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Expedition 3 - Forest Encampment - Prep Notes

DM Prep Notes

After some extensive research at the Aetheria University using the some of the tomes recovered from the Sunset Outpost, the expedition sets out in the morning heading north from Pabdos. The supposed site of the encampment is about a day and a half's travel.

The forest is rather dense and with only a general idea of where the encampment is supposed to be, it's easy to get lost.

Survival skill challenge (DC 15). Pass four before failing two. If the challenge is failed, the expedition experiences a random encounter and must retry the skill challenge.

Forest Encounter 1 Black Bear (CR 2) Speed 40ft Init +1 AC 13 (touch 11, ff 12) hp 26 (29) Claw +6 melee (1d4+4) 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) F/R/W: +5/+4/+2 Black Bear (CR 2) Speed 40ft Init +1 AC 13 (touch 11, ff 12) hp 19 (19) Claw +6 melee (1d4+4) 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) F/R/W: +5/+4/+2 Forest Encounter 2 Wolverine (CR 2) Speed 30ft Init +2 AC 14 (touch 12, ff 12, rage 12) Claw +4 melee (1d4+2) or raged +6 melee (1d4+4) 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) or raged 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+3) F/R/W: +7/+5/+2 raged (+9/+5/+2) Rage (Ex): When hit, rages next turn. +4 Str, +4 Con, -2 AC Wolverine (CR 2) Speed 30ft Init +2 AC 14 (touch 12, ff 12, rage 12) Claw +4 melee (1d4+2) or raged +6 melee (1d4+4) 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) or raged 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+3) F/R/W: +7/+5/+2 raged (+9/+5/+2) Rage (Ex): When hit, rages next turn. +4 Str, +4 Con, -2 AC Forest Encounter 3 Monstrous Scorpions, Medium (CR 1) Speed 40ft Init +0 AC 16 (touch 10, ff 10) hp 16 Grapple +21 Claw +2 melee (1d4+1) 2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison) F/R/W: +5/+0/+0 Constrict (Ex): Deals automatic claw damage on successful grapple. 1d4+1 Improved grab (Ex): Must hit with claw. Poison (Ex): Fort (DC 13) or 1d3 Con. 1 minute later (10 rounds) for secondary damage Monstrous Scorpions, Medium (CR 1) Speed 40ft Init +0 AC 14 (touch 10, ff 10) hp 10 Grapple +21 Claw +2 melee (1d4+1) 2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison) F/R/W: +5/+0/+0 Constrict (Ex): Deals automatic claw damage on successful grapple. 1d4+1 Improved grab (Ex): Must hit with claw. Poison (Ex): Fort (DC 13) or 1d3 Con. 1 minute later (10 rounds) for secondary damage Monstrous Scorpions, Medium (CR 1) Speed 40ft Init +0 AC 14 (touch 10, ff 10) hp 13 Grapple +21 Claw +2 melee (1d4+1) 2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison) F/R/W: +5/+0/+0 Constrict (Ex): Deals automatic claw damage on successful grapple. 1d4+1 Improved grab (Ex): Must hit with claw. Poison (Ex): Fort (DC 13) or 1d3 Con. 1 minute later (10 rounds) for secondary damage Once the survival skill challenge is successfully completed:

Sounds of the local wildlife fill your ears from all directions. The once thick underbrush has thinned but still impedes your movement.

A Spot check (DC 15) notices a particularly large tree.

About 60 feet ahead of you and slightly to the north is a particularly large tree. The area surrounding the tree is filled with short grasses and ferns.

A Spot check (DC 20) notices a treehouse in the tree. About 50 feet up the tree is a relatively sturdy looking wood structure fashioned from logs and planks of wood.

Outer Ring Treehouse

Climb (DC 15) to move at 1/4 speed. Climb (DC 20) to move at 1/2 speed. Climb (DC 25) to catch a falling character. Fail by 5 and both characters fall. Use Rope (DC 20) to secure grappling hook. 20 success. gt 15 fail. lte 15 fail in 1d4 rounds.

This treehouse looks long abandoned. Fragments of clay jars, arrowheads and other broken tools lie scattered throughout this one room structure.

A Search check (DC 20) finds a masterwork shortbow.

Continuing on the underbrush disappears entirely. The sounds of wildlife have seemingly died out also. Only large hardwood trees remain.

A Knowledge (Nature) (DC 15) hints that the forest growth here is unnatural. The hardwoods seem to have been planted in somewhat concentric circles.

After another hour of travel the trees seem to be growing closer and closer together.

A Spot check (DC 15) notices a charred treehouse in a tree.

About 30 feet above the ground in one of the trees are the charred remains of a treehouse.

Charred Inner Ring Treehouse

Climb (DC 15) to move at 1/4 speed. Climb (DC 20) to move at 1/2 speed. Melee touch attack to catch falling character. Climb (DC 25) to stabilize. Fail by 5 and both characters fall. Use Rope (DC 16) to secure grappling hook. 16 success. gt 12 fail. lte 12 fail in 1d4 rounds.

The burnt remains of the treehouse seem a bit unsteady.

If more than 500lbs of characters and equipment are in the treehouse, trigger the trap.

Falling Pit Trap. Reflex Save (DC 20) avoids. 30 feet drop (3d6 falling). Melee touch attack to catch falling character. Climb (DC 25) to stabilize. Fail by 5 and both characters fall.

A Search check (DC 20) turns up the following: Thunderstones (x3) Potion of Endure Elements (Potion of swirling red and blue) Empty vials and flasks A Spot check (DC 20) notices a treehouse overgrown with vines.

Another treehouse sits nestled high (50 feet) in a tree overgrown with vines.

Inner Ring Treehouse

Climb (DC 10) to move at 1/4 speed. Climb (DC 15) to move at 1/2 speed. Melee touch attack to catch falling character. Climb (DC 15) to stabilize. Fail by 5 and both characters fall. Use Rope (DC 20) to secure grappling hook. 20 success. >15 fail. lte 15 fail in 1d4 rounds.

Vines snake through the openings in the wood paneling. The floor is covered with freshly fallen leaves.

Leopard (CR 2) Speed 40ft Init +4 AC 15 (touch 14, ff 11) hp 19 (38) Grapple +5 Bite +6 melee (1d6+3) Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1) F/R/W: +5/+7/+2 Hide +8

Improved Grab (Ex): Must hit with bite attack. Start grapple can hold and rake. Pounce (Ex): Charge. Can make full attack including 2 rakes. Rake (Ex): Attack bonus +6 melee (1d3+1)

Leopard (CR 2) Speed 40ft Init +4 AC 15 (touch 14, ff 11) hp 21 (36) Grapple +5 Bite +6 melee (1d6+3) Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1) F/R/W: +5/+7/+2 Hide +8

Improved Grab (Ex): Must hit with bite attack. Start grapple can hold and rake. Pounce (Ex): Charge. Can make full attack including 2 rakes. Rake (Ex): Attack bonus +6 melee (1d3+1)

After another hour of continuing towards the smaller rings of trees, the forest opens up and gives way to a small clearing. Wooden huts are arranged in circles, much like the hardwood trees. Most of them have been crushed A larger structure dominates the center. Out beyond huts is a very large tree.

Ruined Shrine Ogre zombie (CR 3) Speed 40ft Init -2 AC 14 (touch 6, ff 14) hp 55 (57) Greatclub +9 melee (2d8+9) Space 10ft/Reach 10ft F/R/W: +2/-1/+6 DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves.

+1 heavy steel shield Potion of Cure Moderate (Shae) Potion of Invis Potion of Invis

Huts 1 Human zombie (CR 1/2) Speed 30ft Init -1 AC 11 (touch 9, ff 11) hp 16 (16) Slam +2 melee (1d6+1) DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves. 2 Human zombie (CR 1/2) Speed 30ft Init -1 AC 11 (touch 9, ff 11) hp 16 (17) Slam +2 melee (1d6+1) DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves. 3 Human zombie (CR 1/2) Speed 30ft Init -1 AC 11 (touch 9, ff 11) hp 16 (19) Slam +2 melee (1d6+1) DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves. 4 Human zombie (CR 1/2) Speed 30ft Init -1 AC 11 (touch 9, ff 11) hp 16 (8) Slam +2 melee (1d6+1) DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves. 5 Human zombie (CR 1/2) Speed 30ft Init -1 AC 11 (touch 9, ff 11) hp 16 (17) Slam +2 melee (1d6+1) DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves. 6 Human zombie (CR 1/2) Speed 30ft Init -1 AC 11 (touch 9, ff 11) hp 16 (19) Slam +2 melee (1d6+1) DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves. 1 Human zombie (CR 1/2) Speed 30ft Init -1 AC 11 (touch 9, ff 11) hp 16 (16) Slam +2 melee (1d6+1) DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves. 2 Human zombie (CR 1/2) Speed 30ft Init -1 AC 11 (touch 9, ff 11) hp 16 (19) Slam +2 melee (1d6+1) DR 5/slashing Undead traits (Ex): Immune to mind-affecting, poison, sleep, paralysis, stunning, disease and death. No critical hits, nonlethal, ability drain or energy drain. Immune to fort saves. 3 Human zombie (22) 4 Human zombie (17) 5 Human zombie (18) Grove Cineath [Treant] (CR 8) Speed 30ft Init -1 AC 20 (touch 7, ff 20) hp 66 Slam +12 melee (2d6+9) Space 15ft/Reach 15ft F/R/W: +10/+1/+7 DR 10/slashing Vulnerable to fire

New gods killed the old gods Winged creature killed tribe Necro brought zombie back

Cienat protects the forest against the undead. She was friendly with the local human tribe. They were wiped out centuries ago. Another creature came through a few months ago and animated the undead. She's hesitant to track down the cause but can give locations to other encampments.

One up the river about a day SW of the Sunset Outpost.

One about a days travel south of the river.

One about three days travel north of here.

Survival skill challenge (DC 15). Pass four before failing three. If the challenge is failed, the expedition experiences a random encounter.

Forest Encounter 4 Monstrous Spider, Medium (CR 1) Speed 30ft Init +3 AC 14 (touch 13, ff 11) hp 11 Bite +4 melee (1d6 plus poison) FRW: +4/+3/+0 Poison (Ex): Fort (DC 12) 1d4 Str. 1 minute later (10 rounds) for secondary Web (Ex): Escape Artist (DC 12) or Strength (DC 16) Monstrous Spider, Medium (CR 1) Speed 30ft Init +3 AC 14 (touch 13, ff 11) hp 11 Bite +4 melee (1d6 plus poison) FRW: +4/+3/+0 Poison (Ex): Fort (DC 12) 1d4 Str. 1 minute later (10 rounds) for secondary Web (Ex): Escape Artist (DC 12) or Strength (DC 16) Monstrous Spider, Medium (CR 1) Speed 30ft Init +3 AC 14 (touch 13, ff 11) hp 11 Bite +4 melee (1d6 plus poison) FRW: +4/+3/+0 Poison (Ex): Fort (DC 12) 1d4 Str. 1 minute later (10 rounds) for secondary Web (Ex): Escape Artist (DC 12) or Strength (DC 16)