RKA: Encounters
Table of Contents
Between Shelter Lake & Dondarian
The distance between Shelter Lake and Dondarian is about 100 miles down a well-traveled road, which will take roughly 4-5 days of walking at a normal pace. Further mount options for quicker travel are available later. The Emerald Wood is to the north of the road the entire journey.
On the first day, between Shelter Lake and Dondarian, 2x Mudrake are looking to ambush unsuspecting prey near burnt wagons. A pile of nine bodies is arranged in front of the wreckage, organized after Smolderthorn torched the caravan. Identifying details are all gone.
Mudrake Ambush
On the first day, between Shelter Lake and Dondarian, 2x Mudrake are looking to ambush unsuspecting prey near burnt wagons. A pile of nine bodies is arranged in front of the wreckage, organized after Smolderthorn torched the caravan. Identifying details are all gone.
Travel time based on Pace
- Fast Pace: 30 miles per day (4 days), −5 to passive Wisdom (Perception).
Normal Pace: 25 miles per day (4 days), no penalties.
Slow Pace: 20 miles per day (5-6 days), able to use Stealth.
Read the following when finding the wreckage::
The smell of cooked flesh lingers. Around the wagons, scorched earth, and splintered trees show the aftermath of the dragon’s fiery assault. The ground is uneven and charred, with deep gouges from the blast.
- Perception Check. A DC 15 Wisdom (Perception) reveals burrow mounds beneath the wagons, indicating the Mudrakes lying in wait.
Loot. The goods have mostly been destroyed. With persistent searching, characters may find a small lockbox containing 111 gp, 49 sp, and 2x Potion of Healing.
Mudrake Map
Mudrake Roll Initiative
Large Beast, Neutral
Armor Class 15 (Natural Armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 30 ft.
Senses Darkvision 60 ft., Passive Perception 9
Languages -
Proficiency Bonus +2 Challenge 3
Large Beast, Neutral
Armor Class 15 (Natural Armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft., burrow 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) |
8 (-1) |
15 (+2) |
2 (-4) |
8 (-1) |
7 (-2) |
Languages -
Proficiency Bonus +2 Challenge 3
Mudmouth. If the mudrake bites a creature, that creature must immediately make a DC 12 Constitution saving throw. On a failed save the creature takes 1d6 necrotic damage and continues to take the damage at the end of their turn until they receive magical healing. Actions
Bite. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+3 ) piercing damage plus 3 ( 1d6 ) necrotic damage.
Description
Mudrake, nicknamed "Mud Monsters," are four-foot-long grey lizards and the apex predator wherever they live. They feed on scavengers, leaving dead prey as bait, and are feared for their toxic bite which causes near-immediate necrosis.Tactics
Mudrakes prefer ambushing their prey. They drag carcasses to attract scavengers and then burrow up from below. In places where the mud monsters are known to frequent, people will throw inedible scraps into the wilds to ensure they remain fed. A starving mudrake will hunt, grabbing whatever is easiest to eat.Additional Encounters Between Shelter Lake & Dondarian
The characters might encounter any number of foes or NPCs along the way, as appropriate for your campaign. If you wish to add additional encounters in this section here are a few that may be occur along the road.
Extra Map
- Bison Stampede. A herd has broken free from the Auroch's Acreage down south and is being chased by the goblin ranchers. The goblins need help in regaining control. Use the Rhinoceros stat block for the loose bison.
- Fire Elemental Rampage. Awakened by the dragon’s attack, a fire elemental is rampaging through the nearby Emerald Wood. The elemental may block the characters’ path or endanger setting the forest ablaze.
Between Dondarian & Lolien
The distance between Dondarian and Lolien is 50 miles, which will take about 2 days of travel at a normal pace. The road continues, well traveled, but far more enclosed by the Emerald Wood. The road follows the Ores River on the eastern side, with the woods to the west.
Smolderthorn Flyby
Smolderthorn will be felt throughout the entire adventure. The dragon soars across the sky, its massive shadow casting terror below. He has no interest in what is happening below, content that his Frightful Presence will cause chaos in his wake.
Travel time based on Pace
- Fast Pace: 30 miles per day (4 days), −5 to passive Wisdom (Perception).
Normal Pace: 25 miles per day (4 days), no penalties.
Slow Pace: 20 miles per day (5-6 days), able to use Stealth.
Read aloud when Smolderthorn flies over:
As the characters move through the Emerald Wood toward the lair, paths begin to open unnaturally and it becomes eerily silent. Ahead, the entrance to the lair is carved into a cliffside, covered in roots and decay, signaling the presence of the Witchlings. Shadows move unnaturally and there is a smell of bitter liquids. In total, there are 2 x Witchling Prodigy and 6 x Witchlings in the hive.
The sky darkens as Smolderthorn’s massive wings beat through the air, the sound like rolling thunder. A deep, oppressive pressure fills the atmosphere, the dragon's shadow casting a long pall over the land as the wind stirs, heavy with the scent of ash and fire.
- Frightful Presence. Smolderthorn’s mere presence causes animals and mounts to panic. If the characters are traveling by caravan or on horseback, they must make a DC 16 Wisdom (Animal Handling) check to keep control of their mounts. A failure results in the mounts scattering into the surrounding woods.
- Survival Check. If the characters pursue their mounts into the woods, they may come across remnants of Smolderthorn's destruction, burnt trees, charred skeletons, or half-destroyed buildings. This can lead to additional encounters or discoveries.
- Unicorn Lair. Characters who travel too deep into the woods may find signs of the Witchling Hive and hear the Unicorn's cries for help.
Witchling Hive
As the characters move through the Emerald Wood toward the lair, paths begin to open unnaturally and it becomes eerily silent. Ahead, the entrance to the lair is carved into a cliffside, covered in roots and decay, signaling the presence of the Witchlings. Shadows move unnaturally and there is a smell of bitter liquids. In total, there are 2 x Witchling Prodigy and 6 x Witchlings in the hive.
Unicorn’s Lair
Signs of the Unicorn and its lair may be detected anywhere in between Dondarian and Lolien.
- Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
- Creatures native to the unicorn’s domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
- When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
- Curses affecting any good-aligned creature are suppressed.
- Unicorn’s Plea
The unicorn, still clinging to life, reaches out telepathically to the characters, sending fragmented visions of the lair’s layout or warnings about the Witchlings’ tactics. The unicorn’s visions are disjointed and dreamlike, reflecting its fading consciousness. These visions may also offer small boons to the characters.
- Each goodly character rolls 1d6 upon entering the cave:
- 1-2. +2 to initiative.
3-4. +10 movement speed.
5-6. Advantage on the first saving throw in the next minute.
Read aloud as the characters approach the Witchling Hive:
Near the ruins, the bitter smell of decay permeates the air, mixing with damp earth. Roots and rocks poke through the ground, and the trees thin, opening into a small clearing. The entrance to a cave looks like a gaping maw, shrouded in shadows that seem to pulse. The faint sound of dripping water repeats over and over from within.
- Spiked Pit Trap. The spiked pits have cover constructed from plants and material identical to the floor around them. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of floor that forms the pit’s cover. A successful DC 15 Intelligence (Investigation) check is necessary to confirm that the trapped section of the floor is the cover of a pit.
When a creature steps on the cover, it causes them to spill into the spiked pit below. The pit is 10 feet deep. A creature falling into the pit takes 11 ( 2d10 ) piercing damage from the spikes, in addition to 1d6 fall damage.
The Witchlings fight to the death, protecting their feeding ritual. They use the Shadow Globe to create zones of magical darkness, using their high stealth to their advantage. If the characters manage to stop the Witchlings before the countdown ends, the unicorn will be saved. If the unicorn dies because the ritual is successful at the end of round five, all Witchlings in the lair transform into Witchling Prodigys with full hit points. Existing Witchling Prodigys maintain their current hit points. Unicorn’s Fate
If saved, the unicorn is skittish and will not remain for long. Grateful but traumatized, it leaves behind a small braid of hair before stepping into the Otherwyld. Loot & Rewards
Shadow Globe, Unicorn Hair Unicorn Hair is a magical component used in powerful cleansing rituals. The item may be used in Part Four: Tintown, Quarantined to help end the plague later in the adventure.
Witchling Hive Map
Witchling Hive Labeled
Shadow Globe
Wondrous Item, RareThis small, dark sphere of thick glass weighs one pound. If you are within 60 feet of it, you can speak its command word and cause it to suppress light in a 20 foot radius. In addition it can also be used to cast the Darkness spell once per day, originating from the sphere. You can speak a different command word as an action to make the Shadow Globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its darkness fades. Shadow Globes operate as a beacon for Witchlings and can be sensed by them from up to 1 mile away.
Witchling Roll Initiative
Small Fey, Chaotic Evil
Armor Class 14 (Leather Armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
Skills Acrobatics +5, Deception +2, Perception +3, Stealth +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13
Languages Telepathy 50 ft.
Proficiency Bonus +2 Challenge 1/2
Small Fey, Chaotic Evil
Armor Class 14 (Leather Armor)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) |
16 (+3) |
12 (+1) |
10 (-) |
12 (+1) |
10 (-) |
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 13
Languages Telepathy 50 ft.
Proficiency Bonus +2 Challenge 1/2
Stealth Expertise. Witchlings have expertise in Dexterity (Stealth).
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 ( 1d4+3 ) piercing damage plus 7 ( 2d6 ) poison damage. Special
Noxious Departing. When the witchling dies, noxious fumes spread out from it in a 10 ft. radius as its body and possessions, other than metal or magic objects, dissolve. Any creature in the area must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute.
Description
Witchlings are dark-skinned, Otherwyld creatures marked by intricate scarred tattoos and adorned with masks, displaying a unique designs. Crafted by the insidious Mother Malign, these creatures serve as relentless assassins, dispatched on suicidal missions. Despite their role, the poisonous payload within them causes excruciating pain, fueling their desire for a swift end. Known for their taunting and belligerent behavior, witchlings engage in psychological warfare as much as physical.Tactics
Witchlings employ stealth and guile, working in packs to spy on and ambush their targets, particularly when they are most vulnerable, such as during sleep. Bereft of a commanding presence, they defer to the eldest among them, or, if a witchling prodigy is present, will follow its lead. Notoriously unpredictable, they embody the chaos typical of fey entities. If facing certain death, a witchling will always try to die next to an enemy, hoping to poison them in its final moments.
Witchling Prodigy Roll Initiative
Medium Fey, Chaotic Evil
Armor Class 15 (Studded Leather Armor)
Hit Points 13 (5d8 + 3)
Speed 30 ft.
Skills Acrobatics +8, Deception +3, Perception +4, Stealth +8
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 14
Languages Telepathy 50 ft.
Proficiency Bonus +2 Challenge 2
Dexterous Expertise. Witchlings have expertise in Dexterity (Acrobatics) and Dexterity (Stealth).
Medium Fey, Chaotic Evil
Armor Class 15 (Studded Leather Armor)
Hit Points 13 (5d8 + 3)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) |
17 (+3) |
12 (+1) |
10 (-) |
14 (+2) |
13 (+1) |
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 14
Languages Telepathy 50 ft.
Proficiency Bonus +2 Challenge 2
Dexterous Expertise. Witchlings have expertise in Dexterity (Acrobatics) and Dexterity (Stealth).
Actions
Multiattack. The witchling prodigy makes two shortsword attacks. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 ( 1d6+3 ) slashing damage plus 7 ( 2d6 ) poison damage. Special
Hex. The witchling prodigy casts Hex, requiring no spell components and using Wisdom as its spellcasting ability. Poisonous End. When the witchling prodigy dies, poisonous vapor spreads out from it in a 10 ft. radius as its body and possessions, other than metal or magic objects, dissolve. Any creature in the area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 7 ( 2d6 ) poison damage and is poisoned for 1 minute. On a successful save the creature takes half as much damage and isn't poisoned.
Description
A witchling prodigy towers over their standard counterparts, standing at a height of 4 to 4 1/2 feet. The elite Otherwyld creatures are similarly adorned with scarred tattoos but wear more elaborate masks, reflecting their elevated status. Their dark skin is weathered, and their eyes burn with hatred. Designed as living vessels of potent toxins, the prodigies are always in search of victims to unleash their devastating end.Tactics
A witchling prodigy prioritizes weakening its primary target, employing hexes. If under its command, prodigies will send witchlings to weaken opponents first, sacrificing them as needed to spread their poison. Similar to standard witchlings, prodigies engage in stealthy reconnaissance and ambush tactics but do so with more strategic finesse, owing to their elevated position and experience.Additional Encounters Between Dondarian & Lolien
- Kobold in a Net. Two halfling fishermen, Frank and Gary, have caught a kobold in their fishing net. Grandpa, an ancient kobold (almost 12 years old), speaks great Common and is searching for Smolderthorn the Reclaimer. Grandpa complains about how his children never learned the language and grumbles about the state of things. Frank and Gary are debating what to do with him.
- Traveling Oni. A starving Oni is traveling the road seeking a nighttime bounty. It has been moving in disguise as a woodcutter, trying to gain people's trust. It plans to run off with the weakest member when everyone goes to sleep. The Oni hasn’t eaten or rested in a few days and does not have its Cone of Cold or Gaseous Form spells. Jake Armstrong is the Oni’s current disguise.
Between Lolien & Tintown
The road between Lolien and Tintown is the longest part of the journey, stretching 200 miles, taking roughly 8 days of travel at a normal pace. As the path continues it becomes more rocky and moves upward as the Slatetop Mountains move into view. By the time the group reaches Tintown, the road climbs up the cliffsides, still edged by the Emerald Wood. The Ores River runs at the bottom of the cliffs, farther and farther away.
Travel time based on Pace
- Fast Pace: 30 miles per day (4 days), −5 to passive Wisdom (Perception).
Normal Pace: 25 miles per day (4 days), no penalties.
Slow Pace: 20 miles per day (5-6 days), able to use Stealth.
Rumblebee Revenge
On the first day outside of Lolien, if the Sticky Fingers became hostile, the characters will be ambushed by 6 x Rumblebees. These deadly insects target both the characters and any nearby animals.
- Ambush Setup. Rumblebees attack in swarms, focusing on the marked characters. They’ll buzz through the air rapidly, using their Buzz Blitz to avoid opportunity attacks and zip in and out of combat.
Read aloud as the Rumblebees attack:
A deep, droning hum fills the air, growing louder with each second. A group of massive, bee-like creatures appears, their striped bodies tilting as they hover unsteadily. Suddenly, their wings blur into motion, and they dart forward with alarming speed. Their stingers gleam dangerously in the light.
Rumblebee Map
Rumblebee Roll Initiative
Medium Monstrosity, Unaligned
Armor Class 12 (Natural Armor)
Hit Points 22 (5d8 + 0)
Speed 0 ft., 40 ft. fly
Saving Throws CON +2
Damage Immunity Poison
Senses Passive Perception 6
Languages -
Proficiency Bonus +2 Challenge 4
Bonus Actions
Buzz Blitz. As a bonus action, the rumblebee’s wings move so quickly that it becomes hard to follow. The rumblebee’s speed increases by 30 ft. and when it makes a melee attack against a creature it does not provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.
Medium Monstrosity, Unaligned
Armor Class 12 (Natural Armor)
Hit Points 22 (5d8 + 0)
Speed 0 ft., 40 ft. fly
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) |
12 (+1) |
10 (-) |
2 (-4) |
5 (-3) |
7 (-2) |
Damage Immunity Poison
Senses Passive Perception 6
Languages -
Proficiency Bonus +2 Challenge 4
Bonus Actions
Buzz Blitz. As a bonus action, the rumblebee’s wings move so quickly that it becomes hard to follow. The rumblebee’s speed increases by 30 ft. and when it makes a melee attack against a creature it does not provoke opportunity attacks from that creature for the rest of the turn, whether it hits or not.
Actions
The rumblebee makes one attack with its Stinger Splash or Honey Drip. If a creature is affected by a Honey Drip, it will use the Honey Drop. Stinger Splash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 ( 2d8+3 ) bludgeoning damage. Honey Drip. Ranged Weapon Attack: +5 to hit, reach 30 ft., one target. Hit: 6 ( 1d6+3 ) poison damage. A creature struck by a rumblebee’s Honey Drip must make a DC 13 Dexterity saving throw or become restrained. A creature restrained this way may be freed as an action. Honey Drop. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 ( 3d6+3 ) piercing damage and 33 ( 8d6 ) poison damage. Upon a successful hit the rumblebee dies, leaving its stinger inside the target. At the start of the creature’s next turn, it takes an additional 12 ( 4d6 ) poison damage if the stinger remains inside. The stinger may be removed with a DC 10 Strength (Athletics) check.
Description
Rumblebees are warped bumblebees the size of a large dog, with thick, striped bodies and venomous stingers. They hover with a noticeable tilt, their weight throwing them off balance as they buzz about. When they engage their Buzz Blitz, they become swift and agile, darting between foes with alarming speed. Their wings beat so rapidly they become a blur, while their aggressive nature makes them dangerous in swarms.Tactics
Rumblebees coordinate their attacks, targeting creatures hit by Honey Drip with a follow-up Honey Drop from another bee. If they cannot land this combination, they rely on Stinger Splash and flyby attacks. They are drawn to pheromones but aren’t intelligent, making them relentless in their pursuit without actual strategy.Smolderthorn Feeding
By day 5 or 6, as the characters travel into the foothills of the Slatetop Mountains, they witness Smolderthorn feeding on the peaks. Loose stone and shale block the road.
If the characters try to clear the path, they may draw the dragon’s attention. Smolderthorn will release a blast of flame toward the mountainside, sending rocks tumbling and further blocking the path. The dragon then flies off in the direction of Tintown, uninterested in combat after eating.
- Spotting the Dragon. Characters can spot Smolderthorn feeding from a distance with a DC 15 Wisdom (Perception) check.
- Moving Past. Smolderthorn will remain for up to 1d4 hours before leaving. Clearing the current rocks takes significant effort, and if the characters make noise, they risk notice. If there is an additional rockslide, and the characters have a wagon or mounts they lose a day of travel.
Wyvern Riding Troll
As the characters continue their journey between Lolien and Tintown, they are attacked by a Wyvern-Riding Troll. The attack takes place at the highest point of their travel near the Slatetop Mountains, where the rocky terrain offers little cover. The troll is hunting for food, intending to capture adventurers and bring them to its lair to feed its mate. The wyvern is well-trained and will fight to the death for its masters.
- Spotting the Attack. The characters may notice the troll and wyvern flying toward them from a distance with a DC 13 (Wisdom) Perception check.
- Map Knowledge. If the characters previously acquired a map that marks this encounter, they can prepare for the ambush, gaining advantage on initiative rolls and perception.
- Read aloud when the troll attacks:
A trilling howl pierces the sky as a shadow dots the sun. As it screams toward you at a blistering speed, you see it is a green-skinned giant flying on a beast with leathery wings and a stinger for a tail. Both mount and master have eyes fixed firmly on you.
Slatetop Mountains Map
- Flyby Attacks. The troll and wyvern will alternate between aerial swoops, using the wyvern’s speed to avoid retaliation. The troll attempts to net characters and bring them back to its lair.
- Enchanted Saddle. The troll has an enchanted saddle that prevents it from being easily dismounted. If the wyvern is hit, the troll remains mounted unless forcibly removed, DC 17 Strength (Athletics) check.
- Cliff Toss. If the troll manages to grab hold of a character or if someone clings to the wyvern during the encounter, the troll will attempt to throw them off the cliff. The drop is several hundred feet, causing significant fall damage ( 20d6 ). Characters thrown must make a DC 13 Dexterity saving throw to avoid being hurled over the edge.
- GM Note. This is a deadly tactic, likely to result in a character's death. Be mindful of the impact this can have. Allow characters to use reactions or creative responses, or simply proceed with the consequence depending on your group’s tone. Use your judgment.
- Troll’s Cave. If the troll manages to capture a character, it will retreat to its cave in the mountains, where the characters can track it. Inside are 2 x Trolls and 1 x Wyvern, ready to defend their meal. Captured characters are gagged and tied with rope.
Loot & Rewards
Saddle of the Cavalier & the potential for Wyvern Poison.
Characters proficient in handling poisons can extract wyvern poison, a potent and valuable substance. DC 15 Wisdom (Survival).
The troll’s cave contains nothing of value.Troll Cave
Addtitional Encounters Between Lolien & Tintown
- Burnt Bodies. Scorched remains of Smolderthorn's victims may occasionally be found, some burned beyond recognition, still clutching singed belongings. The terrain around them is blackened and cracked from intense heat.
- Injured Hippogriff. Trapped in a rocky crevice, a hippogriff struggles, its wing caught. The surrounding area is steep and treacherous, making it difficult to approach without care. With a successful Animal Handling or Medicine check, the characters can free and heal the creature, earning its gratitude.
Extra Map
- Elemental Campsite. An abandoned, heavily damaged camp lies in disarray, with journals, a Pathway®, and two badly damaged pieces of artwork from Leng. The collectors' last journal entry mentions leaving their Pathway® out to charge. This appears to be what attracted elementals. As the characters search the camp, 2x Air Elementals may emerge. A DC 15 Intelligence (History) check reveals the art's origin and its original value of 150 gp each. The Mending spell can restore the paintings, or they can be sold in their damaged state for a lower price.
Between Tintown & the Red Keep
The distance between Tintown and the Red Keep is approximately 50 miles, taking roughly two days of travel. The path diverges from the road, following the Trident River. Terrain is boggy and the signs of Smolderthorn's lair begin to show near the Cruel Wood.
The Cruel Wood is a boggy, waterlogged area where progress is slowed by the thick mud underfoot. Sir Barry, a gnoll clad in scavenged armor and wielding a knight’s +1 longbow, is watching from the treeline. The gnoll has command of a horde of Barry's Hounds who follow his every command. Barry has taken his name from a fallen knight’s Scroll of Pedigree, using the man’s equipment to harass travelers.
Sir Barry & the Hounds
The Cruel Wood is a boggy, waterlogged area where progress is slowed by the thick mud underfoot. Sir Barry, a gnoll clad in scavenged armor and wielding a knight’s +1 longbow, is watching from the treeline. The gnoll has command of a horde of Barry's Hounds who follow his every command. Barry has taken his name from a fallen knight’s Scroll of Pedigree, using the man’s equipment to harass travelers.
Tactics
Sir Barry remains in the treeline, firing from a distance while the hounds surround and attack. The hounds use pack tactics to swarm individual targets.
Sir Barry remains in the treeline, firing from a distance while the hounds surround and attack. The hounds use pack tactics to swarm individual targets.
Cruel Wood Map
Terrain
- The area is difficult terrain for the characters, slowing their movement.
- Sir Barry and the hounds are unaffected by the bog and can move freely.
- If the characters have a wagon, it moves slowly through the mud.
- Begin with 2x Barry's Hound per character.
- On each lair action (Initiative 20) in which a hound died the previous round, roll 1d6 and add that many additional hounds to the fray.
Read aloud when Sir Barry and his hounds attack:
A terrible howl echoes through the trees, followed by the barking of hounds surging through the bog. From the shadows, a gnoll in scavenged armor pulls back the string of a finely crafted bow, his pack of snarling hounds charging ahead as he watches from the cover of the trees.
Addition Encounters Between Tintown & the Red Keep
- Centaurs of the Cruel Wood. A group of centaur druids silently stalks the forest, using spells like Plant Growth and Spike Growth to make travel difficult. They avoid confrontation, instead harassing from the shadows. The centaurs are territorial and will only engage if the characters damage the forest or provoke them.
Cruel Woods
- Gnoll Traps. A large population of gnolls has taken up residence in the Cruel Wood, setting up hunting traps and using the Snare spell to capture prey.
- Fire Elementals. With the proximity of Smolderthorn’s lair, fire elementals have been rising from fissures in the ground. The creatures will attack anything in their path, consuming all they touch. The elementals are more common near intense heat or scorched earth.