We Be Leshys

We Be Leshys

This adventure clocks in at 28 pages, 1 page front cover, 1 page editorial, 1 page SRD, leaving us with 25 pages of content, so let’s take a look!


This review was moved up in my reviewing-queue as a non-prioritized review at the request of my patreons.


So, first things first: This module works best as a one-shot, courtesy of its unique premise: If the similarity in the name wasn’t ample clue: In this scenario, the PCs play Leshys, namely the leshys known as Brindlewild’s Protectors – these special leshys all come with CR 5 sample statblocks and represent the pregens for the module. The pdf provides some notes for customization, should the like be desired by the PCs. The respective leshy pregens all can be roughly likened to the traditional adventuring class roles – Briam, the briar leshy, for example, is thorny and gains verdant channel: Interesting here: All of the leshy gain verdant channel, which heals plant creatures exclusively. This means that, theoretically, a group of these can create a significant healing burst and recuperate from nigh annihilation. It should be noted, however, that the leshy in question are generally more versatile than regular characters: Briam, for example, sports pretty potent vines that can cause bleeding wounds. Strandle, a seaweed leshy, has aswim speed, can fire water jets and may detach bulbs that grant water breathing. All in all, these leshys could easily be reappropriated as low-level boss-monsters, should you desire to do so.


The pdf does provide some scaling advice for more or less potent groups, though these remain somewhat basic, focusing on imposing penalties and bonuses to account for group power. Big plus: Each encounter gets a full-color map that can double as a player/encounter map – and they actually are nice, particularly for the low asking price.


All righty, this being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion.



Only GMs around? Great! A century ago, the sorcerer Varun forged a dark pact with a powerful demon, blasting the land with the dread artifact known as the Eye of Aragahz…and his reign of terror was unpleasant…until Tyrganian the druid manages to steal the artifact, causing the sorcerer to be cursed by his erstwhile demon ally. The Eye’s power allowed the druid to grow the Brindlewild Forest, but use of dark artifacts corrupts – and thus, the druid fell to promises most foul. Fighting the encroaching civilization with 9 super leshy as a kind of police, he stalled the march of progress. Relationships have been strained, but there is some semblance of an uneasy coexistence. However, the vile sorcerer has finally managed to track down the Eye, recruiting the people of nearby Blackwater and promising them to get rid of Tyrganian once and for all.

If you have Zenith Games’ “We be dragons”-module, all of this may sound somewhat familiar: If you extrapolate the leshy-themed dressing away and replace it with draconic themes, you’ll have an identical constellation, with the minor complication of a compromised mentor – not sure I’m particularly happy there.


But let’s look at how the module’s structure runs, shall we? We begin with a conversation between Ancient oak, the treant and the leshys – the treant represents a more moderate position and makes the PCs question their creation…before Tyrganian intervenes and send the PCs after tresspassers he senses in the druid’s domain.


Thus, the PCs move towards the intruders – the strongest fighters of Blackwater, led by Hettie – who wields a chainsaw. Full technology item-stats are provided for the powerful weapon and it is pretty much as deadly as you’d imagine. However, unbeknown to the elite-leshy, the incursion ultimately is a distraction to lure them away from Tyrganian…a fact they can determine if they question any surviving loggers.


Arriving at the sacred grove, the leshys face a scene of destruction, with their friend Ancient Oak smitten by dark magic – the treant holds on long enough to impart the information that the villagers seek to burn Tyrganian at the stake, before dark magics overcome him, rendering him a powerful and deadly foe who can conjure forth storms of negative energy, with multiple rounds of different effects – cool battle! (And yes, the treant can be saved, though it’s not necessarily simple…)


Making haste to the village, the leshys can attempt social skills or fight their way towards the stake, with rules on how to free their master included – kudos there. The badly wounded druid has a serious chance to perish here if the PCs don’t take care. After saving Tyrganian (or failing to do so), the PCs still have to catch up with the mighty sorcerer Varun – who will face them on dust-choked, charred land with Eye and Rift demon, but thankfully also with a significant amount of his potent arcane might spent already. Defeating the sorcerer and securing the Eye retains the integrity of the Brindlewild…but if the PCs don’t caution the druid, he may continue to use the Eye. Ancient Oak may or may not have survived his ordeal, a voice of reason that may help the PCs convince Tyrganian to refrain from using the dark artifact.



Editing and formatting are very good, I noticed no serious hiccups apart from a missed italicization. Layout adheres to a 2-column b/w-standard and the pdf sports thematically fitting b/w-stock art. The cartography of all the encounters is significantly better than that in “We Be Dragons” – kudos, particularly for the low price point, they’re solid! A downside of the pdf: The module does not sport any bookmarks, which constitutes a comfort detriment.


When I started reading this module by Jeff Gomez and Mike Welham, I was somewhat disappointed by the story – structure-wise, I did not expect something genius, but basically a reskin of the dragon-pdf? Not too cool. Thematically, it hist the same notes as well: Encounter, save mentor, deal with BBEG. That being said, this pdf is superior to “We be Dragons” in pretty much every way: The respective encounters are creative; the pregens are cool – each combat is meaningful, challenging and the signature items/abilities are really cool. Every single one of the encounters sports something cool and the player-friendly encounter maps add a serious plus to the module. That being said, the lack of bookmarks does constitute a somewhat unpleasant detriment and I would have liked stats for the artifact. As a whole, I did enjoy this module and my final verdict will clock in at 4.5 stars, though I can’t round up for it.


You can get this nice stand-alone module here on OBS!


Endzeitgeist out.



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