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Defenders of the Forest - Liber Fanatica

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Chapter VII: The <strong>Forest</strong> <strong>of</strong><br />

A<strong>the</strong>l Loren<br />

Ta b l e 7.1: Ra n d o m Tr i a l s o f t h e Fo r e s t<br />

1 Judgment <strong>of</strong> Orion (Very Hard): The King <strong>of</strong> <strong>the</strong> Woods himself intervenes (pg. 21), and his judgment is harsh. Orion’s<br />

fury inspires a Terror Test; PCs who flee are pursued into <strong>the</strong> woods by hounds. Those brave enough to stand before Orion<br />

must already be blessed by Kurnous, or somehow manage a Very Hard (-30) Charm Test to pass his interrogation.<br />

<strong>Forest</strong> Spirit Disposition: Pass (0) / Fail (-30)<br />

Consequences: Execution, Lost in <strong>the</strong> <strong>Forest</strong><br />

2 Call <strong>of</strong> Kurnous (Hard): A chilling horn blast echoes through <strong>the</strong> trees, followed by 6-10 Wild Riders (pg. 12). PCs must<br />

make a Fear Test to state <strong>the</strong>ir business without hesitation. Non-Elven PCs must also pass a Hard (-20) Charm Test.<br />

<strong>Forest</strong> Spirit Disposition: Pass (0) / Fail (-10)<br />

Consequences: Hunted to Death, Lost in <strong>the</strong> <strong>Forest</strong><br />

3 Riddle <strong>of</strong> Loec (Challenging): A troupe <strong>of</strong> 6-10 Wardancers surrounds <strong>the</strong> PCs with a flurry <strong>of</strong> blades. Those who aren’t<br />

blessed by Loec must answer a riddle from <strong>the</strong> troupe leader, requiring an Intelligence Test. Non-Elven PCs must also pass a<br />

Challenging (-10) Charm Test.<br />

<strong>Forest</strong> Spirit Disposition: Pass (+10) / Fail (-10) Consequences: Dance <strong>of</strong> a Hundred Wounds, Insanity<br />

4 Siren Call (Challenging): Enchanting maiden song or <strong>the</strong> pitiful weeping <strong>of</strong> a child is heard drifting through <strong>the</strong> trees.<br />

Behind <strong>the</strong> illusion, 6-10 angry Winter Dryads lie in wait. PCs must pass a Challenging (-10) Will Power Test to resist <strong>the</strong><br />

lure <strong>of</strong> <strong>the</strong> woods.<br />

<strong>Forest</strong> Spirit Disposition: Pass (+20) / Fail (0) Consequences: Dryad Ambush, Lost in <strong>the</strong> <strong>Forest</strong><br />

5 Test <strong>of</strong> Time (Average): Images <strong>of</strong> loved ones, enemies, or even <strong>the</strong> PCs <strong>the</strong>mselves are visible amongst <strong>the</strong> foliage. People’s<br />

faces appear as <strong>the</strong>y did long ago, or as <strong>the</strong>y might in <strong>the</strong> future. PCs may attempt Will Power Tests to disbelieve <strong>the</strong> illusions,<br />

and must not follow.<br />

<strong>Forest</strong> Spirit Disposition: Pass (0) / Fail (-10)<br />

Consequences: Insanity, Lost in Time and Space<br />

6 Forbidden Fruit (Average): The intoxicating scent <strong>of</strong> Aiolym fruit (pg. 38) wafts on <strong>the</strong> breeze. PCs can resist its temptation<br />

with an Easy (+20) Will Power Test. The aiolym tree is actually a peaceful but evasive Treekin who requires a Challenging<br />

(-10) Follow Trail Test to locate.<br />

<strong>Forest</strong> Spirit Disposition: Pass (+10) / Fail (0) Consequences: Addiction, Lost in <strong>the</strong> <strong>Forest</strong><br />

7 Triad <strong>of</strong> Ghur (Routine): A talking fox, stag and raven visit <strong>the</strong> PCs on separate occasions, each delivering a short, cryptic<br />

message before running <strong>of</strong>f. Later <strong>the</strong>y arrive toge<strong>the</strong>r and await a response from <strong>the</strong> PCs. A Routine (+10) Animal Care<br />

Test or Academic Knowledge (Magic) Test demonstrates an understanding <strong>of</strong> nature’s cycles and magic.<br />

<strong>Forest</strong> Spirit Disposition: Pass (0) / Fail (-20)<br />

Consequences: Spurned by Beasts, Insanity<br />

8 Grove <strong>of</strong> Ghyran (Routine): The path enters a grove suffused with green magic. At its center a flawless, obsidian slab<br />

protrudes from <strong>the</strong> earth. Touching <strong>the</strong> slab brings a Treeman lumbering into <strong>the</strong> glade, grumbling about “stupid children”.<br />

PCs must pass a Routine (+10) Outdoor Survival or Academic Knowledge (Magic) Test to speak intelligently about <strong>the</strong><br />

interconnectedness <strong>of</strong> life and magic.<br />

<strong>Forest</strong> Spirit Disposition: Pass (+10) / Fail (-10) Consequences: Spurned by Trees, Lost in <strong>the</strong> <strong>Forest</strong><br />

9 Pool <strong>of</strong> Azyr (Easy): A shimmering pool reflects <strong>the</strong> stars. Bathing in <strong>the</strong> water are 6-10 playful Naiads who promise happy<br />

endings to <strong>the</strong> PCs’ misery. Bathing with <strong>the</strong> Naiads requires an Easy (+20) Swim Test. PCs must pass an Easy (+20) Perception<br />

or Magical Sense Test to notice <strong>the</strong> increasingly rapid passage <strong>of</strong> time.<br />

<strong>Forest</strong> Spirit Disposition: Pass (0) / Fail (0)<br />

Consequences: Drowned, Lost in Time and Space<br />

10 Eye <strong>of</strong> Isha (Very Easy): A powerful Spellweaver observes <strong>the</strong> PCs using scrying magic to ensure <strong>the</strong> forest is properly<br />

respected. Characters who pass a Magical Sense Test can feel Isha’s eye upon <strong>the</strong>m. PCs must not harm anything except in<br />

self-defence.<br />

<strong>Forest</strong> Spirit Disposition: Pass (0) / Fail (-10)<br />

<strong>Forest</strong> Spirit Disposition: Passing a Trial may win favour with<br />

all <strong>of</strong> Loren’s spirits, but failing can displease <strong>the</strong> whole forest.<br />

Modify all future Disposition scores accordingly, until ano<strong>the</strong>r<br />

Trial is attempted.<br />

Consequences: Lost in <strong>the</strong> <strong>Forest</strong>, Lost in Time and Space<br />

Consequences: In addition to denial <strong>of</strong> passage, failing a Trial<br />

holds o<strong>the</strong>r consequences. Diplomacy Trial failures are usually<br />

consequence-free, but travellers who pass a Diplomacy Trial may<br />

receive a quest.<br />

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