3rd Edition - Forgotten Realms - Fang Beak and Claw (ADV), Rpg, D&D 3ed
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A
F
ORGOTTEN
R
EALMS
C
AMPAIGN
S
ETTING
A
DVENTURE
BY
S
EAN
K R
EYNOLDS
Fang,
beak,
and
claw
f
ang, Beak, and C
law
is a short D
UNGEONS
& D
RAGONS
®
Preparation
To run this adventure, you need the new edition
Player’s Handbook
,
D
UNGEON
M
ASTER
’
S
Guide
, and
Monster Manual
.®
Monster statistics noted in each encounter are abbreviated, but
provide the
Monster Manual
page number for full statistics of
common monsters.
Background
Fang, Beak, and Claw
involves an evil druid of Malar, his cronies,
and a tamed owlbear. Living in a sheltered grove altered by the
druid’s spells, they are using the beast to harass loggers in the woods
and help in their cruel hunts.
Two years ago, a druid named Jorren saw his favorite portions of
the forest become despoiled when settlers moved into the area and
began felling trees. They ignored his requests to stop and his offers
of guidance as to how they could acquire wood without causing so
much damage to the wilderness. Angered, he turned to worshiping
Credits
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D&D, D
UNGEONS
& D
RAGONS
, D
UNGEON
M
ASTER
, M
ONSTER
M
ANUAL
, and F
ORGOT
-
TEN
R
EALMS
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©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
Editing:
Miranda Horner and John D. Rateliff
Cartography:
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Typesetting: Sue Weinlein Cook
Web Production:
Julia Martin
Web Development:
Mark Jindra
Graphic Design:
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Visit our website at <
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Based on the original D
UNGEONS
& D
RAGONS
game by E. Gary Gygax and Dave Arne-
son and on the new edition of the D
UNGEONS
& D
RAGONS
game designed by Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
2
adventure for four characters of about 8th level, one of
whom should be a ranger or have some
skill at tracking. The number of creatures at the end of the adven-
ture can be increased or decreased to accommodate more or less pow-
erful characters.
Although this adventure was written to be used with the new edi-
tion of the .F
ORGOTTEN
R
EALMS
®
Campaign Setting
, it is also suit-
able for use in most other medieval fantasy settings, including those
of the Dungeon Master’s own creation.
Fang, Beak, and Claw
Malar instead of the more benign nature deities, and eventually suc-
cumbed to evil, nursing his anger with plots of revenge upon the
encroaching towns.
After liberating an owlbear egg from a nest deep within the forest,
he raised the chick-cub and managed to tamed it somewhat. Now,
from the shelter of his forest home, he sends his pet to kill small
groups of loggers, explorers, and remote farmers. Sometimes he
enhances it with some of his long-lasting spells, or he and his half-orc
ranger cohorts join the beast in attacking small homesteads, their
skills leaving few tracks and much fear over what is responsible.
Adventure Synopsis
The heroes are called in to investigate several grisly murders or
animal maulings near a remote forest village. Some of the murder
sites have large bear-like and bird tracks (some adventurers may
realize this means an owlbear is responsible), while some have no
tracks whatsoever. The locals have limited skill in tracking and are
cannot follow the prints back to their source. Attacks continue to
occur while the heroes are on the job, and eventually they can follow
a trail from one attack until they reach the creature’s lair, which isn
an overgrown section of the forest.
The owlbear is a pet of an evil druid, who is accompanied by a
couple of evil rangers and several guardian and sentry animals. The
druid is orchestrating the attacks to punish settlers for destroying
the forest. He can be convinced to stop the attacks if the villagers
agree to use methods that are more friendly to the wilderness.
Character Hooks
Reward:
A local noble, mayor, or other leader learns of the
attacks and offers a reward for whoever destroys the creature and
ends the attacks (this is the default hook assumed for this scenario).
Investigation:
Church superiors or a druidic society (who may sus-
pect a druid is involved) could assign a nature cleric, druid, or ranger
in the group to investigate the attacks and discover who or what is
responsible.
Aid:
The heroes are going to or returning from an adventure and
pass through or near the most recent attack site, finding tracks and
possibly a survivor needing aid.
On Commission:
A powerful NPC with a guardian owlbear (alter-
natively, a spellcaster seeking unusual material components) wishes
to add to her collection. She hires the PCs to track this rampaging
owlbear to its nest and see if there are any eggs or chick-cubs.
Druid of Malar
The first two encounters represent the investigation leading up to
the third or main encounter.
A. Homesteaders
This simple wooden home is the residence of a family of seven (a
married couple, four children, and the husband’s elderly father). In
the most recent attack, the door to their home was broken down
while all but the old man were out gathering wood or food. The
grandfather was killed and partially eaten. The cause of death is sev-
eral large claw marks and birdlike bites. The creature’s tracks have
been somewhat covered up (Track DC 17), but although after 100
yards the attempts to cover them end. From this point the trail is
normal (Track DC 14). The heroes do not find the more obvious
trail unless they miss the first one and try searching a wider area for
tracks.
B. The Vanishing
After about a mile, the tracks simply stop (the owlbear returned to
the druid, who cast
pass without trace
on it, and the two of them
returned to their home). The only feature nearby is an outcropping
of rock, but the tracks end more than ten yards from it (nothing is
unusual about the rock).
This encounter lets the heroes know that the thing they follow is
not just a simple animal. They can attempt to follow it magically,
or they can wait for another attack to occur. The trail from the next
attack or and the one after that don’t vanish (the druid needed to
prepare other spells that day) and the heroes can track it (Track DC
14) all the way to the druid’s grove.
C. Grove (EL 8)
Jorren has used
plant growth
spells to increase the amount of vege-
tation in the area, creating a dense grove of trees, saplings, and
shrubs that conceal his home and are difficult to pass through. From
this base, he sends the owlbear out to attack, counting upon the con-
cealment of the grove and the abilities of his allies to keep them
from being discovered. If they are attacked, see the general tactics
section below.
The thick vegetation created by the
plant growth
spells slows crea-
tures passing through it to a speed of 5 feet (10 feet for Large or
larger creatures). Within the grove are several open areas, used by
Jorren, his ranger allies, and animal companions (two wolverines,
three owls, and six weasels), and the owlbear. Jorren can pass
through the tangled vegetation at normal speed because of his
druidic woodland stride ability. The wolverines have a few squat tun-
nels that PCs can crawl through, although they are not easy to
notice (Search DC 20). The other animal companions can either fly
or are small enough to crawl through the growth unimpeded. The
rangers access the open areas by means of elevated stout branches
tied together to form 12-inch-.wide catwalks, climbing the trees
(Climb DC 15) to reach them. Small platforms tied high in the tree
trunks overlook the interior open areas and key positions along the
outer perimeter of the grove, allowing a stable place to sit, stand, or
fight.
The open areas within the grove are either exposed to the sky or par-
tially covered with sparse high branches from the surrounding trees.
The ground in these areas is cleared of leaves and debris to prevent
unwanted noise. Any fires made are small and built within a circle of
damp earth to prevent accidental fires. The druid leaves no tracks (due
to his trackless sstep ability) and the rangers take great care to leave no
signs of their travels within 100 yards of the grove. As a result, the
only tracks visible are those of animals and the owlbear.
1. O
WLBEAR
N
EST
The owlbear drags its kills to its nest and uses one end as a sleeping
area. The PCs may find one fairly fresh corpse of a creature here
(typically a deer or one of the slain loggers), although the intelligent
residents carry them away before they stink enough to attract too
much attention. The owlbear has no treasure of its own.
D
Owlbear:
hp 52; see
Monster Manual
page 148.
2. C
OOKING
A
REA
The humanoids cook their meals on a small fire in the center of this
area. Nearby is a small area of flat stones that keeps a wooden chest
from contacting the ground. The chest holds cooking supplies, some
dried vegetables and fruit, and some wooden bowls and utensils. A
small open barrel stands nearby to collect rainwater.
3
Fang, Beak, and Claw
3. D
RUID
Jorren spends about half the day or night in this area, planning
attacks or fortifying the grove. Because of his animal companions
and the owlbear, he is very difficult to surprise, and the animals
alert him (either with physical contact or with noise) when strangers
approach.
the PCs arrive. The wolverines have dug themselves a small den in
this area (barely larger than the two of them). The weasels have
small tunnels along the far end, and the owls nests in the nearby
trees. The animals are loyal to the druid and attack any stranger
whothat enters the area.
D
Wolverines (2):
hp 24, 26;
Monster Manual
page 204.
D
Jorren, male human Drd6 of Malar:
CR 6; Medium-size
humanoid; HD 6d8+6; hp 37; Init +2; Spd 30 ft.; AC 17 (touch 12,
flat-footed 15); Atk +5 melee (1d6/18–-20, masterwork scimitar), or
+8 ranged (1d4, sling); SA spells; SQ animal companions, nature
sense, resist nature’s lure, trackless step, wild shape (2/day), wood-
land stride; AL NE; SV Fort +6, Ref +4, Will +8; Str 10, Dex 14,
Con 13, Int 13, Wis 16, Cha 13.
Skills and Feats:
Animal Empathy +8, Concentration +8, Handle
Animal +8, Heal +6, Knowledge (nature) +8, Swim +6, Wilderness
Lore +10; Dodge, Scribe Scroll, Track, Weapon Focus (sling).
Possessions: +1 leather armor
, large wooden shield, masterwork
scimitar, sling, 10 masterwork sling bullets, scrolls (3
cure light
wounds
, 2
pass without trace
, 2
barkskin
, 2
chill metal
,
delay poison
,
warp wood
, 2
greater magic fang
,
neutralize poison
, 2
protection
from elements
, 2
water breathing
,),
potion of blur
,
wand of cure light
wounds
(5 charges), 50 gp.
Spells Prepared (5/4/4/3; base DC = 13 + spell level):
0—
cure
minor wounds, detect poison, know direction, light, mending;
1st—
entangle, faerie fire, obscuring mist, summon nature’s ally I;
2nd—
charm person or animal, summon swarm
(2)
, tree shape;
3rd—
cure
moderate wounds, poison, summon nature’s ally III.
D
Owls (3):
hp 4, 4, 6;
Manual
page 199.
D
Weasels (6):
hp 2 each;
Monster Manual
page 203.
5. R
ANGERS
The two rangers claim this area as their own. The trees near the
walkways have small pegs hammered into them to aid in climbing
(Climb DC 12). The rangers stay alert for the signals from the ani-
mals and beast, so they are difficult to surprise as well.
D
Cogol and Harrik, female half- orcs Rgr2:
CR 2; Medium-size
humanoid; HD 2d10+2; hp 17, 20; Init +2 (Dex); Spd 30 ft.; AC 15
(12 touch, 13 flat-footed); Atk +3/+3 melee (1d8+3/x3, battleaxe)
plus 1d6+3/19-–20, short sword), or +5 ranged (1d6+2/x3, mighty
composite short bow); SQ favored enemy (humans), darkvision; AL
NE; SV Fort +4, Ref +2, Will +1; Str 16, Dex 15, Con 13, Int 10,
Wis 12, Cha 7.
Skills and Feats:
Animal Empathy +0, Climb +7, Hide +6, Move
Silently +5, Spot +3, Swim +4, Wilderness Lore +5; [Ambidexterity],
Track, [Two-Weapon Fighting), Weapon Focus (composite short-
bow).
Possessions (each)
: Masterwork studded leather, battleaxe, short
sword, mighty composite short bow (+2 Str bonus), 20 arrows, tan-
glefoot bag, 2 smokesticks (each tied to a tindertwig),
potion of cure
light wounds
.
4. A
NIMALS
The druid’s animal friends make their lair here, and 1d3–1 wolver-
ines, 1d3 owls, and 1d4+1 weasels are present in the vicinity when
4
Fang, Beak, and Claw
Tactics
The druid and rangers prefer to defend their home from the cat-
walks and platforms (30 feet in the air) where they gain one-quar-
ter concealment (10% miss chance). The druid uses his spells and
sling against opponents. Since he can pass through the heavy growth
at his normal movement rate, he might attack from the ground,
springing from the brush long enough to attack, then retreating on
his next action. During the combat he calls out that the adventurers
must be punished, in a manner similar to those who ignored his pleas
to protect the forest. The rangers deploy their tanglefoot bags at
opponents, followed by arrow attacks. The wolverines attack anyone
the druid specifies, while the owls and weasels are trained to harry
spellcasters. The owlbear has to force its way through the thick
brush to reach interior areas but attacks as soon as it can. If their
lives are in danger, the rangers use their smokesticks to give them-
selves concealment and try to escape, while the druid uses wild shape
to become an owl and fly away (possibly returning later for a retal-
iatory attack). The animals and owlbear fight to the death or until
the druid retreats or calls them off.
Conclusions
Should the heroes defeat the owlbear but the rangers and druid
escape, it is likely that Jorren and the ladiesthey join or start a cell
of the People of the Black Blood, who cause trouble in the area for
a long time to come.
If the humanoids are defeated but the heroes have to retreat
from the owlbear, it remains in the area and continues to harass
nearby folk until it is disposed of.
If the heroes try to negotiate with Jorren, he is willing to talk.
The druid wants what he has wanted all along—for the locals to
practice conservation in the forest—although he is cynical about
their willingness to do so. His attitude is currently Hostile (see the
D
UNGEON
M
ASTER
’
S
Guide
page 149), and he needs to be influenced
to at least Indifferent toward the PCs before he agrees to make
peace and to teach the locals how to do better. He refuses to pay
compensation for any injuries or deaths he has caused, but he does
use his spells to help the community should they abide by his
requests. It is likely that eventually he changes his alignment back
to neutral.
5
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