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Stryhor 

Woods

 3
Safe Haven ................................................................................. 3
Quests ...................................................................................... 3
Locations .................................................................................... 3
Events .......................................................................................3
Hooks ...........................................................................................3
Travel ........................................................................................... 3
Encounters ..............................................................................3
Discoveries ..............................................................................3
 4
 ............................................................................4
 .............................................................................. 6
Crystal Cave ............................................................................... 6
Forgotten Temple ......................................................................6
Gnoll Hideout .............................................................................7
Griffon Ruins ..............................................................................8
Logging Camp ........................................................................... 9
Magistrate's Tower ................................................................. 10
Spider's Nest ........................................................................... 11
 ......................................................................................13
Missing Daughter ................................................................... 13
Unruly Hyenas .........................................................................13
Webbed Terrors .......................................................................13
 ........................................................................14
 ........................................................................ 15
 16
Xi'ri Jael .....................................................................................16
Thora Burne ............................................................................ 16
 17
Crystal Basilisk ....................................................................... 17
Crystal Basilisk, Young ..........................................................17
Giant Crystal Bat .................................................................... 18
Gnoll Runt ................................................................................18
Griffon Baby .............................................................................19
Poacher .....................................................................................19
Spider Queen .......................................................................... 20
Wolf Pups ................................................................................. 20
 21
 23

The following pages describe an adventuring region for 
low-level adventurers in any Dungeons & Dragons 5th
edition setting. You can implement the whole document or If you are starting a new adventure or campaign, you will
parts of it into your own worlds or you can use this content need a first hook for your players to follow. Hooks are
to introduce a completely new world. quests that provide a good starting point and drop your
There will be tips and hints given across the pages on players right into the world and - depending on the hook -
how to alter and run your adventures to grant you and your right into the action. There are hooks provided that start off
players an exciting experience. your session with a first expedition and send your players
Before we begin, we will introduce all the important on their way to a location inside the region.
aspects you will see in the document. Hooks might overlap with the quests provided in the safe
haven as they are typically just quests with added starting
 conditions, rewards and a premise you can directly start
An adventuring region will highly depend on some kind of your session on. Feel free to create your own hooks from
safe haven. This might be a village at the foothills of a the quests provided in the safe haven or invent completely
mountain, an outpost in the dangerous wilderness or the new ones.
entrance to a large dungeon spanning miles and miles One of the hooks given for the Stryhor Woods is
underground. associated with the gnoll infestation. Your players have
The safe haven described for this adventuring region will been tasked by the captain of the guard to hunt down and
be a small hamlet at the edge of the Stryhor Woods called destroy the gnolls' base of operations for a handsome
Lestead inhabited by simple farmers and hunters. reward. The session starts at the edge of the trees where
the adventurers found a fresh trail leading to the hideout.
 
Some locations of the safe haven contain quests to get your
players interested in what's happening out in the In order to make travel interesting and incorporate random
wilderness and provide reasons to venture forth. Each encounters into the main adventure, there is a series of
quest is associated with some kind of problem or location travel rules different from those provided in the official
and includes a starting point to ease newer players into the sources. These rules differentiate between encounters -
process of taking fate into their own hands and becoming meetings with a variety of different creatures - and
adventurers. discoveries - smaller locations found inside the region that
provide dangers, rewards and interesting interactions.
 You can find these rules in Appendix D on page 23.
Locations are specific places inside the adventuring region 
prepared in advance. Each location has at least one Depending on your preference you might want to spice up
encounter and a story that ties it to the region and makes your sessions and create new adventures for your players
the location interesting for your players to explore. to experience through random encounters. The
An example of a location in the Stryhor Woods is the adventuring region will contain a table with random
Spider's Nest where a large spider queen lurks in the encounters appropriate to the region. These encounters
shadows and has captured a young priestess. provide conflict and challenge and can be expanded to act
 as new hooks for your players to follow.
Over the course of your game the region will change In the Stryhor Woods these conflicts are largely
depending on your players' actions. However, even without associated with the local wildlife and the impact of the
the interference of your players the region is dynamic and gnoll infestation currently tormenting the lands.
will change to keep it interesting for you and your players. 
Events will provide your players with new opportunities Discoveries are smaller locations in your regions that your
and challenges. For example, a tribe of goblins taking an players will stumble upon. They will provide some kind of
ancient ruin from a fey creature who defended the conflict or reward and - most of the time - will prolong the
sanctuary for hundreds of years. Now instead of finding a player's journey to their original goal. It is important to note
place where they are able to rest and befriend a good- that these discoveries might be more interesting to your
hearted dryad, the adventurers will find cruel looters that players than initially planned so feel free to weave stories
defile the holy place by planting their banner in the ground. around them and have your players come back and explore
Each location will have a set of events associated with more.
the current story unfolding there. For a general overview of
all events happening in the Stryhor Woods, see Appendix C
on page 21.

3

On the following pages you will find various tools to An aged halfling by the name of Robern runs the tavern
randomize, describe and bring to life a woodland region and serves homemade food and drinks for his guests. He
which is known as the Stryhor Woods. obviously likes his work and seems to be skilled in it as
While most forests harbor some kind of danger, the well, visible by the big smile he always keeps on his face
Stryhor Woods are an especially dangerous region filled while dealing with customers. His muddled up hair has an
with old trees, thick brush and steep cliffs. Most of the auburn color and he always looks to his guests with
woodland is covered by foliage and just one old road leads cheerful green eyes.
through the forest. Rumors. Spending your time in the tavern not only helps
recover from the wounds of an expedition but yields
Characteristics information. Even though their reliability depends heavily
Encounter 3
on the source, there are always stories to be heard.
Navigation DC 15 Ancient Knights. An ancient order of noble warriors
allegedly guarded the land from the outpost that is now
Resources DC 10 known as the Griffon Ruins. For generations no one has
Discovery 2 seen one of the majestic creatures but the ruins of their
home remain to this day.
Deadly Foliage. While even the children of Lestead
know the Stryhor Woods to be a dangerous place,
Characteristics rumors tell of a particular danger deep among the trees.
The characteristics mentioned above are Under the moon and stars, the plants come to life and
associated with the travel rules found in attack anyone who ventures inside the forest.
Appendix D. If your adventure does not use these Ghost Stories. One of the tavern's regulars tells a story
rules you can ignore the table and use the rules about the magistrate that used to live in the Stryhor
for travel provided in the Player's Handbook. Woods. He was supposedly killed by bandits a couple of
years ago and his ghost still haunts the Magistrate's
Tower three days away from the village.
Ogre Sighting. A lone lumberjack claims to have
 encountered an ogre in the woods. Supposedly he
barely escaped with his life as the monstrous beast
When venturing through the Stryhor Woods, the chased him through the trees with a giant axe.
adventurers encounter the small hamlet of Lestead where Precious Gemstones. An old woman sits in the tavern
they may tend to their wounds and recover from their most selling a map drawn by her late husband. Supposedly,
recent expedition into the dangerous wilds. he found a cave sprawling with valuable gemstones
 before being killed by the gnolls. She demands ten gold
pieces for the map to survive the next winter.
Near the Stryhor Woods lies a small hamlet of loggers,
hunters and farmers, their lives mostly unaffected by the
greater problems and threats of the outside world. The Rumors
community is friendly towards outsiders and helps them
recover from wounds and injuries, restocks their food and Typically there are two types of rumors: those
general supplies and helps the adventurers as long as it that inform the players of interesting goals to
pursue and those that inform the players of
won't put any of their own in danger. dangers or interesting developments.
The above rumor Deadly Foliage informs the
 players there might be some strange plant
The Squirrel's Pocket is a small tavern located inside a creatures roaming around the Stryhor Woods.
two-story building made of wood. Besides the main They may want to research possible enemies to
building and connected by a simple door lies an open know their weaknesses or prepare appropriate
stable for up to six horses or other riding animals. spells to deal with these threats when venturing
The first floor of the tavern features a room for guests to into the woods.
sit, drink and share their latest adventures. It is furnished
with a long counter, multiple tables and seats as well as an
adjoining kitchen and a storage place in the back. Above 
the main tavern, accessible by a set of stairs from the bar Named after the clan of its owner, the Griffonheart Arsenal
and the kitchen, are three rooms, one befitting a group of is run by a grim dwarf named Dindain and is one of the
guests and the others at most two or three people. Each of oldest buildings in town. Dindain seems to be a rather
the rooms is furnished plainly but with enough space to young dwarf, approximately 30 years of age, with balding
feel at home. blond hair and a dense long beard of a little darker color.
Despite appearing a bit grim, he has a sincere personality
always looking out for his own, especially his kind.

4
The building's main room is made from dark wood. Three The guard itself consists of two soldiers as well as a
counters with neighboring storage areas provide room for designated cook and their captain, a force that's barely
traders and travelers interested in selling their goods. The enough for a hamlet like Lestead. In case of problems in
most prominent of which is run by Dindain himself selling the nearby Stryhor Woods, captain Erdar usually hires
everything an adventurer might need to travel and survive local adventurers to investigate instead of putting his own
the Stryhor Woods. Several windows reinforced with thick, men in danger or risking the safety of the town due to the
milky glass prevent anyone from peeking inside or outside numbers of wardens dwindling further.
the arsenal as well as conveying wealth. Quest: Gnoll Ears. Captain Erdar is reluctant to hire
Quest: Lost Supplies. Dindain informs the adventurers adventurers to deal with the gnoll infestation. He fears the
of the loggers driven out of their encampment by the revenge of the fiendish creatures should the mercenaries
spiders (see Hooks: Webbed Terrors on page 13). He asks fail. If he is convinced the adventurers can be trusted to rid
the adventurers to venture into the forest to return the Lestead of the problem once and for all, he offers a bounty
supplies he sold the woodworkers for a generous reward of of two silver pieces per gnoll ear they are able to bring
10 gold pieces per crate and a bonus of another 10 gold him.
pieces for all of his three creates.

 At the southern edge of town stands a farmhouse with
At the edge of town stands a tent built from cloth and several acres surrounding the building. Depending on the
leather. The sweet fragrance of berries, fresh herbs and season, wheat might grow on the fields and the family
tinctures escapes from the inside. Some of these aromas running the farm might be occupied with the yearly
are known from the local flora others more exotic hinting harvest.
at far away lands. A large carpet covers the interior of the Pegren Burne, the father of the family is a weathered
tent made from dark fabric filling the entirety of the floor. man in this fifties working the fields. His wife Salwa helps
The interior is supported by two thick wooden logs and to the best of her abilities but mostly stays inside the house
illuminated by the light of several dimly lit candles and to cook and sew. They have three children, the twins
strange lanterns resulting in a rather mysterious Kharer and Tetez, two boys helping their father with the
atmosphere. Cushions and covers lie in the far corner of farm, and a daughter Thora, hellbent on becoming an
the combination of living and working space where Falla, adventurer some day. The twins are in their twenties,
the establishment's owner, seems to sleep. The front area collected and mostly realistic about their future as farmers.
of the alchemist's tent is dressed with several chairs, tables Thora on the other hand frequently tries to sneak away
filled with strange appliances and cabinets containing glass from her responsibilities to train for her future as a famous
vials, herbs and other ingredients. traveler.
Quest: Ghostly Residual. Since Falla reached a dead Quest: Missing Cow. This quest is only available after
end with her research of the gnoll infestation, she asks the the third event on day 15 of the Griffon Ruins.
adventurers for a very dangerous favor: she needs the Pegren asks the adventurers to find his precious missing
residual of an undead like a ghoul, a skeleton or a zombie. cow. He will reward them with 20 gold pieces for returning
Since the other townsfolk might be worried about the animal alive. After leaving, Thora will approach the
experiments with necromancy, the alchemist hopes for the group. She knows the cow was taken by the griffon
adventurers' silence in the matter and promises to provide residing in the Griffon Ruins but volunteers her
them with two potions of healing. information only when promised she may accompany the
party (for more information about Thora, see Appendix A
 on page 16). Alternatively, the adventurers can get the
An ancient shrine is located on the edge of town visited information from a village drunk at the Squirrel's Pocket or
sparsely by the villagers. Dedicated to the god of traveling, investigate the field and find a large feather hinting at the
hunting and community, the shrine features the holy griffon.
symbol of its deity carved as an old rune into the stone.
Even though the shrine consists of just a standing stone
with the marking at the top and a small silver bowl for the
townsfolk to leave offerings, it looks quite impressive and
well cared for.

Even though Lestead is a rather small hamlet at the edge of
civilization, guard presence is higher than in most towns of
its size. Due to the neighboring Stryhor Woods and the
dangers lurking within, the keepers of peace deemed it
necessary to protect Lestead from nearby dangers. This
lead to the construction of the local guardpost, a stone
building featuring two rooms for the guards, a kitchen
including a refectory and one room designated for the
captain of the guard, a middle-aged man by the name of
Erdar Richpike.

5
navigate the tunnel. You feel the sharp edges pricking and
 stabbing at your skin as can see faint glimpses of forest
Apart from many smaller locations, the adventurers will creatures encased in both bigger and more robust
come across at least one of the more spectacular and formations. Then suddenly the tunnel gives way to a narrow
dangerous locales of the Stryhor Woods. Below you will cavern several feet long. On the far side you can see
find a table with each specific location and its associated
travel time from the safe haven. glimmers of a watery surface from which a small stalagmite
rises almost to the ceiling.
Specific Locations You hear the faint sounds of water droplets hitting the
Location Travel Time surface but there seems to be something else you can't
quite put your finger on.
Crystal Cave 3 days
Forgotten Temple 3 days
After slaying the monstrosity, the adventurers find its nest
Gnoll Hideout 2 days sitting at the bottom of the lake. There are three crystal
Griffon Ruins 4 days eggs inside, each as large and heavy as a small creature
and surprisingly sturdy. A collector or an alchemist might
Logging Camp 1 day be interested to buy them for a small fortune of about 50
Magistrate's Tower 3 days gold pieces per egg.
Spider's Nest 2 days Crystal Cave Events
Time Event
 A group of three gnolls explores the cavern
Deep in the wilderness at the bottom of a stone cliff lies the and gets crystalized by the basilik, their
entrance to the cave. The tunnel leading inside is small and shapes still standing in the left passage
provides just enough space for one adventurer at a time. Day 6 leading to the underground pond. One of
The cave walls are covered in crystals hinting at the crystal the gnolls scribbled the words free and
blood onto the walls in his own strange
basilisk living inside. After some feet the shaft splits into a language.
right and left passage.
One of the basilisk's eggs hatches. The small
young crystal basilisk (see Appendix D) poses
Just below the rocky outline of a stone cliff, you discover
Day 10 little challenge to the adventurers if found
the narrow entrance to a cave inside the rocks. An ominous alone but will become a greater problem if
shimmer of faint violet light brightens the inside emitted by left to mature.
the white crystal formations growing at the edges of the The basilisk expands its territory into the
tunnel. As you enter, the air immediately becomes humid adjacent cave to accommodate its young.
and weighs heavy on your skins. Day 13 The giant bats try to repel the attacker but
after loosing one of their own, they
reluctantly let the creature stay.
 More crystals begin to sprout all over the
Following the right passage leads to an open cavern bigger cave. The young crystal basilisk (see Appendix
than the tunnels, inhabited by three giant bats. At night D) begins to roam the tunnels and may be
they roam the wilderness hunting for smaller animals but if Day 17 encountered anywhere within. The two
disturbed at daytime they will attack and try to defend their remaining giant bats get infested with the
home. growing crystals and become giant crystal
bats (see Appendix D).
Leaving the crossway to the right you feel the passage
leading down, further into the darkness. After some minutes 
the tunnel opens into a greater cavern. As you make your On a small clearing lies a small cobbled building from a
first step inside you hear the soft sounds of fur rubbing time long past. A solid door made from stone blocks the
against the stone walls and suddenly feel the yellow eyes of way inside without any visible mechanism to open the
several creatures resting on your shoulders. entrance. An old inscription in Celestial - the language of
angels and gods - is written above stating "rest forever
beneath the stars". There are no windows or other
 entrances visible all around the building.
The left passage leads to the lair of the crystal basilisk
(see Appendix D). Signs of the creature start to appear in As you leave the thick brush of the forest into a small
the form of crystallized animals and more robust crystal clearing, you discover an old building among the trees and
formations. A several feet long narrow cavern opens up at
the end of the tunnel with a dimly lit underground lake on stones, partly covered in moss and vines. The building looks
the far side where the basilisk lives. The territorial creature old and untouched for quite some time with a double door
will hide inside the water but attack as soon as one of the that does not seem to have a visible handle. Above the
adventurers steps too far into the cave. entrance you see an inscription written in an ancient
language spoken only by the holiest of men.
Just a few steps inside the left passage you notice the
crystals grow bigger, more jagged, leaving less space to

6
The door cannot be pushed open by strength or magic.
However, when the sun is down and the stars are visible in
the sky, a light nudge is enough for the entrance to open up. Missing Corpse
Using the missing corpse you can further the
 plot of the old temple if your party of
The inside of the old temple is covered in dust and dried adventurers seems interested in what happened
blood. It looks like there was a fight in this place a long here. Placing these kinds of clues will ensure that
time ago. Some bones are scattered across the floor which you are able to pick up on plots and adventures
features an old gray rug with horrible scratch marks. Two your players want to follow.
standing sarcophagi were placed on each side of the carpet Maybe the missing creature was doomed to a
across from each other. life of undeath and roams the lands outside with
the adventurers able to pick up the trail? Maybe
it was found by someone a long time ago and
The doors crack open with a scraping sound of dirt against buried in the woods away from the possible
stone. A foul stench escapes the inside with a gust of wind danger of grave robbers discovering their
whirling around you and drifting away outside.
corpse?

One of the four sarcophagi is broken open at the top with


the remains of a humanoid creature almost falling out. 
Investigating the sarcophagus makes it clear that each of Hidden in the deep parts of the woods lies the hideout of
the four people was buried with their most precious the ferocious gnolls. Two tents were built near a small
belongings: a potion of healing, a golden necklace, a stream located at the bottom of a cliff to prevent the camp
silver ring and a rusty longsword. When the sarcophagi being surrounded by attackers. At night the gnolls put up a
are opened all of these treasures are found as well as three campfire and gamble or fight among themselves near the
of the humanoid remains with one of them missing. light while one of them reluctantly keeps watch. In the
morning they venture into the wilderness in search for prey,
An old gray rug covers most of the floor inside the temple­ killing anything they find and dragging it back to their
like structure that has four standing sarcophagi prominently hideout.
on the sides. A great candle holder made from metal stands While the gnolls are good hunters and trackers, they
across the entrance with the candle all but burnt down.
themselves leave tracks behind which a skilled tracker may
be able to pick up from anywhere within the Stryhor
Everything is covered in dust with the ground additionally
Woods. When nearing the camp in the evening,
coated in dried blood and bones scattered across it. adventurers will be able to hear the gnolls bellowing and
growling from afar.

Creatures dying in the proximity of the temple rise as You hear faint but aggressive barking in the distance. As you
undead several days later. This can be prevented by laying approach, you can see tents, crudely crafted from tattered
the corpses found inside to rest, either by burying them, animal hides and pelts. A large fireplace stands in the middle
repairing the sarcophagi or another method that pleases with a cliff protecting the camp's backside.
the gods of death and eternal rest.
Forgotten Temple Events The two tents are inhabited by three gnolls while one gnoll
Time Event runt (see Appendix D) has to sleep outside at all times,
rejected by the rest of the hunting party. While mostly loyal
Attracted by the broken tomb, a colony of to his hunting party, the runt may be convinced to betray
Day 4 rats consisting of 2 giant rats and 1 swarm of his kind if intimidated convincingly or made a generous
rats finds their way inside the temple. offer.
A group of grave robbers discover the tomb, The inside of the tents is filled with bones and half-
causing the rats to attack and kill one of devoured corpses of previous prey. Adventurers may find
Day 8 them while trying to open the door. His some hides, pelts and coins to salvage in the remains.
rope, a shovel, two torches and 1d4+4 gold
pieces are still on his half­eaten body.
As you open the tent's entrance, a foul stench of decay
The stench of death and decay causes local enters your nose and leaves an uncomfortable taste in your
wildlife to avoid the area around the temple.
Day 11 mouth. You discover the scattered remains of creatures
A swarm of ravens seem to be the only
creatures brave enough to settle there. whose species is hard to determine after being half­
devoured by the gnolls.
After days of rotting at the entrance, a dark
aura emanating from the temple causes the Even though most of the inside is sullied beyond any
Day 16 corpse of the grave robber to rise as a ghoul. humane standard, you are able to salvage some hides, pelts
During the night it stalks its prey in the and coins to keep as a reward for your troubles.
nearby areas.
The dark aura begins to stretch further until
the remaining bodies in the crypt are put to
Day 20 rest by a cleric or priest. When travelers
approach the entrance, 1d4+1 skeletons
begin to rise from the ground.

7
 Time Event
The corruption of the gnolls is like a disease they bring With the corruption spreading, the murk
with them wherever they go. Slaying the fiendish creatures around the camp spread further. Until
will be enough to prevent the infestation to spread further Day 25
cleansed, the area is filled with darkness akin
but will not cleanse the forest of the darkness already to the deepest of nights and the radius of
unleashed. A ritual performed by a servant of the gods or a light sources like torches or lanterns is
creature with a deep connection to the natural world is reduced by half.
needed to rid the Stryhor Woods of the corruption forever.
When the corruption is healed, creatures in the woods 
will become less aggressive, their unnatural hunger Located atop a hill in the less dense areas of the Stryhor
quenched. Woods lies an ancient ruined outpost made of moss-
covered stones consisting of a main building and a tower
built on top. A wooden bridge of about 30 feet length above
Varied Loot a deep chasm connects the gate of the ruins to the outside
Sometimes you might want to leave the loot your terrain. The cliffs surrounding the hill are steep and sharp-
players find vague in order to have an event­ edged, too dangerous for most travelers to climb.
based reward. As you can see from the events The tower itself and the surrounding ruins are the
below, the gnolls will become harder to deal with nesting place of a griffon, that hunts in the evening well
the longer the players ignore the threat. into the night and sleeps during the day. The creature is
However, a change regarding the loot is not fiercely territorial, trying to scare away strangers and
stated in the events themselves. Instead, you may attacks anyone approaching its domain.
want to adjust the loot described in the initial
paragraph for the encampment to represent the
change of circumstances. Through the howling wind you notice the sound of wood
For example you might want to add an extra creaking as an ancient wooden bridge comes into view,
pelt for the capture of the dire wolf event on day leading over a deep ravine. On the other side stands a brittle
2. If the adventurers enter the camp on the 13th
old gate with two rusty iron handles on its double doors.
day, they might find additional coins because the
gnolls grew bold and have been plundering more Beyond the gate you can see the top of a stone building and
greedily. a tower looming above the cliffs. The walls of the top floor
If you want your world to be particularly dark are open for lookouts to observe the lands beneath.
and authentic, you can punish your players for
waiting too long by subtracting some of the loot.
For example the pelts are unusable because of 
the corruption of the 21st day. Behind the entrance is the small courtyard with some
bushes, trees and a narrow pathway leading to the door of
the crumbling hold. A griffon feather can be seen lying on
Gnoll Hideout Events the ground hinting at the griffon living in the tower. The
Time Event
rare feather is worth some gold pieces to a leatherworker
or a collector.
The gnolls bring back a huge dire wolf and
Day 4 hang it between a pair of sticks. One of the As you open the gate accompanied by the loud groan of the
gnolls died in the dangerous battle.
wood, you enter a small courtyard overgrown with tall grass,
The remaining hunting party tried and bushes and trees. The wilds seem to have taken back this
succeeded in capturing and mostly
Day 9 domesticating a wild wolf. The creature is part of civilization. On the far side of the yard stands the
restrained by a rope which the gnolls will cut stone building you saw from the outside with vines clawing
when attacked. their way to the tower that was built on top.
Having found a suitable hunting ground, the
gnolls constructed a wooden stockade with
one small door around the encampment for

Day 13
further protection. The stockade is covered The inside of the building is decorated with dressers,
in spikes and spears to keep animals and shelves and crates all of which seem to have been
humans outside. abandoned centuries ago. A makeshift bed can be found in
the corner of the room. On the far side of the room lies a
After one of them was killed on the second
day, a third gnoll joins the ranks equipped
door that leads into the stairwell and up the tower.
Day 16 with a longbow. He was attracted by the
growing corruption and stands watch at Scraping at the dust and sand that gathered over the years,
night looking for danger. the door swings open and reveals a barren room. Some
The corruption of the dark gnolls begins to dressers stand at the wall, two shelves beside them. A stack
spread, leaving the grass and trees around of crates lies in the corner with rusty and beaten iron
Day 21 the camp blighted and dark. While fighting reinforcements. A makeshift bed stands in the corner
in the near vicinity, the gnolls have
consisting of a hay filled linen shirt and a scratched blanket.
resistance to radiant damage.
The door on the far side looks weathered with several holes
in the wooden surface and a heavy broken iron handle.

8
A stack of scrolls can be found in the dressers hinting at
the location of the Forgotten Temple. The documents state
that an ancient order of peaceful priests worshiping the Expanding the Story
goddess of the stars once built the mausoleum to bury a Some parts of the backstories and locations are
group of adventurers and maintained the place ever since. deliberately left vague. You can add your own
Apparently they only traveled there in the night, lighting ideas depending on whether your players are
their way with divine light. interested in exploring the hinted at possibilities.
For example, the makeshift bed located in the
 Barracks might belong to someone who found
Going up the stairs onto the second floor leads to an old the ruins recently and was driven away by the
chamber filled with bookshelves, a table and a chair. griffon.
Besides the table stands an elegant bed with a lock box
hidden underneath. Straight ahead the stairs continue to
the next floor of the tower. Griffon Ruins Events
Time Event
Dust trickles from the wooden beams as your steps coax
A group of four gnoll poachers raids the
loud groans out of the stairs leading up to the second floor. ruins but are forced to retreat with two of
The chamber is filled with bookshelves, a wooden table and them dying to the griffon. Their remains lie
a chair made from the same material. An elegant bed stands Day 9 in the courtyard with their belongings
including a battered spear and a heavy
besides the table with rugged silken bedding and a mattress crossbow. During the battle, the bridge
worthy of a noble. The light of the sun shines through the collapsed leaving behind just a gaping hole.
lock of the door and the slit underneath, detailing the dust The young griffon baby (see Appendix D)
dancing in the thick air. hatches. It stays inside the nest waiting for
Day 12
its mother to deliver food but can be heard
Searching the room unearths the chest under the bed filled cawing around the ruins.
with some goldpieces and an ancient golden necklace In order to feed the growing appetite of its
with a silvery griffon head attached to the chains. The offspring, the griffon has to travel farther
books on the shelves are mostly filled with old accounting Day 15 and comes across Lestead, grabbing a cow
reports but two spell scrolls can be found between the from the Burne family and delivers it to the
pages of an ancient tome detailing the history of the people ruins.
that guarded this place in times past and the griffons living The griffon baby (see Appendix D) starts to
in the hills. Day 19
explore the ruins on foot. It may be
encountered anywhere within the ruins,
 already fiercely territorial and aggressive.
The stairs lead to the top of the tower overlooking the
vicinity of the hill and the forest beneath. The edges of the 
tower are built with stone columns supporting the roof. All
four sides open to the sky showing the Magistrate's Tower Some miles into the Styhor Woods stands a man-made
in the distance as well as the thick gray cobwebs of the clearing with tree stumps scattered across the forest floor.
Spider's Nest. A shredded tent lies on the ground covered in webs.
A broken table lies in the corner with three chairs Besides the tent sit three supply crates belonging to
scattered nearby and a leather pouch containing some gold Dindain marked with the griffon symbol of his trading post.
coins. On the north-west column dangles a signaling horn Investigating the camp leads to the discovery of two axes
on a leather cord nailed into the stonework. The floor is left behind by the lumberjacks. The axes are not build for
littered with hay, large branches and leafs resulting in combat requiring too much strength to wield effectively.
muffled footsteps. A large gray griffon egg with small dark
spots lies in the nest. Logging Camp Events
Time Event
A soft wind blows into your face as you approach the top of Four goblins (Ibs, Plel, Qozza, Zreeks)
the tower. The immediate countryside lies at the your feet: stumble upon the camp and steal the crates.
grasslands, hills, forests, all visible through the open sides of They leave behind an obvious trail dragging
the heavy supplies across the forest floor.
the tower's peak. You notice the broken table and the chairs The tracks lead to a small cave where the
scattered across the ground and the hay, leafs and large
Day 5
goblins live.
branches that litter the floor. Finally the large gray egg When confronted the goblins will try to sell
the crates for 15 gold pieces each. They are
catches your eye, sitting in the corner wrapped in what
spineless scavengers who would rather run
seems to be a giant nest. than risk their lives.

9
 
The second floor features the library of the tower where
Between the tall trees of the Stryhor Woods stands the Ilona used to spend her time reading stories about far away
Magistrate's Tower. Even though the tower looks still intact, lands. Her spirit still lingers within these walls as a ghost
only ruins remain of the building adjacent to it. Once it was reading the same tomes time and again.
the home of a noble and his illegitimate daughter he hid While most of the books contained in the library are just
from the outside world. After both of them died in an stories her father gathered to occupy the young girl, one
assault by bandits and all the valuable belongings were particular tome stands out. Its binding is made from
stolen, the authorities lost interest in the backwoods expensive reddish leather and a strong silk ribbon acts a
location. seal. When asked about the tome, Ilona will tell the
Rumors speak of an angry ghost haunting the place in adventurers that it is forbidden by her father and should
the form of a little girl that screams and attacks travelers not be read. When they insist, she will begin screaming and
who approach the premise uninvited. While a ghost does attack if they attempt to open the tome regardless.
live in the tower, the spirit of Ilona, the former magistrate's The tome is an ancient wizard spellbook containing the
daughter, is neither angry nor aggressive. At night the following spells: comprehend languages, identify, illusory
ghostly aura of Ilona can be spotted from the distance, script, sleep, arcane lock and see invisibility.
filling the windows of the tower with a faint blue light. For details about Ilona and how to roleplay her, see the
segment Lonely Ghost below.
From far away you can spot a bright roof of a round tower
mirroring the sunlight. As you travel the remaining distance, 
more and more details of the surrounding area come into The top floor contains the laboratory of the magistrate. It is
considerably smaller than the lower levels with some
view. The entrance to the tower appears to be a wooden
shelves fitted to the angled walls. Two tables are located
door reinforced with delicate iron ornaments. Besides the beneath the single window where the magistrate used to
tower stands one remaining wall overgrown with vines. brew simple potions. Some vials and herbs are still left to
Approaching the building reveals a set of stairs at the side of be salvaged as well as an antitoxin and a potion of
the walls leading to another wooden door below the surface. healing.
This entrance appears to be less sturdy opening into the
cellar of the former structure. As you ascend to the third floor, the stairs stop and leave
you in a tight room just big enough for two members of
your group. The strange smell of burnt spices and old liquid

The ground floor of the tower is slightly smaller than the lingers in the air and your eyes catch the alchemical
rest, containing the former meeting room of the magistrate. equipment located underneath the window covered in
A large desk almost fills the room with two chairs across cobwebs.
from each other and bookshelves all around the walls. In
the middle of the room stands a narrow spiral staircase
leading all the way to the highest floor. 
On the desk lies an empty stack of scrolls as well as a The cellar is an old storage area filled with shelves housing
bottle of dried ink and several pretty feathers used as ink old rations inside thick milky glass jars. Some empty
pens. A merchant's scale nailed to the boards sits in the scrolls as well as unused books can be salvaged from the
bookshelf behind the desk besides a wooden jar filled with remaining reserves. In one of the shelves sits a delicate
sealing wax. hourglass missed by the looters.
The iron hinges of the door creak silently as you push the
Surprisingly, the door to the tower opens without a sound
door open and old dust swirls through the air. A cold feeling
revealing a well equipped study. The walls are filled with dark
creeps across your spine as your eyes adjust to the darkness
wooden bookshelves and the floor is covered by an
and perceive the almost empty shelves of an old storage.
expensive rug. Across from the door, behind a spiral
staircase forged of iron leading upwards, stands a pompous
desk bestrewn with old documents, a comfortable chair on
On the far side lies a simple bedding where the
magistrate's daughter was told to hide and sleep when her
the far side and a smaller chair in front of it.
father received important guests. The bones of Ilona lie
scattered on the scratched sheets and her little straw doll
Investigating the old documents and books brings to light sits on the pillow waiting for her owner who will never
mostly reports, several years out of date. However, one answer again.
report detailing a meeting of the magistrate with a bizarre
stranger attracts the attention of the reader. Supposedly, a You notice a scrap of linen hidden behind some stacked
person by the name of Daxor was investigating the crates on the far side of the room. As you approach the
connection of the Stryhor Woods to the world of the fey
and asked to purchase a plot of land within the forest. His crates you see a crudely made, simple bedding out of hay
appeal was denied due to the request of the priests and a formerly white linen clothing filled with dried blood.
worshiping the goddess of the stars. The red beady eyes of a little straw doll wearing a faded blue
The place Daxor wished to purchase coincides with the dress look at you from below sitting on the pillow amidst
location of the lair of the spider queen. Someone skilled in the scattered remains of a small human child.
the art of map making or with good knowledge of the land
will be able to pinpoint the location to the Spider's Nest.

10
Magistrate's Tower Events As you venture deeper into the forest, the air becomes
Time Event thicker, the trees and brushwork covered with heavy
webbing. Every step you take nature itself seems to hold its
A wolf mother and her wolf pups (see
Appendix D) settle in the cellar of the ruins. breath. You have the nagging feeling of being watched as
Day 7
One of the pups finds the straw doll, the webs reach higher into the trees and you begin to notice
carrying it wherever he goes. sacks of cobwebs the size of a human dangling from the
While exploring the nearby forest on its high branches.
own, the wolf pup carrying the doll gets
taken by human poachers. The doll's head as
well as a trace of footprints leading to the 
poachers camp can be found just outside The queen of the spiders (see Appendix D) occupies a
the tower. The tracks will be visible for foer central position within the spider's nest. She has
Day 14 days before fading away. constructed her web several feet above the ground
At the poachers' camp, the wolf pup was put connecting a central shrubbery with the neighboring trunks
in a cage with other pelts hanging besides covered in heavy silk. From above she lurks, waiting for
the tent. When confronted by the prey foolish enough to venture too far into her domain. If
adventurers the three poachers (see something touches her nets inside this terrain, she will
Appendix D) react wary and will attack when
provoked.
know and attack immediately.
The tracks leading to the poachers' camp The world gets darker as you draw closer to the center of
Day 18
fade away and the poachers move on.
the spider's web. You can see the heavy silk in the trees
A cleric arrives at the tower sent to above and every crack starts to sound increasingly
investigate the rumors about a ghost. He is
menacing. It feels like you are being watched from
accidentally killed by Ilona leaving her utterly
terrified. Finally realizing her undead nature, everywhere around you, as if a multitude of eyes are
Day 22 she begins to slowly turn becoming hostile watching your every step.
within the next two days.
The withered corpse of the holy man can be
found in the study hinting at the terrible In the treetops, high above the ground, hang three cocoons,
story that unfolded in the tower. vaguely shaped like humanoids. One of the them contains
Xi'ri Jael, the tiefling priestess captured by the spiders

after she traveled into the woods. She is alive but
unconscious, paralyzed and blinded until the queen needs
The ghost of the magistrate's illegitimate daughter, Ilona, to feast again (for more information about Xi'ri, see
haunts the old tower. She is a clever but strange girl bound Appendix A on page 16).
to the tall building where she spent most of her childhood One more humanoid is held captive, a gnoll that died of
unable to leave. Despite the rumors, she is sincere and starvation some days ago. He still holds his short sword in
cheerful in the company of others but feels lonely most of one hand and a potion of healing in the other. The last
the time missing the straw doll she named Yona. Her cocoon is filled with a swarm of spiders, that seems to
ghostly figure is transparent and shimmers in a faint blue have eaten whatever was restrained here.
color. Touching her floating form inflicts the Withering
Touch action of a ghost to the target.
Ilona is oblivious of her death and will ignore any
attempts to explain her situation. Instead, she insists that
her father told her to stay inside the tower and should be
back in a few days. When the adventurers are persistent,
she will begin to cry accusing them of being mean just like
the people that visited her father.
The curse upon the little girl can be lifted either by
destroying her ghostly form with radiant energy or burning
the object holding her spirit in this plane (the straw doll
found in the cellar where she was killed). These options
will be apparent to any servant of the gods and to anyone in
tune with nature. Burning the doll is the merciful option
where Ilona's spirit moves on.

Deep inside the forest where the ground is darkened by the
thick treetops, live the great spiders, silent hunters and
terror of wanderers. Every trunk and bush is covered in
heavy webbing too dense to recognize what lies below.

The lair of the spider queen is surrounded by smaller
colonies. Adventurers must fight or avoid these in order to
reach her hive. Each colony consist of up to three giant
wolf spiders preying silently from above.
11
Inside the cave lies a plain sleeping bag and a chest filled
Spider's Nest Events with Daxor's belongings. When the chest is unlocked, the
Time Event adventurers will find a spell scroll as well as two doses of
The spider population has grown so dense,
simple poison.
that anyone resting within the vicinity is
guaranteed to be bitten by at least a smaller Inside the dry cave, a faint glow of dark green and violet
Day 7 arachnid. Whenever the adventurers take a shimmers through the heavy webbing spun all around the
short or long rest, they must make a DC 9 walls. As your eyes adjust to the darkness, you spot an
Constitution saving throw or take 2 (1d4)
poison damage at the end of their rest. ominous figure kneeling at a circle drawn with the black
blood of the spider queen. You hear the hissing and
An ettercap with a fondness for arachnids
has settled in the darkness of the spider's crackling of the spiders looming in the shadows before you
Day 10 nest. It preys upon intruders and may be see the gleam in their eyes. Suddenly, the kneeling figure
encountered whenever traveling through the turns and seems to look into your soul as it mutters a
nest with a 25% chance.
threatening word, akin to the nightmarish sound of the
The young tiefling priestess Xi'ri Jael gets arachnids.
eaten by the spiders, leaving behind only a
small golden bracelet hinting at her recent
Day 15
demise. The bracelet is engraved with the
name Jael, proving that Xi'ri indeed died at
the hands of the spiders. Designing Locations
While the above examples for locations are
The warlock named Daxor stumbles upon designed with descriptions written out in
the spider's nest. Through the dark powers advance, most locations do not need this kind of
granted to him, he establishes a connection detail. When designing your own locations just
Day 21
with the spider queen and becomes a think of two or three distinct style points you
devout cultist (add 3. Daxor's Hideout want the location to have. Human senses are a
described below to the location). good starting point to get across a specific style.
In Lestead, spiders are seen to leave the For example a humid atmosphere inside a cave
village and travel into the Stryhor Woods. or the smell of decay coming from a half­rotten
Day 26 They are drawn towards the dark ritual and corpse inside the den of a dire wolf.
can be tracked to the edge of the Spider's When you have figured out the style of your
Nest. location you will need some kind of encounter.
This may be a combat encounter but skill or
Daxor finishes his dark ritual, summoning a exploration encounters are viable and interesting
green hag into the material plane resulting in options as well. Think of what your location's
a magical light emanating in the night sky backstory might be in just one or two words and
painting the clouds sickly green anywhere in design the encounter in this way. The den of the
the region for the next day. From now on dire wolf will most likely be home to a pack of
she stalks the Stryhor Woods, hunting such wolves or one particularly large creature. On
Day 30
travelers by fooling them into thinking she is the other hand an ancient ruin might not even let
a helpless girl fleeing the spiders, begging to the adventurers enter before they solve a riddle
be escorted to safety. written on an old stone tablet given in a language
As long as the hag lives any random spoken several hundred years before.
encounter has a chance of 10% to be an
encounter with the hag instead.


The strange cultist Daxor (LE male human cultist) has
built a small hideout in one of the caverns of the spider's
nest adjacent to the queen's lair. Despite him being a
human, the spiders accepted his presence and even flock to
him. He is a warlock of the dark fey tricked into
summoning his mistress who grants him the ability to talk
to the arachnids.
As you explore the queen's lair you notice the entrance to a
cavern beneath the thick webs. Strange whispers in a
language only spoken by madmen or those who dedicated
their life to darker powers whistle in the wind. The hair at
the back of your neck rises and you get the strange feeling
you should not be here any longer than you have to.

Daxor can be encountered at any time of the day with four


giant wolf spiders at his side. He is preoccupied with a
dark ritual and barely notices any intruders until they enter
his cave.

12
While retreating as fast as they could, the woodworkers
 left behind the logging camp and refuse to venture back
The following list contains examples for hooks that will into the wilderness as long as the spiders roam free. Now,
lead a group of adventurers into the Stryhor Woods. Each the help of adventurers is needed to investigate those
one is linked to a specific location inside the wilderness supposedly unnaturally huge spiders, maybe find their nest
that the players will discover. and burn it before they hatch more creatures and become
an even greater threat. The lumberjacks even managed to
Each hook described here will feature a way to start the scrape up a reward of 25 gold pieces for the deed.
players' adventure. Feel free to alter the setting or the Starting at the logging camp looking for clues, the
reward to your liking but keep in mind that your players adventurers will encounter two giant wolf spiders
need to know the location or at least the general direction sneaking up on them. Their tracks will lead the
they need to take in order for their first quest to start. Most adventurers to the Spider's Nest located deeper into the
of the time the non-player character who issued the quest forest.
will have a general idea where the adventurers need to go
in order to fulfill their task and find what they are looking
for.
Quest Brief Description
Missing daughter of a nearby
Missing Daughter
aristocratic family.
Unruly Hyenas Gnoll presence.
Webbed Terrors Giant spiders in the treetops.


The surrogate daughter of a local noble, Lord Jael, has gone
missing in the Stryhor Woods. Nobody knows why the
young woman decided to venture into the dangerous forest
but the adventurers were tasked to return her unharmed.
The noble promised a reward of 50 gold pieces for the
return of his daughter.
Surprisingly, Lady Xi'ri Jael was described as a pretty
tiefling with white skin and deep purple eyes. With these
special circumstances it should prove an easy task to follow
her tracks and identify the woman on sight.
The adventurers begin their journey following the cleric's
footsteps on her way to the Forgotten Temple. However,
after two days of travel the tracks end at the edge of the
Spider's Nest where Xi'ri was captured by the arachnids.

For some time now the local gnoll tribes have been a
plague to the farmlands and villages surrounding the
Stryhor Woods. Recently they found the courage to venture
farther out of the trees and attack travelers, robbing or
murdering them in cold blood.
Following these recent events, Erdar Richpike, the
captain of the guard has deduced that the gnolls must
operate out of a nearby outpost. He asked the adventurers
to travel into the forest to find and destroy the gnolls' base
of operations promising a reward of 40 gold pieces.
The group will start their journey at the edge of the trees
on the way to the Gnoll Hideout after finding a fresh trail in
the shape of a paw leading into the thick brush.

Not long ago a group of loggers working in an encampment
located just one day's travel into the Stryhor Woods
returned injured and in mental disarray. They spoke of
gigantic spiders crawling through the trees, snarling
strangely and attacking them unprovoked.

13
 Poachers. The three poachers (see Appendix
D) from the encampment found randomly in
2

The encounters listed on the table can be used for both the woods are on the hunt for game. They are
daytime and nighttime. They give you a general idea what 12 ruthless bandits that shy away from
creatures are lurking behind the next corner and what they confrontation with other people but when
are here to accomplish. Keep in mind that not all of these provoked or angered will defend themselves
encounters are equally - or at all - dangerous. or even attack.
Voracious Rats. Through the rustling thickets
Encounters appears a swarm of rats followed by a group of
13
Result Encounter (2d12) 1d4 giant rats. They smelled the rations of the
group and try to drag them away to their lair.
Bored Ogre. An ogre (Brakazug) hails from the
nearby hills or mountains. He sits in a clearing Gnoll Hyena Master. A gnoll sneaks through the
near a strange smelling pot nearly double the shadows of the night with his pack of 1d4
2 14­15 hyenas. When he notices the adventurers, he
size of a human adventurer. Even though he is
aggressive and hungry, he is also dumb and will try to sneak up on them and dispatch the
may be parleyed with. group to take their belongings and their hides.
Corrupted Plants. The corruption of the Lost Traveler. A human traveler (Khedan) with a
devilish gnoll creatures seems to spread to the huge backpack comes walking out of the
local plantlife. 1d4+1 aggressive twig blights 16 brush. He is lost and asks for the way to the
3 attack the adventurers without warning. nearest town, rewarding the group with
If the gnoll corruption has been cleansed, 2d10+5 copper pieces for the information.
replace this Encounter with the discovery Thieving Goblin. A young goblin (Lurk) is
Field of Moonflowers (see below). hurrying through the woods with a couple of
Lonely Hunter. The adventurers stumble upon owl eggs in a make­shift basket and chased by
an owlbear wandering its territory and hunting the angry flock. He will quickly run past the
17
for small wildlife. As long as the travelers group, handing them the covered basket. After
4 approach cautiously the creature will be one round the flock of 1d3+1 giant owls will
mostly passive and a bit curious but when the descend upon whoever currently holds the
adventurers attack it or invade its territory it basket containing their eggs.
will attack with wild vigor. Nightly Hunters. The group camps near the
Gnoll Hunting Party. A group of 1d3 gnolls are entrance to a cave with its inhabitants ­ a
very aggressive and on the hunt for food and swarm of bats and 1d4+2 bats ­ gathering in
5­7 people to kill. They will instantly turn on the the evening to go hunting. Usually, the bats
18
travelers and only when obviously beaten will are not aggressive and will just disturb the
they try to turn and run. party a little before flying on. They will,
however, try to defend their home and attack
Hungry Wolves. A pack of 1d4 wolves travels if the group does not move away.
through the forest looking for prey. While they
are aggressive on their hunt they do not attack Nocturnal Flyers. The forest owls hunt in the
the adventurers immediately but cautiously depth of night. While a smaller owl (85%)
8­9 assess the situation and danger they pose. might attack a small animal traveling with the
19­20
With a chance of 50% they will then attack party like a wizard's familiar or a pet rabbit, a
and try to hunt down the travelers. giant owl (15%) could even go for larger prey
If the gnoll corruption has been cleansed, the like a ranger's companion or a small mount.
wolves only attack when provoked. Curious Woodland Spirits. Three pixie sisters
Preying Arachnids. 1d4 giant wolf spiders lurk in (Dawn, Shyla, Tempest) dart through the
the low thicket or the high treetops. treetops and glance upon the travelers in their
Cautiously they wait for the ideal time and forest. They are mostly neutral or friendly but
10 place to attack their targets from above or 21 shy and when discovered try to flee or toy
below, preferably after their prey have with the adventurers. When not noticed or
stumbled into one of their various well hidden ignored for a while they may come closer and
webs. try to pilfer some of the party's rations or
other glittering possessions.
Proud Forest Dwellers. A group of 1d4 elks
(75%) or 1 giant elk (25%) wander through Lost Mule. A mule wanders through the
the woods mostly unhindered and woods, stumbling upon the travelers. It
unchallenged. While most of them stand at immediately goes for the parties food and
22
the height of a human, some elks reach carries an old backpack containing an
11 explorer's pack missing three days of rations
gigantic heights of up to 10 feet. From the
lack of natural predators, these creatures are and a bedroll.
calm and collected, attacking only when Master of the Skies. The griffon located in the
provoked and ignoring the tiny humans when old griffon ruins (see Griffon Ruins on page 8)
possible. roams the woodlands in the evening and near
23 night time for prey. If the adventurers travel
through its domain near the ruins, the creature
becomes aggressive and tries to chase
intruders away.

14
 Trapdoor. Hidden under branches of trees lies
a wooden trapdoor deep inside the forest. The
Rolling the highest possible result yields two more rolls door is locked and looks like it has not been
resulting in a multiple party encounter. For example first opened in days. When opened the stench of
rolling a 24 on the encounters table followed by a 2 and a 5 old, rotten food escapes the dark, cave­like
12 will result in a random encounter where both an ogre room below. Climbing down the worn out
and a party of poachers will be present. The poachers ladder to the bottom reveals an old hunter's
could have stumbled onto the clearing where the ogre lives hideout with a small dresser, a bedroll and
resulting in a fight between the parties when the some lost rations.
adventurers arrive. Maybe the poachers are already Field of Moonflowers. When the sun goes
captured on arrival and plead for the adventurers to help down, the group realizes they made camp near
them. Most of these results will depend on your creativity a field of moonflowers, shimmering in the
as a dungeon master but they will most likely be especially 6
white light of the stars. Tea made from the
interesting for the players. leafs of a moonflower by a skilled herbalist will
grant darkvision for up to 1d4+2 hours.

It is possible to specifically search for some of the above
encounters if your players have an idea where to look. For Designing Random Encounter
example, after encountering the owlbear during their Tables
travels and getting chased away, your players want to come
back and slay the beast. Knowing it is fiercely territorial, After having used the encounters above you may
they venture to the place where they last encountered it want to start designing your own encounters and
and should meet the creature again. locations to put into your random tables or even
generate a completely new table.
Another possibility is hearing about a creature living in The first thing you will want to keep in mind is
the forest like the ogre mentioned in the rumors of the safe the rough challenge rating of your region. While
heaven. Your players might try to hunt the dangerous giant it can be cool and exciting to have a dragon
and should be able to find it when looking for tracks near show up in your low­level adventures, you are not
the area where the logger was chased away. giving your party a very interesting encounter as
their only choices will be to hide or try to
 persuade the creatures not to eat them. Of
course you may deviate from this rule a bit but
While some of the following discoveries have obvious tells mostly it is a good rule of thumb to place
that may be seen from far away, others are not so simple to encounters in the range of +­2 or 3 of your
perceive. Make sure that your players know they will lose party's current average level.
some traveling time when they decide to explore these Furthermore, you will want to keep in mind
locations. that a certain structure for your random tables
will be pleasant for your players as they come to
Discoveries expect certain outcomes from your or their rolls
­ depending on who rolls for the random
Result Discovery (1d6) encounters. Looking at the above random
Burned Forest. This part of the forest is burned encounter tables you will see that most of the
beyond recognition. The fire seems to have more dangerous or high­level encounters were
raged a maximum of two days ago and gnoll placed at low or high results. This means the
footprints lead into the unspoilt parts of the players can expect to get more dangerous
woods. Following the footprints the encounters at the outer spectrum of the rolls,
adventurers discover either a camp of three reinforcing the idea of especially high or low rolls
1­2 yielding more extreme encounters in general.
gnolls (25%) or a small hunting party of two
gnolls (75%).
The gnolls were successful in their last hunt
Random Encounter Chances
and killed a giant elk with a magnificent gray When designing your own encounters keep in
pelt and large antlers. Both of which can be mind the probability of the dice rolls. The more
sold for 30 gold pieces. dice you roll the more complicated it might get
and while rolling one die results in the same
Poachers Camp. At the edge of a clearing probability for every number to be generated,
besides a group of trees and in the shadow of rolling two dice means you will have a higher
a small cliff lies the camp of some poachers chance for the numbers in the middle of the
hunting the woods for dangerous game and spectrum to be generated.
3 valuable trophies. The camp consists of a tent You can use this to your advantage and for
large enough for two humans, a leather example place some less likely encounters at the
canopy secured at the stones of the above top and bottom end of the table. These
cliff and a fireplace between the two sleeping encounters might even be a little more
places. dangerous than your typical encounters as they
Wolves' Den. A dark hole hidden behind the are less likely to occur.
brush and trees on the side of a small cliff
leads into the den of some particularly
4 aggressive wolves. Exploring the inside, the
adventurers find three wolves that look starved
and beaten. They hiss aggressively and attack
shortly after.

15

This section contains stat blocks and short descriptions for Even though she stems from one of the most frightening
NPCs mentioned in the above Quests and Locations. As people of the world, Xi'ri herself is a shy and bashful person
with most of the content in this document, these stats are avoiding unnecessary attention or long conversations. She
suggestions and may be changed by the game master to is kind, helpful and even cheerful at times and tries to help
make sense in the adventure and sessions played. wherever she is able to but also has kind of a temper. When
spoken back to or left out of important decisions she will
get sulky and let the party know this instantly, shutting
down conversations and taking a defensive position until
 the adventurers apologize.
Medium humanoid (tiefling), neutral good

Some days ago, Xi'ri received a message from her patron to
Armor Class 10 find the old temple located inside the Stryhor Woods. The
Hit Points 6 (1d8 + 1) plague of undeath would be upon the land if no one was
Speed 30 ft. brave enough to venture forth and bless the lost souls
buried there. Out of fear for being deemed a lunatic and
STR DEX CON INT WIS CHA dangerous - she is a tiefling after all - she decided to go on
this adventure alone only to get lost and captured by the
10 (+0) 12 (+1) 12 (+1) 9 (­1) 16 (+3) 12 (+1) spiders.
If the adventurers locate and rescue Xi'ri, she begs them
Saving Throws Wis +5, Cha +3 to help her find the temple. She promises a handsome
Skills Religion +1, Insight +5 reward of 25 gold pieces per person as well as telling her
Damage Resistance fire
Senses passive Perception 13
father of the adventurers' good deeds.
Languages Common, Infernal
Challenge 1 (200 XP)

Healing Light. As an action Xi'ri chooses a creature

she can see within 30 feet. The target gains Small humanoid (human), chaotic good
1d8+3 hitpoints. Xi'ri can't use this feature again
until she finishes a long rest. Armor Class 13 (tattered leather)
Hit Points 10 (2d6 + 2)
Actions Speed 30 ft.
Dagger. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit 4 (1d4 + 1) piercing damage.
STR DEX CON INT WIS CHA
Sacred Flame. Xi'ri chooses a creature she can see 7 (­2) 15 (+2) 12 (+1) 11 (+0) 13 (+1) 13 (+1)
within 60 feet. The target must succeed on a DC
11 Dexterity saving throw or take 1d8 radiant
damage. The target gains no benefit from cover Skills Acrobatics +4, Stealth +4
for this saving throw. Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)

 Lucky. Once per round, Thora can reroll any Ability
The young tiefling Xi'ri of House Jael is a strange creature Check, Attack Roll or Saving Throw.
in herself, featuring white skin, a long tail and curved horns
growing from her forehead. Xi'ri spent most of her life Actions
hidden from the prying eyes of the people inside her Dagger. Melee Weapon Attack: +4 to hit, reach 5
fathers mansion, where she read about the various ft., one target. Hit 5 (1d4 + 2) piercing damage.
religions and history of the world she now lives in.
Unbeknownst to her father, she took an oath to one of Sling. Ranged Weapon Attack: +4 to hit, reach 30
ft./120 ft., one target. Hit 5 (1d4 + 2)
the greater gods of the realm, trying to show to others and bludgeoning damage.
herself just how different she was from other creatures of
her kind. Now she has mastered some of the divine magic
given by her deity in the form of sparks of flame and light
which she uses to defend herself. 
Thora is the stubborn daughter of the Burne family.
Despite growing up on a farm, she always dreamed of
becoming a famous adventurer traveling the lands and
helping people in need. She has an opinion on everything,
talking like a waterfall.
In combat, Thora will try to stay out of harms way
attacking from a safe distance.

16

In this section you will find any creature or monster
referenced that is not part of the official SRD documents.


The crystal basilisk living in the Crystal Cave of the Stryhor 
Woods prefers damp, dark places as its lair. It hides in the Small monstrosity, unaligned
darkness and waits for its prey, completely motionless and
attacks when the first target gets into range of its Armor Class 12 (natural armor)
crystalizing gaze. Hit Points 30 (6d6+6)
Speed 20 ft.

 STR DEX CON INT WIS CHA


Medium monstrosity, unaligned 12 (+1) 10 (+0) 12 (+1) 2 (­4) 13 (+1) 5 (­3)

Armor Class 15 (natural armor) Skills Stealth +3
Hit Points 56 (8d8+16) Senses Darkvision 60 ft., passive Perception 11
Speed 20 ft. Challenge 1/2 (100 XP)

Crystalizing Gaze. If a creature starts its turn within
STR DEX CON INT WIS CHA 20 ft. of the crystal basilisk and the two of them
can see each other, the young crystal basilisk can
16 (+3) 8 (­1) 15 (+2) 2 (­4) 8 (­1) 7 (­2)
force the creature to make a DC 10 Constitution
saving throw if the young crystal basilisk isn't
Skills Stealth +3 Incapacitated. On a failed save, the creature
Senses Darkvision 60 ft., passive Perception 13 magically begins to turn to stone and is
Challenge 3 (700 XP) Restrained. It must repeat the saving throw at the
end of its next turn. On a success, the effect ends.
Crystalizing Gaze. If a creature starts its turn within On a failure, the creature is Petrified until freed by
30 ft. of the crystal basilisk and the two of them the Greater Restoration spell or other magic.
can see each other, the crystal basilisk can force
the creature to make a DC 12 Constitution saving A creature that isn't surprised can avert its eyes to
throw if the crystal basilisk isn't Incapacitated. On avoid the saving throw at the start of its turn. If it
a failed save, the creature magically begins to turn does so, it can't see the young crystal basilisk until
to stone and is Restrained. It must repeat the the start of its next turn, when it can avert its eyes
saving throw at the end of its next turn. On a again. If it looks at the young crystal basilisk in the
success, the effect ends. On a failure, the creature meantime, it must immediately make the save.
is Petrified until freed by the Greater Restoration If the young crystal basilisk sees its reflection
spell or other magic. within 20 ft. of it in bright light, it mistakes itself
A creature that isn't surprised can avert its eyes to for a rival and Targets itself with its gaze.
avoid the saving throw at the start of its turn. If it Lair Camouflage. The young crystal basilisk has
does so, it can't see the crystal basilisk until the advantage on Dexterity (Stealth) checks made to
start of its next turn, when it can avert its eyes hide in its underground lair.
again. If it looks at the crystal basilisk in the
meantime, it must immediately make the save. Actions
If the crystal basilisk sees its reflection within 30 Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
ft. of it in bright light, it mistakes itself for a rival one target. Hit: 3 (1d4 + 1) piercing damage plus
and Targets itself with its gaze. 3 (1d4) poison damage.
Lair Camouflage. The crystal basilisk has advantage
on Dexterity (Stealth) checks made to hide in its
underground lair. Young Hunter. Like their parents, the young crystal
basilisks are cunning hunters. They do not need to be
Actions taught how to trick their prey but instinctively stay still,
waiting and hiding when another creature approaches just
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage
to immediately attack when in close proximity.
plus 7 (2d6) poison damage.

Dark Blood. A creature turned to crystalized form remains


so until freed by powerful magic or completely immersed in
the black blood of a crystal basilisk. Alternatively, a skilled
alchemist might be able to create a potion from a sample of
crystals gathered in the hive of the creature and a few
drops of basilisk blood.

17
 
Living in the domain of a crystal basilisk turned the giant The runt of the gnoll pack roaming the Stryhor Woods is of
bat into an infested monstrosity. smaller and more slender stature compared to its kind.
Whereas the other members of its pack are armed more
heavily, the gnoll runt only carries a dagger at its belt and is
clothed in thick, filthy rags.

Large monstrosity, unaligned

Armor Class 14 (natural armor)

Hit Points 28 (4d10+4) Small humanoid, chaotic evil
Speed 5 ft., fly 30 ft.
Armor Class 14 (hide armor)
Hit Points 20 (4d8)
STR DEX CON INT WIS CHA Speed 40 ft.
15 (+2) 16 (+3) 12 (+1) 2 (­2) 12 (+1) 6 (­2)
STR DEX CON INT WIS CHA
Senses Blindsight 60 ft., Passive Perception 11
Challenge 1/2 (100 XP) 10 (+0) 15 (+2) 11 (+0) 6 (­2) 10 (+0) 7 (­2)

Echolocation. The bat can't use its blindsight while Skills Stealth +4
deafened. Senses Darkvision 60 ft., Passive Perception 10
Languages Gnoll, Common (scrappy)
Keen Hearing. The bat has advantage on Wisdom Challenge 1/4 (50 XP)
(Perception) checks that rely on hearing.
Actions Cowardice. When the gnoll runt is reduced half its
hit points or less, it can take a reaction to move
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., up to 30 ft. and can't be the target of opportunity
one creature. Hit: 5 (1d6 + 2) piercing damage, attacks until the end of its next turn.
and the target must make a DC 9 Constitution
saving throw. If the target fails the saving throw, it Actions
is restrained until the end of its next turn as
crystals begin to form on its body. Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 3 (1d4) piercing damage
Dagger. Melee or Ranged Weapon Attack: +4 to
Crystal Infesation. The skin of a crystal bat is harder than hit, reach 5 ft. or range 20 ft./60 ft., one creature.
that of its natural counterparts due to the opaque, Hit: 4 (1d4+2) piercing damage
crystaline layer covering it. In turn, its maneuverability is
reduced drastically making it an easier target to pin down.
The bite of a crystal bat is contagious, resulting in
accumulations of gem-like structures to form on a Coward. The bloodlust and rampage most of its species
creatures skin. demonstrate does not seem to afflict this weaker creature.
It mostly tries to avoid direct confrontation, sneaking
around travelers and immediately darting out of danger
when attacked or charged. When harmed, it tries to flee
into the dense brush of the woods. If there seems to be no
escape or the gnoll runt is captured, it will bargain for its
life, betraying its kind happily and without a second
thought.
While most gnolls do not speak a word of Common, the
gnoll runt picked up some words of the more civilized
language, able to communicate simple ideas or pleading for
its own life.

18
 
While older griffons tend to be viewed as majestic The poachers stalking the Stryhor Woods are cruel people
creatures, they are also considered extremely dangerous hunting for sport and trophies. While most hunters tend to
and territorial. The offspring of a griffon might be less aim for the perfect shot, killing their target the most
dangerous, downright cute, but also aggressive, curious humane way possible, the poachers are not bound by their
and fierce. humanity. They set traps for their prey using barbed wires
and bolts hindering its movement and leaving bloody tracks
for them to follow. After slaying their prey, they skin and
loot it for pelts, teeth and other trophies they will be able to
 sell for profits leaving the bare carcass behind.
Medium monstrosity, unaligned

Armor Class 13
Hit Points 38 (6d10 + 8)

Speed 30 ft., fly 40 ft. Medium humanoid (human), neutral evil

Armor Class 12 (leather armor)
STR DEX CON INT WIS CHA Hit Points 12 (2d8+2)
14 (+2) 17 (+3) 15 (+2) 2 (­4) 14 (+2) 8 (­1) Speed 30 ft.

Skills Perception +6, Stealth +7 STR DEX CON INT WIS CHA


Senses Darkvision 60 ft., Passive Perception 16
Languages ­ 11 (+0) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (­1)
Challenge 1 (200 XP)
Skills Survival +2
Keen Sight. The griffon baby has advantage on Senses passive Perception 10
Wisdom (Perception) checks that rely on sight. Languages Common
Challenge 1/8 (25 XP)
Actions
Multiattack. The griffon baby makes two attacks: Actions
one with its beak and one with its claws.
Dagger. Melee or Ranged Weapon Attack: +3 to
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., hit, reach 5 ft. or range 20 ft./60 ft., one target.
one target. Hit: 8 (1d6 + 3) piercing damage. Hit: 4 (1d4+1) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., Light Crossbow. Ranged Weapon Attack: +3 to hit,
one target. Hit: 11 (2d4 + 3) slashing damage. range 80 ft./320 ft., one target. Hit: 5 (1d8+1)
piercing damage.
Barbed Bolt. Ranged Weapon Attack: +3 to hit,
Dangerously Curious. The griffon baby will watch and range 80 ft./320 ft., one target. Hit: 3 (1d4+1)
stalk its prey in the form of rats and other small animals piercing damage. If the target is a creature, its
mostly staying at ground level. It is curious and full of life, speed is reduced by 10 ft. until the end of its next
approaching creatures with little to no fear. If provoked or turn.
met with sudden movements, it will immediately attack and
try to take down its attacker.
Confrontation. When confronted by humans the poachers
tend to avoid conflict only attacking if provoked or
assaulted themselves. They are not loyal, fleeing if the
situation looks dire leaving their comrades behind to save
their own skin. However, they might return to the woods
with reinforcements to get revenge for the humiliation of
being chased away from their hunting grounds.

19
 
The spider queen living in the dangerous nest of giant The young wolves form a little pack of their own within the
arachnids is a monstrosity the size of at least two horses. community of the older members. The stay together,
Even though her legs are strong and thick, she barely playing, hunting and looking out for each other.
makes a sound prowling the webbing of her hive.


 Medium swarm of small beasts, unaligned
Large monstrosity, unaligned
Armor Class 12
Armor Class 14 (Natural Armor) Hit Points 24 (4d8+4)
Hit Points 42 (6d10+6) Speed 35 ft.
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
6 (­2) 14 (+2) 12 (+1) 3 (­4) 12 (+1) 6 (­2)
14 (+2) 16 (+3) 12 (+1) 2 (­4) 11 (+0) 4 (­3)
Skills Perception +3
Skills Stealth +7 Condition Immunities charmed, frightened,
Senses Blindsight 20 ft., Darkvision 60 ft., Passive grappled, paralyzed, petrified, prone, restrained,
Perception 10 stunned
Languages ­ Senses passive Perception 13
Challenge 3 (700 XP) Challenge 1/4 (50 XP)

Spider Climb. The spider can climb difficult Swarm. The swarm can occupy another creature's
surfaces, including upside down on ceilings, space and vice versa, and the swarm can move
without needing to make an ability check. through any opening large enough for a small wolf
pup. The swarm can't regain hit points or gain
Web Sense. While in contact with a web, the temporary hit points.
spider knows the exact location of any other
creature in contact with the same web. Actions
Web Walker. The spider ignores movement Bites. Melee Weapon Attack: +4 to hit, reach 5 ft.,
restrictions caused by webbing. one target. Hit: 8 (2d4+2) piercing damage, or 5
(1d4+2) piercing damage if the swarm has half of
Actions its hit points or fewer. If the swarm has more than
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., half its hit points and the target is a creature, it
one creature. Hit: 7 (1d8 + 3) piercing damage, must succeed on a DC 11 Strength saving throw
and the target must make a DC 11 Constitution or be knocked prone.
saving throw, taking 9 (2d8) poison damage on a
failed save, or half as much damage on a
successful one. If the poison damage reduces the Tactical Pack. Having learned the basics of hunting in a
target to 0 hit points, the target is stable but pack, the band of offspring try to overwhelm their target
poisoned for 1 hour, even after regaining hit with numbers and approaches from different angles. While
points, and is paralyzed while poisoned in this one of the pups confronts the target head-on, another one
way. will try to circle around the prey trying to find a better
Web (Recharge 5–6). Ranged Weapon Attack: +5 angle.
to hit, range 30/60 ft., one creature. Hit: The Like their older counterparts, the wolf pups aim to
target is restrained by webbing. As an action, the snatch their target off their feet to get an advantage,
restrained target can make a DC 12 Strength swarming in for the kill immediately after.
check, bursting the webbing on a success. The
webbing can also be attacked and destroyed (AC
10; hp 5; vulnerability to fire damage; immunity
to bludgeoning, poison, and psychic damage).
Legendary Actions
The spider queen can take 1 legendary action,
choosing from the options below. Only one
legendary action option can be used at a time and
only at the end of another creature's turn. The
spider queen regains spent legendary actions at
the start of its turn.
Bite. The spider queen makes one bite attack. The
bites' poison does not take effect when used in
this way.

20

In this section you will find a time table with all events happening over the course of the next 20 days in various locations
around the Stryhor Woods. You can mark the time progress in the left column for each day the adventurers travel or decide to
take a days rest.
Time Table
Day Events
Forgotten Temple. Attracted by the broken tomb, a colony of rats consisting of 2 giant rats and 1 swarm of rats
finds their way inside the temple.
4
Gnoll Hideout. The gnolls bring back a huge dire wolf and hang it between a pair of sticks. One of the gnolls
died in the dangerous battle.
Logging Camp. Four goblins (Ibs, Plel, Qozza, Zreeks) stumble upon the camp and steal the crates. They leave
behind an obvious trail dragging the heavy supplies across the forest floor. The tracks lead to a small cave
5 where the goblins live.
When confronted the goblins will try to sell the crates for 15 gold pieces each. They are spineless scavengers
who would rather run than risk their lives.
Crystal Cave. A group of three gnolls explores the cavern and gets crystalized by the basilik, their shapes still
standing in the left passage leading to the underground pond. One of the gnolls scribbled the words free and
blood onto the walls in his own strange language.
6
Spider's Nest. The spider population has grown so dense, that anyone resting within the vicinity is guaranteed
to be bitten by at least a smaller arachnid. Whenever the adventurers take a short or long rest, they must make
a DC 9 Constitution saving throw or take 2 (1d4) poison damage at the end of their rest.
Magistrate's Tower. A wolf mother and her wolf pups (see Appendix D) settle in the cellar of the ruins. One of
7
the pups finds the straw doll, carrying it wherever he goes.
Forgotten Temple. A group of grave robbers discover the tomb, causing the rats to attack and kill one of them
8 while trying to open the door. His rope, a shovel, two torches and 1d4+4 gold pieces are still on his half­eaten
body.
Gnoll Hideout. The remaining hunting party tried and succeeded in capturing and mostly domesticating a wild
wolf. The creature is restrained by a rope which the gnolls will cut when attacked.
9 Griffon Ruins. A group of four gnoll poachers raids the ruins but are forced to retreat with two of them dying to
the griffon. Their remains lie in the courtyard with their belongings including a battered spear and a heavy
crossbow. During the battle, the bridge collapsed leaving behind just a gaping hole.
Crystal Cave. One of the basilisk's eggs hatches. The small young crystal basilisk (see Appendix D) poses little
challenge to the adventurers if found alone but will become a greater problem if left to mature.
10
Spider's Nest. An ettercap with a fondness for arachnids has settled in the darkness of the spider's nest. It preys
upon intruders and may be encountered whenever traveling through the nest with a 25% chance.
Forgotten Temple. The stench of death and decay causes local wildlife to avoid the area around the temple. A
11
swarm of ravens seem to be the only creatures brave enough to settle there.
Griffon Ruins. The young griffon baby (see Appendix D) hatches. It stays inside the nest waiting for its mother
12
to deliver food but can be heard cawing around the ruins.
Crystal Cave. The basilisk expands its territory into the adjacent cave to accommodate its young. The giant bats
try to repel the attacker but after loosing one of their own, they reluctantly let the creature stay.
13 Gnoll Hideout. Having found a suitable hunting ground, the gnolls constructed a wooden stockade with one
small door around the encampment for further protection. The stockade is covered in spikes and spears to
keep animals and humans outside.
Magistrate's Tower. While exploring the nearby forest on its own, the wolf pup carrying the doll gets taken by
human poachers. The doll's head as well as a trace of footprints leading to the poachers camp can be found
14 just outside the tower. The tracks will be visible for four days before fading away.
At the poachers' camp, the wolf pup was put in a cage with other pelts hanging besides the tent. When
confronted by the adventurers the three poachers (see Appendix D) react wary and will attack when provoked.
Griffon Ruins. In order to feed the growing appetite of its offspring, the griffon has to travel farther and comes
across Lestead, grabbing a cow from the Burne family and delivers it to the ruins.
15 Spider's Nest. The young tiefling priestess Xi'ri Jael gets eaten by the spiders, leaving behind only a small golden
bracelet hinting at her recent demise. The bracelet is engraved with the name Jael, proving that Xi'ri indeed
died at the hands of the spiders.

21
Time Table Continued
Day Events
Forgotten Temple. After days of rotting at the entrance, a dark aura emanating from the temple causes the
corpse of the grave robber to rise as a ghoul. During the night it stalks its prey in the nearby areas.
16
Gnoll Hideout. After one of them was killed on the second day, a third gnoll joins the ranks equipped with a
longbow. He was attracted by the growing corruption and stands watch at night looking for danger.
Crystal Cave. More crystals begin to sprout all over the cave. The young crystal basilisk (see Appendix D) begins
17 to roam the tunnels and may be encountered anywhere within. The two remaining giant bats get infested with
the growing crystals and become giant crystal bats (see Appendix D).
18 Magistrate's Tower. The tracks leading to the poachers' camp fade away and the poachers move on.
Griffon Ruins. The griffon baby (see Appendix D) starts to explore the ruins on foot. It may be encountered
19
anywhere within the ruins, already fiercely territorial and aggressive.
Forgotten Temple. The dark aura begins to stretch further until the remaining bodies in the crypt are put to rest
20
by a cleric or priest. When travelers near the entrance, 1d4+1 skeletons begin to rise from the ground.
Gnoll Hideout. The corruption of the dark gnolls begins to spread, leaving the grass and trees around the camp
blighted and dark. While fighting in the near vicinity, the gnolls have resistance to radiant damage.
21 Spider's Nest. The warlock named Daxor stumbles upon the spider's nest. Through the dark powers granted to
him, he establishes a connection with the spider queen and becomes a devout cultist (add 3. Daxor's Hideout
described below to the location).
Magistrate's Tower. A cleric arrives at the tower sent to investigate the rumors about a ghost. He is accidentally
killed by Ilona leaving her utterly terrified. Finally realizing her undead nature, she begins to slowly turn
22 becoming hostile within the next two days.
The withered corpse of the holy man can be found in the study hinting at the terrible story that unfolded in the
tower.
23 ­
24 ­
Gnoll Hideout. With the corruption spreading, the murk around the camp spread further. Until cleansed, the
25 area is filled with darkness akin to the deepest of nights and the radius of light sources like torches or lanterns
is reduced by half.
Spider's Nest. In Lestead, spiders are seen to leave the village and travel into the Stryhor Woods. They are
26
drawn towards the dark ritual and can be tracked to the edge of the Spider's Nest.
27 ­
28 ­
29 ­
Spider's Nest. Daxor finishes his dark ritual, summoning a green hag into the material plane resulting in a
magical light emanating in the night sky painting the clouds sickly green anywhere in the region for the next
30 day. From now on she stalks the Stryhor Woods, hunting travelers by fooling them into thinking she is a
helpless girl fleeing the spiders, begging to be escorted to safety.
As long as the hag lives any random encounter has a chance of 10% to be an encounter with the hag instead.

22

The following rules represent guidelines for making travel Additionally the dungeon master will roll one d6 and
through an adventuring region interesting and exciting as check whether this roll is smaller or equal to the discovery
well as providing a decent amount of danger. They are an rating of the region. If the party makes a discovery, they will
adoption of the rules provided by The Angry DM. notice something that will take approximately half a day to
explore.

Each region is designed with different characteristics in 
mind. These traits are encounters, navigation, resources At the end of each day one party member - usually the one
and discovery. with the highest score to navigate the given region - will
Encounter measures the overall risk for the adventurers make an appropriate navigation check depending on the
to travel through the given region on a scale from 1-5. A region to see if the party got lost during the day. If the
higher rating represents a more dangerous region with a character succeeds, one day of travel will be completed. If
higher chance for random encounters. she succeeds by 10 or more, one and a half days of travel
Navigation measures the difficulty to navigate through will be completed as she found a more suiting route for the
the region represented by a difficulty class (DC) on a scale party. If she fails the roll by 5 or more, no progress will be
of 5, 10, 15, 20, 25. Depending on the region itself, different made, otherwise the party only progresses half a day to
skills might be appropriate to navigate a region. Survival their destination.
(Wisdom) is an appropriate skill for wilderness travel or If the party made a discovery during the day, subtract half
Insight (Wisdom) for urban travel. Failing a navigation a day of progress from the progress made this day.
check does not mean you get lost and spend days of In addition to navigation, each member of the party will
precious adventuring time to find your way again. Instead, make an appropriate skill check to determine whether or
your progress per day will be limited leaving you with a not she could gather enough food for the day. If she
higher chance for random encounters and more resources succeeds the check by 10 or more, she could gather
spent along the way. enough food for an additional party member. Each party
Resources measures the availability of food and drink member that does not succeed on the check needs to strike
within a region represented by a difficulty class (DC) on a out one ration from their inventory or suffer one level of
scale of 5, 10, 15, 20, 25. Again depending on the region the exhaustion. If any one party member succeeds on the
skill appropriate to gather food and drink may vary. check, enough water will be gathered for the whole party
Discovery measures the chance for your party to make a during the day. If every character fails the resources check,
random discovery granting boons, experience points, loot water will be low and the waterskins empty, causing the
and a certain risk to prolong travel time but gain a reward. whole party to suffer one level of exhaustion. However, only
Discoveries are rated on a scale from 1-5 with a higher one level of exhaustion may be gained due to a failed
rating representing a higher chance for a random resources check. If the party brings any animal
discovery. companions, those creatures need to be fed by the party as
well. In this case, one party members makes her resources
 check with disadvantage. In case of a failure, the additional
rations will be drained from a willing party member.
At the start of an expedition or longer journey, the
adventurers choose a route to their goal. This can be very
specific or vague depending on the circumstances. Maybe
they have a map which enables them to journey from one
landmark to the next or they will just pick a direction in
which to go. Each location in a given region will have a
travel time in days associated with it which tells you how
long it will take to travel to this location from the nearest
safe haven. Slight adjustments may be made depending on
where exactly the destination is located and where the
adventurers begin their journey. Use your own judgment to
determine whether or not it takes a day longer to reach the
ancient temple from the standing stones but try to be
consistent.

The distance traveled will be measured in days. For each
day you roll two separate d6. One represents the possibility
of an encounter at daytime and the second at nighttime. If
the number on a dice is less or equal to the encounter trait
of the current region, an encounter might occur depending
on whether or not the party and the creatures notice each
other. For a nighttime encounter the dungeon master rolls
which member of the party currently takes watch assuming
for simplicity each member will take part in it.

23
Copyright
All other original material in this work is

Credits
copyright [2018] by [Ingo Könemann] and
published under the Community Content
Agreement for Dungeon Masters Guild.

This document was created using GM Binder.

The adventuring region has currently not
undergone extended periods of playtesting.
Please feel free to submit feedback regarding
balance issues, flavor critique or wording
mistakes to SnizzleLive.

Special Thanks
My thanks go to the various blogs I read on the
internet that inspire my work and help myself
and other creators come up with ideas and
content. I would like to send special thanks to
The Angry DM who unknowingly helped me
with the idea of creating a region meant for
interesting traveling and dungeoneering. Check
out his blog!

DUNGEONS & DRAGONS, D&D, Wizards of
the Coast, Forgotten Realms, the dragon
ampersand, and all other Wizards of the Coast
product names, and their respective logos are
trademarks of Wizards of the Coast in the USA
and other countries.

This work contains material that is copyright
Wizards of the Coast and/or other authors.
Such material is used with permission under
the Community Content Agreement for
Dungeon Masters Guild.

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