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DMDave - Dungeons & Lairs #30 Owlbear Wood (April 2023 Revision)
DMDave - Dungeons & Lairs #30 Owlbear Wood (April 2023 Revision)
Owlbear Wood
The party is tasked with traveling into a deep the forest, the characters must delve into its
forest crawling with beasts, bandits, and fey depths and engage with its occupants to
to hunt down an owlbear that has been track down the supposed owlbear that they
attacking nearby people and livestock. have been tasked with hunting. Because this
adventure takes place in an outdoor
Owlbear Wood environment which relies more on overland
exploration and random encounters rather
The Owlbear Wood is a dense, sprawling than keyed encounters, this section details
forest filled with threats, secrets, and the features of the forest and how to
exploration opportunities. Many different manage the adventure.
creatures have called the forest home
throughout history, and that remains true
today. The ruins of long-lost elven
Into the Wood
communities, iniquitous bandit populations, Have the party designate one party member
ferociously territorial monsters, and magical or NPC as the navigator. When the
ponds are just a few of the potential characters first enter the forest, have the
occupants of the wood. Though the forest navigator make a Wisdom (Survival) check.
itself is not magical, it has thus far resisted Each navigation check represents two hours
the efforts of any to tame it. of in-game travel time. The party spends
Whatever the hook that brings them into much of this time clearing brush and
navigating through winding paths.
Owlbear Woods 73
Navigation Forest Location
Check Check
Outcome Outcome
Result Result
The party loses its path, travels 1 Area O01. Forked Path
in a rough circle, and triggers
1–9 2 Area O02. Campsite
an encounter from the
Random Encounters table.
3 Area O03. Lumber Camp
The party travels deeper into
the forest. Roll 1d4, then 4 Area O04. Wood Copse
reference the Forest Location
10–14 table to determine which part 5 Area O05. Wood Clearing
of the forest the characters 6 Area O06. Hermit’s Cabin
discover.
7 Area O07. Blightwoods
The party travels deeper into 8 Area O08. Elven Ruin
the forest. Roll 2d4, then
reference the Forest Location 9 Area O09. Satyr’s Pond*
15–24 table to determine which part
of the forest the characters 10+ Area O10. Owlbear Cave*
discover.
getting restorative rest and avoiding the ire
The party finds the owlbear
25+ cave in the heart of the forest, of the wood's other occupants. To
area 10 determine how the party fare during their
overnight stay in the wood, the characters
Use the Navigation table above to must make a special group check to
determine what happens to the party based represent their efforts finding a good site,
on the check's result. If the party travels scouting the perimeter, preparing food, and
deeper into the forest, roll the given number other camp activities. The group check
of dice to determine which area of the involves multiple individual checks, none of
forest the party finds themselves via the which are the same. Anyone can make any
Forest Location table. Locations marked of these checks, but only one character can
with an asterisk can only be found if the attempt each check and they can't receive
party discovers clues that give them bonuses help.
to the Forest Location check. Each time the Once all the checks related to camping
characters discover a Forest Location, they have been rolled, the party's success or
must roll another Wisdom (Survival) check failure is determined. There are three levels
to continue traveling. If a roll on the Forest of success or failure, determined by the
Location table would lead to a location the results of the party's group check. A total
party already visited, reroll the result. success occurs when every roll in the group
check is a success. Two successful checks
Camping in the Wood indicate a success, and two or more failed
The Owlbear Wood can be a dangerous checks indicate a failure. The party must
place. Properly setting up camp is critical to make three checks: Intelligence (Nature),
Owlbear Woods 75
characters enter this part of the wood, roll a
Area O01 Encounters
d20. On a result of 15-20, an encounter
occurs with creatures poking around the
Adventure Encounter
Level campsite. See the Random Encounters table
on pages 9-11 for details.
1st 1 thug and 2 bandits
1 bandit captain and 7 O03. Lumber Camp
3rd bandits
Before long, much of the trees have been
2 bandit captains and 5 reduced to stumps and you can spot the
5th thugs distant, wood-framed buildings of what
8th 3 veterans and 6 thugs looks to be an inactive lumber camp.
check of their surroundings notice the signs The site is littered with stacks of old
of bandits lurking in the surrounding trees. lumber, empty wagons, and various rusted
The nature of the bandits depends on the tools.
level of the adventure as shown in the table
Encounter: Bandit Hideout.
above.
Depending on the time of day the party
O02. Abandoned Campsite approaches the camp, various members of
the hideout may be sleeping or partaking in
The trees of the wood part to form a other activities such as drinking or card
spacious clearing. Three tents surround a games. At night, the camp always has two
cold, smokeless campfire. Two humanoid guards posted while most of the other
bodies lie near the tents, the grass beneath occupants are asleep. The nature of the
them stained brown with blood. bandits depends on the level of the
adventure as shown in the table below.
Treasure: Bandit Cache. There is a
This campsite belonged to a group of unters
locked chest within the northernmost
before they were ambushed and murdered
by bandits. There are three human male
corpses at the campsite; two in the grass out Area O03 Encounters
in the open and one (who was attacked first
in his sleep) in the northernmost tent. The Adventure Encounter
body in the tent has had its throat slit; a DC Level
10 Wisdom (Medicine) check reveals the
other two bodies show signs of a fight and 1st 1 thug and 6 bandits
injuries consistent with piercing and slashing 1 bandit captain and 9
weapons and that the bodies are probably a 3rd bandits
few days old. The bandits who attacked the
camp stripped it of anything of value. Only 2 bandit captains and 5
5th
empty bags and the stench of death remain. thugs
Random Encounters. When the 8th 4 veterans and 8 thugs
Owlbear Woods 77
would ever grow in the area tended to by the
Area O07 Encounters
druid again. To help enforce this mandate, a
variety of creatures loyal to the Unseelie lord
Adventure Encounter
Level patrol the area, attacking any who enter and
proclaiming its forbiddance. The nature of
1st 4 magma mephits the blightwoods guardians depends on the
level of the adventure as shown on the table
3rd 1 fire elemental on the left.
Owlbear Woods 79
as well as information on the level of threat
Area O10 Encounters
the party is up against, depending on the
adventure's level (see the appropriate table in
Adventure Encounter
the Owlbear Lair section below). Level
Owlbear Clue. If the party agrees to
offer Qed songs in exchange for information 1 injured owlbear with 40 hit
1st
and is successful in their performance, Qed points an an AC of 11
provides the party with general directions to 1 owlbear alpha with 80 hit
the cave in which he knows the owlbear 3rd points and an AC of 16
wells, as he is an expert on the wood and its
inhabitants. So long as the party does not 5th A family of 3 owlbears
opt to leave the forest, the party's navigator 1 dire owlbear and its
adds a cumulative +3 to all Wisdom 8th owlbear mate
(Survival) checks they make to navigate
through the forest, as well as a cumulative Dire owlbears are featured in the appendix.
+3 to all rolls they make on the Forest Treasure: Carcass Ring. A character
Locations table. If the characters leave the who makes a successful DC 16 Wisdom
forest, the bonus resets to 0. (Perception) check of the cave’s interior
notices a ring still worn by a dismembered
O10. Owlbear Lair finger lying against the east wall. The ring is
a ring of animal influence.
A rock knoll marked with a yawning cave Development: Owlbear Egg. If the
mouth fills the center of this forest characters came here looking for an owlbear
clearing. The surrounding brush is well- egg they will find it here. A single egg lies in
tread. a nest and can be transported back,
assuming it wasn’t damaged by an area effect
The owlbear that the party is hunting lairs during the fight.
here in this small cave. The interior of the
cave itself is littered with various carcasses
picked clean. Aftermath
Encounter: Owlbear Lair. Depending As long as the characters make it to the
on what time the party approaches the lair, owlbear lair and kill or capture them, the
its occupants may or may not be asleep. If faction that hired them will gladly pay the
the party makes a successful group Dexterity agreed upon price. Both the woods
(Stealth) check against the occupants' passive themselves and the surrounding areas are
Perception, its occupants are surprised. made safer by the removal of the
Depending on the adventure's level, the monstrosity. Ω
party may be surprised to find that there is
more than one owlbear that has been active
in the wood. The nature of the lair's
occupants are shown on the tableabove.