TEXT: 1
  
  2
  The Watchtower in the Wood
  An introductory adventure for use with 
  Choe Pho: A New World of Fantasy
  WRITTEN & DEVELOPED BY: 
  TRAVIS LEGGE
  ARTWORK BY: 
  J.M. WOIAK & HEATHER SHINN 
  OF THE STINKYGOBLIN
  Some art by Andrew Krahnke, courtesy Sine Nomine Publishing
  Some art by Ian MacLean, courtesy Sine Nomine Publishing
  Some art by Miguel Santos, courtesy Sine Nomine Publishing
  Some art by Mark Huﬀ man, courtesy Auralius Art. 
  Some art courtesy www.videoblocks.com
  Special thanks to Nick Greenwood 
  for the 5e Compati ble logo!
  
  3
  The Watchtower 
  in the Wood 
   An introductory adventure for use with 
  Choe Pho: A New World of Fantasy 
  In this adventure, the characters 
  venture forth from the safety of the Isle of 
  Hope, seeking to bring order to the Plains of 
  Marrow. The adventure offers options for the 
  characters to begin in various areas on the 
  Isle of Hope, but regardless of the path taken, 
  the party eventually makes their way to the 
  haunted lands of the Plains of Marrow. After 
  crossing the harrowing and chaotic lands (and 
  �ighting off some of the dark denizens) of the 
  Plains of Marrow, the characters come across 
  a small wooded area. A small stone fort with 
  a lone watchtower stands in a clearing among 
  the trees. Within this camp, the characters 
  will �ind adventure, drama, and their �irst 
  dharmachackra! 
  Part I: The 
  Journey Begins
  Choose a Starting Point 
  The Isle of Hope is a large and diverse 
  region, covering hundreds of square miles and 
  incorporating four distinct environments, each 
  tied to a speci�ic direction. Traveling to the 
  border of the Plains of Marrow from the city of 
  Sakya takes about �ive days (what is one week 
  on Choe Pho) if the party moves at a standard 
  pace.   If the party moves at a slow pace, add 
  two days to the journey, but if the party moves 
  at a fast pace, subtract two days. Depending on 
  the story you wish to tell, the characters may 
  begin their journey at the city of Sakya, or at 
  any village, settlement, or open region between 
  the city and the Plains of Marrow. The most 
  important details for the GM to determine at 
  the starting point are the story motivations and 
  background for the characters, and the distance 
  to the Plains of Marrow. This module assumes 
  that the characters begin their adventure in 
  the city of Sakya, with the intent of exploring 
  and taming the Plains of Marrow in accordance 
  with the wishes of the buddhas. The GM and 
  players should feel free to work together 
  to determine alternate starting details if so 
  desired. 
  Select a Region of Travel 
  Though the characters are not bound to 
  approach the Plains of Marrow by any speci�ic 
  direction, you will want to determine the region 
  through which they will travel. Each region of 
  the Isle of Hope presents a unique environment 
  and set of circumstances for a traveling party to 
  contend with.   
  The North 
  The north is a rocky, mountainous 
  region. While the odd human settlement has 
  cropped up in the valleys of the north, and 
  some mountain peaks are home to hermits 
  of all races seeking enlightenment and 
  solitude, the north is largely the domain of the 
  tsuchigumo. The tsuchigumo tend to make their 
  homes in caves and caverns, venturing out into 
  the mountains to hunt and trap prey animals. 
  Some tribes of tsuchigumo engage in trade 
  with the human settlements, which tend to be 
  agrarian cultures. Settlements with established 
  trade relationships tend to be friendly and 
  loyal, working for mutual bene�it and defense 
  from outside threats. This is especially true 
  in the areas of the north that border directly 
  with the Plains of Marrow, where monsters and 
  
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  the undead occasionally threaten the peaceful 
  existence of the mortal inhabitants. 
   
  For travelers who wish to trade, 
  seek out the wisdom of locals, and rest in 
  established villages, the trek through the north 
  is accommodating. A character succeeding at 
  a Wisdom (Survival) check at DC 10 can plan 
  a route to intersect with human settlements, 
  providing relative safety and security.
   
  Those traveling through the north who 
  wish to avoid human settlements can do so 
  relatively easily, however electing to do so 
  causes the journey to take place over dif�icult 
  terrain. Avoiding the tsuchigumo is much 
  trickier, as they are far more abundant and 
  spread out. Aside from potential encounters 
  with the humanoids of the region, those 
  traveling through the north must contend with 
  the various �lora and fauna of the area. 
   
  As the party travels through the 
  mountains, the GM should check for random 
  encounters by rolling 1d20. On a result of 17-
  20, the GM should roll once on Table: Random 
  Encounters – North. If the party seeks out 
  human settlements along their path, check once 
  per day for a random encounter. If the party 
  seeks to avoid human settlements, check twice 
  per day for a random encounter. 
  Random Encounters – North Explained:
   
  A result indicating 1d4+1 wolves, leads 
  to a pack of aggressive, hungry wolves. This 
  pack will be hunting and will be hungry enough 
  to consider the party to be potential prey. Use 
  the wolf stats listed in the SRD 5.1 to represent 
  these wolves.
   
  A pit trap (simple) result indicates a 
  simple pit trap. If created by humans, the trap 
  is covered with cloth or twine. If created by 
  tsuchigumo, the trap will be covered with 
  webbing (Dexterity Save DC 15 to prevent 
  becoming restrained by the webs). Any 
  character who becomes restrained in the 
  webbing of a tsuchigumo pit trap, falls into the 
  pit, suffering the normal effects of falling into a 
  10-foot-deep simple pit trap, as described in 
  the SRD 5.1.
   
  An ogre encountered in the north is a 
  lone, hungry wanderer, who seeks food. The 
  ogre prefers to eat livestock, but will eat a 
  humanoid if given the opportunity. The ogres 
  of the north tend to remain relatively well 
  fed, and are rarely outright hostile. Unless the 
  party attacks �irst, is wounded, or otherwise 
  presents themselves as easy prey, the ogre is 
  likely to ignore their presence and not initiate 
  a confrontation. Use the stats for an ogre 
  provided in the SRD 5.1 for this encounter. 
  Table: Random Encounters – 
  North
  1d12 Result
  Encounter
  1
  Pack of 1d4+2 wolves
  2
  Pit trap (simple)
  3
  1 ogre
  4
  tsuchigumo hunti ng trap
  5
  1d4 pseudodragons
  6
  Wild herd of 2d10 goats
  7
  1d4 giant wolf spiders
  8
  1d4 human commoners
  9
  1d4 harpies
  10
  1d4 violet fungi
  11
  1 lion
  12
  1d4 tsuchigumo scouts
  
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  A tsuchigumo hunting trap operates 
  as described in the SRD 5.1 with the exception 
  that the trap is constructed of animal bone 
  rather than steel, and attached to a nearby 
  heavy object via webbing. 
   
  If the characters encounter 
  pseudodragons, the tiny creatures will likely 
  be found lounging and digesting a recent 
  meal. The pseudodragons will be cordial if 
  approached, communicating telepathically 
  with any adventurers they encounter. 
  If the adventurers attack or accost the 
  pseudodragons, the creatures will brutally 
  �ight to the death. For stats regarding 
  pseudodragons see the SRD 5.1.
   
  Should the characters come upon a 
  herd of goats, the herd will likely be more 
  frightened of the adventurers than anything 
  else, attempting to �lee the area. However, if the 
  adventurers attack (or sneak up on) the goats, 
  they will �ight to defend themselves. Use the 
  goat stats provided in the SRD 5.1 to represent 
  members of the herd. 
   
  Giant wolf spiders are common in the 
  north. While some are domesticated and 
  treated as pets by the tsuchigumo, most are 
  wild, territorial hunters and trappers. Assume 
  any giant wolf spiders encountered to be of the 
  wild variety. Use the giant wolf spider stats 
  provided in the SRD 5.1 to represent these 
  creatures.
   
  Human commoners encountered in the 
  north could represent a hunting party from a 
  nearby village, a group of nomads, or a ragtag 
  bunch of would-be bandits looking for easy 
  prey. Whatever the case, use the commoner 
  stat block provided in the SRD 5.1 to represent 
  these humans. 
   
  Should the adventurers come across 
  harpies, the harpies will immediately attempt 
  
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  to charm the characters so that they might 
  subdue and rob them. The harpies will not 
  attempt to kill except in self-defense, but they 
  will take all equipment and possessions from 
  the characters if they have the chance. Use the 
  harpy stats from the SRD 5.1 to represent these 
  creatures. 
   
  An encounter with violet fungi leads 
  the adventurers to an area of mountainside 
  covered with fungal growth. The violet fungi 
  will be able to surprise the characters under 
  most circumstances, attacking out of instinct. 
  Use the violet fungus stat block from the SRD 
  5.1 to represent these creatures. 
   
  Should the characters encounter a lion, 
  it will be a lone predator on the hunt. Use the 
  lion stat block from the SRD 5.1.
   
  A result of tsuchigumo scouts brings 
  the adventurers into contact with a band of 
  roving tsuchigumo. It is left to GM discretion 
  if these scouts are friendly or hostile. The 
  approach or reaction of the players may be the 
  most appropriate way to determine the mood 
  of these tsuchigumo, treating them as neutral 
  until the characters act. To represent these 
  tsuchigumo, use the scout stat block from the 
  SRD 5.1, modi�ied to re�lect the racial traits of 
  the tsuchigumo.
  The South 
  The south is a region �illed with warm, 
  breezy grasslands and abundant wildlife. 
  This region of the Isle of Hope is home to the 
  nekomata. The spiritual and serene nekomata 
  maintain several monasteries and temples 
  throughout the south, and virtually every 
  permanent settlement is based around such 
  a site. The land between these numerous 
  settlements is wild and untamed with few 
  roads or established paths. It is quite easy to 
  travel from the city of Sakya to the Plains of 
  Marrow without encountering a single sign of 
  humanoid civilization. 
   
  Adventurers making their way through 
  the south would do well to remember that the 
  wild grasslands are not necessarily safe. The 
  relative lack of landmarks and roads in the vast 
  plains of the south makes it all too easy for 
  travelers to become lost in their journeys. The 
  wild growth makes an excellent place for the 
  more savage predators of the area to hide and 
  stalk their prey (which often includes various 
  �lavors of humanoids.) Add to this bands of 
  humanoid poachers, as well as the occasional 
  escapee from the chaos of the Plains of Marrow, 
  and travel through the south can be quite 
  dangerous. 
   
  A group traveling through the south 
  may also run across nekomata hunting parties, 
  nekomata on religious pilgrimages or monastic 
  hermitages, or a band of simple humanoid 
  nomads. Most of these types of encounters are 
  peaceful and such people are generally willing 
  to assist a party who is lost or injured, unless 
  the party approaches them with hostility. 
   
  Those traveling through the south 
  who wish to avoid nekomata settlements can 
  generally do so with ease. The nekomata are 
  fairly spread out, and the lack of established 
  roads or paths in the south make such 
  settlements hard to �ind without a local guide.  
  
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  As the party travels through the 
  grasslands, the GM should check for random 
  encounters by rolling 1d20. On a result of 17-
  20, the GM should roll once on Table: Random 
  Encounters – South. When the adventurers are 
  traveling in the south, the GM should check 
  once per day for a random encounter. 
  Random Encounters – South Explained:
  An encounter with 1d4+1 nekomata 
  guards represents a patrol of nekomata looking 
  for poachers or bandits. The patrol will be 
  suspicious and wary of the adventurers, but 
  will not be outright aggressive unless they 
  have reason to believe the party is poaching or 
  otherwise a danger to the land. To represent 
  this nekomata patrol, use the guard stat block 
  provided in the SRD 5.1, modi�ied to re�lect the 
  racial traits of the nekomata.
  A result indicating 1d4 cockatrices 
  means that the adventurers run across a group 
  of hungry, aggressive cockatrices. The birds will 
  attack unprovoked, attempting to petrify the 
  party to eat at a later time. Use the cockatrice 
  stat block provided in the SRD 5.1 to represent 
  these creatures. 
  If the encounter check results in a 
  leopard, the party comes across a territorial 
  giant cat. The leopard will �ight aggressively, 
  to the death, to drive any unwanted intruders 
  from the area near his den. If the players give 
  the leopard a wide berth or attempt to retreat 
  once the leopard attacks, it simply chases them 
  to about a quarter mile from the location of the 
  initial encounter and lets them leave in peace. 
  To represent this leopard, use the panther stat 
  block provided in the SRD 5.1.
  An encounter with 2d6 zombies means 
  that the characters have come across rare 
  refugees from the Plains of Marrow who have 
  made their way inland to the Isle of Hope. 
  These zombies are hungry, aggressive and 
  mindless, �ighting until destroyed. Upon their 
  destruction, their Marrow visibly rises from 
  their bodies, �lying into the sky, then returning 
  to the Plains of Marrow. Use the zombie stat 
  block provided in the SRD 5.1 to represent 
  these poor unfortunate souls. 
  Human bandits encountered in the 
  south could represent a poaching party, a 
  group of nomads, or a collection of pilgrims 
  seeking enlightenment at one of the temples or 
  monasteries of the south. Whatever the case, 
  use the bandit stat block provided in the SRD 
  5.1 to represent these humans.
  If a temple result is rolled on the 
  random encounter check, the characters spot 
  Table: Random Encounters – South
  1d12 Result
  Encounter
  1
  1d4+1 nekomata guards
  2
  1d4 cockatrices
  3
  1 leopard (panther)
  4
  2d6 zombies
  5
  2d6 human bandits
  6
  temple
  7
  1d4 giant boars
  8
  2d4 axe beaks
  9
  monastery 
  10
  1d6 giant wasps
  11
  1d4+1 nekomata acolytes
  12
  1 pegasus
  
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  a temple in the distance. If the characters do 
  not approach the temple, it simply remains 
  a landmark in their journey, but if the 
  adventurers seek rest or supplies, a temple 
  can provide a reprieve from the rigors of their 
  journey as well as an excellent opportunity 
  for roleplaying. At the GM’s discretion, this 
  temple could be dedicated to either the service 
  of Sojobo, or the service of Tara in her orange 
  aspect. The temple will be made up of 75% 
  nekomata acolytes, 25% other races, and will 
  be overseen by an 8th level nekomata cleric 
  of the appropriate buddha. If game statistics 
  are needed to represent the inhabitants of the 
  temple, use the acolyte stat block from the 
  SRD 5.1, modi�ied by race as appropriate, to 
  represent the parishioners. Once the temple 
  result has been rolled on the random encounter 
  chart, further rolls of the same result on the 
  same journey may be treated as “no encounter.”
  A result of 1d4 giant boars brings the 
  characters to a group of oversized, wild boars 
  who are hungry and attack the party without 
  provocation. These boars will attempt to �lee 
  after any one member of their group suffers 
  15 or more hit points of damage. Use the giant 
  boar stat block from the SRD 5.1 to represent 
  these creatures. 
  A result of 2d4 axe beaks leads the 
  characters into the path of a �lock of aggressive 
  axe beaks. These �lightless birds will attack any 
  humanoids they see, �ighting to the death. Use 
  the axe beak stat block from the SRD 5.1 to 
  represent these creatures. 
  If a monastery result is rolled on the 
  random encounter check, the characters spot 
  a monastery in the distance. If the characters 
  do not approach the monastery, it simply 
  remains a landmark in their journey, but if the 
  adventurers seek rest or supplies, a monastery 
  
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  can provide a reprieve from the rigors of their 
  journey as well as an excellent opportunity 
  for roleplaying. At the GM’s discretion, this 
  monastary could be dedicated to either the 
  study of the Way of the Green Tara, or the Way 
  of the White Tara. The temple will be made 
  up of 75% nekomata monks, 25% other races, 
  and will be overseen by an 8th level nekomata 
  monk of the appropriate monastic tradition. 
  If game statistics are needed to represent the 
  inhabitants of the temple, use the spy stat 
  block from the SRD 5.1, modi�ied by race as 
  appropriate, to represent the monks. Once 
  the monastery result has been rolled on the 
  random encounter chart, further rolls of the 
  same result on the same journey may be 
  treated as “no encounter.”
  A result indicating 1d6 giant wasps 
  means that the characters must make a 
  Wisdom (Perception) check at DC 14. If this 
  check is failed, they stumble over a giant wasp 
  burrow in the ground and are attacked when 
  the aggravated giant wasps �ly out from their 
  subterranean hidey hole. A successful check 
  means that the characters can spot evidence 
  of the burrow before stepping in it, and bypass 
  the encounter.  Use the giant wasp stat block 
  from the SRD 5.1 to represent these creatures. 
  An encounter with 1d4+1 nekomata 
  acolytes represents a group of nekomata 
  traveling to the city of Sakya on a spiritual 
  pilgrimage. This group of acolytes will be 
  welcoming, warm, and helpful and will invite 
  the adventurers to share a meal and speak of 
  the wisdom of the buddhas. To represent this 
  group, use the acolyte stat block provided in 
  the SRD 5.1, modi�ied to re�lect the racial traits 
  of the nekomata.
  If the random encounter check leads to 
  an encounter with a pegasus, the characters 
  �ind the creature grazing in a spacious area. The 
  pegasus does not inherently fear humanoids 
  and will continue grazing if left alone. If the 
  characters interact with the pegasus, the tone 
  of their actions will determine the pegasus’s 
  behavior. If they are kind it will treat them well, 
  possibly even following them to the border of 
  the Plains of Marrow, offering guidance and 
  protection. If they are cruel or evil (either to the 
  pegasus or to another creature in view of the 
  pegasus) the pegasus will leave them. If their 
  cruelty is severe or life threatening (without 
  provocation) the pegasus will attack the party. 
  Use the pegasus stat block provided in the SRD 
  5.1 to re�lect this creature.
  The East 
  The east is a vast, forested wilderness, 
  which is home to the playful kitsune. The 
  eastern forests are dense, full of wildlife, 
  and challenging to navigate. There are a few 
  well-established paths and roads connecting 
  the various human and kitsune settlements 
  scattered throughout the east, but most of 
  these settled areas are relatively inland. As one 
  travels near the border of the Plains of Marrow 
  to the east, settlements become rare, and the 
  wilderness becomes even more dif�icult to 
  navigate. 
   
  While the kitsune are the native 
  humanoid species (and certainly the most 
  populous) in the east, the settlements of the 
  
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  forest region are the most cosmopolitan areas 
  to be found outside of the city of Sakya. Many 
  of the larger forest communities are home to 
  members of all the native humanoid species of 
  Choe Pho, as well as civilized settlers from the 
  Plains of Marrow. This suits the social kitsune 
  just �ine, as more people in the area means 
  more people to party with. 
   
  Of course, one traveling through the 
  east would do well to remember that outside 
  of the established settlements, the forests are 
  savage and dangerous. Various beasts and 
  monstrosities run rampant throughout the 
  eastern forests, making their homes among 
  the trees and brush, hunting for food, and 
  �ighting with other species over the shared and 
  sometimes cramped environment. 
   
  Adventurers traveling through the east 
  to reach the Plains of Marrow will �ind the 
  inner portion of the east to be fairly safe, tame 
  and predictable. While the characters are 
  within three days’ travel of Sakya in the east, 
  the GM should check for random encounters 
  once per day by rolling 1d20. On a result of 16-
  20, the GM should roll once on Table: Random 
  Encounters – East. When the adventurers are 
  traveling deeper into the east than three days 
  from Sakya, the GM should check twice per day 
  for a random encounter.
  Random Encounters – East Explained:
   
  A result of owlbear on Table: Random 
  Encounters – East places the characters in the 
  path of a hungry owlbear. Use the owlbear stat 
  block provided in the SRD 5.1 to represent this 
  creature. 
   
  A result indicating bandits leads the 
  characters into an ambush set up by 2d4 
  human bandits. Among these should be one 
  bandit captain. These bandits want to rob 
  the characters, not kill them. If the characters 
  offer no resistance, the bandits will simply 
  take any items they possess and leave. If the 
  characters �ight back, the bandits will �ight 
  until the �irst bandit suffers 6 or more hp of 
  damage, at which point the bandits will attempt 
  to retreat. If retreat looks impossible, the 
  bandits will surrender rather than �ight to the 
  death. Use the bandit stat block from the SRD 
  5.1 to represent these bandits, and the bandit 
  captain stat block to represent their leader. 
   
  A result indicating 1d4+1 wolves, leads 
  to a pack of aggressive, hungry wolves. This 
  pack will be hunting and will be hungry enough 
  to consider the party to be potential prey. Use 
  the wolf stats listed in the SRD 5.1 to represent 
  these wolves.
   
  A result of 1d4 kitsune scouts leads 
  the characters to a small camp where a group 
  Table: Random Encounters – East
  1d12 Result
  Encounter
  1
  1 owlbear
  2
  2d4 bandits
  3
  1d4+1 wolves
  4
  1d4 kitsune scouts
  5
  1d4+1 giant badgers
  6
  1 swarm of poisonous snakes
  7
  2d6 giant wolf spiders
  8
  2d4 tribal warriors
  9
  1d4 elk
  10
  2d4 giant bats
  11
  1 tengu priest of Sojobo
  12
  1d4 harpies
  
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  of kitsune rests, nursing hangovers from an 
  impressive woodland revel. These kitsune 
  are friendly and helpful, though insistent that 
  the characters keep their voices down, due 
  to the alcohol-induced headaches suffered 
  by the group. If necessary, use the scout stat 
  block from the SRD 5.1, modi�ied to include 
  the kitsune racial traits, to represent these 
  characters.
   
  A result of giant badgers places the 
  characters passing near a burrow, which is 
  home to 1d4+1 giant badgers. These badgers 
  are stand-of�ish and territorial, defending their 
  home and the area in its immediate vicinity 
  with brutal tenacity. Use the giant badger 
  stat block from the SRD 5.1 to represent these 
  creatures. 
   
  A result indicating poisonous snakes 
  leads the characters across a swarm of snakes 
  making their home in a bush or tree that the 
  adventurers pass. If the characters do not 
  antagonize the swarm, and give the snakes 
  a wide berth, they will merely hiss and spit, 
  but if the characters approach the swarm, 
  the snakes will attack. Use the swarm of 
  poisonous snakes stat block from the SRD 5.1 
  to represent these creatures. 
   
  If a result of giant wolf spiders is rolled, 
  the characters make their way into a region of 
  forest used as a spider den. The area is thick 
  with old webbing and considered to be lightly 
  obscured as well as dif�icult terrain, due to the 
  webbing. Note that any tsuchigumo in the party 
  ignore both conditions. Once the characters 
  
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  disturb the webbing, they are set upon by the 
  giant wolf spiders, who look to make a meal out 
  of them. Use the giant wolf spider stat block 
  from the SRD 51 to represent these creatures.
   
  A result of tribal warriors means the 
  characters encounter a nomadic raiding party 
  of slytherine. These are brutal warriors who 
  take what they need from whomever they 
  encounter and are not interested in peaceful 
  interaction. Use the tribal warrior stat block 
  from the SRD 5.1, modi�ied with the racial traits 
  of the slytherine, to represent these warriors. 
   
  If the adventurers encounter elk, they 
  see wild elk running through the forest. Should 
  provisions be low and hunger be gnawing at 
  the characters, these beasts could provide 
  nourishment. The elk are frightened of 
  humanoids and will �lee as soon as they 
  perceive the adventurers. Use the elk 
  stat block provided in the SRD 5.1 to 
  represent these beasts. 
   
  Several of the trees of the 
  eastern forest are home to giant 
  bats. During the daytime, these 
  creatures are generally asleep 
  unless disturbed, but at night 
  they are always on the lookout 
  for potential prey. Use the giant bat 
  stat block in the SRD 5.1 to represent 
  these creatures. 
   
  If an encounter with a tengu 
  priest of Sojobo is rolled, the characters 
  cross paths with a wizened tengu named 
  Yasahiro, who is wandering the eastern 
  forest on a quest of re�lection. The 
  priest offers the party healing and comfort if 
  they are injured, advice if they are inquisitive, 
  and a simple greeting if they do not pursue 
  an interaction. If necessary, use the priest 
  stat block from the SRD 5.1 to represent this 
  character, modi�ied to include the racial traits 
  of the tengu. Ignore this result on subsequent 
  random encounter checks, treating it as “no 
  encounter.”
   
  If the random encounter check results 
  in harpies, the characters hear these women 
  before they see them, immediately being 
  subjected to the effects of the harpy’s luring 
  song ability. The harpies will try to lure the 
  adventurers into a vulnerable position then 
  attack in force, �ighting to kill. Use the harpy 
  stat block from the SRD 5.1 to represent 
  these creatures. 
  The West 
  The west is the barren desert 
  home of the slytherine. With 
  scorching, hot days and frosty, 
  cold nights, the western desert is 
  a dif�icult region to travel in, let 
  alone to settle. The lands of the 
  west are hard and unforgiving, 
  much like the slytherine that call 
  this region home. Parties who choose to 
  travel through the west should exercise 
  great caution not to offend, upset, or 
  come into con�lict with the slytherine. 
   The desert of the west is home to a wide 
  variety of threats and dangers beyond the 
  slytherine berserker tribes. Poisonous 
  and deadly animals are commonplace. 
  
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  Humanoid bandits are a constant threat, as 
  several tribes consider the desert their hunting 
  ground. These bandits prefer to prey upon 
  travelers who appear lost or ill-equipped for 
  long-term desert travel. Most bandits who 
  operate in the desert have extensive experience 
  with survival tactics for the harsh climate. Few 
  slytherine are found among the bandit parties 
  in the desert, as slytherine culture tends to 
  frown upon the combat tactics used by most 
  bandits. 
   
  Slytherine tribes are territorial and 
  mildly xenophobic. Travelers coming upon 
  slytherine berserkers should not expect a warm 
  friendly welcome. Though most slytherine will 
  not indulge in unprovoked violence, it is not 
  unheard of for a band of travelers in the desert 
  to fall to the clubs of a tribe of slytherine who 
  were annoyed or offended by the outsiders. 
   
  As the party travels through the desert, 
  the GM should check for random encounters 
  by rolling 1d20. On a result of 17-20, the GM 
  should roll once on Table: Random Encounters 
  – West. When the adventurers are traveling in 
  the west, the GM should check three times per 
  day for a random encounter.
  Random Encounters – West Explained:
   
  The deserts of the east are infested with 
  dust mephitis, as many spirits who escape the 
  Plains of Marrow take on this form to better 
  hide in the west. Dust mephits are enraged 
  and irrational, incapable of reasoning or 
  parley. They �ight until destroyed whenever 
  encountered. Use the dust mephit stat block 
  provided in the SRD 5.1 to represent these 
  monsters. 
   
  Scorpions are common in the deserts of 
  the west. This encounter result brings a swarm 
  of scorpions to attack the characters, emerging 
  from the sand to overwhelm the unwary. Use 
  the swarm of insects stat block provided in 
  the SRD 5.1 to represent these creatures. 
  A result indicating bandits leads the 
  characters into an ambush set up by 2d4 
  human bandits. Among these should be one 
  bandit captain. These bandits want to rob 
  the characters, not kill them. If the characters 
  offer no resistance, the bandits will simply 
  take any items they possess and leave. If the 
  characters �ight back, the bandits will �ight 
  until the �irst bandit suffers 6 or more hp of 
  damage, at which point the bandits will attempt 
  to retreat. If retreat looks impossible, the 
  bandits will surrender rather than �ight to the 
  death. Use the bandit stat block from the SRD 
  5.1 to represent these bandits, and the bandit 
  captain stat block to represent their leader. 
  Table: Random Encounters – West
  1d12 Result
  Encounter
  1
  1d4 dust mephits
  2
  1 swarm of scorpions
  3
  2d4 bandits
  4
  2d4 jackals
  5
  1d4 giant vultures
  6
  1d4 giant spiders
  7
  1 death dog
  8
  1 lion
  9
  1 swarm of beetles
  10
  1 giant scorpion
  11
  2d4 slytherine tribal warriors
  12
  1 swarm of poisonous snakes
  
  14
  A result indicating jackals leads the 
  adventurers into the hunting grounds of a 
  pack of wild jackals. These enormous cats will 
  eat humanoid �lesh, �ighting until one of their 
  pride is killed, at which point the survivors will 
  attempt to retreat. Use the jackal stat block 
  provided in the SRD 5.1 to represent these 
  beasts. 
  If vultures are rolled on the random 
  encounter table, the adventurers come across 
  giant vultures feeding on the rotten corpse of a 
  purple worm. If the characters do not interrupt 
  the feast, the giant vultures leave them be. Use 
  the giant vulture stat block provided in the 
  SRD 5.1 to represent these creatures.
  The giant spiders of the west live in 
  burrows in the ground, darting out from 
  beneath the sand to attack any creature that 
  passes by. Unwary adventurers are surprised 
  by such a result on the random encounter table. 
  Use the giant spider stat block provided in the 
  SRD 5.1 to represent these critters. 
  Strange creatures wander the western 
  desert, including the two-headed death dog, 
  which seeks to kill everything it encounters. 
  This result brings the adventurers into con�lict 
  with one such creature. The death dog will 
  attack the characters savagely and �ight until it 
  is killed. Use the death dog stat block provided 
  in the SRD 5.1 to represent this monster. 
  A result indicating an encounter with a 
  lion brings the characters across a lion on the 
  hunt for food. The lion will not normally hunt 
  or attack humanoids, especially humanoids 
  traveling in a group. However, if attacked the 
  lion will �ight back ferociously. Use the lion stat 
  block from the SRD 5.1 to represent this beast. 
  Flesh eating beetles are common in 
  the deserts of the west. This encounter result 
  brings a swarm of such beetles to attack 
  the characters, emerging from the sand to 
  overwhelm the unwary. Use the swarm of 
  insects stat block provided in the SRD 5.1, 
  
  15
  including the modi�ications listed under the 
  variant: insect swarms sidebar, to represent 
  these beetles.
  A result of tribal warriors means 
  the characters encounter a local patrol of 
  slytherine warriors. These slytherine are 
  peaceful, but cautious of humanoids. They are 
  likely to assume the adventurers are bandits 
  until convinced otherwise. These slytherine 
  will not provoke combat immediately, but they 
  will demand the characters state their business 
  and will respond harshly to any resistance. 
  They also will not back down from a �ight, 
  regardless of the odds. Use the tribal warrior 
  stat block from the SRD 5.1, modi�ied with the 
  racial traits of the slytherine, to represent these 
  warriors. 
  A result indicating poisonous snakes 
  leads the characters across a swarm of snakes 
  making their home in a burrow under the 
  ground the adventurers walk upon. These 
  snakes are incredibly aggressive, attacking 
  anything that moves within reach. Use the 
  swarm of poisonous snakes stat block from 
  the SRD 5.1 to represent these creatures. 
  Part II: Abandon 
  All Hope
  The Second Leg of the 
  Journey 
  Once the characters reach the edge of 
  the Isle of Hope, they begin to sense the very 
  fabric of reality itself fraying. Regardless of the 
  angle of approach, at the border between the 
  Isle of Hope and the Plains of Marrow stands a 
  cliff’s edge, which the characters must descend 
  to reach the surface of the Plains of Marrow. 
  Characters who wish to descend safely must 
  make a Strength (Athletics) check at DC 10. 
  Failure results in a 30 foot fall to the rocky 
  surface of the Plains of Marrow.  
  The Plains of Marrow
  The Plains of Marrow are a chaotic and 
  nightmarish landscape, which host a wide 
  variety of undead creatures and unnatural 
  hazards. The landscape of the Plains of 
  Marrow can shift dramatically at a moment’s 
  notice and there is no sustenance naturally 
  occurring within the Plains of Marrow (save 
  for that which is generated within a regional 
  reality.) Adventurers who wish to have any 
  hope of survival in the Plains of Marrow must 
  bring suf�icient provisions and protect those 
  provisions from the harsh elements. 
   
  As the party travels through the Plains 
  of Marrow, the GM should check for random 
  encounters by rolling 1d20. On a result of 
  15-20, the GM should roll once on Table: 
  Random Encounters – Plains of Marrow. When 
  the adventurers are traveling in the Plains of 
  Marrow, the GM should check three times per 
  day for a random encounter.
   
  For the purposes of the Watchtower 
  in the Wood, if the characters do not receive 
  the “regional reality” result by the second 
  random encounter check of the third day of 
  travel, simply have them some across the 
  Watchtower’s regional reality at that time.  
  
  16
  Random Encounters – Plains of Marrow 
  Explained:
   
  If a random encounter check results in 
  the regional reality entry, the 
  characters happen upon 
  the watchtower, and 
  should proceed to Part 
  III of this adventure. 
  If a random 
  encounter check results 
  in a chaotic vortex, the 
  local environment shifts 
  to a weather extreme of 
  the GM’s choosing for the 
  next 1d10 minutes. See the 
  environment in the SRD 5.1 to 
  determine the effects of these 
  harsh environments. 
  All other results on Table: 
  Random Encounters – Plains of 
  Marrow lead the characters into 
  a con�lict with hungry, angry and confused 
  undead. The clear majority of the undead native 
  to the Plains of Marrow are in a perpetual state 
  of hungry suffering. For the purposes of this 
  adventure, assume all undead encountered are 
  nearly mindless with rage, hunger and pain. 
  Use the appropriate stat blocks from the SRD 
  5.1 to represent these unfortunate souls.  
  Part III: The 
  Watchtower
  A Regional Reality 
  As the characters approach the regional 
  reality of the Watchtower in the Wood, the 
  mists of the Plains of Marrow lift, revealing a 
  wooded area, roughly an acre in size. In the 
  center of the wooded area stands a small, 
  primitive fort comprised mainly of stone 
  forti�ications placed in a clearing in 
  the center of the regional reality. In 
  the northwestern corner of the 
  fort stands a stone watchtower, 
  elevated to a height of 25 feet, 
  overlooking the clearing. 
  The Maricoxi
  As the characters enter 
  the woods, any character with 
  a Passive Perception score of 
  13 or higher will notice furry 
  humanoids, armed with 
  crossbows, stationed at the 
  watchtower, each facing one 
  of the cardinal directions. These 
  creatures are maricoxi, a race of 
  aggressive goblinoid warriors. If 
  the characters attempt to make 
  Table: Random Encounters – Plains of 
  Marrow
  1d12 Result
  Encounter
  1
  2d8 zombies
  2
  1d4 specters
  3
  chaoti c vortex
  4
  1d4+1 shadows
  5
  1 ghast
  6
  regional reality
  7
  2d8 skeletons
  8
  1d4 +1 sti rges
  9
  chaoti c vortex
  10
  1 will-o-the-wisp
  11
  1d4+1 ghouls
  12
  1 wight
  
  17
  a stealthy approach, have them make a 
  Dexterity (Stealth) check at DC 20 (the Passive 
  Perception score of the maricoxi sentries.) The 
  maricoxi are on high alert, as their camp has 
  been victimized by waves of undead since the 
  regional reality coalesced two days prior to the 
  party’s arrival. 
  The maricoxi speak Goblin, and 
  characters who do not have this language must 
  use magic (such as a Comprehend Languages 
  spell) to have any hope of a parley with the 
  creatures. Even if a character speaks their 
  language (unlikely, but not impossible) or 
  uses magic to communicate, the maricoxi are 
  exceedingly wary of outsiders. Any Charisma 
  (Deception), Charisma (Persuasion), or 
  Charisma (Performance) roll made to try and 
  open diplomatic relations with the maricoxi 
  suffers disadvantage.  
  Characters who seek to incapacitate the 
  Maricoxi, must render them unconscious in 
  combat and restrain them. Any attempt to gain 
  information from the maricoxi once subdued 
  and restrained suffers the same conditions 
  as above, with the characters suffering 
  disadvantage on the aforementioned Charisma 
  
  18
  checks. Furthermore, restrained maricoxi are 
  considered outright hostile, and will remain so 
  until released, at which point they will retaliate 
  against their captors with violence. 
  If the characters simply elect to �ight 
  their way through the maricoxi in order to 
  discover the region’s dharmachackra, they can 
  certainly do so. The dharmachackra of this 
  region does not require the maricoxi to survive 
  for activation to be successful. Ultimately, 
  the adventurers may choose to deal with the 
  maricoxi as they see �it. 
  There are four maricoxi sentries 
  scattered in the trees around the fort. Four 
  maricoxi archers are stationed in the 
  watchtower, one facing each cardinal direction. 
  The maricoxi chieftain is also positioned in 
  the watchtower. Each of the other three stone 
  structures in the area houses two maricoxi 
  thugs, ready for combat. 
  The Dharmachackra
  The dharmachackra of this regional 
  reality has manifested as a trinket worn by the 
  maricoxi chieftain.  The chieftain’s necklace 
  and badge of of�ice is a collection of bones and 
  teeth, strung together with hemp twine. When 
  the regional reality coalesced, this necklace 
  was infused with a strange power. The necklace 
  calls out to the restless dead in a one-mile 
  radius, making them believe that it is a conduit 
  to their missing and mangled memories of life. 
  This, understandably, makes the undead crave 
  the item, which is why the various undead 
  creatures continually bombard the regional 
  reality with attacks. Any undead who make 
  their way to the maricoxi chieftain will attempt 
  to steal the item and take it into the Plains of 
  Marrow. If they succeed, the regional reality 
  fades back into chaos within 1d6 minutes 
  unless the necklace is returned to the area. 
  Every two minutes after the characters arrive 
  at the regional reality, a new group of undead 
  enters, their type determined by a roll on 
  Table: Random Encounters - Plains of Marrow, 
  treating a roll of 3, 6, or 9 as “no encounter.”
  The dharmachackra will be opened if 
  the maricoxi chieftain is defeated in combat, 
  whether killed or knocked unconscious. 
  This will cause any native of Choe Pho 
  to instinctively recognize the necklace’s 
  nature, allowing the dharmachackra to be 
  activated as described under Activating the 
  Dharmachackra in the Choe Pho: A New 
  World of Fantasy corebook. The characters 
  may also determine the nature of the necklace 
  if they successfully parley with the maricoxi 
  and discover that the undead seem to be 
  chasing after this item. If this happens, the 
  characters must either persuade the maricoxi 
  chieftain to hand over the item willingly 
  (Charisma (Persuasion) DC 15. This check 
  suffers disadvantage, though good roleplaying 
  by the players can negate this disadvantage, at 
  GM discretion,) or take it from him by force. 
  In either case, as soon as the 
  dharmachackra opens, the necklace stops 
  acting as a lure for the undead, and instead 
  becomes a fully charged necklace of prayer 
  beads as described in the SRD 5.1. The 
  necklace contains two beads of blessing, two 
  beads of curing and one bead of favor. This 
  necklace can be attuned by any cleric or monk. 
  
  19
  Appendix: New 
  Creatures
  The Maricoxi  
  The maricoxi are a race of small 
  goblinoids, standing three and a half to four 
  and a half feet tall. They are covered head 
  to toe in thick, matted fur. These creatures 
  speak the goblin language. The Maricoxi are 
  well-trained warriors specializing in guerilla 
  warfare, trap making, hit and run tactics, 
  and ambushes. However, when pressed into 
  a defensive position, such as they are in this 
  adventure, the maricoxi are quite capable of 
  coordinated defensive tactics. 
  Maricoxi Archer
  Small humanoid (goblinoid), neutral evil 
  Armor Class 13 
  Hit Points 21 (6d6) 
  Speed 25 ft . 
  STR
   DEX 
  CON 
  INT 
  WIS 
  CHA 
  8(-1) 
  17 (+3) 10 (+0) 12 (+1) 14 (+2) 16 (+3) 
  Skills Percepti on +4, Stealth +4 
  Senses darkvision 60ft ., passive Percepti on 14 
  (19 with Keen Hearing and Sight.)
  Languages Goblin 
  Challenge 1/4 (50 XP)   
  Keen Hearing and Sight. The maricoxi archer has 
  advantage on Wisdom (Percepti on) checks that 
  rely on hearing or sight. 
  Nimble Escape. On each of its turns, the maricoxi 
  archer can use a bonus acti on to take the 
  Disengage or Hide acti on. 
  Acti ons 
  Multi att ack. The maricoxi archer makes two 
  melee att acks.
  Shortsword. Melee Weapon Att ack: +1 to hit, 
  reach 5 ft ., one target. Hit: 4 (1d6 + 1) piercing 
  damage. 
  Light Crossbow. Ranged Weapon Att ack: +5 to 
  hit, range 80/320 ft ., one target. Hit: 7 (1d8 +3) 
  piercing damage. 
  or
  Longbow. Ranged Weapon Att ack: +5 to hit, 
  ranged 150/600 ft ., one target. Hit: 7 (1d8 + 3) 
  piercing damage. 
  
  20
  Maricoxi Sentry
  Small humanoid (goblinoid), neutral evil 
  Armor Class 13 (leather armor) 
  Hit Points 14 (3d6 + 3) 
  Speed 25 ft . 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  9 (-1)
  14 (+2)
  12 (+1)
  11 (+0)
  13 (+1)
  11 (+0) 
  Skills Nature +4, Percepti on +5, Stealth +6, 
  Survival +5 
  Senses darkvision 60ft ., passive Percepti on 15 
  (20 with Keen Hearing and Sight.)
  Languages Goblin 
  Challenge 1/2 (100 XP) 
  Keen Hearing and Sight. The maricoxi sentry has 
  advantage on Wisdom (Percepti on) checks that 
  rely on hearing or sight. 
  Nimble Escape. On each of its turns, the maricoxi 
  sentry can use a bonus acti on to take the 
  Disengage or Hide acti on. 
  Acti ons 
  Multi att ack. The maricoxi sentry makes two 
  melee att acks or two ranged att acks. 
  Shortsword. Melee Weapon Att ack: +4 to hit, 
  reach 5 ft ., one target. Hit: 5 (1d6 + 2) piercing 
  damage. 
  Hand Crossbow. Ranged Weapon Att ack: +4 to 
  hit, range 30/120 ft ., one target. Hit: 5 (1d6 + 2) 
  piercing damage. 
  Maricoxi Thug 
  Small humanoid (goblinoid), neutral evil 
  Armor Class 14 (leather armor)/ 16 (with shield)
  Hit Points 27 (5d6 + 10)
  Speed 25 ft . 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  13 (+1) 16 (+3)
  14 (+2)
  10 (+0)
  10 (+0)
  11 (+0) 
  Skills Inti midati on +2 
  Senses darkvision 60ft ., passive Percepti on 10 
  (15 with Keen Hearing and Sight.)
  Languages Goblin 
  Challenge 1/2 (100 XP)  
  Keen Hearing and Sight. The maricoxi thug has 
  advantage on Wisdom (Percepti on) checks that 
  rely on hearing or sight. 
  Nimble Escape. On each of its turns, the maricoxi 
  thug can use a bonus acti on to take the Disengage 
  or Hide acti on. 
  Pack Tacti cs. The maricoxi thug has advantage on 
  an att ack roll against a creature if at least one of 
  
  21
  the maricoxi thug’s allies is within 5 feet of the 
  creature and the ally isn’t incapacitated. 
  Acti ons 
  Multi att ack. The maricoxi thug makes two melee 
  att acks. 
  Mace. Melee Weapon Att ack: +3 to hit, reach 
  5 ft ., one creature. Hit: 4 (1d6 + 1) bludgeoning 
  damage. 
  Light Crossbow. Ranged Weapon Att ack: +2 to 
  hit, range 80/320 ft ., one target. Hit: 7 (1d8+3) 
  piercing damage. 
  Maricoxi Chieft ain
  Small humanoid (goblinoid), lawful evil 
  Armor Class 13 (leather armor) 
  Hit Points 50 (9d6 + 18) 
  Speed 25 ft . 
  STR
  DEX
  CON
  INT
  WIS
  CHA 
  14 (+2) 15 (+2)
  14 (+2)
  10 (+0)
  11 (+0)
  10 (+0) 
  Skills Athleti cs +5, Percepti on +2 
  Senses darkvision 60ft ., passive Percepti on 12 
  (17 with Keen Hearing and Sight.)
  Languages Goblin 
  Challenge 3 (700 XP) 
  Brute. A melee weapon deals one extra die of its 
  damage when the maricoxi chieft ain hits with it 
  (included in the att ack). 
  Keen Hearing and Sight. The maricoxi chieft ain 
  has advantage on Wisdom (Percepti on) checks 
  that rely on hearing or sight. 
  Leadership (Recharges aft er a Short or Long 
  Rest). For 1 minute, the maricoxi chieft ain can 
  utt er a special command or warning whenever a 
  nonhosti le creature that it can see within 30 feet 
  of it makes an att ack roll or a saving throw. The 
  creature can add a d4 to its roll provided it can 
  hear and understand the maricoxi chieft ain. A 
  creature can beneﬁ t from only one Leadership die 
  at a ti me. This eﬀ ect ends if the maricoxi chieft ain 
  is incapacitated. 
  Nimble Escape. On each of its turns, the maricoxi 
  chieft ain can use a bonus acti on to take the 
  Disengage or Hide acti on. 
  Acti ons 
  Multi att ack. The maricoxi chieft ain makes two 
  longsword att acks. If it has a shortsword drawn, it 
  can also make a shortsword att ack. 
  Longsword. Melee Weapon Att ack: +4 to hit, 
  reach 5 ft ., one target. Hit: 10 (2d8 + 2) slashing 
  damage, or 12 (2d10 + 2) slashing damage if used 
  with two hands. 
  Shortsword. Melee Weapon Att ack: +4 to hit, 
  reach 5 ft ., one target. Hit: 8 (2d6 + 2) piercing 
  damage. 
  Light Crossbow. Ranged Weapon Att ack: +4 to 
  hit, range 80/320 ft ., one target. Hit: 6 (1d8 + 2) 
  piercing damage. 
  
  22
  Scale: 1 sq. = 5 ft . 
  The Watchtower in the Wood
  
  23
  Contagion, the Contagion game setti  ng, Contagion Points, all 
  artwork and design elements, speciﬁ c layout and trade dress, 
  Choe Pho, Choe Pho: A New World of Fantasy, the Choe Pho 
  game setti  ng, speciﬁ c race and class descripti ons apart from 
  game system & rules informati on, Marrow, and the Plains of 
  Marrow are hereby declared PRODUCT IDENTITY as  descrbed in 
  the OGL.
  All systems and rules additi ons are hereby declared Open Game 
  Content, pursuant to the license below. 
  The terms of the Open Gaming License Version 1.0a  are as 
  follows:  
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  any Open Game  Content originally distributed under any version 
  of  this License.  
  10. Copy of this License: You MUST include a copy of  this License 
  with every copy of the Open Game  Content You Distribute.  
  11. Use of Contributor Credits: You may not market  or adverti se 
  the Open Game Content using the name  of any Contributor 
  unless You have writt en  permission from the Contributor to do 
  so.  
  
  24
  12. Inability to Comply: If it is impossible for You to  comply 
  with any of the terms of this License with  respect to some or 
  all of the Open Game Content due  to statute, judicial order, or 
  governmental regulati on  then You may not Use any Open Game 
  Material so  aﬀ ected.  
  13. Terminati on: This License will terminate  automati cally if You 
  fail to comply with all terms  herein and fail to cure such breach 
  within 30 days of  becoming aware of the breach. All sublicenses 
  shall  survive the terminati on of this License.  
  14. Reformati on: If any provision of this License is  held to be 
  unenforceable, such provision shall be  reformed only to the 
  extent necessary to make it  enforceable.  
  15. COPYRIGHT NOTICE   Open Game License v 1.0a Copyright 
  2000, Wizards  of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016,  Wizards of 
  the Coast, Inc.; Authors Mike Mearls,  Jeremy Crawford, Chris 
  Perkins, Rodney Thompson,  Peter Lee, James Wyatt , Robert J. 
  Schwalb, Bruce R.  Cordell, Chris Sims, and Steve Townshend, 
  based on  original material by E. Gary Gygax and Dave Arneson.
  Choe Pho: A New World of Fantasy PREVIEW Copyright 2016,  
  Aegis Studios
  THe Watchtower in the Wood Copyright 2017, Aegis Studios
  END OF LICENSE 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Aegis Studios/Choe Pho - The Watchtower in the Wood.pdf