Encounters in The Moorswood/Druidhold

Steel Realms

There are several species that can be encountered in the Pranin Moorswood. The druids let a tribe of lizard folk live in the Deepmoor and some on the delta, and the Orrish of Dwindor are allowed to hunt and fish on the Wonald Delta. The Druids will observe and watch the PCs through their natural agents. They will always have a general idea of where they are (within 10km) and events triggered by them. They prefer to mostly let events unfold as they may, unless nature itself is threatened. The Anger of Pranin may affect the normal encounters within the lands claimed as part of the druidhold, manifesting elements of the Vexation of Nature.

Light/Flame: Campfires do not work in the Deepmoor – a small cloud will douse an open flame. All magical light takes on a green tinge.

Speaking with and friendship to animals and the like is confounded – there will be no assistance from creatures to navigate a typical druidhold.

Tracking of natural creatures and one’s own group is impossible – worms constantly till and churn the earth. This makes hunting and reversing course virtually impossible by tracking. The Spirit of the Wyld allows tracking of enemies of the faith to remain possible.

Encounters

The trees blot out most direct light. Sinkholes and slurries constantly shift, the ground seems to suck at your feet. Tree roots bulge out of the ground, seeming to reach out to trip you. The din of insects is ever present and predators lurk everywhere, masking anything that might alert you to a predator. Making your way is perilous enough, but you are slowed and confounded at every turn.

Night Encounters and Happenings

An EASY check vs. Sanity will allow the character to ignore the effects and get rest.

Groaning Tree Growth in the Edgewoods: Each night, the Edgewoods to the north and south, grow exponentially, accelerated by the druids. This keeps the moisture saturation in these places low. The sounds the trees make challenge the sanity of those hearing it. It takes at least three or four nights to get used to it – otherwise rest is interrupted.

Nightmares in all places but the Edgewoods: Your sleep is filled with disturbing dreams. Throughout the night, you sweat and have visions of being pursued through the woods. You wake up several times, filled with terror of some creature chasing you, though never once seeing it directly.

Random Encounters

  1. A group of animal bones litter the forest floor.
  2. Several boars are feeding off of a corpse (animal, logger, traveler)
  3. The sound of an animal howling or baying in the distance
  4. A prayer by the druids carried on the wind (chance of small animals listening and calling back)
  5. Giant boa
  6. Alligator (deepmoor only)
  7. Giant ants (10% nest)
  8. Boat boar (10% den)
  9. Bee swarm
  10. Insect swarm
  11. Wolf (10% pack or den)
  12. Lizard folk hunting party (protected by the druids – they will not avoid the PCs but think they are protected)
  13. Lizard folk village (deep moors or delta only)
  14. Traveler (west path only – elf, dwarf, human, any race World Watcher)
  15. Logger (Northedge – human, southedge – halfling)
  16. Ranger and attendant (World watcher taking refuge)
  17. Druidsign (warning, turn back, Ssisslenn)
  18. An old burrow, den or cave
  19. Loud noise – a scream/cough strange sound, etc.
  20. A flock of birds serving as eyes for the druidhold.
  21. Stream with a meadow and beaver dam
  22. In the Deepwold Only – Dryads of the Pranin Moorswood
Realm's Aptitude Powers: Divine, Occult, and Psychic