BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

The Forest Rats – A Brotherhood of Young Survivors

Across the scattered homes and outposts surrounding Nulb, a loose gang of boys has formed, bound by hardship, mischief, and an unspoken loyalty to one another. They call themselves The Forest Rats, a name earned from their countless hours darting between trees, sneaking through village alleys, and spying on the dealings of the dangerous people who call Nulb home.

In the lawless village of Nulb , where mercenaries, cultists, and cutthroats dictate the balance of power, there exists a group of young survivors who refuse to be swallowed by the darkness. They call themselves The Forest Rats—a loose gang of farm boys, millers' sons, and orphans who navigate the dangerous world of Nulb with quick wits, stealth, and reckless bravery.

Though dismissed as mere troublemakers by the village’s criminals and overlords, these boys have seen and heard more than most, making them a valuable—and unpredictable—force in the brewing storm of the Temple of Elemental Evil’s resurgence.

“Nobody pays attention to a bunch of boys climbing trees and chucking stones. That’s why we know more than the lot of them.”
— Kiel Trosk

Origins of the Forest Rats

The boys of the Forest Rats hail from three distinct homesteads on the outskirts of Nulb. Each family struggles under the increasing control of Lady Nysera Krivaltis, the cult of the Elder Elemental God, and the growing criminal syndicates within the village.

With fathers and older brothers too occupied with survival, these boys banded together for companionship, protection, and adventure. Over time, their games of hide-and-seek evolved into full-fledged scouting operations, eavesdropping on criminals, tailing suspicious strangers, and mapping out secret paths through the Gnarley Forest.

"We ain't scared of Lady Nysera’s men, the river pirates, or any of ‘em. This is our forest."
— Gavrin Veyne

Activities and Objectives

While largely seen as a band of mischievous boys, The Forest Rats have grown into something more—a small but vital information network within Nulb. They act independently, without fully understanding the greater forces at play, but their actions can significantly impact the village’s balance of power.

Primary Activities
  • Scouting & Espionage – The boys sneak around Nulb, watching Lady Nysera’s enforcers Iron Talons: The Men of the Baroness , the river pirates, and the cultists of the Cult of the Elder Elemental God .
  • Mapping Safe Paths – They maintain a mental map of hidden trails through the Gnarley Forest, avoiding bandit camps and dangerous areas.
  • Minor Sabotage – From loosening saddle straps to placing obstacles in smuggler trails, their pranks sometimes disrupt serious operations.
  • Trading Information – The boys keep tabs on anything unusual happening in Nulb, and for the right price (or trust), they might share what they know.
Motivations and Activities

The Forest Rats are more than just a gang of bored farm boys; they see themselves as protectors of their families and a nuisance to those who would harm their homes.

  • Spying on the Village’s Criminals – The boys sneak around Nulb, watching Lady Nysera’s men, the river pirates, and cultists of the Elder Eye.
  • Playing Tricks on Bandits – They set up minor pranks like loosening saddles or moving supplies to disrupt the operations of those they distrust.
  • Scouting the Gnarley Forest – Their knowledge of the wilderness makes them valuable to anyone looking for a hidden path or safe refuge.

Adventure Hooks

  • Rat Hunt: The party learns that Lady Nysera’s men are hunting for a group of boys accused of stealing something valuable. Do the adventurers help them or turn them in?
  • A Test of Trust: The Forest Rats have crucial information about a hidden cult meeting, but they won’t share it unless the adventurers prove themselves as allies.
  • The Vanishing Boy: Tomas Thorne has gone missing in the woods, and the older boys fear something unnatural has taken him. Will the party help track him down?

The Forest Rats are a dynamic way to introduce elements of espionage, rebellion, and local knowledge into the campaign. They may serve as allies, informants, or even the catalyst for uncovering Nulb’s deepest secrets.

Conclusion

The Forest Rats are more than a group of troublemakers—they are the eyes and ears of Nulb’s outskirts, an unexpected thorn in the side of its most dangerous factions. Whether as allies, informants, or reckless liabilities, they offer Dungeon Masters a rich tool for introducing players to the tangled web of power struggles in Nulb.

Will the adventurers see them as a resource, a nuisance, or just more innocents caught in the storm? That choice, like many in Nulb, is never as simple as it seems.

The Forest Rats by 3orcs
“They’re just kids, right? But my men keep coming back with stories about a ‘ghost’ in the woods and missing gear. So, either we got spirits with sticky fingers or some brats need a lesson.”
— Sir Torvel Hawke

Members of the Forest Rats
  • Kiel Trosk (16) – The Scout 31. Bramblethorn Ranch : The cautious and calculating observer, Kiel acts as the group’s strategist, carefully mapping out their movements and keeping the others from getting into too much trouble.
  • Gavrin Veyne (19) – The Protector 30. Millhouse : The oldest of the group and its unspoken leader, Gavrin’s strength and experience make him the one the others look to in a fight.
  • Edris Veyne (14) – The Daredevil30. Millhouse : Eager to prove himself, Edris is quick-witted and fast on his feet, often the first to volunteer for risky scouting missions.
  • Edric Thorne (14) – The Spy 29. Thorne's Cottage : A bold and daring boy, Edric often pushes the group toward greater acts of rebellion, spying on Lady Nysera’s men from the trees.
  • Tomas Thorne (9) – The Dreamer 29. Thorne's Cottage : The youngest of the group, Tomas doesn’t participate in their riskier schemes but idolizes the older boys, carving small wooden animals as tokens of their adventures.

Type
Adventuring Party
Location
Related Species
Related Ethnicities

The Boys


Kiel Trosk (Younger Son, Watchful Scout)

Medium humanoid (human), neutral

Armor Class 12 (padded armor)
Hit Points 17 (3d8+3)
Speed 30 ft.

STRDEXCONINTWISCHA
10 (+0)14 (+2)12 (+1)12 (+1)13 (+1)10 (+0)

Skills Perception +3, Stealth +4, Animal Handling +3
Senses Passive Perception 13
Languages Common
Challenge 1/8 (25 XP)

Actions

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target.
Hit: 5 (1d6+2) piercing damage.

Hide. Kiel can take the Hide action as a bonus action if he is in light cover or greater.

Gavrin Veyne (Eldest Son, Age 19)

Medium humanoid (human), neutral good
Armor Class 12 (leather armor)
Hit Points 18 (3d8+3)
Speed 30 ft.

STR 14 (+2) | DEX 12 (+1) | CON 13 (+1) | INT 10 (+0) | WIS 11 (+0) | CHA 12 (+1)

Skills Athletics +4, Survival +2, Intimidation +2
Senses Passive Perception 10
Languages Common
Challenge 1/4 (50 XP)

Actions
Quarterstaff.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) bludgeoning damage.
Throwing Stone. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Abilities
Defiant Spirit.
Gavrin has advantage on saving throws against being frightened.
Reckless Strike (1/Day). Gavrin can make an attack with advantage, but attacks against him have advantage until his next turn.


Edris Veyne (Younger Son, Age 14)

Medium humanoid (human), neutral
Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.

STR 10 (+0) | DEX 14 (+2) | CON 10 (+0) | INT 12 (+1) | WIS 13 (+1) | CHA 11 (+0)

Skills Insight +3, Perception +3, Stealth +4
Senses Passive Perception 13
Languages Common
Challenge 1/8 (25 XP)

Actions
Dagger.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Abilities
Silent Observer.
Edris has advantage on Wisdom (Insight) checks when observing conversations from a hidden position.
Quick Escape (1/Day). If Edris takes damage, he can use his reaction to move up to half his speed without provoking opportunity attacks.

Edric Thorne (Age 14)

Medium humanoid (human), neutral
Armor Class 12 (leather vest)
Hit Points 9 (2d8)
Speed 30 ft.

STR 10 (+0) | DEX 14 (+2) | CON 10 (+0) | INT 12 (+1) | WIS 12 (+1) | CHA 11 (+0)

Skills Stealth +4, Perception +3, Survival +2
Senses Passive Perception 13
Languages Common
Challenge 1/8 (25 XP)

Actions
Sling.
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 3 (1d4+2) bludgeoning damage.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.

Abilities
Tree Runner.
Edric has advantage on Dexterity (Stealth) checks when hiding in trees or natural cover.
Defiant Gaze (1/Day). When confronted by an intimidating foe, Edric can make a Charisma (Intimidation) check contested by the enemy’s Wisdom (Insight). On a success, the enemy hesitates for one round.


Tomas Thorne (Age 9)

Small humanoid (human), neutral
Armor Class 10
Hit Points 6 (2d6)
Speed 25 ft.

STR 8 (-1) | DEX 10 (+0) | CON 10 (+0) | INT 12 (+1) | WIS 13 (+1) | CHA 12 (+1)

Skills Perception +3, Insight +3, Sleight of Hand +2
Senses Passive Perception 13
Languages Common
Challenge 0 (10 XP)

Actions
Woodcarver’s Knife.
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage.

Abilities
Quiet Watcher.
Tomas has advantage on Wisdom (Perception) checks when observing others unnoticed.
Carver’s Hands. Tomas can create small wooden figures over the course of a short rest, which he sometimes uses to leave hidden messages for his friends.



Cover image: Nulb Banner by 3orcs

Comments

Please Login in order to comment!