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THE PORTAL STONE GIANT

» Huge oaks with runes of » Huge moss-covered boulder.


warning form a portal leading into Actually sleeping Stone Giant
forest
» Stone Giant has RELIC in
» Entangled canopy forms a heavy silver chain around neck
shadowy archway south
» Stone Giant likes smashing
things, but can be bargained with

SPIDER SWAMP
» Treacherous, gnarly, deep water
» Giant Spiders sit in webs
» RELIC stuck in spider webs
PLAYFUL HARE
» Wooden hare sculpture in grass
field. Box with RELIC behind
THE NEXUS » Hare turns around and plays
PIT OF THE LOST » North exit blocked by vines and
melody. Melody stops every d10
seconds and hare turns back
branches after entering around
» Deep, dark, maggot-riddled pit.
Smells like a grave, groaning » Magic spring (heals d6 HP once » If character moves when melody
sounds per day) stops, they are shot with iron spike
» Horde of lost adventurers » Runestone inscribed with "Six » Pattern repeats until everyone
(Flesh-Eating Zombies) below treasures. One guardian. Conquer all to are dead or went past the hare. It
enter the Prismatic Grove". Need takes 3 rounds of running to reach
» RELIC lies discarded in the pit knowledge or magic to read

SPIRIT STUMP GNOME CAMP


» Stump illuminated by sunlight » Nasty Gnomes getting high on
mushrooms. Singing and dancing
» Go near stump to reveal
Mischievous Pixies who wants » Gnomes are arguing over who
to “play a game” (with knives) gets to keep RELIC
» Captured adventurer tied to » Lost adventurers in cage, ready
tree. Pinecone on head. Hit the to be cooked in huge cauldron
pinecone with a knife in 3 tries to
win RELIC
INTRODUCTION RUMORS RANDOM ENCOUNTERS FORKUN THE SORCERER
The eccentric sorcerer Forkun has enchanted a d6 True (T), False (F) d8 1 in 6 chance when traveling Wearing robes in shifting colors, this eccentric
forest to become his personal playground. He has The tales of a shadow taking folks at night is A rotten tree falls across the path. Inside its planes-hopping sorcerer has mastered most spells in
awakened the ancient forest spirits, turned them 1 just a bedtime story to scare kids (F) 1 hollow is the corpse of a lost adventurer the universe. Carries his magic tower in a trunk.
into his minions, and spread six magical relics Whoever breaks the spell of the forest shall be A lost adventurer asks to join the party. Later
throughout the forest in order to attract treasure- 2 rewarded like a king or queen (T) 2 turns into Flesh-Eating Zombie
seeking adventurers. The reason for going through
all this trouble? Forkun is bored. He has no more 3 A fair prince is locked in a tower in the forest,
3 Nasty Gnomes have set a snare trap on the THE SHADOW
spells to master, no more cosmic entities to ensnare, his lament heard every night (F) path. Captives taken to Gnome Camp
and all he wants is some good old fun. He sits in his The forest is alive. and the more powerful its The party is lost and appears at a random 14 HP, 10 STR 16 DEX, 16 WIL, touch (d6,
4 invaders are, the angrier it gets (T) 4 location d4 hours later ignores armor), six Spells (Auditory Illusion,
rainbow tower in his pocket realm, watching
generations of adventurers get lost in the forest. The rivers and lakes of the forest are filled A Mischievous Pixie tries to steal a Hatred, Phobia, Raise Dead, Snuff, Vision)
Perhaps one day he will release them all. Perhaps
5 with gold and gemstones (F) 5 valuable item from a character • Haunts from out of sight, always lurking nearby
not. To him it doesn’t make much of a difference in Many dangerous creatures inhabit the forest, The party sees river glimmering with gold. • Aims to scare over killing unless desperate
the context of the infinite cosmos. 6 but some can be bargained with (T) 6 It’s fake. Nasty Gnomes on other side • Unharmed by mundane attacks or mind control
A Giant Spider tries to ensnare a straggling
This is a forestcrawl written by Robin Fjärem for 7 party member for dinner
the Cairn: Forests of Another Name Itch jam. It is BREAKING THE SPELL A young man’s cry for help is heard. Dead NASTY GNOME
made for Cairn, but can just as easily be run using 8 lost adventurer found at source of sound
any tabletop roleplaying game of your choice. Forkun likes toying with adventurers and giving 4 HP, 8 STR, 12 DEX, 14 WIL, rusty knife (d6) or
them slivers of hope before snatching it all away. bow (d6, bulky)
Therefore he has placed six magical relics in the THE RELICS • Short and ugly. Intelligent but evil. Darkvision
STARTING THE ADVENTURE forest that will give them a sense of growing more
powerful as their certain demise approaches. If all d6 Roll for each RELIC found in the forest
else fails, he will have his greatest minion, The
Rod of Fire, 2 charges. Shoot fireball (d8,
This adventure can be played as a one-shot or
slotted into an existing campaign. I suggest putting
Shadow (see next page), show up to defeat them 1 magic, blast). Recharge: Burn for 1 hour GIANT SPIDER
and add them to his collection of lost adventurers.
it near a remote hamlet where frightened villagers Spirit Trap, 3 charges. Trap any creature
relay tales and rumors of the forest (see the Rumors 2 inside it for 1 hour (WIL save to avoid) 3 HP, 12 DEX, 14 WIL, bite (d6), web
table to the right). This will set the mood and To break the spell, two conditions must be fulfilled: • Creatures entangled in web are entangled and
Prismatic Sword, Infinite charges. Deal
hopefully entice the party to enter the forest. 3 magic damage and emit prismatic light can’t move, STR save to break free
1. All six relics that Forkun has hidden around
Hood of Null, 2 charges. Nullify all magic
Once the party has decided to enter, they will begin the forest must be in the party’s possession. 4 within 30ft for 1 round
at The Portal (see map). They will find themselves For a shorter adventure, change the required
number to four relics Arrow of Finality, 1 charge. Enhanced magic MISCHIEVOUS PIXIE
trapped in the forest until they can break its spell. 5 arrow. Arrowhead shattered on use
What begins as a fairly pleasant stroll in the forest is 2. The Shadow must be defeated 2 HP, 6 STR, 15 DEX, 15 WIL, tiny knife (1 STR
Whip of Mystery Glue, Infinite charges.
about to take an unpleasant turn as the forest comes 6 Deal magic damage. Cling to anything damage, ignores armor)
alive and torments them more the closer they get to Once the spell has been broken, a portal opens at • Tiny flying creatures. Invisible at will. Pranksters
breaking the spell. the southern end of The Nexus (see map). It leads
to The Prismatic Grove (described on the next
page), where the sorcerer Forkun awaits. THE PRISMATIC GROVE
TRAVEL FLESH-EATING ZOMBIE
As soon as the spell of the enchanted forest is
broken, a sparkling portal appears. On the other
The process for traveling between areas is simple: THE THREAT METER side is a grove so vivid with color that it feels like all
2 HP, 14 STR, 6 DEX, 3 WIL, weapon (d8)
• Slow, mindless, undead, corpses. Attacks on sight.
1. It takes d4 hours to travel between connected the colors of the forest were drained into this place. Immune to mind altering effects
areas The threat meter below is used to emulate the forest From a rainbow tower comes Forkun, amused that
2. Check the threat meter for the current status becoming more dangerous as the party finds more someone broke his spell. He converses briefly with
of the forest relics. Results are cumulative, so describe the forest the party, then packs up his tower in a trunk. The
3. Check for a random encounter (next page) becoming creepier each time the meter goes up. relics vanish into thin air. “It was fun while it lasted”, STONE GIANT
4. Roll d100 to see if The Shadow shows up When the last relic is found, The Shadow attacks, he sighs and jumps into a portal, leaving a gaudy treasure
5. If there is an encounter: Resolve it. Otherwise fighting to death. If encountered before that, it will chest behind. It contains 400gp, 2 random magic 12 HP, 2 Armor, 16 STR, 14 DEX, stone club
describe the scene vividly as the party travels retreat at 50% HP or after scaring the party enough scrolls, 2 random magic potions, and one forest relic (d10+d10)
through the forest. Use the threat meter to satisfy its dark desires. of the party’s choice.
atmosphere as inspiration • Camouflage like stone. Likes to smash and throw

THREAT METER
No. of relics found 0 1 2 3 4 5 6
Atmosphere Normal Shadows are darker Creepy noises Sense of dread Thick mist Eyes in the shadows Forest comes to life
Forest creatures Normal +2 DEX Look creepier +2 WIL Act more aggressive +2 STR +2 HP
% to meet Shadow 5% 10% 15% 20% 25% 30% 100%

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