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Beware the

Wyvern Wood By David Dudka

1 The characters are traveling through the small village of Meadow


Forks. It has an Inn (The Hollow Oak), a merchant house that sells
common equipment, and a hedge cleric that can offer healing
services. They will learn that Gormel Mund, an agent of the Baron, is
in urgent need of adventurers. He, and a local druid, Ezarla
Everdusk, will meet with them at the inn.
Token
Gormel Mund (High Road Builder)
I am in charge of building the Baron’s road north through the
Wyvern Wood. Two days ago one of the winged beasts swept
down upon my workers. I now have four wyvern slain and none
of the other workers will return until the beast is dead. I’m
offering a bounty of one thousand gold in return for the beast’s
head. Ezarla
The druid will give the characters a wooden token with a carved Everdusk
symbol.

Ezarla
“Beware the Wyvern Wood heroes for it is wild and ancient. This
small token will offer some protection but only to those who
respect this place and its creatures.”

The token bestows the spell Forest Friend to anyone within 10 feet of
it. It has 3 honor points. Each time the characters act dishonorably
they will lose a point. The Forest Friend spell fails if they lose all of
2 As the characters travel north towards #2 read the
following:
honor points.
Following the Baron’s road you enter the
Wyvern Wood. Three shrieks from a shrill-crow
announces your passing. Centuries old pillar
10 and ghost fir trees tower to either side. Animal
trails weave through the undergrowth of fairy
ferns, bitter berry bushes and clusters of thicket
leaf. Rabbit and other small game are plentiful.

11 After several hours, the road abruptly ends at


the ruins of a work camp. Various tools lie
discarded and a wagon is tipped over on it's
side. This was the site of the Wyvern attack
12 where the four workers were slain. As you
examine the area, pounding hooves alert you to
the approach of four half horse, half man
9 creatures. They are armed with spears and
shields.
7
The lead centaur will address the group,
8 4 Centaur Stallion
“The wild law states that which is abandoned or
5 lost in this forest can be rightfully claimed by
another. We lay claim to these items.”

3 2 The centaurs intend to claim the wagon and tools


which will cause further delays for the Baron. The
characters can either ignore or challenge their
claim. The centaurs are willing to settle things
6 through a contest of strength, dexterity or skill
(fighting with staffs, spear throwing, wrestling, etc).
The characters lose 1 honor point if the centaurs
are slain. The centaurs can tell the characters they
spotted a wyvern to the east.
1
Centaurs (AC 20, Hp 30 each, ATK +5 spear
(d8+2), Init +6)

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3 The animal trail running west along the river ends at an
The poachers are intent on hunting the 2nd
overgrown clearing. Amidst the grasses and shrubbery are
unicorn with or without the characters. If the
dozens of stone cairns. At the center of each pile of stones
characters challenge them about slaying the
stands a rusted weapon overgrown with creeper vines.
unicorn they will fly into a berserker rage and
attack. The characters will lose one honor point
Most of the weapons are rusted and if they don’t stop the poachers.
useless, however, at the center of one
cairn is a finely crafted battle-axe. This Berserker Poachers (AC 16, Hp: 30, ATK +5
is Rond-Or (Arrow Shield in Dwarf) a axe (1d8+2), +5 crossbow (2d4) SA: Rage +4
damage/-2 AC, Init +2)
battle axe +2, that provides 20 points of
protection from ranged weapons per
Once the poachers are killed the second
day. If the characters take the axe a
unicorn will step from the trees and approach
wraith will rise from the stones at the characters. It will use it's healing abilities to
sunset and seek out the thief. The cure anyone injured.
characters lose an honor point if they
steal the axe.
7 The path up ahead opens into a natural
clearing where half a dozen boars are
Rond-Or Wraith (AC 18, Hp 47, ATK +6, DMG sniffing around a large patch of
1d6+d6 CON, Init +7) mushrooms.
Arrow Shield
If the characters enter the clearing the boars
4 The forest gives way to a crystal blue lake. A sharp hiss draws
your attention to a rocky island at its center. Lazily flexing it's
will squeal and run off. 1D6+2 rounds later a
dire boar will return and challenge the
great wings you see a serpentine beast hungrily tearing at a
characters for threatening the herd.
large fish clutched in it's talons. You have found the Wyvern but
it is rests beyond bow shot.
Dire Boar (AC 15, HP 42, ATK +8 gore
(2d6+9), INIT +4)
The Wyvern frequents the island to feed but will flee to the north if
attacked or leave on it’s own after finishing it’s meal. If the
characters manage to kill this Wyvern have a second Wyvern fly
over and hiss an angry challenge at them before flying off north.
Between the rocks on the island grow chorus flowers (see #8).

Wyvern (AC 19, HP 73, ATK +10 sting (1d6+4+poison), +10 bite
(2d6+4), +5 wings (1d6+2), SA Rake (1d6+4), Init +5)

5 Snapped branches and trampled undergrowth betray that others


have recently passed through this area. An arrow lodged in a
nearby trunk shows that their passing was not a peaceful one.
Up ahead a patch of brilliant white can be seen through the
trees.
In the middle of the battle a Wyvern will
The characters will find the body of a unicorn. It's brilliant white coat is
suddenly swoop down from the sky and snatch
marred with spilled blood from many arrow wounds. There is an ugly
the dire boar away carrying it off to the north.
wound where it's horn was cut from it's head. To their horror the
unicorn is still alive but beyond saving. The merciful thing is to end the
poor creatures suffering. They will lose an honor point if they don’t 8 A small mud hut sits at the edge of the
forest. White smoke rises lazily from a stone
ease it’s passing. As they finished they will catch a brief glimpse of a
chimney. The grounds around the hut are
second unicorn through the trees.
blooming with hundreds of wild flowers of
6 Many of the trees in this area have been cut down. At the center
various colors and the air is thick with the
droning of bees.
of the chopping is a crude long house with dozens of animal
hides adorning the outside walls. Smoke wafts from a hole in the
The hut is the home of Ingrela Sagewillow, a
roof and the smell of cooking meat is strong in the air.
witch who specializes in potions. She will
welcome the characters with honey mead.
As the characters approach four men will appear from inside the
cabin armed with crossbows and axes. The leader has a unicorn’s
Ingrela Snakewillow
horn stuck into his belt. The poachers are anxious to catch the
You are new to this wood but it has been my
second beast.
home for longer than the memory of most
Poacher
men. It offers death and opportunity in
“You look like you can handle yourself. We’ve been hunting a
equal measure. I am a brewer of tonics that
pair of beasts for weeks and finally took one down this morning.
can cure or curse. I can even cheat death
The witch in the western wood will pay plenty for this (holding
with the right ingredients. Rewards in many
up the horn). The other one is still near. Together we can flush it
forms are yours should you recover any of
out and share in the witch’s gold.
the items I seek.

The characters can purchase any common


potions from the witch.

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The witch will inform the characters that she seeks the following The Ettercaps will use hit and run tactics on
items: anyone successfully caught by one of their
traps.
o Blue tipped chorus flowers that only grow on a rocky island in the
middle of a lake to the east. The flowers grow in clusters of Inside the tower most of the rooms are
twelve, each emitting a faint musical note. Together they sing a webbed requiring careful navigation to avoid
hauntingly sweet melody. The witch wants 12 flowers and will pay getting stuck (DC12). The Ettercaps will use
10 gold each. She won’t tell the characters but the catch is that as the windows to crawl from floor to floor on the
soon as one flower is picked, the other 11 immediately wither and outside of the tower in an attempt to attack
die. They will need to kill 132 flowers to get twelve for the witch. If the characters by surprise.
the characters do so they will lose one honor point.
3 Ettercaps (AC 15, HP 30, ATK Bite
o The bough of a dryad tree – 250 gp (minus one honor).
(d6+2+poison), 2 Claws (d4+2), SA: Poison
o A pestle and mortar designed by elven hands which can be found (DC14), Init +7)
in an old watchtower to the northeast (Area #9) - 100 gp.
Inside the tower the characters can find a
o The poison gland from a Wyvern (300 gp). finely crafted pestle and mortar that gives +5
bonus to craft potion rolls. There is also a
o A unicorns horn for which she will pay 800 gold. (minus one honor small chest filled with six starstone gems (50
for selling the horn). gp each) and 12 silver tipped arrows +2.

Ingrela has no interest in conflict but will defend herself if the


characters attack. If they accuse her of encouraging evil deeds she’ll
be dismissive citing, “I only offer gold for goods adventurer. If all
you have to offer is words of judgement then I suggest you take
your leave of this place.”

Ingrela (AC 15, HP 58, ATK +8 staff (1d6+2), INIT +1)


Abilities: (constant) pass without trace, tongues, water breathing
(At will) Alter self, dancing lights, ghost sound, invisibility,
pyrotechnics, tree shape, whispering wind.

If attacked, Ingrela will summon four swarms of bees that will attack
the characters until they flee the area.

4 Bee Swarms (AC 15, Hp: 20, ATK Swarms can envelope a 10 x
10 foot area. Anyone affected takes 1d4 damage per round. SD
Immune to weapons damage)

If Ingrela is slain, the characters can find d6+6 random potions plus
an unlabeled bottle of universal solvent. Buried under the dirt floor of
the hut is a locked chest containing 1.500 gold coins. The coins are
coated in a substance similar to sovereign glue – the coins will stick to
anything they touch unless doused in the potion of universal solvent. There is a secret door in the tower that leads
down to a circular chamber that contains a
An ancient vine covered spire rises out of the forest. It's graceful simple wooden sarcophagus. Elven script is
9 design was obviously crafted by elven hands, however, the engraved onto the lid proclaims:
decay of time has given the tower and abandoned and
foreboding look. Here lies Jarelyen Erynore.
Hidden amongst the foliage surrounding the tower are various traps Fallen defending the
(dead-fall, noose and spear traps) set up by the Ettercaps that lair wood in the summer of the
inside. The characters will have to navigate their way through 1d4+2 gray stag. May he forever
traps before they can gain entry. Roll a D4 to determine the type of
trap. wander the endless dales
of the afterlife.
1) Dead-fall: A trip wire will cause a large stone hanging in
branches overhead to fall on the character. Reflect save DC 12 Inside the characters will find the body of an
to avoid or take 2d6 damage. elven warrior wrapped in a fine silk shroud.
2) Pit-Trap: Requires a DC 13 Reflex save to avoid stepping into a Clutched in his hands is a finely crafted
small hole laden wooden spikes (d4+2 damage) plus movement longsword. It is an elven blade that grants the
is halved. wielder +1 to hit and initiative and can harm
3) Noose: The character must make a DC14 Reflex save to avoid
creatures that normally require magic or silver
walking into a noose trap that will close around their legs and
weapons to hit.
pull them 15 feet up into the trees. A 2nd save is required to
avoid dropping any held items.
4) Spear: a trip wire will cause a spear to swing down on a rope If the characters plunder the tomb they will
and impale the character (DC15 to avoid or 1d8+2 damage). lose 1 honour point.

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10 As you exit on the northern border of the forest you spot a group
of six riders. Five are lightly armored men bearing spears while
the sixth is a beautiful flaxen haired woman. Four of the men are
surrounding a cowering man trapped by a large net.
Adventures
If the character approach one of the men will ride forward.
Beware the Wyvern Wood
Lord Edrain Moraster
“My name is Lord Edrain Moraster. This creature has used Maze Of The Man Bull
sorcery to take over my daughter’s mind. I warn you to not The Hollowing Of Greyhaven
interfere for I shall have justice.”
The Baron's Bastard
The man under the net will struggle to his feet. To the characters Song Of The Siren Queen
surprise, he is not human, but a satyr.
Rise Of The Vampire
Rhan (Satyr) Revenge Of The Kobold King
“Her heart was freely given to me my Lord. I beg you strangers The Lost King
to answer but a simple question. Should death be the
punishment for love?” Jaws Of The Landshark
The Terror At Inaruk
The young woman will cry out.
Return To The Doom Tower
Helene Moraster Trail Of The Giant
“I love him father. Please don’t harm him. I will return with you if
it will save his life but given a choice I would live here in the
Curse Of The Amber Princess
forest with Rhan.” Sword Of The Archon
Lord Edrain is overcome with rage. He is determined to end Rhan’s
Madness Of The Mouther
life. | The Talisman Of Moloch
Rise of the Vampire
Lord Edrain
“No. You will never be free of this creatures spell while it still Curse Of Widow’s Cape
breathes. Only with its death will your eyes be opened to its Cult Of The Jelly God
treachery.”
The Mad Manor Of Astabar
The characters must decide whether they will interfere or allow Rhan Trials of the Spider Queen
to be executed. If they try to stop Lord Edrain he will order his men to
attack but will surrender if forced to fight himelf. If the characters allow
Rhan to be killed they lose 1 honor point. If saved both Rhan and
Helene will disappear into he forest to live out their lives.

Satyr (AC 18, HP 44 (currently 12), ATK +1 horns (d6+1), Init +2)
Lord Moraster (AC 16, Hp 30, ATK +5 spear (d8+2), Init +1)
4 Guards (AC 15, Hp 20, ATK +4 spear (d8), Init +1)

This peaceful area of the forest is rich with wildlife and


vegetation. A herd of deer drink at the river's edge as large CAN YOU SURVIVE?
9 dragonfly's dart overhead. At the center of this oasis is a giant
oak tree. It's ancient branches stretch upward, forming a near
perfect canopy overhead. From somewhere high up in the
boughs you hear the melodic tones of a woman's voice.
THIRTEEN PINES
Available Now!
If the characters approach the tree an arrow will be fired into the
ground at their feet and a woman will call out,

Panamy
“Are you a friend or a foe of this wood?”
ENCOUNTER LOCATIONS
If the characters show her the druid's token she will appear from
inside the trunk at the base of the tree and apologize for mistrusting Treat encounter locations on the
them. She will tell the characters that the forest is becoming more adventure map as suggestions. You
dangerous. There are ettercaps to the east and a dangerous group of don’t want your players to miss a great
poachers has set up camp in the south. She is very fearful of both encounter because they never travelled
threats and will ask if the characters would be willing to drive them off. to the right section of the forest.
In return she will give them a Dryad's Bow which is not magical but
due to it's design provides an attack bonus of +2 and can use normal Feel free to place the encounter
branches as arrow. . locations in areas where they will be
discovered by the characters.
Dryad (AC 17, HP 27, ATK +7 bow (d8), Init +4)

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10 The towering peak of a lone mountain rises from the
forest floor. The barren slopes are steep but
Characters have 0 honor points:
I have decided it is best to side with them against
climbable. Far above you hear the warning hiss of a you. Tell the Baron he will have to contend with
wyvern challenging your trespass. Given that this more than mere beasts should his workers return.
appears to be the wyvern’s nesting ground an attack Leave now or face my wrath.
is certain should you advance any further.
Characters have at least 1 honor point
The wyvern's nest is atop the central peak. Inside the nest You have shown that you are indeed honorable
are four eggs that the wyvern will defend to the death. heroes. I will do what I can to keep the beasts at
bay to allow for the roads completion.
The wyvern will wait until the characters are on the slopes
before attacking. It will try to pull them off the mountain She will let them keep the token.
with it's claws and send them tumbling down to the forest
floor below (5d6 damage, Reflect save of 14 for ½). Ezarla Everdusk (Druid 8) AC 15, Hp 57, ATK +9/+4
Staff (d6+2), Init +2 SA Druid Spells). Animal Totem
Once the wyvern is slain the characters can notice a Staff +2 (can cast Summon Nature's Ally)
familiar symbol tattooed on one of it's haunches. The
same symbol on the token given to them by the druid. Either way she will allow the characters to collect the
treasure from the nest. She will ask they leave one of
At this point Ezarla Everdusk will reveal herself. Her the wyvern eggs.
demeanor will depend on how many honor points the
characters have left. Nest Treasure:
• 1,312 cp, 862 sp, 641 gp, bracelet worth 250 gp
Ezarla Everdusk • Pouch of 6 sling stones +3 (x2 damage vs giants)
“I warned the Baron he risked disrupting nature's • Helm (slightly dented) – when visor is lowered it
balance by building his road. Even with the wyvern grants the wearer dark vision.
slain other creatures will rise up to oppose this • 3 wyvern eggs
construction. Based on your conduct while in my • Broken wizard staff: Now when activated it sparks
forest.... and casts dancing lights or faerie fire (50%/50%).

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