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BRIARWOOD

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A deep, dark havnted place ov old, and home to a clan ov wood elves; svrvyvors ov an ancyent var... - Seamus Smallhand


For thousands of years, Briarwood sheltered the western slopes of the Taros Mountains, hiding the secrets of both trees and peaks. The bulk of the trees are oaks and tall elms, though a smattering of dusktops and pines are seen in the high forest on the mountainside. Kuverans know that the forest forms the eastern boundary of the country and elves live in it, but little else. Attempts were made in the past to scout the region for gems or valuable minerals; these attempts were repelled by the elves and other forest denizens. Kuverans today have no wish to disturb the elves, for they know what happens in response. Unprofitable, they mutter, collecting wood elsewhere.

RANDOM ENCOUNTERS IN BRIARWOOD

Every two hours, roll a d20. On a 1-3, roll a 2d6 against the table below to determine what the characters encounter:
WOOD                           DEEP WOOD                             
  2d6   Encounter        EL      2d6  Encounter                EL      
  -------------------------      --------------------------------      
   1    Bandits          4        1   Wyvern                   6        
   2    Ettercap         3        2   Dire wolves(1d4)        5-6       
   3    Hobgoblin patrol 3        3   Griffon                  4        
  4-5   Spider swarm     2       4-5  Forest gnomes (1d4)               
  6-7   Goblin patrol   1-3      6-7  Elf patrol              1-3       
  8-9   Dire Weasel      2       8-9  Ghost (elf)              2        
  10    Human ranger     3       10   Dire boar                4
  11    Bonesnapper      3       11   Fey (roll on THE MISTS) 3-6
  12    Griffon          4       12   2 Ettercaps & 4 spiders  6
  -------------------------      --------------------------------


BANDITS (4): CR 1; male or female Human Warrior 2; HD 2d8+4; hp 13 (average); AC 17; Atk longsword (1d8+2 melee), light crossbow (1d8 missile); Str 14, Dex 14, Int 10, Wis 12.
Skills: Intimidate, Listen, Ride, Spot, Mounted Combat
Possessions: Longsword, light crossbow, quiver w/50 bolts, chain mail, small steel shield; if mounted, also: saddle, 4d10 sp each.
Heavy Warhorse (4): CR 2; hp 30 (average).

BONESNAPPER: Medium Beast; HD 4d8(32 hp); AC 16; Atk bite (1d8 melee) and tail slap (1d3+1 melee); SA Improved grab; SQ Darkvision 60 ft.; Str 14, Dex 14, Int 2, Wis 12;
Skills: Hide, Listen, Spot, Alertness, Weapon Focus (bite).

DIRE BOAR: Large Animal; AC 15; HD 7d8 (hp 52); Atk bite (1d8+12); SA Ferocity; SQ Scent; Str 27, Dex 10, Int 2, Wis 13
Skills: Listen, Spot

DIRE WEASEL: Medium Animal; AC 16; HD 3d8 (hp 13); Atk bite (1d6+3); SA Attach, blood drain (2d4 Str/round); SQ Scent; Str 14, Dex 19, Int 2, Wis 12
Skills: Move Silently, Spot, Weapon Finesse (bite).
Attach: The dire weasel latches onto the opponent’s body after a successful bite, losing its Dex bonus to AC. The opponent must achieve a pin against the creature to remove it.
Blood Drain: A dire weasel drains blood for 1d4 points of Str damage each round it remains attached.

DIRE WOLF: Large Animal; AC 14; HD 6d8 (hp 45); Atk bite (1d8+10); SA Trip; SQ Scent; Str 25, Dex 15, Int 2, Wis 12
Skills: Hide, Listen, Move Silently, Spot, Wilderness Lore
The dire wolves may stalk the PCs for a time, if they detect the party before they themselves are detected. If so, they wait until a character is distracted — perhaps asleep, or engaged in battle — before attacking. Otherwise, they attack on sight.

ELF, WOOD: Medium Humanoid (Elf); AC 15 (studded leather, small shield); HD 1d8 (hp 3); Atk longsword +2 (1d8+1), longbow +2 (1d8); SQ Immune to sleep, +2 saves vs. enchantment, low-light vision; Str 12, Dex 13, Int, Wis 11;
Skills: Hide, Listen, Search, Spot, Weapon Focus (longbow).

ELF RANGER - Ivellilis, male elf Ranger 2: HD 2d8 (hp 9); AC 13; Attack +5 melee, or +5 ranged; Str 16, Dex 17, Int 12, Wis 12.
Languages: Common, Elven, Goblin.
Skills: Hide, Jump, Knowledge (Dungeoneering), Knowledge (Geography), Knowledge (Local), Knowledge (Nature), Listen, Move Silently, Search, Spot, Survival, Use Rope, Track, Two Weapon Fighting, Widen Spell.
Possessions: Potion of speak with animals (300 gp), large mighty composite longbow (+2 Str bonus) (300 gp), herbs (50 gp), ring of protection +1 (2000 gp), Obsidian necklace (100 gp)

ETTERCAP: Medium Aberration; AC 14; HD 5d8 (hp 27); Atk bite (1d8 and poison), 2 claws (1d3); SA Web, poison (1d6/2d6 Dex); SQ Low-light vision; Str, Dex 17, Int, Wis 15;
Skills: Climb, Craft (any one), Hide, Listen, Spot, Multiattack.
Poison: Injury, Physicalitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex.
Web: Eight times per day can throw a web used like a net with max range 50 ft. and range increment 10 ft. (DC 13 Escape Artist or DC 17 Strength check to escape).

GOBLIN PATROL (2-6): Small Humanoid (Goblinoid); AC 15 (studded leather); HD 1d8 (hp 4); Atk morningstar +1 (1d8-1), dart +3 (1d4-1); SQ Darkvis. 60 ft.; Str, Dex 13, Int, Wis 11;
Skills: Hide, Listen, Move Silently, Spot, Alertness.
Possessions: leather armor, shield (light wooden), small morningstar, 6 small javelins, 3 days worth of smoked rabbit, 1d6 sp.

GRIFFON: Large Beast; AC 17; HD 7d10 (hp 59); Atk bite (2d6+4), 2 claws (1d4+2); SA Pounce, rake 1d6+2; SQ Scent; Str 18, Dex 15, Int, Wis 13;
Skills: Jump, Listen, Spot, Iron Will, Multiattack, Weapon Focus (bite).
Pounce: If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake: Attack bonus +8 melee, damage 1d6+2.

HOBGOBLIN: Medium Humanoid (Goblinoid); HD 1d8 (hp 6); Atk longsword (1d8 melee) or javelin (1d6 ranged); SQ Darkvision 60 ft.; Str 13, Dex 13, Int 10, Wis 9;
Skills: Hide, Listen, Move Silently, Spot, Alertness.
Possessions: Studded leather armor, shield (light wooden), longsword, 4 javelins, coins pouch with 1d12 sp and 1d6 gp.

HUMAN RANGER - Karl Woodmanson, Ranger 2: CR 2; Medium Human; HD 2d8+4; hp 16; Init +2; Spd 30 ft; AC 15, touch 12, flat-footed 13; Base Atk +2; Grp +3; Atk/Full atk short sword +3 melee (1d6+1/19-20) or shortbow +4 ranged (1d6); SQ Combat style (archery), favored enemy (goblins), wild empathy; AL NG; SV Physical +5, Ref +5, Will +1; Str 13, Dex 15, Str 14, Int 8, Wis 12, Cha 10.
Skills: Hide +7, Move Silently +7, Listen +6, Spot +8, Search +1, Survival +3, Swim +3, Climb +6, Jump +3; Alertness, Point Blank Shot, Track.
Possessions: Short sword, studded leather armor, short bow, quiver with 20 arrows, bedroll, backpack, 2 weeks rations, 2 waterskins.
Karl is a ranger who has been searching this region for signs of the bandits. If the characters can gain his trust, he will tell them the location of the Goblin Warrens. He refuses to join the party, as he believes someone keeping watch on the warrens is more important than risking his hiding place.

MONSTROUS SPIDER, Small (swarm): Small Vermin; AC 14; HD 1d8 (hp 4); Atk bite (1d4-2 and poison); SA Poison (1d3 Str), web (Esc DC 18, Brk DC 24, hp 4); SQ Vermin; Str, Dex 17, Int -, Wis 10;
Skills: Climb, Hide, Jump, Spot, Weapon Finesse (bite).
Distraction: Any living creature that begins its turn with a gold scarab swarm in its space must succeed on a DC 13 Wisdom save or be confused for 1 round.

SATYR: Medium Fey; AC 15; HD 5d6+5 (hp 22); Atk gore +2 (1d6), dagger -3 (1d4), shortbow +3 (1d6); SA Pipes; Str, Dex 13, Int 12, Wis 13;
Skills: Bluff, Hide, Listen, Move Silently, Perform (dance, pan pipes, plus any two others) +10, Spot, Alertness, Dodge, Mobility.
Pipes: Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Wisdom save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).


WERERAT BANDITS


WERERAT, Human form: Medium Humanoid (Human, Shapechanger); HD 2d8 (12 hp); AC 15; Atk rapier+2 melee (1d6+1/18-20) or light crossbow +1 ranged (1d8/19-20); SQ Alternate form, rat empathy, low-light vision, scent; Str 13, Dex 11, Int 10 Wis 11.
Skills: Climb, Handle Animal,Hide, Listen, Move Silently, Spot, Swim, Alertness, Dodge, Iron Will, Weapon Finesse.
Possessions: rapier, light crossbow, bolt casewith 10 bolts.

WERERAT, Hybrid form: Medium Humanoid(Human, Shapechanger); HD 2d8 (12hp); AC 16; Atk rapier +5* melee(1d6+1/18-20) or light crossbow +4 ranged (1d8/19-20); SA Curse of lycanthropy,disease; SQ Alternate form, rat empathy, low-lightvision, scent; Str13, Dex 17, Int 10, Wis 11
Skills: Climb, Handle Animal, Hide, Listen, Move Silently, Spot, Swim, Alertness, Dodge, Iron Will, Weapon Finesse.

WERERAT, Dire rat form: Small Humanoid (Human, Shapechanger); HD 2d8 ( 12hp); AC 17; Atk Bite+6 melee (1d4+1 plus disease); SA Curse of lycanthropy, disease; SQ Alternate form, damage reduction 10/silver, rat empathy, low-light vision, scent; Str 13, Dex 17, Int 10, Wis 11.
Skills: Climb, Handle Animal, Hide, Listen, Move Silently, Spot, Swim, Alertness, Dodge, Iron Will, Weapon Finesse.

Curse of Lycanthropy: Any humanoid or giant hit by a wererats bite attack in animal or hybrid form must succeed on a DC 15 Physical save or contract lycanthropy.
Disease: Filth fever; bite, Physical DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Str.
Rat empathy: Wererats can communicate with rats and dire rats, and have good Saves against rats and dire rats.


FAE ENCOUNTERS

In the Deep Wood the mists can obscure the boundaries between this world and The Other...roll again!
  THE MISTS
  1d6  Encounter      EL
  ----------------------
   1   Satyr         3-5
   2   Quicklings    5-6
   3   Jackdaw        -*
   4   Boggan         -*
   5   Oakman        5-6
   6   Spriggan      3-5 
  ---------------------
   * these have special 
	 encounter details.


BOGGAN: Small Fey; HD 1 (D6); AC 15; MOVE 20 ft.; ATK Weapon (weapons); STR DEX INT; SPECIAL: Spell-like Abilities (Dancing Lights, Ghost Sound, Mage Hand, Sleep); XP 25+1

Boggans are short (2-3 ft. in height), wiry little faeries with elongated noses and large feet. They tend to wear long, brightly colored stocking caps and tend to be quite acrobatic. Boggans live for practical jokes, and will play them incessantly on anyone they encounter. The angrier a victim gets, the more the boggan will try to annoy him or her. Exceptional poor sports will instantly be “adopted” by the boggan, who will then follow the poor soul everywhere he or she goes. While a boggan can be a tremendous nuisance, there have been legends that speak of boggans actually helping those of good alignments – albeit in their own maddening way. The only way to truly get rid of a boggan (aside from killing it outright) is to perform a practical joke the boggan has never seen before. Once a boggan learns a new trick, it will quickly disappear and go hunting for new victims to annoy.

JACKDAW: Small Fey; HD 1 (2 hp); MOVE 20 ft. (hopping) 60 ft. (flying); AC 13; ATK: Beak (1D6), Claws (1D6); STR DEX INT; XP: 20 +1

Jackdaws are a breed of highly-intelligent crows with the ability to speak the tongues of humanoid races. In fact, talking is what jackdaws do best. Constantly gossiping and carrying on, a single jackdaw could be a valuable source of information while an entire flock could quickly lead one to gibbering insanity. Despite their talkativeness, jackdaws are highly sought out for use as spies and informants. Getting a jackdaw to agree to this, however, is no easy task. Jackdaws are extremely shrewd in their dealings with humanoids. While it is true that a jackdaw is drawn to shiny objects, they will bargain like a gypsy in order to maximize their advantage in any deal.

OAKMAN: Large Fey; HD 3d10 (15); MOVE 30 ft.; AC 15; ATK Weapon; STR DEX INT; SPECIAL: Spell-like Abilities (functions as a 3rd level spell-caster); XP: 75

Guardians of the sacred groves, oakmen are legendary for their vengeance upon those who would despoil the forests. They appear as stocky, dwarvish creatures with mossy beards and a dark complex. Their ability to blend with their surroundings is also legendary, as it is nearly impossible to surprise an oakman. Although they speak little, oakmen are generally kind to all creatures unless they are provoked. They shun cities and large encampments, preferring to live quietly in the deepest parts of the wood.

SPRIGGAN: Small Fey; HD 4d8 (23 hp); MOVE 25 ft.; AC 17; ATK: Weapon (weapons)
STR DEX INT; SPECIAL: Spell-like Abilities (functions as a 5th level illusionist); XP: 500

Ugly faerie guardians, spriggans are known both for their sour dispositions and their fierceness in protecting their charges. Spriggans are employed by the faerie court to guard and keep anything from treasure hoards to sacred remains. Spriggans appear as misshapen little gnomes with crooked legs and leering eyes. Stubborn doesn't begin to describe a spriggans personality. Nothing short of killing them will convince them to shirk their duty. Spriggans have been known to doggedly track thieves and usurpers for years. In combat, a spriggan will employ all its' magical powers and use any other means necessary to keep its' charge safe. “As faithful as a hound, and as ugly as sin” is a common anecdote describing spriggans.


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