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The Elvesgates / Wolfbiter’s Pasture
This is an optional encounter while tracking the missing shepherd’s guild member and his guards. The party may bypass it by going directly to the Wolfbiter’s Pasture where the skeletons they fought had been sent to check on reports of missing shepherds or by DM’s discretion. An alternative encounter may make use of this map if the party does so.
A boisterous fellow (Horatio) stands on top of the broken cart flexing his muscles as the party approaches.
When they get within 20 ft. he asks for a toll of 5 gold. Have the party roll perception. On 12 or above a character notices 3-5 bandits hiding in the trees. (make bandits rangers and fighters at the same level as the On an 18 or higher they notice something more animalistic watching the bandits and the party. Add wolf skeletons constituting a medium challenge rating encounter to the party.
The bandits will attempt to ambush the players when they come into range unless they pay the toll. The wolf skeletons will stay back and attack whoever wins the fight, intending to maximize their kill count. They will attack the bandits as the party leaves if the party does not fight.
The bandits can be convinced to aid the party in their fight against the wolves, unless the party fails to convince them the wolves are unrelated to them.
When defeated the wolf skeletons display large, flat toothmarks. A party guide or the bandits will remark that this looks like the doing of a wolfbiter. A DC 15 nature check will reveal the same.
Among the bandits’ possessions are 45 turnip, 34 silver, 2 x Banded agate (10 gp), Blue quartz (10 gp), Spell Scroll (Color Spray), and 3 x Potion of Healing (folks in this area rarely have 5 gold)
Armor Class 16(leather armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR 17 DEX 15 CON 12 INT 8 WIS 12 CHA 16
Skills Lockpicking +1,
Senses passive Perception 14
Languages — Common, Elvish
Challenge 1 (200 XP)
Medium Undead, Lawful Evil
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 2 (−4) WIS 12 (+1) CHA 6 (−2)
Skills Stealth +4
Senses passive Perception 11
Challenge 1/2 (100 XP)
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft.,
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Foggy Forest Path: full size at roll20 marketplace
Alternative Encounter (Uses Foggy Forest Path)
If the party gets lost, needs to transition to another campaign, or the DM has some other reason to separate them, feel free to use this encounter. The mechanics help sell the concept of being lost in the mist.
Wild magic has produced disorientation in the party. Players and enemies are all represented by randomly assigned glowing light tokens (included in roll20 pack). Players are assumed to have a torch or lantern.
Fog is heavy, providing full tohalf cover at more than 10 ft (depending on presence of light). At a range of 10 ft. a humanoid figures can be made out.
Party members take their turns simultaneously, giving their movement and any prepared or standard actions in writing to the DM and the DM moves everything. It is the players’ goal to find each other and regroup. It is the DM’s goal to confuse them utterly.
Most lights are Dull O’ Hans. The remainder may be either Horatio and his bandits or up to 3 will-o-wisps as appropriate for the party level (I recommend 2 at max unless you are very confident in your players).
Dull O’ Han
Tiny undead, chaotic evil
Armor Class 19
Hit Points 2
fly 50 ft. (hover)
STR 1 (−5) DEX 28 (+9) CON 10 (+0) INT 4 (-3) WIS 14 (+2) CHA 9 (+0)
Damage Immunities lightning, poison
Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12 L
Challenge 1/4 (50 XP)
Ephemeral. The Dull O’ Han can’t wear or carry anything.
Incorporeal Movement The Dull O’ Han can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination The Dull O’ Han sheds bright light in a 5 to 20 foot radius and dim light for an additional number of feet equal to the chosen radius. The Dull O’ Han can alter the radius as a bonus action.
Shock Melee Spell Attack: +0- to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage.
Invisibility The Dull O’ Han and its light magically become invisible until it attacks or till it’s concentration ends (as if concentrating on a spell)
Non party members may be Horatio’s bandits