Difference between revisions of "Session 55"

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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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==Recap==
 
==Recap==
  
*Defeated the creature in the well
+
*Entered Keph's home village
*Received a reward for dealing with this
+
*Met her father
*Continued with your travel
+
*Zanotah showered
*Arrived at Rosemount, noticed that the statues were broken
+
*Rested
*Brief chat in the tavern and rested
+
*Met the Aunt
 +
*Visited the Uncle who spoke in celestial
  
 
==Plot Points==
 
==Plot Points==
  
*Waking up in Rosemount
+
*
*Reaching the Abnoba Forest - an hour or so by cart
 
*Necromancer + frogs
 
 
*
 
*
  
 
<br />
 
<br />
  
==Abnoba Forest==
+
==Journey into 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.
+
As you leave the craggy mouth of the hillside cave behind, the ground beneath your boots grows softer, the moss thick and spongey—until you realize it's not moss at all, but a mat of grey fungal growth spreading like a disease across the earth.
 +
 
 +
The deeper you go, the more the forest seems to decay around you.
 +
 
 +
After another grueling hour of pushing through the blight-choked woods, the trees thin just enough for you to see what's ahead — and it’s not a welcome sight.
 +
 
 +
You feel a strange resistance in the air—like a pressure pressing down from above, heavy and unnatural. The sky, once visible through the canopy, seems murky, like it’s been smeared with charcoal and ink.
  
Eventually, your guide halts and gestures upward.
+
When you look up, the treetops sway though there is no wind. Even birds and insects that once flitted through the branches are nowhere to be seen.
  
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.
+
The forest floor breaks away into a yawning **ravine**, at least **50 feet across** and far deeper. Looking over the edge, all you see is **fog** — thick, swirling, and tinged faintly green, like algae in stagnant water. It hangs motionless in the ravine, unnaturally still. You drop a stone, and there’s no sound of it hitting bottom. Just silence.
  
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.
+
IF FLYING IS ATTEMPTED
  
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.”''
+
When you attempt to rise, by spell or wing, you feel your strength being pulled downward, as though the forest itself is trying to keep you grounded. A creeping weight crawls up your spine, and the moment your feet leave the ground, the air turns syrup-thick—hostile, resisting, alive.
  
Welcome to '''Leth’Taelar'''—a village suspended above a forest turning against itself.
 
  
  
===📜 '''Narrative Description (GM Read-Aloud):'''===
 
The southern edge of '''Leth’Taelar''' groans under the weight of unnatural silence.
 
  
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.
+
The only path forward lies across a **webbed tangle of fungal cords and mycelial strands** that stretch from one side of the chasm to the other, forming a grotesque, living bridge. It's as if some massive growth has stitched itself across the divide. Pale nodules bulge from the ropes like tumors, and every few seconds, the entire mass **shudders** — not from wind, but from some internal rhythm, like it’s breathing... or dreaming.
  
Your guide pauses, hand raised. “Something’s—”
+
As you approach, a wave of rot-sweet air rises from below, and a cluster of fungal sacs **burst**, releasing a faint cloud of golden spores that drift lazily before dissipating. The cord-bridge twitches again beneath its own weight.
  
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.
+
Crossing won’t be easy.
  
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.
+
<nowiki>**</nowiki>Slipping** here could mean **falling 80 feet into the fog-shrouded depths below**. And judging by the sickly green glow you catch flickering far down in the mist, it’s not just the fall that should concern you. Something **lives** in that darkness — or perhaps, **many** things.
  
Then the screaming starts—from '''you''', or '''them''', it’s hard to say.
+
As the first of you sets foot on the bridge, there's a high, keening sound, like chitin scraping stone.
  
The blight has taken these people.
+
You’re not alone.
  
And now, '''it uses them'''.
+
From the far wall of the ravine, you see **movement** — glossy, black limbs tearing free from the fungus. **Two massive shapes**, spider-like but bloated with fungal growth, emerge from burrows hidden in the cliffside. Their eyes are crusted over with spore-colonies, their limbs jerky and twitching with unnatural spasms. A strange clicking hum begins to resonate from their bodies — not vocal, but fungal.
----
 
  
===⚔️ '''Encounter: Blighted Villager Assault'''===
+
They begin to **climb onto the bridge**.
'''Encounter Level:''' Medium-Hard for 4 Level 5 Players (Approx. 6,500 XP adjusted)
 
----
 
  
===='''Enemies:'''====
+
Every step now is a test of your balance, your reflexes, and your courage. The bridge sways, pulses, and responds to your movements like it can **feel** you. One wrong move — a slip, a misstep — and you'll tumble down into that waiting void.
  
*'''1x Blightborn Juggernaut''' ''(CR 3)''
+
And behind it all...
**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).
 
  
----
+
Another **howl**.
  
===='''Corruption Traits (Blight Template, Apply as Needed):'''====
+
Closer this time. Much closer.
  
*'''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.
 
*'''Blighted Awareness:''' Immune to charm, fear, and mind-reading effects.
 
*'''Fungal Regrowth (Juggernaut only):''' At the start of its turn, regains 5 HP unless it took radiant or fire damage the previous turn.
 
  
----
 
  
===='''Tactical Terrain:'''====
+
The Rotweb Crossing
  
*'''Narrow Platforms and Rope Bridges:''' 10 ft wide, some sections unstable (DC 12 Dex save or fall prone).
+
Setting the Scene (Start of Combat)
*'''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.
 
  
----
+
As you step onto the bridge, the cords flex and shudder beneath your feet. The mycelial strands twitch in response to your weight — not with the give of rope or wood, but the subtle recoil of flesh. The bridge is alive, and it does not want you here.
  
===🧠 '''Optional Emotional Hook:'''===
+
From the ravine walls, the creatures emerge: Rotweb Sentinels — grotesque, spider-like beasts twisted by the blight, with fungal growths pulsing across their bloated abdomens. Their mandibles click wetly as they scuttle onto the cords. Their eyes are blind, crusted over with glowing spore-pods, yet they move with perfect awareness.
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:===
+
As they settle onto the bridge, it shifts beneath all of you, pulsing with unnatural tension. One wrong move, and you won’t fall into darkness. You’ll fall into something waiting.
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.
+
Combat Mechanics (Behind the DM Screen)
  
<br />
+
The Environment: Living Bridge
<br />
 
----
 
  
==🛡️ '''Blightborn Juggernaut'''==
+
Treat the bridge as difficult terrain — moving at half speed unless a DC 14 Acrobatics check is passed at the start of each turn.
''Large aberration, unaligned''
 
  
''(Reskinned Ogre with blight traits)''
+
If a player takes damage, makes a critical failure (nat 1) on an attack roll, or fails a Dexterity-based skill check, they must make a DC 14 Dexterity saving throw or slip and fall.
  
'''Armor Class''' 12 (Fungal Plating)
+
Falling:
  
'''Hit Points''' 71 (6d10 + 36)
+
Falling characters plummet 80 feet into the mist. On impact, they take 8d6 bludgeoning damage (avg. 28). The floor of the ravine is slick with decay, and toxic fungal growths cover the walls — climbing back up requires a DC 16 Athletics check, taking 2 rounds if successful. While in the ravine, they begin to hear things moving in the mist (potential reinforcements if you wish to escalate).
  
'''Speed''' 30 ft.
+
The Enemies: Rotweb Sentinels (3 total)
  
'''STR''' 19 (+4) '''DEX''' 8 (–1) '''CON''' 20 (+5)
 
  
'''INT''' 5 (–3) '''WIS''' 10 (+0) '''CHA''' 6 (–2)
+
Use Giant Wolf Spider stats with the following modifications:
  
'''Saving Throws''' Con +7
+
+20 HP (Total ~44 HP each)
  
'''Damage Resistances''' Bludgeoning, Piercing (non-magical)
+
+2 AC (Natural fungal plating — AC 15)
  
'''Condition Immunities''' Charmed, Frightened
+
Immunities: Poison, Blinded (they use tremor-sense and spore scent)
  
'''Senses''' Darkvision 60 ft., Passive Perception 10
+
Spore Lash (Recharge 5–6):
  
'''Languages''' Understands Elvish, cannot speak
+
As a bonus action, one Sentinel detonates a fungal cyst on its back. Each creature within 10 feet must make a DC 13 Constitution save or take 2d6 poison damage and be poisoned for 1 minute (repeat save at end of each turn).
----
 
  
===Traits===
+
Narrative Moments for Combat Beats
'''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.
+
Player Enters Combat on the Bridge:
----
 
  
===Actions===
+
Your boots land on the slick, pulsing cord. It sinks slightly beneath your weight, and you swear it shudders. Behind you, the cords tighten, and ahead, the spider-thing opens its fungal maw. A twitch — and it lunges.
'''Rotting Slam.''' ''Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target.
 
  
''Hit:'' 15 (2d10 + 4) bludgeoning damage.
 
  
'''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)==
+
First Spore Burst:
''Medium humanoid (elf), chaotic evil''
 
  
''(Modified Veteran with blight traits)''
+
With a wet pop, one of the glowing nodules explodes beside you, releasing a cloud of golden spores. Your lungs burn as you inhale it — a rot that feels alive inside you. Roll Constitution.
  
'''Armor Class''' 14 (studded leather)
+
Player Falls:
  
'''Hit Points''' 45 (6d8 + 18)
+
A misstep — the cord twists violently. You lose your balance. The others watch in horror as you vanish into the fog, your scream swallowed by the stillness. You don’t hit the ground. You splatter into it. Something stirs down there.
  
'''Speed''' 40 ft.
+
Final Sentinel Drops:
  
'''STR''' 12 (+1) '''DEX''' 16 (+3) '''CON''' 16 (+3)
+
The creature lets out a final clicking rasp as your strike tears through the bloated growths along its abdomen. Fungal fluid sprays, and the bridge lurches violently, as if the living web recoils from the death of one of its children.
  
'''INT''' 10 (+0) '''WIS''' 11 (+0) '''CHA''' 8 (–1)
+
End of Encounter: Crossing the Bridge
  
'''Saving Throws''' Dex +5
+
The creatures fall silent. Their twisted forms twitch for a moment longer before stilling. The bridge quiets… for now.
  
'''Skills''' Acrobatics +5, Stealth +5
+
You gather yourselves, stepping carefully over the rotting corpses, mindful of the twitching cords beneath your feet. Behind you, another howl splits the air — closer. Louder.
  
'''Senses''' Darkvision 60 ft., Passive Perception 10
+
You’re being followed.
  
'''Languages''' Elvish
+
Absolutely. Below are **custom stat blocks** for the **Rotweb Sentinels** and the **Corrupted Bear**, balanced for a level 5 party. The bear turning up makes this a **very deadly encounter** — best used when the party is already worn down, split on the bridge, or emboldened enough to press forward without caution.
----
 
  
===Traits===
+
Following the stat blocks is a **narrative escalation event** you can use to unleash the bear dramatically mid-fight or just after the Sentinels are dealt with.
'''Blighted Awareness.''' Immune to charm, fear, and mind-reading.
 
  
'''Blighted Rush.''' Once per turn, the Skirmisher can move up to 10 feet as a bonus action without provoking opportunity attacks.
+
--
----
 
  
===Actions===
 
'''Multiattack.''' Makes two melee or ranged attacks.
 
  
'''Rot Blade.''' ''Melee Weapon Attack:'' +5 to hit, reach 5 ft., one target.
+
-
  
''Hit:'' 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
+
<nowiki>##</nowiki> 🕷️ **Rotweb Sentinel** (CR 2)
  
'''Thrown Spore Dagger.''' ''Ranged Weapon Attack:'' +5 to hit, range 20/60 ft., one target.
+
<nowiki>*</nowiki>Medium aberration (blighted beast), unaligned*
  
''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)==
+
<nowiki>**</nowiki>Armor Class:** 15 (blighted fungal plating)
''Medium humanoid (elf), unaligned''
 
  
''(Ghoul variant)''
+
<nowiki>**</nowiki>Hit Points:** 44 (8d8 + 8)
  
'''Armor Class''' 12
+
<nowiki>**</nowiki>Speed:** 40 ft., climb 40 ft.
  
'''Hit Points''' 22 (5d8)
+
<nowiki>**</nowiki>Senses:** Tremorsense 60 ft. (blinded)
  
'''Speed''' 30 ft., climb 20 ft.
+
<nowiki>**</nowiki>Languages:** —
  
'''STR''' 13 (+1) '''DEX''' 14 (+2) '''CON''' 10 (+0)
+
<nowiki>**</nowiki>Challenge:** 2 (450 XP)
  
'''INT''' 5 (–3) '''WIS''' 10 (+0) '''CHA''' 6 (–2)
+
---
  
'''Skills''' Stealth +4
+
<nowiki>**</nowiki>STR** 14 (+2)
  
'''Senses''' Darkvision 60 ft., Passive Perception 10
+
<nowiki>**</nowiki>DEX** 16 (+3)
  
'''Languages''' None
+
<nowiki>**</nowiki>CON** 14 (+2)
----
 
  
===Traits===
+
<nowiki>**</nowiki>INT** 2 (−4)
'''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.
 
  
'''Infection Claws.''' A creature hit by the crawler’s claws must make a DC 13 Constitution save or be '''poisoned''' for 1 minute.
+
<nowiki>**</nowiki>WIS** 12 (+1)
----
 
  
===Actions===
+
<nowiki>**</nowiki>CHA** 3 (−4)
'''Claw Attack.''' ''Melee Weapon Attack:'' +4 to hit, reach 5 ft., one target.
 
  
''Hit:'' 6 (2d4 + 1) slashing damage and a potential poison effect (see Infection Claws).
+
---
  
'''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.
+
<nowiki>###</nowiki> **Traits**
  
 +
<nowiki>**</nowiki>Blighted Form.** Immune to poison damage and the poisoned condition. The Sentinel is blind but perceives through tremorsense and the scent of spores.
  
 +
<nowiki>**</nowiki>Fungal Resilience.** When the Sentinel is reduced to 0 HP, it releases a final burst of spores in a 10-foot radius. Creatures in range must succeed on a **DC 13 Constitution saving throw** or become **poisoned for 1 minute**.
  
<br />
+
---
  
==='''Journey into the Heart of the Blight'''===
+
<nowiki>###</nowiki> **Actions**
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.
 
  
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.
+
<nowiki>**</nowiki>Bite.** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target.
  
The path narrows and darkens, the forest closing in around you like a living tomb.
+
<nowiki>*</nowiki>Hit:* 10 (2d6 + 3) piercing damage, and the target must make a **DC 13 Constitution save** or take **4 (1d8)** poison damage and be **poisoned** until the end of their next turn.
  
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.
+
<nowiki>**</nowiki>Spore Lash (Recharge 5–6).** The Sentinel releases a pulse of toxic spores. Each creature within 10 feet must make a **DC 13 Constitution save** or take **7 (2d6)** poison damage and be **poisoned for 1 minute**. Affected creatures can repeat the save at the end of each of their turns.
  
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.
+
---
  
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.
+
<nowiki>##</nowiki> 🐻 **Corrupted Blightbear** (CR 6)
  
The silence is profound, but it is not empty.
+
<nowiki>*</nowiki>Large monstrosity (blighted beast), chaotic evil*
  
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.
+
> *"It was once a guardian of the forest. Now it is the voice of its agony."*
  
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.
+
---
  
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.
+
<nowiki>**</nowiki>Armor Class:** 16 (hardened fungal plates)
  
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.
+
<nowiki>**</nowiki>Hit Points:** 120 (16d10 + 32)
  
 +
<nowiki>**</nowiki>Speed:** 40 ft., climb 30 ft.
  
 +
<nowiki>**</nowiki>Senses:** Darkvision 60 ft., Blindsight 10 ft., Passive Perception 12
  
<br />
+
<nowiki>**</nowiki>Languages:** —
  
== '''The Heart of the Blight''' ==
+
<nowiki>**</nowiki>Challenge:** 6 (2,300 XP)
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.
+
<nowiki>**</nowiki>STR** 20 (+5)
  
This is the '''source of the blight'''.
+
<nowiki>**</nowiki>DEX** 10 (+0)
  
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.
+
<nowiki>**</nowiki>CON** 18 (+4)
  
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.”''
+
<nowiki>**</nowiki>INT** 3 (−4)
  
But the forest does not intend to let you pass unchallenged.
+
<nowiki>**</nowiki>WIS** 12 (+1)
----
 
  
== ⚔️ '''Encounter: The Blight’s Guardian''' ==
+
<nowiki>**</nowiki>CHA** 5 (−3)
'''Encounter Level:''' Challenging for 4 Level 5 Players
 
----
 
  
=== Enemies: ===
+
---
  
* '''1x Blightheart Guardian''' (CR 6)  A massive corrupted treant-like monstrosity fused with fungal growths and black crystalline shards.
+
<nowiki>###</nowiki> **Traits**
* '''2x Blightspawn Tendrils''' (CR 2 each)  Animated tendrils of thorny vines and fungal masses that lash and grapple intruders.
 
  
----
+
<nowiki>**</nowiki>Unnatural Resilience.** The bear has resistance to bludgeoning, piercing, and slashing from nonmagical attacks. Immune to poison and disease.
  
=== '''Blightheart Guardian''' ===
+
<nowiki>**</nowiki>Toxic Gore.** Any creature hit by the bear’s attacks must succeed on a **DC 14 Constitution save** or become **infected**. While infected, they are poisoned and take **1d6 poison damage at the start of each turn** for 1 minute. The target can repeat the save at the end of each turn.
''Huge plant, unaligned''
 
  
'''Armor Class:''' 16 (Natural Armor)
+
<nowiki>**</nowiki>Rampage.** When the bear reduces a creature to 0 HP, it may move up to half its speed and make a **Claw** attack as a bonus action.
  
'''Hit Points:''' 110 (13d12 + 30)
+
---
  
'''Speed:''' 20 ft.
+
<nowiki>###</nowiki> **Multiattack**
----'''STR''' 21 (+5) | '''DEX''' 8 (–1) | '''CON''' 17 (+3) | '''INT''' 7 (–2) | '''WIS''' 12 (+1) | '''CHA''' 8 (–1)
 
----'''Saving Throws:''' Con +6, Wis +4
 
  
'''Damage Resistances:''' Bludgeoning, Piercing (non-magical)
+
The Blightbear makes **two attacks**: one with its **bite**, one with its **claws**.
  
'''Damage Vulnerabilities:''' Fire, Radiant
+
<nowiki>**</nowiki>Bite.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target.
  
'''Condition Immunities:''' Charmed, Frightened, Poisoned
+
<nowiki>*</nowiki>Hit:* 15 (2d10 + 4) piercing damage.
  
'''Senses:''' Darkvision 60 ft., Passive Perception 11
+
<nowiki>**</nowiki>Claw.** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target.
  
'''Languages:''' —
+
<nowiki>*</nowiki>Hit:* 13 (2d8 + 4) slashing damage.
----
 
  
=== Traits ===
+
---
'''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.
+
<nowiki>###</nowiki> **Legendary Action (Optional for Maximum Threat)**
  
'''Blight’s Grasp.''' Can’t be moved against its will or knocked prone unless it fails a DC 15 Strength saving throw.
+
If the fight becomes too easy or to finish it as a near-death climax, you can give the Blightbear 1 **Legendary Action** per round:
----
 
  
=== Actions ===
+
<nowiki>**</nowiki>Fungal Roar (Costs 1 Action):** The Blightbear emits a mind-warping roar. All creatures within 30 feet must succeed on a **DC 14 Wisdom saving throw** or be **frightened** until the end of their next turn.
'''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.
+
<nowiki>##</nowiki> 🩸 **Escalation: The Arrival of the Blightbear**
  
'''Vine Whip.''' ''Melee Weapon Attack:'' +7 to hit, reach 20 ft., one target.
+
Use this event either:
  
''Hit:'' 14 (2d8 + 5) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).
+
<nowiki>*</nowiki> **Mid-fight** (after 1 Sentinel drops), or
----
 
  
=== '''Blightspawn Tendrils''' (x2) ===
+
<nowiki>*</nowiki> **Post-fight**, when the party is regrouping or helping someone out of the ravine.
''Medium plant, unaligned''
 
  
'''Armor Class:''' 14
+
---
  
'''Hit Points:''' 45 (6d8 + 18)
+
<nowiki>**</nowiki>Narrative:**
  
'''Speed:''' 20 ft., climb 20 ft.
+
> As you land the final blow on the second Sentinel, its spore-laced body collapses into the webbed cords. The bridge groans… then stills.
----'''STR''' 16 (+3) | '''DEX''' 14 (+2) | '''CON''' 16 (+3) | '''INT''' 3 (–4) | '''WIS''' 10 (+0) | '''CHA''' 1 (–5)
 
----
 
  
=== Traits ===
+
> For a heartbeat, silence. Mist drifts. Fungi twitch faintly. You hear your own breath again.
'''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.
 
----
 
  
=== Actions ===
+
> Then — you feel it.
'''Whip Lash.''' ''Melee Weapon Attack:'' +5 to hit, reach 15 ft., one target.
 
  
''Hit:'' 10 (2d6 + 3) slashing damage plus grapple.
+
> A **deep vibration** through the cords. Not just a twitch — a rhythm. **Heavy steps.** Something massive is approaching.
----
 
  
== 🧪 '''Using the Salve''' ==
+
> Trees on the far side sway. A flock of corrupted birds burst from the canopy.
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:'''
+
> And then it **emerges**.
  
* The party must '''reach the core''', which is exposed on the tree’s trunk but protected by the Guardian’s attacks and tendrils.
+
> A hulking, matted shape, its fur rotting and patchy, with glowing fungi **bursting from its back and shoulders** like tumors. Its mouth hangs open in a slack, unnatural grin, blackened teeth dripping with spore-slime.
* 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.
+
> It rears back — and **howls**.
----
 
  
== 🎭 '''Narrative and Roleplay Notes''' ==
+
> The bridge **shudders** beneath you.
  
* Encourage the party to balance offense and defense: they must protect whoever approaches the core to apply the salve.
+
> The Blightbear has come.
* 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 18:44, 12 June 2025


Recap

  • Entered Keph's home village
  • Met her father
  • Zanotah showered
  • Rested
  • Met the Aunt
  • Visited the Uncle who spoke in celestial

Plot Points


Journey into the Blight

As you leave the craggy mouth of the hillside cave behind, the ground beneath your boots grows softer, the moss thick and spongey—until you realize it's not moss at all, but a mat of grey fungal growth spreading like a disease across the earth.

The deeper you go, the more the forest seems to decay around you.

After another grueling hour of pushing through the blight-choked woods, the trees thin just enough for you to see what's ahead — and it’s not a welcome sight.

You feel a strange resistance in the air—like a pressure pressing down from above, heavy and unnatural. The sky, once visible through the canopy, seems murky, like it’s been smeared with charcoal and ink.

When you look up, the treetops sway though there is no wind. Even birds and insects that once flitted through the branches are nowhere to be seen.

The forest floor breaks away into a yawning **ravine**, at least **50 feet across** and far deeper. Looking over the edge, all you see is **fog** — thick, swirling, and tinged faintly green, like algae in stagnant water. It hangs motionless in the ravine, unnaturally still. You drop a stone, and there’s no sound of it hitting bottom. Just silence.


IF FLYING IS ATTEMPTED

When you attempt to rise, by spell or wing, you feel your strength being pulled downward, as though the forest itself is trying to keep you grounded. A creeping weight crawls up your spine, and the moment your feet leave the ground, the air turns syrup-thick—hostile, resisting, alive.



The only path forward lies across a **webbed tangle of fungal cords and mycelial strands** that stretch from one side of the chasm to the other, forming a grotesque, living bridge. It's as if some massive growth has stitched itself across the divide. Pale nodules bulge from the ropes like tumors, and every few seconds, the entire mass **shudders** — not from wind, but from some internal rhythm, like it’s breathing... or dreaming.

As you approach, a wave of rot-sweet air rises from below, and a cluster of fungal sacs **burst**, releasing a faint cloud of golden spores that drift lazily before dissipating. The cord-bridge twitches again beneath its own weight.

Crossing won’t be easy.

**Slipping** here could mean **falling 80 feet into the fog-shrouded depths below**. And judging by the sickly green glow you catch flickering far down in the mist, it’s not just the fall that should concern you. Something **lives** in that darkness — or perhaps, **many** things.

As the first of you sets foot on the bridge, there's a high, keening sound, like chitin scraping stone.

You’re not alone.

From the far wall of the ravine, you see **movement** — glossy, black limbs tearing free from the fungus. **Two massive shapes**, spider-like but bloated with fungal growth, emerge from burrows hidden in the cliffside. Their eyes are crusted over with spore-colonies, their limbs jerky and twitching with unnatural spasms. A strange clicking hum begins to resonate from their bodies — not vocal, but fungal.

They begin to **climb onto the bridge**.

Every step now is a test of your balance, your reflexes, and your courage. The bridge sways, pulses, and responds to your movements like it can **feel** you. One wrong move — a slip, a misstep — and you'll tumble down into that waiting void.

And behind it all...

Another **howl**.

Closer this time. Much closer.


The Rotweb Crossing

Setting the Scene (Start of Combat)

As you step onto the bridge, the cords flex and shudder beneath your feet. The mycelial strands twitch in response to your weight — not with the give of rope or wood, but the subtle recoil of flesh. The bridge is alive, and it does not want you here.

From the ravine walls, the creatures emerge: Rotweb Sentinels — grotesque, spider-like beasts twisted by the blight, with fungal growths pulsing across their bloated abdomens. Their mandibles click wetly as they scuttle onto the cords. Their eyes are blind, crusted over with glowing spore-pods, yet they move with perfect awareness.

As they settle onto the bridge, it shifts beneath all of you, pulsing with unnatural tension. One wrong move, and you won’t fall into darkness. You’ll fall into something waiting.

Combat Mechanics (Behind the DM Screen)

The Environment: Living Bridge

Treat the bridge as difficult terrain — moving at half speed unless a DC 14 Acrobatics check is passed at the start of each turn.

If a player takes damage, makes a critical failure (nat 1) on an attack roll, or fails a Dexterity-based skill check, they must make a DC 14 Dexterity saving throw or slip and fall.

Falling:

Falling characters plummet 80 feet into the mist. On impact, they take 8d6 bludgeoning damage (avg. 28). The floor of the ravine is slick with decay, and toxic fungal growths cover the walls — climbing back up requires a DC 16 Athletics check, taking 2 rounds if successful. While in the ravine, they begin to hear things moving in the mist (potential reinforcements if you wish to escalate).

The Enemies: Rotweb Sentinels (3 total)


Use Giant Wolf Spider stats with the following modifications:

+20 HP (Total ~44 HP each)

+2 AC (Natural fungal plating — AC 15)

Immunities: Poison, Blinded (they use tremor-sense and spore scent)

Spore Lash (Recharge 5–6):

As a bonus action, one Sentinel detonates a fungal cyst on its back. Each creature within 10 feet must make a DC 13 Constitution save or take 2d6 poison damage and be poisoned for 1 minute (repeat save at end of each turn).

Narrative Moments for Combat Beats

Player Enters Combat on the Bridge:

Your boots land on the slick, pulsing cord. It sinks slightly beneath your weight, and you swear it shudders. Behind you, the cords tighten, and ahead, the spider-thing opens its fungal maw. A twitch — and it lunges.


First Spore Burst:

With a wet pop, one of the glowing nodules explodes beside you, releasing a cloud of golden spores. Your lungs burn as you inhale it — a rot that feels alive inside you. Roll Constitution.

Player Falls:

A misstep — the cord twists violently. You lose your balance. The others watch in horror as you vanish into the fog, your scream swallowed by the stillness. You don’t hit the ground. You splatter into it. Something stirs down there.

Final Sentinel Drops:

The creature lets out a final clicking rasp as your strike tears through the bloated growths along its abdomen. Fungal fluid sprays, and the bridge lurches violently, as if the living web recoils from the death of one of its children.

End of Encounter: Crossing the Bridge

The creatures fall silent. Their twisted forms twitch for a moment longer before stilling. The bridge quiets… for now.

You gather yourselves, stepping carefully over the rotting corpses, mindful of the twitching cords beneath your feet. Behind you, another howl splits the air — closer. Louder.

You’re being followed.

Absolutely. Below are **custom stat blocks** for the **Rotweb Sentinels** and the **Corrupted Bear**, balanced for a level 5 party. The bear turning up makes this a **very deadly encounter** — best used when the party is already worn down, split on the bridge, or emboldened enough to press forward without caution.

Following the stat blocks is a **narrative escalation event** you can use to unleash the bear dramatically mid-fight or just after the Sentinels are dealt with.

--


-

## 🕷️ **Rotweb Sentinel** (CR 2)

*Medium aberration (blighted beast), unaligned*

---

**Armor Class:** 15 (blighted fungal plating)

**Hit Points:** 44 (8d8 + 8)

**Speed:** 40 ft., climb 40 ft.

**Senses:** Tremorsense 60 ft. (blinded)

**Languages:** —

**Challenge:** 2 (450 XP)

---

**STR** 14 (+2)

**DEX** 16 (+3)

**CON** 14 (+2)

**INT** 2 (−4)

**WIS** 12 (+1)

**CHA** 3 (−4)

---

### **Traits**

**Blighted Form.** Immune to poison damage and the poisoned condition. The Sentinel is blind but perceives through tremorsense and the scent of spores.

**Fungal Resilience.** When the Sentinel is reduced to 0 HP, it releases a final burst of spores in a 10-foot radius. Creatures in range must succeed on a **DC 13 Constitution saving throw** or become **poisoned for 1 minute**.

---

### **Actions**

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

*Hit:* 10 (2d6 + 3) piercing damage, and the target must make a **DC 13 Constitution save** or take **4 (1d8)** poison damage and be **poisoned** until the end of their next turn.

**Spore Lash (Recharge 5–6).** The Sentinel releases a pulse of toxic spores. Each creature within 10 feet must make a **DC 13 Constitution save** or take **7 (2d6)** poison damage and be **poisoned for 1 minute**. Affected creatures can repeat the save at the end of each of their turns.

---

## 🐻 **Corrupted Blightbear** (CR 6)

*Large monstrosity (blighted beast), chaotic evil*

> *"It was once a guardian of the forest. Now it is the voice of its agony."*

---

**Armor Class:** 16 (hardened fungal plates)

**Hit Points:** 120 (16d10 + 32)

**Speed:** 40 ft., climb 30 ft.

**Senses:** Darkvision 60 ft., Blindsight 10 ft., Passive Perception 12

**Languages:** —

**Challenge:** 6 (2,300 XP)

---

**STR** 20 (+5)

**DEX** 10 (+0)

**CON** 18 (+4)

**INT** 3 (−4)

**WIS** 12 (+1)

**CHA** 5 (−3)

---

### **Traits**

**Unnatural Resilience.** The bear has resistance to bludgeoning, piercing, and slashing from nonmagical attacks. Immune to poison and disease.

**Toxic Gore.** Any creature hit by the bear’s attacks must succeed on a **DC 14 Constitution save** or become **infected**. While infected, they are poisoned and take **1d6 poison damage at the start of each turn** for 1 minute. The target can repeat the save at the end of each turn.

**Rampage.** When the bear reduces a creature to 0 HP, it may move up to half its speed and make a **Claw** attack as a bonus action.

---

### **Multiattack**

The Blightbear makes **two attacks**: one with its **bite**, one with its **claws**.

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

*Hit:* 15 (2d10 + 4) piercing damage.

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

*Hit:* 13 (2d8 + 4) slashing damage.

---

### **Legendary Action (Optional for Maximum Threat)**

If the fight becomes too easy or to finish it as a near-death climax, you can give the Blightbear 1 **Legendary Action** per round:

**Fungal Roar (Costs 1 Action):** The Blightbear emits a mind-warping roar. All creatures within 30 feet must succeed on a **DC 14 Wisdom saving throw** or be **frightened** until the end of their next turn.

---

## 🩸 **Escalation: The Arrival of the Blightbear**

Use this event either:

* **Mid-fight** (after 1 Sentinel drops), or

* **Post-fight**, when the party is regrouping or helping someone out of the ravine.

---

**Narrative:**

> As you land the final blow on the second Sentinel, its spore-laced body collapses into the webbed cords. The bridge groans… then stills.

> For a heartbeat, silence. Mist drifts. Fungi twitch faintly. You hear your own breath again.

> Then — you feel it.

> A **deep vibration** through the cords. Not just a twitch — a rhythm. **Heavy steps.** Something massive is approaching.

> Trees on the far side sway. A flock of corrupted birds burst from the canopy.

> And then it **emerges**.

> A hulking, matted shape, its fur rotting and patchy, with glowing fungi **bursting from its back and shoulders** like tumors. Its mouth hangs open in a slack, unnatural grin, blackened teeth dripping with spore-slime.

> It rears back — and **howls**.

> The bridge **shudders** beneath you.

> The Blightbear has come.