Dragonbane Iron Forest Encounters (d12)

d12 Result

1

Nothing Happens. The walk under the dark foliage takes place without incident.

2

Nothing Happens. The walk under the dark foliage takes place without incident.

3

Nothing Happens. The walk under the dark foliage takes place without incident.

4

Nothing Happens. The walk under the dark foliage takes place without incident.

5

Nothing Happens. The walk under the dark foliage takes place without incident.

6

Nothing Happens. The walk under the dark foliage takes place without incident.

7

Troll Lair.
A foul stench suddenly hits the player characters, and they see the entrance to an underground lair behind some large boulders.
Tracks of clawed feet lead down into the dark. The lair is full of bone fragments from animals and humanoids alike.
If the player characters search the lair for a stretch of time and succeed with a SPOT HIDDEN roll, they may draw two treasure cards.
After one stretch the troll (page 97 in the Rulebook) shows up in a rage.

8

Goblin Trap.
A group of sly goblins have set a trap in the middle of the path.
The player character must make a SPOT HIDDEN roll.
Anyone who fails crashes down into a four-meter-deep pitfall and takes damage from the fall.
Then the goblins attack. They are twice as many as the player characters and have stats as Scouts on page 90 in the Core Rulebook.
The goblins can be bribed into aborting the attack with D12 gold coins and a successful PERSUASION roll.
The goblins serve the orc chieftain Maladûk, which they will admit if asked. They can even reveal that Maladûk is currently at Bothild’s Lode (page 39).

9

The Dragon Knight.
The player characters hear the sound of rapid hoofbeats approaching.
Those who succeed with an AWARENESS roll can hide if they want to; the others are stopped by an armored knight.
His name is Tylos, and he is a member of the Keepers of the Immaculate Flame, whose mark is also seen on his armor.
Tylos asks where the player characters are headed. No matter what they say, they must roll PERSUASION for Tylos to believe them as he suspects them of being Sathmog cultists on their way to Fort Malus (page 79) to free their comrade who is imprisoned there.
If the roll fails, Tylos attacks unless they say they are working with Alfilia Shadowleaf (page 22).
If they manage to calm him down, Tylos orders them to follow him and leads them to Fort Malus (page 79) for “an important quest” (solving the riddle on the cellar door or hacking through the floor, but Tylos will not reveal that now).
If the players characters have already been at Fort Malus, Tylos is not aware of this.
If the player characters refuse, they must once again PERSUADE him or be attacked.
Tylos has the same stats and gear as Isadelia (page 84), and rides a combat-trained horse.

10

Prowling Manticore.
A hungry manticore stalks the player characters through the trees.
Let each player characters roll AWARENESS with a bane.
If everyone fails, the manticore’s attack counts as surprising, which gives it initiative cards #1 and #2 in the first round.
It runs off after losing half its HP.

11

Hunting Elves.
The two elven hunters Aldonil and Orifin lie in ambush (stats as hunters as per page 105 in the Rulebook).
Let the players roll for AWARENESS with a bane.
Those who fail are caught by surprise by the elves, who suddenly appear by the trail, bows drawn.
They seek their friend Iliel, who has been abducted by a mounted knight (see encounter #9 and Fort Malus, page 79).
Aldonil and Orifin suspect the player characters to be involved, but can be placated with a PERSUASION roll.
If the player characters help the elves in some concrete way, they will be rewarded with a mastercrafted elven weapon each next time they meet.
 If Iliel has already been freed when this encounter occurs, she is with Aldonil and Orifin here, and the player characters are invited to make camp with the three elves

12

Chanting Cultists.
The player characters hear chanting from a gloomy glade.
Moving closer, they see hooded figures, as many as the player characters, with burning torches in their hands.
Player characters who succeed with a LANGUAGES roll hear the words “Sathmog, our three-tongued master.”
The cultists have stats as per page 105 of the Rulebook.
If the ritual is interrupted, they attack and fight to the death.
If it is allowed to continue for a stretch, the cultists vanish into black smoke and a demon (stats as per page 85 in the Rulebook) materializes and attacks.