People and creatures use the hollows inside trees for a variety of things. Below are some possibilities for your game. You can roll randomly for a result below, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
When I was a new GM, I had a reputation for running very linear campaigns. I didn’t have enough experience with the rules or with storytelling to handle more than slight changes to a storyline; if presented with a scenario that I hadn’t planned for, I defaulted to saying it wouldn’t work and pressing my players to move on, punishing them in-game if they didn’t acquiesce. It wasn’t until years later, after I had gained a lot of experience and perspective, that I realized that I was railroading my players in those days.
Railroading, to explain to the uninitiated, refers to stories where no deviation from the written story is allowed: the PCs are stuck on a narrative train and they can’t backtrack or get off until the train reaches its destination and the campaign ends. Usually this is enforced by a Macguffin, a plot device that commonly serves no purpose other than to keep the story moving along. The two can be seen separately, but in my experience a lot of new GM’s fall into the rut of using them in conjunction to force a story along where it otherwise would, and should, fall apart. Chances are that you as a player have experienced one or both of these already, and if you haven’t then you will at some point in the future.
Furtur (CR 15)
CN Medium outsider (chaotic, demon, extraplanar)
Init +10; Senses darkvision 60 ft.; Perception +23
AC 28, touch 24, flat-footed 18 (+4 deflection, +10 Dex, +4 natural)
hp 200 (15d10+120)
Fort +17, Ref +15, Will +12
DR 10/cold iron; Immune electricity and poison; Resist acid 10, cold 10, fire 10; SR 25
Speed 40 ft., fly 80 ft. (good)
Melee 2 unarmed strike +20 (1d3+5), 2 hooves +18 (1d3+5), and gore +18 (1d6+5)
Ranged +5 composite shortbow  +30/+25/+20 (1d6+10/x3)
Special Attack powerful charge (gore +25, 2d6+15)
Spell-Like Abilities (CL 15th)
Constant – detect chaos, detect evil, detect good, detect law, detect magic, read magic
At-will – greater teleport (self plus 50 lbs. of objects only), gust of wind (DC 16), ice storm, sleet storm
3/day – call lighting storm (DC 17), control wind (DC 17), summon (1 hezrou 75%) 1/day – control weather, fire storm (DC 21)
Those who make announcements or pass along news might have some interesting things in their pouches. If these heralds are momentarily inattentive or, well, dead, their pouches might reveal these little secrets. You can roll randomly for a result below, use the handy number provided with each entry to figure out your result on a d12. You can also pick the one that works for the area in which your characters currently linger.
Slip Through the Shadows!
Refined and ruthless, the shadow fey are masters of the Plane of Shadows, and that dark land’s code governs their magic, their plots, and their clearly superior view of things. Best never to cross them, for their memories are centuries long.
With powerful shadow magic, a peculiar mastery of time and distance, and obscure codes for dueling and courtship, the shadow fey are maddeningly difficult for others to confront, let alone defeat. But among themselves, they are a friendly crew, and those they consider friends find them strangely loyal and fiercely protective of their sworn companions.
Advanced Races: Shadow Fey gives you everything you need to play a shadow fey adventurer. This 19-page sourcebook by Carlos and Holly Ovalle includes:
- the origins and mysteries of the shadow fey, as well as details of their peculiar style, courts, and fashions—insofar as humans can understand such things!
- 5 new shadow fey racial traits: including Deadly Smile and Shadow Affinity, plus 3 half-elf racial traits including Shadow Fey Blood
- 11 new feats including Commend, Condescend, Court Noble, Disparage, Fey Birthright, Shadow Walker, and Stealth in Motion
- 4 class expansions: A new cavalier Order of the Swan, as well as a Shadow Fey bloodline, new rogue advanced talents, and 3 new Shadowsworn shadow talents
- 2 new archetypes: the Dread Hunter and the Twilight Envoy
- The eala arrows, 2 new magic items and 5 spells of the shadow fey
- 3 new monsters: the eala, the dread horse, and the stryx
- And much more!
Hone your dueling blade, prepare a cutting quip, and make your enemies rue they day they met you. You are a dashing scion of the Shadow Courts, and no one stands your equal!
Pick up Advanced Races: Shadow Fey today, and define your own path of ruthless superiority in your next game!