DNGN CLUB
The Forest
an exploration encounter for your d20 fantasy game
DNGN CLUB
The Setup
READ OR SUMMARIZE THIS FOR YOUR PLAYERS
"As we venture deeper into these uncharted woods, you'll find the air thick with tales from a
bygone era. You see, legend has it that a generation back, this very forest was snatched from
the kingdom's grasp by a demon-dragon named Fellsplendor. But, truth be told, no one's laid
eyes on a dragon around these parts for ages. Still, taking this route through the woods is
going to cut our journey short by weeks. Dragons or no, I say it's worth the risk, don't you?"
EACH DAYPART (DAWN, DAY, DUSK, AND DARK) WHILE TRAVELING, ROLL A D6.
d6
1. SOMETHING ATTACKS roll on the MONSTERS table
2. LOSE YOUR WAY any navigation rolls are made with a disadvantage
3. SOMETHING WILD roll on the BEAST table
4. A LITTLE TOO QUIET no wildlife or traveller cross your path.
travel 5. A TRAVELER roll on the Traveler table
6. SMOOTH TRAVELS you make good time, add one to your JOURNEY
EACH DAYPART ONE PLAYER ACTS AS WAYFINDER AND MAKES A
NAVIGATION ROLL TO MARK ONE ON THE JOURNEY TRACKER
ON A FAILED NAVIGATION ROLL, LOSE ONE MARK ON THE JOURNEY TRACKER
WHEN TTHE JOURNEY TRACKER IS FILLED THE PARTY REACHES THE TREE LINE OF THE
FOREST AND FINDS THEIR DESTINATION.
JOURNEY
T R A C K E R
1. COLD SNAP frost forms on the grass and on your fingers
2. DOWNPOUR the rain makes it hard to see your path and naviagte
d6
weather
3. HEATWAVE so hot. make a save to do anything strenuous
4. OVERCAST legends say the dragons used cloud cover to hunt
5. LIGHT RAIN cleansing and rejuvenating, you can collect some rain water
6. SUNNY & CLEAR nothing bad could happen on a day like this
1. DEERDOG 1d6 grazing, docile & very friendly
Beast
2. BULLELK 1d3 protecting its territory, cautious & easily provoked
3. DUCKBEAR 1 mother protecting her nest and eggs, use caution
d6 4. BEAVERWOLF 1d12 protecting their dam, do not disturb
5. SPIDERHAWK 1d6 hunting from the trees, why do they have spider legs?
6. TURTLEMONKEY 1d8 playing in a pool of water, so cute
Travelers
1. ACTING TROUPE practicing a play, drawing the attention of fey creatures
2. HUNTERS mistake the party for sasquatch, might be lying
3. BROTHER BUCK a friar hums loudly, drinking mead and bathing himself
d6
4. THE DAWNSTAR a dryad of the forest, come to ask the players questions
5. ROMULUS a drow inquisitor, chasing an escaped convict
6. PREET & BEGGER a friendly bard and her jealous thief companion
Monsters
1. GHOST LIGHTS floating above traps and marsh, beckoning the party
2. OLD MAN WILLOW a tree awakened by the party & he’s hungry
3. REDCAPS 1d6 redcaps surrounding their lasted victim
d6
4. BOG WALKERS 1d4 marsh zombies, wandering aimlessly
5. GRANDMOTHER SIN a small hut, a warm fire, wont you join her for some tea?
6. BLIGHTED UNICORN a once beautiful creature twisted into a malevolent force
2: HOSTILE, IMMEDIATE ATTACK
3-4: HOSTILE, THREATENING
2D6
5-6: SUSPICIOUS, UNCOOPERATIVE
7: NEUTRAL, UNCERTAIN
8-9: CURIOUS, CAUTIOUS HELP
10-11: FRIENDLY, WILLING TO HELP
12: ENTHUSIASTIC, EAGER ALLY
EACH TIME THE PARTY TRAVELS TO A NEW LOCATION, ROLL A D20, ON A ONE THE
DEMON-DRAGON FELLSPLENDOR ARRIVES EXPECTING A BRIBE OR A FIGHT.
Monster Abilities
GHOST LIGHTS OLD MAN WILLOW REDCAPS
FAIL A SAVE UPON SEEING WHEN THE TREE AWAKENS, WHEN ATTACKING A REDCAP,
THE LIGHTS AND YOU'RE EVERYONE IN ITS GROVE MUST A HIT IS CONSIDERED A MISS,
POSSESSED, WALKING INTO SAVE OR BE DRAGGED DEEP AND A MISS IS CONSIDERED A
INTO THE EARTH, SUFFERING HIT
THE NEAREST HAZARD
CRUSHING DAMAGE AS IT
(LIKE A LAKE OR CLIFF).
DRINKS YOUR MEMORIES EACH
ANOTHER PLAYER CAN USE TURN. IF YOU ESCAPE, YOU'LL
THEIR ACTION TO SNAP LOSE A MEMORY OR SKILL
YOU OUT OF IT. WITHOUT EVEN REALIZING IT.
5E: WILL-O-WISP 5E: AWAKENED TREE 5E: REDCAP
BOG WALKERS GRANDMOTHER SIN BLIGHTED UNICORN
ZOMBIES WITH THE EERIE THIS HAG PREFERS A A VICTIM OF FOUL MAGIC,
ABILITY TO WALK ON WATER HAPPY MEAL TO A SAD IT EMITS AN AURA OF
AND INDISTINGUISHABLE FROM ONE. SHE WILL ATTEMPT TO HOPELESSNESS. ALL
FOREST FAUNA WHEN DELIVER EACH PLAYER DAMAGE DICE ARE
MOTIONLESS. THEIR DESIRES TO THE BEST REDUCED BY ONE SIZE
OF HER ABILITY AND WILL WHILE IN THIS AURA, AND
LIE IF SHE CAN'T. ANY ALL ROLLS ARE MADE WITH
CREATURE THAT RECEIVES DISADVANTAGE.
A WISH FROM HER BECOMES
CHARMED BY HER AND WILL
FIGHT TO THE END TO
DEFEND HER. AFTERWARD,
SHE WILL EAT THEM.
5E: ZOMBIE 5E: ANY HAG 5E: NIGHTMARE
KING OF THESE WOODS, HE CANNOT BE DEFEATED
WHILE THE WIZARD'S TOWER HE CALLS HIS ROOST
STANDS ABOVE THE TREELINE. ITS MASSIVE
ALABASTER WALLS CAN BE SEEN FROM ANYWHERE
THE DEMON-DRAGON IN THIS DARK FOREST.
CORRUPTION BREATH:
THE FLAME THAT SPOUTS FROM FELLSPLENDOR DOESN'T BURN; INSTEAD, IT WASHES AWAY
ANY DECENCY AND GOODNESS YOU MIGHT POSSESS. MAKE A SAVE; ON A FAILURE, YOU
BECOME WREATHED IN DEMONIC FLAME, TURN EVIL, AND FOLLOW THE COMMANDS OF YOUR
NEW MASTER. ANOTHER CHARACTER MAY USE THEIR ACTION TO INVOKE THE POWER OF
FRIENDSHIP, RECOUNTING A TIME YOU HELPED EACH OTHER AND THE GOOD DEEDS YOU DID
AS A TEAM, TO END YOUR POSSESSED STATE.
5E: DRACOLICH
Forest Features
1.WHISPERING 2.MOSSY 3.TWILIGHT 4.FOGGY 5.ANCIENT
6.SHIMMERING 7.SHADOWED 8.LUSH 9.MYSTIC 10.SUN-DAPPLED
2d10
1.CANOPY 2. THICKET 3.GLADE 4.COPSE 5.POOL
6.RUINS 7.HOLLOW 8.TRAIL 9.MEADOW 10.RAVINE
Random Items
11. VEINED LEAF 21. ICICLE CLUSTER 31. ACORN CAP
12. TWISTED BRANCH 22. SPIDERWEB DEW 32. BUMBLEBEE HIVE
d66 13. SPECKLED FEATHER
14. AMBER RESIN
15. SNAIL SHELL
23. SKIPPING STONE
24. PINECONE CAP
25. FOSSIL FRAGMENT
33. COBALT BERRY
34. QUARTZ CRYSTAL
35. SQUIRREL NEST
16. SMOOTH PEBBLE 26. WILD MUSHROOM 36. OWL PELLET
41. MOLDY MAP 51. FOGGY SPECTACLES 61. CRACKED HOURGLASS
42. GOLD TOOTH 52. SCORCHED DIARY 62. SILENT WHISTLE
43. BROKEN COMPASS 53. RUSTY KEY 63. WORN BOOTS
44. TARNISHED LOCKET 54. WOODEN CROWN 64. INKWELL SHARD
45. FRAYED RIBBON 55. BENT SWORD 65. FADED TAPESTRY
46. STONE ARROWHEAD 56. TATTERED CAPE 66. SEALED BOTTLE
DNGN CLUB
2024 DNGN CLUB GAMES
WORDS & DESIGN BY JACK PANIC