Difference between revisions of "Session 54"

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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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==Abnoba Forest==
 
==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.
+
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.
  
A creeping '''blight''' has taken root.
+
Eventually, your guide halts and gestures upward.
  
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.'''
+
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.
  
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.
+
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.
  
For most of you, these are your first steps into a forgotten realm where the trees once whispered secrets older than empires.
+
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.
  
But for one of you, it is '''a home returned to in ruin'''.
+
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.”''
  
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'''.
+
Welcome to '''Leth’Taelar'''—a village suspended above a forest turning against itself.
 
 
Abnoba is dying. And it may not die quietly.
 
 
 
<br />
 
 
 
==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 Moondrift''' – ''The 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 Quickbranch''' – ''The 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 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.
 
 
 
'''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 Windgleam''' – ''The 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.
 
  
  
  
 
<br />
 
<br />
 
==='''Thalen Moondrift''' – ''The 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 Quickbranch''' – ''The 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 Hollowroot''' – ''The 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 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)
 
 
'''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.
 

Revision as of 17:03, 5 June 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

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.

Eventually, your guide halts and gestures upward.

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.

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.

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.

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.”

Welcome to Leth’Taelar—a village suspended above a forest turning against itself.