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Name: The Veldwood

Every day: 1 - Check if they become lost if yes back


Goal Lost Temple of Hera up to first empty space. 2 - Roll 1D6. Move that
1 number of spaces towards the Goal.
2 Roll d6:
3 1 & 2: Monster Treasure (1-3 in 6)
4 1 Orcs (3-12)
5 2 Warriors (2-5) - sworn to rid forest of orcs
6 3 Bandits (5-30) - disguised as orcs
7 4 Ghouls (1-4) - in an ancient graveyard
8 5 Orcs (3-12)
9 6 Killer Bees (1-6)
10 7 Crab Spiders (1-2)
11 8 Elves (1-6) - searching for sacred grove
12 9 Centaurs (1-4) - knows about bandits
13 10 Dryads (1-6)
14 11 Orc Lair (10-60)
15 12 Treant (50% sleeping, 50% hunting orcs)
16
17 3: Obstacles & Signs Treasure (1-2 in 6)
18 1 Orc trap (50% snare, 50% pit)
19 2 Giant rotting tree trunk covered with Yellow Mold
20 3 Orc Totem
21 4 Tracks (67% orcs, 33% other)
22 5 Large thicket of impassable thornbushes (back 1 space)
23 6 Unsteady log over steep ravine
24 7 Leaf covered opening into caves (as a pit)
25 8 Orc Totem
26
27 4: Special Treasure (1-2 in 6)
28 1 Ruined hut half buried in dirt
29 2 Carved wooden throne with silver chalice on seat
30 3 Broken remains of a masonry wall
In Track Out Track 4 Sacred Grove - grants ability to cast Light 3x for 1 wk.
5 2-20 Corpses (33% human, 33% elves, 34% orcs)
General Features: 6 Tree that attacks as 6HD, a hit = victim absorbed
The Veldwood is a dark and ominious forest that 7 Creek - drink water and go berzerk
has been largely unexplored. It is rumoured to 8 Graveyard - save or be under Blight spell for 1-6 days
contain a forgotten temple that contains vast
treasure. 5 & 6: Empty Treasure (1 in 6)

Terrain Features: Treasure:


1 Thick Forest 1 1,000 - 4,000 SP
2 Thick Forest 2 300 - 1,800 EP
3 Thick Forest 3 100 - 1,000 CP
4 Light Forest 4 400 - 2,400 SP
5 Light Forest 5 3 gems (100 gp each)
6 Meadow / glade 6 100 - 600 GP
7 Steep slope 7 1 Jewelry (300 - 1,800 GP)
8 Ravine / gully 8 Potion - Speed
9 Creek 9 Dagger +1
10 Pond 10 Sword +1 / +2 vs Lycanthropes

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