 10; Medium fey; HD 9D8+9; hp 57; Init +3; Spd 30 ft, fly 60 ft (good); Space 5 ft; Reach 5 ft; AC 22 (touch 14, flat-footed 19); Atk +8/+3 melee (1D6+1, masterwork scimitar) or +9/+4 ranged (1D4+1, darts); SA spell-like abilities, wild shape (3/day, large); SQ DR 5/cold iron, immune to enchantment spells and effects, link, low-light vision, nature sense, resist nature's lure, trackless step, venom immunity, wild empathy, woodland stride; AL NE; SV Fort +7, Ref +5, Will +9; Str 12, Dex 17, Con 13, Int 12, Wis 16, Cha 19. Height 5 ft 10 in. Skills and Feats: Concentration +12, Diplomacy +6, Handle Animal +13, Heal +8, Knowledge (nature) +12, Listen +9, Ride +3, Search +3, Spellcraft +5, Spot +6, Survival +11 (+13 above ground), Swim +5; Combat Casting, Expeditious Dodge, Natural Spell, Spell Focus (transmutation), Sudden Extend. Special Attacks: Spell-like Abilities (Sp): charm person at will (DC 16), hypnotism 1/day (DC 16), faerie fire (DC 16) or glitterdust (DC 17) 1/day, detect law 3/day, sleep (DC 16) or enthrall (DC 17) 1/day, protection from law 3/day, hideous laughter (DC 16) or suggestion (DC 17) 1/day, confusion (DC 18) or crushing despair (DC 18) or good hope 1/day, eyebite (DC 20) or lesser geas (DC 18) 1/day. Possessions: masterwork scimitar, +2 leather armour, +1 darkwood heavy wooden shield, darts (8), mistletoe, druidic robes, torque of natural armour +1, spell component pouch, belt pouch, ring of the Order (ring of protection +1, silver tree shape studded with aquamarine, jade, and opal leaves). Spells Prepared (6/5/5/4/2/1, base DC 13 + spell level): 0 - clarity, cure minor wounds, daze animal, detect magic, light, resistance; 1 - cure light wounds, entangle (2), produce flame, web walking; 2 - barkskin, briar web, earthbind, forest invisibility, numbing sphere; 3 - call lightning, cure moderate wounds, earth's defender, mass resist energy; 4 - dispel magic, thorn spray; 5 - quill blast. |
|
* Dire Wolf Animal Companion: CR -; Large animal; 8D8+24; hp 60; Init +2; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 17 (touch 12, flat-footed 14); Atk +14 melee (2D6+11, bite); SA trip; SQ evasion, low-light vision, scent, share spells; AL N; SV Fort +9, Ref +9, Will +6; Str 26, Dex 17, Con 17, Int 2, Wis 12, Cha 10. Length 10 ft. Skills and Feats: Hide +2, Listen +7, Move Silently +5, Spot +7, Survival +2*; Alertness, Dodge, Improved Natural Attack (bite), Run, Track, Weapon Focus (bite). Special Attacks: 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. Tricks: attack, defend, down, guard, heel, hold, seek, track. * +4 bonus to Survival checks when tracking by scent. |
|
* Natural Order Druids (8): Male and Female human Druid 4; CR 4; Medium humanoid (human); HD 4D8+8; hp 31; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +5 melee (1D6+2, sickle) or +5 melee (1D6+2, scimitar) or +4 ranged (1D4+2, sling); SQ link, nature sense, resist nature's lure, trackless step, wild empathy, woodland stride; AL NE; SV Fort +6, Ref +3, Will +6; Str 14, Dex 14, Con 15, Int 10, Wis 15, Cha 12. Height 5 ft 6 in to 6 ft 1 in. Skills and Feats: Concentration +9, Handle Animal +6, Heal +7, Knowledge (nature) +7, Listen +7, Ride +3, Survival +7 (+9 above ground), Swim +5; Combat Casting, Combat Reflexes, Dodge. Possesssions: sickle, scimitar, sling, bullets (20), leather armour, heavy wooden shield, mistletoe, belt pouch. Spells Prepared (5/4/3, base DC = 12 + spell level): 0 - cure minor wounds, dawn, fire eyes, flare, resistance; 1 - blinding spittle, cure light wounds, entangle, produce flame; 2 - body of the sun, geyser, summon swarm. |
|
* Animal Companion Wolves (8): CR -; Medium animal; HD 4D8+12; hp 30; Init +2; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 13, flat-footed 14); Atk +6 melee (1D6+2, bite); SA trip; SQ evasion, low-light vision, scent, share spells; AL N; SV Fort +5, Ref +6, Will +1; Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6. Length 4 ft. Skills and Feats: Hide +3, Listen +3, Move Silently +3, Spot +3, Survival +2*; Dodge, Track, Weapon Focus (bite). Special Attacks: Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf. Tricks: assist tracking, attack, defend, down, guard, heel, seek, track. * +4 bonus to Survival checks when tracking by scent. |
|
* Unfinished Wicker Man: CR 9; Huge construct; HD 12D10+40; hp 106; Init -1; Spd 40 ft (cannot run); Space 15 ft; Reach 15 ft; AC 15 (touch 7, flat-footed 15); Atk +16 melee (2D8+9 [x2], slams); SA encage, flaming body, improved grab; SQ construct traits, fire immunity, hardness 5, immunity to magic, immunity to piercing; AL N; SV Fort +4, Ref +3, Will +4; Str 29, Dex 8, Con -, Int -, Wis 10, Cha 1. Height 15 ft. Skills and Feats: none Special Attacks: Encage (Ex): A wicker man can attempt to encage fores of Large or smaller size by making a successful grapple check. Victims of this attack are tossed inside the wicker man's chest cavity. The wicker man deals no damage to foes thus encaged unless it has been set aflame. An encaged foe can force its way out with a successful opposed grapple check (grapple bonus +26). An encaged victim can also cut its way out by using claws or a light slashing weapon to deal 20 points of damage (AC 14), or with a successful Escape Artist check (DC 20). If a creature cuts its way out, the wicker reknits; another encaged opponent must cut its own way out. A wicker man's interior can hold 3 Large, 6 Medium, 12 Small, 24 Tiny, 48 Diminutive, or 96 Fine opponents. Special Qualities: Immunity to Magic (Ex): Wicker men are immune to all spells and spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature as noted below. A warp wood or wood shape spell opens its cage door for 1 round. Being in the area of an entangle spell when it is cast heals a wicker man of 2D8 points of damage. Fire and fire-based effects engage the wicker man's flammable body ability. |
The unfinished wicker man has all of the same statistics and powers as a finished wicker man, except it does not possess the flaming body ability.
Reinforcements and Further Action
If the PCs assault the grove and fall back to regroup or rest, Vikkor will not simply content himself to allow this unopposed. He will certainly use the animals of the forest to find where the PCs are resting. He will then try to gather up a group of dangerous creaures to attack the PCs. These groups will not be as formidable as encounter #4. Instead, small groups of animals and dire animals will take up the attack. Meanwhile, Vikkor will send other animal messengers to summon others of the Order to the defense of the grove. Vikkor's primarily goal is to raise the finished wicker man. If the wicker man has been summoned unfinished, then the ritual will be spoiled and Vikkor will instead be looking to raise enough of a force to gain revenge on the PCs.
For each day that goes by, there is a 15% chance that reinforcements come to Vikkor to defend the grove or to launch an assault. Each reinforcement will involve 1D4 druids. For each druid, roll 1D100 on the table below:
|
|
|
| 01-30 | Druid 2 plus animal companion |
| 31-60 | Druid 3 plus animal companion |
| 61-80 | Druid 4 plus animal companion |
| 81-90 | Druid 5 plus animal companion |
| 91-97 | Druid 6 plus animal companion |
| 98-00 | Other creature (see list below) |
Use the druids found in the grove as a base and adjust to account for fewer or more levels as appropriate.
Other creatures may include: owlbears (1D2), dire wolves (1D3), dire boars (1D3) or similar creatures.
Resolving the Conflict
If Vikkor is slain, the cohesion of the fanatic elements of the Order will fall apart. The oaths of the druids who vowed not to oppose Vikkor will be dissolved and they will move to take control of the Natural Order of the Keepers and to reinstate the Compact. Mevventirin and his wife, with the help of Evarra, will take leadership of the Order and immediately offer to send a negotiator to Spiralle.
Presumably, the PCs, if successful, will return to Mevventirin to notify him of their success. He will tell the PCs his intentions, and request that they relay the news to Spiralle. He will estimate it will take perhaps a month or so to consolidate his hold on the Order, and then negotiations will commence.
Evarra
If Evarra is slain during the adventure, the PCs will somehow have to find their way to the grove on their own. One option is to have one of the attackers in one of the encounters return to the grove, and the PCs can follow it. If not, then perhaps the PCs can come upon a druid of the Order and his animal companion (use the statistics of the druids at the grove) on a scouting mission and the druid can either be followed back to the grove or can be captured and interrogated. These druids would rather die than divulge the location of the grove, but certainly there are magical ways to extract the information.
If the PCs have played the scenario "A Taste of Honey", then once they realize that Evarra is a werebear, they may think to introduce her to Verego, the werebear male they met in the Aynayjor Mountains. Evarra would be very interested to find a mate, and would agree to accompany the PCs to meet Verego, as werebears are not at all common in these lands. Refer to the scenario "Honey I'm Home".
The Wicker Man
If the holy day passes and Vikkor finishes the wicker man is finished, then Vikkor will send it against Spiralle immediately, along with a force of his own druids and animals. The force will consist of almost 50 druids, composed of levels as indicated in the "Reinforcements and Further Action" section of this scenario. Animals and dire creatures will number another 50 or so mixed types. The DM is free to run the battle with any surviving PCs attempting to aid the defense of the town.
If Spiralle falls, then the force will march north towards Wayward. By this time the Imperator will take the menace seriously, and the Imperial Legions will muster to repel the assault on Wayward and then eventually mount a fullscale assault of the forest. Once again, the DM can fashion this action into a series of scenarios.
In any event, the conflict will sour relations between the Imperium and the druids of the Feyindir for decades to come.
|
* Wicker Man: CR 11; Huge construct; HD 12D10+40; hp 106; Init -1; Spd 40 ft (cannot run); Space 15 ft; Reach 15 ft; AC 15 (touch 7, flat-footed 15); Atk +16 melee (2D8+9 [x2], slams); SA encage, flaming body, improved grab; SQ construct traits, fire immunity, hardness 5, immunity to magic, immunity to piercing; AL N; SV Fort +4, Ref +3, Will +4; Str 29, Dex 8, Con -, Int -, Wis 10, Cha 1. Height 15 ft. Skills and Feats: none Special Attacks: Encage (Ex): A wicker man can attempt to encage fores of Large or smaller size by making a successful grapple check. Victims of this attack are tossed inside the wicker man's chest cavity. The wicker man deals no damage to foes thus encaged unless it has been set aflame. An encaged foe can force its way out with a successful opposed grapple check (grapple bonus +26). An encaged victim can also cut its way out by using claws or a light slashing weapon to deal 20 points of damage (AC 14), or with a successful Escape Artist check (DC 20). If a creature cuts its way out, the wicker reknits; another encaged opponent must cut its own way out. A wicker man's interior can hold 3 Large, 6 Medium, 12 Small, 24 Tiny, 48 Diminutive, or 96 Fine opponents. Flaming Body (Ex): When exposed to fire, a wicker man becomes sheathed in flames. Anyone within 30 ft of a flaming wicker man must make a successful Fort save (DC 16) or take 1D6 points of fire damage from the intense heat. Treat this effect as a burst that continually radiates from the creature. Anyone touched by a flaming wicker man must succeed on a Ref save (DC 16) or take 2D6 points of fire damage. Foes grappling with a flaming wicker man take 4D6 points of fire damage each round, and foes encaged within a wicker man while it is flaming take 6D6 points of fire damage each round. A wicker man set afire flames for 10 minutes. After it has finished flaming, it cannot be relit by fire or fire-based effects until 5 rounds have passed. Special Qualities: Immunity to Magic (Ex): Wicker men are immune to all spells and spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature as noted below. A warp wood or wood shape spell opens its cage door for 1 round. Being in the area of an entangle spell when it is cast heals a wicker man of 2D8 points of damage. Fire and fire-based effects engage the wicker man's flammable body ability. |
Optional Encounter - Fanatics Abound:
This encounter is optional, for DMs who want one more combat, perhaps if the session time is not yet over or if the DM wishes to illustrate that there were fanatics on both sides of the conflict.
Some of the more fanatical elements of Spiralle have hired a necromancer to fight the druids. These villagers are a mixture of millers, woodsmen, and businessmen, and they realized that druids have little power against undead and consider them to be abominations of the worst kind. Many animals will not approach undead without stringent urging and supervision.
The necromancer was offered the bodies of druids and dire animals to experiment on, and the ability to construct a tower in the nearby forest, as well as a hefty payment of gold. His name is Ocraminus and he hails from the Upper Antorian Marches, just against the opposite side of the Aynayjor Mountains. His grand experiment involves trying to create undead basilisks that can retain their ability to turn creatures to stone. So far he has met with failure, but believes that if he can synthesize the basilisks with the right combination of other animals, he may be able to succeed.
Ocraminus has now accompanied some of the villagers and a troupe of undead into the forest. He has animated various dire beast and animal corpses felled by the villagers. The villagers have tracked Revvere to her and her husband's cave, and now they are attacking.
The encounter will start with the PCs returning to Mevventirin's cave after having defeated Vikkor. As they near within a half mile of the cave, suddenly the forest will have gone preternaturally quiet. Allow a Knowledge (nature) check of DC 10 to notice this strange occurance. A few minutes later, the PCs will hear rustling in the undergrowth ahead and Revvere will stumble out, wounded and trembling from weakness. She will at first not recognize the PCs and scream and struggle, then come to her senses. The ranger will plead for the PCs to help her husband. He is fighting for his life in his cave against some villagers and a pack of undead. She fled because one black and floating undead kept send its chill touch through her, making her weaker and weaker, and her husband warned that she was in danger of becoming one of them and adding to their forces.
Reverre will agree to fight alongside the PCs, though she would prefer to have some of her Strength restored. She can tell that there were about six villagers, a dozen skeletons and zombies, and a shadowy floating being.
Refer to the Druid's Map below for the layout of the place. Each square is 5 ft.
![]() |
1. Outside:
In addition to the trees, logs, and undergrowth shown on the map, the outside of the cave includes a small creek with a pond, a pile of embers in a fire ring halfway between the pond and the cave entrance, and a pile of gathered branches and wood to the north of the cave mouth.
Creek:
A small creek runs through the area outside the cave. The creek is absolutely no hinderance to movement other than requiring a DC 10 Balance check to run or charge across due to some slippery, moss-covered rocks. The creek is 1-2 ft wide and no more than 1 ft deep. The creek runs from the north into the pond and then out to the southeast.
Pond:
This pond is green with algae and debris and the water is not precisely potable, though one could drink somewhat without getting sick. It is simply the place where the creek water gathers before running out to the southeast. The pond is 3 ft deep and the bottom is very muddy and difficult to move through.
Embers:
This fire ring contains only slightly smoking embers. It is used by the druid and his wife to cook and for other fire-based needs.
Wood Pile:
The druid and his wife gather naturally fallen branches and stack them to the north of the cave mouth to be used for the fire and to repair their sparse furnishings.
Cave Mouth:
The cave is set into a grass-grown jumble of large rocks. It is triangular in shape, 10 ft wide at its base and closing to an apex about 8 ft above the floor of the forest. Druidic runes have been carved into the "lintel" of the opening, but these are difficult to spot unless up close as moss has grown over the carvings.
2. Living Chamber:
This small cave is 8 ft tall and comes to a point in the center of the chamber. Within is set a rickety table made from branches and two rickety wooden chairs also crafted from branches. Set on the table are some earthenware bowls and wooden utensils and mugs. Shelves pounded into the cave walls hold various common living items, such as cloths and rags, beeswax candles, and various simple tools and implements. Hanging from a hemp rope over the table is an earthenware bowl with oil in it and a strange wick and candle configuration suspended above it. This serves as an oil lamp and is lit during the night. It has a cloth shade that can be flipped over it to hood the light.
3. Bed Chamber:
This chamber is between 4 ft and 5 ft tall and contains two fur pallets, where Mevventirin and Revvere sleep. Nearby is a crack in the floor that is used as a toilet and refuse. It leads down to a tiny cavelet where maggots feast on the refuse.
To the east is an alcove of sorts where an upthrust rock has been carved and stone shaped with somewhat crude scenes of nature as well as Druidic runes of protection and bounty and peace.
The Fight:
When the PCs arrive, it should be close to sundown. Mevventirin has cast a meld into stone spell and is currently hoping that his adversaries will get tired and leave. In most cases, the villagers might have assumed he travelled through the stone and escaped, but Ocraminus succeeded on his Spellcraft check and recognized the spell for what it was and knows that its duration will expire in a matter of an hour or less. And so the villagers, the necromancer, and the undead are within and without the cave waiting. Ocraminus and four of the villagers are in room 2. Mevventirin and the shadow and the two dire wolf zombies are in room 3, with the druid having melded into the stone to the west of his fur pallet. He has 40 minutes left on his meld to stone spell.
The remainder of the attackers are outside between the cave entrance and the pond.
The Attackers:
Ocraminus is a tall, lanky man of indeterminate age, but certainly somewhere between 30 and 50 years of age. He is definitely human, but with a palour and circle around the eyes that present a slightly morbid countenance and belie much time spent studying in dimly lit chambers. His hair is shoulder length, dark, and stringy...perpetually oily.
|
* Ocraminus: Male human Wizard 9 (Necromancer [illusion and evocation prohibited]); CR 9; HD 9D4+9; hp 33; Init +0; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 10 (touch 10, flat-footed 10); Atk +4 melee (1D6, staff of bonefriend) or +4 ranged (range touch spells); SQ +4 HD of controllable undead, alertness (when familiar within arm's reach), empathic link; AL NE; SV Fort +4, Ref +3, Will +8; Str 10, Dex 10, Con 13, Int 19, Wis 14, Cha 8. Height 6 ft 4 in. Skills and Feats: Appraise +8, Concentration +12, Craft (alchemy) +10, Decipher Script +11, Heal +8, Knowledge (arcana) +15, Knowledge (planes) +8, Knowledge (religion) +10, Listen +4, Search +8, Spellcraft +19, Spot +7; Necromantic Might, Necromantic Presence, Scribe Scroll, Spell Focus (necromancy), Stitched Flesh Familiar, Sudden Silent, Undead Leadership. Possessions: staff of bonefriend with 26 charges, necklace of skulljewels, ring of minor spell storing, potion of cure moderate wounds at 3rd level, potion of invisbility at 3rd level, potion of fox' cunning at 3rd level, holy water vials (3), arcane scroll of death armour at 3rd level, arcane scroll of shriveling at 3rd level, arcane scroll of blacklight at 3rd level, arcane scroll of dread word at 5th level, scroll organizer, masterwork potion belt, spell component pouch, belt pouch. Spells Prepared (4+1/5+1/5+1/4+1/3+1/1+1; base DC = 14 + spell level [15 + spell level for Necromancy]): 0 - animate animal, daze, detect magic, mage hand, resistance; 1 - lesser blindness/deafness, mage armour [cast], negative energy ray, ray of enfeeblement, shield, spirit worm; 2 - false life [cast], ghoul touch, protection from arrows [cast], sensory link [cast], spectral hand, wither limb; 3 - dispel magic, negative energy burst, ray of exhaustion, undead conduit, vampiric touch; 4 - enervation, evil glare, stoneskin, summon undead IV; 5 - teleport, summon undead V. |
Ocraminus has the following spells cast and operative at the start of the encounter: mage armour, false life, sensory link, and protection from arrows. These grant him a +4 armour bonus to AC, DR 10/magic against ranged weapons, and +16 hp. The sensory link spell has been cast upon the invigorated zombie dire wolf.
He has 3 magic missile spells stored in his ring of spell storing.
When the PCs attack, Ocraminus has no intention of facing them directly. This is merely a paying opportunity for the wizard and he has no emotional attachment to his undead. Not even his cohort. His first action is likely to be casting undead conduit on the same dire wolf zombie with which he has a sensory link. Once that is done, he can cast his touch spells through the dire wolf, discharging them as it attacks. If confronted, he will attempt to use ray of exhaustion on his foe and then use his potion of invisbility to try to step away. If pressed, he will use his necklace of skulljewels to delay an assault and, as a last resort, will teleport far away, never to return.
If he is captured, Ocraminus will willingly talk to save his life. Similarly, if faced with impending death and no way out, he will also attempt to surrender. His spellbook is back in Spiralle, warded by a human zombie (normal zombie statistics), at the home of one of the villagers present here.
Remember that Ocraminus' feats grant controlled or friendly undead within 60 ft a +4 turn resistance and a +2 to attacks and saving throws.
|
* Stitched Flesh Bat Familiar: CR -; Diminutive undead; HD 1/4D12 (treated as 9 HD); hp 16; Init +2; Spd 5 ft, fly 40 ft (good); Space 1 ft; Reach 0 ft; AC 21 (touch 16, flat-footed 19); Atk -1 melee (touch spells); SA deliver touch spells; SQ blindsense 20 ft, darkvision 60 ft, improved evasion, low-light vision, share spells, speak with bats, speak with master, undead traits; AL N; SV Fort +3, Ref +5, Will +8; Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 4. Length 1 ft 3 in. Skills and Feats: Hide +14, Listen +8*, Move Silently +6, Spot +8*; Alertness. * -4 to these skills if blindsense negated. |
Ocraminus' cohort is a shadow named Abriminax. Ocraminus caught Abriminax many years ago when the latter, a rogue, tried to steal from his inner sanctum. Impressed by the thief's ability and determination, the necromancer "rewarded" him by binding his soul as a shadow. Of a certain, the rogue initially regarded his fate as one worse than death, and hated his new master, but over the years he has learned to enjoy his new form and the cruelness he is allowed to perpetrate on behalf of his master. Whether Abriminax truly has come to enjoy is state, or whether his state has driven him insane enough to accept his fate is unknowable.
Note that Ocraminus' Leadership score is not large enough to allow Abriminax to permanently control spawn. Such spawn may be created during the course of this battle, but afterwards, Ocraminus will have to release the spawn or destroy them.
|
* Abriminax (Cohort of Ocraminus): Shadow; CR 3; Medium undead (incorporeal); hp 23; Init +2; Spd fly 40 ft (good); Space 5 ft; Reach 5 ft; AC 13 (touch 13, flat-footed 11); Atk +3 melee (1D6 Str, incorporeal touch attack); SA create spawn, strength damage; SQ darkvision 60 ft, incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4; Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13. Height 5 ft 6 in. Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge. Special Attacks: Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds. Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect. * +4 bonus in shadowy illumination, -4 penalty in brightly lit areas. |
Ocraminus has seven skeletons as level 1 followers. These do not count against his limit of controlled undead. These particular specimens were recently interred from a graveyard outside of Spiralle. His eighth follower is a normal human zombie that is guarding his spellbook back in Spiralle. The villagers have provided them with bows and shortswords and shields.
|
* Skeleton Followers (7): CR 1/3; HD 1D12; hp 7; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +1 melee (1D6+1, handaxe) or +1 ranged (1D6, shortbow); SQ DR 5/ bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. Height 4 ft 6 in to 6 ft. Skills and Feats: none. Possessions: shortbow, arrows (20), handaxe, heavy wooden shield. |
Ocraminus also has animated undead that he has recently put together. He has a total of 40 HD of undead under his control, the maximum allowed to him counting his familiar.
This dire wolf has been subject to an invigoration of undeath spell cast by the necromancer a few days ago. As such, it gains the Improved Initiative feat and may take a full round worth of actions.
|
* Invigorated Dire Wolf Zombie: CR 4; Large undead; HD 12D12; hp 81; Init +5; Spd 50 ft; Space 10 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 15); Atk +14 melee (1D8+11, bite); SQ darkvision 60 ft, DR 5/slashing, undead traits; AL NE; SV Fort +4, Ref +5, Will +8; Str 27, Dex 13, Con -, Int -, Wis 10, Cha 1. Length 10 ft. Skills and Feats: Improved Initiative, Toughness. Notes: Gains Improved Initiative feat, and not restricted to single actions due to invigoration of undeath spell cast upon it. |
This dire wolf zombie is standard in all respects.
|
* Dire Wolf Zombie: CR 4; Large undead; HD 12D12; hp 81; Init +1; Spd 50 ft (cannot run); Space 10 ft; Reach 5 ft; AC 16 (touch 10, flat-footed 15); Atk +14 melee (1D8+11, bite); SQ darkvision 60 ft, DR 5/slashing, single actions only, undead traits; AL NE; SV Fort +4, Ref +5, Will +8; Str 27, Dex 13, Con -, Int -, Wis 10, Cha 1. Length 10 ft. Skills and Feats: Toughness. |
This boar has been subject to an invigoration of undeath spell cast by the necromancer a few days ago. As such, it gains the Improved Initiative feat and may take a full round worth of actions.
|
* Invigorated Boar Zombie: CR 2; Medium undead; HD 6D12; hp 40; Init +3; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 9, flat-footed 18); Atk +6 melee (1D8+4, gore); SQ darkvision 60 ft, DR 5/slashing, undead traits; AL NE; SV Fort +2, Ref +1, Will +5; Str 17, Dex 8, Con -, Int -, Wis 10, Cha 1. Length 4 ft. Skills and Feats: Improved Initiative, Toughness. Notes: Gains Improved Initiative feat, and not restricted to single actions due to invigoration of undeath spell cast upon it. |
An owlbear was caught and animated a day before.
|
* Owlbear Skeleton: CR 2; Large undead; HD 5D12; hp 32; Init +6; Spd 30 ft; Space 10 ft; Reach 5 ft; AC 13 (touch 11, flat-footed 11); Atk +6 melee (1D6+5 [x2], claws) and +1 melee (1D8+2, bite); SQ DR 5/ bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -, Int -, Wis 10, Cha 1. Length 8 ft. Skills and Feats: Improved Initiative. |
A druid was caught by he necromancer and the villagers a week ago and was animated as a skeleton. It still wears druidic robes and a rotted wreath of mistletoe as a crown around its head. It wields a sickle.
|
* Druid Skeleton: CR 1/3; Medium undead, HD 1D12; hp 12; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +1 melee (1D6, sickle); SQ DR 5/bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. Height 4 ft 6 in to 6 ft. Skills and Feats: none. Possessions: sickle, heavy wooden shield. |
Finally, two wolves were slain and animated into skeletons.
|
* Wolf Skeletons (2): CR 1; Medium undead; HD 2D12; hp 15; Init +7; Spd 50 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 13, flat-footed 12); Atk +2 melee (1D6+1, bite); SQ DR 5/bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +0, Ref +3, Will +3; Str 13, Dex 17, Con -, Int -, Wis 10, Cha 1. :Length 4 ft. Skills and Feats: Improved Initiative. |
The Defenders:
Mevventirin, if he hears an assault taking place against the undead (he can hear while melded into stone), will emerge and attempt to aid the combat. His animal companion was slain by the undead.
|
* Mevventirin: Male human Druid 5; CR 5; Medium humanoid (human); HD 5D8+15; hp 45; Init +1; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +5 melee (1D6+1, masterwork sickle) or +4 ranged (1D4+1, sling); SA wild shape (1/day); SQ nature sense, resist nature's lure, trackless step, wild empathy, woodland stride; AL NG; SV Fort +6, Ref +2, Will +7; Str 13, Dex 12, Con 14, Int 11, Wis 16, Cha 15. Height 5 ft 10 in. Skills and Feats: Concentration +10, Handle Animal +7, Heal +5, Knowledge (nature) +5, Listen +6, Ride +3, Spellcraft +5, Spot +5, Survival +10 (+12 above ground), Swim +4; Goad, Heroic Destiny, Tireless. Possessions: masterwork sickle, leather armour, heavy wooden shield, sling, bullets (20), mistletoe, spell component pouch, belt pouch, druidic robes. Spell Prepared (5/4/3/2; base DC = 13 + spell level): 0 - cure minor wounds, detect magic, light, resistance, wood walk; 1 - cure light wounds, produce flame, speak with animals, whirlwind of ice; 2 - barkskin, spectral stag, wind armour, 3 - cone of flame, meld into stone [cast]. |
Revvere will assist her husband any way she can. Her Str has been damaged for 8 points by the shadow.
|
* Revvere: Female human Ranger 3; CR 3; Medium humanoid (human); HD 3D8+6; hp 23; Init +3; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 13, flat-footed 13); Atk +5 melee (1D8+2, longsword) or +2 melee (1D8+2, longsword) and +2 melee (1D6+1, handaxe) or +6 ranged (1D8, longbow); SA combat style (two-weapon combat), favoured enemy (aberrations +2); SQ wild empathy; AL NG; SV Fort +5, Ref +6, Will +2; Str 14, Dex 17, Con 14, Int 12, Wis 12, Cha 13. Height 5 ft 6 in. Skills and Feats: Climb +5, Handle Animal +3, Heal +5, Hide +8, Knowledge (nature) +6, Listen +6, Move Silently +8, Search +6, Spot +6, Survival +7, Swim +4; Dodge, Endurance, Point Blank Shot, Precise Shot, Track, Two-Weapon Fighting. Possessions: longbow, arrows (20), +1 arrows (10), dagger, studded leather, longsword, handaxe, belt pouch, explorer's outfit. |
Experience Points:
There are no special experience point awards for this scenario.
Return to the Therran Scenario Page