Adventure 2

Motivation

For this adventure, I wanted to get the player's into the Forest and help them learn to hate it. I also wanted something more free form and active and complex than the first tutorial adventure, where the players would have more control over how they tackle the challenges. Strictly speaking this mission into the Forest is optional, but what group of adventurers would turn down the chance to risk their lives for money? Oh right an additional inspo was the mythic idea of chasing a holy stag into a forest, but turned on its head as this stag is just leading them into the horns of danger.

 

Basic Basic plot

The PCs go into the Forest, are lured ever deeper, and then try to win their way out once they realize their danger.

 

Basic plot

The Empire is launching a Spring drive to clear out a section of the Forest so that new villages can be put down. This is a major deforestation effort, involving thousands of lumberjacks, guards, porters, wagon teams, etc. etc. They will go in and over the course of several days they will cut down and burn every tree they can find, and then build fortified villages on the cleared land. The PCs aren't part of that effort. Rather, they have been offered a moonlighting job to go into a nearby part of the Forest, make some noise, and then retreat back out of the Forest. They would be one of several dozen teams doing the same thing, the idea being that these pinprick efforts might distract the Forest from responding to the main effort. The PCs are being paid by one the major merchant houses, who are in turn being paid by the Empire for this service.

So, the plot. They will go into the forest, catch the attention of a Witch, and be tormented and hunted by the Witch and its children (though they will not realize this is happening at first). Almost by default they will have accomplished their mission of distracting the Forest. But at what cost? The Witch, a spider archetype, will use its spider-children to spy on the PCs, while using illusions to draw them further into the forest and prolong their mission. Ideally one or more PCs will be drawn off to their doom. There's a decent chance that the PCs never even see the Witch in this mission, just the monsters that it controls.

On the plus side! A great chance to engage with PCs backstory, as the Witch shapes illusions to entrap them.

 

Opening Events

Hired by Torbruk to take part in this decoy effort. Large amount of money offered on completion of the mission. Due to the roughness of the ground in the Forest, cannot make use of carts and will need to make use of mules and manpower to carry their supplies. Should be a 3 day trip into the Forest.

 

NPCs

Torbruk: member of the merchant cartel, assigned to keep an eye on the mission. Large man, about 30, suspicious and used to giving orders, but not completely unfair. Wants to see the mission done well, can be used as an excuse to try and keep the PCs in the Forest for longer.

Six guards/porters: assigned to help Torbruk, and to carry food, water, and oil in their heavy backpacks. Narratively they are there to be red-shirts and suffer/die in horrific ways, and give PCs a bit of a heads up as to what is threatening them, and a bit of a narrative shield before really bad stuff starts happening to the PCs. The porters are all healthy and competent, but will be of minimal use when fighting against most Monsters in the Forest.

 

Encounters on the way into the Forest:

Day 1

 

Night 1

 

Day 2

 

DayX

 

NightX

 

A Fight with a Stag

 

Encounters on the way back out of the Forest:

The journey going out of the Forest should be where the real difficulties begin. You should add in distractions to try and keep the PCs in the Forest longer, but this stage should be a process of more and more PCs waking up to the fact that they're in danger and need to get out the Forest as quickly as possible. Oh, at this stage also start keeping track of the food and water supplies of the PCs. Some of the main attractions:

 

Nightmares

 

Difficulty Navigating

 

Workforce reductions?

 

Spider attack

 

The Monster at the end of the Trail

 

Night Glade (note! useful to the plot of the next adventure!)

 

Night Glade Elves

 

A Misleading Dream

 

A Misleading Dream (2)

 

A Gold Stream

 

Wild Magic Tree

 

Web Illusions

 

A Bear

 

Closing Events

 

What actually happened

In this case what I planned to happen actually happened, but I'm not sure this was actually a great thing. In retrospect the scenario is a bit too rail-roady and not free form enough, since it requires the PCs being misled by illusions in the first, outward-bound half of the journey and then realizing the truth in the second half. If either of those things do not happen, the scenario does not work. The PCs ended up asking any number of intelligent and perceptive questions on the way out, and to my shame I had to fudge a bit about the illusions to keep the adventure on track at all. On the way back a decent fraction of the PCs did a good job of quickly realizing that they needed to get out of the Forest, and then they had zero interest in interacting with any of the various encounters laid out before them. So over and over I would tell them about some distraction I had made, and they would go "nope! get that content away from me!" It did not help that Kiril, the star-druid, for whom I created all sorts of astrology and star-stuff encounters, could not make it to the game for 2 sessions. So the person who was supposed to be most lured in by the distractions was not actually there to be distracted.

Oh right, the other (ludicrous) problem was that I had an overall villain (Selath) who was controlling the spiders and creating the illusions, but I didn't really think of any guaranteed way for the PCs to really find her or fight her? Like there were ways for some of the PCs to follow side-paths and encounter her, but there wasn't really any GM option I had in my back pocket to force or make more likely an encounter, or for them to even really know that she was there. So to their best knowledge they went into the Forest, killed something that was maybe real and then came out. Anyway! I will bring Selath back for another adventure so she is not wasted.

On the positive side, I would single out for praise the black-crystal-eggs, which suck up healing in order to explosively accelerate their growth. These led to several moments that were extremely funny (for me), as PCs that were infected with the eggs desperately ran away from any potential healing, or other PCs remembered at the last possible moment that they absolutely must not heal their companions.

Monsters 2

Notes on the Spider-Stag Ecosystem

The monsters in this adventure are based on the different stages of the Spider-Stag lifecycle. The basic lifecycle is:

Spider-Stag stabs people with crystal antlers, the crystal shards then gestate into -> Baby antler spiders, which burst forth from their host and go out to feed to grow into -> Adult antler spider, which feed in order to grow into -> Juvenile stag, with the spider now forming the "antlers" of the beast. At this stage the spider starts to concentrate into the more magically powerful black-chitin form. This beast just need foraged plant matter and time to develop into its next and final form -> Adult Spider-stag with full crystal antlers

(an additional pathway is that the Witch-gold that Selath has can act as potential eggs. If it seems needed, they can go out of hibernation and grow into baby antler spiders, starting the cycle anew)

Spider Stag

HealthDefenseStrengthAgility
8575

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Baby Antler-Spider swarm

HealthDefenseStrengthAgility
4817

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Antler Spider

HealthDefenseStrengthAgility
4647

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Juvenile Spider-Stag

HealthDefenseStrengthAgility
5445

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Witch - Selath, the Merchant

HealthDefenseStrengthAgility
(Human Form) 6767
(Spider Form1) 7676
(Spider Form2) 8685

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Mini-Monster: Petal swarm (~2 of these)

HealthDefenseStrengthAgility
XX17

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Mini-Monster: Golden Guard

HealthDefenseStrengthAgility
3656

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