Gar Lossian Forest


Gar Lossian Forest: This dense old-oak forest lies between Greenvale's northwest border and the eastern border of Tallowsland. North lies the lake of tears. This forest is unclaimed as yet by either kingdom, and yet adventurous explorers, huntsmen and prospectors from both lands may sometimes be met here. This countryside once supported rich dairy farms, corn and grainfields, and was a prosperous, well-settled region in the days of both the First and Second Miraborian Empires. Ruins linger here, and the limestone/granite rock foundation makes natural caves commonplace. Tribes of lesser goblinkind and other creatures dwell here in relative obscurity and with little violence or show of aggression unless threatened.

 

Weather:

highest

temp

avg daily 

high

avg daily

low

lowest

temp

avg mo.

precip

#days

w/precip

Month
72
37
22
-20
3.1
14
Deepcold
72
39
23
-20
2.7
12
Sleeping
84
49
32
0
3.4
14
Thawing
90
61
42
15
2.9
12
Warming
96
72
52
31
3.5
12
Plowing
102
81
61
39
3.4
12
Planting
106
85
65
49
3.6
11
Growing
103 83 63 42 3.2 10 Longsun
99 77 57 32 2.5 9 Harvest
90 65 46 20 2.5 9 Plenty
78 50 35 -5 2.8 11 Storing
67 39 26 -12 2.7 13 Sunwaning

 

Peoples and Features:

The Woodsfolk are fairly prevalent in this region.

Just to the northeast of Tallowsland, north of the Laston-Brindenford Trade Road, is the Woodsfolk clan known as the Fox people. The Boar clan tends to be found to the south-east of the road, while Hawk, Wolf and Deer clans roam the whole region. They have several places where they often settle for a season or two in the area; one band of these is Volker's people, who are a mix of Hawk, Boar and Deer clans.

 

North of the road to Greenvale there is known to be a small tribe of elves who dwell around a particular small valley, which they hold to be sacred for reasons known only to themselves. These elves are known as the Vallash.

 

Halfway between Brindenford and Volker's Outpost, and about 24-36 miles due south, is a region that is known to be heavily populated with goblins, orcs and other followers of the Beastlord.

 

Outpost south of the L-B Trade Road:

What I've ended up creating is a sort of L shaped compound, built on a small rise near a stream/ravine. The palisade is 10' high, made of local timber, so fairly stout but not superior. At the gate (at the L) is the one real defensive feature, a tower 10'x15' square, built of stone for 10' and then of wood for 15' above that; it has arrow slits and a slate roof. The only entry is by ladder to the upper level, which can be pulled up easily to make it fairly defensible. Inside the palisade are four structures.

1) the store and living quarters - a wooden building, 1 story. Contains 5 rooms - the store, the kitchen/eating room, an office/storage area, the chapel to the nature/fertility goddess, and the bedroom. I thought of having a detached kitchen for safety, but I'm going to presume that the cleric can use her magic to help supress any kitchen fires.

2) the stable and bunkhouse - a stable holds the wagon and pair of oxen that the merchant uses on his quarterly trips for supplies. There's a room where the hands sleep, and a second room for the guard. There is also space for about six people to sleep in the loft, except in deep winter when the hay for the oxen fills it up (and travelers are rare, then, anyway).

3) the smithy, the smallest building, is also nearest the entrance. It is also stone, single story, about 15' square. Just outside it is the well. Between them all is a large yard where travelers can unload and reload their wagons or pack animals. This yard is also often used for storage.

4) behind the stables, off to the rear of the structure, overlooking the ravine, is the outhouse/middens. Nearby are the gardens where the cleric grows vegetables, herbs and a small apple tree. There is actually a tunnel from the outhouse (the unused half) that leads out and down into the ravine, providing an escape route for emergencies.

This outpost was originally built by the cleric's parents, who were small-time adventurers who settled here to explore nearby ruins. Erna, their daughter, inherited the place ten years ago; her mother had died years ago of a wasting disease, and her father died of infection after a bandit raid. Erna came back from a trip to Greenvale to find him dead, and a group of Woodsfolk taking shelter there. They befriended her, and she eventually married one of them, her husband Volker. He settled down with her, and they took up buying trade goods to sell to the Woodsfolk. Lately a cousin of Erna's has come out from Greenvale to stay; he's the blacksmith, Allon. He has a bit of a drinking problem, but fortunately, there's not a lot to drink here...

Their hired hands come from Brindenford, a day's travel west. The two are ordinary men with no special skills or talents. Their names are Dunc and Roan. The guardsman is Vella, an unusual woman from Miran. Erna assumes she's an escaped slave, but when the woman showed up a year ago and asked if she could stay for a while (after rousting a couple of rowdy would-be bandits), Erna and Volker were happy to agree without too many questions. She's been a great help ever since.

 

Wandering Encounters:

roll
Monster /source
#app
2 dryad 1
3 piranha bird swarm (ENCr 1)
 
4
buckawn (ToH)
 
5
Ogres (bestial host)
2-4
6
snake, poisonous
1-3
7
Goblin hunting party (bestial host)
5-10
9
Orc hunting party (bestial host)
3-5
10
Woodsfolk hunting party or traveling clan group
3-10
11 Boars (MM I), or deer and stag (see below) 1-3
12 giant beetles (MM I, TOH) 1-5
13 owlbear or goblin bear (MM I) (CColl)
1-3
14 dire animal (MM I, MM II) varies
15 phase wasps (MM II)  
16 wolves (MM I)
2-6
17 tatzylworm (Kingmaker 31 bestiary)
1
18 Woodsfolk shaman on quest 1-2
19 griffon (MM I) 1
20 woodwrack dragon (ccoll) 1

 

Beetle Subtable

Roll  Encounter  Number 
1-3 Vermin, Giant Fire Beetle (MM) 1-4
4-5 Vermin, Giant Bombardier Beetle (MM) 1-2
6 Beetle, Ravager (TOH IV) 1-3
7 Beetle, Giant Sawtooth (TOH II) 1-3
8 Beetle, Giant Rhinocerous (TOH) 1 or 1-3

 

 

Dire Animal Subtable

roll  Encounter  Number 
1-3  Dire Goat (ToH) 1-4 
4-6  Dire Badger (MM)  1-3 
Dire Boar (MM)
Dire Porcupine (TOH) 
Dire Wolf (MM)  2-5 
10  Dire Stag (see below)  1-2 

 

 

Stag: Medium Animal

2d8+2 (11 hp)
60ft
AC 13 (+2 dex, +1 natural)
Attacks: Gore +2 (1d4+1), 2 hooves -3 (1d4)
Great Leap*Low-light Vision, Scent

Saves: Fort +2, Reflex +4, Will 0
Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 9
Jump +14 (+18), Listen +9, Spot +9
Run, Alertness (B)
+4 racial bonus to listen & spot 

CR 1/2

*Great Leap (Su): the Stag always makes Jump checks as if he were running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if he is wearing no armor and is carrying no more than a light load.

Dire Stag: Large Animal

HD:  4d8+4 (24 hp)

Speed: 70'

AC 16 (+3 Dex, +3 Natural)

Attacks: Gore +4 (1d6+3), 2 hooves: -1 (1d6+1)

Special Qualities: Great Leap *, Low-light Vision, Scent

Saves: Fort +6, Reflex +6, Will +4

Abilities: Str 16, Dex 17, Con 14, Int 2, Wis 12, Cha 12

Skills: Jump +14 (+18), Listen +9, Spot +9

Feats: Run, Alertness (B)

CR: 2

*Great Leap (Su): the Stag always makes Jump checks as if he were running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Player’s Handbook). This ability can be used only if he is wearing no armor and is carrying no more than a light load.

 

 

 

Snake Subtable

Roll  Encounter  Number 
 
Constrictor, normal  
 
Poisonous, normal  1 or 3-12 
  Marble Snake (TOH)  1-2 
  Amphisbaena (ToH)
  Lillend (MM) 
  Poisonous, large 
  Sailsnake (MMIV)  1-3