Custoad’s Chapter Three: Twistenwud and the Importance of Brush Care

Lying to the southwest of Provenance lies the Twistenwud . A swampy marshland made up of interlocking mangroves. Water flows there, but the river and tributaries are often pools with floating vegetation that will collapse under any sort of sudden weight. It can be difficult to navigate and difficult to keep your paintings safe!   I strongly suggest that if you can, you ough invest in a waterproof canvas case, because you must be ready to flee at any time in the twisted paths of this forest and sometimes that is going to mean a swim. Here you’ll find serious need of your greens and earth tones. You can combine Blue and Yellow pigments together to create Green paint. One part blue, one part yellow will create one part green. It can have the additional effects of either one of the parent pigments.  

Combining Pigments

When combining two or more pigments in order to create another color you may choose which base pigment it functions as.
  As you traverse the densely packed mangroves and marshlands of the Twistenwud you will no doubt notice that it seethes with life. A stark contrast to the plains to the north. Here the Decrept have no foothold. The marshland swallows up the dead. The fish, worms, and the very plantlife here will make quick work of any undead that try to walk these paths. But it is no less dangerous here, it is perhaps more.   The abundance of life here can be felt in every step and breath. A constant hum of insects, frogs, and creatures even I have yet to see combined with the density of the plantlife makes it difficult to tell what is around the next bend. It is a place of constant surprise and surprisingly well hidden giants. This is the territory of the Fortchmen.  

Fortchman CR: 6

Large giant, chaotic evil
Armor Class: 16
Hit Points: 109 (10d10+50) 10d10+50
Speed: 30 ft

STR

18 +4

DEX

14 +2

CON

20 +5

INT

11 +0

WIS

9 -1

CHA

7 -2

Saving Throws: Con +7
Skills: Intimidation +2, Perception +2, Survival +2
Senses: Keen Smell, Darkvision 60ft, passive Perception 12
Languages: Giant
Challenge Rating: 6

Keen Smell. The Fortchman has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The Fortchman regains 10 hit points at the start of its turn. If the fortch takes acid or fire damage, this trait doesn't function at the start of the fortch's next turn. The fortch dies only if it starts its turn with 0 hit points and doesn't regenerate.
Strength of the Horde. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to (1d10+5) 1d10+5 . Once you use this feature, you must finish a short or long rest before you can use it again.
Savage Frenzy. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.

Each Fortchman has the following items:
Large size cooking utensils (3 gp)
Large size longbow (16 gp)
Obsidian Crescent Blade 85% chance to be salvageable: [[1d100]] (200 gp bounty from Bozzam)
In addition there is a 30% chance [[1d100]] they have a plundered beltpouch containing [[3d8]] gp and [[4d10]] silver. It also contains a [[1d4-2]] gems of 25 gp value (negatives are considered zero)
A DC 17 Investigation check (requiring 1 action in combat) has a 60% chance to discover a Fortch Trinket

Actions

Multiattack. The Fortchman can make two attacks with a weapon or claws and one attack with their bite.
Bite. Melee Attack: +7, Reach 5ft., one target Hit:7 (1d6+4) piercing damage
Obsidian Crescent Blade. Melee Weapon Attack: +8, Reach 5ft, one target Hit: 11 (2d6+4)
Fortchman's Bow. Ranged Weapon Attack:+8, Range 150/600ft Hit: 7 (2d6) piercing damage and 3 (1d6) bludgeoning damage

This lumbering green dullards are driven by cuisine. They think with their stomach first, and anything fleshy has the potential to be cooked up just right. Humanoids are their favorite food. They dress in simple skins and but carry obsidian weapons of excellent craftsmanship.

Suggested Environments

They are found in greater densities the deeper in the Twistenwud one searched. But they often will ambush travelers along the road and river. They find it fun. Often near tree cover and swampy terrain.