Dragonbane Magna Woods Encounters (d12)

d12 Result

1

Nothing Happens. The walk across gnarled roots and peculiar mushrooms is uneventful.

2

Nothing Happens. The walk across gnarled roots and peculiar mushrooms is uneventful.

3

Nothing Happens. The walk across gnarled roots and peculiar mushrooms is uneventful.

4

Nothing Happens. The walk across gnarled roots and peculiar mushrooms is uneventful.

5

Nothing Happens. The walk across gnarled roots and peculiar mushrooms is uneventful.

6

Nothing Happens. The walk across gnarled roots and peculiar mushrooms is uneventful.

7

Flying Creature.
A dreadful noise is heard from above and the player characters are struck by a bizarre sight: a cow is flying backwards over the treetops with anguished moos. On its back sits a horned creature who is pulling the poor animal’s tail while screeching triumphantly.
With a successful MYTHS & LEGENDS roll, the player characters recall stories of demonic beings traveling between worlds on bewitched cattle.
The creature in question is a lesser servant demon who has seeped into the world through the Temple of the Purple Flame (page 47).

8

Ancient Milestone.
 A low obelisk of weathered granite can be seen through the trees. It is partially covered in moss and undergrowth, but at the top is a pointy crown – possibly horned – carved into the stone.
Player characters who examine the obelisk and succeed with a SPOT HIDDEN roll find a secret compartment that holds a beautiful gold ring with a stylized crown.
The ring contains a MAGIC SEAL with the LIGHT magic trick which is triggered by the phrase “Eledain, lord of the world, give us light!”

9

Harpies. The player characters hear voices shrieking “Giiive meee”, “Nooo, giiiive meeee”, “Noooo, I waaant the liiittle oneees.”
Suddenly three harpies (page 92 in the Rulebook) swoop down and attack them, primarily targeting the player character who carries the most metal.
If two harpies are defeated, the last one escapes but may come back later with more of its kind.

10

A Cry For Help.
The player characters hear high-pitched cries for help echoing through the tree trunks.
If they follow the sounds through the dense vegetation, they find a group of robed figures armed with scimitars.
They are carrying a squealing goblin who is chained to a thick log.
The figures are cultists in the service of Sathmog.
They are on their way to the Temple of the Purple Flame (page 47), where they intend to throw the poor goblin into the demon portal to see how the demonic world affects living matter.
They are as many as the player characters and have stats as per page 105 of the Rulebook.

11

Haunted Glade.
The player characters wander into a haunted glade and are surrounded by an unnatural darkness.
Suddenly a shimmering blue woman with empty eye sockets materializes.
The ghost (page 87 in the Rulebook) attacks without mercy but can be appeased with a successful PERSUASION roll. In that case the ghost says it “fell by a murderer’s blade” a long time ago, but that its remains lie scattered in this glade.
It takes a successful SPOT HIDDEN roll to find the bones. Burying its remains brings peace to the ghost, and you can reward the player characters by having it recount a legend about the Misty Vale (page 17).

12

Undead Guard Patrol.
The path is blocked by skeletons, as many as the player characters, in antiquated armor.
The crumbling ruin of a small watchtower can be seen through the trees.
If the player characters draw closer, the captain shouts at them in an archaic dialect.
A successful LANGUAGES roll interprets the words as “toll” and “death to the rebels.”
If the player characters pay a toll of one gold coin or convince the skeletons that they too hate “the rebels” – which requires a successful PERSUASION roll – they are allowed to pass.

Otherwise, they must fight. All skeletons have stats as warriors on page 96 in the Rulebook but are equipped with short spears and chainmail.