Session 54
Contents
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 flowersâbut 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 LethâTaelarâa 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 itâthe 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 creakâlike 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 growthsâfungus that pulses faintly, vines that twitch at the edges of your vision, and strange, skeletal creatures moving just beneath the underbrush.
Your guideâs voice is hushed. âThe blight reached us two moons ago,â they say, not meeting your eyes. âWeâve held it here, barely. But it learns... and it waits.â
Welcome to LethâTaelarâa village suspended above a forest turning against itself.
đ Narrative Description (GM Read-Aloud):
The southern edge of LethâTaelar 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, thereâs a faint, wet clickingâlike something chewing just out of sight.
Your guide pauses, hand raised. âSomethingâsââ
A sudden cry cuts through the airânot of a beast, but of a person. A figure lurches from the shadowsâa 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.
A second shape drops from the trees above with inhuman agilityâanother villager, this one with a spine bent backwards, walking like a feral beast on all fours.
Then the screaming startsâfrom you, or them, itâs hard to say.
The blight has taken these people.
And now, it uses them.
âď¸ Encounter: Blighted Villager Assault
Encounter Level: Medium-Hard for 4 Level 5 Players (Approx. 6,500 XP adjusted)
Enemies:
- 1x Blightborn Juggernaut (CR 3)
- Former village guardian; twisted and armored with fungal plating. Slow, strong, relentless.
- Use âOgreâ stat block, reskinned, with fungal traits (see below).
- 2x Corrupted Elven Skirmishers (CR 2 each)
- Nimble, predatory villagers with unnatural speed and reflexes.
- Use âBandit Captainâ or âVeteranâ 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 âGhoulâ 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).
Corruption Traits (Blight Template, Apply as Needed):
- 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:
- Narrow Platforms and Rope Bridges: 10 ft wide, some sections unstable (DC 12 Dex save or fall prone).
- 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.
đ§ Optional Emotional Hook:
A character from LethâTaelar (perhaps the partyâs guide) recognizes one of the blightthrallsâa 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 blightâs grip, causing them to hesitate, weep, or beg for death.
đ§ž Post-Battle:
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 werenât just infectedâthey 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.
đĄď¸ Blightborn Juggernaut
Large aberration, unaligned
(Reskinned Ogre with blight traits)
Armor Class 12 (Fungal Plating)
Hit Points 71 (6d10 + 36)
Speed 30 ft.
STR 19 (+4)âDEX 8 (â1)âCON 20 (+5)
INT 5 (â3)âWIS 10 (+0)âCHA 6 (â2)
Saving Throws Con +7
Damage Resistances Bludgeoning, Piercing (non-magical)
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Elvish, cannot speak
Traits
Fungal Regrowth. Regains 5 HP at the start of its turn unless it took radiant or fire damage since its last turn.
Death Spores. Upon death, the Juggernaut explodes in a cloud of spores in a 10-ft radius. Each creature must make a DC 13 Con save or take 2d6 poison damage and be poisoned for 1 minute.
Actions
Rotting Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) bludgeoning damage.
Infectious Roar (Recharge 5â6). 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.
đš Corrupted Elven Skirmisher (x2)
Medium humanoid (elf), chaotic evil
(Modified Veteran with blight traits)
Armor Class 14 (studded leather)
Hit Points 45 (6d8 + 18)
Speed 40 ft.
STR 12 (+1)âDEX 16 (+3)âCON 16 (+3)
INT 10 (+0)âWIS 11 (+0)âCHA 8 (â1)
Saving Throws Dex +5
Skills Acrobatics +5, Stealth +5
Senses Darkvision 60 ft., Passive Perception 10
Languages Elvish
Traits
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.
Thrown Spore Dagger. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing + 4 (1d8) poison damage. Target must succeed on a DC 12 Con save or be poisoned for 1 minute.
đž Blightthrall Crawler (x2)
Medium humanoid (elf), unaligned
(Ghoul variant)
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft., climb 20 ft.
STR 13 (+1)âDEX 14 (+2)âCON 10 (+0)
INT 5 (â3)âWIS 10 (+0)âCHA 6 (â2)
Skills Stealth +4
Senses Darkvision 60 ft., Passive Perception 10
Languages None
Traits
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 crawlerâs claws must make a DC 13 Constitution save or be poisoned for 1 minute.
Actions
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 5â6). 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.
Journey into the Heart of the Blight
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 themâas though the forest itself is swallowing their memories whole.
Your guideâs face tightens with fear and resolve. âBeyond this point,â they whisper, voice barely audible, âthe blight doesnât just spreadâit watches. It remembers everything that passes through.â Without another word, they turn away, retreating hastily across the rickety rope bridge, leaving you alone to face what lies beyond.
The path narrows and darkens, the forest closing in around you like a living tomb.
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 lifeâthey are twisted, nightmarish sculptures of decay.
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 growthsâtumorous 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.
The silence is profound, but it is not empty.
A low, almost imperceptible vibration hums through the roots and trunksâlike 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.
As you press onward, the shadows grow deeper, thickening until they feel almost solidâpressing 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.
You feel it before you see it: the blight is not just a disease or a force of nature. It is an ancient, malevolent presenceâalive, aware, and waiting for you in the darkness ahead.
The Heart of the Blight
After what feels like hours of wading through suffocating rot and choking spores, the forest finally opens into a grotesque clearing. The canopy here has torn itself apart, revealing a sickly, gray sky mottled with swirling black clouds that pulse like bruises.
At the center stands a towering, ancient tree, larger than any you have ever seen. Its bark is cracked and blistered, with thick veins of black sap coursing beneath the surface like poison through a wound. The treeâs 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 energyâa dark, living sickness that presses down on your mind and soul.
This is the source of the blight.
You see that embedded deep in the heartwood of the tree is a black crystalline core, pulsing with a faint, malevolent light. It hums with corrupt powerâan alien force twisting the forest from the inside out.
Your guideâs voice trembles as they remind you: âThe salve you carryâthis is the only hope. You must reach the heart and apply it directly to that core. If you delay, the blight will consume all.â
But the forest does not intend to let you pass unchallenged.
âď¸ Encounter: The Blightâs Guardian
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.
- 2x Blightspawn Tendrils (CR 2 each) Animated tendrils of thorny vines and fungal masses that lash and grapple intruders.
Blightheart Guardian
Huge plant, unaligned
Armor Class: 16 (Natural Armor)
Hit Points: 110 (13d12 + 30)
Speed: 20 ft.
STR 21 (+5) | DEX 8 (â1) | CON 17 (+3) | INT 7 (â2) | WIS 12 (+1) | CHA 8 (â1)
Saving Throws: Con +6, Wis +4
Damage Resistances: Bludgeoning, Piercing (non-magical)
Damage Vulnerabilities: Fire, Radiant
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision 60 ft., Passive Perception 11
Languages: â
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 creatureâs 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.
Blightâs Grasp. Canât be moved against its will or knocked prone unless it fails a DC 15 Strength saving throw.
Actions
Multiattack. The Guardian makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 18 (3d8 + 5) bludgeoning damage plus 7 (2d6) necrotic damage.
Vine Whip. Melee Weapon Attack: +7 to hit, reach 20 ft., one target.
Hit: 14 (2d8 + 5) slashing damage, and the target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).
Blightspawn Tendrils (x2)
Medium plant, unaligned
Armor Class: 14
Hit Points: 45 (6d8 + 18)
Speed: 20 ft., climb 20 ft.
STR 16 (+3) | DEX 14 (+2) | CON 16 (+3) | INT 3 (â4) | WIS 10 (+0) | CHA 1 (â5)
Traits
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
Whip Lash. Melee Weapon Attack: +5 to hit, reach 15 ft., one target.
Hit: 10 (2d6 + 3) slashing damage plus grapple.
đ§Ş Using the Salve
The salve is a thick, shimmering ointment infused with rare herbs and blessed with radiant energy. It must be applied directly to the black crystalline core at the heart of the tree.
Application Rules:
- The party must reach the core, which is exposed on the treeâs trunk but protected by the Guardianâs attacks and tendrils.
- Applying the salve requires an action and a successful DC 15 Arcana or Nature check to correctly activate its cleansing power.
- The salveâs magic neutralizes the blightâs 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 blightâs influence, visibly restoring the forestâs 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.
đ Narrative and Roleplay Notes
- Encourage the party to balance offense and defense: they must protect whoever approaches the core to apply the salve.
- The blightâs aura weakens their resolveâconsider 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.