The Apples of Ludheim

The Apples of Ludheim is a short adventure for 4 PCs of 6th level. Though this adventure is setting neutral, it would fit especially well with Kobold Press’s Midgard Campaign Setting. This adventure is primarily social, but provides options for the more combat-minded players. A warning from the designer, however: sometimes words are mightier than swords. If you enjoy this adventure, please consider donating to me on patreon. These adventures are free and will stay that way, but I appreciate the support!


The village of Ludheim is nestled on the edge of a deep forest far to the north. The hundred or so souls who eke out a life there do so in harmony with nature and the seasons: planting and harvesting in a few small fields, gathering and hunting sparsely in the forest, and picking the exquisite apples that only grow near Ludheim.

Five decades ago a small group of enterprising families built huts, a church, and a town mead-hall on the edge of the forest. Among them was a young woodsman named Remek, a druid with knowledge of the forest flora and fauna. The druid Remek spent much of his time walking the woods around the budding village and discovered a natural orchard of apple trees that seemed to bear fruit year round. Upon tasting an apple, he came face to face with the unseelie dryad Epli. Epli charmed Remek and learned that he lived in the burgeoning village nearby but meant her no harm. Epli struck a deal with Remek: each member of the town could harvest one basket of apples each season so long as her part of the forest was never cleared for lumber or expansion. Every spring, the town would plant seeds for the trees taken from the other parts of the forest. Remek agreed and returned to town to share news of the orchard.

Remek quickly rose in the village to become a member of the thing. A decade later he was elected as lawspeaker, a position he retains to this day. The various chieftains of the village deferred to Remek’s wisdom in matters of the forest, and his vow to Epli remained unbroken. Numbers swelled and the village gained a name, Ludheim. The apples of Ludheim, named by the initiated “the best apples in Midgard” and “second only to Idunn’s fruit,” brought local renown and trade to the place. Visitors were always disappointed at the set number of apples available, but readily bought all they could.

Six months ago, everything changed. Sigvalda, a young cleric of Sif, became chieftain of Ludheim. Sigvalda’s vision for the people of Ludheim was a shining future of expansion and trade. She hoped to achieve this end by mass marketing the famous apples. For the first time in nearly half a century the thing did not heed Remek’s words. Sigvalda encouraged hearty harvest of the plentiful apples, and regarded the spring planting as an unnecessary nod to tradition.

The first child disappeared four months ago. A hunter found her in the forest, her tiny body broken and bloodied. A basket filled with rotten apples lay near her corpse. A month later, a young man was found dead on the outskirts of the orchard in a similar tableau. Sigvalda ordered anyone picking apples to go in pairs, but the deaths continued.

When the PCs arrive in Ludheim, six people have been killed in this way. The thing is in an uproar. Ludheim’s townsfolk are frightened and shut themselves in their houses after nightfall. Armed men and women accompany any foray into the orchard. Remek still begs to be heard, but Sigvalda is more determined than ever to move forward with her plans, starting with a hunt to cull the surrounding forest of dangerous beasts. She plans to clear the woods around the orchard to eliminate hiding places for bloodthirsty creatures.

It is up to the PCs to uncover the truth and restore order and prosperity to Ludheim.

The PCs arrive in Ludheim to investigate the strange deaths of six villagers. The PCs speak to the lawspeaker of the village, a wizened druid named Remek, who guides their investigation toward the chieftain of the village thing, the priestess Sigvalda. The PCs confront Sigvalda and discover that she’s guilty only of disagreeing with Remek’s outdated and superstitious ideas.

Sigvalda wants the PCs to hunt down the creatures or persons responsible for the killing, and points them toward the surrounding forest. Remek reveals the truth behind the grisly events: decades ago as a young man he made a deal with an evil dryad to harvest her apples. When Sigvalda was elected chieftain six months ago, the bargain ended, and the dryad Epli is collecting what is due to her in blood. Remek asks the PCs to take a gift to the orchard and forge a new deal with Epli.

In the orchard, PCs successfully negotiate with Epli or face the wrath of the forest.

PCs hear a rumor about the trouble in Ludheim and travel there to investigate. Perhaps the party didn’t intend to help the people of Ludheim at all, but are simply passing through and stop for the night in the idyllic little town.

Read the following to get the adventure underway:

A rolling meadow gives way to fields dotted with bales of hay and stacked sheaves of wheat, signaling a recent harvest. The plots end in a huddle of turf houses nestled on the edge of deep forest. Smoke curls from chimneys and hangs in the chill air. The grassy dwellings surround an area of packed dirt where a larger building, a longhouse constructed of timber, stands apart at the center of the village.

A few cattle graze in the meadow and chickens peck and squabble in the small yards. A plump, aproned woman sweeping her porch with a wicker broom pauses to squint toward you. Laughter bounces between the crowded eaves as children race around the dwellings in a game of tag. The girl leading the chase stops abruptly as she catches sight of strangers, and turns on her heel to run the other way.

A squat wooden sign at the edge of the village proclaims, “Ludheim—best apples in Midgard! Always in season!”

A tall, burly man with rosy cheeks and straw-colored hair trudges toward you, a bundle of firewood slung over one shoulder.

“Well met, travelers,” he says, wiping one hand on his trousers before extending it in greeting. “You here for the apples? Sorry, friend, season’s over.”

The man who greets the PCs is Erling Grundrsson (N human male commoner 2), a local farmer. Erling starts as indifferent to the PCs, gruff but not unkind, tired from a long day in the fields and intent to get home for dinner with his family. He’s turned away several travelers hoping to buy the famous apples in the last few days, and assumes the PCs are here for that reason. Some possible questions for Erling and his responses:

Aren’t your apples always in season? Erling turns to regard the sign and shakes his head. ”Hard times this year. Try Radham. Apples aren’t as good, but they still got ‘em.”

What kind of hard times? “Our troubles don’t concern strangers. Come back next season.”

Who’s in charge here? “The thing make the laws. They meet at the mead hall yonder.” He gestures toward the longhouse in the middle of the village.

We hear there’s trouble in Ludheim. How can we help? “Best thing to do is find you some horses and ride hard back the way you came, friend. If you insist on it, a thingmoot’s goin’ on right now. Head on over and talk to them.”

XP 200
hp 9 (Pathfinder RPG NPC Codex 256)

Knowledge (Local) or Diplomacy
PCs may gather information or recall rumors about recent events and important personages in Ludheim.
10+ Ludheim is governed by a thing, an elected council who make decisions about commerce, law, and other important issues. The chieftain is Sigvalda, a cleric of Sif who lives in a small parsonage connected to the town’s church. The lawspeaker is Remek, an old druid who lives on the edge of town and has been a member of the thing for as long as most can remember.

15+ Ludheim, normally a safe and idyllic village, is reeling from a string of grisly deaths. In the last four months, six townsfolk have been found dead in the forest just outside of town. The victims appeared to be savaged by wild animals and each clutched a basket of rotten apples.

20+ The deaths began only two months after Sigvalda became chieftain. She is worried about her people and wants to move on with her grand plans for Ludheim, so is offering a reward to any who can slay the creature responsible for the killings.

25+ Remek blames the deaths on Sigvalda but won’t say why. He has already petitioned the thing to elect a new chieftain, but they refused. Ever since then thing moots have been notoriously long and usually devolve into heated arguments between Remek and Sigvalda.

Ludheim is considered a village for the purposes of determining wealth and items available. The majority of the dwellings in Ludheim are small turf huts, constructed by first laying a stone foundation followed by a timber frame, and finally by layering blocks of sod to cover the walls and roof. All buildings save for the mead hall, which is completely wooden, were built in this way. The walls of the huts are sod layered over a wooden frame (hardness 3, 30 hp, break DC 15) and the doors are wooden (hardness 5, 10 hp, break DC 15).

All huts contain at least one fire pit and benches for sitting and sleeping. Most houses have at least a central living area, though some of the larger dwellings have additional rooms that serve as pantries, bedrooms, workshops, or even stables.

Citizens of this sleepy village have little cause to fear members of their own community or the forest around them, at least not until recently, and all doors remain unlocked until sundown. At night, doors are barred with a simple locking mechanism (Disable Device DC 20).

Notable NPCs in Ludheim include Chieftain Sigvalda (NG human female cleric 3/warrior 4), Lawspeaker Remek (N human male druid 5), Ingmar Bearslayer (LN human male warrior 6), Gunnar the blacksmith (LN human male expert 5), and Marsa the tanner (LN human female expert 4).

A1. Mead Hall
Four mighty logs carved into pillars support the high ceiling of this grand hall. A fire pit dominates the single room, flanked by carved wooden benches and low tables on either side. High windows of crudely stained glass depict an orchard, branches laden with apples, and a beautiful woman offering an apple to a man standing alongside a group of small huts.

The mead hall’s ceiling is 20 feet high. The windows are 15 feet from the ground. The walls are hardwood (harness 5, 60 hp, break DC 20) and the doors are reinforced wood (hardness 5, 20 hp, break DC 25). The doors are open when PCs arrive.

Ingmar Bearslayer (LN human male warrior 6) sits drowning his disgust at the recent moot’s proceedings. He is deep in his cups and begins as friendly to the PCs. As PCs approach, Ingmar bellows at them: “A disgrace it was, that moot. The two of ‘em yelling at one another, flinging blame like arrows, an’ all the while innocents are still dyin’ in the woods. Give me a true battle and the clash of steel, it gets more done than all these useless words!”

Who was arguing? “The chieftain and the lawspeaker, of course. They’re at each others’ throats now. Fat lot of good it does for Ludheim.”

What were they arguing about? “Sigvalda wants to keep pickin’ the apples. Says we need to send armed parties to the orchards. Remek says it’s her fault our people are dead and she needs to step down as chieftain. She won’t, though, Sigvalda. Too headstrong. Fiery. Aye, I like that in a woman.”

Why won’t she listen to Remek? “Sigvalda wants to build up our town. Says trade will boom if we get more o’ them apples. There’s plenty of ‘em on them trees. But the old law is only one basket a person every season.”

Why is that a law? Ingmar gulps from the horn and swallows, thinking a moment. “It’s always been that way. Remek knows the forest, he’s a wise man, see. He says more’n a basket each is too hard on the forest.”

Is that why he’s angry with Sigvalda? “Aye. But the way he keeps accusin’ her, it’s like he thinks she killed them herself. But that can’t be.”

Tell me more about Sigvalda. “Sigvalda Johannsdottir grew up in Ludheim. She was a pious child, always prayin’, and she took over for the good Father when he died. Now she runs the church, heals the sick, delivers babies. She’s a good woman, but stubborn.”

Tell me more about Remek. “Remek has a hut on the edge of the village. Keeps to himself mostly, save for moots. He’s older than most folks alive now, and he knows everything about the forest. Remembers when Ludheim was just a farm, he does.”

Who should we talk to about helping the town? Well, Sigvalda keeps talkin’ about a reward for the man who slays the beast doin’ the killing. I think Remek might know somethin’ about what’s really going on, though, and he doesn’t trust Sigvalda. Either one you talk to’s like to give you an earful.”

Creatures: A young human woman kneels by the fire pit tending the flames. A grizzled human man sits alone on a bench, drinking deep from a hollowed ram’s horn.

Male human warrior 6
LN Medium humanoid (human)
Init +2; Senses Perception +4
18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 51 (6d10+18)
Fort +7, Ref +5, Will +6
Speed 20 ft.
Melee mwk greataxe +11/+7 (1d12+6)
Ranged composite longbow +7/+3 (1d8+3)
Before Combat
Ingmar drinks his potion of bull’s strength.
During Combat Ingmar power attacks with his greataxe, cleaving enemies whenever possible. If Ingmar is grievously wounded, he tries to withdraw and drink acolyte ale before rejoining combat.
Morale Ingmar’s single-minded bravery in battle means he will fight to the death.
Base Statistics Without the potion of bull’s strength, Ingmar’s statistics are as follows: Melee mwk greataxe +10/+4 (1d12+4); Str 17; CMB +8; CMD 20; Skills +2 Climb, +3 Swim Str 21, Dex 14, Con 13, Int 8, Wis 13, Cha 10
Base Atk +6; CMB +9; CMD 21
Feats Cleave, Iron Will, Power Attack, Toughness
Skills +4 Climb, +5 Handle Animal, +5 Intimidate, +4 Perception, +1 Sense Motive, +1 Survival, +5 Swim
Languages Common
Combat Gear acolyte ale, potion of bull’s strength; Other Gear mwk greataxe, composite longbow (Str +3), chainmail, cloak of resistance +1, wholesome draught horn
Treasure: Ingmar Bearslayer’s drinking horn is a wholesome draught horn. Thing members typically pass the horn around and drink from it before a moot begins, and alternate keeping the horn after meetings. It’s Ingmar’s turn to carry the horn, and he’s currently putting it to good use in the mead hall.

Slot none; Aura faint transmutation; CL 3rd; Weight 3 lbs.; Price 2,700 gp.
Scrimshaw etchings on this polished ram’s horn depict a great mead hall crowded with laughing men and women. Whenever the command word is spoken, any liquid placed in this drinking horn becomes safe for consumption, as the spell purify food and drink.
Craft Wondrous Item, purify food and drink; Cost 1,350

A2. Sif’s Hearth (CR 6)
A cheerful fire crackles in the pit at the center of the room. Thick furs provide cushioning on the rough wooden benches facing the fire from every wall. A narrow alcove on the room’s north side leads to a small living area. A few skins placed on the packed dirt floor surround the fire, providing a comfortable kneeling place for visitors. A few unpolished wooden cupboards stand in the corners of the large central chamber.

Sif’s Hearth is Ludheim’s only church. The small building serves as an apothecary, infirmary, and place of worship for the village. Sigvalda spends most of her time at Sif’s Hearth tending the wounded or sick and conducting ceremonies for the faithful. She lives in the small chamber attached to the church.

Creatures: Sigvalda leans over the still form of a woman, supine and partially nude on a bench, a silver dagger clutched in her hand. The woman twists away from the knife, moaning incoherently, and Sigvalda presses one hand to the woman’s chest to steady her.

XP 2,400
Female human cleric 3/warrior 4
NG Medium humanoid (human)
Init +1; Senses Perception +6
AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 shield)
hp 39 (4d10+3d8+4)
Fort +9, Ref +3, Will +10
20 ft.
Melee mwk heavy mace +9/+4 (1d8+2) or light shield bash +8/+3 (1d3+2)
Special Attacks channel positive energy 4/day (DC 12, 2d6)
Cleric Spells Prepared (CL 3rd; concentration +7)
2nd—calm emotions (DC 16), cure moderate wounds
1st—command (DC 15), divine favor, sanctuary
0—create water, detect poison, mending, stabilize
Before Combat
Sigvalda drops her dagger and equips her heavy mace and shield.
During Combat Sigvalda casts sanctuary on her patient and calm emotions on the PCs. She tries to reason with them, saying that she does not wish anymore harm or destruction on her village, and that if they have a problem with her, they should take it outside the temple. If forced to fight, she attacks with her heavy mace, using spells such as divine favor and command to buff herself and disable her enemies.
Morale Sigvalda does not wish to fight, especially in her place of worship. If the PCs are intent on killing her, she fights to the death to defend herself and Ludheim.
15, Dex 13, Con 10, Int 8, Wis 19, Cha 12
Base Atk +6; CMB +8; CMD 19
Feats Combat Casting, Great Fortitude, Iron Will, Leadership, Skill Focus (Heal)
Skills +5 Diplomacy, +13 Heal, +6 Intimidate, +4 Knowledge (Religion), +6 Perception, +9 Sense Motive, +6 Survival, +2 Swim
Languages Common
SQ aura, calming touch 1d6+3 nonlethal damage 7/day, spontaneous casting, touch of good +1 7/day
Combat Gear potion of cure moderate wounds; Other Gear mwk heavy mace, silver dagger, +1 breastplate, light steel shield, headband of inspired wisdom +2, wooden holy symbol of Sif
Development: If the PCs speak with Sigvalda, she reveals that she is trying to clean an infected wound for an ailing farmer’s wife. She curses Remek, and explains that though she admires the old man he has grown rigid and addled with age. She tells the PCs that he insisted on continuing the outdated tradition of planting a seed for every apple taken each spring, and that even though there are plenty of fruit-bearing trees in the orchard, he wants the harvest limited to one basket of apples per person in the village. Word about the year-round apples in Ludheim spread over the years and now the town has an opportunity for trade and expansion, which she wants to see. Remek continues to be resistant, and even blames her for the recent deaths. Sigvalda just wants her people to be safe. She offers a reward to the PCs if they are willing to venture into the forest and hunt the mysterious beast killing Ludheim’s citizens (see Conclusion for details of the reward).

If the PCs fight and kill or disable Sigvalda, the truth of her innocence is revealed when the husband of the “victim” returns to check on his wife. The farmer curses the PCs as outlaws and demon-spawn, and shouts for help. Ingmar Bearslayer and 1d8 armed villagers (see guard, Pathfinder RPG NPC Codex 267) arrive in 10 rounds to fight the PCs.

Treasure: If PCs agree to hunt the beast killing the villagers, Sigvalda offers them free reign of her medical cabinet. The cabinet contains a healer’s kit, potion of cure moderate wounds (4), potion of shield of faith (2), potion of lesser restoration, and surgeon’s tools.

A2. Remek’s Hut
What appears at first to be a verdant knoll sports a carved wooden door and small chimney. A carpet of lush grass and wildflowers covers the roof and walls of this windowless turf hut. Inside, benches strewn with furs and rows of wooden shelves line the walls, leaving only a narrow space to walk around a central fire pit. The shelves are stocked with sprigs of leaves, jars, animal skulls, preserved insect nests, and other detritus from the forest.

Remek sits on a bench examining some acorns and writing in a journal when the PCs arrive. The door is unlocked and he calls for his visitors to come in if they knock. He holds up a hand as the PCs approach and scribbles a final line before snapping the book shut and saying, “How may I help you?”

Remek tells the PCs about the killings. He says that they are suspicious, and that no animal in these woods would normally stray so close to the village. The basket of rotten fruit found next to each victim is especially strange. He levies thinly veiled accusations at Sigvalda, taking care not to lie outright, simply blaming her for the problem. He might say something like, “she works against the land,” or “her policies do not have our best interest at heart.” He urges PCs to investigate and find some way to discredit her. If Sigvalda steps down as chieftain, he explains, the killings will stop. He can truthfully say he had nothing to do with the killings if asked.

If hard-pressed about the killings, or if confronted after the PCs visit Sigvalda, Remek will confess that long ago he made a deal with the dryad Epli in the woods and that Sigvalda’s new policies broke that vow. Now, Epli is doing all in her power to protect her forest from the havoc Sigvalda’s plans would wreak there. He expresses sadness about the loss of innocent life, but believes a truce can be reached. He begs the PCs to take a gift into the forest and make a new deal with Epli. He fears that she may slay him on sight for allowing the vow to be broken.

If PCs agree, he draws a map of the surrounding forest, including the nearby orchard, and gives a gift to the PCs to take to Epli. The gift is a gold necklace with a green leaf charm. He urges them to return and speak to the thing about what they witness there, fearing the others will think him crazy if no one can support his story.

Creatures: Remek (statblock located in Area B) is reading in his hut when PCs come to talk to him. Bursti, his boar animal companion, is a few yards away in the forest rooting for food. Remek has no intention of fighting the PCs unless he sees them attack Epli, and Bursti does not attack unless commanded to.

Development: Remek wild shapes into an owl and secretly follows the PCs when they enter the forest.

Treasure: The necklace Remek gives the PCs to take to Epli is an amulet of natural armor +1. If the PCs return to search the shelves of Remek’s hut, they find 200 gp worth of crafting materials and 4 goodberries.

Use the GameMastery Flip-Mat: Deep Forest for this area.

The lush growth of oak and pine gives way to a natural orchard of apple trees. One especially large, ancient tree stands alone in a small clearing, its roots and branches twisting in elegant knot work, branches laden with green, red, and yellow apples.

This area is located 3/4 of a mile north of Ludheim. PCs must travel through dense forest to reach this area, and must succeed a DC 20 Survival check to locate this area in an hour. Remek’s map provides a +4 bonus to this check. In contrast to the surrounding forest of oak and pine, this area is thick with apple trees. Beautiful red apples hang heavy on the branches of several hundred apple trees. A particularly large tree in the middle of the orchard bears apples of multiple colors. This is Epli’s tree.

Epli is nowhere to be seen. If PCs call her by her name and mention that they have a gift for her, Epli appears before them. Epli is angry at the village of Ludheim for breaking their vow, and she assumes the PCs are here on Remek’s behalf. She is not so enraged, however, that she refuses to speak with them. She would prefer to forge a truce between her and the village; she knows that she could not stand against the combined might of villagers armed with fire and blades. A successful DC 25 Diplomacy check convinces Epli to consider Ludheim’s plight. In addition, the PCs must agree to bring the current chieftain to speak with Epli, and the chieftain must swear to renew the replanting efforts next spring. She promises that she will not hurt the chieftain except in self-defense. Epli admits that she called the wolves of the forest to attack the slain villagers, and she personally placed the basket of rotten apples next to each corpse. She is not remorseful about the deaths, feeling that they were necessary to make her point.

If the PCs return with Sigvalda, Epli immediately tries to charm her, and agrees to allow a larger harvest with a successful DC 30 Diplomacy check. If Epli senses that any of the PCs are lying to her, the deal is off.

Creatures: Epli, an unseelie dryad, emerges from her tree to speak with PCs if they mention having a gift for her. Remek follows the PCs in owl form and lands several yards away. He shifts back to human form and listens to the exchange.

XP 1,200
Unseelie dryad
NE Medium fey (unseelie)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +11
17, touch 14, flat-footed 13 (+4 Dex, +3 natural)
hp 27 (6d6+6)
Fort +5, Ref +9, Will +7
DR 5/cold iron
Weaknesses tree dependent
30 ft.
Melee dagger +7 (1d4)
Ranged masterwork longbow +8 (1d8)
Spell-Like Abilities (CL 6th)
Constant—speak with plants
At will—entangle (DC 15), tree shape, wood shape (1 lb. only)
3/day—charm person (DC 15), deep slumber (DC 17), darkness, tree stride
1/day—dust of twilight, heat metal, suggestion (DC 17)
Before Combat Epli casts charm person on the toughest-looking PC, favoring one who carries an axe or other bladed weapon.
During Combat Epli calls to Remek for aid. Remek, who trailed PCs into the forest, arrives in 1 round. Epli casts darkness and dust of twilight to gain an advantage over PCs who cannot see in the dark. She attacks with her longbow from a distance for as long as possible, using entangle, deep slumber, and suggestion to try to remove opponents from melee.
Morale Epli fights to the death to protect her orchard.
10, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Base Atk +3; CMB +3; CMD 17
Feats Great Fortitude, Stealthy, Weapon Finesse
Skills Climb +9, Craft (sculpture) +11, Escape Artist +15, Handle Animal +10, Knowledge (nature) +11, Perception +11, Stealth +15, Survival +8; Racial Modifiers +6 Craft (wood) Languages Common, Elven, Sylvan; speak with plants
SQ tree meld, wild empathy, woodcraft
Gear dagger, masterwork longbow, 20 arrows

Male human druid 5
N Medium humanoid (human)
Init +1; Senses Perception +12
20, touch 11, flat-footed 17 (+7 armor, +1 Dex, +2 natural armor)
hp 36 (5d8+10)
Fort +6, Ref +5, Will +9 (+13 vs. fey)
20 ft.
Melee mwk spear +2 (1d8–1/x3) or dagger +2 (1d4–1)
Ranged mwk spear +2 (1d8–1/x3)
Druid Spells Prepared (CL 5th; concentration +9)
3rd—call lightning (DC 17), spike growth (DC 17)
2nd—aggressive thundercloud (DC 16), barkskin, stone call
1st—cure light wounds, entangle (DC 15), magic fang, thunderstomp
0—detect magic, detect poison, guidance, know direction
Before Combat
If Remek thinks the PC’s negotiations with Epli are going south, he feeds his potions of bear’s endurance and bull’s strength to Bursti. He also casts magic fang on Bursti if he has time. He casts barkskin on himself.
During Combat Remek commands Bursti to attack PCs if Epli calls for his aid. He first casts spike growth to prevent the PCs from easily attacking Epli at melee range. Then he casts offensive spells, such as call lightning, aggressive thundercloud, and stone call. He uses entangle and thunderstomp to try to keep the PCs at range.
Morale If Epli is slain, he falls to his knees in grief and surrenders. Otherwise, he fights to the death to protect Epli.
Base Statistics Without barkskin, Remek’s statistics are as follows: AC 18STATISTICS
Str 8, Dex 12, Con 13, Int 14, Wis 18, Cha 10
Base Atk +3; CMB +2; CMD 13
Feats Boon Companion, Combat Casting, Craft Wondrous Item, Lightning Reflexes
Skills +2 Climb, +4 Diplomacy, +6 Handle Animal, +10 Heal, +12 Perception, +8 Sense Motive, +8 Spellcraft, +3 Stealth, +13 Survival, +0 Swim
Languages Common, Druidic, Sylvan
SQ Animal Companion, Share Spells with Companion, Spontaneous Casting, Trackless Step, Wild Empathy +5, Wild Shape (5 hours, 1/day), Woodland Stride
Combat Gear acolyte ale, potion of bear’s endurance, potion of bull’s strength, potion of invisibilityOther Gear mwk spear, dagger, +1 dragonhide breastplate, cloak of resistance +1

XP 1,200
Effective druid level 5
N Medium animal (boar)
Init +0; Senses Low-light vision, scent; Perception +6 DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural armor)
hp 47 (5d8+20)
Fort +9, Ref +4, Will +2
40 ft.
Melee gore +10 (1d8+9)
Base Statistics Without bear’s endurance, bull’s strength, and magic fang, Bursti’s statistics are as follows: hp 37; Fort +7; Melee gore +7 (1d8+6); Str 19; Con 17; CMB +7; CMD 17; Skills +4 Climb, +4 Swim
23, Dex 11, Con 21, Int 2, Wis 13, Cha 4
Base Atk +3; CMB +9; CMD 19
Feats Improved Natural Armor, Power Attack, Stable Gallop
Skills +4 Acrobatics, +6 Climb, +0 Escape Artist, +1 Heal, +6 Perception, +1 Sense Motive, +5 Stealth, +1 Survival, +6 Swim
SQ Tricks (aid, attack, come, defend, flank, guard, heel, track)

Development: If PCs successfully negotiate with Epli, she agrees to remain peaceful toward Ludheim and allow villagers to resume harvesting her apples. She warns that the forest does not forget, and any future vow-breaking will be punished.

If the PCs defeat Epli and Remek, they receive a reward upon returning to Ludheim (see conclusion).


If the PCs manage to defeat Epli or convince her to make a new deal with the inhabitants of Ludheim, the killings immediately stop and the residents may continue harvesting apples. The moot rewards the PCs with the wholesome draught horn and 1,000 gp. Award the PCs 3,600 xp if they negotiate without killing Epli and Remek. If Epli survives, Remek gives a pair of boots of elvenkind to the PCs. Ludheim grows into a small town within 1 year, and inhabitants of Ludheim are considered friendly to PCs. Unfortunately, if PCs kill Epli, her tree withers and dies.

If the PCs kill Sigvalda and do not kill Ingmar Bearslayer, he is elected chieftain of Ludheim and all residents of Ludheim are considered hostile to PCs in the future. If Ingmar Bearslayer dies, the moot elects another chieftain in three days, and the PCs are hated in Ludheim.

If the PCs defeat Epli and report to Sigvalda that the dryad was responsible for the villagers’ deaths, Sigvalda rewards the PCs with the moot’s wholesome draught horn and 1,000 gp. The moot removes Remek as lawspeaker if he still lives and moves forward with the plan to harvest more apples for sale. Ludheim grows into a small town within 2 years.

If the PCs successfully complete the adventure without killing Epli or any of Ludheim’s residents, reward them with an additional 3,600 xp.


Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.

Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.


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