Game Preserve

map

Plenty of random encounters (1 in 33), and even more traps. It’s worth running a trap-detection spell while you’re here.

At any point, you can use Forest Lore for a hint that there’s probably a game warden around, and use Tracker for a hint that there’s probably some game near the river.

Exits

You can leave on foot in any direction, which brings you to the expected place on Rustic near (25,27).

Points of Interest

Snare traps (various): The warden has set a number of snare traps around the map. You can avoid them if you have a trap-detection spell running. If you get caught in one, you’re stuck for 40 turns unless you use a weapon (ammunition doesn’t count) or Strength (18 or better) to break out of the trap.

The Stag (08,12 - 10,12): Approach the ford in the river, and you’ll find animal tracks. Use Hiding or Tracker and a stag will appear. Killing the stag is one way to summon Jack, the game warden (paragraph #92).

Jack’s House (03,03): If you haven’t already talked to the warden, he’s here (paragraph #96).

Talking to Jack: Wherever you run into him, Jack is initially suspicious. If you use Bureaucracy, Forest Lore, or Tracker to try to win him over, he likes you but throws you out the forest anyway (Rustic (25,26)). If you show him the Signet Ring, he realizes old King Drake is dead and vanishes quietly into the distance, leaving you his Magic Bow (+4 AV, 70’ range, DEX 10). If you run away from him, he attacks and you have to kill him, after which you get his Bow anyway.

The Bandit Trap (12,02): There’s a tripwire here, which you spot if you have a trap-detection spell running. Otherwise, a bell rings and you have to fight off a bunch of Bandits.

The Bandit Campsite (11,01): The Bandits (who look an awful lot like Goblins) are hanging out around their campfire. They have a chest that contains paragraph #91, some Magic Arrows (1d20, +3 AV), and scrolls of S:Battle Power and S:Column of Fire.

Bestiary

It seems weird to me that there would be so many supernatural creatures running around King Drake’s Game Preserve. Maybe it’s Namtar’s influence… or maybe Jack’s not very good at his job, eh?

STR DEX INT SPR HP AV DV Speed XP
Bush Wizard 10 4 30 60 33–89 +7 +0 10' 240
H:Fire Light @2, flee
Elementals 50 4 1 1 20–50 +6 +0 30' 400
S:Wrath of Mithras, S:Fire Storm
Hell Hounds 20 20 3 10 30–80 +3 +0 30' 170
2d4 breath
Ogre 45 10 5 10 18–90 +3 +0 10' 180
8d6, flee — can't be disarmed
Spiders 12 22 3 5 17–31 +3 +0 30' 180
11d4, 2d4 piercing, flee
Spit Snakes 40 20 8 10 18–75 +2 +0 20' 160
2d6 breath, flee — can't be disarmed
Wood Spirit 3 12 30 50 29–57 +3 +0 10' 200
D:Brambles

The Stag:

STR DEX INT SPR HP AV DV Speed XP
Stag 20 24 8 20 4–32 +3 +0 00' 1
4d4

The bandit party:

STR DEX INT SPR HP AV DV Speed XP
Bandits 20 15 5 10 23–79 +3 +0 10' 160
8d6, dodge, flee
Bandit Leader 35 30 15 30 40–110 +2 +0 30' 220
1d8 breath, 5d6, dodge, 5d6 piercing — awards gold

The forest’s warden:

STR DEX INT SPR HP AV DV Speed XP
Old Jack 20 24 12 30 23–79 +2 +0 50' 400
1d6 piercing