Image: Black and White Keyed Map of Gallows Wood. Not the Great Grim Gloomy Forest itself. Leo Hartas, from The Elven Crystals by Oliver Johnson. |
‘…the
countryside is wild forest. Areas which appear close together on the map may be
quite isolated from one another. A traveller might easily encounter a forgotten
palace enclosed by tangled woods barely a day’s ride from a bustling town… woodland
areas have an ill and eerie repute… the moon raises a luminous ground-mist from
the rotting leaves, and faerie sorcery drips from the old oaks…’
The
Lands of Legend by Dave Morris (1986). This is just a footnote (DW 6, p.22)
I think of the Great Grim
Gloomy Forest (or whatever you call this entity in your setting) as another
form of mythic underworld that can be played in a similar way to a
dungeon/ megadungeon, and bends/formalises reality in
a similar way.
Forest of Doom was always one of my
favourite Fighting Fantasy adventures, and Gallows Wood (DW 3 The Elven
Crystals) even looks like a dungeon.
I grew up on the edge
of the Pennines in West Yorkshire, UK, and the plantations ('The Rune Woods') round the reservoirs
on those moors heavily influenced my sense of this forest of the head.
It’s a fairly vanilla/grim European forest (and North American by
way of D&D), but it doesn’t have to be. There are various terrain types
within the forest, including swamps, broad bodies of water, and open meadows.
Some credit due:
Monster 1,1 is not the
same as Matthew Schutt’s
Professional Monsters class (Dragon Magazine No. 163), but that is why I
have a lizardfolk druid called a Dire Erudite.
Monster 2,3 – Puddocks – are a name I put to a halfling idea by @Odd_Johnisms of Unlawful Games.
Notes:
·
System/
setting agnostic.
·
A
parenthetical number indicates the monster is either unique or normally
solitary.
·
For
numbers and strength, treat depth in the forest as dungeon levels.
·
Can
be used for populating or as a random encounter table.
·
Spells
named are not necessarily the spells in your rulebooks.
·
It’s
in table form for immediate use, but it’s otherwise just a list I put numbers
next to, so the probabilities aren’t balanced.
d66 |
Result |
1,1 |
Dire
Erudite (1). Lizardfolk
druid; if there is more than one in a forest, it is an apprentice or a
challenger. Unsociable, but not unfriendly. |
1,2 |
Winter
Dryads. Shaggy white fur; spreading
black antlers glittering with frost; casts frost fingers; bone-tipped spear and nooses of creeper; if
there’s a leader, it’s a warband on the march. |
1,3 |
Dryads. Green furry squirrel tail;
sun-dappled camouflage; casts forgetfulness
and doze; stone knife; playful. |
1,4 |
Autumn
Dryad. Russet furry squirrel tail,
with stench glands and manticore prickles; glorious red and gold camouflage;
casts enfeeblement; wooden cudgel;
mean. |
1,5 |
Bosky
Reptiloids. Several related kinds of lizardfolk; oversize talon on each claw for (d3)
climbing/digging/gutting; wear heavy furs in winter, straw raincoats spring
and autumn; bounty hunters and trackers; love jewels. |
1,6 |
Leaf
Elves. Cast one spell; skintight leaf-o-tards and skullcaps; poison blowpipes;
always want to steal and scatter all your stuff; you can’t see them unless
level 3+. |
2,1 |
Bare
Elves. Cast one spell; naked,
acrobatic brachiators; can strangle you with their bare hands or bare feet;
separate you from your animals, companions and hirelings; you can’t see them
unless level 3+. |
2,2 |
Giant
Beetle (1). Colossal, glistening,
impregnable; impressive flanged horn; non-aggressive, but can be provoked; it
can fly, burrow and uproot trees; sometimes overgrown with a Fungus Colony
(2,6). |
2,3 |
Puddocks. Toothless, yellow-eyed B/X
halflings dressed like they’re in The
Wind in the Willows; always encountered near water; their villages and
towns often go unnoticed, except during the rushlight festivals. Shy but
friendly. Will go full Ewok if they have to. |
2,4 |
Oakenshield (1 or 2). Giant bearded, helmeted,
axe-wielding, shield-bearing, armoured warrior; carved from a single ancient
tree; centuries of overgrowth; pillars/idols/champions of a lost
civilisation? |
2,5 |
Wood
Woses. Ghastly undead neolithic survivors; can see in the dark; brutal stone
axes, thrown and wielded; direct sunlight reduces them to rotting mossy
stumps; drink blood; not scared, not stupid. |
2,6 |
Fungus
Colony (1?). May be intelligent, may be
psychic, may be delicious or medicinal; usually immobile (use any mould/fungus
as basis); odds/evens, malign/benign, 1 on the d6 it’s a fantasy
cordyceps/yellow musk creeper. |
3,1 |
Two
Headed Double Bodied Serpent (1?). Ambush as venomous rattler
and hypnotic constrictor; escape as rolling hoop with tails in mouths; intelligent;
knows where a sapling is that, if it/they coil around together will heal them
of all wounds and disease. |
3,2 |
Werewolf
Hunters. A party of young women (inc. trans), all in red hoods; bows, pistols, y-shaped
staff, hand axes; might have dug a pit; they’re just out for a stroll and you
should get inside before dark, okay? |
3,3 |
Unicorn
Hunters. A party of young women in practical outdoorswear;
blunted arrows, nets, modified mancatchers, cruel
jagged black knives; might be mounted; stay out of our way or we’ll cut you,
see? |
3,4 |
Deadly
Nightshade. Queen of the Wood; the
undead, shrunken husk of an ancient goddess, but still has power; 5th level +
to see her as anything other than an unearthly, beautiful woman/androgyne;
drains WIS and CHA. All must come, who she calls in the forest. |
3,5 |
Mauken/Maukin (2-3). Hare/rabbitfolk;
heavy straw raincoats, muskets, cudgels; looking for dead women to mourn and
venerate; build dismal/beautiful shrines at the graveside; creepy and
tearful. |
3,6 |
Shaggy
Green Ape (1). Sad-eyed and intelligent;
can communicate with you, but you think you’re doing it; very strong; can
easily escape; will lead you to a problem, away from danger or to bloody
punishment and retribution. It could easily defeat the Braineater. |
4,1 |
Shaggy
Green Ape, Braineater (1). Utterly indistinguishable
from the other one, but takes on knowledge and voice
from any brain it devours; really likes to upset and terrify mortals. It
knows the Shaggy Green Ape could easily kill it but knows it would show
mercy. |
4,2 |
Bandit
Trees. Face in trunk, walks on
modified roots, wields one or more weapons in modified branches; they want
your cash and jewels more than they want to kill you. |
4,3 |
Evil
Trees. Dimly intelligent, they
hunger for flesh and blood; like to kill as many as they can,
but will settle for your pack animals if you flee; only Bandit Trees
and Deadly Nightshade can communicate with them. Can send out animated leaves
and twigs as spies and lures. |
4,4 |
Unicorn
(1). Beautiful and fearsome; a
lot bigger, wilder and dirtier than you expected; can bite, stab and stomp,
but is a sucker for a maiden (however you define this status); definitely has magical properties. |
4,5 |
Werewolf
(1). d6 1-2 mistaken identity
(how/why?), 3-4 cursed unfortunate (transform by cycle), 5-6 monster of evil
(transform by will). |
4,6 |
King(s)
of the Wood. Semi-naked berserkers who
fervently believe they are wedded to the Queen; they often clash at crossings
and where tracks meet. |
5,1 |
Outcasts. d6 1-2 disease (not
necessarily. contagious, fatal, obvious or real), 3 sin eaters, 4 sins of the
fathers, 5-6 genuinely really unpleasant (they might
hide or exult in it). |
5,2 |
Outlaws/Adventuring
Party. d6 1-2 hail-fellow-well-met,
3-4 practical career criminals, 5 hardened killers, 6 sadistic loathsome
absolute bastards. |
5,3 |
Great
Hairy Spiders. Someone’s worst nightmare;
paralytic venom; use webbing to fish with as well as nets; same chance of
intelligence as dungeon spiders. |
5,4 |
Giant
Spider (1). Colossal, intelligent; can
talk if it wants to (doesn’t want to); incredibly old and just wants to be
left in peace; has a huge webbed lair somewhere deep in the forest. |
5,5 |
Giant
Bees. Lovely fuzzy things the size
of a small pony; carry intruders to a safe distance, then fly away; can
easily lift an armoured rider from a horse, two could lift both at once;
deadly burrowing sting. |
5,6 |
Mi
Go. Imperfectly disguised as
Sprites, Pixies, Giant Bees, Goblins or Shaggy Green Apes; very ‘Hello Fellow
Kids’. Here on business. |
6,1 |
Bole
Morays. Hairy badger-snakes; usually
eat birds; you can lose an ear, eye, nose or throat quite easily. |
6,2 |
Bad
Trees. Animate, mischievous, don’t
know their own strength, but ultimately cowardly; like to scare and threaten
mortals; fear Bandit Trees and Evil Trees and know where they are. |
6,3 |
Minotaur
(1). Odds/evens,
melancholic/berserker; not stupid, can talk; likes booze; its blood is highly
prized (healing, male vigour, berserking). |
6,4 |
Sprites/Pixies. d6 1-2 Pixies, 3-4 Sprites,
5-6 Pitched battle between the two; double number encountered to represent
two sides. They really hate each other. |
6,5 |
Goblins. Twisted black armour, cruel
jagged black knives, nets and whips; excessively oily, smoky firearms;
envenomed spiky slingshot; cannot be seen by unlevelled characters, unless
they choose to reveal themselves; fear iron and holy; stalking the (d6) Dire
Erudite, Puddocks, Shaggy Green Ape, Unicorn, Giant
Spider, Giant Beetle. |
6,6 |
The
Owlbear (1). Bigger than any bear, old as
the forest; huge, blank glowing eyes; overgrown with soft mosses; terrible
rending claws and shearing beak; how can something so huge be so silent? Its
cries silence the forest, everything pauses. |
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