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		<title>Roklor: Created page with &quot;==Recap== Ceremony  Leaving the forest, the strange gnome  An evening of rest   =='''Session Goals'''==  *Investigate the growing instability in Willowshade *Discover what the...&quot;</title>
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		<updated>2025-09-04T16:13:41Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;==Recap== Ceremony  Leaving the forest, the strange gnome  An evening of rest   ==&amp;#039;&amp;#039;&amp;#039;Session Goals&amp;#039;&amp;#039;&amp;#039;==  *Investigate the growing instability in Willowshade *Discover what the...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Recap==&lt;br /&gt;
Ceremony&lt;br /&gt;
&lt;br /&gt;
Leaving the forest, the strange gnome&lt;br /&gt;
&lt;br /&gt;
An evening of rest&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=='''Session Goals'''==&lt;br /&gt;
&lt;br /&gt;
*Investigate the growing instability in Willowshade&lt;br /&gt;
*Discover what the red-amulet stranger did&lt;br /&gt;
*Face a twisted manifestation of corruption tied to Djinn&lt;br /&gt;
*Introduce a deeper mystery rooted in ancient, pre-temporal forces&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==🧱 SESSION STRUCTURE==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🌅 ACT 1: '''Return to Willowshade'''===&lt;br /&gt;
'''Scene:''' The party crests the familiar hill. The windmill turns gently. The glass dome gleams. The air is warm — ''too warm'', as if '''the seasons are confused'''.&lt;br /&gt;
&lt;br /&gt;
*The villagers welcome the party warmly.&lt;br /&gt;
*Djinn's mother, '''Calira''', greets them with open arms but concern in her eyes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=='''Key Conversations with Djinn &amp;amp; the Party'''==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🎙️ '''1. First Reunion – &amp;quot;The Air is Wrong&amp;quot;'''===&lt;br /&gt;
''Setting: Calira greets Djinn warmly at the village gates. Her smile fades as she draws them into a quiet moment away from others.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🎙️ '''2. After Investigation of the Grove – &amp;quot;Memory Without Witness&amp;quot;'''===&lt;br /&gt;
''Setting: In the glass-domed grove, standing by the sacred tree.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🎙️ '''3. After the Combat – “The Grove Has Chosen”'''===&lt;br /&gt;
''Setting: The smoldering aftermath of the Rootwound Boar battle. The grove is quiet again, almost too quiet.''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==🔍 '''Concerns Villagers Would Have Raised to Calira'''==&lt;br /&gt;
You can sprinkle these into Calira’s conversations or have her mention them during party investigations:&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🔸 “The Sleepwalkers”===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🔸 “The False Djinn”===&lt;br /&gt;
----&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===NPC Dialogue (Villager)===&lt;br /&gt;
'''Initial Claim:'''&lt;br /&gt;
&lt;br /&gt;
*“Djinn? No, no, I saw you just the other day! Thought you were back early from wherever you all ran off to.”&lt;br /&gt;
*“Aye, right outside the mill. You even gave me that funny wave of yours. Don’t tell me you forgot already?”&lt;br /&gt;
&lt;br /&gt;
'''Details &amp;amp; Description:'''&lt;br /&gt;
&lt;br /&gt;
*“You were wearing that same old coat—though it did look a bit cleaner, now that I think on it.”&lt;br /&gt;
*“Didn’t say much, but you nodded when I asked if everything was alright.”&lt;br /&gt;
*“Come to think of it, you seemed… off. Quiet. Didn’t even stop to chat, which ain’t like you.”&lt;br /&gt;
&lt;br /&gt;
'''When Pressed:'''&lt;br /&gt;
&lt;br /&gt;
*“You walked down toward the creek, then just… disappeared 'round the bend. I didn’t follow.”&lt;br /&gt;
*“You ''were'' alone. Least, I didn’t see anyone else.”&lt;br /&gt;
*“Now you’re telling me that wasn’t you? Then what in the gods’ names did I see?”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🧩 Possible Clues or Leads to Offer (if you want this to build into a larger mystery)===&lt;br /&gt;
&lt;br /&gt;
*'''Tracks''': Someone might find recent bootprints near where Djinn was &amp;quot;seen.&amp;quot;&lt;br /&gt;
*'''Witnesses''': Another villager (child or elderly) may back up the story with their own odd detail (e.g., “He didn’t cast a shadow.”)&lt;br /&gt;
*'''Strange Object''': A trinket or scrap of clothing near the sighting location that resembles Djinn’s belongings—but subtly wrong.&lt;br /&gt;
*'''Memory Fog''': The villager can’t recall details like eye color or voice clearly, as if something tampered with their memory.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🧠 Suggested Player Reactions to Encourage===&lt;br /&gt;
&lt;br /&gt;
*Have Djinn roll Insight: ''“Did the villager seem convinced or coached?”''&lt;br /&gt;
*Encourage Arcana checks: ''“Could it be a doppelgänger? An illusion?”''&lt;br /&gt;
*Offer leads to track the doppelgänger or investigate magical interference.&lt;br /&gt;
*Let the party interrogate other villagers: “Has anyone else seen Djinn recently?”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🎭 If You Want to Add Flavor or Tension===&lt;br /&gt;
&lt;br /&gt;
*A child runs up: “Djinn! You promised you'd teach me that fire trick again today!” (Djinn made no such promise.)&lt;br /&gt;
*An animal in the village (dog, cat, horse) reacts with fear or confusion toward the real Djinn.&lt;br /&gt;
*A mirror or reflective surface briefly shows Djinn’s reflection ''smiling independently'' of their face.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==NPC 1: Edrin Molt — The Villager Who Saw Djinn==&lt;br /&gt;
'''Race:''' Human&lt;br /&gt;
&lt;br /&gt;
'''Age:''' Late 40s&lt;br /&gt;
&lt;br /&gt;
'''Occupation:''' Carpenter&lt;br /&gt;
&lt;br /&gt;
'''Appearance:'''&lt;br /&gt;
&lt;br /&gt;
*Tall and lean, with calloused hands and a faint limp from an old accident.&lt;br /&gt;
*Weathered face with crow’s feet and sun-darkened skin.&lt;br /&gt;
*Wears a linen shirt stained with sawdust, and a leather apron still holding a few woodworking tools.&lt;br /&gt;
*Has a smudge of charcoal on one cheek and a habit of scratching his beard when thinking.&lt;br /&gt;
&lt;br /&gt;
'''Personality:'''&lt;br /&gt;
&lt;br /&gt;
*Friendly, practical, and respected around the village.&lt;br /&gt;
*Known for his sharp memory and storytelling—never exaggerates, which makes his claim unnerving.&lt;br /&gt;
*Speaks with quiet confidence and is clearly unsettled about the incident with Djinn.&lt;br /&gt;
&lt;br /&gt;
'''Voice/Mannerisms:'''&lt;br /&gt;
&lt;br /&gt;
*Measured, grounded tone.&lt;br /&gt;
*Rests his hand on his hip when trying to recall something.&lt;br /&gt;
*Often squints, as if trying to remember the fine details exactly.&lt;br /&gt;
&lt;br /&gt;
'''Notable Quote:'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===🔸 “The Time-Shifted Farm”===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Farmer Witness: Two Sunsets in One Day==&lt;br /&gt;
&lt;br /&gt;
===🎙️ Initial Revelation (Confused or Offhand)===&lt;br /&gt;
&lt;br /&gt;
*“Now I don’t know what tricks the gods are playing, but I swear on my ox’s grave — the sun set, and then not a half-hour later, it set again.”&lt;br /&gt;
*“Thought my eyes were going, or maybe the cider was stronger than I thought. But my son saw it too.”&lt;br /&gt;
*“It dipped behind the hills — just like normal — and the sky went all dusky. Then... it rose again, only a little ways, and dropped a second time.”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🔍 Descriptive Details (Odd Atmosphere)===&lt;br /&gt;
&lt;br /&gt;
*“The light was strange. Warmer than usual. Felt like summer even though the air was turning cool.”&lt;br /&gt;
*“The shadows twisted funny the second time. Like they didn’t know which way to fall.”&lt;br /&gt;
*“The animals got confused — birds started singing again, and the cows all turned back toward the barn like they’d forgotten they were just in there.”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===😧 Emotional Reactions===&lt;br /&gt;
&lt;br /&gt;
*“Scared the hell outta me, truth be told. I lit every lantern in the house just in case it happened again.”&lt;br /&gt;
*“My wife said it was a blessing, but I’m not so sure. Ain’t natural, two sunsets in a day. Feels like something’s gone crooked in the world.”&lt;br /&gt;
*“Old Maery says it’s a sign of the end. She ain’t left her root cellar since.”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🧩 Possible Explanations (In-Universe Theories)===&lt;br /&gt;
&lt;br /&gt;
*“Could be them mirror mages up in the hills again. Saw the sky bend once when they were experimenting.”&lt;br /&gt;
*“Maybe the gods are wrestling again. Last time they fought, we had frogs rainin’ from the sky.”&lt;br /&gt;
*“Might be that starfallen nonsense—those stones that hum at night. There’s one buried near the old quarry.”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🧠 Encouraging Investigation (Leads)===&lt;br /&gt;
&lt;br /&gt;
*“I kept a sketch of the hills when the first sun dipped. Come take a look if you like.”&lt;br /&gt;
*“Talk to the boy — he was out near the orchard and swears he saw the sun ‘shimmer’ before it rose again.”&lt;br /&gt;
*“If you head up the ridge, you’ll see the hollow I was standing in. Still smells a bit... warm, somehow.”&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🌀 If You Want to Add Weirdness or Horror===&lt;br /&gt;
&lt;br /&gt;
*“Didn’t notice it ‘til later, but my shadow… it stayed behind after the first sunset. Didn't catch up to me until nightfall.”&lt;br /&gt;
*“The rooster crowed at the second sunset. Like it knew something was wrong.”&lt;br /&gt;
*“I swear I saw someone standing out in the field… looked just like me. Watching the sky.”&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==PC 2: Ranna Feld — The Tailor Who Saw Two Sunsets==&lt;br /&gt;
'''Race:''' Halfling&lt;br /&gt;
&lt;br /&gt;
'''Age:''' Early 60s&lt;br /&gt;
&lt;br /&gt;
'''Occupation:''' Tailor&lt;br /&gt;
&lt;br /&gt;
'''Appearance:'''&lt;br /&gt;
&lt;br /&gt;
*'''Ranna Feld''' is a cheerful, silver-haired halfling with clever hands and a perpetual smudge of chalk or thread clinging to her skirts. Barely three feet tall, she has warm hazel eyes that crinkle when she smiles—something she does often—and a voice like soft wool: warm, comforting, and threaded with quiet mischief. Her fingers are calloused from years of stitching, and she always wears a pin-cushion bracelet on her wrist like a badge of honour.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🔸 “Effigy Warping”===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🔸 “The Dream Bell”===&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==🪻 '''Calira’s Role Going Forward'''==&lt;br /&gt;
&lt;br /&gt;
*She is '''not just Djinn’s mother''', but now a '''potential lorekeeper''' and '''ritual guide''' to what lies beneath the sacred tree.&lt;br /&gt;
*She may '''begin gathering components''' for an ancient rite to '''bind or cleanse the roots''' — but fears the rite may need '''Djinn's blood''' to succeed.&lt;br /&gt;
*Calira will '''remain in Willowshade''' to protect it, even as it warps — her presence is stabilizing, and the grove ''listens'' to her.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🧭 ACT 2: '''The Grove’s Whispers'''===&lt;br /&gt;
'''Scene:''' Djinn and the party are summoned to the '''glass-domed grove''' by Calira.&lt;br /&gt;
&lt;br /&gt;
*The sacred tree is behaving strangely: humming with energy, blooming irregularly, and growing roots in impossible patterns — some '''looping back into themselves'''.&lt;br /&gt;
*Calira reveals: she found a '''sliver of red crystal''' embedded in the soil — humming like a heart, leaking faint whispers of languages too old to name.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===⚠️ ACT 3: '''The Effigy Breaks'''===&lt;br /&gt;
'''Scene:''' During the evening feast, a sudden silence falls.&lt;br /&gt;
&lt;br /&gt;
*The '''boar effigy''', the oldest in the village, '''groans and twists'''. Its vines ripple unnaturally. A red glow shines from within.&lt;br /&gt;
*A deep, echoing voice emerges:&lt;br /&gt;
*The boar '''explodes into motion''', now a warped, '''half-living, half-woven monster''', twisted by forces older than time — and it's '''coming for Djinn'''.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==⚔️ COMBAT ENCOUNTER:==&lt;br /&gt;
&lt;br /&gt;
==='''“The Rootwound Boar”'''===&lt;br /&gt;
'''Creature Type''': Plant/Construct Hybrid&lt;br /&gt;
&lt;br /&gt;
'''HP''': High&lt;br /&gt;
&lt;br /&gt;
'''AC''': Moderate (vines and bark armor)&lt;br /&gt;
&lt;br /&gt;
'''Abilities:'''&lt;br /&gt;
&lt;br /&gt;
*'''Targeted Malfunction (Djinn-specific)''': Each round, it lashes at Djinn, forcing a '''WIS save''' or Djinn sees flashes of '''alternate versions''' of their life — paralyzing them with emotional dissonance.&lt;br /&gt;
*'''Seasonal Bloom''': Battlefield shifts with false seasons. Each round, one of the following occurs:&lt;br /&gt;
**'''Winter''' – Icy patches (DEX save or fall prone)&lt;br /&gt;
**'''Spring''' – Pollen cloud (CON save or blinded)&lt;br /&gt;
**'''Autumn''' – Shadows stretch and whisper (WIS save or frightened)&lt;br /&gt;
*'''Split Path (Legendary Action)''': Creates a mirrored illusion of Djinn that fights the party for 1 round, whispering distorted truths.&lt;br /&gt;
*'''Red Echo (Final Phase)''': At half HP, reveals the '''red amulet buried in its chest''', pulsing. Timeline tears ripple outward, causing one PC to '''see a possible future where Djinn never returned'''.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🌘 ACT 4: '''The Core Revealed'''===&lt;br /&gt;
After the boar falls, it dissolves into crumbling vines and '''petrified bark'''. At the center lies a '''red rootshard''', inert — and a deep '''impression in the earth''', like '''a man once stood there and was erased'''.&amp;lt;blockquote&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==🎁 REWARDS &amp;amp; NARRATIVE CONSEQUENCES==&lt;br /&gt;
&lt;br /&gt;
*'''Rootshard Amulet (Attunable, 1/long rest):'''&lt;br /&gt;
**Rewind a failed roll or force a reroll on an enemy within 30 feet.&lt;br /&gt;
**'''Consequence''': Each use risks a personal memory fracturing — causing short-term amnesia or hallucinations of alternate lives.&lt;br /&gt;
*Djinn has become a '''&amp;quot;Temporal Tether&amp;quot;''', possibly the key to balancing (or unbalancing) the village’s place in the greater timeline.&lt;br /&gt;
*The '''Watchmaker contacts the party again''', this time in person or via projection:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==➡️ HOOKS FOR NEXT SESSION==&lt;br /&gt;
&lt;br /&gt;
*Who was the cloaked man, and '''what does he remember about Djinn that even Djinn does not'''?&lt;br /&gt;
*A hidden grove deep within the forest '''calls to Djinn in dreams''' — something there was left behind, or buried.&lt;br /&gt;
*The '''King sends a scholar''' to help investigate Willowshade’s temporal instability — but what they find beneath the roots may threaten more than just one village.&lt;br /&gt;
*Djinn begins to hear '''a second heartbeat''' within the sacred grove — one '''older than their own''', but somehow '''familiar'''.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=🐗 Rootwound Boar=&lt;br /&gt;
''Huge Construct (Effigy), Unaligned''&lt;br /&gt;
&lt;br /&gt;
'''Armor Class''' 16 (hardened bark and woven brambles)&lt;br /&gt;
&lt;br /&gt;
'''Hit Points''' 170 (20d10 + 60)&lt;br /&gt;
&lt;br /&gt;
'''Speed''' 40 ft.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===STR 20 (+5) | DEX 12 (+1) | CON 16 (+3) | INT 5 (−3) | WIS 14 (+2) | CHA 10 (+0)===&lt;br /&gt;
----'''Saving Throws''' CON +6, WIS +5&lt;br /&gt;
&lt;br /&gt;
'''Skills''' Perception +5&lt;br /&gt;
&lt;br /&gt;
'''Damage Resistances''' bludgeoning, piercing, and slashing from nonmagical attacks&lt;br /&gt;
&lt;br /&gt;
'''Damage Immunities''' psychic, poison&lt;br /&gt;
&lt;br /&gt;
'''Condition Immunities''' charmed, frightened, poisoned, stunned&lt;br /&gt;
&lt;br /&gt;
'''Senses''' darkvision 60 ft., tremorsense 30 ft., passive Perception 15&lt;br /&gt;
&lt;br /&gt;
'''Languages''' understands Druidic and Sylvan but can't speak&lt;br /&gt;
&lt;br /&gt;
'''Challenge''' 7 (2,900 XP) — tuned for a tough boss fight vs. 4 level 6 PCs&lt;br /&gt;
&lt;br /&gt;
'''Proficiency Bonus''' +3&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==✴️ TRAITS==&lt;br /&gt;
&lt;br /&gt;
===🧩 Temporal Tether (Legendary Trait – 1/turn, Djinn-specific)===&lt;br /&gt;
Once per round, if '''Djinn''' is within 60 ft., the Boar may force a '''DC 14 Wisdom saving throw'''. On a fail, Djinn glimpses '''alternate versions of their own life''', becoming '''Stunned until the end of their next turn'''. On a success, they gain '''advantage on saving throws vs. this trait''' for 1 minute.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🌿 Rootbound Behemoth===&lt;br /&gt;
The Boar counts as '''half cover''' for any creature directly behind it. If reduced to 0 HP, its body collapses and '''difficult terrain''' (20 ft. radius of twisted roots and shattered wood) remains for 1 hour.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🌱 Seasonal Bloom (Recharge 5–6)===&lt;br /&gt;
The Boar pulses with unnatural life. Roll a d4 to determine which '''false season''' dominates the battlefield until the end of its next turn:&lt;br /&gt;
&lt;br /&gt;
#'''Winter''' – Frost spreads. Each creature within 30 ft. must make a '''DC 15 DEX save''' or fall prone on icy patches.&lt;br /&gt;
#'''Spring''' – Pollen clouds erupt. All creatures in 20 ft. must succeed on a '''DC 14 CON save''' or be '''Blinded''' until the end of their next turn.&lt;br /&gt;
#'''Summer''' – Heat shimmer. Ranged attacks against the Boar are made at '''disadvantage''' until the end of its next turn.&lt;br /&gt;
#'''Autumn''' – Whispering shadows. Affected area becomes '''heavily obscured''' (20 ft. radius), and all Wisdom (Perception) checks suffer '''disadvantage'''.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==🛠️ ACTIONS==&lt;br /&gt;
&lt;br /&gt;
===🐗 Tangleburst Charge (Recharge 4–6)===&lt;br /&gt;
The Boar charges in a straight line up to 40 feet and '''must move through at least one creature'''. Each creature in its path must make a '''DC 15 Strength saving throw''' or take '''21 (4d8 + 3) bludgeoning damage''', be '''knocked prone''', and become '''restrained''' in coils of animated vine. Restrained targets may repeat the save at the end of each of their turns.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===🌿 Multiattack===&lt;br /&gt;
The Boar makes '''2 attacks''': one '''Gore''' and one '''Trample'''.&lt;br /&gt;
&lt;br /&gt;
*'''Gore''': +8 to hit, reach 10 ft., one target.  '''Hit''': 18 (2d12 + 5) piercing damage.&lt;br /&gt;
*'''Trample''': +8 to hit, reach 5 ft., one target.  '''Hit''': 14 (2d8 + 5) bludgeoning damage.  Target must succeed on a '''DC 15 DEX saving throw''' or fall prone.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==🌀 LEGENDARY ACTIONS (3 per round)==&lt;br /&gt;
The Rootwound Boar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.&lt;br /&gt;
&lt;br /&gt;
*'''Twisting Ground''': Roots surge. A 10 ft. radius area within 30 feet becomes '''difficult terrain''' until the start of the Boar’s next turn. Any creature entering or starting their turn there must succeed on a '''DC 13 STR save''' or be '''restrained until the end of their turn'''.&lt;br /&gt;
*'''Echo Pulse''' ''(Costs 2 Actions)'': A ripple of broken time distorts the battlefield. One creature the Boar can see must succeed on a '''DC 14 CON saving throw''' or '''repeat their last action involuntarily''' (targeting the same creature, if possible).&lt;br /&gt;
*'''Split Path Illusion''' ''(1/encounter, Costs 3 Actions)'':  A distorted, mirrored '''illusion of Djinn''' appears, acting independently on the Boar’s next initiative (AC 16, HP 30, duplicates Djinn’s last visible action or spell). It vanishes after 1 round or if destroyed.&lt;br /&gt;
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==📉 LAIR EFFECT (OPTIONAL, if battle occurs in the sacred grove)==&lt;br /&gt;
Once per round, on initiative 20 (losing initiative ties), the '''sacred grove pulses''' with wild energy. Roll a d6:&lt;br /&gt;
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1–2: Roots entangle. Each creature not adjacent to the Boar must succeed on a '''DC 14 Dex save''' or be '''restrained'''.&lt;br /&gt;
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3–4: The windmill outside spins backwards. '''All reaction-based abilities are disabled''' until initiative 20 next round.&lt;br /&gt;
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5–6: A shimmering afterimage of Djinn (or another PC) appears and '''absorbs 10 damage''' dealt to them before vanishing.&lt;br /&gt;
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==🎁 TREASURE (On Defeat)==&lt;br /&gt;
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*'''Red Rootshard (Wondrous Item – Rare, attunement by spellcaster):'''  Once per long rest, '''rewind''' a single event that occurred within the last round (your own roll, an enemy’s hit, etc.). Using the shard causes a '''visible time fracture''', leading to narrative consequences at DM discretion.&lt;br /&gt;
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==💡 TACTICS==&lt;br /&gt;
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*'''Start aggressively''' with '''Tangleburst Charge''', hitting multiple PCs.&lt;br /&gt;
*Use '''Seasonal Bloom''' early to set terrain conditions in the Boar’s favor.&lt;br /&gt;
*Focus '''Temporal Tether''' on Djinn each round for narrative tension.&lt;br /&gt;
*Use '''Echo Pulse''' to disorient martial PCs, potentially forcing wasted turns.&lt;br /&gt;
*Use '''Split Path Illusion''' mid-fight as a powerful psychological and mechanical threat.&lt;br /&gt;
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==Recap==&lt;br /&gt;
&lt;br /&gt;
*Having dealt with the corruption of the forest you began your journey back to Leth'Taelar&lt;br /&gt;
*The forest was indeed healing&lt;br /&gt;
*You found yourself in a clearing, a small grove with a wide stone slab, half-covered in moss, this stone slab was inviting&lt;br /&gt;
*As each of you placed your hand upon the stone, you had a flashback, a vision? a memory perhaps?&lt;br /&gt;
*You all continued to Leth'Taelar and were invited to stay for a feast, after which you all rested and you found yourself waking up this morning.&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Roklor</name></author>
		
	</entry>
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