Sunteți pe pagina 1din 4

Mama Bear’s

Revenge
A
fter the
accidental
death of a
bear cub,
Fanghort
the Druid
went into the forest to
make amends. Now, the
lumberjacks are under
organized attack from
woodland creatures—
and all of them talk.

This adventure is appropriate for


adventurers of levels 1-3.

Writing Jeff Gomez


Color Art Phil Stone
Editing Felipe Real
Layout Xanditz
Setting the Scene Barkley and Evan Goldwood (the lumberjacks’
employer) are eager to pay for help. They offer
Not too far upriver of a major port city, a
250 gp to anybody who can end the crisis and get
company of lumberjacks known as “Barkley’s
the camp back up and running.
Men” works its way north. They set up camp,
clear-cut the area, send the logs downstream and
Barkley’s Men & the Campsite
then continue onward.
Barkley’s Men have abandoned all semblance of
In their efforts, the lumberjacks attracted work. They guard a basic perimeter of pit traps,
the attention of a local druid named Fanghort. gates and sharpened poles while they wait for the
Fanghort attached himself to the camp, ensured next attack.
that no animals were killed in the logging and,
Barkley’s Men are “reformed” orcs, a small
in return, kept dangerous wildlife away from the
raiding party that was captured and fed civilization
workers.
in small doses (11x orc brute, 1x orc warchief). Half
However, something was bound to go wrong. a dozen orcs have already been killed during the
A lumberjack by the name of Lewin killed a animal raids, and tensions are high.
bear cub two weeks ago. Fanghort went into the
Some notable folk include:
woods to make amends, but he himself was killed
 Barkley: Barkley is small for an orc. With
by the cub’s mother.
pinkish skin and dirty-blonde hair, he likely
Without ill will for either party, Fanghort has a bit of human in his veins. Nonetheless, he
enacted a powerful ritual with his final breath. commands his crew with authority. After all, it
EN World TRAILSeeker
Mama Bear's Revenge

Believing that animals and humanoids could get was Barkley that saved the orcs from execution
along if they could only communicate, Fanghort and led them on their long journey here. 
granted sentience (and the ability to speak
 Lewin: Lewin’ head was partially destroyed
Common) to all animals in the nearby wood.
during a skirmish. He is dull, barely
Fanghort’s peaceful idealism has thus far understanding that this whole mess is
proven unfounded. The animals gained sentience his fault. Though quick to anger, he is an
and immediately set their recently improved otherwise kind fellow.
intellect to drive out the humans from their
 Evan Goldwood: Evan is a gregarious,
territory. For the past two weeks the lumberjacks
spoiled, and extremely well dressed human.
have been under attack from coordinated, insane, His father buys the crew’s lumber as it comes
insult-hurling animals. downstream and crafts it into trade ships.
Evan is set to inherit his father’s fortune,
The PCs Join the Fight but he likes getting his hands dirty in the
The PCs may enter into this adventure in a meantime. He has been sent up to check on
number of ways, as it makes sense for your the missing shipments.
campaign.
The lumberjacks don’t know exactly what
 They may be hired to accompany Evan Fanghort did. All they know is that Lewin killed
Goldwood, the lumberjacks’ employer, and a bear, Fanghort went to the bear’s cave, and
determine what is happening. then talking animals attacked. They are largely
 They may hear rumors of aggressive, suspicious of Fanghort, and believe that he has
swearing animals from a nearby town. gone over to the other side.

 They may simply stumble across Barkley’s The lumberjacks can point the PCs to the bear’s
Men while travelling from one place to den, where they (correctly) suspect Fanghort
another. ventured.
2
Should the PCs spend more than a few hours along a narrow slot canyon. The pine tree is not
at the campsite, they witness a wolf attack (6x immediately hostile. Indeed, it willingly lets the
LE wolves, 1x NE dire wolf). The attack is PCs pass, only attacking if provoked. The tree
immediately preceded by a group of squirrels questions its place in life, and asks the PCs for
that hang in the trees and provide distractions advice and their own purposes.
and reconnaissance. Barkley and two other orcs
join with the PCs in repelling the attack, while Mama Bear’s Lair
the rest of the orcs stay back in case the wolves The bear’s cave is set into a step rocky incline.
break through. Inside, Mama Bear (1x CE grizzly bear) guards
Fanghort’s body (the PCs can see and inspect
Into the Woods the body from a distance—see below for details).
The PCs can make their way into the woods Mama Bear understands that Fanghort’s body
by following Barkey’s directions to the bear’s provides the creatures with intelligence. She
lair. The way is not long (5 miles), but it is a speaks with a variety of woodland creatures,
rather treacherous journey up steep mountain including several dozen rats (2x CE rat swarms)
slopes. Along the way, the PCs must face the and one white wolf (1x LE wolf).
following perils: If the PCs sneak close enough and listen in,
Chatter the Eagle (1x CN eagle) hails the PCs they hear Mama Bear spewing anti-human
from above. He fills in any gaps in the PC’s story propaganda. 
and describes what is going on at Mama Bear’s The PCs may try reasoning with the animals,
cave. He also explains that he just wants to go

EN World TRAILSeeker
perhaps asking them to back down or organize

Mama Bear's Revenge


back to being a dumb eagle. He’ll assist the PCs in a truce. A DC 15 Diplomacy or Intimidation
any way that he can, and points the way to Mama check results in the rat swarms abandoning the
Bear’s cave.
A flooded river blocks the PC’s path. A DC
10 Athletics check is sufficient to swim across,
but failure results in 1d4 bludgeoning damage
from being tossed upon the rocks. The PCs may
also try to find a safe way across with a DC 15
Survival check, build a makeshift bridge with a
DC 15 Craft check, or even ask the awakened fish
for a safe crossing point.
A pair of boars (2x LE boars) accost the PCs as
they make their way along a mountain ledge (15
feet wide, with a 30 foot drop to the side). The
boars have painted themselves ritually with red
mud, and are acting as sentries. Should the fight
go poorly, the boars attempt to escape to warn
Mama Bear of the PCs.
A sheer cliff must be scaled to reach the bear’s
cave. The cliff is 30 feet high, with a climb DC of
10. While climbing, the PCs are attacked by three
eagles (3x NE eagles).
A confused pine tree (1x NE awakened tree,
5 foot movement speed) stands in the PCs’ path
3
bear. A DC 20 Diplomacy or DC 25 Intimidate When the spell is broken, all of the animals
check results in the wolf giving up. Mama Bear immediately lose their sentience and are
requires a DC 35 Diplomacy or Intimidate frightened for 1 hour. Any creatures not in
check to give up the cause. melee flee the scene in a panic, but those
A frontal assault could prove dangerous, adjacent to PCs fight on. Mama Bear fights
but a DC 10 Perception check reveals a nearby on even if not adjacent to the PCs. This is her
tunnel that could possibly lead into the cave. home after all, and she is a bear.
Any PC may traverse this tunnel, but a DC
10 Acrobatics check is necessary to avoid 1d4
Conclusion & Rewards
slashing damage from the scrapes and bruises If the PCs end Fanghort’s spell, then they
received while crawling through. receive 250 gp in compensation from Evan
Goldwood. According to their conduct, they
The tunnel leads to the back of the cave, 10
may also earn the favor of the powerful
feet from Fanghort’s body and 25 feet from
Goldwood Trading Company.
Mama Bear and the other creatures. If the
PCs can dispel the curse on Fanghort’s body If the PCs negotiate a truce between the
without alerting the animals, then they will be humans and animals, then they have a tougher
at a distinct advantage in the fight ahead. job ahead of them. Evan withholds payment
for at least a month, demanding that the PCs
Fanghort’s Curse stay to ensure the mission is truly complete.
Fanghort’s body radiates a cold green glow, Tensions may wax or wane during this time
EN World TRAILSeeker
Mama Bear's Revenge

and shimmering beetles crawl upon it. A DC 10 period, and the PCs will have to keep the
Identify Magic (using any of Arcana, Religion, peace.
Occultism, or Nature) check is enough to Alternatively, some adventurers may
determine that the body is the source of this choose to side with the animals and destroy
strange magic. If the body is destroyed or the logging camp. Though unorthodox, this
dispelled, then the magic ceases. option could yield the greatest reward. The
If the body is dealt 16 points of damage, PCs can loot the 250 gp promised to them
then the magic immediately ends. Each time from Evan Goldwood, as well as another 150
the body is attacked, it releases a cloud of gas, gp in valuable trinkets and tools. The PCs
dealing 1d4 poison damage to all creatures may potentially kidnap and ransom Evan
within 5 feet (DC 12 Fortitude save halves). Goldwood to his father, though they will have
Attacking the body is a noisy affair that may made a powerful enemy in the process.
attract the attention of the animals.
Alternatively, the magic effect may be
ritually dispelled. In a ritual that takes 30
second, a character may attempt a DC 15
Nature or Occultism check to end the spell.
On a failure, the character is frightened for
1 minute and must make a DC 15 Stealth
check to avoid being seen, but may otherwise
try again. The ritual itself is quiet, but it does
require contact with the body. The character
must make a Stealth check during the ritual to
avoid being heard by the animals.
4

S-ar putea să vă placă și