a set of deep, goat-like tracks. A character with Track can determine that whatever made these depressions walks upright, and can easily follow them. The tracks only persist for approximately 50 feet before mysteriously disappearing. 2. Dead Fey: The PCs happen upon a dead tree streaked with multicolored fairy blood. Three sprite-like creatures, known as keld piskies, are pinned here, their exsanguinated bodies turned to gnarled wood. A DC 16 Knowledge (nature) check identifies these creatures, while a DC 14 Knowledge (local) check recalls dubious stories about fairy blood being used to turn lead into gold. 3. Woodsmen: Three inexpert and slightly drunk human hunters travel the forest, trapping rabbits and tracking larger game, specifically dunlied (see the Forest Fauna sidebar). If the PCs get lost or are looking for directions, these woodsmen can point them back to their path with somewhat questionable expertise. 4. Glowmold: The undersides of several large rocks deep in the forest are covered in rare, glowing mold. A character who makes a DC 16 Survival check can harvest enough of the mold without destroying it to serve as a light source. Once removed from the rock, the mold continues to glow with the brightness of a torch for 3 days. 5. Wyvern Sighting: Any character who makes a DC 20 Spot check notices an ominous shadow and looks up quickly enough to see a hunting blue wyvern soar low over the tree tops. Unless the PCs specifically (and especially loudly) attempt to attract its attention, the wyvern does not notice them. 6. Kobold Shaman: Kolmokmurk was the former shaman of the kobolds who now lair beneath the dwarven monastery. He was exiled after he drank a potion that killed him and animated him as a zombie. The zombie kobold now wanders the forest, thoughtless and aimless, attended by Creeper, his dutiful rat familiar (who now lives in his skull). He wears a crude wood sign bearing the word shaman in Draconic. 7. Giant Mosquito: A giant mosquito (with the same stats as a stirge) crosses the path of the PCs and attempts to soundlessly attach itself to the character walking in the rear. The disgusting insect flees if it takes any damage. 8. Hunters Snare: Grung Knifetongue (see area D) laid a number of dangerous traps about the woods. Along an overgrown deer trail, he set a camouflaged pit trap (see DMG, 70), covered in leaves and supporting the form of a dead rabbit.
9. Giant Moorsnake: An ophidian predator
crosses the path of the PCs (same stats as a constrictor snake). During the day, the moorsnake is too lethargic to attack and merely slithers away. At night, though, it might slip into camp and attempt to constrict a sleeping PC. 10. Wolves: Two wolves in the service of Graypelt (see Part 3) patrol the far reaches of their masters claimed territory. They viciously attack the PCs on sight, but both flee if either is reduced to fewer than half hit points, returning to the monastery to inform their worg master. ---------------------------------------------------------------------------------------------------13: Unsettlingly large crows loom in the branches, cawing ominously as the PCs pass but otherwise not harassing them in any way. 45: As one PC passes a weeping willow tree, an assassin vine growing on its trunk animates and attacks. Assassin Vine: hp 30, MM 20. 67: A pair of bugbear brothers are heard arguing over the corpse of a lumberjack they waylaid in a clearing ahead (Me always gets toes, me like eats toes!). If the PCs wait, the bugbears come to blows in a couple of rounds. Their cousin (a thirdbugbear) relieves himself against a tree further off but rushes to join any fight that breaks out. Bugbears (3): hp 16 each, MM 29. 89: Two muttering allips in the vague shape of dwarves pass the party. They are on a fell errand for whatever evil lurks below the monastery ruins and do not attack unless provoked, though their babbling affects the PCs unless they retreat out of range. Allips (2): hp 26 each, MM 10. 1011: The body of a half-elf adventurer clad in masterwork leather armor with a masterwork longsword strapped to his hip is slumped between a pair of large oak trees, his skull bashed in. A bulky sack stained with gore and bits of brain, tightly tied shut, sits nearby. The sack contains a haul of three hefty dwarven iron goblets set with fire opals (120 gp each). One of them is animated and brained the unlucky half-elf. If it detects the PCs it lurches about, trying to slay them too. Animated Goblet: hp 15, MM 29 (Small animated object). 1213: Sithmuk, an imp and formerly the familiar of a tiresome windbag of a wizard who met a gruesome end in Darkmoon, appears in the PCs path in the form of a hawk with a broken wing. If the PCs adopt
Sithmuk he bides his time and then tries to
steal their most powerful magic item before turning invisible and fleeing. Sithmuck the Imp: hp 13, MM 56. 1415: A drunken hill giant named Kardoblag staggers through the wood uprooting trees as he tries to maintain his balance. Kardoblag met some ogres earlier and accepted their offer to drink a foul spirit of fermented darkwood leaf. When a jocular argument over how to properly roast halfling turned ugly, Kardoblag stove in the ogres skulls and started home. In his inebriation he misplaced his wedding ring (he quickly slipped it off earlier when he spotted a comely female among the ogres) and now staggers about searching for it. Normally he would delight in reducing the PCs to paste, but with his head pounding from drink he only wishes to find his ring and get home (his wife will be angry enough when he shows up drunk, much less ringless). A DC 20 Search check locates his ring and earns his gratitude (he might not smash the PCs next time they meet). Kardoblag the hill giant: hp 102, MM 123. 1617: The PCs hear a beautiful lilting female voice on the wind. Perched on the branch of large oak ahead, a harpy sings to a band of four lumberjacks from Falcons Hollow, all of whom march toward her waiting talons. If saved, the lumberjacks thank the PCs profusely and offer them their weeks wages in thanks (a grand total of 20 sp). Harpy: hp 31 each, MM 151. 1819: The PCs happen upon the fresh corpse of large dire wolf. A DC 15 Heal or Search check reveals five bolt-sized sharp spines embedded in its neck and side. The manticore who slew the wolf suddenly bursts from the branches above and attacks shortly after. Manticore: hp 57, MM 179. 20: Any PC making a DC 15 Search check notices a +2 shocking adamantine arrow stuck in the trunk of a nearby tree, forgotten after a frantic battle fought here long ago. 0110 1d3 tatzlwyrms1 2 1125 2d3 grigs 3 2630 1 dryad 3 3135 1d2 gricks 3 3640 1d4 allips 4 4150 2d6 kobolds 4 5155 1d3 owlbears 4 5670 1d2 pixies (no dance) 4 7172 2d4 shadows 5 7380 1d4 pixies (w/ dance) 6 81 1 hill giant 7 8284 1 nymph 7 85 1 greater shadow 8