Difference between revisions of "Session 53"

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(Created page with "<br /> ==Recap== *Convo with Jormek/ Crimson Scale and some new-found animosity. *Split party for shopping and for animal/carriage recovery *The farm ==Plot Points== *Supp...")
 
 
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==Recap==
 
==Recap==
  
*Convo with Jormek/ Crimson Scale and some new-found animosity.
+
*Defeated the creature in the well
*Split party for shopping and for animal/carriage recovery
+
*Received a reward for dealing with this
*The farm
+
*Continued with your travel
 +
*Arrived at Rosemount, noticed that the statues were broken
 +
*Brief chat in the tavern and rested
  
 
==Plot Points==
 
==Plot Points==
  
*Supplies
+
*Waking up in Rosemount
*Travel
+
*Reaching the Abnoba Forest - an hour or so by cart
*Overnight stay at Brindlewood
+
*Necromancer + frogs
 +
*
  
'''Willowshade'''
+
<br />
 +
 
 +
==Abnoba Forest==
 +
At first glance, the '''Abnoba Forest''' appears lush — an ancient expanse of towering trees, tangled undergrowth, and silver mist that coils lazily through sun-dappled clearings. The forest is alive with the sounds of birdsong and the rustle of unseen creatures, as if nature itself still clings desperately to its former beauty. But as you venture deeper, that illusion begins to unravel.
 +
 
 +
A creeping '''blight''' has taken root.
 +
 
 +
The once-pristine heart of Abnoba now bears scars — veins of black rot curling up tree trunks like cruel tattoos, patches of withered underbrush crunching underfoot, and a sickly, metallic scent in the air that no breeze can dispel. In the worst places, the trees themselves appear to '''bleed''', thick sap oozing like tears from deep fissures in bark twisted and warped by unnatural forces. '''The forest groans at night.'''
 +
 
 +
Nestled among the highest boughs and oldest trees lies '''Leth'Taelar''', the treetop village of the '''WildEyes''', a proud and ancient tribe of wood elves known for their sharp senses and deeper bond with nature than most of their kin. Their homes blend seamlessly into the canopy — woven branches, hanging lanterns of glowing fungus, and walkways grown rather than built. But even here, the blight has begun to take hold. The vines are brittle, the air carries a weight of despair, and the once-joyful rituals of the WildEyes have grown sombre.
 +
 
 +
For most of you, these are your first steps into a forgotten realm where the trees once whispered secrets older than empires.
  
On the outskirts of the farmland at the edge of the CApital city of Danu of Danu, Willowshade is a small, thriving settlement known for its harmony with nature and strong sense of community. The village centers around an old windmill, its broad wooden sails a local landmark and the centerpiece of a beloved harvest festival tradition. Each year, laughter echoes through the air as villagers compete to see who can cling to the spinning sails the longest—a test of strength, balance, and good humor.
+
But for one of you, it is '''a home returned to in ruin'''.
  
The settlement itself is busy but unhurried. Everyone always seems to have something to do—carrying woven baskets of herbs, tending to animals, or mending fences—but no one is ever in a rush. Cooperation is a way of life here, with neighbors readily lending hands and sharing tools, food, and stories without hesitation.
+
Gone only a few months, you remember Abnoba as troubled, but resilient. Now, your people are thinner, quieter. The forest's wounds have deepened, and the corruption festers dangerously close to the Spirit Tree at the village's center — a tree whose life has always been tied to that of the WildEyes themselves. Where once there was cautious hope, now there is silence, and you hear whisper of something '''awakening in the roots'''.
  
A striking feature of Willowshade is the abundance of '''willow-animal statues''', scattered throughout gardens, pathways, and gathering spaces. Crafted from twisted branches and vines, these graceful effigies depict creatures both real and mythical, said to honor the forest god '''Cernos''', guardian of wild places and the turning seasons.
+
Abnoba is dying. And it may not die quietly.
  
At the heart of the village is a '''massive glass-domed grove''', sheltering a majestic tree thought to be a sacred conduit of nature's blessings. It serves as a communal space for gatherings, ceremonies, and quiet reflection.
+
<br />
  
Come evening, the settlement gathers around a large communal fire. Folk songs echo through the crisp air, carried by the sounds of wooden panpipes, recorders, fiddles, and lutes. Tales are told, mead is passed around, and the gentle clatter of carving knives or the rhythm of weaving can often be heard in the background. Some shape bowls or spoons, others whittle small animals or figures to give as gifts or offerings.
+
==Arrival at the Forest==
 +
As you approach the shadowed border of the '''Abnoba Forest''', the air grows cooler, heavy with the scent of damp earth and distant rot. Just beyond a thicket of twisted hawthorn, a group of cloaked figures steps into view — '''wood elves''', young but hardened by something more than training.
  
The surrounding fields are dotted with '''Shetland ponies and donkeys''', sturdy '''shire horses''', and herds of '''oxen, cattle, sheep, and goats'''. '''Shepherds and their loyal dogs''' tend the flocks across the nearby meadows. Large, '''manmade ponds''' teem with aquatic life, while a '''clear-running river''' offers excellent salmon fishing and a place for children to splash in summer months.
+
Their cloaks blend with the forest floor — greens, browns, and greys woven with living leaves and bark-like textures. Each of them wears a carved wooden talisman strung around their neck: strange symbols etched deep, like runes of warning or warding. One carries a staff tipped with antler and vine; another holds a blackbird that watches you with unsettling intelligence.
  
Willowshade is more than a village—it's a way of living, a harmony between people, animals, and the natural world that draws visitors, pilgrims, and adventurers alike. Many come for a night and stay for a season.
+
They do not draw weapons, but their presence halts you all the same. Their eyes are sharp, their expressions grave.
  
== Brindleharrow ==
+
One steps forward — taller than the rest, with a streak of silver in his dark hair and a staff carved with crescent moons.
  
==='''Overview'''===
+
The others remain still, watching not only you, but the woods beyond, as if expecting the trees themselves to move. Behind them, you notice faint markings carved into nearby trunks — symbols that pulse faintly, like old wounds or quiet wards.
  
*'''Population:''' ~65 (mostly humans, with a few halflings and half-elves)
+
You get the sense that these druids are not here to guide you in — they’re here to keep you out. And they won’t follow if you choose to ignore them.
*'''Location:''' Nestled in a foggy river valley at the edge of the Brindlewood, 3 days’ ride from the nearest town.
 
*'''Primary Industry:''' Farming, charcoal burning, and herbal remedies from the forest.
 
*'''Notable Feature:''' An old, ivy-covered stone well in the village square said to predate the hamlet.
 
  
<br />
 
  
==='''Atmosphere & Description'''===
+
==='''1. Thalen Moondrift''' – ''The Spokesman''===
Brindleharrow is a quiet, insular hamlet tucked between the misty banks of the Droslin River and the looming Brindlewood. Moss creeps up the low stone fences, and the air carries the scent of wet earth and pine. Weathered cottages cluster around a central square, where a crumbling well surrounded by protective runes hints at the hamlet’s deeper history.
+
'''Role''': De facto leader of the group; calm, commanding presence.
  
Most villagers are wary of strangers and tend to speak in hushed tones, especially after dark. There’s a sense that something unseen lingers in the woods, watching.
+
'''Appearance''': Tall for a wood elf, with lean muscle and an elegant stillness in his posture. His long, ash-brown hair is pulled into a single braid streaked with silver — a mark of spiritual initiation. Pale green eyes, quiet but intense. He wears a deep green cloak lined with moth wings and carries a staff made from black alder, carved with phases of the moon.
<br />
 
  
==='''Key Locations'''===
+
'''Personality''': Measured, thoughtful, and diplomatic. Speaks slowly and carefully, often letting silence do half the talking. Carries the weight of responsibility heavily but hides it well.
 +
----
  
*'''The Hollow Oak Inn:''' A squat timber building with creaky floors and a warm hearth. Run by '''Dreska Marrow''', a widowed ex-adventurer who offers stew and stories to those who’ll listen.
+
==='''2. Elari Quickbranch''' ''The Scout''===
*'''Father Yoric’s Shrine:''' A modest open-air shrine to Caernon. Father Yoric, a gentle half-elf druid, also acts as a local healer and herbalist.
+
'''Role''': Swiftest of the group; often ranges ahead in pine marten form.
*'''The Crooked Smithy:''' A halfling-run forge. '''Jonrik Pettle''' is talkative and cheerfully grim about “old things that oughta stay buried.”
 
*'''The Well of Binding:''' A moss-covered, rune-etched stone well, sealed by a heavy grate. The oldest structure in the village. It hums faintly at night, if you listen close.
 
  
 +
'''Appearance''': Short and wiry, with a narrow face and freckles across her nose. Hair the color of red pine bark, cropped short for practicality. She wears a cloak stitched with the feathers of local birds and carries a curved dagger of obsidian tucked into her belt. Her familiar, a weasel named ''Titch'', is usually curled around her shoulders.
  
==='''Plot Hook: “The Binding Weakens”'''===
+
'''Personality''': Wry, observant, and occasionally sarcastic. Keeps things light to mask her worry. Fiercely loyal to Thalen and trusts her instincts more than any plan.
The party arrives in Brindleharrow just as the villagers are shaken by a recent death: '''Maera Tilver''', a respected herbalist, was found torn apart near the sealed well. Though the official word is “wild animals,” Father Yoric knows it was something worse—clawed wounds, not bite marks. Something was let loose.
+
----
  
Villagers report hearing scraping sounds beneath the earth near the well and seeing pale eyes watching from the treeline at night. Dreska quietly asks the party to investigate before panic spreads.
+
==='''3. Braen Hollowroot''' – ''The Silent Watcher''===
 +
'''Role''': Ritualist and healer; reads omens in rot and fungus.
  
 +
'''Appearance''': Broad-shouldered and quiet, Braen has deep-set hazel eyes and skin the color of sun-dappled bark. His dark hair is bound into thick knots with bits of lichen and bone. His cloak smells faintly of peat and myrrh. Around his neck hangs a pouch of damp, alchemical ingredients.
  
==='''Overnight Encounter: “The Buried Horror”'''===
+
'''Personality''': Doesn’t speak often, but when he does, his words are usually unsettling or deeply wise. Practices older druidic rites and is rumored to have “spoken with the blight” once — and survived.
 +
----
  
===='''Setup:''' That night, as the party settles in at the inn, a heavy mist blankets the village. Then, the silence is broken—screams from the square. The well has been broken open.====
+
==='''4. Siraeth Windgleam''' – ''The Empath''===
 +
'''Role''': Beast-talker and weather-reader; senses the mood of the forest.
  
===='''Encounter:'''====
+
'''Appearance''': Lithe and graceful, with pale green skin and flowing hair like riverweed. Her eyes are unusually large and opalescent, reflecting light like a deer’s. She wears a sleeveless cloak with strips of flowing fabric that ripple like falling leaves. A small owl familiar named ''Mirth'' roosts on her arm.
  
*A '''Gravebound Wretch''' (use '''Ghoul''' stats, but with a '''burrowing speed''' and resistance to nonmagical weapons) has crawled from the well.
+
'''Personality''': Dreamy and perceptive, often speaks in metaphors or riddles. Has an eerie connection with forest spirits and can sometimes sense the emotions of those around her. Gentle but not naive.
*It is a remnant of a long-dead cultist buried alive centuries ago when the well was sealed to entomb their cursed dead.
 
*The creature attacks the nearest target but pauses when near a player who bears a holy symbol or speaks a prayer (hinting at deeper history).
 
  
===='''Complication:'''====
 
  
*Two more are stirring—if not stopped, they’ll emerge the following night.
 
*The runes sealing the well are failing, possibly due to recent deforestation or a villager tampering with them.
 
  
 
<br />
 
<br />
  
==='''Investigation Clues'''===
+
==='''Thalen Moondrift''' – ''The Spokesman''===
 +
''Medium humanoid (elf), neutral good''
 +
----'''Armor Class''' 15 (leather armor)
  
*'''Maera’s Journal''' contains notes about faint chanting she heard near the well at dusk.
+
'''Hit Points''' 27 (5d8 + 5)
*'''Yoric''' recalls that the well was once a holy site, then later used to bury plague victims—or so the legend goes.
 
*'''Jonrik''' recently sold old tools to a traveling scholar who “asked too many questions about the well.”
 
  
<br />
+
'''Speed''' 35 ft.
 +
 
 +
'''STR''' 10 (+0)
 +
 
 +
'''DEX''' 14 (+2)
 +
 
 +
'''CON''' 12 (+1)
 +
 
 +
'''INT''' 13 (+1)
 +
 
 +
'''WIS''' 16 (+3)
 +
 
 +
'''CHA''' 14 (+2)
  
==='''Resolution Options'''===
+
'''Saving Throws''' Wis +5, Cha +4
  
*The party can '''re-seal the well''' using druidic or divine magic and proper rituals (Father Yoric can help).
+
'''Skills''' Animal Handling +5, Insight +5, Medicine +5, Nature +3, Perception +5, Persuasion +4, Stealth +4
*Alternatively, they may descend into the dried-up well to locate the source of the corruption: the '''remains of a blood cult''' buried beneath the village.
 
*If left alone, the undead will continue to emerge nightly, growing stronger and spreading fear.
 
  
<br />
+
'''Senses''' darkvision 60 ft., passive Perception 15
  
=='''Deadly Encounter Tuning: Gravebound Wretch & Minions'''==
+
'''Languages''' Common, Elvish, Sylvan
  
==='''Encounter Setup (Deadly - CR ~7)'''===
+
'''Challenge''' 2 (450 XP)
 +
----'''Proficiency Bonus''' +2
  
*'''1× Gravebound Wretch''' (CR 4, elite undead controller-type)
+
'''Spellcasting.''' Thalen is a 5th-level druid. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following druid spells prepared:
*'''2× Corpse Rakers''' (CR 2 custom ghoulish minions – fast, aggressive attackers)
 
*'''Fog of Dread''': Lightly obscured area (heavily limits ranged options), creates a tight, close-quarters fight.
 
  
'''Total Effective XP:'''
+
*Cantrips (at will): ''Druidcraft, Guidance, Shillelagh''
 +
*1st level (4 slots): ''Entangle, Goodberry, Healing Word, Faerie Fire''
 +
*2nd level (3 slots): ''Barkskin, Lesser Restoration''
 +
*3rd level (2 slots): ''Call Lightning, Plant Growth''
  
*Gravebound Wretch (1,100 XP)
+
'''Wild Shape.''' Thalen can use his Wild Shape to transform into a beast he has seen before twice per short or long rest. He can transform into a beast with a challenge rating as high as 1 (no flying or swimming speed).
*Corpse Rakers ×2 (450 XP each = 900 XP)
 
*'''Multiplied by 1.5 (3 monsters)''' = '''3,000 XP adjusted'''
 
*Deadly threshold for 4 level 5 PCs = ~2,800 XP  ➡️ This is a '''high-end deadly''' fight.
 
  
 +
'''Mask of the Wild.''' Thalen can attempt to hide even when he is only lightly obscured by natural phenomena.
 
----
 
----
  
 +
===🌿 '''Elari Quickbranch''' – ''The Scout''===
 +
''Medium humanoid (elf), chaotic good''
 +
----'''Armor Class''' 14 (leather armor)
 +
 +
'''Hit Points''' 22 (5d8)
 +
 +
'''Speed''' 35 ft.
  
=='''Gravebound Wretch''' (Homebrew Undead)==
+
'''STR''' 10 (+0)
The Gravebound Wretch is a malevolent undead, bound to the earth and driven by a deep-seated hatred for the living.​5th Edition SRD
 
  
'''Medium Undead, Neutral Evil'''
+
'''DEX''' 16 (+3)
----'''Armor Class:''' 15 (natural armor)
 
  
'''Hit Points:''' 99 (18d8 + 18)
+
'''CON''' 12 (+1)
  
'''Speed:''' 30 ft., burrow 30 ft.​kassoon.dreamhosters.com+45th Edition SRD+4d20PFSRD+4
+
'''INT''' 12 (+1)
  
'''STR''' 18 (+4)
+
'''WIS''' 14 (+2)
  
'''DEX''' 13 (+1)
+
'''CHA''' 11 (+0)
  
'''CON''' 12 (+1)
+
'''Saving Throws''' Dex +5, Wis +4
  
'''INT''' 11 (+0)
+
'''Skills''' Animal Handling +4, Perception +4, Stealth +7, Survival +4
  
'''WIS''' 12 (+1)
+
'''Senses''' darkvision 60 ft., passive Perception 14
  
'''CHA''' 17 (+3)​5th Edition SRD+1d20PFSRD+1
+
'''Languages''' Common, Elvish, Sylvan
  
'''Saving Throws:''' Dex +3, Wis +3, Cha +5
+
'''Challenge''' 1 (200 XP)
 +
----'''Proficiency Bonus''' +2
  
'''Skills:''' Acrobatics +3, Intimidate +7, Perception +5, Religion +4, Stealth +3
+
'''Spellcasting.''' Elari is a 3rd-level druid. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following druid spells prepared:
  
'''Senses:''' Darkvision 60 ft., passive Perception 15
+
*Cantrips (at will): ''Druidcraft, Guidance, Shillelagh''
 +
*1st level (3 slots): ''Entangle, Goodberry, Healing Word''
 +
*2nd level (2 slots): ''Barkskin, Lesser Restoration''
  
'''Languages:''' Common
+
'''Wild Shape.''' Elari can use her Wild Shape to transform into a beast she has seen before once per short or long rest. She can transform into a beast with a challenge rating as high as 1/4 (no flying or swimming speed).
  
'''Challenge:''' CR 4 (1,100 XP)​5th Edition SRD+2d20PFSRD+2limfaleather+2kassoon.dreamhosters.com+55th Edition SRD+5d20PFSRD+5
+
'''Mask of the Wild.''' Elari can attempt to hide even when she is only lightly obscured by natural phenomena.
 
----
 
----
  
==='''Traits'''===
+
===🌿 '''Braen Hollowroot''' – ''The Silent Watcher''===
 +
''Medium humanoid (elf), neutral''
 +
----'''Armor Class''' 13 (leather armor)
  
*'''Tied to the Grave:''' The Gravebound Wretch cannot venture more than 1,000 feet from the spot where its body is buried.​5th Edition SRD+1d20PFSRD+1
+
'''Hit Points''' 18 (4d8)
*'''Vulnerable to Consecration:''' Whenever the Gravebound Wretch starts its turn within the area of a ''hallow'' effect or a ''magic circle'', it must succeed on a DC 15 Constitution saving throw or be stunned until the start of its next turn.​5th Edition SRD+1d20PFSRD+1
 
  
 +
'''Speed''' 35 ft.
 +
 +
'''STR''' 10 (+0)
 +
 +
'''DEX''' 12 (+1)
 +
 +
'''CON''' 14 (+2)
 +
 +
'''INT''' 14 (+2)
 +
 +
'''WIS''' 16 (+3)
 +
 +
'''CHA''' 10 (+0)
 +
 +
'''Saving Throws''' Wis +5, Int +4
 +
 +
'''Skills''' Medicine +5, Nature +4, Perception +5, Survival +5
 +
 +
'''Senses''' darkvision 60 ft., passive Perception 15
 +
 +
'''Languages''' Common, Elvish, Sylvan
 +
 +
'''Challenge''' 1 (200 XP)
 +
----'''Proficiency Bonus''' +2
 +
 +
'''Spellcasting.''' Braen is a 3rd-level druid. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following druid spells prepared:
 +
 +
*Cantrips (at will): ''Druidcraft, Guidance, Shillelagh''
 +
*1st level (3 slots): ''Entangle, Goodberry, Healing Word''
 +
*2nd level (2 slots): ''Barkskin, Lesser Restoration''
 +
 +
'''Wild Shape.''' Braen can use his Wild Shape to transform into a beast he has seen before once per short or long rest. He can transform into a beast with a challenge rating as high as 1/4 (no flying or swimming speed).
 +
 +
'''Mask of the Wild.''' Braen can attempt to hide even when he is only lightly obscured by natural phenomena.
 
----
 
----
  
==='''Actions'''===
+
===🌿 '''Siraeth Windgleam''' – ''The Empath''===
 +
''Medium humanoid (elf), neutral good''
 +
----'''Armor Class''' 13 (leather armor)
 +
 
 +
'''Hit Points''' 20 (5d8)
 +
 
 +
'''Speed''' 35 ft.
 +
 
 +
'''STR''' 10 (+0)
 +
 
 +
'''DEX''' 14 (+2)
 +
 
 +
'''CON''' 12 (+1)
  
*'''Multiattack:''' The Gravebound Wretch makes two attacks with its claws.​5th Edition SRD
+
'''INT''' 12 (+1)
*'''Claws:''' Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, and the target must make a DC 14 Constitution saving throw or become diseased. A creature diseased in this way is considered to have a Charisma score of 1 and has disadvantage on Charisma checks and saving throws. The diseased creature must make another Constitution saving throw at the end of each long rest, noting failures and successes. Three accumulated successes end the disease, while three accumulated failures send the creature into a weeklong coma, after which they awaken with their Charisma score restored.​5th Edition SRD
 
*'''Dig Grave:''' The Gravebound Wretch can open up a 10-foot cubic pit in the earth, under a single creature within 30 feet. That creature must make a DC 17 Dexterity saving throw, falling into the pit on a failure. The pit remains for 1 hour unless filled.​5th Edition SRD+1d20PFSRD+1
 
  
----
+
'''WIS''' 16 (+3)
  
==='''Reactions'''===
+
'''CHA''' 14 (+2)
  
*'''Bury Alive:''' The Gravebound Wretch can bury a creature that has fallen into a pit it created. Any creatures restrained inside the pit are buried and begin to suffocate. A restrained creature can use their action to attempt to break free with a Strength (Athletics) or Dexterity (Acrobatics) check, both with a DC of 15. Otherwise, an ally can use their action to attempt to free a trapped creature with a Strength (Athletics) check with a DC of 16.​5th Edition SR
+
'''Saving Throws''' Wis +5, Cha +4
  
<br />
+
'''Skills''' Animal Handling +5, Insight +5, Perception +5, Persuasion +4, Stealth +4
  
==💀 '''Corpse Raker''' ''(Custom Minion)''==
+
'''Senses''' darkvision 60 ft., passive Perception 15
'''Medium Undead, Chaotic Evil'''
 
  
'''AC:''' 13
+
'''Languages''' Common, Elvish, Sylvan
  
'''HP:''' 45 (6d8 + 18)
+
'''Challenge''' 1 (200 XP)
 +
----'''Proficiency Bonus''' +2
  
'''Speed:''' 40 ft., climb 20 ft.
+
'''Spellcasting.''' Siraeth is a 3rd-level druid. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following druid spells prepared:
  
'''STR''' 14 | '''DEX''' 16 | '''CON''' 16
+
*Cantrips (at will): ''Druidcraft, Guidance, Shillelagh''
 +
*1st level (3 slots): ''Entangle, Goodberry, Healing Word''
 +
*2nd level (2 slots): ''Barkskin, Lesser Restoration''
  
'''INT''' 6 | '''WIS''' 10 | '''CHA''' 6
+
'''Wild Shape.''' Siraeth can use her Wild Shape to transform into a beast she has seen before once per short
  
'''Damage Resistances:''' Necrotic, Cold
 
  
'''Condition Immunities:''' Poisoned, Charmed
+
== COMBAT - RISEN FROGS ==
  
'''Senses:''' Darkvision 60 ft.
 
  
'''Languages:''' understands Common but cannot speak
+
As you wade through thick underbrush and misty light filtering through dying branches, the terrain shifts into a sunken glade. Waterlogged roots twist from the ground, and a stagnant pond festers at its center, choked with black algae.
  
'''CR:''' 2 (450 XP)
+
Suddenly, a piercing ''chorus of croaks'' rises around you — but it’s wrong. The sound is ''wet'', ''guttural'', and strangely hollow. From the muck and bramble, dozens of '''rotting frogs''' emerge — some bloated with fungal spores, others dragging half-decayed limbs. Their eyes glow faintly green. Then, something larger stirs beneath the pond.
 
----
 
----
  
==='''Traits:'''===
+
== 🧟‍♂️ '''Combatants''' ==
  
*'''Pack Tactics:''' Gains advantage on attack rolls if an ally is within 5 feet of the target.
+
=== '''3x Blighted Giant Frogs''' ''(use Giant Frog stats with modifications)'' ===
*'''Grave Leaper:''' Can jump up to 20 feet as part of a Dash or Attack.
+
 
 +
* '''Use''': ''Giant Frog'' (MM p. 325)
 +
* '''Modifications''':
 +
** '''Type''': Undead
 +
** '''Damage Immunities''': Poison
 +
** '''Condition Immunities''': Poisoned
 +
** '''New Trait''': '''Exploding Corpse''' (When reduced to 0 HP, the frog bursts in a 5 ft. radius cloud of necrotic spores. Each creature in range must succeed on a DC 13 Con save or take 2d6 necrotic damage and be poisoned until the end of their next turn.)
 +
* '''Tactics''': Leap in to grapple or swallow smaller characters, force party to spread out.
  
 
----
 
----
  
==='''Actions:'''===
+
=== '''10x Undead Swamp Frogs (Minions)''' ===
'''Raking Claws:''' Melee Weapon Attack: +5 to hit, 1d10+3 slashing damage. Target must succeed on a DC 13 Strength saving throw or be knocked prone.
 
  
'''Grave Spasm (Recharge 5–6):'''
+
* '''Use''': ''Custom stat block below''
 +
* Swarm-like nuisance enemies, designed to harass and overwhelm
  
All creatures within 10 feet must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of their next turn (undead twitch and surge, releasing a necrotic pulse).
 
 
----
 
----
  
==🌫️ '''Environmental Effect: Fog of Dread'''==
+
=== **1x '''Blighttoad, Spawn of Decay''' ''(Unique miniboss)'' ===
At night, unnatural fog blankets Brindleharrow’s square:
+
 
 +
* '''CR''': 4 (1,100 XP)
 +
* '''Type''': Large Undead Beast
 +
* '''HP''': 85
 +
* '''AC''': 13 (rotting hide)
 +
* '''Speed''': 30 ft., Swim 30 ft.
 +
* '''STR 18 / DEX 10 / CON 16 / INT 3 / WIS 12 / CHA 5'''
 +
 
 +
'''Abilities''':
  
*'''Lightly obscured''': Creatures have disadvantage on Perception checks relying on sight.
+
* '''Swallow''': As per ''Giant Toad'' (MM p. 329)
*All Wisdom (Perception) and ranged attack rolls beyond 10 ft. are made at '''disadvantage'''.
+
* '''Rotting Aura''': At the start of each of its turns, all non-undead creatures within 10 ft. take 5 necrotic damage unless they succeed a DC 13 Con save.
*Undead have '''advantage on Stealth''' and saving throws against being turned.
+
* '''Croak of Corruption (Recharge 5–6)''': The Blighttoad lets out a guttural croak. All creatures within 30 ft. must make a DC 14 Wisdom saving throw or be frightened until the end of their next turn. Creatures that fail by 5 or more are also poisoned for 1 minute.
  
 
----
 
----
  
==🧙‍♀️ Optional Mechanic: '''Faltering Runes'''==
+
=== '''Undead Swamp Frog (Minion)''' ===
 +
''Small undead beast, unaligned''
 +
 
 +
'''AC''' 12 | '''HP''' 5 | '''Speed''' 20 ft., Swim 20 ft.
 +
 
 +
'''STR 8 / DEX 14 / CON 10 / INT 1 / WIS 8 / CHA 3'''
 +
 
 +
'''Senses''' Darkvision 30 ft., passive Perception 9
 +
 
 +
'''Languages''' —
 +
 
 +
'''CR''' 1/8 (25 XP)
 +
 
 +
'''Actions:'''
  
*At initiative 10 each round, the weakened '''Binding Runes''' around the well flare.
+
* '''Bite'''. ''Melee Weapon Attack:'' +4 to hit, 5 ft., one target. ''Hit:'' 3 (1d4+1) piercing damage.
*Each creature within 10 feet of the well must make a DC 14 Wisdom save or take '''2d6 psychic damage''' (nightmare echoes).
 
*A PC proficient in Arcana or Religion may spend an action on their turn to '''reinforce a rune''' with a DC 15 check. Three successes neutralize the pulses.
 
  
 
----
 
----
  
==🧩 Tactical Tips==
+
== 📍 '''Terrain Features''' ==
  
*'''Corpse Rakers''' rush the casters or ranged characters.
+
* '''Boggy Ground''': Counts as difficult terrain unless the creature has a swim speed.
*'''Gravebound Wretch''' uses ''Dig Grave'' to isolate a party member, then closes the gap.
+
* '''Slick Roots''': Areas of exposed root require a DC 12 Acrobatics check to cross without slipping and falling prone.
*PCs may split focus between defending townsfolk and fighting.
+
* '''Rotting Logs''': Light cover; can collapse and release '''toxic spores''' if struck (DC 13 Con save or be poisoned for 1 minute).
  
 
----
 
----
  
===📘 Victory Conditions:===
+
== 🧩 '''Tactical Goals''' ==
  
*Slay the Gravebound Wretch and its minions.
+
* '''Keep pressure''' on the party with minions and terrain obstacles.
*OR survive long enough (5 rounds) for the villagers (led by Father Yoric) to complete a ritual that re-seals the well.
+
* Use the '''Blighttoad’s aura''' to force movement.
 +
* Use '''frightened and poisoned conditions''' to challenge action economy.

Latest revision as of 17:15, 29 May 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


Abnoba Forest

At first glance, the Abnoba Forest appears lush — an ancient expanse of towering trees, tangled undergrowth, and silver mist that coils lazily through sun-dappled clearings. The forest is alive with the sounds of birdsong and the rustle of unseen creatures, as if nature itself still clings desperately to its former beauty. But as you venture deeper, that illusion begins to unravel.

A creeping blight has taken root.

The once-pristine heart of Abnoba now bears scars — veins of black rot curling up tree trunks like cruel tattoos, patches of withered underbrush crunching underfoot, and a sickly, metallic scent in the air that no breeze can dispel. In the worst places, the trees themselves appear to bleed, thick sap oozing like tears from deep fissures in bark twisted and warped by unnatural forces. The forest groans at night.

Nestled among the highest boughs and oldest trees lies Leth'Taelar, the treetop village of the WildEyes, a proud and ancient tribe of wood elves known for their sharp senses and deeper bond with nature than most of their kin. Their homes blend seamlessly into the canopy — woven branches, hanging lanterns of glowing fungus, and walkways grown rather than built. But even here, the blight has begun to take hold. The vines are brittle, the air carries a weight of despair, and the once-joyful rituals of the WildEyes have grown sombre.

For most of you, these are your first steps into a forgotten realm where the trees once whispered secrets older than empires.

But for one of you, it is a home returned to in ruin.

Gone only a few months, you remember Abnoba as troubled, but resilient. Now, your people are thinner, quieter. The forest's wounds have deepened, and the corruption festers dangerously close to the Spirit Tree at the village's center — a tree whose life has always been tied to that of the WildEyes themselves. Where once there was cautious hope, now there is silence, and you hear whisper of something awakening in the roots.

Abnoba is dying. And it may not die quietly.


Arrival at the Forest

As you approach the shadowed border of the Abnoba Forest, the air grows cooler, heavy with the scent of damp earth and distant rot. Just beyond a thicket of twisted hawthorn, a group of cloaked figures steps into view — wood elves, young but hardened by something more than training.

Their cloaks blend with the forest floor — greens, browns, and greys woven with living leaves and bark-like textures. Each of them wears a carved wooden talisman strung around their neck: strange symbols etched deep, like runes of warning or warding. One carries a staff tipped with antler and vine; another holds a blackbird that watches you with unsettling intelligence.

They do not draw weapons, but their presence halts you all the same. Their eyes are sharp, their expressions grave.

One steps forward — taller than the rest, with a streak of silver in his dark hair and a staff carved with crescent moons.

The others remain still, watching not only you, but the woods beyond, as if expecting the trees themselves to move. Behind them, you notice faint markings carved into nearby trunks — symbols that pulse faintly, like old wounds or quiet wards.

You get the sense that these druids are not here to guide you in — they’re here to keep you out. And they won’t follow if you choose to ignore them.


1. Thalen MoondriftThe Spokesman

Role: De facto leader of the group; calm, commanding presence.

Appearance: Tall for a wood elf, with lean muscle and an elegant stillness in his posture. His long, ash-brown hair is pulled into a single braid streaked with silver — a mark of spiritual initiation. Pale green eyes, quiet but intense. He wears a deep green cloak lined with moth wings and carries a staff made from black alder, carved with phases of the moon.

Personality: Measured, thoughtful, and diplomatic. Speaks slowly and carefully, often letting silence do half the talking. Carries the weight of responsibility heavily but hides it well.


2. Elari QuickbranchThe Scout

Role: Swiftest of the group; often ranges ahead in pine marten form.

Appearance: Short and wiry, with a narrow face and freckles across her nose. Hair the color of red pine bark, cropped short for practicality. She wears a cloak stitched with the feathers of local birds and carries a curved dagger of obsidian tucked into her belt. Her familiar, a weasel named Titch, is usually curled around her shoulders.

Personality: Wry, observant, and occasionally sarcastic. Keeps things light to mask her worry. Fiercely loyal to Thalen and trusts her instincts more than any plan.


3. Braen HollowrootThe Silent Watcher

Role: Ritualist and healer; reads omens in rot and fungus.

Appearance: Broad-shouldered and quiet, Braen has deep-set hazel eyes and skin the color of sun-dappled bark. His dark hair is bound into thick knots with bits of lichen and bone. His cloak smells faintly of peat and myrrh. Around his neck hangs a pouch of damp, alchemical ingredients.

Personality: Doesn’t speak often, but when he does, his words are usually unsettling or deeply wise. Practices older druidic rites and is rumored to have “spoken with the blight” once — and survived.


4. Siraeth WindgleamThe Empath

Role: Beast-talker and weather-reader; senses the mood of the forest.

Appearance: Lithe and graceful, with pale green skin and flowing hair like riverweed. Her eyes are unusually large and opalescent, reflecting light like a deer’s. She wears a sleeveless cloak with strips of flowing fabric that ripple like falling leaves. A small owl familiar named Mirth roosts on her arm.

Personality: Dreamy and perceptive, often speaks in metaphors or riddles. Has an eerie connection with forest spirits and can sometimes sense the emotions of those around her. Gentle but not naive.



Thalen MoondriftThe Spokesman

Medium humanoid (elf), neutral good


Armor Class 15 (leather armor)

Hit Points 27 (5d8 + 5)

Speed 35 ft.

STR 10 (+0)

DEX 14 (+2)

CON 12 (+1)

INT 13 (+1)

WIS 16 (+3)

CHA 14 (+2)

Saving Throws Wis +5, Cha +4

Skills Animal Handling +5, Insight +5, Medicine +5, Nature +3, Perception +5, Persuasion +4, Stealth +4

Senses darkvision 60 ft., passive Perception 15

Languages Common, Elvish, Sylvan

Challenge 2 (450 XP)


Proficiency Bonus +2

Spellcasting. Thalen is a 5th-level druid. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following druid spells prepared:

  • Cantrips (at will): Druidcraft, Guidance, Shillelagh
  • 1st level (4 slots): Entangle, Goodberry, Healing Word, Faerie Fire
  • 2nd level (3 slots): Barkskin, Lesser Restoration
  • 3rd level (2 slots): Call Lightning, Plant Growth

Wild Shape. Thalen can use his Wild Shape to transform into a beast he has seen before twice per short or long rest. He can transform into a beast with a challenge rating as high as 1 (no flying or swimming speed).

Mask of the Wild. Thalen can attempt to hide even when he is only lightly obscured by natural phenomena.


🌿 Elari QuickbranchThe Scout

Medium humanoid (elf), chaotic good


Armor Class 14 (leather armor)

Hit Points 22 (5d8)

Speed 35 ft.

STR 10 (+0)

DEX 16 (+3)

CON 12 (+1)

INT 12 (+1)

WIS 14 (+2)

CHA 11 (+0)

Saving Throws Dex +5, Wis +4

Skills Animal Handling +4, Perception +4, Stealth +7, Survival +4

Senses darkvision 60 ft., passive Perception 14

Languages Common, Elvish, Sylvan

Challenge 1 (200 XP)


Proficiency Bonus +2

Spellcasting. Elari is a 3rd-level druid. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following druid spells prepared:

  • Cantrips (at will): Druidcraft, Guidance, Shillelagh
  • 1st level (3 slots): Entangle, Goodberry, Healing Word
  • 2nd level (2 slots): Barkskin, Lesser Restoration

Wild Shape. Elari can use her Wild Shape to transform into a beast she has seen before once per short or long rest. She can transform into a beast with a challenge rating as high as 1/4 (no flying or swimming speed).

Mask of the Wild. Elari can attempt to hide even when she is only lightly obscured by natural phenomena.


🌿 Braen HollowrootThe Silent Watcher

Medium humanoid (elf), neutral


Armor Class 13 (leather armor)

Hit Points 18 (4d8)

Speed 35 ft.

STR 10 (+0)

DEX 12 (+1)

CON 14 (+2)

INT 14 (+2)

WIS 16 (+3)

CHA 10 (+0)

Saving Throws Wis +5, Int +4

Skills Medicine +5, Nature +4, Perception +5, Survival +5

Senses darkvision 60 ft., passive Perception 15

Languages Common, Elvish, Sylvan

Challenge 1 (200 XP)


Proficiency Bonus +2

Spellcasting. Braen is a 3rd-level druid. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). He has the following druid spells prepared:

  • Cantrips (at will): Druidcraft, Guidance, Shillelagh
  • 1st level (3 slots): Entangle, Goodberry, Healing Word
  • 2nd level (2 slots): Barkskin, Lesser Restoration

Wild Shape. Braen can use his Wild Shape to transform into a beast he has seen before once per short or long rest. He can transform into a beast with a challenge rating as high as 1/4 (no flying or swimming speed).

Mask of the Wild. Braen can attempt to hide even when he is only lightly obscured by natural phenomena.


🌿 Siraeth WindgleamThe Empath

Medium humanoid (elf), neutral good


Armor Class 13 (leather armor)

Hit Points 20 (5d8)

Speed 35 ft.

STR 10 (+0)

DEX 14 (+2)

CON 12 (+1)

INT 12 (+1)

WIS 16 (+3)

CHA 14 (+2)

Saving Throws Wis +5, Cha +4

Skills Animal Handling +5, Insight +5, Perception +5, Persuasion +4, Stealth +4

Senses darkvision 60 ft., passive Perception 15

Languages Common, Elvish, Sylvan

Challenge 1 (200 XP)


Proficiency Bonus +2

Spellcasting. Siraeth is a 3rd-level druid. Her spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following druid spells prepared:

  • Cantrips (at will): Druidcraft, Guidance, Shillelagh
  • 1st level (3 slots): Entangle, Goodberry, Healing Word
  • 2nd level (2 slots): Barkskin, Lesser Restoration

Wild Shape. Siraeth can use her Wild Shape to transform into a beast she has seen before once per short


COMBAT - RISEN FROGS

As you wade through thick underbrush and misty light filtering through dying branches, the terrain shifts into a sunken glade. Waterlogged roots twist from the ground, and a stagnant pond festers at its center, choked with black algae.

Suddenly, a piercing chorus of croaks rises around you — but it’s wrong. The sound is wet, guttural, and strangely hollow. From the muck and bramble, dozens of rotting frogs emerge — some bloated with fungal spores, others dragging half-decayed limbs. Their eyes glow faintly green. Then, something larger stirs beneath the pond.


🧟‍♂️ Combatants

3x Blighted Giant Frogs (use Giant Frog stats with modifications)

  • Use: Giant Frog (MM p. 325)
  • Modifications:
    • Type: Undead
    • Damage Immunities: Poison
    • Condition Immunities: Poisoned
    • New Trait: Exploding Corpse (When reduced to 0 HP, the frog bursts in a 5 ft. radius cloud of necrotic spores. Each creature in range must succeed on a DC 13 Con save or take 2d6 necrotic damage and be poisoned until the end of their next turn.)
  • Tactics: Leap in to grapple or swallow smaller characters, force party to spread out.

10x Undead Swamp Frogs (Minions)

  • Use: Custom stat block below
  • Swarm-like nuisance enemies, designed to harass and overwhelm

**1x Blighttoad, Spawn of Decay (Unique miniboss)

  • CR: 4 (1,100 XP)
  • Type: Large Undead Beast
  • HP: 85
  • AC: 13 (rotting hide)
  • Speed: 30 ft., Swim 30 ft.
  • STR 18 / DEX 10 / CON 16 / INT 3 / WIS 12 / CHA 5

Abilities:

  • Swallow: As per Giant Toad (MM p. 329)
  • Rotting Aura: At the start of each of its turns, all non-undead creatures within 10 ft. take 5 necrotic damage unless they succeed a DC 13 Con save.
  • Croak of Corruption (Recharge 5–6): The Blighttoad lets out a guttural croak. All creatures within 30 ft. must make a DC 14 Wisdom saving throw or be frightened until the end of their next turn. Creatures that fail by 5 or more are also poisoned for 1 minute.

Undead Swamp Frog (Minion)

Small undead beast, unaligned

AC 12 | HP 5 | Speed 20 ft., Swim 20 ft.

STR 8 / DEX 14 / CON 10 / INT 1 / WIS 8 / CHA 3

Senses Darkvision 30 ft., passive Perception 9

Languages

CR 1/8 (25 XP)

Actions:

  • Bite. Melee Weapon Attack: +4 to hit, 5 ft., one target. Hit: 3 (1d4+1) piercing damage.

📍 Terrain Features

  • Boggy Ground: Counts as difficult terrain unless the creature has a swim speed.
  • Slick Roots: Areas of exposed root require a DC 12 Acrobatics check to cross without slipping and falling prone.
  • Rotting Logs: Light cover; can collapse and release toxic spores if struck (DC 13 Con save or be poisoned for 1 minute).

🧩 Tactical Goals

  • Keep pressure on the party with minions and terrain obstacles.
  • Use the Blighttoad’s aura to force movement.
  • Use frightened and poisoned conditions to challenge action economy.