Difference between revisions of "Session 56"

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(Created page with "<br /> ==Recap== *Defeated the creature in the well *Received a reward for dealing with this *Continued with your travel *Arrived at Rosemount, noticed that the statues were...")
 
 
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*Reaching the Abnoba Forest - an hour or so by cart
 
*Reaching the Abnoba Forest - an hour or so by cart
 
*Necromancer + frogs
 
*Necromancer + frogs
*
 
  
 
<br />
 
<br />
  
==Abnoba Forest==
+
=='''The Heart of the Blight'''==
As you follow the narrow, winding trail deeper into the '''Abnoba Forest''', the canopy thickens overhead, blotting out much of the sun. The air grows cool and damp, laced with the scent of wet earth and distant flowers—but something underneath it carries rot, like fruit left too long in the shadows.
+
After what feels like hours of wading through suffocating rot and choking spores, the forest finally opens into a grotesque clearing. The canopy here has torn itself apart, revealing a sickly, gray sky mottled with swirling black clouds that pulse like bruises.
  
Eventually, your guide halts and gestures upward.
+
At the center stands a '''towering, ancient tree''', larger than any you have ever seen. Its bark is cracked and blistered, with thick veins of black sap coursing beneath the surface like poison through a wound. The tree’s roots spread wide, sinking deep into the earth and twisting unnaturally, breaking the soil into jagged shards.
  
High above, nearly lost among the treetops, you catch glimpses of '''Leth’Taelar'''—a village suspended between ancient trees of impossible size. Bridges of braided silverleaf vine connect platforms and structures that spiral around colossal trunks. Homes shaped from living wood shimmer faintly with natural enchantment, their forms both elegant and organic. It's like the forest itself chose to grow a village here, long before any tools were ever raised.
+
Around the base, the forest floor is a tangled mass of fungal growths, thick mats of pulsating spores, and thorny vines that coil and twitch as if alive. The air here vibrates with an oppressive energy—a dark, living sickness that presses down on your mind and soul.
  
But then you notice it—'''the southern edge''' of the village is different. The trees there sag and lean, their bark splitting open in blackened cracks. Leaves droop, twisted and veined with sickly crimson. What should be birdsong is instead silence, broken only by the occasional creak—like something breathing just out of sight.
+
This is the '''source of the blight'''.
  
As you're led across one of the rope bridges, a low fog coils through the lower boughs. Below, the forest floor churns with unnatural growths—fungus that pulses faintly, vines that twitch at the edges of your vision, and strange, skeletal creatures moving just beneath the underbrush.
+
You see that embedded deep in the heartwood of the tree is a '''black crystalline core''', pulsing with a faint, malevolent light. It hums with corrupt power—an alien force twisting the forest from the inside out.
  
Your guide’s voice is hushed. ''“The blight reached us two moons ago,”'' they say, not meeting your eyes. ''“We’ve held it here, barely. But it learns... and it waits.”''
+
Your guide’s voice trembles as they remind you: ''“The salve you carry—this is the only hope. You must reach the heart and apply it directly to that core. If you delay, the blight will consume all.”''
  
Welcome to '''Leth’Taelar'''—a village suspended above a forest turning against itself.
+
But the forest does not intend to let you pass unchallenged.
  
  
===📜 '''Narrative Description (GM Read-Aloud):'''===
+
==Encounter Title: ''Heart of the Blight''==
The southern edge of '''Leth’Taelar''' groans under the weight of unnatural silence.
+
'''Encounter Type''': Objective-based boss fight
  
You are led across a narrow rope bridge toward a half-abandoned platform. Houses here sag and twist, their living wood architecture decaying in places like open sores. The trees no longer sing with birdsong. Instead, there’s a faint, ''wet clicking''—like something chewing just out of sight.
+
'''Level''': 5
  
Your guide pauses, hand raised. “Something’s—”
+
'''Party Size''': 4
  
A sudden cry cuts through the air—not of a beast, but of a '''person'''. A figure lurches from the shadows—a former elf, judging by the tattered remnants of ceremonial garb. But their body is '''wrong'''. The flesh is pallid and veined with black rot. Mushrooms bloom along their jawline and neck. One arm is bloated, bark-like and gnarled, fused into a crude bludgeon. Their eyes are clouded, unfocused… until they lock onto you.
+
'''Difficulty''': Difficult to Deadly
  
A second shape drops from the trees above with inhuman agility—another villager, this one with a spine bent backwards, walking like a feral beast on all fours.
+
'''Location''': Blighted Grove, heart of Abnoba forest
  
Then the screaming starts—from '''you''', or '''them''', it’s hard to say.
+
'''Objective''': Apply the Salve to the crystalline core within 5 rounds
 
 
The blight has taken these people.
 
 
 
And now, '''it uses them'''.
 
 
----
 
----
  
===⚔️ '''Encounter: Blighted Villager Assault'''===
+
==🗺️ Encounter Overview==
'''Encounter Level:''' Medium-Hard for 4 Level 5 Players (Approx. 6,500 XP adjusted)
+
The party enters a clearing dominated by the '''blighted world-tree''', corrupted by a '''malevolent crystalline heart'''. The forest fights to keep them out: vines lash, fungal clouds choke, and terrain shifts like a beast in pain.
----
 
 
 
===='''Enemies:'''====
 
 
 
*'''1x Blightborn Juggernaut''' ''(CR 3)''
 
**Former village guardian; twisted and armored with fungal plating. Slow, strong, relentless.
 
**Use '''“Ogre”''' stat block, reskinned, with fungal traits (see below).
 
*'''2x Corrupted Elven Skirmishers''' ''(CR 2 each)''
 
**Nimble, predatory villagers with unnatural speed and reflexes.
 
**Use '''“Bandit Captain”''' or '''“Veteran”''' stat block with reduced AC and hit dice, add a '''Blighted Rush''' ability.
 
*'''2x Blightthrall Crawlers''' ''(CR 1 each)''
 
**Villagers reduced to crawling husks, fused with tree roots and fungus.
 
**Use '''“Ghoul”''' stats with lower HP and a variant: instead of paralysis, their claws infect on hit (DC 13 Con save or be poisoned for 1 minute).
 
  
 +
A corrupted '''Treant'''—the forest’s twisted guardian—rises to defend the tree, imbued with unnatural vigor and rage.
 
----
 
----
  
===='''Corruption Traits (Blight Template, Apply as Needed):'''====
+
==⚔️ Combat Objectives==
  
*'''Death Spores:''' Upon death, a creature explodes in a 10-foot cloud of spores. DC 13 Con save or take 2d6 poison damage and be poisoned for 1 minute.
+
#'''Reach the Core''': A PC must climb the central tree and apply a '''Sacred Salve''' to the crystalline heart.
*'''Blighted Awareness:''' Immune to charm, fear, and mind-reading effects.
+
#*Requires 3 total successful actions:
*'''Fungal Regrowth (Juggernaut only):''' At the start of its turn, regains 5 HP unless it took radiant or fire damage the previous turn.
+
#**'''Navigate difficult terrain''' to the base (Athletics/Acrobatics DC 15)
 +
#**'''Climb the tree's twisted bark''' (Athletics DC 16, 20 feet up)
 +
#**'''Apply the salve''' (Arcana, Nature, or Religion DC 14)
 +
#'''Survive''': The '''Blighted Treant''' defends the tree, supported by animated terrain and environmental hazards.
 +
#'''Resist the Terrain''': The forest actively resists intrusion—PCs face choking spores, grappling vines, and pulsing fungal zones.
  
 
----
 
----
  
===='''Tactical Terrain:'''====
+
==🧟‍♂️ Blighted Treant (Boss Monster)==
 +
'''Large Plant''', '''Chaotic Evil'''
  
*'''Narrow Platforms and Rope Bridges:''' 10 ft wide, some sections unstable (DC 12 Dex save or fall prone).
+
'''AC''' 17 | '''HP''' 168 (16d10+64)
*'''Spores on the Wind:''' At initiative 10 each round, a gust of wind spreads dormant spores: all non-blighted creatures make a DC 12 Con save or have disadvantage on attacks until the end of their next turn.
 
  
----
+
'''Speed''' 30 ft.
  
===🧠 '''Optional Emotional Hook:'''===
+
'''CR''' 9
A character from Leth’Taelar (perhaps the party’s guide) recognizes one of the blightthralls—'''a friend, family member, or mentor'''. If the party tries to subdue instead of kill, a '''DC 17 Charisma (Persuasion or Performance)''' check while adjacent can momentarily snap the victim out of the blight’s grip, causing them to hesitate, weep, or beg for death.
 
 
----
 
----
  
===🧾 Post-Battle:===
+
===🧠 Abilities:===
A successful '''DC 15 Arcana or Nature check''' reveals that the blight spreads through '''spores that bind to memory and emotion''', not just biology. The villagers weren’t just infected—they were '''emotionally consumed''', their strongest attachments used as anchors for the corruption.
 
  
There may still be time to save others… but that time is running out.
+
*'''STR''' 23 (+6) | '''DEX''' 8 (-1) | '''CON''' 18 (+4) | '''INT''' 10 (+0) | '''WIS''' 16 (+3) | '''CHA''' 12 (+1)
  
<br />
 
<br />
 
 
----
 
----
  
==🛡️ '''Blightborn Juggernaut'''==
+
===💥 Traits:===
''Large aberration, unaligned''
 
 
 
''(Reskinned Ogre with blight traits)''
 
 
 
'''Armor Class''' 12 (Fungal Plating)
 
  
'''Hit Points''' 71 (6d10 + 36)
+
*'''Corrupted Husk''': Immune to '''poison''', '''charmed''', and '''frightened''' conditions.
 +
*'''Poisonous Sap''': Melee attacks cause targets to make a DC 15 Con save or be '''poisoned for 1 minute'''. Repeat at end of turn.
 +
*'''Rootbound Rage''': Gains '''advantage on all melee attacks''' while standing within 10 feet of the blighted tree.
 +
*'''Thorn Lash (Recharge 5–6)''': Makes a '''30 ft. thorn whip''' attack (+9 to hit) that pulls targets 15 ft. and restrains (DC 15 to escape).
  
'''Speed''' 30 ft.
 
 
'''STR''' 19 (+4) '''DEX''' 8 (–1) '''CON''' 20 (+5)
 
 
'''INT''' 5 (–3) '''WIS''' 10 (+0) '''CHA''' 6 (–2)
 
 
'''Saving Throws''' Con +7
 
 
'''Damage Resistances''' Bludgeoning, Piercing (non-magical)
 
 
'''Condition Immunities''' Charmed, Frightened
 
 
'''Senses''' Darkvision 60 ft., Passive Perception 10
 
 
'''Languages''' Understands Elvish, cannot speak
 
----
 
 
===Traits===
 
'''Fungal Regrowth.''' Regains 5 HP at the start of its turn unless it took radiant or fire damage since its last turn.
 
 
'''Death Spores.''' Upon death, the Juggernaut explodes in a cloud of spores in a 10-ft radius. Each creature must make a DC 13 Con save or take 2d6 poison damage and be '''poisoned''' for 1 minute.
 
 
----
 
----
  
===Actions===
+
===🪓 Actions:===
'''Rotting Slam.''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target.
 
  
''Hit:'' 15 (2d10 + 4) bludgeoning damage.
+
*'''Multiattack''': 2 Slam attacks
 +
**'''Slam''': +10 to hit, 3d6+6 bludgeoning damage + DC 15 Con save vs poison
 +
*'''Summon Corrupted Saplings (1/day)''': Summons 2d4 '''Blighted Saplings''' (use '''Twig Blight''' stats, +2 HP, poison on hit)
 +
*'''Entangling Roots (Recharge 5–6)''': All creatures in a 20-foot radius must make a '''DC 14 Strength save''' or be '''restrained by living roots''' for 1 minute (save ends at end of turn).
  
'''Infectious Roar (Recharge 5–6).''' Emits a horrific, gurgling cry. Each creature within 20 feet that can hear must succeed on a DC 13 Wisdom save or be frightened until the end of their next turn.
 
 
----
 
----
  
==🏹 '''Corrupted Elven Skirmisher''' (x2)==
+
==🌿 Environmental Hazards==
''Medium humanoid (elf), chaotic evil''
+
The terrain is '''actively hostile''', counting as '''difficult terrain''' across the entire battlefield. Additionally, each round, roll a '''1d4''' to determine a '''terrain effect''':
  
''(Modified Veteran with blight traits)''
+
===1. '''Fungal Spore Cloud'''===
  
'''Armor Class''' 14 (studded leather)
+
*10-ft radius cloud appears at a random point.
 +
*Creatures inside must make '''DC 13 Con save''' or become '''poisoned and blinded''' for 1 round.
  
'''Hit Points''' 45 (6d8 + 18)
+
===2. '''Lashing Vines'''===
  
'''Speed''' 40 ft.
+
*The terrain lashes out randomly: each round, 1d4 vines attack (+6 to hit, 1d8 slashing, and Grapple DC 13)
  
'''STR''' 12 (+1) '''DEX''' 16 (+3) '''CON''' 16 (+3)
+
===3. '''Shifting Ground'''===
  
'''INT''' 10 (+0) '''WIS''' 11 (+0) '''CHA''' 8 (–1)
+
*Earth warps. 3 random 10x10 ft. sections become '''sinkholes'''—Dex Save DC 14 or fall prone and sink 5 ft.
  
'''Saving Throws''' Dex +5
+
===4. '''Crystalline Pulse'''===
  
'''Skills''' Acrobatics +5, Stealth +5
+
*The heart pulses. All non-plant creatures within 30 ft. of the tree must make '''DC 14 Wis save''' or be frightened until the end of their next turn.
  
'''Senses''' Darkvision 60 ft., Passive Perception 10
 
 
'''Languages''' Elvish
 
 
----
 
----
  
===Traits===
+
==🌱 Minions: Blighted Saplings (x4 at start, more can spawn)==
'''Blighted Awareness.''' Immune to charm, fear, and mind-reading.
+
'''Small Plant''', '''Chaotic Evil'''
  
'''Blighted Rush.''' Once per turn, the Skirmisher can move up to 10 feet as a bonus action without provoking opportunity attacks.
+
'''AC''' 14 | '''HP''' 10
----
 
  
===Actions===
+
'''Speed''' 20 ft.
'''Multiattack.''' Makes two melee or ranged attacks.
 
  
'''Rot Blade.''' ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target.
+
'''Attack''': +4 to hit, 1d6 piercing + DC 11 Con save vs poison
  
''Hit:'' 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
+
'''Traits''': Vulnerable to fire, Immune to poison/charm
 
 
'''Thrown Spore Dagger.''' ''Ranged Weapon Attack:'' +5 to hit, range 20/60 ft., one target.
 
 
 
''Hit:'' 5 (1d4 + 3) piercing + 4 (1d8) poison damage. Target must succeed on a DC 12 Con save or be poisoned for 1 minute.
 
 
----
 
----
  
==🐾 '''Blightthrall Crawler''' (x2)==
+
==🎯 Applying the Salve (Objective Mechanics)==
''Medium humanoid (elf), unaligned''
 
  
''(Ghoul variant)''
+
*A PC must '''reach the heartwood''' and '''spend an action''' applying the sacred salve.
 +
*This is a '''skill challenge''':
 +
*#Reach the base: '''DC 15 Athletics or Acrobatics'''
 +
*#Climb the twisted bark (20 ft): '''DC 16 Athletics'''
 +
*#Apply the Salve: '''DC 14 Arcana, Nature, or Religion'''
 +
*'''Failures attract extra vine attacks''' or knock the PC prone.
 +
*If interrupted or hit while applying, '''progress resets by one step'''.
  
'''Armor Class''' 12
+
----
 
 
'''Hit Points''' 22 (5d8)
 
 
 
'''Speed''' 30 ft., climb 20 ft.
 
  
'''STR''' 13 (+1) '''DEX''' 14 (+2)'''CON''' 10 (+0)
+
==🔥 Optional Twist (Round 5+)==
 +
If the salve is '''not applied by round 5''', the '''tree's core cracks open''', spawning a '''Shadow Blight Elemental''' (custom creature) or causing the Treant to '''regenerate 10 HP per round'''.
  
'''INT''' 5 (–3) '''WIS''' 10 (+0) '''CHA''' 6 (–2)
 
  
'''Skills''' Stealth +4
+
=='''Shadow Blight Elemental'''==
 +
''Large Elemental (Aberration, Shadow, Plant), Chaotic Evil''
 +
----'''Armor Class:''' 16 (natural armor)
  
'''Senses''' Darkvision 60 ft., Passive Perception 10
+
'''Hit Points:''' 126 (12d10 + 60)
  
'''Languages''' None
+
'''Speed:''' 30 ft., burrow 20 ft., climb 20 ft.
 
----
 
----
  
===Traits===
+
==='''STR''' 18 (+4) | '''DEX''' 14 (+2) | '''CON''' 20 (+5)===
'''Cling to Life.''' When reduced to 0 HP, the Crawler may immediately make a DC 15 Con save. On a success, it drops to 1 HP instead.
+
'''INT''' 6 (-2) | '''WIS''' 14 (+2) | '''CHA''' 10 (+0)
 
 
'''Infection Claws.''' A creature hit by the crawler’s claws must make a DC 13 Constitution save or be '''poisoned''' for 1 minute.
 
 
----
 
----
  
===Actions===
+
===Saving Throws===
'''Claw Attack.''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target.
+
'''Con''' +8, '''Wis''' +5
  
''Hit:'' 6 (2d4 + 1) slashing damage and a potential poison effect (see Infection Claws).
+
===Damage Resistances===
 +
Bludgeoning, Piercing, and Slashing from nonmagical attacks
  
'''Fungal Leap (Recharge 5–6).''' The crawler leaps up to 20 feet in a straight line and makes a claw attack. On a hit, the target must also succeed a DC 12 Strength saving throw or be knocked prone.
+
===Damage Immunities===
 +
Necrotic, Poison
  
 +
===Condition Immunities===
 +
Charmed, Frightened, Poisoned, Prone
  
 +
===Senses===
 +
Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 12
  
<br />
+
===Languages===
 +
Understands Deep Speech and Sylvan, but cannot speak
  
==='''Journey into the Heart of the Blight'''===
+
===Challenge===
The clash fades into an uneasy silence. The corrupted bodies lie motionless, but even in death, they seem less like corpses and more like twisted echoes, their fungal growths creeping steadily into the wood beneath them—as though the forest itself is swallowing their memories whole.
+
'''CR 7 (2,900 XP)'''
  
Your guide’s face tightens with fear and resolve. ''“Beyond this point,”'' they whisper, voice barely audible, ''“the blight doesn’t just spread—it watches. It remembers everything that passes through.”'' Without another word, they turn away, retreating hastily across the rickety rope bridge, leaving you alone to face what lies beyond.
+
'''Proficiency Bonus''' +3
 +
----
  
The path narrows and darkens, the forest closing in around you like a living tomb.
+
==🌫️ Traits==
  
The air grows thick and suffocating, heavy with the stench of rot and damp earth that clings to your skin and fills your lungs with every breath. The light above is extinguished entirely now, smothered beneath a grotesque tangle of branches that writhe and twist in impossible knots, forming a tangled lattice that blocks out the sky. Here, the trees are no longer majestic sentinels of life—they are twisted, nightmarish sculptures of decay.
+
==='''Blightform Body'''===
 +
The elemental can move through nonmagical plant matter, earth, and fungal growth as if it were difficult terrain. It leaves behind a '''trail of black rot''' that lasts 1 minute and causes the ground to be difficult terrain for others.
  
Their bark cracks open in gaping wounds that pulse faintly with sickly red light, oozing a viscous sap that drips like blood onto the forest floor. The wood itself seems swollen, bloated with unnatural growths—tumorous knots bursting with spore-filled sacs that pulse and throb as if alive, ready to rupture at the slightest disturbance.
+
==='''Shadowed Core'''===
 +
Dim light or darkness heals the elemental for '''5 HP at the start of its turn'''. If in bright light, it takes '''5 radiant damage''' at the start of its turn.
  
Around your feet, the soil is slick with dampness, covered in a thick carpet of black mold and writhing tendrils of creeping fungus that seem to inch forward of their own will. Each step sinks slightly as if the ground beneath is softening, rotting away from something beneath the surface.
+
==='''Aura of Decay''' ''(30 ft. aura)''===
 +
Living creatures (not constructs or undead) that start their turn within 30 feet of the elemental must make a '''DC 15 Constitution saving throw''' or gain '''1 level of exhaustion''' (max 1/encounter). A creature that succeeds is immune for 1 hour.
 +
----
  
The silence is profound, but it is not empty.
+
==⚔️ Actions==
  
A low, almost imperceptible vibration hums through the roots and trunks—like the slow, dreadful pulse of a living heart buried deep beneath the earth. The forest breathes in rhythm with that terrible beat, exhaling spores that float lazily through the stale air, glittering faintly in the dark.
+
==='''Multiattack'''===
 +
The elemental makes two attacks: one with '''Shadow Lash''' and one with '''Rotting Slam'''.
 +
----
  
As you press onward, the shadows grow deeper, thickening until they feel almost solid—pressing in on you from every side. The twisted shapes of the trees loom like silent watchers, their gnarled branches clawing toward you as if to grasp and drag you into the rot.
+
==='''Rotting Slam'''===
 +
''Melee Weapon Attack:'' +7 to hit, reach 5 ft., one target
  
There is no warmth here. No light. Only the slow, inexorable advance of corruption, consuming everything, reshaping the forest into a realm of horror beyond natural law.
+
''Hit:'' 13 (2d8 + 4) bludgeoning damage + 9 (2d8) necrotic damage
  
You feel it before you see it: the blight is not just a disease or a force of nature. It is an ancient, malevolent presence—alive, aware, and waiting for you in the darkness ahead.
+
The target must succeed on a '''DC 15 Constitution saving throw''' or be '''blighted''' (disadvantage on Strength and Dexterity checks) until the end of its next turn.
 +
----
  
 +
==='''Shadow Lash'''===
 +
''Melee Weapon Attack:'' +7 to hit, reach 15 ft., one target
  
 +
''Hit:'' 11 (2d6 + 4) slashing damage + 7 (2d6) psychic damage
  
<br />
+
If the target is in dim light or darkness, it must make a '''DC 13 Wisdom saving throw''' or be '''frightened''' until the end of its next turn.
 +
----
  
== '''The Heart of the Blight''' ==
+
==='''Blight Surge (Recharge 5–6)'''===
After what feels like hours of wading through suffocating rot and choking spores, the forest finally opens into a grotesque clearing. The canopy here has torn itself apart, revealing a sickly, gray sky mottled with swirling black clouds that pulse like bruises.
+
The elemental releases a surge of corruptive energy in a 20-foot radius. Each creature of its choice in the area must make a '''DC 15 Constitution saving throw''' or take '''27 (6d8) necrotic damage''', or half on a successful save.
  
At the center stands a '''towering, ancient tree''', larger than any you have ever seen. Its bark is cracked and blistered, with thick veins of black sap coursing beneath the surface like poison through a wound. The tree’s roots spread wide, sinking deep into the earth and twisting unnaturally, breaking the soil into jagged shards.
+
All nonmagical plants in the area '''wither and die instantly''', and magical plants must make a '''DC 15 Constitution save''' or become inert for 1 round.
 +
----
  
Around the base, the forest floor is a tangled mass of fungal growths, thick mats of pulsating spores, and thorny vines that coil and twitch as if alive. The air here vibrates with an oppressive energy—a dark, living sickness that presses down on your mind and soul.
+
==🌌 Legendary Action (Optional for High Challenge)==
 +
If you want to use it as a '''mini-boss''', give it 2 Legendary Actions (1 per round), chosen from:
  
This is the '''source of the blight'''.
+
*'''Fade into Shadow''' (Costs 1): Teleports up to 30 feet in dim light or darkness. Leaves behind black spores (10-ft-radius patch of difficult terrain).
 +
*'''Tendril Grasp''' (Costs 1): A shadowy vine lashes out. Target within 15 feet must succeed on a '''DC 14 Strength save''' or be '''restrained''' (escape DC 14).
  
You see that embedded deep in the heartwood of the tree is a '''black crystalline core''', pulsing with a faint, malevolent light. It hums with corrupt power—an alien force twisting the forest from the inside out.
 
 
Your guide’s voice trembles as they remind you: ''“The salve you carry—this is the only hope. You must reach the heart and apply it directly to that core. If you delay, the blight will consume all.”''
 
 
But the forest does not intend to let you pass unchallenged.
 
 
----
 
----
  
== ⚔️ '''Encounter: The Blight’s Guardian''' ==
+
==💀 Visual Description (DM Flavor Text)==
'''Encounter Level:''' Challenging for 4 Level 5 Players
+
----The creature that emerges from the shattered core is not made of flesh or bark, but of writhing roots, shattered bone, and congealed shadow. Its core glows with the same twisted light as the crystal, and its movements distort the air like heat off a furnace. Wherever it steps, the earth blackens and dies.
----
 
  
=== Enemies: ===
 
  
* '''1x Blightheart Guardian''' (CR 6)  A massive corrupted treant-like monstrosity fused with fungal growths and black crystalline shards.
 
* '''2x Blightspawn Tendrils''' (CR 2 each)  Animated tendrils of thorny vines and fungal masses that lash and grapple intruders.
 
  
 +
<br />
 
----
 
----
  
=== '''Blightheart Guardian''' ===
+
==🏁 Victory Conditions==
''Huge plant, unaligned''
 
  
'''Armor Class:''' 16 (Natural Armor)
+
*'''Success''': Once the salve is applied, the heart pulses violently and '''explodes in radiant light'''. The treant shrieks, its corruption burning away. All blighted creatures '''wither and die'''.
 +
*'''Failure''': If the party falls or fails to apply the salve in 10 rounds, the corruption expands, killing the forest for miles.
  
'''Hit Points:''' 110 (13d12 + 30)
+
<br />
  
'''Speed:''' 20 ft.
+
==Success: Cleansing the Heart of the Blight==
----'''STR''' 21 (+5) | '''DEX''' 8 (–1) | '''CON''' 17 (+3) | '''INT''' 7 (–2) | '''WIS''' 12 (+1) | '''CHA''' 8 (–1)
+
As the final trace of the salve sinks into the tree’s ancient bark, the crystalline core at its heart trembles—then shatters with a sound like breaking glass and a scream that echoes not in your ears, but in your bones.
----'''Saving Throws:''' Con +6, Wis +4
 
  
'''Damage Resistances:''' Bludgeoning, Piercing (non-magical)
+
A wave of pure, radiant energy bursts outward. The black veins recede like shadows before dawn, burning away in tendrils of smoke. The pulsing spores shrivel and curl, vines twitch in their death throes, and the twisted roots begin to retreat into the earth as if finally at rest.
  
'''Damage Vulnerabilities:''' Fire, Radiant
+
The corrupted treant lets out a sound not of pain, but of release—like the last breath of a long-suffering soul. Its massive form begins to crumble, bark flaking away like ash on the wind. What remains is a gentle heap of moss and petals where once a monster stood.
  
'''Condition Immunities:''' Charmed, Frightened, Poisoned
+
The air clears. Sunlight breaks through the canopy above for the first time in what feels like centuries. A hush falls over the grove—not the silence of death, but the stillness of healing. Life, tentative and quiet, begins to return.
  
'''Senses:''' Darkvision 60 ft., Passive Perception 11
+
==Failure: The Blight Triumphs==
 +
Your hands reach for the salve, but it’s too late.
  
'''Languages:''' —
+
With a sickening crack, the crystalline core in the tree's heart pulses violently—and then bursts, not in light, but in thick, oily shadow. A scream like a thousand dying trees tears through the grove. The ground splits as black roots surge upward, tearing through soil and stone like claws.
----
 
  
=== Traits ===
+
The corrupted treant roars with triumph, its body swelling with renewed vigor as dark energy pours from the shattered core into its limbs. Thorned vines erupt from the earth, flailing with hunger. Spores thicken into choking clouds, blotting out the last of the light.
'''Rooted Regeneration.''' While rooted in place, regains 10 HP at the start of its turn unless it takes fire or radiant damage.
 
  
'''Corrupting Aura.''' At the start of each creature’s turn within 15 feet, they must succeed on a DC 15 Constitution saving throw or take 5 (1d10) poison damage and have disadvantage on attack rolls until the start of their next turn.
+
You feel it—not just the physical corruption, but the forest's soul twisting, rotting from within. The life here isn't dying. It's becoming something else. Something wrong.
  
'''Blight’s Grasp.''' Can’t be moved against its will or knocked prone unless it fails a DC 15 Strength saving throw.
+
The blight spreads outward from this place like ink spilled across parchment. Villages will fall. Wildlife will turn feral. The land will darken and forget the names of those who failed to save it.
----
 
  
=== Actions ===
+
The forest remembers. But not kindly.
'''Multiattack.''' The Guardian makes two slam attacks.
 
  
'''Slam.''' ''Melee Weapon Attack:'' +8 to hit, reach 10 ft., one target.
 
  
''Hit:'' 18 (3d8 + 5) bludgeoning damage plus 7 (2d6) necrotic damage.
 
  
'''Vine Whip.''' ''Melee Weapon Attack:'' +7 to hit, reach 20 ft., one target.
+
<br />
 
 
''Hit:'' 14 (2d8 + 5) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).
 
----
 
 
 
=== '''Blightspawn Tendrils''' (x2) ===
 
''Medium plant, unaligned''
 
 
 
'''Armor Class:''' 14
 
 
 
'''Hit Points:''' 45 (6d8 + 18)
 
 
 
'''Speed:''' 20 ft., climb 20 ft.
 
----'''STR''' 16 (+3) | '''DEX''' 14 (+2) | '''CON''' 16 (+3) | '''INT''' 3 (–4) | '''WIS''' 10 (+0) | '''CHA''' 1 (–5)
 
----
 
  
=== Traits ===
+
== '''Narrative: Awakening in the Blight's Shadow''' ==
'''Entangling Growth.''' When the tendril hits with a melee attack, the target is grappled (escape DC 13). While grappled, the target takes 4 (1d8) piercing damage at the start of each of its turns.
+
<blockquote></blockquote>
 
----
 
----
  
=== Actions ===
+
== 🕯️ The Witherrealm: Demi-Plane of Blight ==
'''Whip Lash.''' ''Melee Weapon Attack:'' +5 to hit, reach 15 ft., one target.
 
 
 
''Hit:'' 10 (2d6 + 3) slashing damage plus grapple.
 
----
 
 
 
== 🧪 '''Using the Salve''' ==
 
The '''salve''' is a thick, shimmering ointment infused with rare herbs and blessed with radiant energy. It must be applied '''directly to the black crystalline core''' at the heart of the tree.
 
 
 
'''Application Rules:'''
 
 
 
* The party must '''reach the core''', which is exposed on the tree’s trunk but protected by the Guardian’s attacks and tendrils.
 
* Applying the salve requires an '''action''' and a '''successful DC 15 Arcana or Nature check''' to correctly activate its cleansing power.
 
* The salve’s magic neutralizes the blight’s corruption in a '''burst of radiant energy''' upon successful application, dealing '''30 radiant damage''' to all corrupted creatures within 30 feet and '''stunning them for 1 round'''.
 
* The cleansing ends the encounter by beginning a rapid decay of the blight’s influence, visibly restoring the forest’s health around the clearing.
 
 
 
If the party fails to apply the salve within '''5 rounds''', the blight intensifies, and the Guardian gains a '''rage''', doubling its damage output until defeated or the salve is applied.
 
----
 
  
== 🎭 '''Narrative and Roleplay Notes''' ==
+
* A '''pocket dimension''', grown from the corrupted core of the Abnoba tree.
 +
* Time flows strangely. Healing is dulled. Light is dim, no matter its source.
 +
* The forest is sentient here—a '''parasitic dream''' of nature's decay, feeding on despair and memory.
 +
* Echoes of the party's failures play out around them: ghostly villagers turning to ash, the treant reborn in nightmare form, companions who never were.
  
* Encourage the party to balance offense and defense: they must protect whoever approaches the core to apply the salve.
+
<br /><blockquote></blockquote>
* The blight’s aura weakens their resolve—consider imposing occasional Wisdom saving throws (DC 13) to resist despair or madness during the fight.
 
* Upon success, describe the cleansing light flooding the clearing, the twisted trees sighing as their wounds close, and the heavy darkness lifting, at least for now.
 

Latest revision as of 16:13, 10 July 2025


Recap

  • Defeated the creature in the well
  • Received a reward for dealing with this
  • Continued with your travel
  • Arrived at Rosemount, noticed that the statues were broken
  • Brief chat in the tavern and rested

Plot Points

  • Waking up in Rosemount
  • Reaching the Abnoba Forest - an hour or so by cart
  • Necromancer + frogs


The Heart of the Blight

After what feels like hours of wading through suffocating rot and choking spores, the forest finally opens into a grotesque clearing. The canopy here has torn itself apart, revealing a sickly, gray sky mottled with swirling black clouds that pulse like bruises.

At the center stands a towering, ancient tree, larger than any you have ever seen. Its bark is cracked and blistered, with thick veins of black sap coursing beneath the surface like poison through a wound. The tree’s roots spread wide, sinking deep into the earth and twisting unnaturally, breaking the soil into jagged shards.

Around the base, the forest floor is a tangled mass of fungal growths, thick mats of pulsating spores, and thorny vines that coil and twitch as if alive. The air here vibrates with an oppressive energy—a dark, living sickness that presses down on your mind and soul.

This is the source of the blight.

You see that embedded deep in the heartwood of the tree is a black crystalline core, pulsing with a faint, malevolent light. It hums with corrupt power—an alien force twisting the forest from the inside out.

Your guide’s voice trembles as they remind you: “The salve you carry—this is the only hope. You must reach the heart and apply it directly to that core. If you delay, the blight will consume all.”

But the forest does not intend to let you pass unchallenged.


Encounter Title: Heart of the Blight

Encounter Type: Objective-based boss fight

Level: 5

Party Size: 4

Difficulty: Difficult to Deadly

Location: Blighted Grove, heart of Abnoba forest

Objective: Apply the Salve to the crystalline core within 5 rounds


🗺️ Encounter Overview

The party enters a clearing dominated by the blighted world-tree, corrupted by a malevolent crystalline heart. The forest fights to keep them out: vines lash, fungal clouds choke, and terrain shifts like a beast in pain.

A corrupted Treant—the forest’s twisted guardian—rises to defend the tree, imbued with unnatural vigor and rage.


⚔️ Combat Objectives

  1. Reach the Core: A PC must climb the central tree and apply a Sacred Salve to the crystalline heart.
    • Requires 3 total successful actions:
      • Navigate difficult terrain to the base (Athletics/Acrobatics DC 15)
      • Climb the tree's twisted bark (Athletics DC 16, 20 feet up)
      • Apply the salve (Arcana, Nature, or Religion DC 14)
  2. Survive: The Blighted Treant defends the tree, supported by animated terrain and environmental hazards.
  3. Resist the Terrain: The forest actively resists intrusion—PCs face choking spores, grappling vines, and pulsing fungal zones.

🧟‍♂️ Blighted Treant (Boss Monster)

Large Plant, Chaotic Evil

AC 17 | HP 168 (16d10+64)

Speed 30 ft.

CR 9


🧠 Abilities:

  • STR 23 (+6) | DEX 8 (-1) | CON 18 (+4) | INT 10 (+0) | WIS 16 (+3) | CHA 12 (+1)

💥 Traits:

  • Corrupted Husk: Immune to poison, charmed, and frightened conditions.
  • Poisonous Sap: Melee attacks cause targets to make a DC 15 Con save or be poisoned for 1 minute. Repeat at end of turn.
  • Rootbound Rage: Gains advantage on all melee attacks while standing within 10 feet of the blighted tree.
  • Thorn Lash (Recharge 5–6): Makes a 30 ft. thorn whip attack (+9 to hit) that pulls targets 15 ft. and restrains (DC 15 to escape).

🪓 Actions:

  • Multiattack: 2 Slam attacks
    • Slam: +10 to hit, 3d6+6 bludgeoning damage + DC 15 Con save vs poison
  • Summon Corrupted Saplings (1/day): Summons 2d4 Blighted Saplings (use Twig Blight stats, +2 HP, poison on hit)
  • Entangling Roots (Recharge 5–6): All creatures in a 20-foot radius must make a DC 14 Strength save or be restrained by living roots for 1 minute (save ends at end of turn).

🌿 Environmental Hazards

The terrain is actively hostile, counting as difficult terrain across the entire battlefield. Additionally, each round, roll a 1d4 to determine a terrain effect:

1. Fungal Spore Cloud

  • 10-ft radius cloud appears at a random point.
  • Creatures inside must make DC 13 Con save or become poisoned and blinded for 1 round.

2. Lashing Vines

  • The terrain lashes out randomly: each round, 1d4 vines attack (+6 to hit, 1d8 slashing, and Grapple DC 13)

3. Shifting Ground

  • Earth warps. 3 random 10x10 ft. sections become sinkholes—Dex Save DC 14 or fall prone and sink 5 ft.

4. Crystalline Pulse

  • The heart pulses. All non-plant creatures within 30 ft. of the tree must make DC 14 Wis save or be frightened until the end of their next turn.

🌱 Minions: Blighted Saplings (x4 at start, more can spawn)

Small Plant, Chaotic Evil

AC 14 | HP 10

Speed 20 ft.

Attack: +4 to hit, 1d6 piercing + DC 11 Con save vs poison

Traits: Vulnerable to fire, Immune to poison/charm


🎯 Applying the Salve (Objective Mechanics)

  • A PC must reach the heartwood and spend an action applying the sacred salve.
  • This is a skill challenge:
    1. Reach the base: DC 15 Athletics or Acrobatics
    2. Climb the twisted bark (20 ft): DC 16 Athletics
    3. Apply the Salve: DC 14 Arcana, Nature, or Religion
  • Failures attract extra vine attacks or knock the PC prone.
  • If interrupted or hit while applying, progress resets by one step.

🔥 Optional Twist (Round 5+)

If the salve is not applied by round 5, the tree's core cracks open, spawning a Shadow Blight Elemental (custom creature) or causing the Treant to regenerate 10 HP per round.


Shadow Blight Elemental

Large Elemental (Aberration, Shadow, Plant), Chaotic Evil


Armor Class: 16 (natural armor)

Hit Points: 126 (12d10 + 60)

Speed: 30 ft., burrow 20 ft., climb 20 ft.


STR 18 (+4) | DEX 14 (+2) | CON 20 (+5)

INT 6 (-2) | WIS 14 (+2) | CHA 10 (+0)


Saving Throws

Con +8, Wis +5

Damage Resistances

Bludgeoning, Piercing, and Slashing from nonmagical attacks

Damage Immunities

Necrotic, Poison

Condition Immunities

Charmed, Frightened, Poisoned, Prone

Senses

Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 12

Languages

Understands Deep Speech and Sylvan, but cannot speak

Challenge

CR 7 (2,900 XP)

Proficiency Bonus +3


🌫️ Traits

Blightform Body

The elemental can move through nonmagical plant matter, earth, and fungal growth as if it were difficult terrain. It leaves behind a trail of black rot that lasts 1 minute and causes the ground to be difficult terrain for others.

Shadowed Core

Dim light or darkness heals the elemental for 5 HP at the start of its turn. If in bright light, it takes 5 radiant damage at the start of its turn.

Aura of Decay (30 ft. aura)

Living creatures (not constructs or undead) that start their turn within 30 feet of the elemental must make a DC 15 Constitution saving throw or gain 1 level of exhaustion (max 1/encounter). A creature that succeeds is immune for 1 hour.


⚔️ Actions

Multiattack

The elemental makes two attacks: one with Shadow Lash and one with Rotting Slam.


Rotting Slam

Melee Weapon Attack: +7 to hit, reach 5 ft., one target

Hit: 13 (2d8 + 4) bludgeoning damage + 9 (2d8) necrotic damage

The target must succeed on a DC 15 Constitution saving throw or be blighted (disadvantage on Strength and Dexterity checks) until the end of its next turn.


Shadow Lash

Melee Weapon Attack: +7 to hit, reach 15 ft., one target

Hit: 11 (2d6 + 4) slashing damage + 7 (2d6) psychic damage

If the target is in dim light or darkness, it must make a DC 13 Wisdom saving throw or be frightened until the end of its next turn.


Blight Surge (Recharge 5–6)

The elemental releases a surge of corruptive energy in a 20-foot radius. Each creature of its choice in the area must make a DC 15 Constitution saving throw or take 27 (6d8) necrotic damage, or half on a successful save.

All nonmagical plants in the area wither and die instantly, and magical plants must make a DC 15 Constitution save or become inert for 1 round.


🌌 Legendary Action (Optional for High Challenge)

If you want to use it as a mini-boss, give it 2 Legendary Actions (1 per round), chosen from:

  • Fade into Shadow (Costs 1): Teleports up to 30 feet in dim light or darkness. Leaves behind black spores (10-ft-radius patch of difficult terrain).
  • Tendril Grasp (Costs 1): A shadowy vine lashes out. Target within 15 feet must succeed on a DC 14 Strength save or be restrained (escape DC 14).

💀 Visual Description (DM Flavor Text)


The creature that emerges from the shattered core is not made of flesh or bark, but of writhing roots, shattered bone, and congealed shadow. Its core glows with the same twisted light as the crystal, and its movements distort the air like heat off a furnace. Wherever it steps, the earth blackens and dies.




🏁 Victory Conditions

  • Success: Once the salve is applied, the heart pulses violently and explodes in radiant light. The treant shrieks, its corruption burning away. All blighted creatures wither and die.
  • Failure: If the party falls or fails to apply the salve in 10 rounds, the corruption expands, killing the forest for miles.


Success: Cleansing the Heart of the Blight

As the final trace of the salve sinks into the tree’s ancient bark, the crystalline core at its heart trembles—then shatters with a sound like breaking glass and a scream that echoes not in your ears, but in your bones.

A wave of pure, radiant energy bursts outward. The black veins recede like shadows before dawn, burning away in tendrils of smoke. The pulsing spores shrivel and curl, vines twitch in their death throes, and the twisted roots begin to retreat into the earth as if finally at rest.

The corrupted treant lets out a sound not of pain, but of release—like the last breath of a long-suffering soul. Its massive form begins to crumble, bark flaking away like ash on the wind. What remains is a gentle heap of moss and petals where once a monster stood.

The air clears. Sunlight breaks through the canopy above for the first time in what feels like centuries. A hush falls over the grove—not the silence of death, but the stillness of healing. Life, tentative and quiet, begins to return.

Failure: The Blight Triumphs

Your hands reach for the salve, but it’s too late.

With a sickening crack, the crystalline core in the tree's heart pulses violently—and then bursts, not in light, but in thick, oily shadow. A scream like a thousand dying trees tears through the grove. The ground splits as black roots surge upward, tearing through soil and stone like claws.

The corrupted treant roars with triumph, its body swelling with renewed vigor as dark energy pours from the shattered core into its limbs. Thorned vines erupt from the earth, flailing with hunger. Spores thicken into choking clouds, blotting out the last of the light.

You feel it—not just the physical corruption, but the forest's soul twisting, rotting from within. The life here isn't dying. It's becoming something else. Something wrong.

The blight spreads outward from this place like ink spilled across parchment. Villages will fall. Wildlife will turn feral. The land will darken and forget the names of those who failed to save it.

The forest remembers. But not kindly.



Narrative: Awakening in the Blight's Shadow


🕯️ The Witherrealm: Demi-Plane of Blight

  • A pocket dimension, grown from the corrupted core of the Abnoba tree.
  • Time flows strangely. Healing is dulled. Light is dim, no matter its source.
  • The forest is sentient here—a parasitic dream of nature's decay, feeding on despair and memory.
  • Echoes of the party's failures play out around them: ghostly villagers turning to ash, the treant reborn in nightmare form, companions who never were.