Essential Enemies 3 The Haunted Forest (OSE) - i66AhK
Essential Enemies 3 The Haunted Forest (OSE) - i66AhK
Essential Enemies 3 The Haunted Forest (OSE) - i66AhK
THE
HAUNTED
FOREST
ESSENTIAL ENEMIES 3
THE
HAUNTED
FOREST Written by Johnstone Metzger
Illustrated by Nathan Jones
Requires Old-School Essentials
Contents
Alchemical Greenery 2
The Brambelf 6
Cryptid Birdmen 9
Flower Goblins 11
Forest Dwarves 14
Grumblesticks 24
Hearthflowers 31
The Highway Haunter 32
The Murdered 35
The Ogentroll 37
Plant Ghosts 39
The Skoftroll 42
Vancouver
Canada
2023
ALCHEMICAL GREENERY
Even before King Geddorah’s armies had
breached the walls around Ardoussarlis, Encounters
they had already begun to pollute the Roll 1d6 to determine what a specific
land with noxious alchemies. Their siege encounter with alchemical greenery
engines bombarded the city day and actually consists of:
night with acidic fluids and explosive
powders, and before the end they even 1d6 Alchemical Greenery
turned to methods abominated by the
1 Alchemical plant mutant.
gods: cursed refuse, experimental drugs,
and volatile mutagens. But these were 2-3 Bubblehorn flower.
as nothing compared to the alchemical
4-5 Caustic vines.
pollution unleashed upon the earth
when the city’s arcane workshops were 6 Poison root.
looted and burned.
The Sakhab Wastes are grey and
rocky, mostly devoid of life. By contrast, Alchemical Plant Mutant
the city at the heart of this wasteland Mutations can make plants into unique
is bursting with greenery. They have hybrids or evolutionary dead ends.
not remained there, either. Some have
spread much further afield, taking their AC 9 [10], HD 1 (4hp), Att See below,
magic to forests far and wide. But not THAC0 19 [+0], MV 30’ (10’), SV D14
all of these plants are waiting, passively, W15 P16 B 17 S18 (NH), ML 12,
to be eaten. Some have been changed, AL Chaotic, XP 10, NA 1d8, TT None.
growing more and more like animals—
▶▶ Variable attack: Roll 1d6 to
malevolent, carnivorous, and deadly.
determine attack type (see page 5 for
The most dangerous is the bubblehorn
alchemical and colour tables):
flower and its caustic vines. Though not
a flesh-eater, this plant is nonetheless a
1d6 Plant Mutant Attacks
murderous threat to animal life. Even
worse, it is a plant that, by it’s very 1 Covered in 1 type of
nature, samples the alchemical detritus alchemical that affects
of the earth and produces yet more of whoever touches it.
these dangerous substances. As if they
2 Grapple attack, as caustic
were not already pollution enough.
vines.
Ecology 3 Poison spit, as poison roots.
The bubblehorn starts with poison roots.
4 Spits 1 type of alchemical up
Is it a small man or a large mandrake
to 40’. Requires attack roll
root? It is certainly mobile enough,
to affect target, becomes a
running and sneaking about in search
bubble on a miss.
of suitable soil. Once a place is found, it
buries itself and sprouts a set of caustic 5 Thorny vines (1d8 damage)
vines and then, eventually, a bubblehorn attack with a +4 bonus.
flower. If this flower or its vines are
6 When touched, erupts in a
killed, the roots become active again, to
cloud of spores (roll 1d20 for
seek out a new place to grow. For this
colour) and 1d6 alchemical
very reason, it is a weed nigh impossible
bubbles, all of the same type.
to get rid of.
4 ALCHEMICAL GREENERY
Caustic Vines
AC 8 [11], HD 1 (4hp), Att 1 × grapple
(1d6), THAC0 19 [+0], MV 90’ (30’),
SV D12 W13 P14 B15 S16 (1), ML 12,
AL Neutral, XP 10, NA 1d6 (2d4),
TT None.
While the blood of dead gods allows The Brambelf, they call it, or sometimes
the flower goblins to practice their own the Goblinthorn Queen, after the ancient
brand of alchemical horticulture, there fairy tale of the same name. How they
are other sources of magical power in would tremble in terror if they but knew
the forest. Some goblins have created a the truth! How they would shiver in fear!
form of pnigomancy—or that is what For there are not one, but many.
humans would call it, if they knew of To become a Brambelf, a flower
its existence. As its stand, the twisted, goblin grows barbed horns, new limbs,
thorny creatures these pnogomancers and many eyes that seem to pierce any
become are still thought to be a single, obstacle. Their skin grows thorny and
terrifying beast that roams the woods. bark-rough. They learn not only to
pluck the flowers of evil from the realm
of nightmares, but also their choking,
Brambelf barbed stems. And so they summon
tangles of thorny vines to their persons,
AC 4 [15], HD 5 (22hp), Att 2 × claws and with such minions murder the men
(1d6), 1 x bite (1d10), THAC0 15 [+4], and dwarves who come to their forest
MV 120’ (40’), SV D10 W11 P12 B13 with axes in their hands and empty
S14 (5), ML 7, AL Chaotic, XP 175, promises on their lips. For the Brambelf
NA 1 + 1d4 tangles of vines, TT None. has ceased to listen.
▶▶ Cloud: Surrounded by an uncanny
cloud of dust, fog, and smoke that
Impressions
◆◆ Leaves of bushes slightly torn, as if
obscures the entire sky and extends
some ragged bundle of thorns had
50’ to 100’ away from the Brambelf
swept quickly past.
in all directions.
◆◆ Nigh imperceptible tendrils of fog,
▶▶ Dry: Double damage from desiccation, creeping like vines through the trees.
fungal infections, and lightning. ◆◆ The smell of gardens, grass, and roses;
tinged with a faint, acrid bitterness
▶▶ Hard: Half damage from blunt
that lingers on the palate.
trauma and piercing weapons.
◆◆ The heavy, open-mouthed panting
▶▶ Many eyes: Darkvision and detect and squalling of the Brambelf itself.
invisible up to 60’. Cannot be blinded.
▶▶ Nightmare: Destroyed by direct
sunlight, though the otherworldly
Tangle of Thorny Vines
cloud normally prevents this. AC 8 [11], HD 1 (4hp), Att 1 × constrict
▶▶ Solitary: Prefers to attend to their (1d4), THAC0 19 [+0], MV 60’ (20’),
business alone, without the direct SV D12 W13 P14 B15 S16 (1), ML 12,
help of allies. AL Chaotic, XP 10, NA 1D4, TT None.
Long ago, the goblin peoples were rent surreptitiously for what they need to
asunder and scattered to the winds by a make war, looking far and wide for allies
terrible civil war. Their ancient kingdom, that will help them in the future. But the
now long forgotten and buried beneath most important thing they want to know
the ground, was split into opposing right now is how best to conquer and
groups. The flower goblins were a small destroy their neighbours, so they will
faction even back then, and while they no longer need to trade or stay hidden
have remained relatively obscure, they in the forest.
have also survived, deep within the
forest. Forest Gardens
This part of the forest grew up around The gardens of the flower goblins
the bodies of dead gods. While they are a wonder to behold, though few
might still be worshipped on occasion, outsiders do. Fed by the strange,
in dark corners of the globe, most of otherwordly energies of the area, plants
their divine power has been leeching out assume bizarre forms and develop odd
into the trees and vegetation here. When characteristics. Alchemist gardeners
the goblins arrived, they were no fools— have been able to utilize many of them,
they realized the importance of this even cultivating new forms of life.
power. They saw what it did to the plants While such creations have always been
here. They also saw no reason to fight it, used to defend their communities from
deciding to harness it instead. They have monsters and outsiders, in recent years
grown accustomed to the forest’s strange they have begun creating weapons of
properties, and learned to master them. war. They hope, one day, to be strong
Now, the flower goblins grow strong. enough to march out of the forest and
They trade with outsiders, they war with become the masters of the other races.
their neighbours, and they cast covetous
eyes upon the lands beyond the woods. ▶▶ Every flower goblin lair contains
Their lands are rich in plants of all types, a garden with enough plants to
but sorely lacking in metals and the function as 1d6 random potions,
bounties of the sea. Flower goblins trade if you can identify them.
Flower Goblins
AC 9 [10], HD ½ (2hp), Att 1 × bite
(1d4), THAC0 19 [0], MV 120’ (40’),
SV D12 W13 P14 B15 S16 (1), ML 5
(7 with leader), AL Neutral, XP 5,
NA 2d8 (4d10), TT D.
1d6 Spirit
1 Ironworm: Can burrow into
the ground. Att 1 × spit acid
(20’ range, 1d10).
2-4 Owlbear: +2 damage after
charge. Att 2 × claw (1d8).
5-6 Vampire bat: Can fly short
distances. Att 1 × bite (1d12,
and save vs. paralysis or
latches on; subsequent
attacks automatically hit).
Flower Goblin Leader
AC 5 [14], HD 3+3 (17hp), Att 2 × club
(1d6), THAC0 16 [+3], MV 120’ (40’),
SV D12 W13 P14 B15 S16 (1), ML 7,
AL Neutral, XP 50, NA 1, TT V.
While the wealthiest of all the dwarves masked when they engage in destructive
are those who mine precious metals and forestry practices: controlled burning,
gemstones, not all of them like living cutting down trees, or pulling up weeds,
underground. Some prefer to take the for example. But different clans all have
heavily-forested hills and mountains as different stories explaining why.
their homes. And while wood is nowhere Some clans hide their faces so the
near as precious as diamonds and gold, spirits will not take vengeance on them
one can still live as a dwarf without the later, when the masks are off. Since masks
insatiable lust for riches. Indeed, many are never meant to hide one’s identity
forest dwarves reject the extractive from other forest dwarves, this might
nature of mining—the iron blade is the seem like a contradiction, but then, that
only metal they worship, and chunks of is so often the case when it comes to the
solid amber catch the light as well as any spirit world. Others say it is, instead, a
glittering gemstone. Or so many of they sign of respect—a mask made of wood
will tell you. explains the necessity of harvesting, and
But even as they boast about their tells the trees that they do not give their
sylvan idylls, they are just as mortal as lives in vain. But stories of mischievous
any of us. They still want things that spirits being frightened off by masks
cannot be had in their woods. Yes, there are also quite popular among the forest
are clans of forest dwarves who shun dwarves, and so is tradition. No doubt
the outsiders, but there are many more some wear masks because they were
who actively seek commerce with their taught to do so and refuse to question it.
neighbours and access to the trade Despite the strength of those
routes of the wider world. traditions, the etiquette of masks is ever
changing, from one generation to the
Masks next. Yet always it remains complex. A
Forest dwarves wear masks for all of war mask at a wedding may offend one
their most momentous occasions. clan, but not another. Or one war mask
Rarely does an individual own fewer may be acceptable, while another is not.
than two, though no one is expected to Outsiders are recommended to stay out
have a different mask for every occasion. of such affairs, or risk offending their
They are especially diligent about being hosts with their ignorance.
Forest Defenders
Forest dwarf society is based around
clans that consist of influential families,
vocational guilds, and defensive military
societies. Some examples:
◆◆ Blackloam: Named for the rich, dark,
volcanic soil of their lands, this clan is
well respected among forest dwarves.
Their druids act as peace-makers and
oracles, mediating with the sylvan
spirit realms. They are known to be
vehemently opposed to alien plant
forms, like alchemical greenery and
plant ghosts. But this is only half true,
for they wish to study ghosts and
spirits before destroying them. Giantslayers
◆◆ Brightforge: One of the more insular Iron-clad warriors who fight giants,
clans, they live in forested cliffs along trolls, and evil fey creatures.
the coast. They are highly militant,
constantly fighting trolls and flower AC 2 [17], HD 4 (18hp), Att 2 × battleaxe
goblins, though their electromancers (1d8), THAC0 16 [+3], MV 60’ (20’),
are more famous. They prefer to SV D6 W7 P8 B10 S10 (D4), ML 10,
conduct trade with distant dwarf AL Lawful, XP 75, NA 1d4 (2d4),
communities whom they know little TT T (B).
of, harbouring many suspicions about
▶▶ Slaying giants: Secret techniques
their neighbouring forest dwarves.
for fighting huge monsters are
◆◆ Quartzhammer: The most passed down through generations
mercantile of forest dwarf clans, they of giantslayers. Their attacks inflict
are sometimes accused of being out 1d12 damage against creatures
of touch with the forest, because larger than human size.
they herd so many sheep and goats
▶▶ Short cuts: See main entry.
in mountain pastures. They have
engaged in trade with flower goblins ▶▶ Stealthy: Only when not wearing
in the past, but have also allied with their heavy armour. See main entry.
humans and elves to fight the trolls
▶▶ Magic items: Same chance of magic
and dark fey creatures that plague
items as forest dwarf leaders.
their lands.
▶▶ Leaders: For every 4 giantslayers, 1 is
◆◆ Thornleaf: This clan is known for
a champion with 5 HD, and a group
their distinctive tree-like appearance.
of 9+ also includes one captain with
Many have bark-like skin or leaf-like
6 HD.
hair. They are secretly very interested
in mutants like the alchemical ▶▶ Squires: 1 in 6 chance accompanied
greenery and the cryptid birdmen, as by 1d8 forest dwarves who act as
they wish to harness such power to squires and receive training in
become even more like the trees they return. This may indicate the group
so revere. is far from home or on a quest.
FOREST DWARVES 17
Hog Riders War Hogs
Horse-mounted cavalries have a long This breed of swine was specifically
history of failure in the kinds of hills bred by forest dwarves to carry them
and mountains the forest dwarves into battle.
inhabit. They have taken to riding their
own breed of boars that are both long AC 5 [14], HD 3 (13hp), Att 1 × tusk
in tusk and long of life, compared to (2d6), THAC0 17 [+2], MV 150’ (50’),
their still-wild cousins. SV D12 W13 P14 B15 S16 (3), ML 9,
AL Neutral, XP 35, NA 0 (0), TT None.
AC 4 [15], HD 2+2 (11hp), Att 1 × spear
(1d6), THAC0 17 [+2], MV 90’ (30’), ▶▶ Charge: Requires a run of 40’ with or
SV D8 W9 P10 B13 S12 (D2), ML 8, without a jump. Rider’s spear inflicts
AL Lawful, XP 25, NA 1d8 (3d6), TT S. double damage. War hog can also
make a tusk attack, with a -2 penalty.
▶▶ Short cuts: See main entry.
▶▶ Leap: Can jump 10’ straight up, or
▶▶ Stealthy: See main entry. 5’ high and up or 20’ across, as part
of movement.
▶▶ Outriders: Usually encountered near
forest dwarf settlement, embassies, ▶▶ Domesticated: Not encountered in
and armies. They are not wanderers. the wild.
18 THE QUARTZHAMMER CLAN
A natural border between kingdoms and ▶▶ Hearthflowers are worth 1d6 × 100gp
empires, the forest is also home to fell each when sold to anyone who
beasts and hostile, inhuman creatures. knows what they are.
Even as civilized folk push it back along
the edges, building towns and villages ▶▶ Each hearthflower can be used in
along its rivers, they still call it haunted. place of 1,000gp when creating
Tales abound of ghosts and witches, scrolls or potions. The required
and the worship of foul man-eating creation time is cut in half if any
monsters. Even demons walk beneath hearthflowers are used.
the treetops in the night, they say.
But there are treasures lurking in its
depths as well—gold and jewels buried Serpent-Headed Monkey
in tangled roots, or the ruins of a wizard’s A giant purple monkey with seven
tower, still full of sorcerous wonders. eyeless snakes instead of a head.
There are even treasures untouched by
the hands of men, merely growing wild! AC 5 [14], HD 7* (31hp), Att 1 × grab
The hearthflower is one such treasure. (steal or grapple), 1 × bite (1d6 and
For centuries there have been tales of poison), THAC0 13 [+6], MV 150’ (50’),
the hearthflower, so called because the SV D8 W9 P10 B10 S12 (7), ML 10,
King of Hell has stacks of them in his AL Chaotic, XP 850, NA 1 (1d8),
fireplace in lieu of flames. Or perhaps TT None (2d4 hearthflowers in a lair).
it is the Witch-Lord of the Abyss who
▶▶ Grab: If a grab attack hits, the
does that, or the Ghost Queen of the
serpent-headed monkey either steals
Shadowlands. You know how stories
a piece of equipment or grapples,
change and multiply. Some would say
meaning subsequent bite attacks
these flowers are easy to find, as they
automatically hit. Save vs. paralysis
glow with a soft, golden light. But no.
to get free.
They are exceedingly rare.
How many foolhardy explorers have ▶▶ Poisonous bite: If a bite attack hits,
lost their way between these trees? How target must save vs. death or take
many callous freebooters fell to savage 1 damage each round for the next
urges beneath these leaves? Too many to 2d6 rounds. Each bite causes
count! And all for the lust of riches. But damage separately.
if these treasures merely lay upon the
▶▶ Kidnapping: May drag a grappled
ground unguarded, who would ever go
target with them into the woods
missing in these woods? There is more to
if a morale test is failed. After
fear in this haunted forest than the odd
2d4 rounds of running, another
wolf or bear.
1d6 serpent-headed monkeys are
For the hearthflowers only grow in
encountered. Pursuers and the one
the deepest depths of the forest, where
kidnapped become lost unless they
they can put down vast roots. And while
already know the terrain.
they might look like some kind of flower,
they are more like fruit, relying on ▶▶ Eyeless: Navigates by sensing
serpents to spread their seeds. But not life energy and using psychic
only snakes that crawl upon the ground. echolocation. Not fooled by
The places where they grow are also invisibility. Cannot be blinded or
claimed by the serpent-headed monkey, deafened. Immune to illusions,
a viciously territorial beast. light-based magic, and lightning.
The HIGHWAY HAUNTER
Enough people have met the mysterious escaping—or to push them into hazards,
masked highwayman, and been robbed which is how he usually ontains a body.
by him, that word has gotten out. While For there are limits to his powers.
there are some too ashamed to tell their He cannot leave the forest, and must
tale—and others who cannot, having wait until the statuette he seeks comes
been robbed of their very lives!—a few through, in the hands or luggage of
have earned back what they lost and a traveller. So far his search has been
more in free drinks from recounting fruitless, and whatever wealth he steals,
their experience to eager ears. he just throws away in disgust. Peasants
The scenario follows a predictable have gone out during the day and found
pattern. The road through the forest these discarded valuables. But some are
is blocked, and even though it grows too afraid to enter the woods, for they
dark, the carriage must halt. Then a know people who have gone missing,
figure approaches. He never speaks, only only to be found dead weeks or months
brandishes a golden idol, pointing at it, later by some adventurers who claim to
then at his victim. Those who refuse to have slain the Highway Haunter himself.
hand over their gold are cut down by And yet, always he returns.
his mighty sword. Those who flee are
held back by rays of light that emanate
from a glowing stone upon this villain’s The Highway Haunter
forehead. A swordsman dressed in the gold
The Highway Haunter was once a and purple of a long-forgotten cult,
thief who got lucky, or so he thought. Old brandishing a golden statuette.
clues, chanced upon while robbing an
alchemist’s library, led him to an ancient AC 7 [12], HD 6 (27hp), Att 1 × sword
shrine and a matched pair of golden (2d6) and tractor beam, THAC0 14 [+5],
statuettes—the idols of some forgotten MV 120’ (40’), SV D9 W10 P12 B14 S12
deities. But then he was betrayed by his (C5), ML 6, AL Chaotic, XP 275, NA 1,
partner, who made off with one of the TT Nil except for the golden statuette.
idols and left him dying in a ditch in the
▶▶ Golden statuette: Worth 1,000gp.
forest. What neither of them accounted
for was the arcane connection these idols ▶▶ Possessed: If killed, becomes an
have to the gods they depict. And how insubstantial ghost that can touch
much those gods want their idols back. nothing but the golden statuette.
Clothes and sword all disappear,
The Haunting leaving only the dead body of the
Now he is a ghost who cannot rest, possessed behind.
compelled to hunt down the missing idol
▶▶ Quest: Morale is 10 if a golden
that his former partner fenced for a tidy
statuette is actually located.
sum an age ago. Luckily, the Highway
Haunter has help in the form of divine ▶▶ Resistances: Immune to disease,
powers. He can possess a corpse and piercing weapons, and poisons. Half
use its body. And while he cannot make damage from slashing weapons.
it talk, the gods clothe this body in the
▶▶ Tractor Beam: One enemy must save
raiments of their priests and put a sword
vs. paralysis or be pulled 40’ closer
in its hand. They have even opened up
or into an existing hazard.
his third eye, from which he can project
a tractor beam to prevent his foes from ▶▶ Undead: Can be turned as a spectre.
The MURDERED 35
Rickard returned to the village of Exford troll that came blundering forth toward
at dusk, a flurry of screaming, tears, and them. Its belly was stretched and bloated
flailing limbs. He could not describe beyond belief but still it feasted on the
what he had seen, so Mordon rounded flesh of the slain.
up some lads and ventured out. They Again they thought of storybooks
took pitchforks and a lantern, but only and tall tales, for they recognized this
needed the latter. For what they found creature right away. It was the Ogentroll,
could not be killed with iron. a man-eating monster so gluttonous it
The river crept slowly between the gorges until it pukes. A thing of myth
trees, glistening a sickly reddish orange. and legend, now as real as the sun in the
Human shapes writhed inside of it, sky above them. As they stood, agape,
wailing and gnashing their teeth like they heard the infernal belch thundering
parodies of storybook spectres. The men up from its crimson gullet—and then the
all recognized people they knew—from rivers came. A cascade of sickening gore
the village of Kruzvale, right next door. streamed toward them, just as haunted
At first light, they set out to see their by the ghosts of this village as the last
neighbours, but of course they were too river of vomit they had found the night
late. They found the village completely before.
deserted, save for the ratty, long-haired
Bad Climber
Because the Ogentroll is good at getting
Ogentroll its claws into wood, and climbing over
houses to ambush people, it thinks it is
AC 4 [15], HD 6+6* (33hp), Att 2 × fists good at climbing anything. It is not. It
(2d6), THAC0 13 [+6], MV 150’ (50’), cannot negotiate ladders, ropes, or vines.
SV D9 W10 P12 B14 S12 (C6), ML 6, Even low stone walls will keep it busy
AL Chaotic, XP 650, NA 1, TT B. for hours, and it can find a way to fall
out of any kind of tree. It never learns,
▶▶ Rage: Always hostile to humans.
either, it just smells that sweet flesh and
After losing half hp, gains a third fist
its stomach forces it ever onward.
attack if Morale test succeeds.
▶▶ Regeneration: 3 rounds after being
damaged, start regaining 4hp per Haunted River of Vomit
round. Severed limbs reattach. A 40’ long, 5’ wide, river of bloody
vomit, with ghosts inside of it.
▶▶ Return from death: If killed (0hp),
will regenerate and fight again in AC 9 [10], HD 4* (18hp), Att None,
2d6 rounds. THAC0 16 [+3], MV 30’ (10’), SV D10
▶▶ Fire and acid: Cannot regenerate W11 P12 B13 S14 (4), ML 12, AL
damage from these sources. The Chaotic, XP 125, NA 1, TT None.
only way to permanently kill the
▶▶ Harmful: Touch causes 1d4 damage
Ogentroll.
per round (no attack roll needed).
▶▶ Surprise: On a 1-4 at night.
▶▶ Undead: Immune to all damage
▶▶ Vomit: Instead of attacking, may except alkalides, desiccation,
produce a river of haunted vomit up lightning, and magic. Immune to
to twice per day. Always does this mind-affecting or mind-reading
first if enemies are surprised. spells. Can be turned as a wraith.
PLANT GHOSTS 39
When the magic of the shadow world that grow here replace their flesh and
spills out into the lands of the living, the take up their arms to fight again.
souls of the dead do not rest easy. And A slain man’s sword, or a mauled
when the chaotic magic of mutation is maiden’s shield, both left lying in the
soon after let loose upon that very same weeds to rust. But now they find their way
ground, life can grow, like a shadow, in into flowering hands of bark and green.
the shape of those who pass on. Thus it is Like ghosts, they continue a quest to
with the plant ghosts. find some worthy treasure. But how can
What is to becomes of those creeping a plant know what gold and gemstones
vines—the wooden trunks, the leafy are? How can its mindless stalks achieve
boughs—now infused with arcane what human hands cannot?
power? Drunk on the blood of ghosts, The plant ghosts do not know what
they mock all the ways of the living. it means to loot a dungeon for treasure,
But which ghosts are their inspiration? not really. But they do know how to
The people who die here came for fight, and fight they do. Each time they
treasure, for “adventure.” As their ghosts cut someone down, another one of them
gnash and wail at the injustice of being rises. How long will it be before the forest
murdered in this awful forest, the plants is full of such abominations?
A certain someone has returned to her refresh their own personal reservoirs of
favourite part of the haunted forest. But, magical power. They can take decades
lo and behold, strangers moved in while to complete a single trip, leaving their
she was gone! This will not do, no no no. fstomping grounds open for others to
There’s nothing for it but to burn their use in the meantime. But the skoftrolls
farms and feast upon their guts. are not the kind of creatures to tolerate
Though the skoftrolls live in forests all such squatters when they return.
over, they also make regular pilgrimages
to the icy glaciers of the far north, where Tactics
they drink from an arcane fountain, to To get rid of farmers in her territory, the
skoftroll attacks them at night, when she
can see and they cannot. Her birds act as
Skoftroll scouts for her, but to most other animals,
she is just a tree, and no cause for alarm.
AC 3 [16], HD 8** (36hp), Att 2 × claws Once she has slain the settlers in their
(1d8) and 1 spell, THAC0 12 [+7], sleep, she sets their farms ablaze. When
MV 120’ (40’), SV D8 W9 P10 B10 S12 the forest needs to be cleansed so new
(8), ML 7, AL Chaotic, XP 1,750, growth can occur, fire does the job. So
NA 1 + swarm of birds, TT D. too will it cleanse the forest here. Farm
animals are either let loose or devoured
▶▶ Regeneration: 2 rounds after being
along with the humans. The skoftroll is
damaged, starts regaining 4hp per
greedy for the meat of internal organs,
round. Severed limbs reattach.
but eats little else.
▶▶ Return from death: If killed (0hp), If she is being hunted by adventurers,
will regenerate and continue to fight she stalks them at night preferring to
again in 1d8 rounds. ambush them one by one, scurrying
back into the trees if others are alerted.
▶▶ Fire and Acid: Cannot regenerate
Her birds try to swarm an intruder right
damage from these sources and may
before she strikes, hindering attempts to
be killed permanently by them.
defend or counterattack.
▶▶ Cold: Immune to cold, frost-based
effects, and piercing weapons.
▶▶ Dry: Double damage from
Swarm of Birds
Two red-eyed birds per hit point, they
desiccation effects and drowning.
count as a single monster.
▶▶ Nocturnal: Cannot move during the
day, takes the form of a normal tree. AC 6 [13], HD 1 (4hp), Att 1 x pecking
Can only fight if attacked. Guarded (1d6), THAC0 19 [+0], MV 240’ (80’)
by a swarm of birds. flying, SV D12 W13 P14 B15 S16 (2),
ML 7, AL Neutral, XP 15, NA 1 swarm
▶▶ Stealth: In a forest, has all the (2 birds per hp), TT None.
abilities of a 4th level thief.
▶▶ Confusion: The target of a pecking
▶▶ Spells: May cast each of the
attack must save vs. paralysis or take
following once per: Dispel Magic,
-2 to attack rolls and saving throws
Growth of Animals, Growth of Plants,
next round.
Knock, Locate Object, Purify Food and
Water, Snake Charm, and Sticks to ▶▶ Surprise: On a 1-4. They are just
Snakes. birds, after all.
THE HAUNTED FOREST
Index of monsters in this volume, by Hit Dice:
½ HD 4 HD
Deceiver plant, 40. Battleseeker, 39.
Destroyed plant ghost, 40. Birdman leader, 9.
Flower goblins, 11. Giantslayers, 16.
Haunted river of vomit, 37.
1 HD
Alchemical plant mutant, 2. 5 HD
Alchemist gardeners, 12. Beastflowers, 12.
Caustic vines, 4. Brambelf, 6.
Flower goblin fighters, 13. Murdercreeper, 40.
Forest dwarves, 14.
Poison roots, 4.
Quartzhammer merchants, 19. 6 HD
Swarm of birds, 42. Grumblesticks, 24.
Tangle of thorny vines, 6. The Grumblewyrm, 29.
The Highway Haunter, 32.
The Ogentroll, 37.
2 HD
Birdmen, 9.
Hog riders, 17. 7 HD
Merchant guards, 21. Serpent-headed monkey, 31.
Mining horses, 21.
The Murdered, 35.
Spelldropper, 41. 8 HD
The Skoftroll, 42.
3 HD
Birdman outcast, 9. 12 HD
Bubblehorn flower, 4. The Grumblehut, 27.
Flower goblin leader, 13.
War hogs, 17.
War summoners, 13.