Suiran Forest

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Next stop on our tour is Suiran Forest. As you can see, it iis very close to Iwagakure, basically being the first region you step into when you go over the mountains surrounding our village. This forest area is very dense, only having a few narrow roads closely bordered by thick vegetation. In this area, wild animal attacks are fairly common, both on and off the road, because of the proximity to the forest. In the entire area is only one village, which is Kokoyashi. It is far from being a fortress but all in all it is a relatively secure place. They have the best rice crackers there, you should deifnitely try them if you're ever in the area!
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Resources
[List of resources that can be gathered for crafting]
Distances
To Kokoyashi village
1. From Iwagakure
Road: 300 paces
Forest: 160 paces
2. From Rankusha's laboratory
Road: 360 paces
Forest: 160 paces
3. From the Land of Waterfall's main gate
Road: 600 paces
Forest: 300 paces
To Rankusha's laboratory
1. From Iwagakure
Forest: 240 paces
2. From Kokoyashi village
Road: 360 paces
Forest: 160 paces
3. From the Land of Waterfall's main gate
Forest: 340 paces
To The Land of Waterfall's main gate
1. From Iwagakure
Forest: 660 paces
2. From Kokoyashi village
Road: 400 paces
Forest: 200 paces
3. From Rankusha's laboratory
Forest: 340 paces
Encounters
Risk of encounters
1. Road: Every five posts
2. Forest: Every three posts
Type of encounters
1. Road
01 - 50 : Nothing
51 - 75 : Bandits
76 - 82 : Bear
83 - 90 : Boar
91 - 95 : Wolves
96 - 99 : Puma
100 : Sasquatch
If you or a character in your group has a bounty:
101 - 1XX : Freelance Bounty Hunters (XX = 1 per 250g of bounty on your head)
1XX - 1YY: Professional Bounty Hunter (YY = 1 per 1000g of bounty on your head)
2. Forest
01 - 25 : Nothing
26 - 40 : Bandits
41 - 55 : Bear
56 - 70 : Boar
71 - 90 : Wolves
91 - 97 : Puma
98 - 100 : Sasquatch
If you or a character in your group has a bounty:
101 - 1XX : Freelance Bounty Hunters (XX = 1 per 500g of bounty on your head)
1XX - 1YY: Professional Bounty Hunter (YY = 1 per 750g of bounty on your head)
Description of encounters
Bandits

Number of attackers: Generate a random number between 1 and 100
01 - 10 : Alone
11 - 45 : Group of 2
46 - 85 : Group of 3
86 - 95 : Group of 4
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 5 - 10 (roll each individually)
Equipment: Crude weapons, 0g - 20g on the leader.
Fighting style: Roll 1d4 per bandit
1 - 2: Melee Weapon User
3: Ranged Weapon User
4: Melee and Ranged Weapon User
Reward:
For every bandit physically defeated: (level x 10) / 2 + loot whatever is on them.
For every bandit that fleed or escaped: (level x 10) / 4
Notes: Bandits are sadly a common sight in our land, even moreso during times of war when guards are more occupied with what's happening outside of the borders than within them. They will usually attack along roads to rob people of their belongings. They are usually fairly weak and attack in small groups. They will get scared fairly easily if an opponent is too tough and just wait for the next weaker prey to come along.
Bear

Number of attackers: Generate a random number between 1 and 100
01 - 80 : Alone
81 - 95 : Mother with 1 or 2 cubs
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 8 - 15 (cubs are level 1)
Equipment: Claws. (6 - 15) + Str Mod / 2 per hit. Critical hits cause bleeding wounds. Considered as dual wielded. Fangs, (10 - 20) + Str Mod per hit. Cause bleeding wounds on critical hits.
Fighting style: Savage and feral (will not defend or use tactics).
Handle Animal DC:
Male: 15 to deter from attacking you (three successive succesful checks), 50 to tame (5 successive succesfuls checks).
Female: 25 to deter from attacking you (three successive succesful checks), untameable.
Cub: 3 to deter (1 succesful check), 40 to tame (5 succesful checks).
Special: Massive Strength (50% bonus). Thick fur (armor bonus of level / 4). Bear Hug (+20% to all offensive grapple checks).
Reward:
For every bear physically defeated: (level x 10) / 2.
For every bear that was tamed, fleed or escaped: (level x 10) / 4
Notes: Bears are one of the worst fears of any hunter. They are big, tough, strong, and unforgiving, They are, luckily, relatively passive by nature and will rarely attack unless provoked.
Boar

Number of attackers: Generate a random number between 1 and 100
01 - 60 : Alone
61 - 95 : Mother with 3 or 4 farrows
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 3 - 7 (farrows are level 1)
Equipment: Tusks. (4 - 12) + Str Mod per hit. Critical hits cause bleeding.
Fighting style: Feral (will not defend or use tactics).
Handle Animal DC:
Male: 10 to deter from attacking you (three successive succesful checks), 25 to tame (5 successive succesfuls checks).
Female: 20 to deter from attacking you (three successive succesful checks), untameable. Will become undeterrable if farrows are engaged.
Farrow: 3 to deter (1 succesful check), 10 to tame (5 succesful checks).
Special: Sensitive snout (+10 to awareness and survival checks involving smell).
Reward:
For every boar physically defeated: (level x 10) / 2.
For every boar that was tamed, fleed or escaped: (level x 10) / 4
Notes: Boars are not usually the toughest of opponents but can be quite ferocious when cornered. Get ready for a tussle if you want bacon for your next breakfast!
Wolves

Number of attackers: Generate a random number between 1 and 100
01 - 10 : Lone Wolf
11 - 30 : 2 wolves
31 - 50 : Pack of 3
51 - 70 : Pack of 4
71 - 90 : Pack of 5
91 - 95 : Pack of 6
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 4 - 7
Equipment: Fangs, (2 - 7) + Str Mod per hit. Critical hits cause bleeding.
Fighting style: Feral (will not defend or use tactics).
Special Attack: Hamstring Bite (+5 to trip opponent checks).
Handle Animal DC:
Individual: 15 to deter from attacking you (three successive succesful checks), 30 to tame (5 successive succesfuls checks).
Pack: 30 to deter them from an encounter.
Special: Natural Hunter (+10% survival, +10% stealth, +10% awareness). Killing Blows (rolls of 19 and 20 cause critical hits)
Reward:
For every wolf physically defeated: (level x 10) / 2.
For every wolf that was tamed, fleed or escaped: (level x 10) / 4
Notes: The forest's natural predators. Their strength lies usually more in their numbers than in their individual strength. They are extremely opportunistic and will usually go after the weakest members of a group first. Their usual tactics are to get you to the ground and go for your jugular... gulp...
Puma

Number of attackers: Generate a random number between 1 and 100
01 - 50 : 1 that you stumble upon
51 - 95 : 1 that was stalking you (pass awareness check against stealth or puma has the initiative and its first attack will be a sneak attack.)
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 10 - 15
Equipment: Fangs, (4 - 9) + Str Mod per hit, any fang attack can be used to initiate a grapple after contact. Claws, (4 - 7) + Str Mod /2, considered as dual wielded.
Fighting style: Feral (will not defend or use tactics)
Special Attack: Rake ("dual wield" claw attacks can be used during a grapple, +7 to attack roll.)
Handle Animal DC:
30 to deter from attacking you (three successive succesful checks), 50 to tame (5 successive succesfuls checks).
Special: Natural Hunter (+10% survival, +10% stealth, +10% awareness).
Reward:
For every puma physically defeated: (level x 10) / 2.
For every puma that was tamed, fleed or escaped: (level x 10) / 4
Notes: Definitely a creature you'd want to avoid, combine the stealth of a feline with the power of a large predator... They look like overgrown kitties though!
Sasquatch

Number of attackers: Generate a random number between 1 and 100
01 - 75 : 1 Passive Sasquatch (will not engage if left alone)
76 - 95 : 1 Aggressive Sasquatch
96 - 100: Unique encounter (talk to crew)
Attackers' levels: 25 - 35
Equipment: None
Fighting style: Melee (15 - 20) + Str Mod. crude (will not use complex combat maneuvers such as trips or disarm).
Special Attack: Pummeling Slam (uses 2 attack turns, damage increased by 50% and knocks the opponent down to a prone position.)
Handle Animal DC:
30 to deter from attacking you (three successive succesful checks), 50 to tame (5 successive succesfuls checks, creature must have been beaten by the tame to 25% of it's health or chakra).
Special: Large (apply bonuses of large summons to this creature). Critical hits daze opponents for their following combat turn.
Reward:
If physically defeated: (level x 10)
If tamed, fleed or escaped: (level x 10) / 2
Notes: Measuring between 9 to 15 feet, it was actually unclear if these behemoths actually inhabited the forest since very few people actually saw them (or lived to tell the tale if they had attacked). Usually an encounter you'd like to avoid since they can usually beat opponents to a pulp if riled.
Local Freelance Bounty Hunters

Number of attackers: Generate a random number between 1 and 100
01 - 30 : Alone
31 - 70 : Group of 2
71 - 90 : Group of 3
91 - 95 : Group of 4
96 - 100: Unique encounter (talk to crew)
Attackers' levels: [Target's level - 5] to [Target's level]
Equipment: Crude to basic weapons, 0g - 50g.
Fighting style: Roll 1d4 per bounty hunter
1: Taijutsu User
2: Melee Weapon User
3: Ranged Weapon User
4: Hybrid
Reward:
For every bounty hunter defeated: (level x 10)
For every bounty hunter that fleed or escaped: (level x 10) / 2
Notes: These are bounty hunters that are usually self taught and stick to a specific location gathering intel on potential targets. They're usually not as dangerous as professional bounty hunters but are not to be underestimated since their extensive experience can make them dangerous in combat. They usually work in small groups, strength is in numbers but so is the division of the loot!
Professional Bounty Hunters

Number of attackers: Generate a random number between 1 and 100
01 - 70 : Alone
71 - 90 : Group of 2
91 - 95 : Group of 3
96 - 100: Unique encounter (talk to crew)
Attackers' levels: [Target's level] to [Target's level + 10]
Equipment: Basic to superior weapons, 25 ryo - 100 ryo.
Fighting style: Roll 1d4 per bounty hunter
1: Taijutsu Specialist
2: Melee Weapon Specialist
3: Ranged Weapon Specialist
4: Ninjutsu Specialist
5: Genjutsu Specialist
6: Hybrid (generate 2 numbers to see a hybrid of which specialties)
Reward:
For every bounty hunter defeated: (level x 10)
For every bounty hunter that fleed or escaped: (level x 10) / 2
Notes: The guys that make you wet your pants. Trained professionals, often missing nins from certain villages, these are the guys that people who are serious about taking you down will hire. They are sent from country to country to track down specific targets and bring them in. They usually work alone, although some will operate in small groups. These are seen less often though since they can get pretty pricey. Ironically, these people often have prices on their own heads as well.