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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'''
| |
− | | |
− | 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.
| |
− | | |
− | 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.
| |
− | | |
− | 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.
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− | | |
− | 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.
| |
− | | |
− | 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.
| |
− | | |
− | 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.
| |
− | | |
− | 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.
| |
− | | |
− | == Brindleharrow ==
| |
− | | |
− | ==='''Overview'''===
| |
− | | |
− | *'''Population:''' ~65 (mostly humans, with a few halflings and half-elves)
| |
− | *'''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'''===
| |
− | 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.
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− | | |
− | 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.
| |
− | <br />
| |
− | | |
− | ==='''Key Locations'''===
| |
− | | |
− | *'''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.
| |
− | *'''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. | |
− | *'''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.
| |
− | | |
− | | |
− | ==='''Plot Hook: “The Binding Weakens”'''===
| |
− | 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.
| |
− | | |
− | | |
− | ==='''Overnight Encounter: “The Buried Horror”'''===
| |
− | | |
− | ===='''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.====
| |
− | | |
− | ===='''Encounter:'''====
| |
− | | |
− | *A '''Gravebound Wretch''' (use '''Ghoul''' stats, but with a '''burrowing speed''' and resistance to nonmagical weapons) has crawled from the well.
| |
− | *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 />
| |
− | | |
− | ==='''Investigation Clues'''===
| |
− | | |
− | *'''Maera’s Journal''' contains notes about faint chanting she heard near the well at dusk.
| |
− | *'''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 />
| |
− | | |
− | ==='''Resolution Options'''===
| |
− | | |
− | *The party can '''re-seal the well''' using druidic or divine magic and proper rituals (Father Yoric can help).
| |
− | *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 />
| |
− | | |
− | =='''Deadly Encounter Tuning: Gravebound Wretch & Minions'''==
| |
− | | |
− | ==='''Encounter Setup (Deadly - CR ~7)'''===
| |
− | | |
− | *'''1× Gravebound Wretch''' (CR 4, elite undead controller-type)
| |
− | *'''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:'''
| |
− | | |
− | *Gravebound Wretch (1,100 XP)
| |
− | *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.
| |
− | | |
− | ----
| |
− | | |
− | | |
− | =='''Gravebound Wretch''' (Homebrew Undead)==
| |
− | 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'''
| |
− | ----'''Armor Class:''' 15 (natural armor)
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− | | |
− | '''Hit Points:''' 99 (18d8 + 18)
| |
− | | |
− | '''Speed:''' 30 ft., burrow 30 ft.kassoon.dreamhosters.com+45th Edition SRD+4d20PFSRD+4
| |
− | | |
− | '''STR''' 18 (+4)
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− | | |
− | '''DEX''' 13 (+1)
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− | | |
− | '''CON''' 12 (+1)
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− | | |
− | '''INT''' 11 (+0)
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− | | |
− | '''WIS''' 12 (+1)
| |
− | | |
− | '''CHA''' 17 (+3)5th Edition SRD+1d20PFSRD+1
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− | | |
− | '''Saving Throws:''' Dex +3, Wis +3, Cha +5
| |
− | | |
− | '''Skills:''' Acrobatics +3, Intimidate +7, Perception +5, Religion +4, Stealth +3
| |
− | | |
− | '''Senses:''' Darkvision 60 ft., passive Perception 15
| |
− | | |
− | '''Languages:''' Common
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− | | |
− | '''Challenge:''' CR 4 (1,100 XP)5th Edition SRD+2d20PFSRD+2limfaleather+2kassoon.dreamhosters.com+55th Edition SRD+5d20PFSRD+5
| |
− | ----
| |
− | | |
− | ==='''Traits'''===
| |
− | | |
− | *'''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 | |
− | *'''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 | |
− | | |
− | ----
| |
− | | |
− | ==='''Actions'''===
| |
− | | |
− | *'''Multiattack:''' The Gravebound Wretch makes two attacks with its claws.5th Edition SRD
| |
− | *'''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
| |
− | | |
− | ----
| |
− | | |
− | ==='''Reactions'''===
| |
− | | |
− | *'''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
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| | | |
| <br /> | | <br /> |
| | | |
− | ==💀 '''Corpse Raker''' ''(Custom Minion)''== | + | == Abnoba Forest == |
− | '''Medium Undead, Chaotic Evil'''
| + | 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. |
− | | |
− | '''AC:''' 13 | |
− | | |
− | '''HP:''' 45 (6d8 + 18)
| |
− | | |
− | '''Speed:''' 40 ft., climb 20 ft.
| |
− | | |
− | '''STR''' 14 | '''DEX''' 16 | '''CON''' 16
| |
− | | |
− | '''INT''' 6 | '''WIS''' 10 | '''CHA''' 6
| |
− | | |
− | '''Damage Resistances:''' Necrotic, Cold
| |
− | | |
− | '''Condition Immunities:''' Poisoned, Charmed
| |
− | | |
− | '''Senses:''' Darkvision 60 ft.
| |
− | | |
− | '''Languages:''' understands Common but cannot speak
| |
− | | |
− | '''CR:''' 2 (450 XP)
| |
− | ----
| |
− | | |
− | ==='''Traits:'''===
| |
− | | |
− | *'''Pack Tactics:''' Gains advantage on attack rolls if an ally is within 5 feet of the target.
| |
− | *'''Grave Leaper:''' Can jump up to 20 feet as part of a Dash or Attack.
| |
− | | |
− | ----
| |
− | | |
− | ==='''Actions:'''===
| |
− | '''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):'''
| |
− | | |
− | 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'''==
| |
− | At night, unnatural fog blankets Brindleharrow’s square:
| |
− | | |
− | *'''Lightly obscured''': Creatures have disadvantage on Perception checks relying on sight.
| |
− | *All Wisdom (Perception) and ranged attack rolls beyond 10 ft. are made at '''disadvantage'''.
| |
− | *Undead have '''advantage on Stealth''' and saving throws against being turned.
| |
− | | |
− | ----
| |
− | | |
− | ==🧙♀️ Optional Mechanic: '''Faltering Runes'''==
| |
| | | |
− | *At initiative 10 each round, the weakened '''Binding Runes''' around the well flare.
| + | A creeping '''blight''' has taken root. |
− | *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.
| |
| | | |
− | ---- | + | 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.''' |
| | | |
− | ==🧩 Tactical Tips==
| + | 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 somber. |
| | | |
− | *'''Corpse Rakers''' rush the casters or ranged characters.
| + | For most of you, these are your fFo irst steps into a forgotten realm where the trees once whispered secrets older than empires. |
− | *'''Gravebound Wretch''' uses ''Dig Grave'' to isolate a party member, then closes the gap.
| |
− | *PCs may split focus between defending townsfolk and fighting.
| |
| | | |
− | ----
| + | But for one of you, it is '''a home returned to in ruin'''. |
| | | |
− | ===📘 Victory Conditions:===
| + | 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'''. |
| | | |
− | *Slay the Gravebound Wretch and its minions.
| + | Abnoba is dying. And it may not die quietly. |
− | *OR survive long enough (5 rounds) for the villagers (led by Father Yoric) to complete a ritual that re-seals the well.
| |
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 somber.
For most of you, these are your fFo irst 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.