The Diremoors

The Dire-moors is an extremely dangerous area where only the bravest hunters attempt to trap game. The area is characterized by plighted trees torn apart by dire bears, and a vast expanse of barren hill shrouded by a perpetual fog. The locals avoid this place, and anyone who goes there risks being attacked by the myriad of dangers that dwell in the area.

For every hour spent in the dire moors not hunting, roll from the following table to see what hunts you.

1- Nothing
2- A flesh eating fog rolls across the area everyone must make a con save dc13 or take 1d6 acid damage for each hour spent in the area (lasts 1d4 hours)
3- A lone dire wolf stalks the party, will attack any group of less than 3.
4- you find the body of a giant elk which appears to have been mauled to death.
5- A pack of ravens follows you squawking loudly (isadvantage on stealth for 1 hour)
6- A direwolf mother looking for her lost pups, will attack anyone she finds (unless they have a pup to return to her)
7 - An earth elemental sent to kill Perfect (the character) will not appear for anyone else. (roll again if you are not perfect)
8 - An earth elemental sent to kill Perfect (the character) will not appear for anyone else. (roll again if you are not perfect)


This contact form is available only for logged in users.

Hunting in the dire moors- in order to hunt in the dire moors, roll a survival check and compare your results to the following chart. You will notice that low rolls result in being attacked by a gigantic pack of dire wolves so don’t die

Diremoors Hunting Table
Survival Check

1-5 - A pack of 2d6 Dire wolves
5-10 - A flock of 2d4 Dire Vultures
10-13 - 1 Giant Boar
14-15 1 OwlBear
16-17 1 Dire wolverine
18-20 1 Dire Tiger

This contact form is available only for logged in users.

DireMoors Harvest table, Nature check DC 15. Roll 1d4

1: 1d2 Fire Root worth 6 Gp each
[chv dh2]
3: 1d2 Torch Weed (works as a torch)
4: 1d2 Swarm of Bats

This contact form is available only for logged in users.

Lost in the Diremoors

(for each hour spent in the dire moors , there is a 30% chance of finding some lost villagers, roll a 1d100, anything below 30 is a success. On a success roll from the following table to determine what you encounter. This encounter replaces the encounter for that hour.

Lost Villagers Table (1d4)

1 - A band of 2d6 Orcs and 1 orc chieftain have set up camp and are holding 1d4 commoners prisoner in wooden cages.
2 - 1d6 villagers have been captured by a Vampire and his 1d4 vampire spawn. They have them tied up in a small (50ft by 60ft) cave and are preparing to feed on them.
3 - You find a single villager wandering the moors, confused. When approached he transforms into a werewolf and attacks.
4 - You find a lost caravan of 1d4 traveling merchants, they have lost their wagon after their horses were killed by wolves and have no idea where they are.

FINDING THE TOMB– After traveling in the dire moors for 1 hour, characters find the massive crumbling statue of king Aldear, and may access the tomb beneath.

Leave a Reply