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They shut the road through the woods

Forest Locations Seventy years ago.


The Grove of Eternal Spring • hidden in the ever blooming grove Weather and rain have undone it again,
of pink and red cherry blossoms is a spring. Those who drink And now you would never know
from the spring stop aging. There was once a road through the woods
The Glade• a place of peace and tranquility. No encounters Before they planted the trees.
take place here. It is underneath the coppice and heath
The Shrine of Falling Stars • this ancient shrine is built from And the thin anemones.
metal that fell to the earth. Those who sleep with their head Only the keeper sees
on the shrine gain a neckache but also the spell of their That, where the ring-dove broods,
choice. And the badgers roll at ease,
Sapling Springs • the hot springs are found in natural pools There was once a road through the woods.
along the creek. The first time one bathes in the springs they
improve an attribute of their choice by 1.
The Copse Unknown • can only be found by those who are not
looking for it. Inside is a mole in armor who wishes to join
the player characters.
Pine Ridge • the ridge stretches high above the wood, granting
views of the verdant valleys below.
Boreal Trail Magic • a cache of water and dried fruits placed
along the forest path by kind souls.
Thick Thickets • a dead ranger is stuffed inside a tree. Buried
beneath the base of the tree is a bundle containing the ranger
gear package, two trinkets, and 100 gold.
The Lake They Bury Eagles In • below the lake is a forest of
weaponry: moss-covered polearms, longswords, and spears
thrust through the water like proud pines. Most of the
weapons are rusty; some few are completely untouched.
Green Pool • the water here is beautiful and warm but
Sylvan Stele
deceptively dangerous. Those who submerge entirely will A Cairn Forest Jam
gain a lasting scar. Words by Ahimsa Kerp
Old-Growth Oaks • a crumbled castle lies hidden in the ancient Art by Goran Gligović, Newell Convers
forest. Intact chambers hither and thither dot the landscape. Pamphlet design by Luka Rejec
Sleeping in one such chamber means the PC can reroll a Map Tile Art by Highland Paranormal Society
failed Save the following day.
The Skull Stele • an ancient monument hidden in the heart of
the forest. Any skulls placed at the base will regain their
bodies and grow back to life upon the next full moon.

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Encounters [d8] Other Woodland Explorers
1. willawen • 4 HP, 8 STR, 14 DEX, 8 WIL, fists d6 • fey Alastair Rackham • brave, overconfident.
creatures of the forests who delight in pranks. Allissaid Gable • happy-go-lucky, flatulent.
2. korrigan • 2 HP, 4 STR, 9 DEX, 5 WIL, fists d6 • small Bróccin Beardsley • bored out of their mind.
leaflike creatures often found dancing around fountains. Cinead Mucha • actually a scarecrow.
3. madame fox-face • 10 HP, 5 STR, 10 DEX, 12 WIL, Claray Nielsen • dour and religious.
bite d12 • a woman with the mask of a red Dougal Dulac • fun loving and profane.
fox and the legs of a chicken. Ealusaid Anderson • puckish and psychotic.
4. skak • 6 HP, 12 STR, 15 DEX, 4 WIL, Braden Batten • aloof and always hungry.
thorn whip d8 • cruel, dangerous Caoimhe Clarke • grumpy and guilt
arboreal predators. ridden. Talks to self.
5. gallybeggars • 4 HP, 2 armor 3 STR, Eufemie Ford • Hesitant and beautiful.
7 DEX, 5 WIL, barkfists 2d4 • Áine Goble • Bubbly but brutish.
Creatures of root and tendril. Finvola Greenaway • Tall and heavy
6. mole in armor • 8 HP, 4 Armor 13 STR, drinker. Burps a lot.
2 DEX, 5 WIL, lance 3d6 • A noble self- Godith Harbour • Deferential and
appointed woodland defender. mysterious. Whines when afraid.
7. elk witch • 5 HP, 8 STR, 8 DEX, 18 WIL, 2d6
spells • Savage stygian sorceress. The
Creatures of Wood & Leaf 8. moss and lichen elemental • 2 HP, 10 A willawen noble wanders the woods Forest
Vast and dark is the forest of the Sylvan Stele. Until now, the armor 18 STR, 4 DEX,, claws 2d8 • Knows ALL
forest was thought to be a place of legend. Few humans have unthinking, monstrous forest brute.
D12 NORMAL ALERT DISASTER
ever stepped foot in that primeval wood. The trees
Following the trail. There is no trail. Trees attack.
themselves resist the intrusion of outsiders. But it is not Sylvan Relics [d6]
1 Alert! Lost. Disaster! STR Save or die.
things of wood and leaf that represent the greatest dangers. 1. clockwork owl, 4 charges • An owl that can fly high and
A sunny forest glade. The glade shrinks as Angry trees.
Fey creatures such as the willawen, skak, gallybeggar, and report what it sees. Recharge: wind up with key.
2–3 Meet another explorer. trees close in. Branches drop.
korrigan might steal or slay on whim. In the darkest glades, 2. portable petroglyph, 3 charges • creates a tsunami of trees.
A bubbling forest The water is foul and A dangerous water
Elk Witches summon creatures of moss and lichen to Recharge: Receive a compliment from an enemy.
4–6 stream. polluted. creature attacks.
perform their baneful bidding. 3. woodcutter’s axe, 3 charges • Can cut through any wood
A lost forest relic. Roll The relic has no The relic is a trap by
with one hit. Recharge: Bathe it in deciduous leaves.
7–9 1d6. charges. the elk witch.
The dangers are manifold but the legends speak of a cairn at 4. jaunty unicorn horn, 2 charges • A sparkly alicorn that
Fountain flanked by Fountain poisoned. Skak attack at the
the center of the forest. It is said to hold great power. It is grants any reroll. Recharge: Dip it into the sea.
10–11 friendly korrigan. -2 to rolls for 1 day. fountain. Exit!
said to restore life to the dead. Thus party after party, greed 5. shattercone, 1 charge • A pinecone that explodes when
Council of treants. Many treants march Treants declare war
outweighing caution, have entered the forest. Thus far, none thrown, doing 2d12 damage. Recharge: N/a.
12 Learn Control Plants. to war. Normal! on you. Exit!
have returned. Who can say what they found or whether they 6. elk horn hat• Improbably large horns held magically on this
still live? felt hat. Willpower +5. Recharge: N/a. As explorers plunge deeper into the forest, it becomes defensive.
Eventually the forest will outright attack them (disaster). Some rolls
can automatically escalate or de-escalate the danger.
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