Showing posts with label 1. Show all posts
Showing posts with label 1. Show all posts

Wednesday, February 24, 2016

Hex 1

1.  Forest Road Washout
The road in the northern part of this hex has been washed out by a recent rainstorm, as the Whitewater River overflowed its banks in a recent rainstorm. A two hundred yard swath of mud and gravel and unexpected sinkholes. To make matters worse, several small trees uprooted and are lying across the road as well. Characters on foot can pick their way slowly across the washout (possibly making Dexterity checks as the DM decides). Horses have a 10% chance per turn of slipping or tripping as they traverse the area. It will take people two turns to get past the washout, horses three.

Hiding in the forest, watching for a weak party or a small group is a behir. It will not attack an obviously powerful group (especially if they have horses).

BEHIR: AC 4; MV 150’; HD 12; hp 12-96; THAC0 9; #AT 1+1 or 1+6; D 2-8/2-5 or 2-8/6x1-6; SA Lightning bolt; SD Darkvision 60’, Immune to electricity/poison; SZ L; Int Low; AL NE; XP 2,850+16/hp. (MM2)

If the party tells the people of Woodbridge about the washout, they will (eventually) clear the trees and re-grade a road through here, though at the cost of three men to the Behir (chosen at random by the DM).