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Mini Quest Beware The Wyvern Wood
Mini Quest Beware The Wyvern Wood
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.
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)
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.
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)
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)