Seeds of Decay
Seeds of Decay
by Darryl T. Jones
Credits
WRITING, ILLUSTRATION, AND DESIGN:
Darryl T. Jones
SPECIAL THANKS:
To my family for the unending patience, grace, and
help during the nitty-gritty hours of this project.
I love you Kelly, Isaiah, and Ruth Jones.
Seeds of Decay, the dobbers, and the Alwaysgreen Forest are Copyright © 2024 Splattered Ink This work includes material taken from the System Reference
Games, 9030 Old Highway 13, Murphysboro, Illinois, 62966 USA. All rights reserved. All characters, Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available
creatures, locations, concepts, and the distinctive imagery that is associated with them are the at [Link]
exclusive property of Splattered Ink Games and Darryl T. Jones in US, Canada, and other countries. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
Any reproduction or unauthorized use of the material or artwork contained herein is prohibited International License available at [Link]
without the express permission of Splattered Ink Games. Reference to other copyrighted material licenses/by/4.0/legalcode.
in no way constitutes a challenge to the respective copyright holders of that material. Splattered
Ink Games and its associated logos are trademarks of Splattered Ink Games.
Foreword
Our adventure together began in the year 1998.
Darryl and I met through a mutual friend and it was truly
love at first sight, although I wasn't quite willing to admit
that at first. One evening we talked late into the night about
anything and everything sitting outside my apartment
under a tree. The next day Darryl brought me a drawing he
had made of me sitting under that tree, well that sealed the
deal, and he has kept my heart ever since. Our story has had
many ups and downs but our path together has always been
one road, and there is no one I'd rather share this adventure
with than him. The Dobbers have been in Darryl's heart for
so long and I'm so proud to finally see them out and about in
the world. I hope they bring you as much delight, laughter,
and hope as they have to our family.
1
Foreword
Contents
Rare Woodkin...........................26 Eagle’s Light............................. 52
Welcome to Create Your Own Woodkin... 28 Eyes of the Vine........................ 53
the Alwaysgreen People From Outside the Frog Cloud................................ 53
Forest Alwaysgreen Forest................31 Frost Ball.................................. 53
The Alwaysgreen Forest.......... 8 Goblins...................................... 31 Gobbledygook.......................... 53
Dobberton.............................. 10 The Rat Claw Clan.................... 32 Harvest Overtakes the Sower. 53
The Triumvirate........................ 11 New Backgrounds.................. 33 Heartstop.................................54
Wood........................................ 11 Green Thumb............................ 33 Imbue Seed...............................54
Money....................................... 12 Woodsmith............................... 33 Lizard Guide..............................54
Magic and Faith.......................13 Inventor.................................... 33 Mold Wax.................................54
Religion..................................... 13 New Class: Tinkerer Class..... 34 Mushroom Song.......................54
The Star Father........................ 13 Masters of Mechanics..............34 Moon Smite.............................. 55
The Green Man......................... 15 Creating a Tinkerer.................. 35 Musical Weapon....................... 55
Current-filled............................ 15 Quick Build...............................36 Ooze Form................................ 55
Rohr-tan, the Lightless............ 15 Class Features..........................36 Shadow Call..............................56
Cities, Towns, and Villages....17 Contraptioneering....................36 Smithing...................................56
Character Options................. 20 Institutes of Inspiration........... 37 Splinter Barrage.......................56
Playing Tiny Characters.........21 Paladin Subclass: Splinter Shield..........................56
Oath of the Blue Star.............40
Ability Scores............................ 21 Stone to Wood.......................... 57
Rogue Subclass: Strangling Thorns..................... 57
Movement and Range.............. 21 Vine Walker............................ 42
Hiding and Cover...................... 21 Table of Abundance.................. 57
Wizard Subclass:
Ranged Combat........................ 21 Order of Rot........................... 45 Weather Wood......................... 57
2
Night Goggles...........................64 Flame Thrower......................... 77 Interludes............................. 124
Otter Tail..................................64 Gizmo, Assistant....................... 77 Interlude: Sick and Alone....... 124
Perception Thingamajig...........64 Gizmo, Bear..............................78 Interlude: Caught
Powder, Charming....................64 Gizmo, Raven............................78 Red-Handed............................ 124
3
Contents
The Bog................................... 165 Chapter 10: The Sleeping Bear Calynn ....................................338
It’s Time to Find the Key........ 167 and the Giant Centipede.....240 The Wood Sprite ................... 340
Chapter 6: The Terrin Caves.. 168 To the Palace.......................... 242 Othkara ................................. 340
To the Mountains................... 170 The Sleeping Bear................... 243 Maegera .................................342
The Underground Stream...... 170 Catrin’s Candies......................246 Characters of Oak Den ....... 343
The Rock Moles....................... 171 The Cold Water Spring...........248 Herb .......................................343
The Burial Chamber............... 173 The Palace Moat.....................250 Beatrice .................................343
Ember..................................... 176 The Palace Basement............. 251 Toby ...................................... 344
The Battle with Maegera....... 177 Chapter 11: Meeting Gavin ..................................... 344
With the King....................... 258
Maegera Lives........................180 Shaori ....................................345
The Heritage Level.................260
Kairia.................................... 185 Saggard .................................346
Main Floor of the Palace........ 263
Chapter 7: Captured by the Characters of Kairia ............ 347
Sylvans................................. 186 Ember Must be Destroyed,
but Not Here...........................268 Derlon .................................... 347
You Are Surrounded...............188 Ivy ......................................... 348
The Next Morning..................269
An Evening to rest.................. 191 Evelina .................................. 348
Chapter 12: Blue River Daze.. 270
Meeting the Council............... 192 Sylvan Keeper ........................349
The Time Loop Curse.............. 272
To the Atelier..........................194 Characters Near
Chapter 13: The
A Treetop Feast...................... 197 Tomb Keeper........................ 278 the Burrow........................... 350
South Watch.........................197 The Adventure Begins............280 Ardalion .................................350
Chapter 8: Return to Up Sundown Creek.................282 Rose, the Awakened Viper .....350
Dobberton............................200 Wallace, the Awakened
Entering the Tunnels.............. 287
Crossing the Fields.................202 Walnut Tree ........................... 351
Chapter 14: The Heart
South Watch...........................204 of Rohr-Tan...........................300 Characters Near
South Watch ........................ 352
They’ve Come For Ember........ 210 The King’s Grotto....................302
Brien ...................................... 352
Chapter 9: The Lake The Cavern of Stone Trees......306
Wood Terror......................... 214 Etherin ................................... 352
Skaggerak’s Keep...................307
Gabbard’s Café....................... 217 Milo ........................................ 353
The Forge Level...................... 321
Mohkgaarb Attack................. 218 Thatur ....................................354
The Tomb Cavern.................... 327
Otis’s Farm.............................220 Characters of Dobberton.....355
Rohr-tan is Dead!................... 332
The Mohkgaarb Cave.............. 222 Dobberton Guard .................. 355
Epilogue................................ 334
Dobberton Elite Guard .......... 355
Act III: The Rot Appendix Gearld ....................................356
Weaver's Tomb Rot Poisoning ...................... 336 Bestiary of the
Dobberton, Alwaysgreen Forest and
Othkara's Notes ...................337
the Capital City.................... 234 Surrounding Areas .............. 359
Featured Non-Player
Black Pudding......................... 361
Characters ........................... 338
4
Fire Snake...............................362 Decay Bear.............................388 Arcane Visor........................... 412
Fire Lizard, Great....................362 Decay Tortoise........................388 Ashes of the Flaming
Fire Lizard, Hatchling.............363 Fungal Doppelganger.............389 Netherworld........................... 412
5
Contents
Welcome to
THE Alwaysgreen Forest
The Alwaysgreen Forest
The Alwaysgreen Forest is a lush and beautiful land, full of ancient, towering trees;
magical, life-giving waters; and deep crystal-lined caves. It is teeming with life and
magic. The awakened woodkin, the majestic deeret, goblins, ratkind, dobbers of all
traditions, and many more call it their home. Dobbers are the most populous. They are
friends to the forest, belonging to it, and it to them as a leaf does to a tree.
Dobbers are tiny people, often described as working with their hands, farming, building, or
three apples tall, though in truth, they are taller. crafting. Some build amazing contraptions and
They range between 14 inches and 2 feet tall, tools to aid their chores. They are hardworking
though 2 feet tall would be quite rare. What they and love their community, always willing to lend a
lack in size, they make up for with intelligence, hand, share a story, or enjoy a warm cup of tea by a
wisdom, and creativity. Their bodies are often roaring fire.
stocky, built with a sturdy frame, and large hands However, no story of the Alwaysgreen Forest
and feet. Their most notable feature is their overly would be complete without woodkin. Awakened
large, round nose and equally large ears. raccoons, badgers, chipmunks, owls, and more
Their tiny size is perfect for their lives in also call the forest their home and have been
the forest, where they build their homes into embraced by dobbers as family. Living side-by-
the bases of tree trunks and use wood as their side in peace, every town square, farmstead, and
primary resource. Anywhere sun breaks through holiday gathering is a colorful menagerie of unique
the canopy, their gardens flourish. They love characters that have chosen to share their lives.
vegetables, fruits, berries, and nuts. Most prefer
8
Introduction
The Dreary Mountains are west of the
The neighboring lands Alwaysgreen Forest and held by the Rat Claw Clan.
The Alwaysgreen Forest takes several days to Don’t go west. The Rat Claw Clan hates all dobbers
cross on foot, making it the largest forest in the and woodkin alike.
region. The largest non-wooded area is to the
Just outside of the Alwaysgreen Forest to the
east, where the ruins of a stone wall separate the
south, there are more grain fields, but shortly
forest from sprawling fields and grasslands. These
beyond, the ground has gone fallow. If you go
fields grow many of the grains that inhabitants
far enough, you find a boggy swamp area and
of the Alwaysgreen Forest harvest for cooking.
eventually the Fenmar Forest. No one really
No one knows who originally planted the grain or
has any need to go that far south. The land isn’t
built the wall, but the remains of giant, crumbling
farmable, and the inhabitants are hostile.
buildings are dotted throughout the fields. One
rumor suggests that they are human buildings, but Dobbers and woodkin alike cherish the
everyone knows humans are just a myth. comfort and safety that Dobberton affords them.
They tend to stay close to home and have yet to
As you travel north, the forest becomes hilly,
learn much of the peoples and cultures outside of
eventually turning to rocks and mountains. The
the Alwaysgreen Forest.
north, where ice lizards and other dangerous
creatures freely roam, is little explored by
dobberkind.
9
The Alwaysgreen Forest
Dobberton
The Dobberton kingdom fills almost the whole of the Alwaysgreen Forest, spanning
from the rugged pines of the north to bald cypresses in the south. Spruce, sycamore,
fir, hemlock, maple, and more fill the forest with their unique shapes, colors, and
personalities. But if one tree is the most beloved in the forest, it is the oak. Oak trees fill
the core of Dobberton. The greatest of these trees sits right at its heart, the Prime Tree.
10
Introduction
diverted from the other two branches of the
The Triumvirate government. There is a sentiment among some of
the oldest dobbers that the Kingdom Guard now
THE JUSTICIAR, GEARLD
trains mill workers, not soldiers.
Gearld was a bit younger than Quillon. As Quillon
was completing his training in the Order of the THE QUEEN GOVERNESS, CASSANDRA
Blue Star, Gearld was just starting. They became
King Quilan married a dobber of renowned
fast friends. When elevated to Justiciar, Gearld was
beauty, the daughter of a well-to-do inn owner
one of the youngest in memory and was indeed
and merchant in Swan Hill, Cassandra. She took
gifted, but many dobbers did not believe he was
quickly to the role of Governess, taught by her
ready. It proved to be an inspired move. Quillon
gentle and wise predecessor, Bettany.
guided Gearld, molding him into a more than
competent Justiciar. Gearld continued to train with
the Blue Stars. He gained the title of Lambent, the
Wood
highest honor one can achieve in the order. He was Wood is the most essential asset in Dobberton.
the ideal mix of warrior, healer, and leader. Soon, It is near and dear to them. They build most
his charisma and influence nearly equaled that of everything out of it, even their weapons and
the king. His early elevation to Justiciar was no armor. Of course, there are no laws against the use
longer in question. of metal, but there don't need to be. Metal is hard
to find and forge. It's heavy and ugly. Honestly,
Today, Gearld continues to serve as the
metal is downright unpleasant. “It’s shiny in a way
kingdom's Justiciar.
that is just unnatural.” “It’s not what the Green Man
intended.” It’s simply not the dobber way to use
KING QUILAN
metal for something that wood can do just as well.
King Quilan (KILL-an), the son of Quillon,
The dobbers have developed a number of
Dobberton's most celebrated king. Quilan was
methods for treating wood that are renowned
the apple of his father’s eye. He was groomed to
throughout the land. They soak wood in different
be king from a young age, just as his father was
solutions to create different effects, like making
before him. The kingdom's people rejoiced
when the crown was passed down, and why
wouldn’t they? Safety and prosperity were at
an all-time high.
King Quilan, with the help of his father,
maintained the kingdom and helped drive
various innovations, such as plumbing and
gas-powered lighting in the capital city. The
former king, Quillon, died of old age, happy
and proud in his own bed.
King Quilan continues to invest in the
development of new technology in the
kingdom capitol and has expanded to East
Watch, where he led the construction of
the first windmill. Now certain grains can
be ground before making the long journey
from the eastern fields to the central part
of the kingdom, saving space and making
the transition from field to store that much
faster. The efforts have been such a success
that money and manpower are now being
11
Dobberton
it harder, heavier, more buoyant, or even flame they compare in value to a typical gold coin found
resistant. They have developed several varnishes elsewhere in the world. The second denomination
and paints that further their mastery of woodcraft. of coins is coated in a varnish from the two trees
Varnishes can add color, strength, certain magical that accompany the Prime Tree and are carved
qualities, and sometimes are infused with traits from poplar. Simply called greys due to their pale,
that can be used to verify authenticity or origin. dull appearance, they compare to copper coins.
The Dobberton leadership is wise enough not
Money to presume that all of the world operates with
The system of currency in Dobberton is debated wood as its central measure of value. There is a
at times. The kingdom has crafted wooden coins vault of gold and silver in the bowels of the palace
covered in a special varnish infused with sap from with equivalent value for each prime coin and grey
the Prime Tree. This varnish is a crystalline, pale coin in circulation. This metal currency is traded
blue in its pure state. When applied, it enhances with cultures outside Dobberton for goods and
the natural color of the wood, making it bright and other valuables.
vibrant. The hard maple wood used for these coins An alternate form of money has unexpectedly
becomes golden. Commonly referred to as primes, taken purchase in recent generations. The story
goes that these strange, flattened pieces of
metal with crinkled edges are called bottle caps.
They were used by humans to seal containers
of liquid. Of course, this couldn’t be true, but all
the same, these pieces of metal with unique and
varied painted patterns on one side captured the
attention of dobber youth. They became coveted.
Some dobbers filled their tree hollows with them.
They traded, bartered, and began paying for goods
with them. Some more unsavory individuals would
even steal them. With time, a standard rate of
trade was established. A complete bottle cap is
worth one silver by worldly standards, making it
worth one-tenth of a prime or ten greys.
The kingdom leadership doesn’t actively
oppose the trading of bottle caps, but many of the
shops within the capitol will not accept them,
opting only for true wooden prime and grey
coins. The further from the kingdom capitol
you get, the more bottle caps you see.
Some even prefer them to the official
wooden coins of the kingdom.
12
Introduction
Magic and Faith
The use of magic is discouraged within Dobberton. Hundreds of generations ago, on a crisp,
The king's position is that true progress is achieved clear spring night that could only be described
without magic. An attitude that magic is deceptive as perfect, a bright blue star shone in the sky. It
in nature and leads to corruption has begun to take was more bright and blue than any star before it
root. No mages hold any official positions in court or since. Its light cast down through the leaves,
or in the Dobberton School. However, it has not striking a spot of rich, fertile earth.
always been that way. There sprouted a mass of leaves with a large
Since the great Orlun, the first king of bud at its center. The sprout was thick and bulky.
Dobberton, there has been a council of mages When the large bud opened, a baby was inside.
employed by the king to not only serve the king That baby was the first dobber, and this star
but also educate the people about magic. This became known as the Star Father.
led to the Dobberton School of Magic. For eight An ancient text held by the Order of The Blue
generations, the school has led in the elevation of Star proposes that the Prime Tree is a result of the
arcana and knowledge. Some say the advancement sprout that came up from the Star Father's light.
of the school initiated major advancements for the On that holy night of origin, the Star Father was
kingdom. If founding the kingdom of Dobberton flanked in the sky by two guide stars, both white
was Orlun's crown, establishing the school was his and pure. It is from the light of these that sprouted
throne. the Prime Tree's guides.
The school grew and became influential in The story goes on to prophesize that one day
other areas of study. In time, students studying the forest will fall into a time of great evil. This
areas other than magic outnumbered the young evil will infect every life, leaf, and tree - only to
mages. Eventually, “of Magic” was dropped from be defeated by a great sacrifice. The sacrifice will
the school's name, and it became known simply as be unseen by most, but when the two white stars
the Dobberton School. reappear in the sky flanking the Blue Star, those
Twenty years ago, a major incident with one of who have kept faith through the time of evil will
the students sent ripples through the community. know it has come to an end.
King Quilan made the decision to shut down the
department of magic at the school. If you ask three
different people, you’ll probably get three entirely
different stories as to exactly what happened.
Unfortunately, public opinion has turned against
magic.
Religion
Religion does not manifest in the world of the
dobbers the same way it does in our world or as
it does in many D&D settings. There are many
powerful beings and legends that influence people
and their behavior. Throughout generations, this
influence has evolved into simple beliefs and
mindsets.
13
Magic and Faith
14
Introduction
The Green Man Rohr-tan, the Lightless
The Green Man is the gardener, the woodsman, the When the Star Father touched the earth with his
shepherd, and the keeper. light, the Prime Tree sprouted, and from it came
Many think of the Green Man as a metaphor the first dobber. But dobbers aren't the only
for the forest and how the forest is so vital to creatures that were born that day. Darkness was
life in Dobberton. Some believe he is an actual shattered, and from its cracks stepped the Rot
being. Some say they have seen him from afar - Weaver. He is the father of decay, the tainted, an
that his spirit of life was nurturing the plants and in-betweener, a shadowling. He has been called
trees among which he walked. Everyone knows many names, but all know him. He is Rohr-tan, the
someone who has seen the Green Man. They say Lightless.
he appeared in a time of crisis to intervene on their No one truly knows who or what the Lightless
behalf. And just as unexpectedly as he appeared, he is, but most in Dobberton trust that he exists.
disappeared. Some believe he is only a metaphor for the
Some describe him as a walking and talking natural cycle of death and decay in the forest. He
tree. His face is bark, and his hair leaves. Others say is the force that breaks down organic material in
he isn’t a walking, talking figure at all but a spirit the cold and moist places where fungus grows. He
that moves from limb and leaf. fathers decay, a necessary step, leading to fertile
Even though few agree about the appearance ground and new life. One legend suggests that
and nature of the Green Man, all revere him. If he he was a great and evil wizard who haphazardly
comes up in conversation, a dobber will say “Thank spliced natural and necrotic magics, thrusting
the Green Man” under his breath and nod in the himself into a permanent state of decay. Some
direction of the closest tree or its roots. believe he is more than a metaphor, a true evil
bound to that which decays. Stay away from him,
Current-filled and he cannot touch you.
The Current is like the energy that flows through “If you don’t clean your room, the Tainted will
all living things, yet it is more than that. It exists make his home in that mess,” “Stay in the light to
outside of time and location, though it is always keep the lightless at bay,” “That kind of behavior
fully present. It yearns for you to know and will have you pushing up daisies and feeding the Rot
commune with it, yet it already knows you and Weaver.” For many, the Lightless is just lore turned
every detail about you. It can cause no pain. cliché. He’s the threat you tell children when they
However, it uses pain for the good of those who misbehave. He is fear of the unknown.
seek it. Legend has it that for a time, the Lightless
Unlike the Star Father, the Green Man, or was allowed to freely roam the Alwaysgreen
even Rohr-tan, the Current is not thought of as Forest. After all, darkness is the natural balance of
a deity and has no religion associated with it. light. He claimed parts as his own, twisting them
Throughout this adventure, the Current is watching and sucking the life from them. Ever hungering
and listening and occasionally nudging the events for more. It was soon clear to the Star Father
herein. One that strives to be sensitive to the that Rohr-tan’s pride and lust would lead to the
nudge of the Current is Current-filled. In the next downfall of all life. Thus, the legend continues, the
adventure arc, the Current will take on a more Green Man was sent by the Star Father to hunt
meaningful role. down the Lightless and imprison him.
15
Magic and Faith
Cities, Towns, and Villages
The Alwaysgreen Forest is home to many unique and flourishing communities, each as
distinct and beautiful as the people that fill them. The following highlights some of the
characteristics of places found in this adventure.
17
Cities, Towns, and Villages
SOUTH WATCH WEST WATCH
South Watch is the second largest of the watch Keepers of the western front, West Watch is
towns, following East Watch. Also, like East Watch, responsible for ensuring the safety of the forest
it is sometimes called a gate town. The guards of from mountain invaders. Having the tallest
South Watch is responsible for verifying the daily Dobber-made tower in the kingdom, the top of
transport of goods into the kingdom from the which can be seen above the surrounding pines,
southern fields. Every wagon, bale, and barrel is the watch is well equiped to see the threat of the
checked. Rat Claw Clan moving down from the mountains
long before they would reach the forest's border.
THANWEN
Thanwen is a long day's journey from either South
Watch or Dobberton, making it a popular stop-
over spot for those traveling to or from the busy
gate town. It straddles King's Road, with taverns,
eateries, and inns on either side.
18
Introduction
19
Cities, Towns, and Villages
Heroes Character Options
Role-playing games come in many different styles
in the Alwaysgreen Forest
and employ a plethora of mechanics. However, Player characters in Seeds of Decay live in or
they all have one thing in common; heroes. Heroes near the Alwaysgreen Forest. The adventure is
are the heart and soul of any story. They excite our best suited for characters of good alignment.
imaginations and inspire our dreams. Role-playing However, your Game Master (GM) can adjust for
games give us all the freedom to be the heroes we any character style they are comfortable with, and
hold in our hearts. you wish to play. How you fit within the story is
up to you. Have you heard about the rumors of a
In the Alwaysgreen Forest, all the player
strange decay spreading through the forest? Do
characters are heroes. They will take on the roles
you believe magic should be outlawed? Or are you
of dobbers, woodkin, and other tiny folk who have
content with your life, enjoying the values that the
made their homes in or around Dobberton.
kingdom offers? Have you established yourself as a
The character each player creates has, in some reliable and valued member of the community, or
way, separated themselves from the community are you an outsider still striving to do so?
around them. They may not have set out to be a
The following pages cover new character
hero, but even from the beginning, their quality
options that are unique to the Alwaysgreen Forest.
shone. Being a hero is not just about having
Work with your GM as you make your character
extraordinary powers or abilities. It’s about how
and become the hero the forest needs!
you treat others. It’s about putting yourself in their
shoes. A hero is often asked to make sacrifices for
the greater good. When you choose to be a hero,
you resolve to positively impact the world by lifting
others up and putting them before yourself.
The forest needs heroes.
A crack has formed in the darkness, leaking rot
and decay. Trees are withering, and crops are failing
to mature. Strange, twisted creatures have been
seen in the shadows. Parents bring their children
in before dark. Guards take extra care that their
blades are sharp. They whisper, "he’s returned."
It may not be easy, and there may be no
reward, but the forest needs more people willing to
strike into the shadows. The characters you make
for this adventure may be the forest’s last hope.
Will you be that hero?
20
Heroes of the Forest
Playing Tiny Characters
No one likes finding a bear wandering through Passing through the space
their cucumber patch, especially when that bear
towers over you like a mountain! Being tiny is
of other creatures
perfect for having a debate with a chipmunk, but A tiny character can easily tumble around or run
puts you at a serious disadvantage against the vast between the legs of a larger creature in its space.
array of large hostile creatures in the world. Make an opposed Dexterity (Acrobatics) check
with advantage when moving through the space of
The Alwaysgreen Forest is full of tiny
a larger creature.
creatures. When playing a tiny creature, one must
keep in mind the impact of battling and moving Conversely, tiny characters will have a much
around creatures that may be much larger and, in more difficult time attempting to overrun or shove
many cases, much stronger. aside a creature they are attempting to pass in the
same space. To do this, make an opposed Strength
Ability Scores (Athletics) check with disadvantage.
Tiny characters aren’t likely to have the same
physical ability scores as those who are much
Moving through
larger. To represent this, it is recommended that small openings
a cap on both Strength and Constitution for level Tiny characters can move through openings much
1 characters be implemented. If you want to play smaller than most characters can. There are no
a tiny character whose attributes exceed the specific mechanics for this, but rather a frame of
recommended cap, check with your Game Master. mind. When a tiny character is in a space designed
All the necessary details are specified for each for medium or larger creatures, it will be easy
heritage found in the Alwaysgreen Forest. for that character to hide under chairs, go out
windows, or climb down a chimney. Be creative -
Movement and Range tiny characters will have a lot of opportunities that
Make no mechanical changes. For example: larger creatures may not.
Dobber-sized arrows have the same range as
human ones. Swimming, Climbing,
and Crawling
Hiding and Cover Tiny characters climb using the same rules
When a character is tiny, it can be a lot easier to as medium and larger creatures; each foot of
hide from creatures that are medium or larger. It is movement costs 1 extra foot (2 extra feet in
important to keep in mind that it takes much less difficult terrain) when you’re climbing, swimming,
to cover a character that is tiny. That being said, or crawling. At the GM’s option, climbing a slippery
rules for half cover and three-quarters cover in vertical surface or one with few handholds
melee combat remain the same. requires a successful Strength (Athletics) check.
Similarly, gaining any distance in rough water
Ranged Combat might require a successful Strength (Athletics)
It can be difficult for medium or larger creatures check. However, due to your tiny size, handholds
to hit tiny characters with ranged attacks. This is and other elements needed to climb will be harder
particularly true when considering these creatures to reach. The strength needed to swim against the
are likely used to combat with medium or larger current may be significant. If the Game Master
creatures. There is simply less for creatures of considers this movement to be difficult enough
that size or larger to hit when targeting a tiny to require an ability check, +2 to the DC. +5 if it is
character. This gives them the benefit of half cover very difficult.
even when they are out in the open (+2 to AC) and
three-quarter cover (+5 to AC) if at least half of
them is obscured from the attacker.
21
Playing Tiny Characters
Creatures
Creatures that are written for the Alwaysgreen
TINY CHARACTERS TAKING DAMAGE
Forest are expected to be relative in size to other
creatures in the world. Dobbers are the baseline, When a tiny character takes damage from a
and no upscaling or other changes are necessary. creature that is much larger, it is important to
consider how much greater the effect of the
Creatures from damage may be. It may be helpful to visualize your
tiny character next to a humanoid or a bear, such
other settings as is shown on the previous page.
Other settings are usually written with humans as
While this difference can be adequately
the baseline. To reflect the tactical and mechanical
handled through the Game Master’s flavor and
differences that would naturally be in play
description, consider using the effects and
between tiny and larger creatures, consider using
extra damage described in the chart on the next
the following scaling options when playing tiny
page. This will increase the sense of danger and
characters in other settings.
excitement when portraying a tiny character.
Tiny player characters have advantage
Use the table below for suggested damage
on Dexterity based rolls and disadvantage on
modifiers:
Strength & Constitution based rolls when directly
opposing creatures that are medium or larger.
22
Heroes of the Forest
Dobbers
Dobbers of the Alwaysgreen Forest, also called
common dobbers, are the most populous heritage
of dobber. They have a well-developed society in
the forest. Their towns and villages sprawl along
the forest floor, with adobe-style homes and
structures built right into the trunks of trees.
Most dobbers spend their time farming,
building, or crafting. They tend toward working
with their hands and problem-solving to make a
living, though, of course, there are those who excel
at various skills and trades.
It’s rare to hear of a dobber that isn’t a
vegetarian. They eat a lot of grains, nuts, and
mushrooms. It’s common for a pot of vegetable
soup to be hung over the fire throughout the
winter and big bowls of fruit salad to be shared
in the summer. Their pastries are famous across
the land. They also enjoy a fair amount of cheeses
and yogurts. A select few have a permit from the Sylvan Dobbers
Governess to brew and ferment wines and beers. The Sylvan’s love for trees extends higher than
Physique. Dobbers are tiny. They average 18” tall, just the trunk. They make their homes high in
weighing 30 to 50 lbs. Their bodies are dense the branches, trees connected by a beautiful
and stocky for their size, with hands and feet web of suspended bridges. Their family-centered
that seem somewhat oversized. Their ears are community is governed by a council, each family
typically quite large, and their noses dominate having a representative to speak on their behalf.
their faces, large and round. Their city is hidden deep in the Fenmar Forest, cut
off from the rest of dobberkind.
Age. Dobbers reach adulthood in their late teens
and have been known to live nearly a century. Ability Score Increase. +2 to Dexterity. Your
maximum Strength and Constitution at level 1 is 13.
Alignment. Dobbers tend toward good alignments.
However, all alignments are found within the Alignment. Sylvan Dobbers are reclusive and
dobber population. As with all cultures, the best very set in their ways. They are often seen as
and the worst are found among them. stubborn, which can sometimes make them
seem unreasonable. They are usually good, and
Languages. You can speak, read, and write Common many are chaotic, but all alignments can be
and one extra language of your choice. Dobbers found among the sylvan dobbers.
typically learn the languages of other peoples
they deal with, including obscure dialects. Size. Sylvan dobbers are often more slender than
common dobbers. They are of a similar height
Ability Score Increase. +1 to Intelligence, Wisdom, but, on average, are a couple of inches taller.
and Charisma plus an additional +1 to any ability Their ears, while as large as their cousins, come
score of your choice. Your suggested maximum to a point at the top.
Strength and Constitution at level 1 is 14.
Speed. Base speed is 25 feet.
Speed. Base walking speed is 20 feet.
Bonus Proficiency, Keen Senses. Sylvan dobbers
Gifted Learner. Dobbers are curious and gifted with have proficiency in the Perception skill.
learning new things. Common dobbers may take
two bonus Skill Proficiencies. Stubborn. Sylvan dobbers have advantage
on saving throws against being Charmed.
23
Dobbers
Additionally, anyone who uses the Persuasion Size. Terrin dobbers are the most stocky of the
skill on them has disadvantage. three dobber races. Their ears have a uniquely
Treetop Navigation. Sylvan dobbers have a unique square shape.
relationship with the forest. While in the forest Speed. Your base speed is 20 feet. Your speed is
and traveling along the limbs of trees, they have not reduced when traveling over difficult terrain
an uncanny ability to move and can always find while on the ground. Unlike the other dobber
their way. races, terrins do not like being in the trees. The
• You can’t become lost except by magical means. trunk and roots are the important parts of a tree.
• If you are traveling alone, you can move stealthily Limited Darkvision. Terrin dobbers work the earth
at a normal pace. digging and mining for ores and particularly
• You can hide while in the trees, rare root types. Having spent so much time
even when in full light. underground, they can see in the dark better
than most other dobbers. You can see in dim light
within 30 feet of you as if it were bright light,
Sylvan and terrin dobbers each have their and in darkness as if it were dim light. You can’t
own unique heritage and culture apart discern color in darkness, only shades of gray.
from the common dobbers of the Alway- Resilience. Terrin dobbers have advantage
sgreen Forest. Sylvans are often taller and on saving throws against poison, and have
more slender, while terrins are typically resistance against poison damage.
wide of body. They all agree that their ori- Bonus Proficiency, Insightful. Terrin dobbers have
the bonus proficiency of Insight. Lying to a terrin
gin is the Prime Tree, but histories don't
dobber is never a good idea.
align as to why most of the sylvans and
Woodcunning. You have advantage when making
terrins left Dobberton. an Intelligence (History) check related to the
origin of trees or wooden structures. After
spending generations digging in and around
Terrin Dobbers trees and their root systems, you know them
better than anyone else.
Terrin dobbers love roots and earth. For a terrin,
the roots of a tree are like its heart, responsible
for pumping life to all its branches and leaves.
And because of this, most make their home in
the ground among the roots. They are almost
as at home underground as a goblin. There is a
terrin colony under the foothills northeast of the
Alwaysgreen Forest. They have a network of root
farms where they harvest many saps and oils.
Ability Score Increase. +1 to either Wisdom
or Intelligence and +1 to Constitution. Your
maximum Strength at level 1 is 14, and your
maximum Constitution at level 1 is 15.
Alignment. Most terrin dobbers are lawful,
believing firmly in the benefits of a well-ordered
society. They tend toward good, with a strong
sense of fair play and a belief that everyone
deserves to share in the benefits of a just order.
24
Heroes of the Forest
The Woodkin Common Woodkin
Within the kingdom’s capital of Dobberton, the
great Blue River flows through and around the CHIPMUNK
Prime Tree. The first tree of the forest provides life
to these flowing currents, often with unpredictable Traits. +2 to Dexterity. Your maximum Strength
results. One quality is known; the water gives and Constitution at level 1 is 11.
intelligence and understanding to many forest Speed. 25 ft., climb 20 ft.
creatures that otherwise would not have it. These Lucky. When you roll a 1 on the d20 for an attack
are known as woodkin. roll, ability check, or saving throw, you can reroll
How the Blue River’s water chooses which the die and must use the new roll.
creatures gain knowledge and understanding is Sneaky. You are proficient in the Stealth skill.
not known. Nor do they know why some trees
that grow along its banks suddenly uproot, gaining Magic Resistance. You have advantage on saving
the ability to walk and talk. What is known is that throws against spells and other magical effects.
woodkin are just as much a part of Dobberton as
the dobbers themselves. GROUNDHOG
Traits. +1 to Strength and Constitution. Your
maximum Strength and Constitution at level 1 is 15.
The woodkin are as capable as any other Speed. 20 ft., burrow 20 ft.
being in the forest, but their physical- Sturdy. Your body and low center of gravity give
ity differs significantly. The intent is that you advantage against being knocked prone.
these awakened animals are not anthro- Burly. Your compact, strong body gives you advantage
pomorphized versions of themselves. They on Athletics checks and grappling checks.
keep the same physical bodies they had as Claws. Your claws are a natural weapon, which you
common forest creatures. Many woodkin can use to make unarmed strikes. If you hit with
are tiny; this is represented in-game as it, you deal slashing damage equal to 1d4 + your
Strength modifier.
a first-level ability score maximum for
Darkvision. Accustomed to life underground, you
Strength and/or Constitution. As these
have superior vision in dark and dim conditions.
characters experience the great adven- You can see in dim light within 60 feet of you
tures before them, these attributes can as if it were bright light, and in darkness as
increase beyond the initial max through if it were dim light. You can’t discern color in
leveling up or other magical or in-game darkness, only shades of gray.
means. Additionally, any animal can be- OTTER
come awakened. The ones listed here have
Traits. +2 to Intelligence. Your maximum Strength
paws or other traits that allow them to and Constitution at level 1 is 14.
use tools and weapons or to perform the
Speed. 25 ft., swim 20 ft.
somatic requirements of spells. If you’d
Natural Swimmer. You take to the water with ease
like to play an awakened animal not listed and comfort, giving you advantage on Athletics
here, speak with your GM and refer to the and Acrobatics checks while in the water.
“Make Your Own Woodkin” section below. Skill Versatility. You gain proficiency in two skills
of your choice.
Hold Breath. You can hold your breath for up to 20
minutes at a time.
25
The Woodkin
PORCUPINE RACOON
Traits. +2 to Constitution. Your maximum Strength Traits. +1 to Dexterity and Charisma. Your
at level 1 is 15. maximum Strength and Constitution at level 1 is
Speed. 20 ft. 13.
Rare Woodkin
DEERET
Traits. +1 to Dexterity, Charisma, and Wisdom.
Speed. 30 ft.
Majestic Presence. Your grace and impressive
antlers grant you proficiency in Performance and
Persuasion.
Antlers. Your antlers can be used as weapons,
which you can use to make unarmed strikes.
If you hit with them, you deal piercing damage
equal to 1d4 + your Strength modifier.
Darkvision. Accustomed to life at night, you have
superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were
dim light. You can’t discern color in darkness,
only shades of gray.
26
Heroes of the Forest
TREE
Traits. +2 to Constitution and + 1 to Intelligence.
Your maximum Dexterity at level 1 is 13.
Speed. 20 ft.
Natural Armor. Your base AC is 14 + your Dexterity
modifier, adding any bonuses granted by class,
spells, or magic items accordingly. You cannot
wear crafted armor.
Forest Stealth. Your natural ability to move
through the forest grants you proficiency
in Stealth, and you roll Stealth checks with
advantage.
Natural Appearance. While you remain motionless,
you are indistinguishable from other trees in
your surroundings.
Speech of the Forest. You have an innate ability
to communicate with beasts and plants. They
can understand the meaning of your words,
though their communication in return is
not audible, they can convey emotions
or simple mental images. You have
advantage on all Charisma checks you
make to influence them.
27
The Woodkin
Create Your Own Woodkin
The Blue River has streams and tributaries your woodkin and establish its speed by spending
throughout the Alwaysgreen Forest. Any variety creature points.
of plant or creature may be awakened by the Blue ▶ 1 creature point = 20 feet.
River’s magic. You can build your own woodkin
race by selecting the racial traits that fit the type ▶ 2 creature points = 30 feet.
of creature you want to play. Speak with your
Game Master about your woodkin idea to ensure ALTERNATIVE MOVEMENT: FLIGHT
that the traits you desire fit well within the setting ▶ 3 creature points
and story you’ll be telling.
You have a flying speed of 40 feet. To use this
Spend creature points to select your traits. speed, you can’t be wearing medium or heavy
Each racial attribute costs either one, two, or three armor.
creature points. You are allotted eight (8) creature
points to spend when building your woodkin race ALTERNATE MELEE ATTACK
during character creation.
▶ 1 creature point
Woodkin Racial Traits Many creatures have natural defensive and
offensive traits. A claw is the most common
ABILITY SCORE BONUS alternative melee attack among woodkin, but you
may also consider options like a bite, antler, or
Your woodkin’s ability scores are established
sting.
by building your character in the manner
established by your GM. However, one or more of Your character gains:
your woodkin’s ability scores may have a bonus [Name of Trait]. Your [____] are a natural weapon,
depending on the type of creature you select. which you can use to make unarmed strikes. If you
You can spend up to 3 creature points to hit with [it/them], you deal [damage type] damage
improve ability scores. Each ability score can be equal to 1d4 + your [Strength or Dexterity]
modified one time. modifier.
▶ 1 creature point = +1 to a single ability score Example:
Claws. Your claws are a natural weapon, which you
▶ 3 creature points = +2 to a single ability score can use to make unarmed strikes. If you hit with
them, you deal slashing damage equal to 1d4 +
SPEED your Strength modifier.
Base walking speed for tiny and small creatures
is 20 feet. Spend creature points to increase your ALTERNATE RANGED ATTACK
woodkin’s base speed.
▶ 2 creature points
▶ 1 creature point = 30 feet. Some creatures have natural defensive and
▶ 2 creature points = 40 feet. offensive traits that are ranged. These are very rare
but can add a lot of fun for a player. The porcupine
ALTERNATIVE MOVEMENT woodkin included here is an example. Check with
Usually, your character’s movement speed for your GM before selecting this trait.
alternate types of movement, such as climbing Your character gains:
or swimming, is one-half your character’s
[Name of Trait]. Your [____] are a natural weapon,
base walking speed. However, some woodland
which you can use to make ranged (30/60 ft.)
creatures are adept at these alternate types of
attacks. If you hit with [it/them], you deal [damage
movement. Choose the movement type that fits
type] damage equal to 1d4 + your [Strength or
28
Heroes of the Forest
Dexterity] modifier. HOLD BREATH
Example: ▶ 1 creature point
Quills. Your quills are a natural weapon, which Your lungs are designed to allow you to spend a
you can use to make Strength-based, ranged significant amount of time underwater. You can
(30/60 ft.) attacks. If you hit with them, you deal hold your breath for up to 15 minutes at a time.
piercing damage equal to 1d4 + your Strength
modifier.
Most of the creatures you’d play in the Al-
ALWAYS AT HOME waysgreen forest are tiny, small, or medium.
▶ 1 creature point If you are not playing in the Alwaysgreen
Your natural ability to adapt to your surroundings forest, you can use racial traits to create
grants you proficiency in Survival, and you roll large or bigger creatures as well. Creatures
Survival checks with advantage.
like a chipmunk or rabbit are not likely to
BAD OPPORTUNITY have a high score in Strength or Constitu-
tion. They might be quite dexterous or their
▶ 1 creature point
keen senses may lead them to have a bonus
If you provoke an attack of opportunity, the
attacker must succeed on a Dexterity saving throw
to Wisdom. Work with your GM, be creative,
or take 1d4 + your Constitution modifier damage. and have fun!
The DC for this saving throw is 8 + your proficiency
bonus + your Constitution modifier.
LARGE
BURLY
▶ 1 creature point ▶ 4 creature points
Traits. Your body is much larger than other species
Your compact, strong body gives you advantage
in the forest. You have +2 to your Constitution,
on Athletics checks and grappling checks.
and your maximum Strength score increases by 2.
DARKVISION Speed. Your base walking speed is 30 feet.
▶ 1 creature point Massive Force. Big creatures typically wield
oversized weapons that deal additional dice of
Accustomed to life at night or underground,
damage. When you make a weapon attack using
has given you superior vision in dark and dim
a weapon made for your size, including your
conditions. You can see in dim light within 60 feet
unarmed strikes, double the damage dice.
of you as if it were bright light, and in darkness
as if it were dim light. You can’t discern color in Easy to Hit. Your immense size leaves you
darkness, only shades of gray. vulnerable to attacks from all directions. If more
than one enemy that is size medium or smaller
FOREST STEALTH is within melee range of you during a turn, you
suffer a - 2 to your AC.
▶ 1 creature point
Your natural ability to move through the forest LUCKY
grants you proficiency with Stealth. You also have
▶ 1 creature point
advantage on Stealth checks while in the forest.
When you roll a 1 on the d20 for an attack roll,
ability check, or saving throw, you can reroll the
die and must use the new roll.
29
Create Your Own Woodkin
MAGIC RESISTANCE NIMBLE FINGERS
▶ 1 creature point ▶ 1 creature point
You have advantage on saving throws against You gain advantage on Dexterity rolls that involve
spells and other magical effects. your hands and Sleight of Hand checks.
VENOM
▶ 3 creature points
You secrete a poisonous fluid, the manner of
which is based on the creature you are creating.
When used in an attack, such as applying it to a
weapon or with a bite, the target must make a
Constitution saving throw on a hit. The DC for this
saving throw equals 8 + your proficiency bonus +
your Constitution modifier. The target repeats the
Constitution saving throw at the beginning of each
of their turns for up to 1 minute until they succeed.
A creature takes 1d6 damage on a failed save. The
damage increases to 2d6 at 6th level, 3d6 at 11th
level, and 4d6 at 16th level. After you use this
ability, you can’t secrete another dose until you
complete a short or long rest.
30
Heroes of the Forest
People From Outside the
Alwaysgreen Forest
It seems more people from outside the Alwaysgreen Forest visit Dobberton every day.
Goblins have become more common in recent years, taking advantage of King Quilan’s
progressive approach to trade and economy. Ratkin from the Clan, however, are very
rare. The conflict between Dobberton and the Rat Claw Clan has raged for years.
Nevertheless, it has happened that a Ratkin has defected from the Clan, choosing the
promise of peace offered by the Alwaysgreen Forest.
31
People From Outside the Alwaysgreen Forest
seem to be prone to sickness. learned from the Rat Claw Clan. They are chaotic,
Speed. Base speed is 20 feet. violent, and bloodthirsty.
Bonus Proficiency. Goblins may gain an additional Choosing to play a ratkin will take a great
skill proficiency in Deception. deal of wit and charm, as they have no allies in
the Alwaysgreen Forest. Most ratkin are chaotic.
Goblin Cunning. You have advantage on all Wisdom Within their culture, they lean toward evil, striving
saving throws against magic. to expand their territory, influence, and power.
Darkvision. Goblins spend almost all their life in They take what they want, often by force. They
caves. You can see in dim light within 60 feet have little regard for safety, both for themselves
of you as if it were bright light, and in darkness and those around them.
as if it were dim light. You can’t discern color in Ability Score Increase. +2 to Strength.
darkness, only shades of gray.
Age. Ratkin reach maturity at the age of 16 and can
The Rat Claw Clan live into their 80s.
For generations, the Rat Claw Clan has covered Size. Full-grown ratkin are typically taller than
the Dreary Mountains like thick gunge. They dobbers. They have a lanky, wiry build with arms
frequently raid the goblin tribes of the Gorgwin and legs that seem long for their torso.
Mountains, taking what they like and killing Speed. Base speed is 30 feet.
anyone in their way. Their disregard for life and Bonus Attack. As a bonus action, you can make a
civilization has cast fear over dobbers and all bite attack. It does 1d4 damage and is considered
people of the Alwaysgreen Forest. It is a credit to a melee attack, using your Strength modifier
Gearld and King Quillon that there hasn’t been a both to hit and on damage.
significant Rat Claw Clan invasion into Dobberton
for nearly two generations. Bonus Proficiency, Fierce. Rats may gain an
additional skill proficiency in Intimidation.
Their home in the Dreary Mountains is an
amalgam of permanent, stone-cut buildings and
temporary hide-and-bone tents. The clan prides
itself on mobility. Only the elderly or infirm, the
children, and some whose power has afforded
them laziness, stay in their stone buildings
during “raiding season.” The rest of the
clan is more nomadic.
Everything they need, they can
take with them, ready to raid, pillage
and plunder at a moment’s notice. All
the neighboring kingdoms know that
the full weight of the mighty Rat Claw
Clan army can be upon their border
before they’ve even had a chance to
get out of bed.
It’s worth noting that not all
ratkin are a part of the clan. Some
hail from the far Southern Swamp, and
there are those who wander the eastern
plains. Unfortunately, all that dobbers
and woodkin of the Alwaysgreen Forest
know about Ratkin is what they have
32
Heroes of the Forest
New Backgrounds
Green Thumb Skill Proficiencies. Athletics and your choice
between Perception or Persuasion
You have a natural ability to bring life from the
earth. You have a green thumb on a large scale. Tool Proficiencies. Carpenter’s tools and
Before you chose the path of adventure, you made leatherworker’s tools
a living working on or owning a farm, garden, Equipment. Woodsmith’s tools, leatherworker’s
or orchard. Your farm may have grown common tools, a book of various woodsmith’s techniques,
produce and fruits that are native to the region or a jar of black ink with a quill, a set of common
more specialized or even magical goods. Work with clothes, and a pouch containing 15 gp
your GM to determine how to best fit this detail Feature. Wood Worker. Your skill and craft allow
into the story you’re going to help telling. you to create amazing wooden pieces, both
You find joy in working with your hands and beautiful and functional.
understand that a hard day’s labor is its own
reward. You’re comfortable with dirt under your Inventor
nails and sweat on your brow. A meal served with
Your curiosity and ingenuity have given you a
vegetables grown in your own field tastes better,
knack for engineering.
something rich folk will never understand.
Skill Proficiencies. Insight, Investigation
While you love the earth and the gifts it gives,
generations of farming in your family has begun to Tool Proficiencies. One type of artisan’s tools
wear thin. Perhaps it is time for a change. Perhaps Equipment. A set of artisan’s tools (one of your
your heart longs for adventure. choice), a book of plans, a bottle of black ink,
Skill Proficiencies. Choose two from among, a quill, a set of common clothes, and a pouch
Animal Handling, Medicine, Nature, and Survival containing 10 gp
Tool Proficiencies. One type of artisan’s tools Feature. Problem Solver. When taking time to
analyze a problem, puzzle, or device, you have
Equipment. A set of artisan’s tools (one of your
an uncanny ability to quickly understand what
choice), a book of plans, a bottle of black ink,
you’re looking at. If you are solving a puzzle
a quill, a set of common clothes, and a pouch
that involves an Intelligence (Investigation)
containing 10 gp
or Wisdom (Insight) check, you can roll with
Feature. A Friend of the Land. You, more so than advantage. You also have advantage on
even you believe at times, are gifted in bringing Intelligence (Investigation) checks to learn the
forth life from the earth. Nearly every seed you best method to disable a trap. On a success,
plant sprouts. Plants that you care for thrive. you have advantage on Sleight of Hand checks
You can find the easiest path for irrigation to or your tinkerer’s tools proficiency in order to
fields and gardens. You know where to plant disable said trap. Additionally, the time it takes
each crop to ensure it gets exactly the right you to build from a contraption diagram is
amount of light. Crop rotation? Yep, you’re a reduced according to your level.
natural. When under your daily care, plants
• Levels 1-4: Build time is reduced by 10 percent
mature and produce 25 percent faster, and they
yield 50 percent more. • Levels 5-10: Build time is reduced by 25 percent
• Levels 11-17: Build time is reduced by 40 percent
Woodsmith
• Levels 18-20: Build time is reduced by 50 percent
Your hands come alive when holding rasp and saw.
Sawdust fills your nostrils and covers your clothes.
Wood-curing oils stain your nails. In every piece
of wood, you can see what it’s meant to be, sword,
shield, or armor.
33
New Backgrounds
NEW CLASS
Tinkerer Class Masters of Mechanics
She quickly winds a key in the back of a small Invention is at the core of all tinkerers. They’ve
clockwork duck, then sets the small wooden devoted their lives to seeing the world through
fowl on the edge of the moat. Its feet begin to a different lens. Their world is a puzzle to put
paddle, driving the innocent-looking automaton together, a problem to solve, and a contraption
forward across the water. She doesn’t believe to conquer. Many tinkerers focus on creating new
she’s been spotted, but just to make sure, she devices designed to help with day-to-day life.
throws the hood of her cloak up and activates it. Others have become obsessed with automation,
Phosphorescent mist, her own design, puffs out, creating fantastic whirring gizmos and mechanical
refracting the light around her, making her nearly
impossible to see. Just then, the duck completes
its swim to the other side of the moat. With a blast
that can be heard for miles around, it explodes,
blowing a huge hole in the castle’s wall. Access
granted.
With a deep breath, he calms his mind to
concentrate. Mechanical hands extend far above
him on wooden centipede-like arms to the control
panel of a trap he and his party unwittingly
stepped into. His mind races to reverse engineer
the trap’s triggering mechanism so he can disarm it
before they all die. All the while, they are pressed
by attacking goblins from behind. A small shield
on another wooden arm extends from his belt,
deftly slapping aside crossbow bolts that would
undoubtedly break his concentration should one
strike true.
Wings unfold from her backpack. Each
meticulously crafted feather clicks into place,
detailed to look like a hawk. She leaps from the
ground, the tightly coiled springs in her boots
expanding to give her extra lift. The wings catch
hold of the air, and she soars. Her heart skips a
beat as she remembers that she feels more at
home in the sky than on the ground.
Over time you found that your ability to solve
problems extended beyond simple tools; it was
something much more profound. You could make
amazing mechanical contraptions! You are a
tinkerer!
34
Heroes of the Forest
creatures. And there are those who specialize in seeing ways to save time and money through your
contriving unique destructive forces only their contraptions? You may have been known in town
clever minds can imagine. for your ability to fix and improve broken things.
When it comes to combat, tinkerers are Were you inspired by the intricacies of a clock to
masters of versatility. Their meticulous minds bring other mechanical marvels to life? Perhaps
excel at diagramming and analysis. Even combat your tinkerer’s talents gained the attention of the
should be viewed as a schematic to be followed, local guard captain, landing you a position crafting
each cog turning in harmony to achieve the desired new and improved weapons and defenses.
outcome. Victory need never be in doubt. You may do your best work in silence and
solitude, but your creations speak for themselves.
Creating a Tinkerer Your reputation is beginning to grow. Everyone
The most important question to consider when needs a tinkerer by their side.
creating your tinkerer is what inspired you to
invent? Are you a tradesperson that started
35
NEW CLASSTinkerer Class
Quick Build Contraptioneering
You can make a tinkerer quickly by following these Contraptions are the result of the creative genius
suggestions. First, Intelligence should be your of tinkerers. Contraptions range from weapons to
highest ability score, followed by Dexterity or clockwork creatures and everything in between.
Strength. Second, choose the hermit background The possibilities of what can be invented are only
limited by one’s imagination. At 1st level, your
Class Features talents have just started to take shape. You’ve
As a tinkerer, you gain the following class features. successfully designed and crafted your first
simple contraption. You’ve recorded it and one
HIT POINTS other simple contraption diagram in your book of
diagrams.
Hit Dice: 1d8 per tinkerer level
As you progress in levels, you learn and invent
Hit Points at 1st Level: 8 + your Constitution more contraptions. You must record them in your
modifier book of diagrams. The number of contraption
Hit Points at Higher Levels: 1d8 (or 5) + your diagrams available to you to record in your book is
Constitution modifier per tinkerer level after 1st. specified in the Tinkerer’s Table.
Contraption challenge DC = 8 + your
PROFICIENCIES proficiency bonus + your Intelligence modifier
Armor: Light armor or any contraption with armor Contraptioneering modifier = your
qualities you’ve made proficiency bonus + your Intelligence modifier
Weapons: Simple weapons, hand crossbows,
rapiers, shortswords INSTITUTE OF INSPIRATION
Tools: Tinker’s tools and (a) one additional type of Starting at 2nd level, you begin to feel a particular
artisan’s tools or (b) thieves’ tools affinity toward a certain area of tinkering, the
Saving Throws: Intelligence, Dexterity Architect, the Automatonier, the Solutionist, or the
Weaponeer.
Skills: Choose any one skill and two from History,
Insight, Investigation, and Sleight of Hand Your institute grants you specific features at
2nd level and again at 6th, 10th, and 14th level.
EQUIPMENT Bonus Contraption
You start with the following equipment, in addition When you choose an Institute of Inspiration, add 1
to the equipment granted by your background: additional contraption diagram from that institute
to your book of diagrams that is of 1 level higher in
• Your first contraption (from your book of complexity than your current level allows.
diagrams), a magnifying glass, and tinker’s tools
Therefore, from your chosen institute, you
• a scholar’s pack with a book for your contraption gain your first standard complexity contraption at
diagrams instead of a book of lore level 2, your first advanced contraption at level 3,
• (a) a shortsword or (b) any simple weapon and your first master contraption at level 9. These
contraptions are in addition to the number shown
• (a) thieves’ tools or (b) alchemists’ supplies on the tinkerer table.
SPARK
At 3rd level, you gain spark. Tinkerers can infuse
their creations with a bit of their own essence.
This essence gives contraptions energy and a
rudimentary kind of consciousness.
This is called spark!
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Heroes of the Forest
As a tinkerer gains levels, they can give
and maintain spark in an increasing number of
Institutes of Inspiration
contraptions. Not all contraptions require spark
ARCHITECT
to function. However, if your tinkerer has crafted
more contraptions than they have spark, once You make things that help. You are the classic
per day, they must consciously choose to which inventor. When you choose this Institute of
contraptions are to receive spark that day. Inspiration at level 2, you may add one contraption
diagram to your book of diagrams that is of one
ABILITY SCORE IMPROVEMENT level higher in complexity than your current level
allows.
When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability I Love It When a Plan Comes Together
score of your choice by 2, or you can increase two At 2nd level, once per long rest, instead of taking
ability scores of your choice by 1. As normal, you an action on your first turn in combat, you analyze
can’t increase an ability score above 20 using this the field, instructing your allies on the best
feature. strategy. Roll a d6. Up to 10 of your allies may add
the number rolled to their attack rolls or ability
Using the optional feats rule, you can forgo
checks on their next turn and may move up to an
taking this feature to take a feat of your choice
additional 5ft beyond their standard movement
instead.
rate. This movement doesn’t provoke opportunity
attacks.
IMBUE
At 7th level, a tinkerer’s connection to their A Perfect Trap
contraptions expands beyond spark. You can use At 6th level, your experience crafting trap
imbue to lock magic into your contraptions. This contraptions has allowed you to make
is done by a character casting a spell that uses a improvements to them. When you craft a new
spell slot equal to or less than half (rounded down) trap contraption, choose one of the following
of your character level in the presence of the additional effects: (A) creatures have disadvantage
contraption that you wish to imbue. Your tinkerer on rolls when attempting to avoid triggering the
must then spend time with the contraption equal trap, (B) roll with advantage when attempting to
to 10x the casting time of the spell to lock it into hit a target with a trap, (C) the range of the trap
the item. Once completed, you have a new, magical is increased by 50 percent or (D) the number of
contraption. targets the trap can his is doubled.
This new contraption now uses charges to cast Extra Attack With Favored Weapon
or activate the spell imbued on it. The number Starting at 6th level, you have favored one weapon
of charges it has is equal to half your tinkerer’s contraption allowing you to use it to attack twice,
current level of spark (rounded up). This doesn’t instead of once, whenever you take the Attack
deduct from the spark you use with your other action on your turn.
contraptions. I Really Love It When a Plan Comes
Together
MECHANICAL MIND At 10th level, up to 2 times per short rest, instead
At 20th level, you’ve memorized all of the of taking an action in combat, you analyze the
contraption diagrams in your book. You can craft field, instructing your allies on the best strategy.
them in half the prescribed build time using half of Roll a d10. Up to 10 of your allies may add the
the required components. All of your contraptions number rolled to their attack rolls on their next
that require spark will carry out their purpose turn and may move up to an additional 5ft beyond
indefinitely, even if the contraption gains a new their standard movement rate. This movement
owner or you die. doesn’t provoke opportunity attacks.
37
NEW CLASSTinkerer Class
Armor? No Problem Minor Imbue
At 14th level, you’ve gained a thorough At 2nd level, you’ve already started to experiment
understanding of the forms and constructions of with weaving magic into your contraptions. You
armor. When targeting a creature wearing any kind can lock cantrips into your contraptions. This
of crafted armor, you have advantage on attack is done by a character casting a cantrip in the
rolls. presence of the contraption that you wish to
imbue. Your tinkerer must then spend time with
AUTOMATONIER the contraption equal to 10x the casting time of
You make things that do things. You make the spell to complete the fusion of the magic with
clockwork robots. When you choose this Institute the item.
of Inspiration at level 2, you may add one This new contraption has one charge that can
contraption diagram to your book of diagrams be used to cast or activate the cantrip. This charge
that is of one level higher in complexity than your may be reloaded once per long rest.
current level allows.
Improvisation
Adept Versatility At 6th level, your ability to craft new contraptions
At 2nd level, choose one additional skill proficiency is improved by your ability to make a greater
and any one tool proficiency. variety of materials work as the required
More Than the Average Spark components. When foraging for components,
At 6th level, you have a number of additional spark your time searching is reduced by half without
available to you equal to your Intelligence modifier. increasing the difficulty of the Wisdom (Survival)
roll. Additionally, once per long rest, you have
Extra Attack With Favored Weapon advantage on a Wisdom (Survival) roll when
Starting at 6th level, you have favored one weapon foraging. If you are buying materials for crafting
contraption allowing you to use it to attack twice, your contraptions, you have advantage on Wisdom
instead of once, whenever you take the Attack (Persuasion) rolls when negotiating the price.
action on your turn.
Extra Attack With Favored Weapon
Extraordinary Precision Starting at 6th level, you have favored one weapon
At 10th level, you gain the Sleight of Hand skill. contraption allowing you to use it to attack twice,
If you already have it, you gain expertise in that instead of once, whenever you take the Attack
skill. You also gain expertise in one of your tool action on your turn.
proficiencies.
Major Imbue
Surpassing Skill At 10th level, your ability to fuse magic and
Starting at 14th level, when you make an ability cantrips has become almost second nature. This is
check, you can expend one spark. Roll a d8 and add done by a character casting a spell that uses a spell
the number rolled to your ability check. You can slot equal to or less than half of your character
choose to do so after you roll the die for the ability level (rounded down) in the presence of the
check but before the GM tells you whether you contraption that you wish to imbue. Your tinkerer
succeed or fail. must then spend time with the contraption equal
to 2x the casting time of the spell to lock it into
SOLUTIONIST the item. Once completed, you have a new magical
You make things better. You look at any common contraption.
item and immediately think of improvements. You This new contraption now uses charges to cast
often combine different items into something new. or activate the spell imbued on it. The number
When you choose this institute of inspiration at of charges it has is equal to your current level of
level 2, you may add one contraption diagram to spark. This number doesn’t deduct from the spark
your book of diagrams that is of one level higher in you use with your other contraptions.
complexity than your current level allows.
38
Heroes of the Forest
Graft Powder Expert
At 14th level, your mind can so easily assemble At 2nd level, choose any 3 powder diagrams to add
and deconstruct items in the world around you to your book of contraption diagrams. These are
that you can turn almost any two items into a new in addition to the number of diagrams allowed for
contraption. Assess the available items by making your current level.
a Wisdom (Insight) check. DC will be determined Extra Attack
by your GM. Next, roll the appropriate tool Starting at 6th level, you can attack twice, instead
proficiency to graft them together. Again, the DC of once, whenever you take the Attack action on
will be determined by your GM. Your GM will also your turn.
determine how long this takes. Basic weapons may
only take one turn to graft. Other more complex Quick Reload
graftings will take longer. Effects and damage done When you reach 10th level, you become much
by the new contraption is based on the effects and faster at reloading contraptions that have a
damage done by the two items before they were Reload attribute. If the Reload time is Long Rest,
combined. Final details will be determined by your it requires only a short rest. Short Rest becomes
GM. 1 minute. 1 Action becomes 1 Bonus Action. The
reload components are still required.
WEAPONEER Extra Attack
You make things that hurt. You make weapons. Beginning at 14th level, you can attack three times,
When you choose this institute of inspiration at instead of twice, whenever you take the Attack
level 2, you may add one contraption diagram to action on your turn.
your book of diagrams that is of one level higher in
complexity than your current level allows. You also
gain proficiency in martial weapons or firearms.
39
NEW CLASSTinkerer Class
PALADIN SUBCLASS:
Oath of the Blue Star
Without the Blue Star, there is no life. It is from the the Blue Star and seek redemption, making their
Blue Star that all life flourishes. The Oath of the order no longer needed. They believe that the Blue
Blue Star calls a soldier to cast aside self, placing Star is the creator of the dobber people. It is by its
the lives of others ahead of his or her own, in the power that the Prime Tree was created, as were
process giving glory and honor to the Blue Star. If the Brother and Sister trees. And it is from the Blue
they owe their life to the Blue Star, then they must Star that paladins of this oath draw their power.
pour out all they have - and more - in the service
of life. When not involved in other duties, they are CHARACTERIZATION OF THE BLUE
often found volunteering their time to serve the STAR PALADINS
people of their community, favoring manual labor,
Some believe that the Green Man is the spiritual
and never accepting any pay.
manifestation of the Blue Star in the Alwaysgreen
While Blue Star Paladins are idealists, they Forest, and while the Paladins of the Blue Star do
are no fools. They know they wouldn’t be needed not refute this, they choose to focus on the Star
if darkness didn’t roam the forest. They will alone in their devotion.
always place themselves between an enemy and
The Oath of the Blue Star is often mistaken
those who need protection. When lives they have
as synonymous with Dobberton, and while every
vowed to protect are threatened, the Blue Star
paladin to have served the kingdom has been a
Paladins bring the full wrath of their weapons
Blue Star Paladin, the most devout among them
and spells to bear, striking their enemies down
will tell you that they serve Dobberton second and
with overwhelming force and arcane power of the
their oath first.
Blue Star. Yet the Blue Star Paladins still pray that
one day, even creatures of wickedness will turn to Some people feel uncomfortable around a Blue
Star Paladin, subconsciously resenting them for
their unmatchable piety, devotion, and work ethic.
It is because of this that Blue Star Paladins finds
themselves in the ironic position of being a friend
to all but having very few loyal friends.
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Heroes of the Forest
their intentions and attempt to persuade them Star Light Spear. As a bonus action, you can
to surrender peacefully. If an enemy still attacks, channel energy into a spear made of pure light.
whatever force is necessary to conclude the This magical weapon lasts for one hour and
battle is permitted. is considered a Simple Melee Weapon. When
Service. Pour yourself out fully into the people of wielding the Star Light Spear, it does 1d8 radiant
your community or assignment. By setting the damage, and you have a +2 bonus to attack and
proper example and working to heal the wounds damage rolls. It can be thrown (range 20/60).
of a deeply flawed forest, you can set anyone on When the Star Light Spear leaves your hand, you
a path to peace. summon it back to your hand instantaneously.
41
Paladin Subclass: Oath of the Blue Star
SHOOTING STAR
At 15th level, with a flash of light, like blue • You have resistance to all damage.
lightning, you can use a bonus action to teleport to
• Whenever a creature hits you with an attack, it
any unoccupied space that you can see within 30
takes radiant damage equal to half the damage
feet. If it is night and stars are visible, the range is
increased to 60 feet. you take from the attack.
• When you take the Attack action on your turn,
RADIANT FORM you can make one additional attack as part of
At 20th level, you cloak yourself in the radiant light that action.
of the Star Father. Starlight cascades all around • Once you use this ability, you cannot do so again
you, giving you the appearance of glowing blue until you complete a long rest.
crystal. Bright light radiates from you in a 30-foot
radius, and dim light shines 30 feet beyond that.
ROGUE SUBCLASS:
Vine Walker
There is something about them; how they grow PRIMAL VINES
and climb and grasp. They can be delicate and
Starting at 3rd level, you awaken primal vines that
bright with life; or old and thick, relentlessly
act as an extension of your will. Primal vines last
stubborn. They spring from the ground when
for 1 minute and can be used 3 times per long rest.
you’re not looking to choke out your garden. They
spread from earth to leaf to tree, connecting an Vine Attack: While Primal Vines is active, the
ever-growing, suffocating web. Vines are perfect next time you hit a creature with a weapon attack,
assassins. a writhing mass of thorny vines appears at the
point of impact, and the target must succeed on a
SPELLCASTING Strength saving throw against your spell save DC
or be restrained by the vines for up to 1 minute.
Upon selecting this archetype at 3rd level, you
A Large or larger creature has advantage on this
gain the spellcasting feature. You can cast Druid
saving throw. If the target succeeds on the save,
spells using Wisdom as your spellcasting modifier.
the vines shrivel away.
Refer to the Vine Walker Spellcasting chart on
page 14 for known spells and slots per rogue level. While restrained by this ability, the target
You prepare and cast spells in a similar manner to takes 1d6 piercing damage at the start of each
the Druid class. When you prepare spells, choose of its turns. A creature restrained by the vines or
a number of druid spells equal to your Wisdom one nearby that can touch the creature can use its
modifier + your druid level (minimum of one spell). action to make a Strength check against your spell
The spells must be of a level for which you have save DC. On a success, the target is freed.
spell slots. Vine Reach: As a bonus action, you can extend
Spell save DC = 8 + your proficiency bonus + vines from your hands and grasp a target that is
your Wisdom modifier within 25 feet, wrapping it in vines. If the target
is unwilling, make a ranged attack roll against its
Spell attack modifier = your proficiency
AC. If hit, the target must succeed on a Strength
bonus + your Wisdom modifier
saving throw or be restrained by the primal vines
Use the table on the next page for known for up to 1 minute. A Large or larger creature
cantrips and spell slots. has advantage on this saving throw. If the target
succeeds on the save, the vines shrivel away. A
42
Heroes of the Forest
creature restrained in this way or one nearby
that can touch the creature can use its action to
make a Strength check against your spell save
DC. On a success, the target is freed.
As an action, you can pull the target or
restrained creature to within 5 feet of you. If
the object is immobile or a creature that is two
or more size tiers larger than you, you can pull
yourself to it.
43
Rogue Subclass: Vine Walker
PRIMAL PASSAGE VINE DRAGON FORM
When you reach 13th level, the vines and foliage At 17th level, the well of primal magic that flows
around you actively try to conceal your presence, through you allows you to transform your body
giving you advantage on all Stealth rolls when in into a serpent of vine, the Vine Dragon! The details
any terrain with foliage. for your transformation follow the guidelines
You can extend this ability to your companions designated by the ability Wild Shape for the Druid
for up to 1 hour, using available foliage in your class.
area, masking them from detection. For the The stat block for Vine Dragon Form can be
duration, each creature you choose within 30 feet found below.
of you (including you) has a +10 bonus to Dexterity
(Stealth) checks and can’t be tracked except by
magical means. A creature that receives this bonus
leaves behind no tracks or other traces of its
passage.
44
Heroes of the Forest
WIZARD SUBCLASS:
Order of Rot Arcane Tradition
The essence of magic permeates both life and LIFE FROM DEATH
death. As the circle of life, death, and decay
Beginning at 2nd level, you can transfer the last
progresses, a unique form of magic is released by
essence of life from a corpse or recently killed
the decay. There is a certain tranquility you gain
creature to another willing creature. As a bonus
by understanding the cycle of life. The closer you
action, a target creature regains a number of hit
draw to it, the more you hunger for it. It is from the
points equal to 1d6 + your spellcasting modifier.
decay that your life thrives. It is in between death
The target creature must be within 10 feet of the
and life that you find power.
corpse during the round Life from Death is used.
This can only be done one time per corpse. Fungus
ENDURING
and mold cover the corpse once the last essence
At 2nd level, when you select the Order of Rot, you has been transferred from it.
gain proficiency in the Survival skill if you do not
already have it. ANIMATE ROT
Starting at 6th level, you’ve gained a certain
LIFE FORAGING
mastery over the energy that flows from decay.
When you take a long or short rest, you may forage Add the Animate Dead spell to your spellbook if it
for decomposing material. See the foraging table is not there already. When you cast Animate Dead,
on page 49 to determine if any material is found. as an alternative to a corpse or pile of bones, you
Decomposing material allows you to siphon can target up to two piles of dead plant life or
the energy of decay from it regaining lost hit fungus. When doing so, each pile of plant life or
points. Roll d6 equal to 1/2 your current level fungus creates a Rot Shamble creature, shown on
(minimum of 1d6) + your spellcasting modifier. You the following page.
can use this ability only once per day, regaining it Whenever you create an undead using this
after a long rest. ability, it has the following additional benefits:
45
Wizard Subclass: Order of Rot Arcane Tradition
• The creature’s hit point maximum is increased by
an amount equal to your wizard level.
46
Heroes of the Forest
47
Wizard Subclass: Order of Rot Arcane Tradition
Foraging
Foraging allows characters in the Alwaysgreen Forest to search for the material
components they may need for spells, contraptions, potions, and more.
Foraging requires a character to spend 2 material they are foraging for in less time. Add 1
hours searching for a specific type of material to the required DC for every 30 minutes less the
using their Wisdom (Survival) ability. The DC is set character wishes to spend foraging, to a minimum
by your GM, determined by the type of material of 30 minutes.
searched for, the terrain you are searching within, When Foraging in some areas, particularly
and the rarity. Your GM can use the table on the Urban, the materials you find may have a monetary
next page or deviate from it however they see fit. cost to acquire.
Foraging isn't meant to give characters free license
to find anything they want. Your GM can at any The amount foraged is units. A unit can be
time determine certain items cannot be found in thought of as around 1/2 pound, or 225 gram.
a specific area no matter how long a character Though, your GM is free to use whatever amount
forages. suits your game best. This allows for easy
conversion to the required components when
The DC shown in the table is for common building contraptions. The amount found is entirely
materials in nominal weather. Use the modifiers up to the GM, though a suggested number of units
below to adjust the DC for material rarity or found is shown below.
conditions.
Bone: 1d4-1 (minimum 1)
Very Common: -1 Extreme Heat: +2 Chemical : 1d4-1 (minimum 1)
Uncommon: +1 Extreme Cold: +2 Decomposing Creature : 1d6+1
Rare: +3 Extreme Gems/Minerals : 1d4-2 (minimum 1)
Very Rare: +6 Precipitation: +4
Herbs/Consumable Plants : 1d4
The amount of time spent foraging can be Hide : 1d4-1
interpreted liberally between player and GM. Metal : 1d4-1 (minimum 1)
For example, 2 hours foraging might be 1 hour
Oils : 1d4-1 (minimum 1)
searching for the material and 1 hour refining that
material into its most basic usable form. Rigid Plants : 2d6
If your GM determines that it is appropriate, Scales : 1d4-1 (minimum 1)
the DC required to find a material can be lowered Soft Plants : 1d6
by 1 for each additional hour a character spends
Stone : 1d4+1
foraging.
Teeth : 1d4-1 (minimum 1)
Conversely, a character may be able to find the
48
Heroes of the Forest
Foraging Table
Terrain foraged
Material Type
Coastal Desert Forest Grassland Mountain Subter Swamp Urban
Bone 18 18 14 17 16 15 18 24
Chemical 15 13 14 15 13 10 15 15
Decomposing
13 16 10 10 13 14 8 13
Creature
Gems/Minerals 13 13 15 16 12 10 14 12
Herbs/
Consumable 12 18 10 11 14 14 12 13
Plants
Hide 16 18 14 16 14 18 20 16
Metal 13 14 15 15 12 12 12 12
Oils 16 14 15 16 14 12 13 14
Rigid Plants 10 18 7 11 13 13 10 15
Scales 16 18 15 18 14 15 20 24
Soft Plants 10 16 5 6 12 13 8 12
Stone 12 14 14 14 8 8 14 13
Teeth 16 18 15 16 16 17 18 24
49
Foraging
Spells of the Alwaysgreen Forest
The spell lists show which spells can be cast by characters of each class.
50
Heroes of the Forest
Spell List
Antlers As the Crow Flies
Transmutation cantrip 3rd-level transmutation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: 120 feet
Components: n/a Components: S
Duration: 1 minute Duration: Instantaneous
Magical antlers grow upon your head. For the You or any target within range are propelled 60
duration, you can use your spellcasting ability feet in a straight line. If the target is unwilling,
instead of Strength for attack and damage rolls they must succeed on a Strength (Athletics) check
when using your antlers for melee attacks. The to prevent themselves from being propelled.
antlers do 1d8 damage and are considered magical. This movement can be in any direction, including
If you move at least 20 feet straight toward a through the air as if flying. Once in motion, the
creature and then hit it with a melee attack using target cannot change direction or stop until the
your antlers on the same turn, that target takes full movement is complete or they collide with
an additional 1d6 damage and must succeed on another object. Depending on the trajectory, the
a Strength saving throw (DC equal to 8 + your target may continue moving due to momentum,
proficiency modifier + your Strength modifier) or at the discretion of the GM. If the target collides
be knocked prone. with a stationary object, they take 1d6 damage for
every 10 feet propelled before the collision.
Arcane Senses
Bark Armor
2nd-level divination
1st-level conjuration
Casting Time: 1 action
Range: Self Casting Time: 1 action
Components: V, S, M (a bit of bat fur) Range: Self
Duration: Up to 10 minutes Components: V, S, M (a handful of tree bark)
Duration: 1 minute
You gain the ability to see through arcane
deceptions such as illusions and invisibility for This spell creates a suit of magical wooden armor
the duration of the spell. The ability automatically (equivalent to studded leather armor AC 12). It
succeeds against any spell of 3rd level or lower. temporarily grants you proficiency in its use. It
For each spell of 4th level or higher, make an also grants a +1 to Dexterity and Constitution
ability check using your spellcasting ability. The DC saving throws for the duration.
equals 10 + the opposing spell’s level. This spell At Higher Levels. When you cast this spell
does not cause the deception to be dispelled, but using a spell slot of a higher level, it receives one of
allows you to see through it. the following bonuses:
At Higher Levels. When you cast this spell • A 3rd-level spell slot: It provides an AC of 14, a
using a spell slot of 4th level or higher, the ability +2 to Dexterity and Constitution saving throws,
automatically succeeds when the spell slot used is and the duration is increased to 2 minutes.
equal to or greater than the opposing spell.
• A 5th-level spell slot: It provides an AC of 16, a
+3 to Dexterity and Constitution saving throws,
and the duration is increased to 10 minutes.
51
Spell List
by 20 feet. The target cannot burrow through solid
Bark Wall objects such as a large stone slab. It has no effect
4th-level conjuration on other modes of movement. The target also
Casting Time: 1 Action gains +1 to damage rolls when using these claws
Range: 60 feet for unarmed attacks.
Components: V, S, M (a handful of tree bark)
Duration: 10 minutes Discordant Missile
A nonmagical wall of wood forms as bark, twigs, 2nd-level evocation
and even leaves fly together, seemingly from Casting Time: 1 bonus action
nowhere. The wall appears within range on a solid Range: 60 feet
surface and lasts for the duration. You can choose Components: S, M (a musical instrument)
to make the wall up to 40 feet long, 6 feet high, Duration: 1 minute
and 3 feet thick. You can also form a circle that has
The musical instrument you are holding is imbued
a 15-foot diameter. The wall blocks line of sight.
with arcane energy. For the duration, as an action,
If the wall cuts through a creature’s space you can play a note or chord on the instrument,
when it appears, the creature is pushed to one creating three invisible sound blasts. Each blast
side of the wall (your choice). If a creature would targets a creature of your choice that you can see
be surrounded on all sides by the wall (or the wall within range. Each targeted creature must make a
and another solid surface), that creature can make Dexterity saving throw or take 1d6 force damage
a Dexterity saving throw versus your spell casting for each blast that targeted it. The sound blasts
DC. On a success, it can use its reaction to move strike simultaneously, and you can direct them to
up to its speed so that it is no longer enclosed by hit one creature or several.
the wall.
At Higher Levels. When you cast this spell
The wall is an object made of wood that can using a spell slot of 3rd level or higher, the spell
be damaged and thus breached. Each 5-foot creates one more sound blast for each slot level
wide section has AC 11 and 20 hit points per foot above 2nd.
of thickness and is vulnerable to fire damage.
Reducing a section to 0 hit points destroys it and Eagle’s Light
might cause connected sections to collapse at the
GM’s discretion. 3rd-level abjuration
52
Heroes of the Forest
(Talons. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Frost Ball
against an enemy creature within 60 feet of the Cantrip evocation
target. Casting Time: 1 action
• The eagle disappears in a flash of light, dispelling Range: 30 feet
Components: S
any magical darkness within 120 feet.
Duration: Instantaneous
Eyes of the Vine You hurl a glob of snow at a creature or object
within range. Make a ranged spell attack
2nd-level divination
against the target. On a hit, the target takes 1d8
Casting Time: 1 action bludgeoning damage and must succeed on a
Range: Touch Strength saving throw, or their speed is reduced by
Components: S, M (a drop of your own tears) 10 feet for 1 minute.
Duration: Up to 1 hour
At Higher Levels. This spell’s damage increases
You touch a healthy plant, smearing a drop of your by 1d8 when you reach 5th level (2d8), 11th level
own tears on one of its leaves. For the duration of (3d8), and 17th level (4d8).
the spell, you can use your action to see through
the plant as though its leaves were your eyes and Gobbledygook
ears. You continue to do so until you use your
2nd-level enchantment
action to return to your normal senses.
Casting Time: 1 action
While perceiving through the plant, your
Range: 60 feet
physical body is blinded and deafened to your own
Components: V
surroundings.
Duration: Concentration, up to 10 minutes
Frog Cloud A creature of your choice that you can see within
range must succeed on a Wisdom saving throw,
3rd-level evocation
or they become unable to speak any coherent
Casting Time: 1 action words in any known language. Anything they
Range: Self attempt to say for the duration of the spell comes
Components: S out as nonsense and gobbledygook. This effect
Duration: 1 minute also prevents them from casting spells and using
The caster croaks out a stinking cloud of fog in abilities that require verbal communication.
a 20-foot cone. Each creature in that area must At the end of each of its turns, the target can
make a Constitution saving throw against your make another Wisdom saving throw. On a success,
spellcasting DC, taking 10 (3d6) cold damage on a the spell ends.
failed save, or half as much damage on a successful
one. Creatures must repeat this saving throw each Harvest Overtakes the Sower
turn that they remain in the fog or if they move
2nd-level transmutation
into the fog.
Casting Time: 8 hours
The cloud can move around corners and heavily
Range: Self (1 square mile area)
obscures vision. It lasts for 1 minute or until a wind
Target: Plants within a specific area
of moderate or greater speed disperses it.
Components: V, S
Duration: Instantaneous
This spell channels vitality into the crops within a
1 square mile area. A single type of crop must be
specified by the caster. Over the course of 8 hours,
immediately following the chosen crop being sown
throughout the area, the plants sprout and
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Spell List
grow to full maturity. The plants yield twice the
normal amount of food when harvested. All the
Lizard Guide
produce must be harvested within the following 2nd-level divination
8-hour period, or it spoils. Any one field can only Casting Time: 1 action
receive the benefits of this spell once per year. Range: Touch
Components: S
Heartstop Duration: 1 hour
2nd-level necromancy This spell gives the target the keen senses of a
Casting Time: 1 action lizard. Their eyes take on a sharp, golden hue, and
Range: Touch their tongue seems to have a mind of its own, long
Components: V, S and forked, spontaneously flicking out to taste the
Duration: 10 minutes air. For the duration, the target has +10 to passive
Perception, gains proficiency in Perception (if they
You slow the beating of a willing target’s heart
did not already have it), and have advantage on all
to the rate of one beat per minute. The creature’s
Perception checks.
breathing almost stops. To a casual or brief
observer, the subject appears dead. At the end of
the spell, the creature returns to normal with no ill
Mold Wax
effects. 2nd-level, evocation
Casting Time: 1 action
Imbue Seed Range: Touch
5th-level transmutation (Silva Ingenium ritual) Components: M (a pinch of candle wax)
Duration: 1 minute
Casting Time: 1 hour
Range: Touch While casting, you apply a bit of wax to the
Components: V, S, M (a large seed such as an weapon of a willing target. On the next successful
acorn or walnut) attack made with that weapon, it deals an
Duration: Instantaneous additional 2d8 necrotic damage and is considered
magical.
This ritual allows you to imbue a spell of 1st
through 3rd level that has a casting time of 1 At Higher Levels. When you cast this spell
action, 1 reaction, or 1 bonus action onto a large using a spell slot of 3rd level or higher, the damage
seed. At the end of the ritual, the seed must be is increased by 1d8 for each slot level above 2nd.
varnished, polished, and left to cure for one day
per level of the spell added to it. The spell that has Mushroom Song
been bound to the seed is triggered when the seed 3rd-level, conjuration
is impacted, such as hitting something after being
Casting Time: 2 actions
thrown.
Range: 30 ft.
If the spell had a range in feet, the spell Components: V, S, M (a wild mushroom picked
originates from the point where the seed was within the last 24 hours)
impacted, affecting targets within range, based on Duration: Concentration, up to 10 minutes
the nature of the spell. Spells with a range of Sight
You eat the mushroom and sing a phrase from
can’t be imbued.
any song you know. A ring of spectral mushrooms
At Higher Levels: You can perform this ritual as sprouts from the ground, regardless of the surface.
a 7th-level spell to imbue a spell of 4th or 5th level. Their caps glow and pulse, producing tones in an
incredible musical range, creating a psychedelic
spectacle. You may then use your action on the
following round to specify up to 3 creatures
within range to make a Charisma saving throw.
On a successful save, the creature is unaffected.
Creatures that fail are affected by one of the
54
Heroes of the Forest
following effects of your choice:
Musical Weapon
• All affected creatures have disadvantage on
Transmutation cantrip
attack rolls.
Casting Time: 1 bonus action
• All affected creatures have disadvantage on Range: Touch
saving throws. Components: S, M (a drop of polishing oil and a
• When attacking affected creatures, attackers musical instrument)
have advantage on attack rolls. Duration: 1 minute
• The movement of all affected creatures is The musical instrument you are holding is imbued
reduced by one-half or up to 10 feet per round, with arcane energy. For the duration, you can use
whichever is lower. your spellcasting ability for attack and damage
rolls when making melee attacks with the
Additionally, affected creatures have disadvantage instrument. The instrument deals 1d8 bludgeoning
on Concentration checks while the spell lasts. damage and is considered magical. The spell ends
At Higher Levels. When you cast this spell if you cast it again or let go of the instrument.
using a spell slot of a higher level, it receives one of
the following bonuses: Ooze Form
• A 5th-level spell slot: The caster can specify 5 3rd-level transmutation
creatures to be affected. Casting Time: 1 action
• An 8th-level spell slot: The caster can specify Range: Touch
any number of creatures to be affected. Components: M (a pinch of candle wax)
Duration: 1 minute
Moon Smite You transform a willing creature you touch, along
4th-level evocation with everything it is wearing and carrying, into a
puddle of ooze for the duration. The spell ends if
Casting Time: 1 bonus action the creature drops to 0 hit points. An incorporeal
Range: Self (30 feet) creature isn’t affected.
Components: V
Duration: 1 minute While in this form, the target’s only method
of movement is crawling or oozing with a speed of
Aurulia, the moon spirit and champion of the Star 10 feet. The target can enter and occupy the space
Father, fills you with holy purpose. The next time of another creature. The target has resistance
you hit a creature with a melee weapon attack to nonmagical damage, but it has disadvantage
during this spell’s duration, two mirror images of on Dexterity saving throws. The target can pass
you, specters of moonlight, appear within 30 feet through small holes and narrow openings as small
of you. They immediately make the same attack as 1 inch across.
action. They can target different creatures or
the one you just hit. Use the same rolls and any While in the form of an ooze, the target can’t
modifiers for attack and damage. Damage done talk or manipulate objects, and any objects it
by these moonlight specters is radiant. During was carrying or holding can’t be dropped, used,
the day or when in bright light, these moonlight or otherwise interacted with. The target can’t
specters are nearly invisible. cast spells. Any creature it touches takes 1d6 (3)
acid damage. It can only make unarmed attacks,
At Higher Levels. When you reach level 13, 3 a success resulting in an automatic grapple. The
moonlight specters appear. At level 17, 4 appear. grappled creature takes 1d6 (3) damage each
turn. To escape, it must succeed on a Strength
(Athletics) check (DC equal to 10 + the target’s
Strength modifier.)
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Spell List
Shadow Call Splinter Barrage
1st-level conjuration 2nd-level conjuration
Casting Time: 1 Action Casting Time: 1 action
Range: 30 feet Range: Self (60-foot cone)
Components: V, S Components: V, S, M (a handful of splinters, twigs
Duration: Instantaneous or other wood scraps)
Tendrils of necrotic shadows erupt from any Duration: Instantaneous
available shadows striking all creatures within 10 You create a burst of magically propelled splinters.
feet of a point you can see within 30 ft of you. Each Each creature within a 60-foot cone takes 3d8
creature in that area must make a Strength saving slashing damage, or half damage with a successful
throw. On a failed save, a target takes 2d6 necrotic Dexterity saving throw. Constructs have
damage and is frightened until its next turn. On a disadvantage on the saving throw.
successful save, the creature takes half damage At Higher Levels. When you cast this spell
but suffers no other effect. using a 3rd level slot or higher, the damage
At Higher Levels. When you cast this spell increases by 1d8 for each slot level above 2nd.
using a spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st. Splinter Shield
1st-level abjuration
Smithing
Casting Time: 1 action
2nd-level Transmutation Range: 60 feet
Casting Time: 10 minutes Components: S, M (a handful of tree bark)
Range: Touch Duration: 1 minute
Components: V, S, M (a shard of volcanic rock and You cause a handful of wooden shards to orbit
sap from a gum tree) the target’s body. These shield the spell’s target
Duration: Instantaneous from incoming attacks, granting a +1 bonus to AC,
This spell is used to form, shape, and join like without hindering the subject’s movement, vision,
materials, just as a blacksmith or woodsmith or outgoing attacks.
might. This spell does not create the materials At Higher Levels. When you cast this spell
needed to make or repair items, but it does allow using a spell slot of a higher level, it receives one of
the caster to create items as a master smith the following bonuses:
without having the tools or forge present. It can
also repair objects that are heavily damaged and • A 2nd-level spell slot: +2 to AC and the duration
might otherwise be considered ruined. An item is increased to 2 minutes.
created cannot exceed 1 foot in any dimension. • A 3rd-level spell slot: +3 to AC and the duration
This spell can physically repair a magic item or is increased to 10 minutes.
construct, but the spell can’t restore magic to such • A 5th-level spell slot: +4 to AC and the duration
an object. is increased to 30 minutes.
At Higher Levels. When you cast this spell
using a spell slot of 3rd level, the maximum size of
the item created or repaired is increased to 2 feet
in any dimension. A 4th-level slot increases the
maximum size of the item created or repaired to
3 feet in any dimension. A 6th-level slot increases
the maximum size of the item created or repaired
to 5 feet in any dimension. An 8th-level slot
increases the maximum size of the item created or
repaired to 10 feet in any dimension.
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Heroes of the Forest
Stone to Wood Table of Abundance
4th-level transmutation 4th-level conjuration
Casting Time: 1 action Casting Time: 1 bonus action
Range: 90 feet Range: 60 feet
Components: V, S, M (wood shavings) Components: V, S
Duration: Until Dispelled Duration: Instantaneous.
You choose an area of stone or group of rocks that Choose yourself or a target you can see within 60
you can see that fits within a 20-foot cube and is feet that has one or more enemies within melee
within range. Nonmagical rock of any sort in the range. The following conditions are removed
area becomes an equal volume of hardwood for from the target, if present; Charmed, 1 level of
the spell’s duration. It retains the shape, size, and Exhaustion, Frightened, Paralyzed, and Stunned.
any physical design qualities that it had before The target is immune to gaining these conditions
becoming wood. for 1 hour. Any enemies within 5 feet of the target
This wood has the properties of typical must succeed on a Strength saving through against
hardwood. It has AC 15 and hit points according your spell save DC, or they are pushed back 5 feet
to its size; Tiny (bowl, kniffe) 5 (2d4), Small (chest, and knocked prone. Additionally, the target is
lute) 10 (3d6), Medium (barrel, chandelier) 18 healed 2d8 + your spellcasting ability modifier.
(4d8), Large (cart, 10-ft.-by-10-ft. window) 27 At Higher Levels. When you cast this spell
(5d10). Larger items, such as an immense bridge or using a spell slot of 5th level or higher, the healing
castle wall, should be addressed in smaller parts, increases by 1d8 for each slot level above 4th.
as appropriate. It is immune to poison and psychic
damage. Weather Wood
At Higher Levels. When you cast this spell 3nd-level transmutation
using a spell slot of 6th level or higher, the area or Casting Time: 1 action
rock affected increases to a 40-foot cube. Range: 60 feet
Components: V S M (A piece of old wood and a
Strangling Thorns drop of rainwater)
4th-level enchantment Duration: Instantaneous
Casting Time: 1 action Choose a crafted wooden object, such as a wooden
Range: 90 feet weapon or wooden furniture, that you can see
Components: S, M (1 foot of vine and a thorned within range. You cause the object to rapidly
branch) age and weather. Lacquers and any nonmagical
Duration: Concentration, up to 1 minute. finishes dissolve. The wood twists, splinters, and
Choose a non-flying creature you can see within 90 separates at joints, becoming brittle and nearly
feet. The target must make a successful Strength unusable. If applicable, the wooden object takes
saving throw or be restrained by barbed vines and 3d8 necrotic damage.
take 18 (4d8) piercing damage. The wood targeted is permanently aged,
A restrained creature may attempt a Strength destroying its form and strength. A weathered
saving throw on its turn to break free of the vines. door can no longer latch properly, popping open,
On a failed save, the vines constrict the creature, or it becomes stuck closed at the GM’s discretion.
pulling it down into the earth, and it takes 9 (2d8) Weathered ranged weapons are useless. A
piercing damage. This continues each turn until weathered melee weapon has a -4 penalty on
the creature breaks free of the vines or reaches 0 attack and damage rolls.
hp. If a creature reaches 0 hp, it has been pulled This spell cannot target living or undead
fully into the ground, unconscious, and buried. The wooden plants or creatures. It can target animated
creature must be dug up before it can be revived. wooden objects of an appropriate size.
The vines do not attack any creatures other than
the target.
57
Spell List
At Higher Levels. When you cast this spell
using a spell slot of 4th level or higher, the damage Contraptions
increases by 1d8 for each slot level above 3rd and
you can target larger objects. At 4th-level, you can Elements of
target a wooden object of Medium size. At 5th- Contraptioneering
level, you can target a wooden object of Large size.
At 6th-level, you can target a wooden object of Contraptions are the result of the creative genius
Huge size. At 8th-level, you can target an object of of tinkerers. Contraptions range from weapons to
Gargantuan size. clockwork creatures and everything in between.
The possibilities of what can be invented are only
Wood Bees limited by one’s imagination.
USERS
Contraptions are built to suit the tinkerer who
made them. Some contraptions cannot be used
by others at all. If a contraption designates
tinkerer as the user, the contraptions is used
at disadvantage by one who did not make it. If a
contraption designates anyone as the user, anyone
can use the contraption with no pentalty.
58
Heroes of the Forest
A tinkerer may produce contraptions for ACTIVATION
other users. However, they can only do so for
contraptions whose complexity is one level lower Many contraptions must be turned on to work.
than the tinkerer’s current ability. The time to build Depending on the type and use of the contraption,
the contraption is doubled. the activation time may be as fast as a bonus
action or take several minutes. Some contraptions
COMPONENTS have no activation and are considered always
functioning.
Each contraption requires certain parts necessary
to build it. Some parts can be found by foraging, RELOAD
while others can be bought at shops or even
bartered for. Components vary in rarity and can Some contraptions require ongoing maintenance
make certain contraptions very hard to build. to ensure they continue to work optimally. During
Foraging for components is only one aspect each long rest, a tinkerer spends time with those
of contraptioneering. It can be extensively contraptions they plan to use in the near future.
explored or merely a superficial part of building This is the time when a tinkerer recharges the fuel
contraptions. As such, many components are needed for some contraptions to spit fire, coils
generalized, allowing for interpretation between springs, or separates powers into correct doses.
you and your GM. System Failure: Critical Fails with Contraptions
59
Contraptions
Contraption List
The spell lists show which spells can be cast by characters of each class.
60
Heroes of the Forest
Simple Contraptions
Bear Claw Bracers Clockwork Lock
Complexity: Simple Complexity: Simple
Type: Solutionist Type: Automatonier
Users: Tinkerer Users: Anyone or Tinkerer
Components: 1 wood and 10 large claws, teeth, or Components: ½ metal and ¼ oil
thorns Build Time: 3 hours
Build Time: 4 hours Spark: 0 or 1
Spark: n/a Activation: 1 bonus action
Activation: none Reload: n/a
Reload: n/a This lock is designed to fit in the palm of your
Bear claw bracers give the wearer a climbing hand. It can be used with doors, chests, cabinets,
speed equal to their standard movement. They or anything that you want to keep sealed. This
also function as a simple melee weapon doing 1d6 lock is typically crafted to be versatile, allowing it
slashing damage. Strength or Dexterity can be to be used with a variety of objects; however, the
used as the wearer’s attack modifier. If Strength is tinkerer can modify the design so that it can only
used as the wearer’s attack modifier and the target be used with one specific item. This reduces the
is hit, they are knocked back with the power of a build time by 1 hour.
black bear. They must succeed on a DC 15 Strength When built, the tinkerer must choose how it
(Athletics) roll or be stunned for one turn and is unlocked. It can be opened with a key, a number
knocked prone. combination, a puzzle, or it can be set to open on a
specific date and time. Additionally, the builder can
Boots of Balance expend 1 spark to set a keyword that will open the
Complexity: Simple lock when spoken by anyone.
Type: Solutionist The lock can be broken - AC 16, HP 10
Users: Tinkerer
Components: 1 hide and ½ stone (2 small,
perfectly round rocks)
Build Time: 5 hours
Spark: n/a
Activation: none
Reload: n/a
Boots of balance give the wearer an uncanny
ability to find their footing regardless of the terrain
they are on. They may disregard any movement
penalty incurred by difficult terrain if that terrain
can be walked upon. They also have advantage on
Dexterity (Acrobatics) ability checks and Dexterity
saving throws.
61
Simple Contraptions
Conductive Goo Exo Suit
Complexity: Simple Complexity: Simple
Type: Any Type: Architect
Users: Anyone Users: Tinkerer
Components: 1 chemical and 1 oil Components: 2 hide (worked, valuing 10 primes), 2
Build Time: 30 minutes wood or metal, and ½ oil
Using tinkering tools, you can produce 1d6 + your Reload: n/a
contraptioneering modifier units of conductive This suit looks similar to hardened hide or
goo. A unit of conductive goo will burst with leatherleaf armor, though slightly bulkier. It gives
electrical energy if struck, doing 3d10 lightning the wearer a degree of protection in combat,
damage to any creature within 5 feet. providing an AC of 12 + Dexterity modifier.
A unit of conductive goo can coat a weapon Exo Suit Modifications
causing it to do 2d10 lightning damage on its next Protection in combat is a small part of the
successful attack, in addition to the weapon’s exo suit’s potential usefulness. It is designed
normal damage. This effect only occurs once per with modifications and additions in mind. Any
unit. contraption can potentially be built onto the exo
Conductive wire is used as a component in a suit as a modification. Your imagination is the only
number of different contraptions. limit to what amazing contraptions your character
may wish to wear. Talk to your GM to develop your
own ideas.
After completing the exo suit, one contraption
diagram of simple or standard complexity may
be recorded in your book of diagrams without
counting against the total number of contraption
diagrams your tinkerer level allows. This is your
first exo suit modification.
When building a contraption as an exo suit
modification, diagram plans are changed in the
following ways:
• The component requirements are reduced
by 1/4th due to some of the basic armature
already existing in the suit.
• The build time is reduced by 1/4th.
62
Heroes of the Forest
Exploding Arrows or Darts Greaves of Strength
Complexity: Simple Complexity: Simple
Type: Weaponeer Type: Weaponeer
Users: Anyone Users: Tinkerer
Components: ½ dose of fire powder and darts or Components: 1 wood, 1 metal or bone, ½
arrows chemical, and 1 oil
Build Time: 15 minutes Build Time: 12 hours
Spark: n/a Spark: n/a
Activation: none Activation: 1 bonus action
Reload: per use Reload: 3 activations per long rest
Using your tinkerer’s tools and fire powder, you When activated, for the next 1 minute, the greaves
can rig a number of arrows or darts equal to your of strength increase the tinkerer’s Strength to
contraptioneering modifier (Intelligence modifier + 18. If your Strength is already equal to or greater
proficiency bonus) to explode upon impact, adding than that, it has no effect on you. The greaves of
1d10 fire damage. The arrow or dart is destroyed. strength can be reloaded during a long rest.
You may spend an additional 15 minutes doubling You can increase the power and duration of
the amount of explosive powder to increase the the greaves of strength as you gain levels. When
damage to 2d10. activated, the effect increases to 5 minutes and
increases your Strength to 20 at 5th level, 10
Gizmo, Hinge minutes and 22 Strength at 10th level, and 30
Complexity: Simple minutes and 24 Strength at 15th level.
Type: Automatonier
Users: Anyone Helm of Intimidation
Components: ½ wood or other rigged material Complexity: Simple
and a ¼ gem Type: Weaponeer
Build Time: 30 minutes Users: Tinkerer
Spark: 0 or 1 Components: A skull and 1 decomposing material
Activation: 1 bonus action Build Time: 1 hour
Reload: n/a Spark: n/a
This hinge can be used to open and close things, Activation: none
such as doors, drawers, or levers. To function Reload: n/a
properly, the hinge must be affixed to the object it
is moving. This helm, made from the bones of some terrible
creature, smells awful and looks even worse. The
When built, the tinkerer must choose how the wearer gains expertise in the Intimidation skill,
hinge is activated. It can be triggered with a simple doubling their proficiency bonus. They also gain
button, or the tinkerer can apply spark so that it advantage against being intimidated.
responds to voice commands. 1 spark can power
up to 4 hinge gizmos. If the hinge faces resistance,
it has the equivalent Strength of 8 + the tinkerer’s
Intelligence & proficiency modifiers.
The lock can be broken - AC 16, HP 10
63
Simple Contraptions
Night Goggles Perception Thingamajig
Complexity: Simple Complexity: Simple
Type: Architect Type: Solutionist
Users: Tinkerer Users: Anyone
Components: 1 wood and 1 crystal or glass Components: 1 wood or metal, 2 crystal or glass
(refined, valuing 25 primes.) (refined, valuing 40 primes), and ½ silver valuing
Build Time: 2 hours 40 primes.
This contraption can be activated to grant the Reload: 1 use per long rest
wearer darkvision, allowing them to see in Perception thingamajig are a set of simple disks
darkness up to 60ft. The goggles cannot see worn about the head to amplify sounds. The
through magical darkness. The effect lasts for 1 wearer gains the following benefits:
hour. The night goggles can be reloaded when the • +2 to passive Perception
tinkerer takes a long rest.
• The wearer gains proficiency in Perception if they
At level 10, the night goggles can be activated
did not have it already.
2 times per reload.
• The wearer’s range of hearing is doubled.
Otter Tail • The wearer has advantage on all hearing and
Complexity: Simple vision-related Wisdom (Perception) checks.
Type: Solutionist At level 10, the perception thingamajig can be
Users: Tinkerer activated 2 times per reload.
65
Simple Contraptions
Sling Sword Trap, Capturing
Complexity: Simple Complexity: Simple
Type: Solutionist Type: Architect
Users: Tinkerer Users: Anyone
Components: 2 metal or wood, ½ mineral, and ½ Components: 1 rope, 1 wood, and 1 metal
oil Build Time: 1 hour
Build Time: 2 hours Spark: n/a
Spark: n/a Activation: 1 action
Activation: none Reload: Per use
Reload: n/a The capturing trap is a simple contraption that
The sling sword is a modified short sword where restrains a creature when triggered. When built,
the blade detaches, giving it a limited ranged the tinkerer must place the trap in their desired
attack. A thin piece of chain in the hilt and some location and then set the trigger. Choose the
cleverly assembled gears retract the blade after it’s trigger from the following options:
been slung. • Wired button – the tinkerer can use a wire up
When making a melee attack with the to 60 feet long with a button trigger, allowing
sword, the user can choose to trigger a releasing someone to manually trigger the trap.
mechanism in the hilt, causing the blade to be
slung in a straight line, giving the attacker a reach • Tripwire – the tinkerer can place a 30-foot wire
of 10 feet. If the attack is successful, there is a 10 in a line near the trap. A creature that passes the
percent chance that the chain breaks. line without noticing it falls prone into the trap,
restrained.
As a reaction, the user can trigger the retract
mechanism, returning the blade securely to its hilt. • Button or pressure plate – the tinkerer can
specify a specific area up to 5 foot square that,
1d6 piercing damage – light, finesse weapon
– 2 lbs. - reach 10 feet when entered, causes the trap to spring up
around the creature, restraining them. This
button or pressure plate must be within 5 feet of
the trap.
Hidden elements of the capturing trap can be
found with a successful Wisdom (Perception)
check against the tinkerer’s contraptioneering
challenge DC.
Restrained creatures may use their action
to attempt to break free of the trap. To do so,
they must succeed on a Strength (Athletics)
check against the tinkerer’s contraptioneering
challenge DC. When a creature fails to break free,
the tinkerer may use their action to reinforce the
restraint. The tinkerer makes a contraptioneering
attempt against the number previously rolled
by the restrained creature. On a success, the DC
needed to escape restraint increases by 5. This can
be done only once per restrained creature.
66
Heroes of the Forest
Standard Contraptions
Audiograph Energy Whip
Complexity: Standard Complexity: Standard
Type: Solutionist Type: Weaponeer
Users: Tinkerer Users: Tinkerer
Components: 1 wood or hide, ½ scale, and 1 Components: a typical whip, ½ bone, and 1
conductive goo conductive goo
Build Time: 4 hours Build Time: 3 hours
Spark: 1 Spark: n/a
Activation: 1 action Activation: 1 bonus action
Reload: 1 use per long rest Reload: 2 uses per long rest
This unusual music box produces 30 minutes When not activated, the energy whip functions
of unique, soothing music. When activated, its as a common whip. When activated, this whip
soothing music and calming tones help revitalize contraption is charged with shocking energy for 1
your wounded allies during a short rest. Any minute, doing 1d10 lightning damage in addition to
friendly creatures who can hear your contraption its weapon damage.
regain 1d6 hit points at the end of the short rest. After a successful melee attack, the target
The hit points regained increase to 1d8 at 5th must succeed on a Strength (Athletics) check
level, 1d10 at 10th level, and 1d12 at 15th level. against the tinkerer’s contraptioneering challenge
DC or become grappled. A creature grappled in
Camouflaged Cloak this way may use their action on following turns
Complexity: Standard to repeat the Strength (Athletics) check to escape.
While grappled, crackling, blue energy flows
Type: Solutionist through the whip into the target. You can use your
Users: Tinkerer action to automatically deal 1d10 lightning damage
to the target each turn they are grappled for the
Components: 1 chemical and 2 gems or glass
activated duration. The grapple ends if you use
(refined, valuing 50 primes)
your action to do anything else.
Build Time: 2 days
Each use consumes 1 unit of conductive goo.
Spark: 1
1d4 slashing damage – finesse weapon – 2
Activation: 1 bonus action lbs. - reach 10 feet
Reload: 1 use per day.
This cloak is lined with tiny mirrors that bend light
around the wearer. The wearer can use a bonus
action to activate the cloak’s mirrors, making
the wearer appear invisible. Other items they are
wearing or holding are also invisible as long as
they remain on their person. The effect requires 1
spark and lasts for up to 1 hour. The effect can be
reloaded when the wearer takes a long rest.
67
Standard Contraptions
Exo Suit, Upgraded Extendo Arms
Complexity: Standard Complexity: Standard
Type: Architect Type: Automationier
Users: Tinkerer Users: Tinkerer
Components: 1 hide (worked, valuing 10 primes), 1 Components: 2 wood or bone, 1 scale or metal, 1
scale (cleaned and polished, valuing 50 primes), conductive goo, and 10 long teeth
and 1 conductive goo Build Time: 8 hours
Build Time: 3 days Spark: n/a
Spark: Varies Activation: 1 bonus action
Activation: none Reload: 1 use per long rest
Reload: n/a Once activated, this set of arms extends from a
The vision for your exo suit is beginning to take small compartment worn on the tinkerer’s body.
shape. The amount of protection the suit provides It gives the wearer a reach of 10 feet for up to 10
has been improved with scale, though it hasn’t minutes. While using the extendo arms, you can
added much weight. An exo suit built with scale use your contraptioneering modifier for Dexterity-
provides an AC of 14 + your Dexterity modifier. based checks, such as Slight of Hand and the use
When you take a long rest, some general of finesse weapons.
mentanance must be performed to reload the exo The number of times extendo arms can be
suit for the next day. When you don the suit, you activated per long rest increases to 2 uses at 5th
must spend 1 spark to activate it for the day. level, to 3 uses at 10th level, and to 4 uses at 15th
Exo Suit Modifications level.
After completing the upgraded exo suit, a second Each use consumes 1 unit of conductive goo.
contraption diagram of simple or standard
complexity may be recorded in your book of Grappling Axe
diagrams without counting against the total Complexity: Standard
number of contraption diagrams your tinkerer
level allows. Type: Weaponeer
Similar to the simple exo suit, contraptions Users: Tinkerer
added to the upgraded exo suit as a modification Components: A battle axe, 20 feet of chain, and 1
have the following changes to their diagram plans: oil
• The component requirements are reduced by Build Time: 4 hours
1/4th due to some of the basic armature already Spark: n/a
existing in the suit.
Activation: 1 bonus action
• The build time is reduced by 1/4th.
Reload: 3 uses per long rest
• Contraptions that require a long rest to reload When not activated, the grappling axe functions as
can be reloaded during a short rest. a common battleaxe. When activated, you may use
your contraptioneering modifier to make a ranged
attack. The head of this battleaxe contraption can
thrown up to 20 feet to grapple a target that is no
more than one size larger than the wielder. The
haft remains in your hands, connected to the head
by a long chain.
After a successful ranged attack, barbed spines
spring from the head of the axe around the target
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Heroes of the Forest
who, must succeed on a Strength (Athletics)
check against your contraptioneering challenge
DC or become restrained. A creature restrained
in this way may use their action on following
Chipmunk Gizmo
Tiny beast, unaligned
turns to repeat the Strength (Athletics) check to
escape. While restrained, the barbed spines of the Armor Class 12
grappling axe do 1d6 piercing damage each turn. Hit Points 4 (2d4)
Also, you can pull the restrained creature to you Speed 30 ft., climb 30 ft.
with the chain.
The grapple ends if you use your action to do STR DEX CON INT WIS CHA
anything else. 3 (−4) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2)
1d8 slashing damage – versatile (1d10) – 4
lbs. - can be thrown, 20 feet Skills Acrobatics +4, Perception +3
Senses passive Perception 13
Gizmo, Chipmunk Languages The gizmo can’t speak but
Complexity: Standard understands commands from its tinkerer
Type: Automatonier
Keen Hearing. Your chipmunk gizmo has
Users: Tinkerer advantage on Wisdom (Perception) checks
Components: 1 wood, 1 metal or bone, 1 that rely on hearing.
conductive goo, claws, and fur
Build Time: 16 hours Actions
Spark: 1 Claws. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 1 slashing damage.
Activation: 1 action
Reload: long rest
Building a gizmo takes some time, but they can be
very useful. Your chipmunk gizmo is designed to
act independently but in harmony with you, always Gizmo, Insect
following your commands. In combat, it rolls its Complexity: Standard
own initiative and acts on its own turn. When your
gizmo drops to 0 hit points, it is destroyed and Type: Automatonier
must be rebuilt. Users: Tinkerer
Using a very simple neuro link affixed to your Components: ½ wood, 1 conductive goo, and ½
temple, you can communicate with your gizmo as thin, dried hide for wings
long as it is within 60 feet of you. Your gizmo can’t Build Time: 2 hours
communicate fluently in any language but instead
sends single-word impressions and mental images Spark: 1
of what it can see. Activation: 1 action
With a daily reload for maintenance, 1 spark Reload: long rest
is enough to keep your gizmo running for a whole Building a gizmo takes some time, but they can be
day. very useful. Your insect gizmo is designed to act
Your chipmunk gizmo has the following stats: independently but in harmony with you, always
following your commands. In combat, it rolls its
own initiative and acts on its own turn. When your
gizmo drops to 0 hit points, it is destroyed and
must be rebuilt.
Using a very simple neuro link
69
Standard Contraptions
affixed to your temple, you can communicate
with your gizmo as long as it is within 60 feet
Handgun
of you. Your gizmo can’t communicate fluently Complexity: Standard
in any language but instead sends single-word Type: Weaponeer
impressions and mental images of what it can see.
Users: Tinkerer
With a daily reload for maintenance, 1 spark
Components: 1 wood, 2 metal, and 1 oil
is enough to keep your gizmo running for a whole
day. Build Time: 12 hours
Your insect gizmo has the following stats: Spark: n/a
Activation: none
Reload: After 6 shots
Insect Gizmo Using tinkerer’s tools, you can build a 1-handed,
Tiny beast, unaligned ranged weapon from wood and metal. The weapon
fires bullets that are custom to this handgun.
Armor Class 14 Proficiency with firearms allows you to add your
Hit Points 2 (2d4 -1) proficiency bonus to attack rolls made with it.
It can hold up to 6 bullets and takes 1 action to
Speed 10 ft., fly 40 ft. reload. However, while reloading, you can also take
the Dash, Disengage, or Dodge actions.
STR DEX CON INT WIS CHA
Bullets
3 (−4) 18 (+4) 8 (-1) 3 (−4) 12 (+1) 7 (−2)
Components: 1 metal and 1 fire powder
Skills Perception +3, Stealth +6 Build Time: 1 hour
Senses passive Perception 13 Using tinkerer’s tools, you can make 1d4 + your
contraptioneering modifier in bullets. Range
Languages The gizmo can’t speak but
40/160. 2d4 piercing damage.
understands commands from its tinkerer
Insect walk. Your gizmo can walk on walls and Helm of Burrowing
inverted surfaces as if they were the ground. Complexity: Standard
Type: Solutionist
Actions
Users: Tinkerer
Sting. Melee Weapon Attack: +4 to hit, reach 5
Components: 1 metal and ½ oil
ft., one target. Hit: 1 piercing damage.
Build Time: 6 hours
Spark: n/a
Activation: none
Reload: n/a
The helm of burrowing gives the wearer a
burrowing speed equal to their standard
movement. It can also be used to make a charge
attack. If the wearer moves at least 15 feet straight
toward a target and then hits it, the target takes
2d6 piercing damage. Strength is used as the
wearer’s attack and damage modifier.
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Heroes of the Forest
Dealing 5 slashing damage to the net (AC 10)
Investigation Monocle destroys a 5-foot-square section of it, freeing any
Complexity: Standard creature trapped in that section.
Type: Architect To fire the net cannon again, you must take an
Users: Tinkerer action to reload it with a new net and ½ dose of
fire powder.
Components: 1 glass or crystal and ½ hide
Net for Cannon
Build Time: 6 hours
Components: 50 feet of rope
Spark: 0 or 1
Build Time: 2 hours
Activation: 1 bonus action
Reload: n/a Powder, Go Go
The wearer gains expertise in the Investigation and Complexity: Standard
Perception skills, doubling their proficiency bonus Type: Any
for each.
Users: Anyone
Once per long rest, you can expend 1 spark
and activate the monocle to gain Truesight. Out Components: 1 consumable plant and ½ chemical
to 120 feet, and for the next 5 minutes, you can Build Time: 30 minutes
see in normal and magical darkness, see invisible Spark: n/a
creatures and objects, automatically detect
visual illusions and succeed on saving throws Activation: none
against them, and perceives the original form of Reload: n/a, consumable
a shapechanger or a creature that is transformed Using an alchemy set, you can produce 1d4 +
by magic. You also notice hidden and secret doors. ½ your contraptioneering modifier (rounded
Once this feature has been used, the contraption down) doses of go go powder. The powder is best
must be reloaded during a long rest. consumed in hot water. For some, it is too bitter so
you may wish to add cream and sugar.
Net Cannon Within 10 minutes of consuming go go powder,
Complexity: Standard that creature can roll a d6 and add the number
Type: Solutionist rolled to one ability check, attack roll, or saving
throw it makes. The creature can wait until after
Users: Tinkerer
it rolls the d20 before deciding to use the bonus
Components: 50 feet of rope, 1 wood, 1 bone, and die but must decide before the GM says whether
½ fire powder the roll succeeds or fails. Once rolled, the die is
Build Time: 6 hours lost. A creature can only gain the benefits of go go
powder once per long rest.
Spark: n/a
The strength and effectiveness of your go go
Reload: 1 action
powder recipe improves as you gain levels. The die
Your net cannon fires a net covering a 10-foot- becomes a d8 at 5th level, a d10 at 10th level, and
square area up to a range of 60 feet. Those in the a d12 at 15th level.
area must succeed on a Dexterity (Acrobatics)
saving throw against your contraptioneering
challenge DC, or they are trapped under the
net and restrained, and those that fail a DC 10
Strength saving throw are also knocked prone.
A creature can use its action to make a Strength
check against your contraptioneering challenge DC
to free itself or another creature within its reach
on a success. The net has AC 10 and 20 hit points.
71
Standard Contraptions
The effectiveness of your healing powder recipe
Powder, Healing improve as you gain levels. The hit points healed
Complexity: Standard becomes 2d4 + your contraptioneering modifier at
Type: Any 5th level, 3d4 + your contraptioneering modifier
at 10th level, and 4d4 + your contraptioneering
Users: Anyone
modifier at 15th level.
Components: 2 herbs, 1 soft plant, and 1 chemical
Build Time: 2 hours Powder, Rage
Spark: n/a Complexity: Standard
Activation: none Type: Any
Reload: n/a, consumable Users: Anyone
Using alchemy tools, you can make 1d4 + your Components: 1 chemical, 1 scale (ground into a
contraptioneering modifier doses of healing powder), and 1 bone
powder. Each dose may be consumed as a bonus Build Time: 2 hours
action. A creature that consumes a dose of healing
Spark: n/a
powder regains a number of hit points equal to
1d4 + your contraptioneering modifier. A creature Activation: none
can consume no more than 2 doses of healing Reload: n/a, consumable
powder in a 24-hour period. Additional doses
Using alchemy tools, you can make 1d4 + ½ your
consumed have no effect. Healing powder loses its
contraptioneering modifier (rounded down) doses
effectiveness after 48 hours of being crafted.
of ragepowder. Each dose may be consumed as a
Healing powder can be mixed with a liquid, bonus action to go into a rage.
allowing one to consume up to 2 doses at once.
While raging, you gain the following benefits if
After 10 minutes of being mixed in a liquid, the
you aren’t wearing heavy armor:
powder loses its effectiveness. Healing powder has
no effect on undead or constructs. • You have advantage on Strength checks and
Strength saving throws.
• When you make a melee weapon attack using
Strength, you gain a +2 bonus to the damage roll.
• You have resistance to bludgeoning, piercing, and
slashing damage.
• If you are able to cast spells, you can’t cast them
or concentrate on them while raging.
Your rage lasts for 1 minute and only ends if you
are knocked unconscious. When your range ends,
you gain one level of exhaustion that lasts until
you’ve taken a short rest.
73
Standard Contraptions
Trap, Exploding Vest of Persuasion
Complexity: Simple Complexity: Simple
Type: Architect Type: Solutionist
Users: Anyone Users: Tinkerer
Components: ½ wood and 1 fire powder Components: Vest, fine quality, 1 herb or
Build Time: 1 hour chemical, and 1/4 bone or scale
The exploding trap is a simple contraption that Reload: 2 uses per long rest
explodes when triggered. It does 4d10 damage This finely detailed vest gives the wearer the ability
to any creature within a 5-foot radius of where to captivate the attention of onlookers. When
it is placed. As an action, the tinkerer must place activated, the colors of the vest shift and pulse,
the trap in their desired location and then set the slightly at first, but increasing as creatures watch.
trigger. Choose the trigger from the following The vest of persuasion releases a gas with a subtle
options: smell most would mistake for perfume or cologne.
• Wired button – the tinkerer can use a wire up The wearer gains expertise in the Persuasion skill,
doubling their proficiency bonus. Additionally,
to 60 feet long with a button trigger, allowing
any creature that is within 15 feet and can see the
someone to manually trigger the explosion
wearer must succeed on a Wisdom saving throw
• Timer – once the trap is placed, it can be set against the tinkerer’s contraptioneering challenge
to explode after a specific amount of time has DC or become charmed.
passed, up to 10 minutes. • A charmed creature can’t attack the charmer
• Button or pressure plate – the tinkerer can or target the charmer with harmful abilities or
specify a specific area up to 5-foot square that, magical effects.
when entered, causes the trap to explode. This • The charmer has advantage on any ability check
button or pressure plate must be within 5 feet of to interact socially with the creature.
the trap.
The vest of persuasion can be activated twice
before reloading during a long rest. The effect
lasts for up to 10 minutes. Once a creature resists
being charmed, they are immune to its effects
for 24 hours. It has no effect on creatures with an
Intelligence of 4 or less.
Your efficiency when reloading the vest of
persuasion improves as you gain levels. The
number of times it can be activated per long rest
increases to 3 at 5th level, 5 at 10th level, and 8 at
15th level.
74
Heroes of the Forest
Advanced Contraptions
Concussive Weapon Energy Sword
Complexity: Advanced Complexity: Advanced
Type: Solutionist Type: Weaponeer
Users: Tinkerer Users: Tinkerer
Components: ½ metal, 1 oil, and 1 conductive goo Components: 1 scale, 1 bone, 1 chemical, 1 fire
Build Time: 1 hour powder, and 1 conductive goo
This contraption can be built into any 2-handed Reload: 1 use per long rest
or versatile melee weapon. When activated, This inconspicuous contraption appears to be
the effect lasts for 1 minute. After a successful nothing more than a cylinder, ribbed with scale
melee attack, add 1d8 force damage to the and bone, a little more than twice the length of
weapon's damage and the target must succeed the palm of your hand. When activated, a beam of
on a Constitution saving throw against your energy, glowing with intense light, extends from
contraptioneering challenge DC or be stunned the cylinder. The effect lasts for 1 minute, and the
until the end of your next turn. contraption is used similarly to a rapier.
The strength of your concussive weapon 1d8 lightning damage – light, finesse
improves as you gain levels. At 10th level, the weapon – 1/2 lbs. - reach 5 feet
activation lasts for 10 minutes, and you add 1d8 You can increase the power and duration of the
force damage to successful melee attacks. energy sword as you gain levels. At 5th level, you
can activate the blade 2 times per long rest, and
the damage increases to 1d10. At 10th level, you
can expend 2 sparks when reloading (instead of 1),
allowing you to activate the blade 3 times per long
rest; it lasts for 10 minutes, and damage increases
to 2d6. At 15th level, you can activate the blade 4
times per long rest; it lasts 30 minutes, and the
damage increases to 3d6.
75
Advanced Contraptions
• Rapid escape - You can spend 1 charge to take
Exo Suit, Advanced Upgraded the Disengage or Dash action as a bonus action
Complexity: Advanced on your turn, and your move speed is doubled for
Type: Architect the turn.
Users: Tinkerer • Shield wall – As a reaction you can spend
Components: 1 scale (cleaned and polished, 1 charge to increase your AC to 25 and
valuing 50 primes), 1 metal, 1 oil, and 1 gain automatic successes on Strength and
conductive goo Constitution checks and saving throws until the
Build Time: 10 days end of your next turn.
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Heroes of the Forest
Reload: long rest
Flame Thrower
Building an assistant gizmo is like duplicating
Complexity: Advanced
yourself. It will act independently but also
Type: Weaponeer in harmony with you, always following your
Users: Tinkerer commands. In combat, it rolls its own initiative and
acts on its own turn, though an assistant gizmo is
Components: 1 metal, 1 hide, 2 scale, 1 oil, and 2
not designed to attack. When your gizmo drops to
fire powder
0 hit points, it is destroyed and must be rebuilt.
Build Time: 2 days
Using a simple neuro link affixed to your
Spark: 2 temple, you can communicate telepathically with
Activation: 1 bonus action your gizmo as long as it is within 60 feet of you.
Your assistant gizmo also understands spoken
Reload: long rest
commands and can speak your language using a
Can you say flambé? You’ve created the ultimate simple, literal style.
destructive weapon, handheld and portable!
Designed to assist you with your work, an
Tubes connect to fuel canisters strapped to your
assistant gizmo can reduce the time it takes to
body that then run down your arm to a nozzle and
build a contraption by up to 1/3rd. They are also
triggering mechanism.
good for cleaning, carrying, and cooking. How you
When you reload the flame thrower, you must use your assistant gizmo is up to you.
spend 2 spark, plus you must fill the fuel canister
With a daily reload for maintenance, 1 spark
with your own special concoction of 1 oil and 2
is enough to keep your gizmo running for up to 24
fire powder. When you do, you gain 3 charges.
hours. Your assistant gizmo has the following stats:
Each charge can be used to take the Attack action
with the flame thrower. In the case of the flame
thrower, charges do not expire but can never
exceed 3.
When you take the Attack action with the Assistant Gizmo
flame thrower, expending 1 charge, you choose a Tiny gizmo, unaligned
line in a single direction that is 20 feet long. Any
creature in that line must succeed on a Dexterity Armor Class 11
saving throw against your contraptioneering Hit Points 4 (1d8)
challenge DC or take 6d8 fire damage, taking Speed 20 ft.
half as much on a success. Creatures that fail the
saving throw catch on fire, taking an additional 1d8 STR DEX CON INT WIS CHA
damage each turn until they take an action to put
the fire out. 11 (+0) 12 (+1) 10 (+0) 8 (+0) 12 (+1) 10 (+0)
77
Advanced Contraptions
Gizmo, Bear
Complexity: Advanced
Bear Gizmo
Type: Automatonier Medium gizmo, unaligned
Users: Tinkerer
Armor Class 12 (natural armor)
Components: 2 wood, 2 metal or bone, 1 oil, 1
conductive goo, teeth, and fur Hit Points 19 (3d8 + 6)
Build Time: 1 week Speed 30 ft., climb 20 ft.
Spark: 1 STR DEX CON INT WIS CHA
Activation: none 15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2)
Reload: long rest
Skills Perception +3, Athletics +4
Building a bear gizmo is a big undertaking. It
Senses passive Perception 13
will act independently but always follow your
commands. In combat, it rolls its own initiative and Languages The gizmo can’t speak but
acts on its own turn. When your gizmo drops to 0 understands commands from its tinkerer
hit points, it is destroyed and must be rebuilt.
Using a simple neuro link affixed to your Actions
temple, you can communicate telepathically Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
with your gizmo as long as it is within 60 feet of one target. Hit: 5 (1d6 + 2) piercing damage
you. Your bear gizmo understands your spoken
commands but cannot speak. It uses the neuro Claws. Melee Weapon Attack: +4 to hit, reach
link to send single-word impressions and mental 5 ft., one target. Hit: 7 (2d4 + 2) slashing
images of what it can see. damage.
With a daily reload for maintenance, 1 spark
is enough to keep your gizmo running for a whole
day.
Your bear gizmo is designed with a large Gizmo, Raven
storage compartment and can carry up to 280 Complexity: Standard
lbs. Additionally, your bear gizmo can have one
Type: Automatonier
contraption modified to it. This contraption
still requires its designated reload and spark to Users: Tinkerer
function but can be independently controlled by Components: 1
the gizmo.
Build Time: 6 days
Your bear gizmo has the following stats:
Spark: 1+
Activation: none
Reload: long rest
Building a raven gizmo will let you extend
your influence as far as it can fly. It will act
independently but always follow your commands.
In combat, it rolls its own initiative and acts on its
own turn. When your gizmo drops to 0 hit points,
it is destroyed and must be rebuilt.
Using a simple neuro link affixed to your
temple, you can communicate telepathically with
your gizmo as long as it is within 1 mile of you. Your
78
Heroes of the Forest
raven gizmo understands your spoken
commands but cannot speak. It uses the neuro
Gizmo, Wolf
link to send single-word impressions and mental Complexity: Advanced
images of what it can see. Type: Automatonier
With a daily reload for maintenance, 1 spark Users: Tinkerer
is enough to keep your gizmo running for a whole
Components: 1
day.
Build Time: 2 hours
Additionally, you can spend, 1 spark and as an
action, you can see through your raven gizmo’s Spark: n/a
eyes and hear what it hears for up to 1 minute, Activation: none
gaining the benefits of any special senses that the
Reload: long rest
gizmo has. During this time, you are deaf and blind
with regard to your own senses. A wolf gizmo is the perfect companion. It will act
independently but always follows your commands.
Your raven gizmo has the following stats:
In combat, it rolls its own initiative and acts on its
own turn. When your gizmo drops to 0 hit points,
it is destroyed and must be rebuilt.
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 1 piercing damage.
79
Advanced Contraptions
Hawk Wings
Complexity: Advanced
Wolf Gizmo
Medium gizmo, unaligned Type: Architect
Users: Tinkerer
Armor Class 13 (natural armor)
Components: 2 hide (worked, valuing 25 primes), 1
Hit Points 11 (2d8 + 2) bone, gears, springs and rope, plus a backpack
Speed 40 ft. Build Time: 1 week
80
Heroes of the Forest
you can find and exploit weaknesses in your
target. The long gun deals an extra 2d6 damage
Retracting Blade Bracer
to one creature you hit with an attack if you have Complexity: Advanced
advantage on the attack roll. You don’t need Type: Weaponeer
advantage on the attack roll for the extra damage
Users: Tinkerer
dice if another enemy of the target is within 5 feet
of it, that enemy isn’t incapacitated, and you don’t Components: 1 bone, 1 metal, 1 hide, and 1 scale
have disadvantage on the attack roll. Build Time: 9 hours
The amount of extra damage increases as you Spark: 1+
gain levels to 4d6 at 5th level, 5d6 at 10th level,
Reload: 2 uses per short rest
and 6d6 at 15th level.
You’ve invented an easy-to-conceal, retractable
Bullets
blade wearable on your forearm. When extended,
Components: 1 metal and 1 fire powder
the blade can be wielded similarly to a short
Build Time: 1 hour sword.
Using tinkerer’s tools, you can make 1d4 + ½ your Using the blade extended
contraptioneering modifier (rounding down) in 1d6 piercing - Finesse, light - 3 lb.
bullets. Range 120/360. 2d6 piercing damage.
It’s true potential as a weapon is found in using its
spring-loaded thrust as an attack.
Repeating Crossbow
Complexity: Advanced
Spring-loaded attack
During a short rest, you can expend 1 spark and
Type: Weaponeer reload two sets of springs, allowing for 2 spring-
Users: Tinkerer loaded attacks before the next reload. You can
reload the weapon multiple times during a 24-hour
Components: 1 heavy crossbow, 1 metal or 1 bone,
period if you take multiple short rests. If the blade
and 1 oil
is concealed, you automatically gain advantage on
Build Time: 3 hours your first attack in an encounter.
Spark: n/a The retracting blade deals 3d6 additional
Reload: After 9 shots damage to one creature you hit with an attack if
you have advantage on the attack roll. You don’t
You have successfully modified a heavy crossbow
need advantage on the attack roll to deal the
to hold a quantity of crossbow bolts along a
additional damage if another enemy of the target
self-feeding magazine. When you take the Attack
is within 5 feet of it, that enemy isn’t incapacitated,
action with the repeating crossbow, you may
and you don’t have disadvantage on the attack roll.
take 2 shots, each with their own attack roll. Its
magazine can hold up to 9 crossbow bolts and The amount of damage the retracting blade
takes 1 action to reload. However, while reloading, does increases as you gain levels to 4d6 at 5th
you can also take the Dash, Disengage, or Dodge level, 6d6 at 10th level, and 8d6 at 15th level.
actions.
At 10th level, when you take the Attack action
with the repeating crossbow, you may take 3
shots, each with their own attack roll.
1d10 piercing - heavy, loading, two-handed -
18 lb. - range 100/400
81
Advanced Contraptions
Smart Shield Thunder Boots
Complexity: Advanced Complexity: Advanced
Type: Solutionist Type: Architect
Users: Tinkerer Users: Tinkerer
Components: 1 hide, 1metal, 1 stone, 2 bone, and Components: 2 scale, 1 chemical, 1 oil, 1 gem, 1
2 oil stone, and 3 conductive goo
Build Time: 2 hours Build Time: 2 hours
Spark: 1 Spark: 1+
Activation: 1 bonus action Activation: 1 action
Reload: 1 use per short rest Reload: long rest
This contraption mounts two flexible shields on Thunder boots immediately improve your stability
arms that reposition around your body in defense. and power. While wearing them, you cannot be
You must spend 1 spark each day, and you can knocked prone from a standing position, and you
reload the mechanism during a short rest. have advantage on Strength (Athletics) checks.
Use a bonus action to activate the contraption, If you succeed on an unarmed attack that was a
and it lasts for 1 minute. Once activated, you can “kick,” it does 1d12 damage plus your Intelligence
use your reaction to deflect or redirect a missile modifier. Stealth attempts are at disadvantage
that would hit you by a ranged weapon attack. while wearing thunder boots.
When you do so, the damage you take from the After a long rest, you prepare your boots for
attack is reduced by 1d10 + your contraptioneering the day with 1 spark, and if you used lightning
modifier. stomp on the previous day, you’ll need to add 3
If you reduce the damage to 0, you redirect the more units of conductive goo.
missile (as long as it is small enough to reasonably Lightning Stomp
handle). As part of the same reaction, you can As an action, spending 1 spark, you can stomp
make a ranged attack with the weapon or piece of one boot and choose 1 to 3 points on the ground
ammunition. You make this attack with proficiency, within 90 feet to be struck by an arc of lightning
regardless of your weapon proficiencies, and the from your foot. All creatures within 5 feet of any of
missile has a normal range of 20 feet and a long those points must succeed on a Dexterity saving
range of 60 feet. throw against your contraptioneering challenge
DC or take a certain amount of lightning damage.
If you choose 3 points, each creature takes 3d10
lightning damage. If you choose 2 points, each
creature takes 4d10 lightning damage. If you
chose 1 point, those creatures take 7d10 lightning
damage. Any creatures that succeeded on the
saving throw only take half damage.
82
Heroes of the Forest
Master Contraptions
Exo Suit, Master Upgrade end of your next turn.
Complexity: Advanced • Brutal force – After spending 1 charge, you can
double the rolled damage dice on your next
Type: Architect
successful melee attack. You can choose to
Users: Tinkerer spend this charge after learning if your attack
Components: 2 hide (worked, valuing 25 primes), 1 was successful.
bone, 1 chemical, 1 oil, and 1 conductive goo
• Push the limits - On your turn, spend 2 charges,
Build Time: 20 days and you can take one additional action on top
Spark: 3, 4, or 5 of your regular action and a possible bonus
Activation: It takes 10 minutes to don and activate action. Once you use this feature, you must finish
your exo suit reloading before you can use it again.
Reload: 1 time per long rest and 1 time per week Up to 2 sets of 3 charges can be activated per long
rest. Unused charges become unavailable after 24
It’s time to upgrade your exo suit for the last time. hours.
It is your master work. The amount of protection
the suit provides has been improved by a simple Exo Suit Modifications
neural link, giving you control and agility as fast After completing the master upgraded exo suit,
as your incredible mind! The master upgraded you may record the hawk wings contraption
exo suit has an effective AC of 15 + your Dexterity diagram in your book of diagrams without
modifier and ½ your Intelligence modifier (rounded counting against the total number of contraption
up). diagrams your tinkerer level allows. Hawk wings
are added to this exo suit with no additional
When you take a long rest, some general component requirements.
maintenance must be performed to reload the
exo suit for the next day. When you don the suit, Similar to the previous 3 versions of the exo
you must spend 3 sparks to activate it for the suit, contraptions added to the advanced upgraded
day. Once per week, you must also apply 1 new exo suit as a modification have the following
chemical, 1 new oil, and 1 new conductive goo to changes to their diagram plans:
ensure it maintains optimal performance. • The component requirements are reduced by ½
Combat Charges due to the basic armature already existing in the
You can spend an additional spark to activate suit.
combat charges. When activated, you gain 3 • Contraptions that require a long rest to reload
charges that can be spent on the following actions: can be reloaded during a short rest.
• Rapid attack – Immediately after you take the • Contraptions that require spark to reload can
Attack action on your turn, you can spend 1 draw from the spark powering the suit. Up to 4
charge to make two additional attacks with the contraptions that have been modified to your exo
same weapon as a bonus action. suit that require spark no longer require spark.
• Rapid escape - You can spend 1 charge to take
the Disengage or Dash action as a bonus action
on your turn, and your move speed is doubled for
the turn.
• Shield wall – As a reaction you can spend
1 charge to increase your AC to 25 and
gain automatic successes on Strength and
Constitution checks and saving throws until the
83
Master Contraptions
Flaming Ball of Hammer Gizmo, Combat
Complexity: Standard Complexity: Master
Type: Weaponeer Automatonier
Users: Tinkerer Users: Tinkerer
Components: 1 warhammer, 4 fire powder, 1 Components: 2 wood, 2 metal, 1 bone, 2 scale, 2
metal, 1 conductive goo oil, 1 chemical, and 2 conductive goo
Build Time: 3 days Build Time: 1 month
Spark: 2 or 4 Spark: 2+
Activation: 1 bonus action Activation: none
Reload: 2 uses per long rest Reload: long rest
The flaming ball of hammer is a warhammer with A combat gizmo is really built for one thing,
the heart of a volcano. When not activated, it can combat. It will follow your commands,
be wielded similarly to a warhammer. fighting beside you or for you, but will still act
1d8 bludgeoning – versatile (1d10) - 3 lb. independently. In combat, it rolls its own initiative
and acts on its own turn. When your gizmo drops
During a long rest, you must reload the to 0 hit points, it is destroyed and must be rebuilt.
hammer with 4 units of fire powder and 2 sparks
to prepare it for the day. You can activate it 2 times Using a simple neuro link affixed to your
before the next long rest. Each activation lasts for temple, you can communicate telepathically
10 minutes, heating the head until it glows bright with your gizmo as long as it is within 120 feet of
orange. Successful attacks made while the head you. It uses the neuro link to send single-word
is heated cause an additional 2d8 fire damage. impressions and mental images of what it can
Flammable creatures or equipment catch on fire, see. Your combat gizmo understands spoken
taking an additional 1d8 damage each turn until commands and can speak your language using a
they take an action to put the fire out. simple, literal style.
84
Heroes of the Forest
Teleportation Grenade
Complexity: Advanced
Combat Gizmo Type: Solutionist
Small gizmo, unaligned
Users: Anyone
Armor Class 18 (scale) Components: 1 fire powder, 1 conductive goo, and
Hit Points 52 (8d8 + 16) 1 scale
Speed 30 ft. Build Time: 6 hours
Spark: 4
STR DEX CON INT WIS CHA
Activation: 1 bonus action
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
Reload: n/a
Saving Throws Con +4, Wis +2 Using an alchemy set and your tinkerer’s tools,
Damage Immunities poison, psychic you can produce 1d4 + ½ your contraptioneering
modifier (rounded down) teleportation grenades.
Condition Immunities charmed, exhaustion,
It takes 4 sparks to make a batch of these devices,
frightened, paralyzed, poisoned
but once they are complete, spark is not needed to
Senses passive Perception 10 activate them.
Languages Any one language (usually As a bonus action you can smash a
Common) teleportation grenade. You are briefly surrounded
by smoke, momentarily obscured, and then you
Actions teleport up to 30 feet to an unoccupied space that
you can see.
Multiattack. The combat gizmo makes two
melee attacks.
Greatsword. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3)
slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to
hit, range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Reactions
Parry. The combat gizmo adds 2 to its AC
against one melee attack that would hit it. To
do so, the gizmo must see the attacker and
be wielding a melee weapon.
85
Master Contraptions
Spoilers
The pages beyond this point
are intended for your Game
Master's eyes only.
Prologue
Over two decades ago, the malevolent creature Rohr-tan
sought to blanket the forest in decay. He was defeated by
the king's council of mages, but they found he could not be
killed, not entirely. They devised a plan to lock him away,
sealed forever in a tomb of magic, hidden deep within the
mountains, far away from all dobberkind.
Yet, a piece of him remained. Little did the council
know that even before their time, Orlun, the first king
of Dobberton, was once touched by the Lightless. From
within the heritage vault, deep under the palace, Orlun's
stone was not silent. The great deceiver spoke into the
hearts of any who would listen.
It was Calynn that heard, Calynn that listened. It told her
that she should be great, that she should be heir to the throne,
and that one day, she would rule all of the Alwaysgreen
Forest. Calynn stole Orlun's heritage stone and replaced it
with her own. If anyone should ever discover a stone was
missing, they would assume it was hers.
The stone told her it was the key to her powers, so she
decided to make it into a weapon. She affixed it to a hilt
inherited from her great-aunt, Merith. She then formed a
blade from rosewood and silver. She, with the help of her
love, Maegera, imbued the dagger with magic and it was
indeed powerful, but the stone continued to whisper. Free
me, it said, and unlock true power, a power greater than even
you can imagine!
Adventure Summary
Throughout this book, I’ll be referring to the whole adventure arc as the adventure and
the smaller plot threads within it as chapters. There are 14 chapters that have been
grouped into 3 acts that make up Seeds of Decay.
The adventure is designed for 3 to 5 characters Each chapter includes an outline of the included
starting in Chapter 1 at level 1. As written, many scenes, information about the location, and
of the encounters have the potential to be deadly. background for any non-player characters the
Please add or remove creatures from any combat party may interact with. Scenes are written in a
to fit the relative strength of your players' party linear style, allowing you to easily move from one
or for the style of game your players enjoy. Upon to the next.
completion of all 14 chapters, characters will Some text is intended to be read aloud or
progress to level 8. paraphrased as you desire. There are also blocks of
text to give you special instructions or additional
Using this Adventure information within a scene.
I wrote Seeds of Decay because I love unexpected
TEXT TO READ ALOUD
heroes overcoming insurmountable odds. As with
all games, the most important rule is to have fun!
If you’re all doing that, you’re doing it right. Information formatted in a box like this is
As a GM, you shouldn't feel bound to anything scripted to be read aloud to your players. Feel
you find in Seeds of Decay - you can change free to read it word for word or paraphrase it to
anything. Really, go ahead. Everything in this book fit your style.
is written to inspire your campaign and players.
Rename anyone or anything to suit your world.
Adapt the clues, treasure, and magic items to suit GM NOTES
your players and their goals. There's no reason you
can't even change the abilities of a monster mid-
encounter if it adds drama and gives your players a Text found in purple boxes, like this one,
truly epic moment! This is your game, and though is where I get to talk directly to you, the
a great deal of blood, sweat, and sleepless nights Game Master. It may be used to add depth
went into making this book, I now give it to you to
make your own! or background to a non-player character
(NPC) or it may give some tips on how
to run a scene. These boxes are designed
to help you more easily find the critical
information you need to facilitate your
group's roleplaying experience. I will also
provide suggestions based on my experi-
ence running this adventure, highlighting
important plot points or warnings about
particularly difficult encounters.
90
Prologue
Act 1: Something Random Encounters
Rotten in Oak Den Random Encounters are a great way to add variety,
A mysterious rot spreads through the forests and drama, and danger between major events or
fields around Oak Den. The party must investiage locations in this adventure. Random encounters
the threat and learn who the main villain is, the should be considered whenever the characters are
Wood Sprite. traveling or are taking a long or short rest in an
unsecured location. The challenge and frequency
• The Pumpkin Fest is Canceled of random encounters should escalate as the party
• The Pumpkin Patch progresses in the adventure.
• A Sticky Situation
Interludes and Dreams
• The Plaguewood Spider
As the GM, you can add scenes, characters, and
themes to your adventure in whatever way makes
Act 2: Quest for the Key sense to you. After all, this book is just a bunch of
The Wood Sprite plans to release the Rot Weaver story ingredients to help you make the adventure
upon the Forest, but first she needs the cursed pie. Some optional ingredients to include are
dagger, Ember, the key to opening his prison. Interludes and Dreams. A few are included in
The party must find the dagger and take it to the this section to help you flesh out plot details and
authorities in Dobberton where it can be hidden. provide additional adventure hooks.
• Curse of the Wood Sprite
• The Terrin Caves
• Captured by the Sylvans
• Returning to Dobberton
• The Lakewood Terror
91
Adventure Summary
I
Something
Rotten in
Oak Den
Oak Den
1. The Acorn Inn 6. Tailor
2. The Alwasygreen 7. Lettie’s Lights
Garden 8. Woodsmith and
3. Tasty Treats Millright
4. Baril’s Grocery 9. Barracks
5. Cobbler 10. Boyer Fletcher
Oak Den
Nestled in a very fertile area of the forest, Oak Den is southwest of the Dobberton capital. A
number of crops flourish nearby among the dense oak trees, such as berries, nuts, vining fruits,
and even corn. Yet it is the pumpkins that garner the most attention. Autumn traditions and
tasty treats put everyone in a good mood, making fall a busy and festive time in Oak Den, which
culminates in the annual Pumpkin Fest.
95
Oak Den
The Pumpkin Festival The garden is on the same property as
The Pumpkin Fest is an annual tradition that takes the Acorn Inn, and Beatrice is obliged to take
over the whole town. Everyone is involved in some advantage, using its produce in many of the dishes
way. Booths of trinkets and pies line the streets. she prepares. She’s too busy with the inn to farm
Children race pumpkins, rolling them down any hill it herself, but her woodkin friends Ruthie, a soft-
they can find, while strong men compete to see spoken badger, and Clover, a wise old turtle, keep
who can throw them the furthest. With a spoon in the garden in perfect working order. They are
hand, everyone lines up to taste the new pumpkin- assisted by Lilly, the squirrel, and Urla, the owl
themed recipes concocted by budding chefs from who also works at Baril’s Grocery.
around the region.
3 - TASTY TREATS
At Zoey’s quaint creek-side store, you’ll find an
THE ACORN INN impressive selection of delicious sweets, treats,
and culinary delights. Along with freshly baked
The Acorn Inn is a frequently visited lo-
bread and pastries, Zoey also stocks a range of
cation in Act I and can serve as a home cheeses, milk, and specialty frothy beverages.
base for the Player Characters (PCs). The cellar, perhaps due to the nearby creek, stays
Most Non-Player Characters (NPCs) they naturally cool, making it an ideal spot to store
meet to start the adventure will be found perishables.
there. Below are additional locations that 4 - BARIL’S GROCERY
are not directly included in the adventure
Baril is one of the most prosperous farmers in Oak
but can be used to flesh out the town as Den. His grocery carries seasonal produce and
needed. seed. While much of his stock comes from his own
fields, he also offers a selection of unique specialty
items that come from the Alwaysgreen Garden.
In addition, the store features goods from other
2 - THE ALWASYGREEN GARDEN farms in the area.
Behind the Acorn Inn, a mysterious grotto Baril is rarely at the store himself. Urla, a
produces fruits and vegetables that seem to never woodkin owl, keeps two sharp eyes on the store
go out of season. As if by magic, the Alwaysgreen and manages its daily operations.
Garden thrives even in winter. The garden is
attended by four woodkin, though they mostly 5 - COBBLER
keep to themselves. Occasionally, Ruthie, the
badger, can be seen bustling to and fro, helping in Augustus, Gus to his friends, is a retired warrior
the Inn or around town, making a special delivery. and now esteemed shoemaker. If there’s one
Some say the garden itself is awakened. Others thing that hard-working folks, like those of Oak
claim it was created by Herb when he was in his Den, need, it’s a good pair of shoes. Gus has been
prime, a mage of some significance. And there are making and repairing shoes in the region for nearly
those that believe it’s just a regular garden that twenty years. People of the Barrow, Litewyck,
happens to grow top-quality produce. South Watch, and West Watch are all known to
travel to Oak Den for a pair of Gus’s shoes. When
not helping at the Acorn Inn or wandering the
woods, his grandson, Toby, is on hand, learning the
trade so that he may take over the business one
day.
96
Act I: Something Rotten in Dobberton
6 - TAILOR 9 - BARRACKS
Aster keeps a few incredible garments on display, The barracks in Oak Den provide lodging for any
from elegant gowns to flowing robes. Though he Dobberton Guard as they travel between the
rarely has an opportunity to sell one. His specialty capital and West Watch. It’s a simple building,
is practical workwear and the leather gear needed though probably larger than it needs to be,
by both farmers and the Dobberton guard. spanning two Pin Oak trees. It has ten rooms
and can comfortably house twenty guards. More
7 - LETTIE’S LIGHTS could be packed in if needed. However, there are
Lettie made candles out of her home for years only two full-time guards posted here in Oak Den,
before her granddaughter, Shaori, talked her into Dolby, and the captain, Saggard.
expanding to lanterns. Now Lettie offers a wide The building also has a small armory stocked
assortment of lights and supplies for the home and with light armor, short swords, shields, and basic
travel. traveling gear. The common room has a small cook
stove and basic living supplies.
8 - WOODSMITH AND MILLRIGHT
Eugewyn and his partner Hardtail, the woodkin 10 - BOYER FLETCHER
beaver, run one of the finest wood shops in all of Gravick is a surly old dobber who had planned to
Dobberton. Their shop is nestled along the bank of retire a few years ago, and he doesn’t mind letting
the creek, perfect for receiving small boats loaded anyone who will listen know. “Ol’ Gravick’s work
with fresh lumber. The sweet scent of freshly cut is ne’er done. Peoples gots to have ther arrows, don
wood floats on the air, even outside. Inside, the they,” he’d say. “Whether it’s keeping birds out of yer
walls are lined with shelves of various types of fields or for fendin’ off them nasty Ratkin slippin’ past
wood, from sturdy oak to delicate cherry. The the borders, e’eryone’s got ta have der arrows.” And
pair can make almost anything out of wood, from he’s right; most people in the Alwaysgreen Forest
furniture to weapons. know how to use a bow.
The shop was supposed to go to his apprentice,
Jakob, but he up and left to join the Dobbberton
guard. The worse part for Gravick is that Jakob’s
younger brother Gavin seems to think he should be
the next apprentice.
97
Oak Den
CHAPTER 1:
The Pumpkin Fest is
Canceled
The characters have come to Oak Den, perhaps to partake in the town’s fabled
Pumpkin Fest, but instead, they find that it has been canceled.
98
Act I: Something Rotten in Dobberton
• THE ACORN INN. Inside the Acorn Inn, the
townsfolk meet to talk about the rot that led to The following NPCs play an integral part
canceling the pumpkin festival. Some are worried in connecting the players’ characters to
that there is more to it than just a bad season. the main plot of this adventure. Knowing
a little about them before you start will
Non-Player Characters serve you well as the GM and help you to
(NPCs) of Oak Den bring Oak Den to life. They are summa-
rized here, but their expanded backstory
BEATRICE
and stat blocks can be found in the NPC
In addition to running the Acorn Inn, Beatrice is
the honorary mayor of Oak Den. She runs the city
Appendix. Feel free to make them your
meetings, organizes the annual Pumpkin Fest, own, changing names, personalities, or
and is everyone’s adopted grandma. As one of the other traits to fit your group’s needs.
town’s elders and the most public among them, it’s Other NPCs that play smaller roles will be
obvious why many come to her for help or advice.
detailed within the context of the scene
Her warm heart and unconditional love can be felt
whenever you’re near her. However, none mistake where they are introduced.
her motherly demeanor for weakness. She keeps
order in the Inn and in town. Anyone who causes
trouble is likely to get a fry pan to the side of the Beatrice’s full backstory
head! can be found on page 343.
99
Chapter 1: The Pumpkin Fest is Canceled
HERB TOBY
There is more to Herb is quite eccentric. He’s older than Toby is a strapping young lad. His easy
Herb than even he anyone remembers and very absent- smile and enthusiasm make him seem
remembers. You minded. He’s kind and sincere. When younger than his 17 years. His sharp
can learn about he’s not tinkering on a new contraption mind and hard work ethic have earned
the old mage on in his shop, he’s at the Acorn Inn sharing Beatrice’s trust. He helps with just about
page 343.
stories. If you’re willing to listen, he’ll everything around the Acorn Inn. He takes
go on for hours. Some of his stories are care of the grounds, carries hot water to
Toby and Gavin's
so outlandish and disconnected they the baths, provides food for any animals
stats can be found
on page 344.
sound like dreams. Lately, he’s been in the stalls, and brings supplies to the
going on about the poor turnout from general store. At times he even helps
the crops. He claims it’s more than just Shaori prepare the rooms for guests.
a bad season but something sinister. The Gavin and Shaori are his closest
townsfolk pay little attention to him, friends, and he would do anything for
though Beatrice seems to trust him. them.
He loves tea and walnut cookies. Some
believe he was once a great wizard. When he’s not working around the
inn or palling around with his friends,
he is learning the arts of a cobbler from
his grandfather. He’s been told that
one day the business will pass to him.
Unfortunately, making shoes doesn’t
excite him much. He’d rather become a
fighter like his grandfather used to be.
GAVIN
Gavin is Toby’s closest friend though they
are vastly different in personality. He
tends to be the troublemaker - always
trying to get Toby to join his schemes.
These schemes aren’t usually criminal
but might involve an ill-conceived prank.
He was raised by an older brother who
treated him poorly. Gavin’s brother left to
find his fortune nearly two years ago, and
the last Gavin heard, he was in River Pass.
Gavin loves wandering the forest,
looking for adventure, though Beatrice
would say, ‘looking for trouble.’ He knows
the woods around Oak Den better
than the town elders. He’s a crack-shot
bowman, able to shoot a grape off the
vine at 60 feet. He recently took a job
working for Baril as a harvester.
100
Act I: Something Rotten in Dobberton
Gavin’s time working for Baril has an official election for mayor, I’m the
been good for him. He had trouble obvious choice.” And because of this, he
showing up at first, but Baril was patient and Beatrice have been known to butt
with him. Soon Gavin realized it felt good heads.
to put in a hard day’s work outside under However, under the bravado and
the trees of the Alwaysgreen Forest. money, he has a good heart. Since
Gavin’s brother left, Baril has been the
SHAORI closest thing to a father that Gavin has
There is a rumor
that Shaori and
Shaori works at the Acorn Inn, helping known. He gave the young man a chance Toby are courting
Beatrice in whatever way she needs. when others only saw a troublemaker. and Gavin loves
Cleaning and food preparation are her to tease them
main duties. She’s a young adult with a Welcome to Oak Den about it.
mild and sincere demeanor, prepared for
The town square is only a shadow of
anything and eager to learn. When she’s Shaori's stats are
what was expected this afternoon.
not working, she’s likely to be found on page 345.
The square isn’t filled with people.
helping at Herb’s shop, hoping to pick
The townsfolk aren’t tasting pumpkin
up some magic. He’s a bit like a grandpa
pies, breads, butters, and candies. No
to her. Sometimes she gets roped into
one is selling trinkets and fall-themed
mischief with her friends Toby and
decorations. No young ones are rolling
Gavin.
pumpkins down Cobb’s hill to raucous
cheers for the fastest one. No face It's not likely
ROWAN painting, no awards, and no hot cider you'll need stats
Rowan is the Acorn Inn’s barkeep. He’s with scary stories by moonlight. Today for Rowan or
old and kind, always willing to listen. was intended to be the first day of Baril, but if the
He lost one of his legs to an infection Oak Den’s famous pumpkin festival. need arises,
so long ago that no one remembers him Rowan is an
However, for the first time in memory, it
experienced
with two legs. He sits on a stool behind was canceled. fighter. For
the bar, but when he needs to move, he
Baril, owner of the largest nearby Rowan, use the
uses a cane that is strapped to his left Dobberton Guard
pumpkin patch, did all he could, but his
forearm. on page 355. For
crops were lost, as were those from
smaller nearby patches. Last night, Baril, you can use
BARIL reports had come in that any who
a typical Noble.
Baril owns the town’s grocery and attempted to work with what pumpkins
market along with several large they could find for pies or other treats
fields to the west which grow hearty had become sick. Beatrice felt she had
crops; the greatest among them are no choice but to cancel the festival. She
pumpkins. He doesn’t actually spend wouldn’t risk the town’s health, though
much time farming. He hires people she knew the economic impact would be
for that. Though as a youth, he was a crippling to the region, especially some
hard worker, building his business from of the smaller farms. Her spirit ached
nothing. He comes across as arrogant, for the broken hearts of the children
and after a few ales, he might say, who wouldn’t get to make memories
“When this town finally decides to have that they would carry for a lifetime.
101
Chapter 1: The Pumpkin Fest is Canceled
TOWN SQUARE
• The Pumpkin Fest was canceled because there simply A young, blond-headed dobber
weren’t enough pumpkins. Plus, people were getting pushes an empty wheel barrel
sick after eating any food made with pumpkin. from around the west side of the
inn toward the well. He awkwardly
• If they want to know where the rotten pumpkins grew,
carries a large flat shovel under his
they can talk to Baril, the owner of the largest pump-
arm. He seems to be shaken out of
kin farm, or Gavin, one of his harvesters. Gavin is inside
deep thought when he notices you.
the inn. Baril should be along shortly but isn’t there He smiles and nods, then drops the
right now. shovel. He quickly picks it up with the
• No one knows why all the pumpkins are rotten. Some smallest hint of embarrassment on his
of the farmers are inside talking about it now. Some face.
say it’s just a bad season. Some say it was caused by
something else. Toby is cleaning up what remains of
the canceled festival. If a character
Toby should be able to give the characters enough informa-
speaks to him, he stays on task, politely
tion to coax them into the Acorn Inn, where they can learn answering their questions as best he
more. can while shoveling the rotten pumpkin
into the wheel barrel. The players can
tell he’s upset that the Pumpkin Fest has
been canceled, but he’s determined to
keep a positive attitude. Once done with
the pumpkin, he carefully balances the
box of decorations across one edge of
the wheel barrel and one of its handles.
It seems likely it’s going to fall once he
starts rolling. If the conversation carries
102
Act I: Something Rotten in Dobberton
on for a while, he will proceed to pull up 2. THE DINING ROOM & BAR
and collect the wooden stakes that had
marked locations for the vendor booths.
Feel free to embellish moments of Toby Warm light fills this large room day
dropping one or all of the things he’s and night. Lacquered wall panels
trying to carry at once. He eventually reflect light from lanterns and
gets everything organized so he can windows. Square wooden floor
carry it and push the wheel barrel. tiles have been worn smooth from
generations of feet. Round tables,
The Acorn Inn each with enough stools for four, are
A map of the
Acorn Inn can be
spaced throughout. You can’t help found on page
1. ENTRANCE 110.
but feel at home in the Acorn Inn.
Once the characters make their way
from the square to the Acorn Inn’s
entrance, read: Beatrice comes in carrying a tray with
warm mint tea.
The large inn wraps more than
three-quarters around the base of a “Hellooooo,” calls a friendly voice as
magnificent oak. Warm light glows Beatrice enters from a passage to
through windows on the ground the right of the bar. She’s carrying
floor. Smaller windows, most of a tray with a painted clay teapot
which have the curtains drawn, line and two cups. “I’ll be with you in a
the second story, nestled under a moment, dearies. Take any seats
sloped red shingle roof. On the west you like; Light knows there’s plenty
side are three simple stalls for foxes available.” She smiles and steps into a
or other riding animals. Past the side room.
stalls is another entrance that caters
to the general store. Large wooden
doors greet you as you step up onto
the porch. Each has a large acorn
carved into it, framed by an ornate
braid. A wooden sign arches over the
doors that reads, “Acorn Inn.”
103
Chapter 1: The Pumpkin Fest is Canceled
Baril should enter The Acorn Inn isn’t empty; it just 2A. THE BAR
when there is a feels that way. There are a few other
lull in activity patrons and staff around, though much
from your players. less than anticipated on a festival day. An uncommonly large dobber with
His entrance is
Beatrice has stepped into a side room rust-red hair polishes the bar to
highlighted on
page 109.
where the townsfolk are about the a red-oak gleam. His skin is dark
meet to discuss what to do now that the and wrinkled, giving it a bark-like
He is most directly Pumpkin Fest has been canceled.
affected by the appearance. Behind him, the tree’s
rot, being that it Allow the players to make trunk has shelves and cabinets built
was his crops that themselves comfortable and speak to into it with mugs, dinnerware, and
were lost. He will the NPCs. Rowan is behind the bar,
provide one of the
bottles. Three large barrels, each
serving Adriel, who sits on one of the
main hooks for stools. Freya, a bard squirrel, plays a with a tap, are nestled in the center.
the characters to lute on the stage while Gavin listens. If Above them, out of reach for most
become involved.
the party chooses to sit at one of the without a ladder, hangs a beautiful
tables, Shaori is quick to serve them. tapestry displaying one of the most
There is no particular order for how detailed maps of the Alwaysgreen
the characters should interact with the Forest that you’ve seen.
NPCs. Rowan, Shaori, Gavin, and Adriel
can each provide some unique details
about the canceled pumpkin festival and Rowan is quiet but attentive. He offers
help the characters begin to understand the characters drinks. If they ask for
the situation. food, he can tell them what is on the
menu, but he would rather not get it for
AT A TABLE them, so he hollers for Shaori.
If the party chooses a table to sit at, If anyone asks about items on the
read the following: special pumpkin menu, he answers with
a bit of sadness, “We had to throw out all
the pumpkin treats on account of all the
A pretty young dobber with long pumpkins going bad. Didn’t want anyone
black hair pops out of the kitchen else to get sick.”
hallway. She strides quickly up If questioned about the canceled
to you, pushing some hair out of pumpkin festival, he has most of the
her eyes and a trickle of sweat off same information that Toby does. He’s
her brow. “Hi, I’m Shaori.” You can prone to exaggeration, saying, “I’ve seen
see she’s a bit flustered through a hundred Pumpkin Fests, and the next
one will be here soon enough. Trouble
her pleasant smile, “Sorry, but the
comes, and trouble goes. This trouble will
Pumpkin Fest has been canceled, pass as well.” If asked for specifics about
which means a lot of the menu is the rotten pumpkins, he will direct
wrong. I’m sorry.” She hands you a characters to speak with Gavin, the
parchment menu affixed to a thin dark-haired lad over by the stage. Gavin
piece of wood. works the pumpkin fields and might be
able to tell you some specifics.
Before a conversation with Rowant
Shaori doesn’t want to disappoint
concludes, he makes sure to add:
anyone with the bad news about the
Pumpkin Fest, even though she had
nothing to do with it.
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Act I: Something Rotten in Dobberton
The Acorn Inn & General Store Menu
Plates Special Pumpkin Menu
Fried pea pods with onion and 5 greys Pumpkin Cookies 1 grey
soft cheese Pumpkin bread with acorn butter 2 greys
Salted chips and soft cheese 4 greys Pumpkin and cranberry muffins 2 greys
Grilled pumpkin slices 3 greys
Roasted carrots and cashew 3 greys Spicy pumpkin soup 3 greys
bread
Pumpkin pie 2 greys
Vegetable pie 2 greys
Pumpkin juice 1 grey
Vegetable stew with hearty 3 greys
bread
General Store
Cheesy potatoes and hazelnut 8 greys
bread Barrel 1p 50g
Spinache salad with grilled 5 greys Blanket 35 greys
squash Bottle, glass 2p 50g
Hazelnut Stew 2 greys Bucket 10 greys
Hammer 1p 70g
Drinks
Ink (1 ounce bottle) 4p
Murkmellon mead 3 greys
Ink Pen 10 greys
Clover honey mead 3 greys
Ladder (10-foot) 25 greys
Strawberry ale 2 greys
Lock 14 primes
Goat’s milk 2 greys
Mess Kit 20 greys
Crisp cider 1 grey
Mirror, Steel 5 primes
Roasted brown bean brew 1 grey
Paper (one sheet) 20 greys
Tea (chamomile, mint, thistle, or 1 grey
raspberry) Parchment (one sheet) 10 greys
Pot, Ironwood 1p 75g
Treats Pouch 50 greys
Honeyberry tart 2 greys Rope, Vine 1 prime
Walnut cookies 1 grey Sack 5 greys
Hearty bread with jam 2 greys Wheel barrel 3 primes
(strawberry, blackberry, or
murkmellon) Shovel 1p 50g
105
Chapter 1: The Pumpkin Fest is Canceled
“But you folk listen close; you best
stay away from the rot. People are This may be an opportunity
gettin’ sick an’ you don’t want ta end for one of the player’s char-
up like me,” the grizzled old dobber acters to have a solid con-
says then, gestures to his missing left nection to the opening of the
leg. story. A player who is a per-
former, regardless of their
He won’t discuss how he lost his leg class, could have been hired
in detail at this time. by Beatrice to perform during
the pumpkin festival.
2B. THE STAGE
Beatrice likes to provide entertainment
Gavin will escort for her patrons, especially during 2C. GAVIN
the party to the festivals. She prefers to hire traveling
rotten pumpkin musicians as opposed to having a
patch if asked. permanent in-house performer. She This energetic young adult dobber
If your party is likes the variety and believes it’s a good enthusiastically sings along with
small, he and Toby way to stay current with the whole of Freya. He doesn’t seem to mind that
could join them. Dobberton. his words aren’t matching up with
If none of the players have been hers or that he is terribly out of tune.
hired by Beatrice to perform, she As he stomps his feet to the music,
has hired Freya, a red squirrel with a dried black mud falls from his boots
beautiful voice. When the party first in clumps.
sees the stage read:
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Act I: Something Rotten in Dobberton
2D. ADRIEL
FREYA
A dobber with thick black hair and a
Freya hales from the Burrow but calls the road her home.
bushy beard leans heavily on the bar,
She travels from town to town in the fall and winter “fes-
staring into an empty mug.
tival season” and is always a hit wherever she plays. Her
unique talents allow her to easily transition from energetic
If questioned, Adriel will hesitantly
songs played to get people dancing to haunting ballads
discuss the problems he’s having at his
farm. His bees have gotten aggressive. that will bring a tear to the eye of even the most hardened
Not too bad, but it’s still upsetting. warrior. She will brag that, on occasion, she’s had the good
His bees are like family. After a few fortune to accompany Theobald, Dobberton’s most sought-
questions from the characters, Rowan after storyteller.
asks:
ADRIEL
“Can I get you another mead,
Adriel?” Rowan asks. Adriel is a third-generation honey farmer. His apiary has
started to show signs of the creeping rot. Any character
“No, I should head. It’ll be dark before
I’m home if I don’t get going,” the that speaks with him or looks closely at him notices the
beekeeper answers. He then gets swelling of a few bee stings on his face. If players observe
down from his stool with a resigned him from a distance, they will notice the stings with a suc-
sigh and leaves through the main cessful DC 11 Perception (Wisdom) check.
entrance.
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Chapter 1: The Pumpkin Fest is Canceled
3. THE SIDE ROOM the end of one of the tables, where a
This smaller room is attached to the dobber with a long white beard and
main dining room. It’s out of the way but fluffy eyebrows is seated. His wild
has little in the way of privacy. There’s eyes twinkle in the lantern light as he
a long table that can sit three or four on addresses the others in the room.“
each side and two small round tables.
It’s just right for council meetings or I know you’re upset, and you should
small parties. be,” he begins, “we’re lucky Beatrice
Characters can easily eavesdrop was willing to call off our festival, or
or, if they feel bold, join in. Once many more would have gotten sick,
Baril enters the side room, read or or maybe worse. I fear something evil
paraphrase the following: has come. There is more to the rot
Hot brown than it appears.”
brew is coffee. Baril takes the mug of hot brown
The white-bearded dobber is cut
brew from Rowan and sits at the
off as the others in the room begin
first open seat in the side room.
shouting at once.
Beatrice has set her tray of tea on
108
Act I: Something Rotten in Dobberton
The white-bearded dobber is Herb. His
words are often met with skepticism by
The white-bearded dobber steps
the townsfolk. The party can overhear
some of their responses as they begin out of the side room and directly
talking all at once: addresses anyone who is listening,
“Is anyone here willing to help?
• “Have you really been listening to this
Would someone be willing to visit
crackpot, Beatrice?”
the pumpkin fields and bring back a
• “You always think something evil around,
pumpkin or some other affected item
Herb!”
so I can take a closer look?Gavin
• “It don’t seem natural. I ain’t never seen says there’s some weird mushrooms
a thing like it” too. Isn’t that right, lad?”
Gavin is eager to
• “It’s not just the rot! There are ‘things’ in help. He will meet
the fields, hiding in the shadows!” Gavin immediately jumps to his feet,
the party outside
“I’ll go!” the Inn, away
• “What are you going to do about it?”
from Baril's eyes,
Baril interrupts from behind if they decide to
“Come now, we’re all friends here; the white-bearded dobber, “No, let him escort
let’s have a little manners,” the elderly boy! You’re staying here. There’s them to the
something ‘not right’ out there. I’ll rotten pumpkin
woman’s voice immediately calms
patch.
the group, and they begin to speak in not have you getting hurt!”
more civil tones.
Of course, Gavin assures Baril that
There are eight in the side room, he’ll be safe. Toby offers to go too,
Beatrice, Herb, Tam (the groundhog but Beatrice chimes in, agreeing with
woodkin who manages the General Baril. The boys are too young. At that
Store), Baril who just entered, and point, the townsfolk will turn their
four others. They each have their own attention to the party, imploring them
concerns regarding the rot and the to investigate the pumpkin patch and
canceled Pumpkin Fest. Most of the report back.
discussion is predictable, concerns over
money since the festival was canceled, Concluding This
worry about what will happen to next Chapter
year’s crops, worry about people getting The party should speak with Herb and
sick, and ultimately, what should be the other townsfolk until they are
done. Some feel it is just a bad season, convinced to investigate the pumpkin
while others side with Herb, believing patch. To secure their help, Baril will
there is a nefarious cause. offer to pay them for their trouble - ten
primes each. Proceed to Chapter 2: The
Pumpkin Patch.
As the GM, feel free to make
this as short or as long as makes
sense for your group.
109
Chapter 1: The Pumpkin Fest is Canceled
Expanding The 5. BEATRICE’S LIVING
Acorn Inn QUARTERS
If the party chooses to take rooms at Though Beatrice spends most of her
The Acorn Inn, they are upstairs from time in the dining room and kitchen of
area 9a. There are semi-private baths the Inn, she does occasionally retire to
and some extra storage downstairs her private chambers. The room has just
from area 9b. Details about the other enough space for a round table with
rooms on the main floor are as follows: chairs and a sitting area with two over-
stuffed chairs and a small, cozy couch.
4. THE KITCHEN There is a small wood-burning stove in
the corner. Though the heat from the
inn’s kitchen is usually enough to keep
Hot air swirling with scents, both her space warm, she will use the stove
savory and sweet, fill the kitchen. It to warm a pot of tea.
has two stoves and a massive stone She sits at her table to read and
fireplace. A creamy stew bubbles write, using the ample light from the
in a large pot hanging from a hook nearby window or candles when it’s
over the fire. A young female dobber dark. She keeps a journal of remedies
with a pretty face and long black hair and healing techniques, and it seems
chops vegetables at a central table. there’s always something to add or
review. Next to the table, there’s a
The walls are lined with shelves,
cabinet with very small shelves, each
crates, and barrels, perfectly placed no more than a couple of inches deep.
so that their contents keep the Small bottles and jars full of various
kitchen running smoothly. leaves, flowers, and powders line the
shelves. Each has a ribbon tied around
its neck with a slanted script label
4A. KITCHEN HALLWAY written on one of the tails.
This passage was carved directly 6. BEATRICE’S BEDROOM
through the tree’s trunk and provides
access to the areas of the Acorn Inn that This cozy bedroom has a bed large
are not open to the public. enough for two, though it doesn’t
The ladder leads appear it’s had a second person in it
to a small room 4B. LADDER for a very long time. It also has a small
and devotional wardrobe and a bookshelf. Between the
area. As a cleric, A sturdy ladder leads up to a closed
bed and bookshelf, a locked chest stores
Beatrice is devout door in the ceiling.
her valuables.
to the Star Father.
7. GENERAL STORE
The small general store is well stocked
with tools and materials for home
upkeep, farming, and basic travel. Items
carried by the general store are listed on
the menu found on page 105.
110
Act I: Something Rotten in Dobberton
8. SUPPLIES
This room is full of overstocked supplies
TAM
for the general store. The shelves,
crates, and baskets are all meticulously Tam is a sour groundhog with thick black and grey fur. He’s
organized.
been running the general store for a few years, though
9. HALLWAY some are surprised Beatrice has kept him on for so long.
This long hallway runs behind the His rough personality contrasts with the cheerful disposi-
general store. It gives access to both the tion of all the other Acorn Inn staff. He was hired after
store and the stairways that lead to the losing his home and his wife to a fire, something he’s never
upper and lower levels of the Acorn Inn. really gotten over. However, he’s great with numbers and
finance. He can anticipate the needs of travelers and locals,
9A. STAIRS UP
keeping the shelves lined with the right things.
A broad set of stairs cut into the trunk
of the Acorn Inn’s tree leads up to the
second floor.
111
Chapter 1: The Pumpkin Fest is Canceled
Random Encounters
Random Encounters should be d20 Encounter
considered whenever the characters 1 A Trick of the Eye
are traveling. The degree of challenge 2 Cornered
and frequency of these encounters
3 The Deer
should escalate as the party progresses
4 The Boot
through the adventure.
5 Moving Shadows
As the GM, you determine exactly
6 The Fog
how and when to include these
7 Walking Fungus
encounters. You can select an encounter
by rolling, using the suggested 8 Vine Squirrels
instructions below, or you can simply 9 The Glade
choose the one you want. Additionally, 10 Strangling Vines
you can change or combine details from 11 Plague Fungus
any encounter(s) as you see fit. 12 Rot Toads
• During Chapters 2 through 4, roll a 13 Ratkin
d8 once or twice as the party travels 14 Broken Barrels
between locations. 15 More Than a Game
112
Act I: Something Rotten in Dobberton
4. THE BOOT 9. THE GLADE Could it be a
human boot?
At the edge of a shallow ravine formed A glade, dappled with sunlight, provides
Surely not!
by runoff, the party catches sight of some respite along the party’s arduous
a bit of leather and rope. Upon closer journey. A gentle brook flows past a
examination, they find that the rope is group of fruit trees and berry bushes.
actually the laces of a huge leather boot. A captivating blue flower sways in the
It must have been buried here a while, breeze in the center of the glade. The
but a recent rain unearthed it. The intoxicating smell of the blue flower
creature this shoe was made for must draws you toward it. The blue flower is
easily be 6 feet tall. By the Green Man, a spore maw. It will use its psychic rot The spore maw is
what could it be? spores as soon as a character is within on page 402.
range.
5. MOVING SHADOWS
Shadows stretch the wrong direction 10. STRANGLING VINES
from the plants around the path that Without warning, vines reach out from The shadowling
the party follows. Without warning, two the underbrush, grasping at the party. is on page 402.
shadowlings attack, one from each side There are two grasping bushes flanking
of the path. the party. The grasping
bush is on page
Optional: One of the party members 393.
6. THE FOG is suddenly and silently dragged into
A patch of fog has gathered along the dense foliage. No one saw or heard Almost anything
forest floor in a shallow gully ahead of anything. The rest of the party may can be hidden
the party. The air is still, and the fog even proceed for a time as if nothing in the fog. Use
it to prove
is dense. Nothing can be seen within. happened.
more tention
The fog reaches further into the forest or combine it
than you first thought. It’s impossible to 11. PLAGUE FUNGUS with another
tell how much out of the way the party A wisp of purple fog drifts out from encounter.
must go to circumvent it. behind a massive tree stump in the
distance. A character that succeeds on
7. WALKING FUNGUS a DC 14 Wisdom (Perception) check can
A blanket of mushrooms, toadstools, smell rot in the air. Two plague fungi The plague
and other fungi spread along the ground wait on the other side of the stump for fungus on page
ahead of the party. By all appearances, any passers-by that they can infect with 392.
these are typical mushrooms. rot poisoning.
Unfortunately, once the party gets in
the midst of them, 1d6 walking fungi 12. ROT TOADS The walking
attack. fungus on page
You hear the pleasant sounds of bugs 392.
buzzing and frogs croaking. There must
8. VINE SQUIRRELS be a pond nearby. Behind a clump of
A chittering can be heard high in the dark, dense foliage, a small pool ripples
branches. That’s not too uncommon; with activity. The top is thick with scum
squirrels are everywhere in the and dead leaves.
You can find rot
Alwaysgreen Forest. Then, the party 2d4 Rot Toads blend in perfectly toads on page
realizes the noises are twisted and with the muck along the edge of the 400.
unnatural. 1d4+1 vine squirrels drop pond. They attack any character that
out of the trees and attack. comes within 10 feet. Characters are Vine squirrels
surprised unless they succeed on a DC 15 are on page 408.
Wisdom (Perception) check or they have
a passive Perception of 15 or higher.
113
Random Encounters
13. RATKIN This kids’ play area was abandoned
when the rot began spreading, and
A guttering campfire can be seen in the parents started to worry. There are
distance. When the party approaches, two acorn squashes nearby that
they find a campsite that has recently would be suitable gourdballs should
been ransacked. It’s hard to tell who the party want to squeeze in a game.
was camping here or why. A simple lean- Unfortunately, the two squash are
to has been destroyed. Under the debris actually two fungalings. They attack if a
The fungaling is are two sleeping bags, each with long
on page 391. character gets close.
claw slashes in them. With a successful
DC 13 Intelligence (Investigation) check, 16. SHRIEKING WOLF
a character can find evidence of ratkin
claw marks in the dirt. A shrieking wolf has caught the scent
of the party.. It stealthily stalks them,
The ratkin It’s an ambush. Two ratkin warriors waiting for the perfect opportunity to
warrior and and one ratkin scout are hiding around attack. For anyone to realize the party
ratkin scout are the campsite. They attack, flanking the is being hunted, they must succeed on a
on pages 382 and character they think is their biggest DC 20 Wisdom (Perception) check.
385. threat.
The wolf seizes its opportunity and
14. BROKEN BARRELS howls. The sound makes the characters’
The shrieking skin crawl and a stabbing pain in their
wolf is on page The party comes upon a cask, split and head. Each of the party that hears
403. spilled upon the ground - the smell the howl must succeed on a DC 16
of spiced ale thick in the air. A trail of Wisdom saving throw. On a failed save,
bent grass leads to a massive tortoise. a creature takes 9 (2d8) psychic damage
It lumbers through the stalks, a large and acts as if under the fear spell.
open-topped box strapped to its shell.
Though the crate appears damaged, you When hunting, the shrieking wolf
can see there are three more casks in it. uses fear to drive its prey toward a
Two dobbers wearing overalls and straw rock outcrop so that it is cornered and
hats fight to control the tortoise, but it cannot escape.
easily repels their efforts. It kicks one
away with a massive foot, and the other 17. RAVING ROT RAVENS
is whipped away by a ... vine. What kind A flock of blackbirds pulse chaotically
of tortoise is that? over a pile of something dark in the
Benjamun and his brother Allun road. They swoop and peck at the mass,
have relied on the strength of their calling with shrill squawks. A character
tortoise to help transport goods to and that focuses on their target can see
from their barley farm for years. Now, it’s some kind of creature, dead and
their turtle has been infected with rot beginning to transform into a walking
The decay poisoning, and the decay tortoise has fungus. This poor creature must have
tortoise is on turned aggressive. been infected by rot poisoning before
page 388. dying. Note: When a creature dies that has
15. MORE THAN A GAME been infected with rot poisoning, it rises as
a walking fungus.
Not far from a few withered acorn
squash vines, a small patch of ground The ravens turn their attention
has been cleared, roughly in the shape to the party and attack. There are
Rot ravens are on of a rectangle. At each of the shorter 1d8+3 rot ravens. If one of the party
page 399. ends, someone has dug shallow, oval- investigates the corpse, they find it was
shaped holes. This must be a gourdball carrying a pouch with 1d20 primes.
field, but where are the kids?
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Act I: Something Rotten in Dobberton
18. RAIN 20. THE TROLL UNDER THE
Clouds darken and open, releasing a BRIDGE
torrential downpour. Light flashes, The party’s path slopes down toward
momentarily burning retinas, quickly a small river. A bridge spans the water,
followed by booming thunder. Cold wind though it wouldn’t be too terrible to
buffets the characters as water soaks cross on foot. Sure, you’d get wet, but
into their clothes, weapons, and gear. it doesn’t look like the flow is strong
The party can endure it and carry on or enough to wash anyone downstream -
seek shelter. perhaps if there was a flash flood?
If the party chooses to seek The bridge looks old but doesn’t
shelter, one character notices a rock appear dangerous, and other than the
outcropping with an overhang just big gurgle of water, all is quiet. A character
enough for the party to fit under. At with a passive Perception of 14 or higher
the back of the stone shelter, a cache can faintly smell the musk of wet fur.
of armor and weapons has been buried. There is an awakened brown bear You can use
There are several options. There’s a 50 under the bridge. He goes by Rok. He typical brown
percent chance the cache contains the didn’t know how to spell boulder. When bear stats.
type of armor or weapon a character the party approaches, the bear wildly
wants. There is a 1 percent chance that splashes out from under the bridge and
the item is magical. If it is a weapon, it says (yes, says), “ROAR! This is my bridge!
is a +1 magical weapon. If the item is You cannot use it!”
armor, it has a +1 AC bonus. Roll only
Rok lives under the bridge. He’s
once per character.
been there since just shortly after
awakening. The first person he tried to
19. GRAVEYARD
talk to ran for freight. After all, bears
A series of small stones dot an uneven are huge and terrifying to most dobbers.
patch of land. There are about a The next person also ran, but not before
dozen or so on the side of a small hill, shooting him with an arrow. Later, a
making them easy to miss from most group of rotten children threw rocks at
viewpoints. Mushrooms flank some of him. That was all he could take. He hid
the larger stones, like sentries. Not too under the bridge. At least he got a name
unusual. Toadstools are everywhere out of it. He’s been under this bridge
nowadays. Upon closer examination, since, sad and alone. He’s aggressive to
it looks like this is a graveyard. The old people who attempt to cross because he
headstones are so weathered that no figures that’s what they expect.
names or details can be read upon them.
A badger scurries into a hole right by The vine badger
one of the stones. Sure hope that badger is on page 385.
hasn’t dug up a skeleton. The spore
If one of the characters gets within skeleton and
10 feet of the badger, a vine badger, spore zombie are
on page 405.
it attacks. As combat ensues, chaos
erupts. There are 1d4 spore skeletons The walking
and 1d4 spore zombies. Among the fungus and
mushrooms are two walking fungi and plague fungus
are on page 392.
one plague fungus.
115
Random Encounters
CHAPTER 2:
The Pumpkin Patch
The party has been hired to investigate a nearby pumpkin patch, hoping to
discover why all the pumpkins have gone bad.
116
Act I: Something Rotten in Dobberton
RUNNING THIS CHAPTER The Farm Road
This chapter is intended for 3 to 5 Read the following to set the mood:
characters with an average party level
(APL) of 1. Characters who complete this
chapter can progress to level 2. Your heart becomes heavy as you
follow the narrow dirt road toward
Here the characters will find the
first of three Seeds of Decay. They will the pumpkin patch. The forest is
also encounter rot poisoning for the sick. You can see that now. The Rot poisoning is
first time and see just how damaging leaves are darker, dreary, and clarified on the
it is. Should it spread, the entire brown, lacking their usual bright next page. The
Alwaysgreen Forest could be destroyed. threat it creates
fall colors. The autumn wind seems
Additionally, the party may find clues will be an ongoing
colder than you remember it. You theme in this
that point to the involvement of ratkin.
hear something skitter through the adventure.
All in all, more questions are raised nearby [Link] shadows
than answers are found. The party stripe your path, cast by the trees
should come away from this chapter
and distant sun. Your eyes strain into
realizing that the threat of the rot is
very serious and likely doesn’t have a the darkness of each shadow, trying
simple explanation. to see what you heard.
117
Chapter 2: The Pumpkin Patch
General Features of the
It is optional how much emphasis you put on
Rotten Pumpkin Patch Map
avoiding the rot. Feel free to play with it. Should The Rot Is Infectious
Throughout this map, characters can be infected
the characters move as carefully as possible with rot poisoning. If they touch “rot” with their
using Acrobatics (Dexterity) with each step, skin (or fur or bark or whatever may be the organic
making the scene very tense? Or would your surface of the character), they will be required to
players rather a bit levity, where you describe make a Constitution saving throw to resist being
infected with rot poisoning. While the characters
the ground as being slick with the decaying guts
are south of the fallen tree at Area 4, they need
of the pumpkins, causing a character to slip and only succeed against a DC 10 to resist contracting
splat down into the rot, forcing a Constitution rot poison. As they move further north toward the
check? Or perhaps, you don’t focus on this part burial site of the decay seed, the intensity of the
much at all? You can set the mood as you like. Be rot increases, and the DC to resist contracting rot
poison increases to 14.
sure that your players are comfortable with
mentions of vomit before describing that as Describe in detail what happens to the
character when they come in contact with the rot:
one of the effects of the rot poison. If they succeed on the saving throw, read:
118
Act I: Something Rotten in Dobberton
walking fungus the characters The black lines have a shiny, oily
encounter on the north side of the fallen appearance and seem to be very
tree. sticky.
The rot toads are creatures that Walking fungus
were native to the area but became are on page 392
infected by the rot of the decay seed. The party will be able to see that, and you can find
They are now aggressive and attack while the lines of rot running along stats for rot
any creature that gets within 10 feet of the ground are erratic, they appear to toads on page
be coming from the north. All of the 400.
them. Otherwise, they stealthily hop
around in their designated area. pumpkins and vegetation here have
been infected. Here the strength of
Combat May Be Deadly the rot is low. A character will have
Characters are most likely level 1 in this to closely examine the rot to learn
chapter. Adjust the number of walking anything about it. However, if they
fungus and rot toads as needed to do so and then succeed on a DC 18
modify the difficulty. As it is written, Intelligence (Arcana) check, they can
four level 1 characters will find this learn that there are arcane and necrotic
encounter difficult. The ability of the properties to the rot.
walking fungus to put creatures to sleep
can quickly make combat deadly. Ask the player how they investigate
the rot. If they make skin-to-skin
Keyed Areas contact with it, they must succeed on
a DC 10 Constitution saving throw or
The following sections are numbered contract rot poisoning.
to correspond to the numbered areas
shown on the Rotten Pumpkin Patch 2. THE WAY IS BLOCKED
map. The Rotten
(BY A TOAD) Pumpking
Patch map is on
1. THE PUMPKIN PATCH page 123.
CLEARING This dirt path is just wide enough for
When the party reaches the pumpkin a supply cart. A strange purple toad
patch, read: lazily hops toward the rows of rot-
infested pumpkins that line the south
side of the road. It stops to munch on
Heavy shadows darken a patch of
a beetle that was stuck in one of the
low-lying vegetation. You can make
black veins of rot. When it’s done, it
out dozens of pumpkins marred
turns toward you, its tongue flicking
black with rot. Large, withered leaves
out to lick its eye.
sag from their vines. Unnaturally
large mushrooms have sprouted
among them. Some are larger than This rot toad will stay in the middle
a dobber. Just past the first group of of the path until one of the party gets
pumpkins stands a few rows of corn, within 10 feet of it. Then it will attack.
If they do not approach it, it will remain
also ruined by rot.
in this location and be here if the party
As you explore the plants growing returns.
here, you immediately notice black
veins that have spread like cracks
across the ground and foliage.
119
Chapter 2: The Pumpkin Patch
Area 3a Near this location, characters will
3. THE INFECTED FIELD
(Optional): One notice the smoke coming from the Seed
of the mushrooms of Decay. The smoke isn’t drifting much.
in this cluster is a The crops here include both The air is still and stagnant. With a
walking fungus.
pumpkins and corn. All is ruined. A successful DC 14 Perception (Wisdom)
huge mushroom has sprouted here, check, a character will notice smoke
taller than a dobber, with two smaller that smells like rot. The smoke will lead
ones to each side of it. It sways them north to Area 5a, past 3b and 5.
slightly from side to side. It must be
3A. MUSHROOM SENTINELS
the wind. Wait, there is no wind.
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Act I: Something Rotten in Dobberton
Mushrooms grow throughout the Stats for Walking
3C. THE FALLEN TREE
area, from among them, a walking fungus are on
fungus attacks when approached. page 392 .
A massive log, covered in years of
overgrowth, lays here, obscuring 5A. THE SEED OF DECAY
your view to the north. To its west, A Seed of Decay has been buried in this
an oak tree reaches for the sky, location. The dirt over it is not packed
though its limbs are barren of leaves. down, letting heat glow through it.
More of the strange, unnaturally When the characters enter the area,
large mushrooms have sprouted read:
here.
Your eyes sting, and your lungs burn
A rot toad hides in the foliage and as you push through thick smoke You can find stats
will attack when approached. toward a small mound of recently for rot toads on
page 400.
disturbed earth. Purple-ish black
smoke rolls out from red, glowing
Thick purplish-gray smoke cracks in the dirt. As you get closer,
fills areas 4 and 5. Characters you can see an object just below the
have disadvantage on Investi- surface, radiating heat.
gation (Intelligence) and Per-
ception (Wisdom) checks.
Heated veins of rot flow from its
center and radiate out on the ground
around it. Any plants that were nearby Area 5A
4. BEHIND THE LOG have withered into black mush. (Optional):
Characters must avoid touching the Additional
Characters cannot see past this fallen
rot or risk contracting rot poisoning, walking fungi
log as they approach it from the south. A
as described at Area 5. The characters can attack from
large patch of bushes and foliage grows Area 5b.
are immediately attacked by a walking
on its north side, making it perfect
fungus and a rot toad when they
cover for any creatures who might wish
to hide in it. approach.
Characters who succeed on a DC 11
5. DENSE SMOKE AND ROT Intelligence (Investigation) check will find
claw and paw marks in the dirt all around
Acrid smoke hangs between the the burial site of the seed. A successful
DC 12 Intelligence (Nature) check will
fallen log and the trunk of a towering
tell them that these are from ratkin. And
maple tree to its east. It burns your a successful DC 15 Wisdom (Survival)
nostrils and makes your eyes water. check will reveal just enough tracks to
follow to a hollowed tree trunk at Area 6.
The ground is covered in veins of The Seed of Decay is very poisonous
rot. Characters must move slowly, as and very hot, though it is not actually
if through difficult terrain, to avoid on fire. Characters will have to be
touching the rot. If a character touches careful when attempting to dig it up. If
the rot, it is much stronger than what a character touches the seed directly,
was found near Area 1. A character that they take 7 (2d6) fire damage. After the
touches the rot must succeed on a DC decay seed has been removed from the
14 Constitution saving throw or contract ground, it cools, doing 1d6 less damage
rot poisoning. for every 10 minutes after it’s been dug
121
Chapter 2: The Pumpkin Patch
ABOUT THE SEED OF DECAY
character with a passive Perception of 12 or
The iron for the seed comes from the ratkin mines higher will notice that the fern at the base of
this tree doesn’t match those around it. If they
in the Dreary Mountains. It is coated in a flamma- look closer, they find the entrance to the hollow
ble, arcane oil created by the Wood Sprite. While behind it. When they enter, read:
buried, the seed will hold heat for many hours
after the fire of the oil has gone out, and while it The dark hollow of this tree smells of dirty fur
does, the rot seeps into the earth around it. The and rotten meat. Piles of dry leaves and fur line
rot gets into irrigation and plants nearby, spread- the floor where two spots have been matted
ing quickly from one to the next. A successful DC down, likely where a creature had been sleeping.
15 Intelligence (Arcana) check will reveal that the In the middle of the hollow, there is some typical
oil is necrotic in origin. camping gear, which includes; a half-eaten
rabbit, only partially cooked, a leather bag with
tinder supplies, and a small, rough wooden crate
left open.
up until it has cooled enough to touch without
harm. Also, if a character touches it, they must
The crate was used by the ratkin to transport
succeed on a DC 16 Constitution saving throw or
the Seed of Decay here. If they look closely at the
contract rot poisoning. When they have the Seed
wooden crate, read:
of Decay dug up, read:
When transporting the Seed of Decay, they A successful DC 13 Intelligence (Nature) check
will need to wrap it in something. Even after it will reveal that the leaves are cottonwood and
has cooled, characters can be infected with rot the needles are from a common pine. Neither of
poisoning from it. which are local to this area. Any character that
has traveled beyond the Alwaysgreen Forest will
5B. A CLUSTER OF MUSHROOMS recognize that both can be found in the Dreary
Mountains to the West, where the Rat Claw Clan
In some cases, characters may continue along the
makes their home.
dirt road toward Area 7 and, thus, approach the
decay seed from the west. One walking fungus The bag of tinder supplies was used by the
patrols here, among several other mushrooms. ratkin to light the Seed of Decay. There is an empty
When approached, the walking fungus will reveal vial with an oily residue inside, a flint, steel, and
itself and attack. The walking fungus from Area 5 downy fir that was probably used as the starter
will join the combat. material.
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Act I: Something Rotten in Dobberton
TRACKING THE RATKIN. The party might want to
Concluding This Chapter track the ratkin that seem to have brought the
BACK TO OAK DEN. Once the party digs up the Seed Seed of Decay here. The tracks lead in many
of Decay, they may take it and any other samples directions but circle back or vanish before
they choose to collect back to Oak Den. Herb leading anywhere meaningful. There is some
asked that samples be brought back to him so evidence they went toward Oak Den, not their
he could look more closely at them, hoping to presumed home in the Dreary Mountains.
determine what had caused all the fields to go
bad.
Leveling Up
Once this chapter is complete, and after the
ON TO BARIL’S HOME. Should the party want to characters finish a long rest, they should progress
continue along the road to Baril’s home, they from level 1 to level 2.
will discover a nice dobber home in the base of a
huge white oak. The home has all the trappings
of a large, successful farm. His family is kind but
not terribly helpful. They will turn the party back
to Oak Den to talk to Beatrice.
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Chapter 2: The Pumpkin Patch
Interludes
Interludes are optional encounters that can be used to expand the party’s knowledge. They are designed to
give you, the GM, additional tools to fill in gaps between chapters. If the party wants to pursue details that
do not directly line up with their next chapter, look through the interludes for ideas or make up your own.
Interlude: Sick and Alone to Beatrice at the Acorn Inn. She can cast lesser
restoration up to four times per day.
As the rot poisoning spreads in the woods around
Oak Den, individuals other than the characters You can make this encounter more challenging
are likely to be infected. An infected character can by adding a 2nd fungaling or an infected decay
quickly become exhausted, and that can lead to bear!
someone being unable to seek help.
Gavin was one of the first dobbers in Oak
Interlude: Caught Red-Handed
Den to discover rot in the fields, but that hasn’t Saggard doesn’t consider his post at Oak Den an
stopped him from wandering the woods. Now, honor. In fact, he’s grown quite bitter about it. He’s
it seems the rot has discovered him. He has rot always thought of himself as more important than
poisoning, and his current level of exhaustion is 3. he really is. That may be why he was removed from
the West Watch, effectively a demotion. His pride
The party can hear a rustling sound ahead
would often get in the way of what was best for
on the other side of a thick clump of brambles.
his fellows. Now, it seems he’s putting everyone in
They will have to get closer to see what it is. With
danger.
a successful DC 16 Wisdom (Perception) roll, a
character might conclude that it is the sound For weeks now, Saggard has been covering
of a creature struggling against some kind of the tracks of a small fist of warriors from the Rat
restraints, though it’s impossible to be certain. Claw Clan. They are working with the Wood Sprite,
burying the seeds of decay and keeping them hot
If members of the party choose to approach
while they seep decay into the ground, poisoning
quietly, they must succeed on a DC 12 Dexterity
everything around them.
(Stealth) roll. If they succeed, they gain advantage
on Initiative, should the encounter turn to combat. This encounter begins with the party
However they approach, on the other side of the overhearing a nearby conversation. Read or
brambles, they see: paraphrase the following:
A young, dark-haired dobber struggles weakly “I told you, not here! It’s not safe!” a gruff voice
against a thick dark vine wrapping his neck. It angrily whispers, though not very quietly.
slowly drags him toward a strange bush with
The voice that answers doesn’t sound dobber,
long, dark fronds stinking of decay. Dark veins
but it is speaking Common. All you can make
bulge from the boy’s arms as he pulls at the vine
out is, “... seed... been found.”
to no avail. A second creature, like a mushroom
but creeping low to the ground on four legs, “I told you I’d keep them off your trail, but it
whips at the young man with a tentacle. does no good if you’re found because you’re too
close to Oak Den,” answers the gruff voice.
Gavin has been captured by a grasping bush
and is being assaulted by a fungaling. Gavin is on Behind the trunk of a large tree, Saggard is
the verge of death. It will only be a few rounds talking to a ratkin warrior, crouching together
before he falls unconscious. The party must free conspiratorially. Two more ratkin warriors are
him and heal him from rot poisoning before it’s too nearby, hidden in the underbrush.
late. If no one in the party knows the spell lesser
Once the party reveals themselves to Saggard,
restoration, they will need to take him back
he smirks and says, “Guess I’ve been caught red-
124
Act I: Something Rotten in Dobberton
handed. Kill them!” All three ratkin rush to attack. The party has been transported to safety and
Saggard draws his shortsword. The ratkin will fight now rests in a huge magical nest. They are fully
to the death, and Saggard will flee once he realizes healed, and any conditions, such as rot poisoning
defeat is imminent. or exhaustion, have been restored. After the party
If the party captures Saggard to question him, has had some time to collect themselves, the vines
he’ll talk, but he doesn’t know much about the of the nest will retract, and the party can carry on
true plans of the Wood Sprite. When he’s pressed, with their adventure.
it becomes clear he’s more scared of her than In the meantime, each member of the party
anything the party might do to him. is comforted by a walking stick or walking leaf.
• “She made me. Said she’d destroy everything if I These creatures are small but important physical
manifestations of the Current. They will totter
didn’t help.”
around, curious and fascinated by each member
• “You think you’re heroes? You don’t know what of the party, as if this is the first time they’ve ever
you’re messing with!” encountered anyone before, and in fact, it is.
• “She promised I could have my post at West Watch These manifestations think only of the current
back once she wins.” day as their own. They know the past and the
future but see each day other than the current
• “She has a giant! You can’t defeat her. You’ll all die!”
one as a memory experienced by one of their
brothers and sisters. They will speak to the party,
Interlude: The Current but their knowledge is filtered by that very unusual
The Current is a spiritual extension of all living sense where even the future is seen to them as
things and more. It connects the Green Man and a memory. As the GM, you can have the Current
the Star Father to His people the same way a reveal anything that you feel will add depth and
blanket of morning dew connects all life in the intrigue to the adventure. Keep in mind that it will
forest. It exists outside of time and location, refer to things in the future as a memory. Some
though its only concern is the present, desiring other phrases to work in might be:
only that one’s next step is the right one. The
• I have been sent to comfort and restore.
Current is always watching and listening,
occasionally nudging and whispering. It shares a • You are the heroes that have saved the forest from
thought or feeling with those keen to listen, and decay. (This presumably refers to the future, but
when one hears it, they surely cannot explain. to the Current, it is a memory.)
It is most rare that the Current might intervene • The Father has chosen you for such a time as this.
with more than a whisper or nudge, but it has
• The dark one rejected our Father and, as such, has
been known to happen. Should the party find
themselves on the brink of total death, they may rejected us.
be rescued by the Current. • Thousands of my siblings have come before me, and
many more are yet to come.
You wake in a circular room entirely made of
green leaves and vines. The walls are formed by
twisted tendrils of vine. There are no doors, and
the walls are too steep to easily climb. The top is
open to the sky, and the curved floor is covered
with soft foliage. You feel refreshed, and peace
settles over you as you gather your senses.
125
Interludes
• “I am pleased to meet the heroes that will push back
Interlude: The Woodsman this present darkness.”
There may come a time when the party is
completely lost or discouraged. This may lead • “You have been chosen for such a time as this.”
them to an encounter with the Woodsman. The • “You are strong and brave. Your hearts are true.
Woodsman is a bit of a legend in the Alwaysgreen Rohr-tan’s time is fleeting. In the end, you will
Forest. He is known as a kind dobber, wandering prevail. “
the woods, seeming to be nearby when someone
The Woodsman knows that Calynn, the Wood
is in need. A desperate child is lost; the Woodsman
Sprite, was cursed by Rohr-tan, and through that
might show at just the right time to send them
connection, the dark one manipulates her. The
in the right direction and give them a bit of food.
Woodsman knows she has been spreading rot
He’s been known to chop wood for a widow to
poisoning and that she seeks to release Rohr-tan.
ensure she is ready for winter. He retrieves lost
The woodsman will not tell the party more than
livestock and frees animals caught in a snare. As
they already know, but he may guide them to draw
unexpectedly as he arrives, he disappears.
such conclusions.
No one truly knows who he is. Opinions vary
• “The Rot Weaver’s greatest power is not decay;
widely, from being a figment of the imagination
to the obvious, that he’s a kindly hermit. There it is pride. He plants it deep in the hearts of his
are those who believe with all their heart that the followers. But even for them, forgiveness and
Woodsman is actually the Green Man. restoration is possible.”
• To one who asks, ‘what I/we should do?’, “I
You hear the gentle and familiar cthunk of an cannot tell you your path, only that I see your heart.
axe striking wood. You’ve come upon a simple When the time comes, you will do what is required,
no matter how hard it seems.”
camp. It seems almost as if it appeared from
nowhere. How had you not noticed it as you • “Arm yourself with wisdom and endurance, and
approached? Setting down an axe and picking most importantly, truth.”
up a piece of freshly chopped wood, a kind-faced • And to one who asks, ‘what is the truth?’, “There
dobber with a thick brown beard shares a wan are times when one’s only hope is in good people
smile. He sets the wood upon the fire just under who are willing to stand against evil.”
a steaming cook pot. His eyes twinkle as he The Woodsman will not confirm or deny that
greets you, “Just in time.” he is the Green Man. He will not tell the characters
specifically what to do, but he will confirm that
they are on the right path.
The Woodsman has prepared a meal for the
party. Bread and hot stew with fresh cuts of, well,
just about anything the characters desire. Even if
they weren’t planning to eat, they find the aroma
nearly too hard to resist. Yet, no one is forced. For
those who partake, the meal is the best they can
ever remember having. If anyone is injured, they
recover 4d4 + 4 hit points. Any conditions, such
as rot poisoning or exhaustion, are removed. As
they eat, the Woodsman listens to their story and
encourages them. He may say things like:
126
Act I: Something Rotten in Dobberton
Dreams
Dreams are a great tool for adding drama and personal connections between the
characters and events taking place throughout the adventure. One of the most effective
ways to do this is to use elements and memories from a character’s backstory. It’s up
to you, the GM, to weave those personal character details into a vivid and surreal scene
that could only happen while sleeping.
128
Prologue
• THE APIARY. The party must go to the do not, the worker bees will defend the
apiary and defeat the rot-twisted queen, even though the rot has turned
queen bee to uncover another Seed of her into a monster. If the party doesn’t
Decay. use the harp, it will be nearly impossible
to survive the apiary.
RUNNING THIS CHAPTER
This chapter is intended for 3 to 5
Morning
characters with an average party level By the time the party returned from
(APL) of 2. Characters who complete the Rotten Pumpkin Patch, it was very
this chapter can progress to level 3. late. Nothing could be done about the
mysterious seed right then. Everyone at
In this chapter, the characters will
the Acorn Inn was asleep but Beatrice.
discover a second Seed of Decay. They
She was waiting up with a hot drink to
will also encounter ratkin, likely for the
comfort the party before tucking them
first time, confirming any suspicions
into a warm bed.
that they are involved.
It is now morning. When the
The characters must use Adriel’s
characters come down from their rooms
harp to calm the worker bees. If they
the following morning, read:
129
CHAPTER 3: A Sticky Situation
At this hour, the Acorn Inn is empty, “I’ve got it,” he blurts out and holds
save two. Herb is at the bar, sipping up his teacup. “It’s right here!” he
some tea; a small plate with nothing seems to be referring to the teacup.
but crumbs sits before him. Across “I’m taking this back home so I can
from him, Beatrice leans on an elbow. look at it more closely,” referring
As they converse, you can see the again to the seed.
type of sincere friendship that takes
Before you can react to Herb, a
years to forge. She sips from her
woman’s voice shouts from outside,
own cup before resting her hand on
“Beatrice! Beatrice, hurry, we need
top of Herb’s, a gesture of kindness,
your help.”
not romance. Herb downs the last
of his tea, tipping the cup comically
upside down and likely getting a
mouth full of dregs, then wipes his
Adriel Is On the
hand through his mustaches. Verge of Death
Serci has brought her husband, Adriel,
“Look who it is,” he says, turning from their apiary. They rode here on
to you as you enter the room, “the their horned goat, Willow. It was faster
heroes who set off to investigate our than walking, but not by much. Adriel
rotten pumpkin problem.” is on the verge of death after having
been attacked by their bees. Beatrice
“Yes, they got in late last night,” springs into action and rushes outside.
Beatrice adds as she bounces down They carry Adriel in. Herb, who seems to
off her stool. know the routine, finds a thick blanket
to lay out on the floor. They push some
“What’ll it be this morning? How tables aside and make a comfortable
about a thick slice of bread right place for the beekeeper.
out of the oven, slathered with “He was trying to calm them,” Serci
blackberry jam?” explains. The bees had become more
aggressive than ever, so Adriel went to
the hive this morning to play their song.
How is she so perky, you wonder? She goes on to explain that the bees are
When did she sleep? While the party soothed by music. In fact, one specific
discusses the seed with Herb, Beatrice song is how shared control over the
will do her best to make sure they’re fed hive has been passed from generation
and cared for. to generation. Years ago, when Adriel
Here, Herb and his father played the song together,
could say some SHOW HERB THE SEED the role of Apiculturist (or Master
things that seem Herb is eager to have a look at what Beekeeper) was passed to Adriel.
completely the party has brought back from their
unrelated.
investigation. Once the characters let Adriel interrupts her explanation to
The arcane
decay present
Herb have a look at the Seed of Decay,
add through a grimace of pain, “She’s
reminds him of he becomes almost giddy, excited to
get the seed back to his home where he taken back control… but somethings
something.
can really examine it. His thoughts and not right. The queen… she’s sick.” He
He's very excited
to study if further. words become hard to follow. continues through a painful cough,
“find the harp...you’ll need this…”
130
Prologue
Adriel hands a scroll to one of • The queen is still the queen of the
the characters before slipping into hive. When the song gives control to a
unconsciousness. The scroll is old, made person, they don’t surpass the queen
of thin bark, treated to be flexible and but become like a partner. A co-queen
durable. On both sides, it has several of sorts.
bars of hand-drawn music. Before any
additional conversation can happen, • There is a shed just outside of the
Beatrice asks you to give her and Serci apiary that the party can use.
some space so they can tend to his If the party needs further convincing to
wounds. She doesn’t make a show of go to the apiary to investigate, Serci will
it, but if the characters watch, they can ask directly, tears in her eyes.
tell that Beatrice is using some healing
magic. THE MUSIC SCROLL
If a character wishes to learn more
“Beatrice will tend to Adriel, and I about the scroll, a successful DC 14
will have a look at the seed,” Herb Investigation (Intelligence) check will
says to you. “We need you to go to reveal that the music on both sides of
the scroll lines up. If one holds the scroll
the apiary.”
up to the light, they can see that the
bars align and many of the notes are
Herb’s somber and direct tone mirrored.
contrasts with his recent excited A character can also examine the
curiosity. Herb is worried that the bees scroll from a musical perspective.
pose an even greater threat than rotten A successful DC 13 Charisma
pumpkins. He gives you some simple (Performance) check will reveal
directions on how to get there and urges that the two sides of the music are
the party to go immediately. complimentary. They are not to be
Should the party want to discuss played in sequence, side one and then
the situation further, Serci will answer side two, but should be played at the
their questions, though she is distracted same time. If they succeeded with a
by her husband’s condition. Use the 16 or higher, add: One side is clearly
following to keep the conversation written for harp. The other side seems
going: more generic. It might be played with
any instrument, or perhaps it could be
• Adriel’s bees are larger than typical sung.
bees; that’s one of the reasons we are
worried about them being aggressive. The Road North
• They call the song on the scroll the The party sets out from the Acorn Inn,
Succession Song. It was used to following Herb’s directions. As they
pass shared control of the bees to leave, they meet Saggard coming into
Adriel from his father and from his town.
grandfather before. The bees have
always responded well to music, but SAGGARD
other songs they like aren’t soothing Saggard is a dobberton guard with a Read more about
them this time. Adriel decided to try sour disposition. He manages a small Saggard on page
the Succession Song even though he barrack in town with only one other 346.
couldn’t play it properly by himself. full-time guard assigned to Oak Den.
The reason he could not play it The barrack primarily houses traveling
properly is not explained. guards moving between Dobberton and
the West Watch. He’s been in Oak Den
131
CHAPTER 3: A Sticky Situation
a few years, but he doesn’t hesitate to messing with. Stay out of it!
make it known that he preferred when • If I have to lock you up for the night to
he was assigned to the West Watch.
convince you to drop this, I will!
For now, Saggard’s threats are empty.
As you pass an oak that marks Be careful not to let this conversation
the northern edge of town, you escalate to combat. Save that for later.
see the shape of a stocky dobber
With a successful DC 12 Wisdom
approaching along the road. He’s (Insight) check, a character can tell that
wearing a simple though well-worn he is hiding something, though, at this
uniform, common to Dobberton time, it’s impossible to sus out what.
guards. His collar has a star, denoting The forest North of Oak Den is a
a rank higher than a common soldier. little less rugged but just as dense with
As he approaches, he stares boldly oak and other stout deciduous trees.
at you, a sour, disapproving look on
his face. The Apiary
Adriel’s apiary is a complex of huge
honeycombs and pools of honey hidden
in a grove of towering trees. It would be
obscured to passersby in the forest if it
THE BIG SECRET
were not for the dirt road that leads to
its entrance.
Saggard was bribed by the Wood Sprite not to
investigate the rot and to look the other way if he
sees any ratkin. He doesn’t want the party to get The narrow road leads to a cluster
of trees with wide branches that are
close to the truth.
covered in vines. The branches reach
toward one another, and the trunks
lean inward as if they are huddled
Saggard is content to pass by together to tell a secret. The vines
The truth of
the party without much interaction. that hang from their limbs curtain off
Saggard's
involvement with However, he is a Dobberton guard with that which is within their circle. The
the Wood Sprite some authority. The party may want to air carries on it the whiff of sweet
and ratkin will talk to him, thinking he can help. honey and vibrates with a deep hum,
eventually come
out. See Caught
Unfortunately, Saggard doesn’t the beating of bees’ [Link] hard-
Red Handed on want to talk. At first, he will try to avoid packed dirt road transitions to grass
page 124. a conversation by placating the party in front of a simple wooden shed.
with vague, comforting words. If that The old gray shed has been here so
doesn’t work, he becomes rude. Some
long that it looks like a natural part
things he might say are:
of the vines and limbs surrounding
• You have nothing to fear; the this copse of trees. Past it, you can
Dobberton Guard are on top of it.
see a cleft in the curtain of vines
• We’re handling it. You can go back barred by a simple fence constructed
home. of both wood and stone. Beyond the
• I don’t want any more citizens getting fence, you can just make out a pool
sick. You should stay in town. of golden honey.
• You don’t understand what you’re
132
Prologue
GENERAL FEATURES OF THE WORKER BEES
APIARY MAP Adriel and his family have some very
Unless otherwise noted, locations along special bees in their apiary. They are
the Apiary map have the following very large and, until recently, very
features: friendly. Now the worker bees are
aggressive, upset by the changes in their
HONEY queen. They have not been twisted by
the rot as she has. They attack because
It is clear to the party that the apiary
the stability of their home has been
is not normally a quagmire of honey
shaken.
spilling from opened comb. The honey
is thick and very sticky. If a character The worker bees will stop attacking
falls in the honey, viscous fluid gives if the party can successfully play the
them disadvantage on Strength and Succession Song from the scroll they
Dexterity-based attack and skill rolls. were given by Adriel. At the discretion
Additionally, their movement is reduced of the GM, other means of pacifying
by half. This lasts until the character the bees may be effective. However, if
takes a full action to wipe or, in some a character attempts another means, it
way, remove the honey. Other means should be difficult and should only apply
to get the honey off, such as the spell to one bee at a time.
Prestidigitation, may also work. Let
CREATURE TACTICS Worker bees and
your players be creative. To up the
the queen bee-
drama a bit, use Strength (Athletic) and The worker bees will attack any hemoth stats are
Dexterity (Acrobatics) checks when creature they can see within 60 feet. found on pages
characters attempt to jump over any They are smart and prefer not to fight 378 and 379.
paths of honey. The DC for these checks alone. If one is isolated, it will fly away
should be between 10 and 15, depending to get another bee. They will fly around
on the distance jumped. their targets, cornering them against
The honey has been infected by a pool of honey. That way, if the target
the rot. Since this Seed of Decay has flees, it will be forced into the honey,
not been here as long as the others where it will be stuck and severely
have been in their locations, the honey slowed. Even if the worker bees are
isn’t poisonous to touch. However, if pacified in some way, they will not help
a character ingests any of the honey, the party or attack the queen.
they must succeed against a DC 14 The queen bee-hemoth is a terrible
Constitution saving throw to resist creature twisted into an unsightly
contracting rot poison. (see Rot monster by the Seed of Decay that was
Poisoning for more details) placed in her hive.
Combat Near the Pools of The ratkin warriors are injured and
Honey have realized they are no match for the
If at any time a character is within 5 bees. When they see the party, they
feet of the pools of honey and is hit by will try to intimidate their way out of a
a melee attack that does not grapple or fight. They will never back down from
restrain, they may be knocked into the dobbers and their allies, but these ratkin
honey. The character must succeed on realize they are at a disadvantage. If
a DC 13 Strength (Athletics) check or be intimidation doesn’t work, the ratkin
knocked into the honey. will attack the party.
133
CHAPTER 3: A Sticky Situation
There is one worker bee on the
Keyed Locations honeycomb in this area. It will casually
The Apiary Map The following sections are numbered fly toward the party, staying out of
is on page 137. to correspond to the numbered areas melee range until another bee can join.
shown on the Apiary Map.
4. STONE PATH
1. THE SHED
Stones have been placed to make a
This 10-foot by 15-foot wooden shed walkway across a wide stream of honey.
lost its door long ago, and the window If a character is careful, moving at half
has no glass in it. Various beekeeping speed or slower, they have no problem
tools and supplies are haphazardly crossing. If they wish to move faster,
scattered around the floor. they must succeed on a DC 13 Dexterity
The ratkin have ransacked the shed, (Acrobatics) or Strength (Athletics)
looking for anything that will help them saving throw or fall into the honey.
tame the bees. They left two dobber-
sized beekeeper suits and a smoke 4A. A PLACE TO HIDE
gun. One of the suits has claw slashes A nook in this tree trunk is covered with
through it. The other suit provides a loose leafy vines. It provides the perfect
+2 to AC versus piercing attacks. The cover for two ratkin warriors. As with
smoke gun has 2 charges. Each charge the Seed of Decay that was planted
lasts for 1d6 rounds. The gun emits near the pumpkin patch, these are here
gray smoke in a 10-foot radius around to tend the seed, keeping it heated
the character that holds it. Bees that and undiscovered. Their plans were
attack within this radius do so with wrecked when the bees of the apiary
disadvantage. were affected by the rot of the seed and
became aggressive. The ratkin were
2. GATE leaving the apiary when they heard
Ratkin scouts This fence denotes the edge of the hive. the approaching party and hid. One of
and warriors It’s not intended to keep anything in the two ratkin hiding here has been
can be found on or out. It provides ½ cover to anyone badly hurt by bee stings. His hit points
pages 384 and hiding behind it. Two ratkin are hiding are only 11, and he has lost one of his
385. These ratkin throwing axes.
behind the tree trunk just to the west of
were injured by
the gate. A character with a passive
the bees. You may
wish to reduce Perception of 12 or one who succeeds
their hit points. 3. HONEYCOMB on a DC 12 Wisdom (Perception) roll
will notice the hiding ratkin. If no one
Gigantic honeycombs grow out of notices, they will simply slip out of the
apiary after the party passes. If noticed
the inner walls of foliage and tree
by a member of the party, the ratkin
trunks that form this hidden grotto. will use Charisma (Intimidation) so that
Each hex overflows with wax and they can leave without a fight. They
honey. A deep buzz resonates all know they are at a disadvantage. One
around you, implying that your might growl, “Stay back, or I’ll gut you!”
party is vastly outnumbered by bees. or “You don’t stand a chance against
However, you currently only see one tha queen! She’ll do our work fer us!” as
they come out of their hiding place to
tending to one of the honeycomb
move toward the apiary exit. They won’t
hexes.
answer any of the party’s questions
unless they are subdued they believe
their life depends on it. Even then, they
134
Prologue
won’t say much. A few talking points As soon as one of the characters
include: touches the harp or its wrap, two Worker bees and
• Si-ak, the war chief, gave orders: do worker bees rush to attack from infected worker
Area 6b. During combat, at the end of bees can be found
whatever the wood lady says. They on page 378.
initiative, roll a d6. If a 6 is rolled, add
don’t know why. Those who question
one more worker bee to combat, flying Mix in infected
Si-ak, die!
from Areas 5 or 6b. and non-infected
• They would rather die than tell a bees as you see
Now that the party has the harp,
dobber the plans of the great Rat Claw fit, using more
they can attempt to take control of the infected bees
Clan. bees by playing the Succession Song closer to the
• It’s an honor to die in battle. from the scroll given to them by Adriel. queen.
It takes two party members to play the
• The Seeds will make the forest weak.
music. If the characters haven’t come
Dobberton will fall! The Rat Claw Clan up with a creative means to hold the
will reign! scroll up so that both sides can be seen
If the party decides to take one or more simultaneously, another party member
of the ratkin as prisoners, they will be a must hold it up for the performers. The
constant threat and distraction. two performers must take their full
turn to play the music, one playing the
5. HONEYCOMB part for the harp and the other playing
As the characters approach this area, the complimentary part that is on the
they begin to smell the now familiar, opposite side of the scroll. To take
rot-filled smoke coming from a Seed of control of the bees, they must succeed
Decay. Also, the pooled honey is darker, against a DC 14 Charisma (Performance)
with thin purple-black lines of rot check 5 total times. Each character
floating within. They can easily deduce should make the roll on their turn,
that following the smoke and tainted though it doesn’t matter who achieves
honey further south will lead to the any of the successes as long as both are
source of the rot, likely another Seed of playing the music. It also doesn’t matter
Decay. how many turns the characters perform
the song as long as they are both
Additionally, two worker bees tend performing when the 5th successful
to the hexes of the honeycomb in this roll is made. After the 5th success is
Area. As soon as one of the characters achieved, the worker bees immediately
from the party is within 60 feet of these stop attacking and land.
bees, they attack. If the bee from Area 3
is nearby, it will also attack. Once the party has gained control of
the worker bees, they are calm and will
6. THE LOST HARP no longer attack the party. They innately
understand simple commands and will
carry them out within their ability. They
A soft leatherleaf wrap lays open will not attack the queen.
on the ground. On it, you can see
a finely crafted lap harp. The neck 7. QUEEN’S NEST
and sound box are maple, darkened Once the party has control of the Stats for the
by age to a deep gold. Ornate leaves worker bees, the queen bee-hemoth queen bee-
have been carved into the crown and emerges. Read: hemoth are on
page 378.
feet where the column joins them.
The strings glint like silver, though it’s
hard to tell what they are made of.
135
CHAPTER 3: A Sticky Situation
The buzz of the worker bees fades 8. SEED OF DECAY
out as they land and twitch their Black honey bubbles along the south
antennae toward you. The acrid edge of this pool, rot-laced smoke
smell of a nearby decay seed floats bursting from each bubble as they pop.
on the still air, a false calm. A new Your eyes and nose burn from the smell
buzz shatters the silence, so deep as your feet sink into the black honey,
and powerful it rattles the earth you mud, and rot around the burial site for a
stand on. Seed of Decay.
The party is able to dig up a second
A huge bee-like monster drifts seed in as many days. It is like the
down from a void in the honeycomb. one they found in the pumpkin patch
It hovers a few feet above the and follows the same mechanics.
rot-spoiled honey. Two sets of Additionally, characters can investigate
to find ratkin tracks and can conclude
transparent wings beat in a blur
that the ratkin they encountered in Area
to keep the massive creature aloft.
4b were involved with burying the seed
Vine-like tentacles lined with hooked here.
thorns dangle from beneath the bee’s
carapace, dragging lightly across the Concluding This
surface of the honey. Purple-black Chapter
rot drips from saw-edged mandibles.
Once the party has secured this Seed
of Decay, they will likely suspect that
Stats for the The queen bee-hemoth attacks the someone or something is trying to hurt
queen bee- party, fighting to the death. There is no the Alwaysgreen Forest and Dobberton.
hemoth are on way to save her; she has been twisted MORE RATKIN. Now that the party has
page 378.
too far by the rot. Throughout combat, encountered a group of ratkin directly,
the worker bees are very nervous. A few they will probably want to hunt them
may fly around the area of the battle, down for answers. The ratkin are
seeming not to know whose side they very good at covering their tracks.
are on. The party spends hours in the nearby
Any creature that the queen bee- forest tracking them. Have the party
hemoth is able to grapple with her go in circles or jump to Interlude:
tentacles is dragged into the honey and Caught Red Handed on page 124.
must also deal with the effects caused BACK TO OAK DEN. The party will
by being covered in sticky honey. probably want to take the Seed back
to Oak Den so that Herb can compare
it with the first one they found. When
they get back to Oak Den, they find
MAKING COMBAT MORE DIFFICULT that there is a wagon hitched to a
fox parked in front of the Acorn Inn.
If the party is having an easy time of it, have one or more Beatrice is out front talking to a
of the bees join combat. The party can play the Succession goblin.
Song again to reassume control or kill them. Play up the If the party chooses to interact with
tension and the drama. the goblin and Beatrice, go directly to
Chapter 4: The Plaguewood Spider.
CONFRONTING SAGGARD. The party may
want to talk to the guard captain
that is stationed in Oak Den. They
136
Prologue
did run into him as they were leaving, and he message to the guard in the Dobberton capital,
was coming from the direction of the apiary. asking them for help.
If characters ask around, no one has seen Leveling Up
Saggard since the party left. If they go to the Once this chapter is complete, and after the
barracks, Dolby is there. He tells the party that characters finish a long rest, they should progress
Saggard had to leave unexpectedly and without from level 2 to level 3.
explanation. Dolby would like to help investigate
who or what has brought these decay seeds
into Dobberton, but at least one guard has to
stay in Oak Den. The best he can do is to send a
137
CHAPTER 3: A Sticky Situation
CHAPTER 4:
The Plaguewood Spider
The party must track down a mysterious creature that has been
terrorizing the farms of Lytewick. Their only clue is a young goat
that has been turned to stone.
140
Prologue
stone, but, of course, Splugg doesn’t
Splugg should provide a good believe it. “Baby red goat he talks about
like it dobber child,” the sour goblin
role-playing moment with
grumbles.
the characters. He will com-
• Harold’s fences were knocked down,
plain about his business suf-
and all his livestock are missing
fering, blaming both local (except the stone one, of course).
dobbers and woodkin for not
• He knows that rot is spreading in the
taking good care of the forest. area, damaging crops. He downplays
this because he worries that some
of the strawberry wine he’s selling
SPLUGG from Sasha’s farm has gone bad. And
Splugg is exceedingly arrogant and strawberry wine is all he has to sell
disrespectful toward the local farmers. currently.
He also knows that he is the only Beatrice had heard the story from
merchant working this area, taking their Splugg. While he remains focused
goods to the larger neighboring towns on how this negatively affects his
and making money for these farms. He business, she is concerned about her
is their bread and butter, just as they are friends in Litewyck. If the party doesn’t
his. immediately head toward Litewyck, she
invites them into the Inn for some tea.
When the two see you approaching, Splugg interjects, “Or perhaps something
they stop their conversation. stronger, like strawberry wine!”
Beatrice smiles and waves. The • Inside, Rowan is at the bar, and Adriel,
goblin grins manically, seeming to who appears to have recovered a bit,
have just won an argument. sits with his wife at one of the round
tables having a simple meal.
”See,” the goblin exclaims, “you have
• Herb is not here. He’s gone back to his
customers! If Harold can’t make the
home to examine the first decay seed.
cheeses and milk, Splugg will find
someone who can!” • It’s been a few days since the pumpkin
fest was canceled. Things are mostly
cleaned up and quiet.
Splugg is happy to complain to the • If the party would like, a local,
party about how stupid dobbers can’t
probably Toby or Rowan, will keep
keep their farms safe from bears. He
safe the decay seed they got from the
laughs at the idea of one of Harold’s
goats being turned to stone. apiary until Herb returns.
141
Chapter 4: The Plaguewood Spider
storefront at the base of a great
Beatrice is eager to hear poplar tree. On the boardwalk in
about their trip to the apiary. front of it, a portly dobber woman
You can expand and elabo- with long gray and brown striped
hair leans on a broom. She is
rate on this scene as you see
speaking to a dark-brown porcupine
fit. The party may want to go
who is standing next to the
find Herb next, but Beatrice
boardwalk.
believes lives may be at stake
and insists they investigate
Litewyck first. The dobber is Marge, and the
porcupine is Ula. She and Marge had
been talking about what happened
at Harold’s farm. They are old friends
The Road to Litewyck and enjoy time together to gossip,
The road from Oak Den is narrow but though with the goings on in the forest
traveled enough to be clear. The trees these days, darkness hovers over their
create a shaded canopy for most of conversation.
the trip, with only a few spots of sun Marge and Ula greet the party with
peeking through here and there. smiles and try to push their worries
from their minds. After introducing
Litewyck themselves, Ula is eager to hear news
Litewyck isn’t really a village. It’s the from Oak Den. Marge invites them into
crossroads where the Litewyck General the store. She offers them a hot drink
Store is found. It serves as a meeting to help with the chilly autumn air. She
place where the nearby farming can’t offer them any milk or cheese
families gather to trade and discuss the since Harold isn’t able to fill any orders
weather. There’s just enough traffic from right now.
travelers that wander off the King’s In addition to the general store,
Road to support the store and give the there is a modest public dining room,
farms a place to sell their produce. The though it doesn’t look like it gets much
General Store also provides a central use. It has a table large enough to seat
location for the farmers to meet with four comfortably and another that
the regional traveling merchant, Splugg. looks like it hasn’t seated guests in a
The Litewyck The Litewyck General store is while - it has parts of several farming
General Store tools spread out on it, mid-repair. To the
anything but exotic. However, it has
menu can be
many of the basics the players may side, there’s a small fireplace with a few
found on page 432
need. The store also has a limited leftover coals from the previous day.
eatery, serving a few breads, cheeses, A small serving bar at the back of the
and several local fruits. Drinks include room, near the tree’s trunk, sits adjacent
goat’s milk, hazelnut tea, juices from to the door Marge goes through when
local fruits, and mead made from getting food or drinks for the party.
Sasha’s murk melons and honey. Marge apologizes in advance, “Sorry,
we’re out of so many things. We don’t have
As the road widens, the canopy any milk, cheese, or melons.” If the party
opens, letting the sun break through. asks about this or the stone goat, she
will direct them to Harold’s farm.
The party can see a humble
142
Prologue
NPCs of Litewyck
Jeb Went to Help. As the
MARGE
conversation with Marge con-
Marge runs the store and makes sure
tinues, she eventually brings
it is stocked with basic sundries for
the people of Litewyck and occasional up that her husband went to
passersby. She has set aside a large Harold’s to check on him and
room for travelers should they like to help with repairs. She’s wor-
stay the night. It’s a nice room with ried about him because it’s
a large bed, and if a few are willing
to take the floor, it can comfortably
been two days. Normally this
accommodate four. Marge provides wouldn’t bother her, “he is a
three square meals a day that guests ranger an’ all,” but given the
will share with her, the kids, and Jeb circumstances, she’d really
when he is not crafting or rangering. like him to come home.
JEB
Marge’s husband, Jeb, is a ranger and
friend to everyone he meets. He’s also Harold’s Farm
been known to work a little wood and
leather, making some of the items that The farm is a short walk from the
are sold in the store. Jeb built his and his Litewyck store and fairly easy to find.
wife’s home into the same tree as the
Litewyck store. A faint hammering can be heard
as you approach a simple house
HAROLD built into the base of an old oak.
Harold’s farm is the smallest in the area. Ramshackle fencing covered in vines
He specializes in livestock, raising goats extends to either side of the tree
and a few sheep. Harold provides milk,
trunk, with pens for livestock behind
butter, cheeses, and wool. One of Harold’s
young goats is very unique. She was it. A portion of the fence is gray with
born with bright red fur. And as soon as mud. A dobber with salt and pepper
she could stand, she ran and jumped all hair wearing well-worn overalls is
about her pen. The bright red kid joyfully repairing the fence.
bounded around, colliding with all her
brothers and sisters. Harold laughed so
hard that he started calling the kid Joy. Harold notices the party but is
focused on the task at hand. He doesn’t
MARTIN AND SASHA greet them, but he does open up with
a little prodding. When he does, he
Martin and Sasha are other farmers in
speaks slowly and is clearly upset.
the area. Martin and his family farm
When asked what knocked down
apples and nuts. Martin also has a small
the fences, he answers, “Some kinna
mill and has somehow trained a large
monster. It smashed thru ev’ry pen, startin’
tortoise to help him turn the milling
at tha back. I didn’t getta good look. Just a
wheel. Sasha grows berries and murk
great ball of gray anger,” Beyond that, he
melons. While the sticky, savory-sweet
doesn’t know what it was or where the
flesh of the murk melon doesn’t appeal
odd gray mud came from. If pressed, he
to everyone, they are hard to grow,
might say it was a bear.
which makes them a bit of an attraction
for Litewyck.
143
Chapter 4: The Plaguewood Spider
Once the conversation gets going, At this point, the characters won’t
Harold is eager to show the party Joy, have the spell, Greater Restoration
his young goat that was turned to or any other means to remove the
stone. She’s been placed back in her pen petrification. If they discuss finding a
behind the oak. Harold has even put a solution, Harold could suggest that Herb
small pile of hay at her feet, just in case in Oak Den is rumored to be a wizard of
she wakes up and is hungry. some sort. If the players respond to this,
Harold will urge them to investigate the
monster that destroyed his farm first.
Harold leads you to a small pen
“If someone don’t stop that beasty, me’in
behind his oak, where you see the ev’ry one in Litewyck ill be ruint.”
stone kid. There’s a small pile of
A character who succeeds on a DC14
hay at its feet. He shoos away a fat
Intelligence (Investigation) check can
chicken as you enter the little shed find and identify cloven hoof prints in
while he tells you about her, “I ain’t the mud. The creature who did this was
never seen anything like it. Bright not a bear. It seems likely the mud was
red fur an’ so full o’ energy. There brought here by the creature or possibly
weren’t a one who saw her who came from it.
didn’t smile,” he mumbles as tears A character who succeeds on a DC
start to form in his eyes. 16 Wisdom (Arcana) check can identify
144
Prologue
the mud as having organic and magical Upon closer examination, the
qualities. They realize it can petrify characters will see that the squirrel is
living creatures. Additionally, there are in the midst of turning to stone, the
traces of the disease Rot Poisoning. mud on it crystallizing the same way
Harold doesn’t know anything about water does in extreme cold. Players can
moss boars, and it’s unlikely anyone in easily free or attack it (but who would
the party does. You should freely drop do that - it’s an innocent squirrel).
clues about cloven hoof prints or tusk Upon closer examination, they also see
marks in the fence posts. evidence of rot poisoning in the mud.
Though petrifying mud can be cleaned
When asked, he tells the characters from the squirrel, freeing it, if it has rot
that he found the statue in the forest, “y’ poisoning, it will not live long.
know, where it gets wild.” He followed the
trail of that weird mud until he found ATTACK SQUIRRELS FROM Stats for vine
her. It went into a cave. He would’ve squirrels are on
followed, but a giant beetle chased
ABOVE page 408.
him back. He tells them as much as he While the party is distracted by the
knows about the trail and where it goes. squirrel stuck in the gray mud, six rot
squirrels drop out of the trees. If no
A character who succeeds on a DC
one in the party specified that they
12 Wisdom (Survival) check can easily
were listening for danger or in some
lead the party along a trail of gray mud
way keeping watch, the entire party is
and hoof prints. There are also a few
surprised for one round. If a character
dobber bootprints along the trail; those
is actively alert, they can prevent the
may be Jeb’s.
surprise round by succeeding on a DC 16
Wisdom (Perception) check.
WHERE IS JEB?
Four of the rot squirrels focus
Jeb did indeed come to Harold’s ranch.
their attacks on the character that was
He helped with the fence for a while
closest to the squirrel that was stuck in
before discovering a clue about the
the mud. The other two attack the next
monster. He left without a word. Harold
closest.
assumed he went off to hunt the beast.
145
Chapter 4: The Plaguewood Spider
None in the party can learn much
The trail continues about the toads from a distance. A
The trail becomes more difficult to character can see that these toads have
follow as the rain washes away the mud rot poisoning without approaching
and tracks. A successful DC15 Wisdom if they succeed on a DC 14 Wisdom
(Survival) roll allows them to easily (Survival) check at disadvantage.
follow the path, leading them on to The However, a rot toad attacks with its
Cave. tongue immediately once a character
If they fail, the party is temporarily gets within 5 feet. These creatures
lost. Their wandering leads to a shallow twisted by rot are alarming.
pond less than 45 feet across. The Once the first toad attacks, proceed
sounds of croaking toads mix with the with initiative. 9 (2d6+2) rot toads join
loud patter of heavy rain. the combat. If the party flees the pond,
the toads do not pursue. If the party
ROT TOADS explores the whole pond, they find two
Stats for rot more groups of rot toads, each with 9
toads are on A number of large toads sit along the (2d6+2) toads.
page 400. bank of this pond, seeming to pay no
THE FINAL STRETCH
attention to you or the rain pouring
over them. Some jump in or out of The party stumbles upon a fresh smear
of gray mud - they’ve found the trail
the water hunting bugs and small
again. This may be an opportunity for
fish. Many of them have large orange role-playing as the characters discuss
and purple boils on their backs and getting lost and almost killed by toads.
legs. Black veins cover their skin.
146
Prologue
Your clothing and gear are now walls, and even on items in the cave,
saturated from the rain. Your feet like bones. The mud has a strange, stony
are caked in mud as it becomes more appearance, almost as if stone crystals
are forming within it.
and more difficult to step around
pools of water on the trail. A rocky The ceiling height fluctuates
between 3 and 6 feet from the floor,
outcropping rises in front of you, the
though is usually around 4 feet. No
path coming to an end. Wet vines areas are higher than 6 feet. Some areas
and moss drape down the rocks like are very narrow. Small and medium
a curtain. Gray mud clings to the characters must travel in a single-file
rocks, particularly at the base. Some line. Large or larger characters cannot
of the leaves appear to be gray and pass through the cave.
brittle, like stone. LIGHT. The only natural light is that
which casts in from the openings from
Areas 1 and 6. Otherwise, characters
There is ample evidence of the will have to provide their own light
moss boar here. There are more cloven sources.
hoof prints and gray mud, plus a few
small plants and a beetle that have KEYED LOCATIONS
been turned to stone. The party easily
finds an entrance to a cave behind large The following sections are numbered to
leaves clinging to the side of the rocks. correspond to the numbered locations
The smell of rot wafts from within. shown on the Moss Boar’s Cave map.
GENERAL FEATURES
Unless otherwise noted, locations This cave was formed by years of
within the Moss Boar’s Cave map have water erosion. It’s likely that the cave
the following features. fills quickly during heavy rain. There
are water lines along the walls at a few
FLOORS AND WALLS. Water runs different heights. Players who succeed
freely down the natural rock walls. They on a DC 12 Wisdom (Perception) check
are slick and difficult to grip. Mud, mold, will hear chitinous mandibles scraping
and some other stinky muck make the on bone from within the cleft.
floor extremely slippery. Characters
can only safely move at half their 2 - PILE OF BONES
normal speed. To move faster, a player
must succeed on a DC 12 Dexterity
(Acrobatics) check. If they fail, their Water drips from the ceiling of
character falls prone. this small chamber, and the small
Throughout the cave, there are areas vein of water running through its
where the mud seems to be smeared center widens as it goes from east
or splattered around. It’s on the rocks, to west. Here the smell of decay
147
Chapter 4: The Plaguewood Spider
overshadows the mildew and mold. A long dark corridor extends to the
Bones lie scattered on the ground. west beyond this alcove. In places, it
An enormous stag beetle digs is very narrow. No creatures larger
through a pile on the far wall. than medium can move through it.
148
Prologue
The heap along the wall is hiding The cave continues to the south. A
the moss boar. It is unseen to the trail of smoke with the smell of rot in Find the moss
characters when motionless. A boar on page 395.
it hangs beneath the ceiling.
successful DC 14 Wisdom (Perception)
check will reveal the subtle breathing of
the creature. A character that succeeds
on a DC 16 Intelligence (Nature) check 5 - THE CAVE EXIT
will reveal that the mud and foliage As you leave the moss boar’s chamber
around the heap have an unnaturally and move around the next bend, a bit
stony appearance. of gray light seeps in around rocks to
The moss boar is waiting for the reveal a narrow opening. You might
best opportunity to attack. The only expect the air from outside the cave
way the characters can avoid combat to smell fresher; however, it doesn’t.
is by going back the way they came The air outside the cave is thick with
and succeeding on a DC 12 Dexterity pungent smoke.
(Stealth) check.
The heap of black foliage and fungus This can be an unpredictable
shifts suddenly. It stands, revealing a
huge boar creature. With a great snort, and challenging encounter.
it blows a cone of petrifying mud from Characters may have a level
its nostrils on the ground in an arc in of exhaustion from rot poi-
front of it. It stamps a hooved foot in soning, giving them disadvan-
challenge! You can see the black vine-
tage on ability checks. Add
like veins of rot poisoning wrapping
around its legs. Its eyes are bloodshot the possibility of a character
and wild with rage. falling asleep from the fungi’s
sleep spores, and you have a
The moss boar will use its first attack very dangerous encounter.
to target as many characters as it Should the party choose
can with its cone breath weapon. to investigate the decay seed
Following that, it will charge and before defeating the fungus
gore. It will fight to the death to
and toads, the Plaguewood
protect its lair. However, if it has less
Spider will attack. This will
than half of its health left and the
make the encounter even
characters flee, it will not pursue
more deadly. If they leave
them.
the decay seed alone, the
Plaguewood Spider will stay
Once the moss boar is killed, the
dormant until they approach
characters are able to confirm that it
was infected by the rot poisoning. A it. Be prepared to steer your
character with a medicine skill or other party one way or the other.
healing abilities should come to the
conclusion that anyone turned to stone
by this creature would also be infected
with rot poisoning.
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Chapter 4: The Plaguewood Spider
The source of the smoke is the though Dispel Magic has no effect on it.
decay seed left here by agents of the They also confirm that this seed
Rat Claw Clan. It is buried just beyond a has been in the ground long enough to
pool of stagnant water that crowds this saturate the area with rot poisoning
opening to the cave. twisting all the creatures and plants.
A successful DC 12 (Intelligence)
6 - THE EDGE OF THE SWAMP Investigation check will reveal ratkin
A cluster of mushrooms crowd around tracks that haven’t been washed away
a pool of stagnant water. Some of them by the rain. Ratkin must be close enough
are strangely large, a few of them even to keep the seed hot.
taller than a dobber. A haze of purple
spores emanates from them, mixing The Plaguewood Spider
with the smoke. To your surprise, a The party can examine the site where
dobber with a heavy cloak is crouched the Seed of Decay is buried. Before
under one of the mushroom caps. As they can bring it up from the earth, the
you focus on him, you see that he is Plaguewood Spider emerges from the
caked in mud and has been turned to
foliage. This monster was a fallen tree,
stone. awakened by decay into a giant spider,
The plague There are two plague fungi and the guardian of the decay seed. The
fungus and three smaller walking fungi guarding spider will immediately attack, thrusting
walking fungus the site where the decay seed is buried. the party back into combat.
are on page 392. There are also four rot toads nearby.
The rot toad stats The entire area is twisted by rot and
are on page 400. A loud crack of wood snaps your
living decay. These fungi seem to be
The plaguewood larger and more mature. They attack attention to the wet foliage just
spider can be anyone who approaches the seed. If the beyond the buried seed. A fallen tree
found on page party is low on health, you can reduce trunk lurches from the ground. Huge
397. the number of fungi. If they need to be splinters snap off the main shaft,
challenged, bring the rot toads into the cracking and popping as they bend
battle. into eight terrible legs.
150
Prologue
PLAGUEWOOD SPIDER
TACTICS
The monstrous, spider-like creature
• The spider will immediately attack
whoever is closest to the decay seed. roars - a sound like a tree being torn
up by the roots - full of pain and
• It will attempt to grapple or restrain
rage.
the character, pinning them, then it
will use its kiss of corruption.
• If the party abandons the seed, it will Is anyone left?
not pursue them.
If the Plaguewood Spider is defeated,
• The Plaguewood Spider will fight to whoever is still standing can take a
the death to keep the party away from moment to gather their senses. No
the Seed of Decay. threat remains. The decay seed, if it is
extinguished, can be easily collected
and transported. If any of the party
Extinguishing the Decay Seed ingests the water in the area or makes
skin-to-skin contact with the remains
The party can immediately kill the of the defeated creatures, they must
Plaguewood Spider by extinguishing roll against contracting the rot poison
disease. The party can use the spells
the seed. The party can extinguish
Purify Food and Drink and Lesser
the decay seed by doing 50 cold or
Restoration to remove the disease
radiant damage to it. It is immune to from the water and plants in the area.
all other forms of damage. However, However, they soon discover that no
if the seed is fully submerged in matter how many spell slots they
water, it is immediately extinguished. expend, they barely make a dent in the
damage done.
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Chapter 4: The Plaguewood Spider
WHERE ARE THE GOATS? If the characters wish
Concluding This Chapter to continue from the cave to try and find the
There are many directions the characters may missing goats, they will eventually find a few
go from here. In fact, they should feel pulled scattered tracks. Make this as elaborate as you’d
in multiple directions. If they choose to go like. Do they find a few goats wandering the hills
somewhere not listed below, feel free to pull from in the wood? Do comedic shenanigans ensue as
other areas of this book or just improvise. Make they try to catch them? Or just summarize, they
your own adventure. find one or two, but the clues indicate that most
However, after exploring some other scenes, of them are dead.
they need to make their way back to Oak Den to
find Herb and discuss with him the third Seed of BACK TO OAK DEN – FOLLOW THE
Decay. BOUNCING BUNNY
TRACKING THE RAKIN. The ratkin have a simple Once the main plot threads around Litewyck have
camp hidden between Litewyck and Oak Den. been resolved, it’s time to return to Oak Den.
Tracking them back to their camp should not be However, as the party makes their way back, an
too difficult for the party. Most of their tracks intriguing hazel-colored rabbit interrupts their
have been obscured by the rain; therefore use a journey. The rabbit pesters the party, trying to get
series of skill checks - Survival and Investigation them to follow it. Proceed to the next quest: The
- to allow them to eventually find the right path. Curse of the Wood Sprite.
Proceed to the interlude: Caught Red-Handed. Leveling Up
BACK TO HAROLD’S FARM. Harold is relieved that Once this chapter is complete, and after the
the moss boar has been dealt with though he characters finish a long rest, they should progress
is wrought with guilt over Jeb being turned to from level 3 to level 4.
stone. He is concerned that other creatures will
go mad and even more damage could be done
in the forest. He urges the party to continue
searching for the rot’s true cause.
BACK TO THE LITEWYCK STORE. The party must
break the news to Marge that her husband has
been turned to stone, and as of right now, they
have no way to cure him. She is gracious through
her tears and manages to thank them for all
they were able to do. She is impressed with their
abilities and, as Harold would have, urges them
to search for a way to stop the spread of the rot.
152
Prologue
MAP
153
Chapter 4: The Plaguewood Spider
154
Act II: Quest for the Key
II
Quest for
the Key
155
156
Act II: Quest for the Key
CHAPTER 5:
The Curse of the Wood
Sprite
The party has found three Seeds of Decay. Now they must find
where they came from and who is behind their creation.
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Act II: Quest for the Key
• For some reason, he thinks that the Make sure to include that Herb has
Rot Weaver’s prison is somewhere to also had a dream about the V-shaped
the west, but he’s not sure why. tree.
161
Chapter 5:The Curse of the Wood Sprite
• The shadow cast across the path by AMBUSH
some nearby foliage suddenly skitters
Vine squirrels are Suddenly vine squirrels drop out of
across to the other side.
on page 408. the trees, rot toads leap from the
Rot toads are • An uncommonly large number of bushes, and shadowlings emerge
found on page squirrels follow the party from above, from under large leaves to attack the
400. jumping through the limbs from tree party. With so much tension built in the
Shadowlings are to tree. They chitter menacingly and preceding scene, they react to every
on page 402. throw seeds but never seem close sound. Anxious as they are, it is nearly
enough to attack. If a character uses impossible for the party to effectively
a ranged weapon against them, they anticipate an attack. To avoid a surprise
always move just in time, behind a round, a character must succeed on a
limb or clump of leaves. DC 18 Wisdom (Perception) check.
• A large mushroom seen from the During the surprise round, the rot
squirrels will use their thorned vine
corner of the eye moves, but when a
attack to grapple targets and gain
character looks more intently, it seems
advantage on future attacks. Rot toads
to be an ordinary mushroom.
hop into a space where their spore
Build the party’s feeling of dread death will hit the most characters. The
as they get closer to the bog. Bring shadowlings attack from the sides,
them to the edges of their seats, then staying hidden in the foliage.
drop the ambush on them.
The number of attacking creatures
is up to you, the GM. As a rule of thumb,
one or two creatures more than the
party size should be just enough to
build worry for the characters. You can
always add more. The forest around
the party is full of twisted creatures.
Use this encounter to show the party
they are vulnerable and deplete some
resources. Make sure at least one
character contracts rot poison before
moving on to The Bog.
Decay Speech
The language of Decay is entirely
unique to the creatures that have
been corrupted by the Rohr-tan’s
rot. Decay allows these creatures to
communicate through a psychic bond.
They don’t use structure and words as
most understand language, but their
communication is effective.
However, sentient creatures who
know and understand spoken language
can use Decay Speech to converse
telepathically. They need only be able
to see whom they wish to telepathically
speak with. They do not need to speak
the same language, as all individuals
communicating this way automatically
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Act II: Quest for the Key
understand each other. A creature can monsters and the powerful vine wolf
attempt to block Decay Speech by would defeat them in combat. Help
succeeding on opposing Wisdom checks. the party come to the conclusion that
Characters who
However, the creature speaking has they must speak to the Wood Sprite to
were infected
advantage. discover where the seeds came from and by rot poisoning
In the following scenes, the Vine to have any hope of saving their forest. and had dreams,
Wolf and the Wood Sprite will use as described on
Decay Speech to speak to characters THE VINE WOLF, AKA THE page 127 would
that have rot poisoning. BEAST OF ROHR-TAN recognize the
V-shaped tree
The vine wolf is a gatekeeper for and feel drawn
The V-Shaped Tree the Wood Sprite’s bog. It will not to it.
The party can’t take time to catch let the party pass if no one in it has
their breath or tend to their wounds; rot poisoning. When the vine wolf
they must press on. What terrible speaks, it does only with Decay Speech;
monstrosities lie ahead? characters with rot poisoning hear its The full effects of
voice in their minds. It does not speak rot poisoning can
The dense trees and foliage block be found on page
physically.
out any light from the sky. Ahead, at the 336.
top of a slight rise, there is a large tree
where the trunk divides like a “V.” “Siblings, you are welcome here,”
When the party approaches, read: a voice like a deep, rushing wind
echoes in the minds of those infected The vine wolf
is a fearsome
with rot poisoning. You know the
A swarm of rot squirrels, toads, monster. His stats
voice comes from the wolf. “Have are on page 387.
walking fungus, and all manner of
you come to serve?”
living decay emerge on either side
of the tree. Several descend from its
branches. Tentacle-like vines writhe. If there are some in the party that
Teeth drip with viscous slime. do not have rot poisoning, he goes on
before the party can fully answer.
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Act II: Quest for the Key
It is time to free the Lightless. It’s time for Give the players a moment to
Rohr-tan, the Rot Weaver, to return. First, take in the scene. They’ve discovered
she needs the dagger, Ember. something both beautiful and terrible.
The enchanted dagger was stolen by All of the twisted rot and vine creatures
Calynn's
her former partner, Maegera. She can they’ve encountered thus far are here in backstory starts
sense it under the verdant mountains to reverence. on page 338 and
the south. She needs the party to get it Before the party moves from the stats for her as
for her. rock precipice, read: the Wood Sprite
are on page 339.
When role-playing the Wood Sprite,
she will lie, deceive and manipulate You see movement at the crest of
using any knowledge she can grasp. the root ball. A small figure, shrouded
Because of her connection to those
in shadow, rises up onto one of the
infected by rot poisoning, she can
larger branches. Her form is rough,
access thoughts and emotions. For
example, she may have already planted like bark. Sharp branches extend
dreams of the V-shaped tree. She will from her arms. Branches reach
use this access against the characters. from the top of her head, with two
Know your players and what they dominant ones on either side like a
would be comfortable with. Anyone horned crown. Her voice hisses like a
who is infected by rot poisoning has whisper yet echoes with power, “You
disadvantage against her Charisma
have answered, his call my siblings,
(Intimidation or Persuasion).
and your service will be rewarded.”
The Bog The bog is hidden
The vine wolf releases the party to pass It’s now clear to the party that these and unreachable
through the divide in the V-shaped tree. creatures are bowing to Wood Sprite. unless one steps
As they do, any who are not infected After the party can briefly reply, she through the
by rot poisoning feel a sense of dread goes on: V-shaped tree.
emanating from all around. Any who
have rot poisoning feel comfort.
“We have called you here for a
purpose. You will retrieve the key
As you step through the V-shaped for us.” She holds up a willowy hand
tree, it’s like stepping through a door. that transforms into a long, wooden
Do not reveal that
You now stand on a large flat rock dagger. “Ember is the key to our the Wood Sprite is
that overhangs a decay-filled pool. future. I need it...” she pauses to gaze Calynn, the king's
It spans over 100 feet in diameter. at the dagger while it returns to the sister yet. It will
Bugs dance above it, and slimy be more dramatic
shape of her hand, “... to free the
if revealed in a
things skitter across its surface. Father.” later chapter.
Encircling it, with at least 30 on each
side, are great mushrooms, their caps
The scene continues with the Wood
angled toward the water as if bowing
Sprite convincing the party to retrieve
in reverence. Ember, the enchanted dagger. There
are a number of details she will reveal
Directly across from you, at the edge
through the ensuing conversation, and
of the pool, lies a great fallen tree. Its
some she won’t.
roots, draped with muck and moss,
hang menacingly over the water.
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Chapter 5:The Curse of the Wood Sprite
The Wood Sprite THINGS SHE WILL NOT If any of the party threatens her
has run out of or refuses to retrieve Ember for her,
patience. She
REVEAL: she will use any threat necessary to
will do anything • She is a dobber, her name is Calynn, convince them. Read:
necessary to and the king is her brother.
convince the party
to retrieve Ember. • She was cursed by the Rot Weaver. Without warning, the great fallen
She will deceive, Though she may say that she was tree rises out of the earth with the
manipulate , and “created” by him. Wood Sprite mounted upon it.
threaten without
hesitation. • Why she can’t leave the bog, or why Powerful arms and legs emerge from
she needs them to get Ember for her. the limbs and the trunk. Roots hang
The tree golem's
stats can be found from a huge vacant head like hair
on page 406. THINGS SHE WILL REVEAL: and a beard. This tree golem towers
• She refers to herself as the “Daughter.” above the party and creatures
Who she is now was created by the around the bog. Incomprehensible
Rot Weaver. The Rot Weaver is the power at the disposal of the Wood
“Father.” All who are in service of the Sprite who rides upon its neck.
Rot Weaver are “Siblings,” though she
is the “Eldest Sibling.” “You will retrieve the key for me, or
• She needs Ember because it is the key I will destroy you, your loved ones,
to bringing the Father back. She will and everyone in Dobberton.”
often refer to Ember as a key, not a
dagger.
• She has been preparing the land for And to the character she
the Father’s return by spreading rot already spoke with through
and decay.
decay speech:
• She was responsible for planting the
decay seeds. She persuaded some “Please,” the Wood Sprite
ratkin of the Rat Claw Clan to bury pleads in your mind. “I don’t
them for her. have any choice. He holds
• She is bound to the bog until the me hostage. I must do his
Father returns. bidding. But, if you bring me
• She seeks revenge on Dobberton. Ember, I can be freed, and we
can defeat him.”
When one of the characters asks who
the “Father” is, read:
Once the party is convinced, read:
“He goes by many names, the Ruler
of Rot, the Sovereign of Shadow, the The Wood Sprite lifts one of her
Father of Fungus. He is the Lord of dark, bark-covered hands. With
the In-Between. Where decay pulls the sounds of snapping twigs, it
at life and death pulls at decay, he is transforms into the shape of a long
the pull. Children call him the Rohr- slender dagger. “This is the key you
tan, the Rot Weaver.” seek. Take care, for if you stare into
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Act II: Quest for the Key
its heart, you will be burned.” Her It’s Time to Find the Key
hand returns to its normal form, and The key she refers
When the party leaves the wood, they to is the cursed
she gestures to the West.
feel a weight has been lifted. The air dagger, Ember,
is cleaner, and their path is clear. The detailed on page
She ignores any further questions. oppressive presence of decay, at least 427.
The crowd of decay monsters part for the time being, must be bound to the
on the western side of the bog pool, forest. Once the party
revealing a stream of mucky water. Even The stream zig-zags through miles leaves the bog, it
the bugs flying above the pool align, will be invisible to
of rolling fields, though generally
them. They look
pointing the party in that direction. finds itself flowing south. Rising
back and can see
above the plain, perhaps a few days’ the stream they
journey ahead, lies the grey outline of follow, but not
She says, “Follow the flowing path,
mountains. the bog. But they
through the treeless land, to the arch
can feel it, they
beneath the mountains. In depths Concluding This can smell it, like a
where the dead share roots and scent that sticks
Chapter in the nose for
earth, Ember yet burns. You must
bring me the key before the Blue The party’s next step may be pretty hours - the rot,
straightforward, find this key, or dagger, the decay, and the
Star is at His highest. Do it not, and evil.
or Ember, whatever it may be. But what
all shall perish.” they are to do after is rife with questions
and doubt. Proceed directly to Chapter
As the party leaves by way of the 6: The Terrin Caves.
stream, they feel the eyes of the rot Leveling Up
monsters. It’s clear they have no choice Once this chapter is complete, the
but to go the way they are directed. characters have earned enough
The stream runs west for a time before experience points to progress halfway
veering south. As they travel, the party to level 5 from level 4.
never quite feels like they escape the
shadow of the Wood Sprite or her
minions. Then, the stream breaks free of
the wood, leading them into a vast open
plain.
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Chapter 5:The Curse of the Wood Sprite
CHAPTER 6:
The Terrin Caves
At the behest of the Wood Sprite, the party has left the
Alwaysgreen Forest, venturing south to the Verdant Mountains,
where they must find the dagger called Ember.
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Act II: Quest for the Key
SCENE SUMMARY must defeat Maegera and retrieve
Ember before the mountain collapses
• TO THE MOUNTAINS. The party on top of them.
crosses the grasslands south of the
Alwaysgreen Forest on their way to RUNNING THIS CHAPTER
the terrin caves.
This chapter is intended for 3 to 5
• THE UNDERGROUND STREAM. The characters with an average party level
stream leads the party to the base of (APL) of 4. Characters who complete
the Verdant Moxwuntains, where it this chapter will have earned enough
plunges underground. experience points to progress to level 5.
• THE ROCK MOLES. While exploring the This chapter runs like a dungeon
stream caves, the party discovers a crawl, with the characters moving
sap mining room with some curious from area to area, exploring and facing
rock moles. challenges. When the party reaches
the Forge Room, they battle Maegera
• THE BURIAL CHAMBER. The party must and his workers, culminating in the
solve the puzzle of an ancient terrin room’s total collapse. All seems lost, but
king before they can move on. somehow the characters survive.
• THE FORGE ROOM. The party discovers Maegera reveals that the Wood
Maegera’s workshop, where he is Sprite is actually Calynn, the king’s
using the magic of Ember to power sister. Even if the encounter goes vastly
a forge, and his ratkin workers are differently than written, ensure this
building the Castle Breaker. The party detail gets revealed.
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Chapter 6:The Terrin Caves
can move freely at their normal rate.
To the Mountains However, a dash action will require a DC
The party follows a stream out of the 12 Dexterity (Acrobatics) check, or they
bog. They walk for hours; out of the will fall prone.
Alwaysgreen Forest and across fields
of grain overdue for harvest. In the THE EXCAVATED SAP MINE
distance, they can see mountains rising ROOMS
out of a valley. Two days pass, but they
trust their understanding of the Wood These rooms have rough-packed dirt
Sprite’s final instructions, “...follow the floors and walls. Where not disturbed
flowing path, through the treeless land, by the rock moles or invading ratkin,
to the arch beneath the mountains.” ages of dust have collected.
With each step, they draw closer to the While more than stable enough
mountains. for most days, the ceiling will drop
As the party travels, they are small rocks and dirt whenever there
bound to discuss recent events. What is a loud noise or a force that causes
will they do with the dagger if they find uncharacteristic vibration; such as the
it? They certainly can’t take it back to earthquake or thunderwave spells.
the Wood Sprite, can they? Who is the
Wood Sprite? Did she create all the decay SMELLS AND SOUNDS
monsters? What about the enormous tree As the party approaches Area 3, they
golem? Does she have more ratkin at her may be able to smell evidence of the
command? ratkin’s waste or food. Perhaps it is the
The stream they follow flows down faint smell of a recently extinguished
into the valley, leaving the soft earth of lantern or the sound of the rock moles
the fields and cutting into rockier land. rummaging in the trash. Feel free to
The din of rushing water obscures the draw the players into this room using
sounds of birds and bugs. Ahead they these clues or others that make sense
can see where the water flows beneath to you.
two tall columns of rock that have fallen Similarly, near Area 8, the party
into each other, forming a natural arch. should be able to smell the smoke of the
There the stream disappears into depths forge and hear the sound of hammers
under the mountains. and saws. Until alerted to the presence
of the party, the ratkin will continue
The Underground working to build their Castle Breaker.
Stream
LIGHT
The Terrin Caves GENERAL FEATURES OF THE The only natural light is that which casts
map is on page in from the openings of Areas 1 and 10.
182. TERRIN CAVES MAP
There is an unlit lantern in Area 3 and
Unless otherwise noted, areas in the
the glowing light of the forge in Area
Terrin Caves map have the following
8. Otherwise, characters will have to
features:
provide their own light sources.
FLOORS AND WALLS OF THE
Keyed Locations
NATURAL CAVERN.
The following sections are numbered
The natural cavern was formed by to correspond to the numbered areas
years of running water and is mostly shown on the Terrin Caves map.
smooth. Areas where the ground is wet
are only somewhat slick. Characters
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Act II: Quest for the Key
1 - STEPPED WATERFALL The Rock Moles
ENTRANCE
3 - THE STAGING AREA
Water loudly cascades over rocks
down into the earth. Through the This oddly shaped room doesn’t
splashing water, you can see that the appear to be dug by animals. The
path will be easier to travel at the walls are rough but precise and care
bottom of the falls. was taken not to damage the huge
roots that span from ceiling to floor.
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Chapter 6:The Terrin Caves
Adult and A mother, adult rock mole, and two 3C - DEAD END
juvenile rock juvenile rock moles are rummaging
mole stats are through the debris and waste in the This tunnel collapsed many years ago.
on pages 370 and corner. They are not usually aggressive, There’s no way to determine how far it
371. but these have been tormented by the goes or if it’s even possible to dig it out.
Boom sticks are ratkin. If the party moves to the table or Hidden in the rocks and debris are a
on page 415. in within 20 feet of the creatures, they number of broken crates. However, one
will attack. However, they will not fight is intact and contains 1d4 boom sticks.
to the death unless they have no escape.
4 - DEEPER WATER
A tinkerer would On the table, there is a hammer,
recognize the saw, and a pair of pliers. They are of The stream widens and deepens here.
papers as plans poor quality but still usable. The papers The bank to the northwest is too small
for a very large have instructions for the fabrication to walk along. The characters must
contraption, of a few items, such as a large hinge, swim or use the bank on the southeast
but they are wooden joints, and some sort of gear- side of the water.
incomplete.
driven lift. In the corner of one of the
pages, written in the ratkin language in 4A - RUSHING WATER
a messy script, is the word “Konugur.” The stream once again narrows, but
This is the Terrin word for King. now the current has much more force.
A successful DC In the trash pile, if anyone searches Anyone attempting to swim against
12 Intelligence it, there is a pair of throwing axes with the current here must succeed on a
(History) roll will sharp stone heads, though one has a DC 16 Strength (Athletics) check or be
reveal that the broken handle. There is also a rusty washed downstream, bashed against
throwing axes dagger, a torn green cloak, a half- unseen rocks under the water. They
are of the type
eaten deer carcass, and various sundry take 7 (2d6) damage and finally slow
commonly used down at Area 4b. As the GM, use this
by the Rat Claw
screws, nails, and scraps of wood.
area to create danger and tension from
Clan. the environment. Ultimately the party
3B - THE ROOT TAP
needs to go into Area 5, but this area
can create some great role-playing
A huge tree must stand on the moments.
Area 3C surface above this room. Its mighty
(Optional): 4B - SHALLOWS
roots span from ceiling to floor.
A Giant Wolf
Spider has Around these natural wood columns, The water slows here enough that
made a home in years of dust rest undisturbed. characters can get to the edge of the
among the crates, Barrels have been placed near one of cavern on either side of the stream.
covering them Further downstream, a cacophony of
these roots, each with a tap designed
with web. rushing water implies probable death.
to draw sap from the root into the
Only a large waterfall could produce
barrel. that much noise.
Here they need to either find a way
Upon closer examination, the party back upstream or dig through one of the
finds that the taps have long since dried walls that lead to Areas 4c or 4d. Let
up, clogged with hard sap, blocking the the players use their equipment to make
flow to the barrels. The seal on most of their way back upstream or tell them
the barrels has broken, and all the sap they see small cracks in the walls that
within has dried, becoming useless. If they can open by digging or with boom
the party decides to check each barrel, sticks. This is a great area for the players
they find one whose seal did not break. to explore creative problem-solving.
It is full of a valuable ironwood sap.
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Act II: Quest for the Key
If the characters continue though these relics look like stone.
downstream, they will be washed out They’ve been treated by one of the more
of the cave at Area 10 and over a 120- difficult-to-produce dobber resins that
foot waterfall. If this happens (and they creates this wood-to-stone effect.
don’t die), make sure they know that Script Carved Into the Roots
they must have been in the right place.
They must go back into the cavern and Area 3C
The script engraved into the roots is
find Ember. (Optional):
just as beautiful as the craftsmanship A Giant Wolf
5 - THE EMBANKMENT of the kneeling statue. A star with Spider has
roots extending from it is carved made a home in
From Area 3, the party must return to among the crates,
the waterway. It leads to an open room below each word, and limbs with
covering them
along the southeast side of the stream. leaves branch above them. with web.
Around the caskets and statue are This clue is key to the party
huge columns of root wood. These unlocking the door in Area
giant roots have an ancient terrin 6: Above each word are carved
dobber dialect carved into them and limbs extending to leaves. Be-
some unknown symbols. low each word, there is a star,
each with a series of roots ex-
With closer examination, the party tending under it.
discovers the statue and caskets are
made from beautifully carved wood,
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Chapter 6:The Terrin Caves
The Caskets A DC 13 Intelligence (Investigation)
The four caskets contain the remains check reveals that the roots and limbs
of esteemed servants of the king from carved into the dagger are to scale with
the colony that once occupied this mine. the roots and limbs that appear above
One of the caskets has already been and below each word carved into the
pried open, its edge heavily damaged. large roots. The star etched into the
Within it, the bones of a terrin dobber hilt of the dagger aligns with the stars
have already been scavenged. All that carved below each word in the poem on
remains are moth-eaten clothes. the roots.
The other caskets can be opened, To open the secret door: One of the
but not easily. A character must succeed characters must place the dagger over
on a DC 18 Strength check to pry one the word “king” in the poem carved into
open. Each one contains the bones of a the large roots.
terrin dobber and the following usable If the party has yet to solve the
items, respectively, from west to east: puzzle, you can provide another clue.
The Pincer Shield • Pincer Shield - a shield of the With a successful DC 11 Intelligence
is on page 424 chitinous shell and pincers of the check, they recall that the word
and the Earthen fearsome giant stag beetle. konugur, which is Terrin for king, was
Hammer is on scratched into one of the papers from
page 418. • A beautifully crafted +1 Greatsword. Area 3. Someone thought the word
• Earthen Hammer - The head is a “king” was important.
piece of carved stone broken from an When one of the characters has
ancient, unknown relic. The helve is aligned the dagger over the word king in
formed by roots that seem to have the poem, read:
grasped the stone head of their own
accord.
With a click and a subtle grinding,
6 - THE SECRET DOOR the terrin warrior statue begins to
move. Dust trails down from the
If needed, tell the
party that the
ceiling as gears in the walls vibrate.
A beautifully carved statue of a
star, roots, and The statue slides from the wall,
terrin dobber in full warrior’s armor
limbs carved into revealing a pair of passages, one to
the dagger match stands against the wall. Even though
the north and one to the south.
those above and there is an impressive long sword
below the words sheathed at his hip, he holds an
carved into the
ornately carved dagger just below
roots. 7 - THE NORTH PASSAGE
the hilt, pressed to his chest in salute.
Where the blade and crossbar meet,
there is a carved star. Roots extend This passage leads west, then curves
down into the blade - limbs and north to a ledge that overlooks a
leaves branch into the handle. treacherous stream. Rushing water
echoes from some 20 feet below.
Poorly tied-together planks of
The statue blocks the passageways wood lean against the wall near the
that lead to the main chamber of this
opening. On the other side of the
mine, where Maegera and Ember wait.
stream, you can see that the passage
After a little poking about, a character
discovers the dagger can be removed continues.
from the statue.
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Act II: Quest for the Key
The ratkin have been using the wood as The acrid smell of hot metal floats in
a bridge. It takes some strength to heft the air. Crackling fire from a roughly
it above the water and place it securely built forge illuminates ratkin as they
on the facing ledge. Make a DC 14
hammer crude chunks of metal.
Strength check to successfully place the
bridge. They move between a forge and a
monstrous construction of wood
Once across the bridge, the party
can smell the distinct smoke of a forge and metal in one corner. Three stone
and the sounds of tools ahead of them. statues stand guard around the forge
while a cloaked figure watches the
This passage leads to Area 8,
entering behind a root column, giving work, a white skull gleaming in the
the party an opportunity to see what’s firelight from under the figure’s hood.
in the room. Characters have advantage
on Stealth when approaching by this
This was once a ceremonial chamber
passage.
for the terrin dobber colony that used
this mine. Now the altar has been
7A - THE SOUTH PASSAGE
replaced by crudely constructed forge.
Though most of the smoke exits through
This passage to the south seems to a chimney in the ceiling, there is still a
have been dug more recently. The haze of smoke throughout the room.
sound of hammering and the distinct The wizard and tinkerer, Maegera
smell of forge smoke grows more built the forge and with his minions, use
prominent as you travel the long it to create mechanical monsters, like
hallway. Ahead you see a mass of the Castle Breaker.
thick spider webs.
8A - THE FORGE
The forge is a single round chamber
As the party proceeds, they come to with four evenly spaced openings for
an expanse of thick spider webs. A working. A raised ledge around the main
clockwork spider waits in ambush, chamber provides an anvil-like surface. The clockwork
guarding Maegera’s forge room. In the center, the dagger, Ember, spider is on page
The opening from this passage to stands vertically, blade down in the 376.
Area 8 is openly visible; coupled with coals. Heat and light radiate from the
the noise made while fighting the dagger, powering the forge but partially
clockwork spider, the characters have obscuring its view.
disadvantage if attempting to approach
using Stealth.
It is possible that someone in
8 - THE FORGE ROOM the party looks into the core
A character must succeed on a DC 16 of the forge as they enter the Combat may
Dexterity (Stealth) check to enter the room. It is equally possible be triggered as
room unnoticed. If they approach via soon as the party
that no one in the party has a enters Area 8.
the north Passage (Area 7), they have
chance to investigate the forge Jump to page
advantage. If they approach from the
until after the battle. Wait until 177 and read
south Passage (Area 7a), they have The Battle with
disadvantage. If their Stealth check an appropriately dramatic mo- Maegera.
is successful, they may make use of a ment to reveal Ember.
surprise round.
175
Chapter 6:The Terrin Caves
If one of the party looks closely or
investigates the forge, read this:
Ember
Ember, the The dagger is in the center of the forge.
cursed dagger At any time during the battle with
As your eyes adjust to the intense Maegera or after, a party member may
and its history are
detailed on page light radiating from the core of the try to retrieve it. If they reach into the
427. forge, you see the dagger described fire without any protection from the
by the Wood Sprite. It stands on fire, magical or otherwise, they take 7
end with its tip in the coals. This (2d6) damage. A ratkin has left forge
beautifully crafted weapon is a sight tongs leaning on the ring around the
forge. A party member can use those or
to behold. The wooden blade has
spells like mage hand to get it out safely.
veins of silver running through its When someone pulls Ember from the
grain. The handle is silver with gold fire, flames cling to it and seem to have
Learn more filigree. There is a glowing red stone a life of their own. They die down after
about Maegera in the hilt. When you look closely, a minute, but it is a full hour before the
and Calynn's you can see that the heart of the dagger is cool enough to touch.
relationship on
pages 338 and stone is liquid. It looks like blood. The characters can discover a
342. number of things by looking closely at
the dagger. Spells such as detect magic
or detect evil and good reveal that it
has been magically desecrated and has
magical properties from the schools
of evocation, transmutation, and
necromancy.
176
Act II: Quest for the Key
are now simple constructs that do his
The Battle with bidding. If any of the party approach
Maegera the forge, getting within 10 feet of it,
As soon as the party has been revealed, these statues awaken and attack. They Stats for the
are automatons, following only the ratkin scout and
Maegera orders his ratkin to attack. He
last order they were given, “protect the ratkin warrior
has no interest in negotiations or the are on pages 384
lives of anyone around him. His highest dagger from outsiders.”
and 385.
priority is keeping the party away from
MAEGERA The stone
Ember, the dagger powering the forge.
guardian can be
The following briefly describes the Maegera stays out of melee range found on page
battle tactics of all the participants. and begins the battle with defensive 377.
spells. Initially, he assumes his ratkin Maegera's stats
THE RATKIN minions will easily turn away the foolish are on page 342
The ratkin scout rush forward, and additional
attacking with hammers. The ratkin details for his
warrior attacks with two throwing axes If Maegera believes his death staff are on page
before rushing into melee range. 422.
is imminent, he will use misty
Ooze form is a
step to flee and ooze form so
THE STONE STATUES spell you can find
he can squeeze into a crack to on page 55.
The three stone guardian statues
around the forge are carved from
hide. Regardless of how you
the same wood as those in the burial narrate this as the GM, Mae-
chamber and, similarly, are treated to be gera doesn’t make it far. The
as hard as stone. They were originally party will need to find him
placed here as an honor to the altar
and talk to him just before his
that once stood where the forge is now.
Maegera has enchanted them. They eventual demise.
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Chapter 6:The Terrin Caves
explorers (the party). As the conflict THE CASTLE BREAKER
progresses, he enters the battle directly.
Awakening the Castle Breaker is
Once the ratkin begin to fall, he Maegera’s last resort. The beast is
panics and shouts, “Protect the Ember!”, incomplete and too large to maneuver
“You fools! You have no place here! All of properly in this space.
Dobberton will burn for what they did to
me!” and “They must not take the dagger!
It’s all I have left of Calynn.” With a loud click and grinding of
The castle He quickly loses his composure gears, the huge, half-assembled
breaker is and will get into melee range to use his mechanical marvel quakes to life.
designed just for magical mace-like staff. Though he is a Its massive mouth hinges open
that, to attack formidable wizard, Maegera is physically with a terrifying groan. One of its
the Dobberton
frail. Once he takes a few hits, he will impossible wooden and metal arms
palace, giving
Maegera the
awaken the Castle Breaker! is long enough to extend more than
revenge he seeks! As the tide turns to the players, halfway across the room. It lifts,
Find its stats on Maegera extends his staff toward poised to crush anyone it can reach.
page 375. the Castle Breaker, commanding it to
awaken and attack the intruders.
178
Act II: Quest for the Key
This terrible construct violently
attacks from its corner, where it can
reach more than halfway across the
room. It punches and throws gears You should read the full backgrounds for Maegera on page
at anyone it cannot reach. Its terrible
342 and Calynn the Wood Sprite on page 338. Both may be
destructive power can kill with a single
blow. useful for the coming conversation. The following details
are key:
Once Maegera falls, or on the
Castle Breaker’s fourth turn in combat, Maegera feels betrayed by everyone; the adepti at
whichever comes first, it swings its
arm wildly across the room, using its Dobberton School of Magic, who didn’t understand his and
sweeping arm slam attack, slamming Calynn’s genius, the King for not granting them mercy after
enemy and ally alike. their failed coup, Rohr-tan for cursing Calynn, and finally,
Calynn, who abandoned him for her obsession with the Rot
Weaver.
At this point, the party should
He believed the Wood Sprite curse was fatal and that
be low on health, knocked
Calynn died not long after they parted.
out, or even dead. This is the
final sequence in the battle. He loved Calynn once. Over time she pushed him away.
Make it dramatic! As the GM, He knew it was the Rot Weaver. Somehow that monster
make sure one of the party changed her. It must have been through the dagger.
doesn’t get knocked uncon- Now that he’s lost everything, he, too, is obsessed with
scious so that they can revive revenge. His Castle Breaker, the towering war machine, will
the others. be his finale, his grande opus.
Even he will not touch Ember. He uses mage hand to lift it.
THE CAVE-IN He doesn’t want any help, flatly rejecting any aid or healing.
179
Chapter 6:The Terrin Caves
way out. The way from which they came “She moved around the squirrel,
is completely blocked. If no one in the gesturing with one hand, and holding
party has retrieved Ember from the the sword above her head with the
forge, they should do so now.
other. ‘Spirit Forging’ she called it.
Maegera Lives Time seemed to stand still. The
blade of the sword caught fire. It
Give Maegera While the party is looking for a new
the perfect was a deep, sanguine. She struck the
way out, the character with the highest
cinematic death, Passive Perception hears a faint wheeze. squirrel, killing it instantly. Blood red
he deserves it. Maegera lays motionless, his rat-skull flame rose from the body and arced
mask gone, revealing a withered and across the room to a nearby table.
frail dobber face. He is injured beyond The fire splashed against it, burning
any aid the party can give, most of his a great scar into it.“
body crushed under a boulder.
He freely answers the party’s “I was frozen in horror and
questions, knowing his death is confusion. She stared intently at the
imminent. He reveals all he knows about table, excitement clear on her face,
Calynn, the Wood Sprite. He believed waiting in anticipation. The table
she was dead. When he finds out she creaked as if a great weight had
isn’t, he talks about their love, coughing, been placed upon it. Then the legs
and wheezing throughout. Read or
trembled, but instead of crashing to
paraphrase the text below:
the floor, a ruined piece of furniture,
it began to walk. It stepped toward
“We studied together and fell in
Calynn. Her eyes were wide with the
love. She was so beautiful - young,
pride I now know was madness.”
passionate, curious, and brilliant. We
studied under Othkara, but he didn’t “The table ‘lived’ for only a few
understand her genius.” minutes. This drove her further. She
grew more and more obsessed with
“She began to believe that she could
life and death. She was kicked out of
control life and death. She had found
the school and eventually exiled from
a book on rot magic. She obsessed
Dobberton.”
over it. One day she came to me,
very excited. She had a dagger; she
called it Ember. She said it was the Maegera only has moments left
missing piece. It could sear the spirit, to answer any more of the party’s
questions. However, before he dies, he
forever burning it into whatever she
tries to tell them one more important
desired. She led me to her lab, where detail:
a squirrel was tied to a pedestal. ‘I
have mastered life over death!’ she
He falls into a painful coughing fit
exclaimed.
then stops breathing. He forces out a
few more words, “The stone... in the
dagger... is...” and then he dies.
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Act II: Quest for the Key
8B - AN OLD PASSAGE OPENED AN ENDING INTERRUPTED
BEFORE THE CAVE IN: Rocks and dirt fill The party begins making their way down
this alcove where there was once a the mountain. The sparsely forested When the party
large passage. It is completely blocked area gains trees and foliage as the comes to the
surface of the
by rocks and debris. With a successful elevation decreases. Once the party is
mountain, they
DC 14 Wisdom (Survival) roll, a within a fully wooded patch in the lower are no where
character can see that the passage mountains, a band of sylvan dobbers near where they
was only recently filled in. As it is now, reveals themselves from hiding. entered. However,
this passage is not passable. they are high
AFTER THE CAVE IN: Many of the rocks enough to identify
Without warning, a dozen cloaked
the Alwaysgreen
that were blocking this passage figures drop out of the trees. You Forest in the
have shifted. With some effort, the distance and
are surrounded with multiple arrows
characters can clear away enough determine what
trained on each of you. A deep, quiet
debris to exit this chamber. It appears direction they
that this is now the only out. After voice speaks, “Your party breathes must go to return
an hour of hard labor, they open up a so loud we could’ve shot you in the home.
hallway that ascends to the surface of dark.”
the mountain. This is the only way out.
The openings to Areas 7 and 7a are
hopelessly blocked. The party is surrounded by a
band of sylvan dobbers, clearly not
Concluding This from Dobberton. This group had been
monitoring Maegera. They chose to
Chapter follow the party when they came out of
The party limps their way to the surface the caverns. Their leader, a gruff, red-
of the mountain. The mist that hangs bearded dobber, carries a charm that
in the air feels cool on their beaten and can detect the evil of the cursed dagger,
exhausted bodies. Ember.
They now know who the Wood Leveling Up
Sprite is and that she is the sister of the Once this chapter is complete, and after
Dobber King. They know that Ember the characters finish a long rest, they
is a terrible and powerful weapon and should proceed from level 4 to level 5.
that the Wood Sprite plans to use it for
something terrible.
What is the party’s next step? Do
they go back to Herb? Should they go
straight to the King? Could the King be
involved? Do they dare take Ember to
the Wood Sprite, hoping to defeat her or
possibly bargain?
181
Chapter 6:The Terrin Caves
182
Act II: Quest for the Key
183
Chapter 6:The Terrin Caves
Kairia
The sylvan dobber city of Kairia sits in the treetops of the Fenmar Forest: a wood at the base of the
Verdant Mountains, dense with cypress, spruce, cedar, and ash. The High Stone River has carved the
perfect grotto into the mountains, making a V-shaped cleft almost as deep as the trees are tall. The rock
walls of the cleft create two-thirds of a protective triangle around Kairia. The southernmost point is
capped by a waterfall that shrouds the whole city in mist. The city’s buildings are built into the trees, high
above the ground, spanning from limb to limb and cliff face to trunk, all connected by a web of suspended
walkways. One could live their whole life in Kairia and never set foot on the ground beneath.
185
Kairia
CHAPTER 7:
Captured by the Sylvans
The party now has the cursed dagger, Ember, and knows the Wood Sprite intends
to use it to release the Rot Weaver. Before they can act on this, they are captured
by sylvan keepers and taken to the Fenmar Council for questioning.
188
Act II: Quest for the Key
for sylvan dobbers of Fenmar. He’s They didn’t come here to kill the
soft-spoken and grim when the party party, just to protect their home. It is
first meets him, though he loosens up their intent to take the party back to
in time. He is one of the more influential their city, Kairia, where they will be
members of the Fenmar Council. questioned by the Fenmar Council about
the dagger. Once they know the intent
IVY of those in the party is not evil, they
Ivy is a seasoned keeper but still young may be released. Ivy’s stats are
in Derlon’s eyes. She is a skilled rogue, found on page
cunning and crafty. She thinks she’s A female voice speaks up, lowering 348.
going to take over Derlon’s position as her hood. You can see she also has The sylvan
overseer of the keepers when he retires. keeper stats are
sylvan ears under her blonde hair.
Hopefully soon. found on page
“Why so grim, Derlon?” she asks the 349.
YOU CARRY A VERY red-bearded man. “We mean you
DANGEROUS ITEM no harm,” she says to you with a
smile. “We can see you’ve survived
The party is surrounded by 6 sylvan
keepers, all with weapons at the ready. a harrowing experience. The whole
mountain shook only hours ago, and
here you are, covered in dust and
“Your party breathes so loud we
worse. We have food and a safe place
could’ve shot you in the dark,” echoes
for you to rest. We request only that
in your ears as you take in your new
you meet our elders and answer a
situation. Six dobbers, shrouded in
few questions.”
heavy cloaks, their noses just visible
under large hoods, surround you.
“You carry a very dangerous item,”
the same voice says as he pushes
down his hood. Subtle vine tattoos
wrap around piercing eyes, his
face framed by dark red hair and
a thick beard. Braids fall from his
temples, drawing your attention to
his pointed, sylvan ears. A crow with
ragged feathers and a scared beak
sits on his shoulder. He crosses his
arms, intently surveying each of you.
Those with him keep their arrows
trained on you.
189
Chapter 7: Captured by the Sylvans
WILL THE PARTY GO WITH convince Derlon or Ivy to remove the
blindfolds. This can only happen after
THE BAND OF SYLVANS? they’ve walked a little way without
The tension among the characters is making trouble - far enough to keep the
likely at its highest point. Who are these location of Kairia a secret. Skip to An
people? Can they be trusted? What do Evening to Rest.
they know about the dagger? These are
If the party refuses to go with
just a few of the questions the party
may have. But the question they must
the sylvans
If the party refuses, Derlon asks for
answer first is: Will they go with them?
the dagger, “You can go, but you won’t be
taking that dagger with you.” The sylvans
“The thing you carry calls like a will do what they can to avoid a fight,
beacon to any who have known its but they don’t know the party yet. They
evil.” the red-bearded sylvan growls. are not willing to let the dagger go with
“You are not permitted here with it.” a group they do not trust. Therefore,
combat is unavoidable.
The sylvans will not use lethal force
Derlon and Ivy will play off one if they can help it. Details for Derlon
another. Derlon is stern and forceful, and Ivy are below. It should become
while Ivy is friendly and encouraging. clear that the party is outmatched in a
Derlon's sleeping few turns. Give them an opportunity to
powder cloud is “Come with us, peacefully,” the surrender willingly. If they don’t, Derlon
similar to sleeping
blonde adds, “I promise, none of you uses a sleeping powder cloud, ending
powder found on combat. Skip to Waking Up.
page 65. To use it, will be harmed. You will be cared for.”
he breaks a glass If the party is willing to give
vial, releasing a up the dagger
30 foot diameter Afterward, Ivy offers a mushroom to Combat is avoided, but the keepers
cloud that knocks each individual in the party. It heals one don’t want the party to leave yet. They
out everyone in it. hit point for those who partake. After offer them an opportunity to rest and
this, she has advantage on any social recover while their council discusses
checks, such as Charisma (Persuasion), the evil dagger. Skip to the next quest,
to convince the party to go with them Returning to Dobberton.
peacefully.
If the party agrees to go with Note: The party may want to
the sylvans
leave, heading back home with-
Combat is avoided. The party is asked
to wear blindfolds while they walk to out the dagger. Maybe they
Kairia. The walk would normally take think that the Wood Sprite will
a few hours, but leading a group that attack the sylvans for the dag-
is blindfolded is a bit more difficult. ger instead of Dobberton. Don’t
The trek is arduous and awkward.
force them into a decision, but
Eventually, the party hears the distinct
sounds of rushing water, and it is clear remind them how dangerous
they walking along a river path. “Watch the Wood Sprite is. Maybe they
your step!” a keeper might shout as they don’t know what to do with the
pull a character back from stepping off dagger, but the best hands to
the path right into the water.
be holding that dagger for the
A character who succeeds on a DC
moment are their own.
17 Charisma (Persuasion) check can
190
Act II: Quest for the Key
wooden floor feels warm, and the room
An Evening to rest is inviting.
Doors lead further into the trunk
Two thick cypress trees flank the to simple rooms, each with a bed,
path ahead. They are golden with chair, and small table. The bed looks
autumn leaves, standing sentinel comfortable; the blanket over the top
before a wonderous, suspended has a leaf pattern embroidered into it.
city. The sylvans have built high in It’s soft and the perfect weight, enough
the boughs of these cedar, ash, and to keep you warm without making you
hot.
spruce trees. Tall, lean structures
characterized by slender doors and Two keepers are posted at the
windows cling to trunks hundreds platform entrance. They are kind and
happy to make small talk. They don’t
of feet from the ground. A third
want you to feel like prisoners, though
cypress, taller and more robust than they ask you to stay in this area until the
any other, has a series of buildings council meets.
in rings around the upper part of its
trunk. Each circular building is bigger KEELY
than most homes in Dobberton. Keely is an elderly healer. She has very Keely is a
Suspended paths spiral out from dark skin and thick white hair that cleric, similar to
them, interconnecting this tree with reaches her waist. She visits shortly Beatrice, though
after the party has had a chance to she is devoted to
the whole community. A waterfall the Green Man.
become accustomed to the space. She
cascades out of the mountains that Both the Green
takes time to speak with each person in
provide the backdrop to this magical Man and the Star
the party, all the while pulling various Father encourage
scene. salves or tinctures from the pockets of their followers'
her billowing robes. She tends to any acts of love and
of the party’s injuries or concerns. Each service.
The party is escorted to a large ash tree,
is fully healed and has any condition
where a path ramps gently upward to a If needed, you
or disease removed, including rot can find stats for
small circular platform. From there they
poisoning. Beatrice on page
take a rope pulley elevator. Most of the
mechanism is inside of the trunk of the She visits a bit later with an 343.
supporting tree, making it impossible to assistant. They’ve brought a full meal
truly understand how it works. catered to each person. She seems to
innately know what kind of food each
The party’s rooms are more than ten
character prefers. Drinks also, though
stories off the ground and half a dozen
nothing with alcohol. She has even
suspended paths from the elevator.
prepared meat if there is a woodkin in
A large platform, half of which is cut
the party that likes it.
into the trunk of a birch, the other half
hanging off of it like a balcony, provides
a common area. Tall narrow holes, like
WAKING UP
windows, but with no glass, line the The next morning, the party wakes from
outer walls. There is a calming rustle one of the best sleeps they’ve had in a
of fall leaves and a breeze that gently while. Two sylvan keeper guards are Sylvan keeper
blows through the room. Within it are still at the opening from the platform to stats can be found
plush chairs and couches built with the suspended walkway. These guards on page 349.
ornately carved frames. A table has are different from the two who were
a glass pitcher filled with clear water posted last night, though they are just
surrounded by empty glass cups. as friendly. Enryn, the crane woodkin
Though there are no rugs, the polished and councilwoman, has already arrived.
191
Chapter 7: Captured by the Sylvans
A white crane with a red feathered Meeting the Council
forehead sips tea with her long beak
The purpose of the following
just outside of your rooms. “Ahhh,
conversation is for the Fenmar Council
you’re awake!” She squawks as you to assess the intent and attitudes of
Sylvan dobbers emerge. She ruffles her wings a bit, the party. Each council member has a
tend to be more “I am Enryn. The council is ready for different style and specifics that they
conscientious you. Take a wake and have a bite, but want to discuss. However, they have a
of woodkin food common goal: they want to determine
preferences.
don’t dally.” With sudden speed, she
snatches a minnow out of a bowl on if their community is safe and what new
That's why they
threats, if any, lie beyond their borders.
included fish a nearby table. “Ivy will take you to
with the other They don’t plan to get involved, at least
the council room when you’re ready. not yet.
breakfast items.
Or before. Up to you.” The big crane
Use the notes for each council
drops off the platform and glides out
member below` as a way to guide the
of sight. conversation. This should be a rather
tense social exchange. It’s impossible to
predict how it will go, so read through
A table lined with breakfast foods
each council member’s section before
has been prepared. It has a variety
you begin. If you know each character,
of vegetables, breads, cheeses,
you’ll be able to more effectively
and jams. There is also a
improvise and keep the scene feeling
small bowl of fresh fish to
organic.
be paired with toast and
mustard. Ivy arrives shortly Change any of the statements as
after the bird departs. She you see fit. Change the order as the
waits impatiently until characters lead the conversation.
the party is ready and Evelina’s first statement should start
then takes you to the things off, but it may be a while before
council room. she speaks again. Hopefully, the
characters can convince the council that
the cursed dagger is in the right hands,
theirs.
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Chapter 7: Captured by the Sylvans
To the Atelier
Ember has a red stone where the blade You are led to a large round room. Two guards at the
meets the hilt. It glows red, magic entrance step aside, allowing you to enter. Soft light
always flowing. When you look closely, glows out through tall open windows that span floor to
you can see that the heart of the stone ceiling. Within the room, five sylvans sit in a semicircle,
is liquid. It looks like blood. each on the floor with their legs crossed. Enryn, the
crane, is with them. A pair of crows fly in through a
A Heritage Stone is a ruby with
window, one of which transforms into Derlon, the man
a drop of blood trapped in its center. with braided red hair. He sits with the group; the other
Every member of the royal family, back crow hops up on his shoulder. Making the council seven.
to Orlun, the first king of Dobberton,
has a Heritage Stone in the Heritage An elegant woman with long braided hair and pure
vault under the palace. If there’s ever white robes pooled around her gestures to the space
across from the group. There is room for each of you to
any question about the validity of one’s
sit, completing the circle. There is a small pedestal in the
royal lineage, the Heritage Stone can
center. She gently implores, “Please, place the dagger
prove the truth beyond question. Few
here and have a seat.”
outside of the royal family have seen a
Heritage Stone up close. Only when a
child is born to the King and Queen are Evelina
Evelina guides the conversation. She is polite but does
they even discussed. However, Derlon
not wish the conversation to linger on trivialities. If the
had the opportunity to see one years conversation drifts to tangents, she cuts directly to the
ago when he visited his friend, Gearld in reason for this meeting, Ember.
Dobberton.
This is a key to how the magic of “Let’s begin. I am Evelina, the speaker for the Fenmar
Ember is tied to the Rohr-tan, the Rot Council. We represent the people of Kairia. I trust your
Weaver. More will be detailed later. stay has been pleasant thus far. May we have your
names?”
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Act II: Quest for the Key
Allow the party time to answer. The party doesn’t have long to
Even though this meeting is tense, respond to Derlon before the rest of the
hopefully the sylvans have convinced council starts shouting opinions and
them to speak honestly. questions. Evelina is calm
and persuasive,
Keifer Derlon is forceful
and intimidating.
If the party doesn’t want to talk,
“I say send them back to Dobberton Play these two
Evelina will take on a motherly personalities
with that cursed dagger. It was their
tone, attempting to persuade against one
problem to begin with. Let them deal another. A kind of
them, “We just want to help.” “I with it.” "good sylvan, bad
assure you we’re on your side.” sylvan".
Enryn
Once the party begins to open up to
the Council, Hadrian wants to know “Will this rot get into our water
about the Wood Sprite’s curse. Derlon supply?”
interrupts, angry to discover how
dangerous the dagger actually is.
Hadrian Marigold
Hadrian wants to know how Rohr-tan is “I’d like to know more about how the
connected to this.
farms were affected by this rot.”
Derlon
Derlon is direct when speaking “My main concern is with the
about the dagger. If he feels that it is spiritual connection this dagger has
warranted, he will subtly threaten the with Rohr-tan. This isn’t just the kind
party and anyone who would bring of evil that might cause someone to
danger to his home. After the party do a bad thing, like steal or lie. It’s
reveals they were sent to find the the kind of evil that corrupts one’s
dagger by the Wood Sprite, he adds:
soul. It’s the kind of evil that destroys
people.”
“So, you knew the dagger was linked
to Rohr-tan, and still you retrieved it!
Once it is suggested that the dagger
How foolish are you?”
be taken back to Dobberton he adds:
“How do we know the dagger
hasn’t already begun to affect you? “And what if you fail? What if the
We know it to be evil. It may be dagger is used to release Rohr-tan?”
manipulating you.”
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Chapter 7: Captured by the Sylvans
Derlon Evelina
Eventually, the red-headed dobber gets If the party claims to have retrieved
fed up with talking around how serious the dagger to protect their home or to
the situation is and interrupts: keep it away from the Wood Sprite, she
Revealing the
adds:
concept of a The grizzled ranger abruptly stands,
Heritage Stone “They must take the dagger back
pointing down at the dagger on its
to the party
must not be pedestal. “Do you not realize what to the Dobberton King. If that is a
overlooked. that is?! It’s a Heritage Stone. I’d Heritage Stone, this is certainly a
A character might bet my vines on it. That means Dobberton matter.”
even remember Dobberton royalty. This isn’t just
Maegera trying about a magic dagger or even the
to say something
about the stone Lightless. It’s about the whole of
Dobberton!” Depending on how the charac-
before he died.
ters respond during this con-
versation, it could feel more like
Talia
an interrogation. Perhaps it is a
Once a Heritage cacophony of voices all talking
Stone is created, “You’re right, Derlon, that is a
it never leaves the Heritage Stone. The royal family of over one another. The council
Heritage Vault. Dobberton uses those to verify the is scared. They are desperate
How could one for reassurance that the party
be affixed to a family bloodline. That liquid inside is
dagger? someone’s blood. My understanding wants nothing to do with the
is they are kept in a vault deep evil of the dagger. They need to
under the palace. Whosever it is, or feel confident that the party’s
whoever put it in that dagger, they hands are the safest place for
are behind this mess, rot and all.” the dagger currently and that
they are going to take it di-
If at any time one of the party tells the rectly to King Quilan or Justiciar
council that according to Maegera, the Gearld.
Wood Sprite is Calynn, add:
“If that wretched creature was once If the conversation goes well: The
council concludes that the party doesn’t
Calynn, doesn’t it stand to reason
mean any harm to their community.
that the dagger holds her Heritage Yet, they have great concern regarding
Stone?” the Wood Sprite and the cursed dagger.
Therefore, they tell the part they must
take the dagger to Quilan, the Dobber
King. They gift the party with some
Evelina will explain all they items to help in their journey.
know about Heritage Stones If the conversation results in
if the party has questions. See conflict: The party is told to leave with
the Heritage Stone side-bar on no gifts.
page 194.
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Act II: Quest for the Key
Dancing, games, food, and drinks To Each, A
TO EACH, A GIFT IS GIVEN
Gift is Given
Once it is decided that the party must flow long into the night. Energetic
(Optional):
take the dagger back to Dobberton and music led by a driving, multi- Peruse the items
give it to the King, each member of the layered drum beat and harmonious starting on page
party is presented with a gift. Evelina woodwinds fills the night air. You 412 for more gift
has quickly gained some insight into options.
have been welcomed by the sylvans,
the party and gives items that best suit and for a time, you feel like you are
each character’s strength. Distribute the one of them. For a time, you feel you
items below to the part, no more than
belong in the trees!
one per character:
• Whip of Water (page 426)
• Forest Edge Blade (page 418) ESCORTED FROM FENMAR
• Nature's Gift (page 423) The next morning, the party is escorted
• Leaf Glider (page 421) to the pulley-operated elevator, then
down the ramp to the path that skirts
• Cloak of Mist (page 417) the edge of the High Stone River. They
• Spinner Seed (page 425) are led along the path until they round
a bend that puts Kairia out of sight and
After the gifts are given, Evelina
are asked to once again don blindfolds.
suggests that the party take another
day to rest and recover. They are free to A character would need to succeed
explore the city and would be welcome on a DC 20 Intelligence (Survival) ability
at a special meal in their honor this check to be able to recount the path
coming evening. leading back into the Fenmar Forest and
the sylvan city of Kairia.
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Chapter 7: Captured by the Sylvans
South Watch
South Watch is the main point of egress between the large grain fields south of the Alwaysgreen Forest
and the people of Dobberton. During harvest season, it is one of the busiest places in all of Dobberton.
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Act II: Quest for the Key
THE FOX HOLE WEIGH AND TRADE
The Fox Hole is a simple inn that caters mostly to From its outward appearance, Barlow’s Weigh
wagoneers and farmers. The room on the ground and Trade looks like a run-down conglomeration
floor is a simple waiting room. There’s a large of barns built into a clump of pine trees. It is
common room on the second floor if you don’t actually one of the busiest and most prosperous
mind sleeping on a straw mat or in a hammock. businesses in South Watch.
There are four private rooms above that, which Barlow’s first building keeps an enormous
cost a little more coin. The innkeeper is a young scale; each plate can hold up to 6 full-sized barrels.
terrin dobber named Nanian. He mostly keeps to He’ll weigh your grains by the sack-full, barrel-full,
himself and lets the guests alone. It wouldn’t be or even the wagon load. In the main storefront,
surprising if a guest stayed an extra night once in a he keeps a much smaller scale for weighing coins,
while without paying. gems, and jewels. A third warehouse is used for
storage; some short-term, some long-term. If your
SWEETY’S wagoneer is running late, you have to keep your
Sweety is a handyman dobber, starting to get produce somewhere.
along in years. For years, he’s been the go-to guy
to repair wagon wheels and barrels. But that’s not LUCKY’S
all he can do; in fact, he has a hard time saying Farm tools and general supplies, Lucky’s has it all.
no to just about any request. If it can be made Lucky specializes in goat cheese and fertilizers,
out of wood, he can make it or figure out a close both of which stink. Yes indeedy, Lucky has what
alternative. Everyone visits Sweety’s eventually. you need.
BUSHELS AND BARRELS
Bushels and Barrels is an eatery and tavern built
of robust timber. Thick framing and wide plank
board make it feel larger than it really is. It’s an
old tavern that passed to Gilli, the barkeep, from
her father. Now, she and her spouse, Brien, serve
locals and travelers along the King’s Road with
equal care.
199
South Watch
CHAPTER 8:
Return to Dobberton
The party must return to the Alwaysgreen Forest and, while doing so, are hunted
by minions of decay who seek Ember.
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Chapter 8: Return to Dobberton
The shrieking WHILE THEY CROSS THE
wolf, shown
Crossing the Fields
FIELDS, THE PARTY IS BEING
below and on A lot has changed for the party in the
page 403, is a handful of days since they met the HUNTED.
relentless hunter. Wood Sprite and left the Alwaysgreen The crossing will take about three
To increase the Forest. Now, they must return.
sense of danger, days. Shorten this to two days or
add these wolves, increase it to four. As the GM, it’s
to encounters as You look out over the land from atop up to you how you execute this.
the party crosses a foothill of the Verdant Mountains.
the fields on Consider four or more encounters
The Alwaysgreen Forest seems
their way back to per day. You can roll on the Ran-
Dobberton. so far away, just a dark patch on
dom Encounters table or choose
the horizon, the morning sun just
the specific encounters you feel fit
beginning to light up the remaining
autumn leaves. the story best. If you roll random
encounters, use a d12+6. The
encounters in that range fit this
portion of the adventure. Option-
ally, you can pull from the Besti-
ary, using any creature you’d like
to create your own encounters.
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Act II: Quest for the Key
notice it until they were right on top He foolishly takes a bite. His eyes
of it. Thus, the people of South Watch get big as he realizes it’s too hot, and
likely have no clue there’s a ratkin camp he quickly spits it out. He launches
so close.
from his seat and dunks his head in
THE RATKIN CAMP a nearby bucket, presumably full of
water, slurping loudly.
The camp is sparse. There are no tents
or similar structures, only piles of dried Cackles, guffaws, and chiggers of
wheat and hay for sleeping pallets.
laughter erupt from his companions.
There’s a haphazard pile of gear, a fire
A thin ratkin with wiry black fur is so
pit, and a pot for cooking.
overcome with mirth he falls, rolling
Sitting around the fire are two The ratkin
on the dusty ground. warrior, ratkin
ratkin warriors, two ratkin scouts,
and one ratkin berserker. There is one scout, and the
“What are you laughing at!?” roars ratkin berserker
additional ratkin warrior and one scout
the big one as he springs from the are found on
patrolling, each on opposite sides of pages 384 and
the camp. While they were instructed bucket, landing with his full weight
385.
to patrol the whole area around the on black fur. The laughers fall silent.
camp, their focus has been to the north. The big one presses his knife to the
It just so happens that neither notices throat of black fur. “I asked you a
the party when it approaches from the question, what’s so funny?”
south.
If the party goes around the camp The one with black fur stammers,
or lingers at its edge, they may be “n-n-nuthin’.”
caught unaware by those on patrol.
The big one lifts his knife to point it
The ratkin scout can be detected by a
character who has a passive Perception at the others, eyeing each one.
of 18 or higher or if they succeed on
A grey-furred ratkin, not quite so
a DC 18 Wisdom (Perception) check.
The warrior scout can be detected by a small as the black-furred one, steps
character who has a passive Perception forward, palms up. “Com’on boss, we
of 13 or higher or if they succeed on a ain’t mean nuthin’ at you. We’s just
DC 18 Wisdom (Perception) check. havin’ a laugh about dobbers. You
If the party approaches the camp, know, thinkin’ about how surprised
they can remain undetected, should they’ll be when we attack! It’ll be
they choose to be, with a successful DC hilarious, right boss?
13 Dexterity (Stealth) check. In doing so,
they can overhear the chatter of those ”The big one slowly steps off of black
around the fire. Read or paraphrase the fur, putting away his knife, beginning
following scene: to chuckle, “You’re right, Yellow
Tooth. They won’t know what hit
The biggest of the five ratkin sits on them.” He suddenly punches the one
a bulging sack. He leans toward the he called Yellow Tooth, sending him
guttering fire, orange light glinting sprawling to the ground. He bursts
off his big incisors and red eyes. He into laughter so brazen and loud it
thrusts an ugly curved knife into the makes your skin crawl.
coals and pulls out a bit of what must
be charred meat.
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Chapter 8: Return to Dobberton
The other ratkin force themselves and he has led a group into the
to join their chief’s laughter for fear Alwaysgreen Forest. They are scouting
they might be next to feel his wrath. for any vulnerabilities that may have
The laughter dies down, and four of the been caused by the rot.
five return to various seats around the
dim fire. Yellow Tooth curls up on one • Si-ak, the commander of the Rat Claw
of the sleeping pads away from the fire Clan armies, is planning to attack
to nurse his hurt jaw. Their discussion regardless of what this scouting
stumbles along without much direction. party finds. Dobberton doesn’t stand
Most of their talk revolves around a chance! It’ll be like a horgorath
insulting the dobbers or complimenting swallowing a dung beetle.
themselves. • No, they don’t know when the attack
If the characters continue to will be, but they hope it’s soon.
listen, eventually, they will learn that • Of course, they know about the
there is a scouting party led by a ratkin
previous fist of ratkin that was helping
called Soft Paw in the Alwaysgreen
the Wood Sprite with her magic rot
Forest right now. They should be
returning to camp any time. However, seeds.
if the characters wait long enough to • They also know a dobber named
overhear this part of the conversation, Saggard was helping them.
the ratkin scout that was on patrol
• They do not know anything about
sneaks up behind them. Unless one
Calynn.
of the party is on active lookout
duty, someone must have a passive Either in the aftermath of combat or
Perception of 18 or higher to notice the while the characters are questioning the
ratkin’s approach. ratkin, read:
She takes a shot at one of the
characters with her heavy bow, then The distant sound of screaming,
shouts for the ratkin at camp. Roll carried on the night breeze, just
initiative, combat ensues. reaches your ears. You look north;
If the characters do not wait, they a yellow glow undulates out of the
can move into the camp, surprising the darkness at the edge of the horizon.
ratkin. Ratkin who are surprised can’t That unmistakable yellow light can
move or take an action on their first turn
only be one thing: fire, a big one.
of the combat and can’t take a reaction
until that turn ends.
The ratkin will always assume they
are superior in strength and fighting
South Watch
ability. Yet, they don’t intend to die here. If the party runs, they can reach the
If they feel their advantage slipping South Watch gate in less than 15
Mudvein is, of away, they will flee to the forest and minutes. Once they arrive, they find
course, a ratkin hide. guard tower and a portion of the wall on
berserker, the west side of the road are on fire. It
page 385. If any of the ratkin are captured and
looks like bushels of hay made the blaze
interrogated by the party, characters
The Dobberton easy to start. Citizens, with the help
guard is on page
can learn from the following:
of one Dobberton guard, have formed
355. • The big one, a ratkin berserker, goes a bucket brigade to keep the fire from
by Mudvein. spreading. Two other guards struggle
• Soft Paw is the second for this fist, against murderous ratkin.
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Act II: Quest for the Key
Fire blazes from bushels of hay Let the Ratkin Run
against the tall wooden walls that block If the party does not pursue them,
the road between Dobberton from citizens urge them to help put out the
the southern fields. Its walls stretch fire. It doesn’t take long before it’s under
into the forest on either side of its control. Proceed to Inside the Gate.
three closed gates. A dobberton guard,
Chasing the Ratkin
flanked by two brave citizens with sticks
If the party pursues them, they are led
fend off murderous ratkin while a group
into a trap. In their scouting efforts,
of farmers try to put out the fire.
the ratkin have discovered a stream
There are two ratkin warriors and overrun with rot poisoning. It is home to
four ratkin scouts led by Soft Paw. They a particularly nasty conglomeration of
are not here to win a battle. They are decay monsters.
here to test the Dobberton defenses and
cause havoc. When the party engages,
they will quickly retreat into the forest
and hide. The party can Let the Ratkin
Run or Chase the Ratkin.
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Chapter 8: Return to Dobberton
These ratkin are fast and clearly INSIDE THE GATE
know the terrain. At the crest of On the other side of the gates, there
the next rise, one looks back at you, are a dozen stalls for foxes and wagons.
cracks a wicked smile, and bounds Attached is the Commerce Commission
over the hill out of sight. building, where merchants can hire
transport of goods from the fields. The
When reaching the top of the rise, stall closest to the wall has only light
the ratkin you were pursuing are damage from the fire.
nowhere to be seen. A creek runs A number of dobbers and woodkin
perpendicular to your path, lined by bustle about in the aftermath of the fire.
unnaturally large mushrooms with All that is left of the bucket brigade is a
purple spores blanketing the ground muddy path from sloshed water leading
around them. An earthen cave opens off into the forest, presumedly to the
nearest water source.
into the hill on the other side of the
creek. A tall dobber with a long red cloak
seems to have taken charge, sending
workers to the wall to begin repairs and
Stats for the The party immediately notices directing others out of the way.
walking fungus tracks in the dirt at the entrance to the
Willamina
and plague cave, leading in. There are three walking
Willamina is unfazed by the surprise
fungus are on fungi and one plague fungus among the
page 392. attack. Not a hair of her tight black
other fungi. There are two rot slimes
bun is out of place. She knows that
The rot slime is along the edge of the water. The ratkin
maintaining the gates is paramount to
on 399 and the have hidden in the underbrush, equally
the Commerce Commission and, in her
decay bear is on divided, 30 feet away to either side of
388. opinion, the entire Dobberton economy.
the cave entrance. There is a decay bear
She will not rest until they are restored
inside the cave.
to full working order.
As long as the party focuses on
She will thank the party for helping
the tracks, the fungi and slimes remain
with the fire and ratkin attack, then
motionless and nearly undetectable.
happily send them to work on the wall. If
If a character has a passive Perception
pressed, she will share a few curt details:
of 16, they notice the decay creatures.
However, those creatures don’t attack • “To my knowledge, this is the first
unless the party does or if the ratkin sighting of the Rat Claw Clan in a very
attack. long time.”
The tracks in front of the cave • “If you take the night at the Fox Hole, tell
are clearly ratkin. A successful DC 14 them Willamina and all of South Watch
Wisdom (Insight) check reveals that are in your debt. They will give you a
they were placed there intentionally. discount.”
A successful DC 16 Intelligence
(Investigation) check allows a character • She will share details about the
to find the true tracks leading to where Commerce Commission if asked.
the ratkin are hidden on either side of the • The party may realize, with the carts
If the party cave. and foxes around, that they can get
survives the trap Ambush! The ratkin, fungi, and slimes Ember to the King faster if they travel
set by the ratkin,
all attack. If possible, they push the party by wagon. If they ask about hiring
they will fight to
the death. into the cave, where the decay bear is transportation, she will direct them to
waiting to rip the party to shreds. Bushels and Barrels.
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Act II: Quest for the Key
Before they can talk much longer, Barrels. He’ll even give them a ride in
a slender dobber with a fine blue coat the back of his cart.
interrupts. He looks barely old enough If the party would rather go
to grow a beard, and the coat is tight, as somewhere else in town, such as the
if he’s put on a few pounds. Maddox is in Fox Hole, he’ll gladly take them. If they
the employ of a wealthy merchant from ask for a ride to Dobberton, he refuses.
the Dobberton capitol. He’s very upset Even if they offer to buy Em and his cart,
that his transport of barley will now be he refuses. He’s a farmer and got no use
delayed. He was already upset that the for the city.
amount was so meager. Maddox takes
over Willamina’s attention, making it clear BUSHELS AND BARRELS The menu for
that the party will get no further help. Bushels and
This simple building of sturdy timber is Barrels is on the
Gump built into the base of a maple tree. It’s a next page.
very old tavern, passed down through
Nearby, an elderly dobber with a generations. Gilli, the barkeep, and
her spouse have their personal rooms Gump is a
short white beard is comforting a wagoneer looking
behind the kitchen which is behind
large, though thin, grey fox. The fox is for work. As he
the bar, further into the tree’s trunk.
hitched to a simple two-wheeled cart. and his fox Emmal
Bushels and Barrels also boasts half a have slowed with
One side of it is dark from the fire but dozen private dining and meeting rooms age, the jobs come
not significantly damaged. He catches off the main room, making it ideal for less frequent.
your eye and nods his thanks for your civic meetings and parties.
help with the fire and ratkin.
As you step through the double
doors of Bushels and Barrels, you
are assaulted by the strange smell
What will the party do next? of stale barley and sweet maple. A
They may want to have a drink variety of square and round tables
with Gump at Bushels and Bar- with mismatched chairs fill the large
rels. Maybe they want to get room’s floor. A long bar of age-
some rest at the Fox Hole? Or polished wood stands in front of the
they may want to keep moving, back wall, which is the rough-hewn
striving to get to the King as wood of a maple trunk.
soon as they can.
The next two scenes will be Gilli
Meeting Milo and The Tree The barkeep is a stout female dobber The stats for a
Golem Attack. Those scenes named Gilli. She is a retired Dobberton Dobberton guard
guard and takes no guff. Though the are on page 355.
can occur regardless of where
city caters mostly to farmers and trades
the party chooses to go next. folk, she knows how to spot a traveling
Adjust them to fit your narrative hero. She will go out of her way to make
in any way you, the GM, need. sure they are well cared for. She keeps
a small arsenal of exotic weapons and
poisons in a secret room behind the bar.
The elderly dobber goes by Gump.
His fox is named Emmal he just calls her
‘Em.’ If the party approaches, he offers
to buy them a drink at Bushels and
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Chapter 8: Return to Dobberton
Bushels & Barrels Menu
Food Weapons (secret menu)
Pinenut bread and whey cheese 3 greys Pair of +1 daggers 29 primes
Dried portobello, sliced thick and 6 greys +1 copper short sword 42 primes
cashew bread Repeating crossbow (page 81) 98 primes
Barley vegetable stew 3 greys Energy whip (page 67) 19 primes
Wheat porridge with maple syrup 2 greys The Guardsman (page 414) 16 primes
Hot maple apples and oats 3 greys Expoding darts, bag of 13 (page 63) 8 primes
Estel
Estel is an exceptionally beautiful sylvan
dobber with silver hair and dark amber eyes.
the Fox Hole Menu She wears modest garments and carries a
Accomodations long knife.
Small room, sleeps 2 (4 available) 1p 20g Burbrubb
Common room cot (12 available) 60 greys Burbrubb is a short yet rotund stoat
Common room hammic (6 available) 50 greys woodkin, with black fur and blue eyes. He
wears well-made clothing, and several
pouches hang from his belt. He speaks with
a loud voice and gets louder after enjoying a
Patrons few maple beers.
The main room is quiet, a somber atmosphere
Thatur
lingering in the aftermath of the gate fire. Patrons
enjoy their drinks and food both at tables and at Thatur has a round face, with red hair and
the bar. A few patrons of note are as follows: light amber eyes. She wears chain mail and
wields a hammer. Thatur is a private guard for
Brien
the Commerce Commission. She’s looking for
Brien is a handsome dobber with a hard face, grey information about an alleged thief who goes by the
hair, and bright blue eyes. Soot covers his well- Newt.
worn clothing, and sweat covers his brow. Brien
is Gilli’s spouse. He’s at the bar, enjoying a well- THE FOX HOLE
earned bitter malt after helping to put out the fire The first floor of the Fox Hole looks like a
at the gates. simple shack. It’s built into a birch tree and has
a small hedged yard. The entry room has a few
refreshments and a place to sit until Nanian, the
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Act II: Quest for the Key
innkeeper, comes to greet any who wish
to take a night.
Accommodations upstairs consist of
Etherin has another patient hidden in the woods, one of
a large common room with wooden cots
and several hammocks. Further up, on the ratkin from the attack. While he is committed to the
the third floor, are small private rooms, defense of South Watch, he is also committed to helping
each with a straw-filled mattress. A those in need. Maybe by helping this ratkin, the Star Father
shed behind the inn has room for foxes
will help her to see that dobbers are not the enemy. Maybe
and martins.
her heart can be changed.
The small waiting room of the Fox Etherin knows most dobbers would see this as treasonous,
Hole has a couch, a few chairs, and a so he is doing all he can to keep his aid to the ratkin a secret.
small table with doors on either side. If the party speaks with him, he’ll cut the conversation short
On the table, a clay pitcher with just because he must get back to his patient.
a few drops of water in the bottom A character that succeeds on a DC 18 Wisdom (Insight)
sits nestled with overturned wooden check will suspect that Etherin is hiding something. It will
cups. There is a bell nearby with the
then require a successful DC 16 Charisma (Persuasion)
note, ‘Ring bell for service.’ Other
check to get him to tell the party about the injured ratkin
than that and the substantial dust
he is helping. If a character in the party uses Intimidation,
bunnies in the corners, the room is
Etherin will refuse to speak to them any further.
empty.
Nanian
The innkeeper is a young terrin dobber
heavyset, with matted black hair and Brien, Thatur,
named Nanian. His father was a thief, and Etherin
hazel eyes. His hands are pressed against
now deceased. Authorities never found have their stats
a wound on the thigh of an elderly
his father’s last score, a treasure that detailed, starting
dobber lying in one of the cots, Mervin.
would allow someone to live like a king. on page 352.
Etherin has been busy in recent weeks
Nanian thinks he might know where it’s
helping the sick and injured around South
hidden. He just must wait long enough
Watch. Tonight was especially busy with
to be sure he’s not being watched.
the attack on the gates.
If one of the party rings the bell,
If the party speaks with the cleric, If approached by
Nanian comes up from his personal the party, Etherin
he seems to be carefully picking his
quarters through the door left of the is eager to tell
words. He talks about how the animals
table. His rooms are below, among someone about
that are normally peaceful in the area
the roots. The door on the right leads the new dangers
have turned savage. He knows one
upstairs to the common room. in the forest.
man who was attacked by squirrels!
Guests He also has growing concerns about
A few guests are using the cots and a mysterious illness that seems to be
hammocks of the common room. Only growing in the area.
one of the private rooms on the third Mervin
floor is occupied. A few patrons of note
are as follows: Mervin is a slender dobber with a deep,
wrinkled face and long white hair pulled
Etherin back into a tail. He cleans and maintains
Etherin is a cleric employed by the the stalls near the gates. His old grey
Commerce Commission. He’s tall and trousers are caked with grime from the
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Chapter 8: Return to Dobberton
knees down. His left thigh is dark with drying blood his body with rope and vine. Every move he makes
where he took a ratkin spear. causes it to clang and ring. That and his malevolent
Duli smile makes everyone around him uncomfortable.
Duli is using one of the private rooms on the third Tin has been infected by rot poisoning. The
floor. He has copper hair, grey eyes, and a wide voices of decay speech have pushed him near
mouth. He wears simple clothing and carries a long madness. He thinks tying metal to his body
knife. He’s a grain wagoneer who transports goods will keep the voices away, but it’s not working.
between South Watch and Dobberton. His red fox, Surprisingly, he’s not far off; had he used copper,
Prys, is bedded down in the shed behind the inn. it might actually have helped (see page 359, the
Gleam of Copper).
Grery
The voices have told Tin about Ember. They’ve
Grery is asleep in one of the hammocks. He’s a told him to find it. He can sense it with the party.
farmhand who works the southern fields, has
braided golden hair, and a braided beard. His
clothing is simple but well cared for. A dobber with pieces of metal tied over travel-
Grery is groggy if awoken, but he’ll talk to the stained clothes suddenly rushes toward you.
party. He’s worried about his job; a lot of the Discordant clangs accent his odd, erratic
produce from the fields went rotten far too movements. He grabs at you. “They come!
quickly. Also, a tortoise his buddy uses to pull The decay comes,” he cackles! “They want the
wagons went mad. He’d never seen anything Ember. You cannot hide!”
like it. It attacked anyone who came near... with
tentacles! A second man with a blue conical hat and a
thick-wired monocle intervenes, grabbing the
They’ve Come For Ember first by the shoulders, “Take it easy, friend.
What’s this about decay?”
TIN
Tin is a bit down on his luck, between jobs, and
lost in his cup. He has tin-colored hair and light The second man is Milo. He talks to the man
brown eyes. He wears travel-stained clothing and wearing metal, calming him, learning what he can
carries an old shovel. He has bits of metal tied to about the decay.
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Act II: Quest for the Key
MILO full of twisted and dangerous versions Milo is on page
of common creatures. The forest has 353.
Milo wears a cone-shaped blue hat, changed. It’s hurting and angry. He can
like that of generations past. He has feel it, and he has some evidence to
a round face and sharp eyes that back it up.
measure everything they see. He wears The investigation
a heavy long coat over a bulky tunic Milo uses a modified version of the monocle can be
and trousers. One with a suspicious eye Investigation Monocle. He’s modified found on page 71.
might suspect he’s hiding something it to not only give him truesight but to
under all that cloth. also alert him to the presence of arcane
rot. He sees it all over Tin. He has been
Milo has been aware of the rot using the monocle to diagnose other
almost as long as the party. He first people who’ve contracted rot poisoning.
found evidence near South Watch and He refers to it as ‘decay sickness.’
his own home, Thanwen, right after it
moved into the farms of Litewyck. For The party’s conversation with
the last few days, the forest has been Milo and Tin can barely begin before
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Chapter 8: Return to Dobberton
another wave of decay monsters attack.
Paraphrase the following to fit the
location of the party: This is a potentially deadly en-
counter for the party. As the
GM, you can use the NPCs as
A crash of breaking wood shatters
your attention on the two strangers. needed. After the tree golem
An enormous form of wood, moss, shows how much damage it can
and decay smashes through tree do, Milo will reveal his flame
limbs and buildings. A massive, thrower contraption from un-
wooden hand picks up a table and der his baggy clothes.
tosses it away like a dry leaf.
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Act II: Quest for the Key
He quickly puts together the pieces; the decay dobber they just met, that this is the best plan.
monsters are after the cursed dagger. What’s more, Milo doesn’t know exactly how to
After the party tells Milo about Ember, he says: find Amarak. He assures the party that someone
in Lake Wood will know where to find the old-
timer; after all, he’s a famous Blue Star paladin, just
“You’ll never reach the King with that dagger the ask around.
way those monsters are hunting you. I have an STRAIGHT TO DOBBERTON AND THE KING. Despite
idea.” the horrendous attack of the tree golem, the
party may decide to go straight to Dobberton.
They must know that they will risk further
Milo tells the party that he’s a tinkerer. He
attacks from all sorts of decay monsters that are
believes he can make an antimagic box that, if the
hunting Ember.
cursed dagger is inside, will prevent the decay
monsters from being able to find it. Dobberton is almost three days by foot from South
Watch. Use the Random Encounter table on page
112 to generate four or more encounters per day.
If there is a tinkerer character in the party, Roll a d12+6 to randomly select those encounters
Milo will happily share plans for the anti- or choose the specific encounters you like.
Embellish and increase the danger as you see fit.
magic box with them.
If the party chooses to go straight to Dobberton,
skip Chapter 9. Go on to Chapter 10, Palace
There’s just one problem: to power the antimagic Infiltration.
box, they need an antimagic stone, called a black
diamond by some. There’s a rumor that Amarak, a
retired paladin in Lake Wood, has one. The party Is there a faster way? The party can re-
must go to Lake Wood and get the stone from duce their travel time by one-half if they
Amarak. The dagger is simply too dangerous if it is go by fox-pulled wagon. Unfortunately,
not hidden! after the tree golem attack, there are no
Milo will stay here and build the box. As soon wagoneers in South Watch willing to be
as it’s done, he will head toward Lake Wood and
hired. The party will have to be a little
join the party so that the antimagic stone can
immediately be applied. more creative, or at least, very persua-
sive. Maybe they should talk to Gump?
Concluding This Chapter
The party continues to face ever-increasing danger,
and it may seem they are at their breaking point. Is Leveling Up
the forest doomed? Must they continue to face Characters who complete this chapter, in
such reckless destruction? conjunction with Chapters 7 and 9, have completed
the necessary tasks to achieve level 6.
The party has two chief options: look for the
antimagic stone in Lake Wood or stick with their
original plan and take Ember to the King as quickly
as possible.
TO LAKE WOOD TO FIND THE ANTIMAGIC STONE.
Lake Wood is less than a day’s travel by foot
from South Watch. But if the party doesn’t find
the antimagic stone there, they’ve wasted a lot
of time. They are putting a lot of faith in Milo, a
213
Chapter 8: Return to Dobberton
CHAPTER 9:
The Lake Wood Terror
Milo has sent the party to Lake Wood to seek an antimagic stone from the retired paladin,
Amarak. Milo believes it can be used to create an antimagic box in which to hide Ember.
216
Act II: Quest for the Key
Tickets are only one Prime (1gp) each. See Gabbard
for details.
Gabbard’s Café
SCENE SUMMARY The road widens as you come into Lake Wood.
• To Amarak. The party travels to Lake Wood Ahead of you, a pair of dobbers are deep in
to find an old Paladin, Amarak. Milo has told discussion; one is leaning on a porch rail, and a
them Amarak has a piece of the black gemstone floppy knitted hat sits low over his head. The
needed to create an antimagic box that they can other, by his dress, is the hard, work-with-your-
keep Ember in, effectively stopping the Wood hands type. The cuff on both his pant legs and
Sprite’s minions from being able to track them. sleeves are stained by years of farming. Past
• Argus has been Kidnapped. When the party them, a group is unloading a brightly painted
arrives at Lake Wood, they notice a traveling wagon. In this group are dobbers, a brown bear,
circus has just begun setting up their main tent, and a huge blue turtle. Though it’s hard to be
but their first stop should be Gabbard’s Café. sure from this vantage, it looks like the turtle
While talking to Gabbard and other locals, a has great curved horns! It appears a circus is
commotion arises across from the little eatery. in town. Beyond them, the last trace of deep
A band of mohkgaarb splash out of the lake, golden sunlight reflects off the low water of
attacking the traveling circus that was preparing Lake Croi.
for this evening’s performance. Before anyone
can respond, they take their conductor, Argus,
the brown bear, captive and drag him into the Once someone in the party is close enough, they
lake. can hear the one with stained sleeves say, “Daris
seems to be their leader. She won’t even talk to me.
• Otis’s Farm. The attackers flee back into the
Just squawks when I gets near. Squawk, squawk,
lake, swimming much too fast for the party to squawk! Her gaggle jus’ took over, tramplin’ and
pursue. A handful of clues direct them to Otis’s chewing up everything!”
farm. When they finally arrive, they meet Daris,
“Mmhumm,” is the only reply from the dobber
the goose. She knows where the mohkgaarb
leaning on the rail, who happens to be Gabbard.
hideout is.
They are in front of Gabbard’s Café, Lake
• Umzolli Cave. Using Daris’s instructions, the
Wood’s famous inn and eatery. Gabbard is
party finds the cave where the mohkgaarb listening to Otis complain about the geese in his
have taken Argus to be a sacrifice to the Great rice cove, but he’s more focused on the bear and
Umzolli! The party must fight their way through his other circus performers trying to raise a tent
the mohkgaarb caves to the umzolli temple to for their performance tonight. Otis wants Gabbard
save Argus from being the carnivorous flower’s to persuade Amarak to chase off the geese. He
next meal. says things like, “My rice is already late since that
lake water is down. That awakened one, Daris, is so
RUNNING THIS CHAPTER rude! She said the cove where they come from was
This chapter is intended for 3 to 5 characters overrun by green wolves!”
with an average party level (APL) of 5. Characters Gabbard is polite and reassures him that
who complete this chapter, in conjunction with Amarak will deal with it soon, but then turns his
Chapters 7 and 8, have completed the necessary attention to the party. “Visitors?” he asks with a
tasks to achieve level 6. broad smile. Here for the circus, I bet.” He urges them
The party is in Lake Wood to get an antimagic inside to grab a bite or a drink. There, they can ask
stone from the local paladin, Amarak. While they about Amarak and possibly the black diamond.
are here, they can earn Amarak’s trust by saving
the people of Lake Wood from a giant plant
monster.
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Chapter 9: The Lake Wood Terror
• There’s been some concern over
wolves hunting the animals around
Give the party a good reason to
the lake. “Otis says he saw one out his
go inside and pull their atten- way. Says it was green. He’s been sipping
tion away from the circus. that rice wine he makes.”
Mohkgaarb Attack
Gabbard's Café GABBARD’S CAFÉ
menu is on page The distinct roar of a bear
433. Inside there are five tables large enough
for 6 seats each. A few dobbers and reverberates in through the windows
an awakened porcupine are scattered of the café. A young dobber screams
throughout, eating or drinking. in fright. Toward the lake you see
several creatures, dripping wet,
having just come out of the water.
Their heads are long with a pointed
GABBARD’S SERVES FISH
snout, and their ears stand on the
The café is known for being one of the few in all of Dobber- top of their heads. Their silhouette
ton that offers fish dishes, catering to woodkin. Of course, reminds you of a wolf, but in the
they also offer popular vegetable dishes for dobbers. fading light, it seems their skin is
green.
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Act II: Quest for the Key
plenty of time to secure their quarry. He quickly takes charge, questioning
When they believe this is done, they the witnesses and encouraging the
turn and dive back into the lake, their party to join in. Eventually, they only
powerful tails slashing from side to side, find one actionable lead: Otis and the
propelling them deep into the water geese that have overrun his farm cove.
and out of site. Only on a successful Daris, the head goose, had said some
DC 20 Intelligence (History) roll will green, wolf-like creatures had been
one of the characters be familiar with hunting them. They were forced from
the mohkgaarb. And in that case, they their home. That’s why they were at
would only have heard or read that they Otis’s.
are swamp creatures. None have ever
The mohkgaarb
been in the Alwaysgreen Forest, as far
are fast and
as anyone knows. Note: If the party had taken
cunning. No
one of the mohkgaarb captive, dobber would
WHAT IF THE CHARACTERS Amarak will help with the ques- be able to keep
ATTACK THE MOHKGAARB tioning. Being a Paladin of the up with them,
especially in the
The whole scene should be described as Blue Star, he believes “there’s water.
happening very quickly. The powerful
always hope that one will turn
vines are too fast for the party to
stop them. However, the party may to the light.” He won’t resort to
use ranged weapons or have another torture or anything like that,
way to engage the mohkgaarb. The but he will cast Zone of Truth.
mohkgaarb’s main priority is getting
away. They will disengage and dash,
diving into the water to escape, even if Only once a plan is in place for rescuing The black
they are hurt. Argus, Amarak will entertain questions diamond is the
about the black diamond. “Highly antimagic stone
If one of them is captured, it will
irregular,” the old paladin intones, “I only Milo had hoped
reveal very little about their plan. They
just acquired the gem. How would this Milo Amarak might
speak in broken and raspy Common. It have, but he
will only say things like: “I serve the Great even know I have it?” Amarak wishes to
won't talk about
Umzolli!” “The Great Umzolli will save me!” keep the conversation brief. He doesn’t that until the
“You will all die!” “Fat bear make good want any time wasted. Saving Argus is mohkgaarb attack
food for master!” and so on. With enough the first priority. Use the points below has been looked
pressure, DC 18 Charisma (Persuasion) for conversation: into.
or DC 16 Strength (Intimidation), and at • "Oh no, it’s not for sale. It’s far too
the GM’s discretion, the mohkgaarb will valuable."
reveal that they’ve dammed the creek
upstream, diverting it to a nearby cave. • "Yes, I’ve heard about the bad harvest for
That cave is their home, where Argus is fields around Oak Den."
being taken. • The party easily convinces him it’s
much worse than a “bad season.”
AMARAK ARRIVES
• If they show him the dagger, Ember, he
Soon after Argus has been pulled into immediately recognizes the Heritage
the lake, Amarak arrives. The old, retired Stone.
paladin’s hair is so long and thick you
can barely see his face. Does he even
have eyes under those bushy brows?
Apparently, he does; he saw enough to
know the party wasn’t involved with the
kidnapping.
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Chapter 9: The Lake Wood Terror
Amarak will tell “This is troubling, indeed. This is One goose, with her head held high,
the party more clearly a Heritage Stone. One is takes note of the party. She charges the
about Heritage
made for each of the royal family. I party, squawking frantically. Daris, an
Stones if they awakened goose, tells them they were
ask. He believes can’t imagine why or how one was
driven from their home pond because
the first king of affixed to this dagger.” He looks at it they were being hunted. She squawks
Dobberton, Orlun, very closely, pulling his glasses down angrily, “We had a home, a beaut! But
was a genius for
instituting the
onto his nose to help his aged eyes, some beasties clogged it up and started
system. though he is careful not to touch it. hunting it. It’s a terrible mess now. Can’t
After a moment of concentration, he live there! Honk!”
Daris is a adds, “I feel evil here. Not the dagger, She goes on to tell them that the
cranky, loud, exactly, but somehow through it.” cove where they were nesting was being
and hilarious hunted. Many of her gaggle was taken
old goose. by green wolves. Upstream from their
Ham it up! Amarak comes to believe that the former cove is a new dam. She thinks
party’s need for the black diamond is a the green wolves put it there. It blocks
noble one. However, years of experience enough water to make the lake low and
have taught him not to be impetuous. reduce the number of fish for them to
Perhaps if they rescue Argus, he will eat. The dam has diverted the water to a
know the good of the Alwaysgreen different part of the wood.
Forest is their true motivation. Then, he
The Dam will give them the black diamond. THE DAM
(Optional):
Further upstream along from Otis’s
On the way Otis’s Farm farm, the party will find the dam Daris
to the dam, a
pair of wolves
Otis’s farm is along one of the more told them about. The party may notice
are scavenging remote edges of the lake, away from the evidence of the mohkgaarb in the area
in some fish business and noise of the town. There is as they follow the path next to the
bones left by the an easy-to-follow trail around one of the stream on their way to the dam. Upon
mohkgaarb. southern fingers of the lake that leads a successful DC 14 Wisdom (Survival)
right to it. check, they will find tracks moving up
and down the stream bank. Among the
tracks, they will find the occasional
Moonlight glistens on the water of
discarded set of fish bones, picked
this once beautiful and manicured
nearly clean, probably eaten raw.
cove. The grass-like leaves of rice These tracks can be identified as the
plants poke up through the water same creatures they saw in town that
in what were once neat rows. Now, kidnapped Argus with a successful DC
most are trampled, bent, and chewed 16 Wisdom (Survival) roll. The clawed
by the large, buoyant bodies of the feet and thick tail of the mohkgaarb
geese that float among them. leave a distinct pattern in the mud
recently exposed by the low water.
Should anyone in the party have rolled
a 20 or higher on the aforementioned
Survival check, they will also find
evidence of the tied-up bear - a tuft
of fur and some claw marks. The
mohkgaarb must have drug him along
this stream.
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Act II: Quest for the Key
A massive, downed tree, darkened
UNZOLLI VINES
by years of laying on the forest floor
has been pushed across the creek. Slashing vines erupt from the water, targeting all enemy
Around it, branches and twigs have creatures within reach. Melee Weapon Attack: +6, Reach 45
been packed, the gaps filled with ft., multiple targets. Hit: 6 (1d8 + 2) slashing damage. Each
mud and leaves. Thick vines with vine has an AC of 14 and 1 HP.
heavy thorns drape over the piled
debris, like the long fingers of hands
resting on knees. Barely a third of
the once strongly flowing creek The new stream leads you to a
moves past the blockage. The water dark and dense part of the wood.
upstream from the dam has filled the The water twists around rocks and
immediate low-lying areas. Water tumbles over thick roots. Limbs
spills into a small ravine, naturally dense with ancient moss and the
formed by runoff, but now a new last of autumn’s leaves block out any
stream. light from the sky.
The party will need to follow the If the party did clear the dam, read:
new stream to find the mohkgaarb
caves and save Argus, though the party
Though you cleared the dam,
may want to take a closer look at the
returning the water to its original
dam construction or possibly remove it.
Remind the party that time is precious. flow, it will be some time before this
Argus may be only moments away from new stream dries up. It leads to a
being someone’s dinner. dark and dense part of the wood. It
If the party approaches the dam, twists around rocks and over thick
1d4+3 umzolli vines attack. roots. Limbs dense with ancient
If the party defeats the vines and moss and the last of autumn’s leaves
still wants to remove the dam, it will block out any light from the sky.
take a minimum of four hours. The party
must collectively succeed on four DC The mohkgaarb
As darkness settles on the party,
16 Strength rolls, one for each hour of have fought back
remind them that they carry Ember,
work. Party members can help, but the the encroaching
the cursed dagger. Even though they
same character cannot make the check decay creatures.
have not seen evidence of rot along There are none
two times in a row. Each failed attempt
this stream, they are still being hunted. along this stream,
adds one hour to the work.
Maybe they hear a snapping twig behind but the party
After clearing the dam, the party is them? Perhaps a whiff of the now- doesn't know
covered in mud and very tired. Anyone familiar smell of rot poisoning? You that.
in the party who participated in the may even tell them that they hear the
Strength check has gained one level of breathy hiss of the Wood Sprite’s voice.
exhaustion that can be recovered by a It must be their imagination, right? It’s
short rest. just exhaustion.
The path of diverted creek water
On To the Cave eventually leads to a deep cavity in the
If the party did not clear the dam, read: earth.
221
Chapter 9: The Lake Wood Terror
The Mohkgaarb
Cave map is on
THE WHIRLPOOL The Mohkgaarb Cave
page 230.
The dense trees and brush that WITHIN THE CAVE
surround you open, expanding your Floors, Walls, and Ceiling
vision further down the hill. A cavity Thin layers of shale form the base of
in the earth swallows the flowing the hills the party has been traveling.
Much of the cave was dug by hand, the
water, twisting into a dark whirlpool.
mohkgaarb following the naturally softer
A series of rocks and crevasses spots in the earth, making patternless
stand guard on the far side of the tunnels and rooms around the harder-
pool. More thorned vines, like those packed shale stone. The walls are jagged
from the dam, lie in wait on the where stones protrude into the space,
banks of the whirlpool. and loose dirt has been dug out between
them. Mud leaves and other sediment
cover the stone and dirt cave floor.
As they investigate around the pool,
Light
they will find some bones of fish and
The mohkgaarb have limited dark vision
maybe a few goose feathers. They are
and have little need for the pleasantries
picked clean with some tooth and claw
of a lighted space. However, they have
marks on the bones.
discovered a bioluminescent fungus that
Near Area 1 of the The vines wait for the party to get grows in these wet and dark places. In
Mohkgaarb Cave close. If one of them gets within range, certain rooms, they’ve collected the
map: Umzolli it will attempt to grab and pull them glowing fungus for carved driftwood
vines are detailed into the whirlpool. There are only two sconces, giving these rooms a strange
on the page 221. umzolli vines this time. If a creature falls purple glow.
The mohkgaarb into the whirlpool, the rushing water
runner is on page leads to the Great Umzolli and certain
Mohkgaarb Tactics
383. From the Entrance through to the
death. While the characters navigate
Ceremonial Room, three mohkgaarb
the edge of the whirlpool and battle the
runners will taunt the characters. One
vines, a mohkgaarb runner will taunt
at a time, they will use their action to
them from an opening in the rocks.
attack the character that is in the lead
“Yah, yah, yah, yah!” shouts a shrill with blow darts and then bonus action
gravelly voice from the shadows between hide around a corner. They use this tactic
two rocks on the far side of the whirlpool. to wear down intruders and hopefully
You see a green-skinned humanoid drive them off.
shaking a spear above its head. It has a
This starts with one mohkgaarb at
long snout and pointed ears and wears
the entrance (Area 1). He is joined by a
armor that looks like thick, leathery
second where the path Ts (Area 1a). The
leaves. In an instant, it disappears back
first party member to enter this area
into the shadows out of sight.
will get shot by a dart from each before
they split up, one going north, the other
Be careful how you narrate this south. A third mohkgaarb will join the
one to the south, coming from the
scene. The threat of falling into Ceremonial Room (Area 3).
the whirlpool should feel very
Preparing the Tribute for the
real to the players. If they do,
Umzolli
they are whisked away to Area 9. The mohkgaarb have taken Argus
captive as a special, much more hearty
222
Act II: Quest for the Key
meal for the umzolli. A great brown bear 1 – THE ENTRANCE Areas 1
is sure to be more satisfying than geese through 3
and squirrels. (Optional): The
At the edge of the whirlpool, a mohkgaarb will
First, they must wake the umzolli. taunt the party,
They do this by preparing a special void between two rocks leads to
using every nook
concoction of stinky herbs, magic, and darkness. You know the green-
and cranny to
a little bit of the sacrifice’s blood. This skinned wolf creature is just out of their advantage.
concoction is prepared in Area 3, the sight waiting to strike. They believe their
Ceremonial Room. poison darts will
eventually kill any
One mohkgaarb runner fires darts at intruders.
Important Note: This is a the party as they approach, hiding in the Add mohkgaarb
little dark. Know your players bend that leads east until it no longer runners if the
gives him cover. He continues that party isn't being
and tone down the blood as you pattern until one of the party enters, challenged
need. The concoction could just then he hides around the corner toward enough by this
be fur from the captive, sugar, Area 1a. game of cat and
mouse.
and the pollen of a stinky flower.
The opening is just large enough for
two dobbers to step into, and you can
Second, the mohkgaarb take the
see it gets very narrow. It’s clear from
concoction to Area 7, the Fishing Cracks,
and pour it into the flowing water. The the muck and sediment on the ground
liquid flows with the stream to Area 9, that this passage fills with water after
the Umzolli’s Chamber, where it wakes a heavy rain, even with the whirlpool
the monstrosity. leading most of the water away.
Third, the tribute, who was tied on
the plinth in Area 5, the Preparation
Chamber, is carried to Area 9, arriving 1A – INTERSECTION
about the time the umzolli awakens. A second mohkgaarb runner joins the
Preventing the Umzolli from first. Both shoot darts at the party,
being awakened then bonus action hide. They split up,
Once the party sees the ceremony one going toward Area 2 and the other
in Area 3, they should infer that the toward Area 2b. They are hoping to
goblets full of red liquid are important. divide the party. The one that goes to
The mohkgaarb that have the the north will continue to dart and hide
concoction will charge toward Area 7 so all the way into Area 2a. If pursued that
they can dump the liquid in and awaken far, he will fight to the death. If he is not
their master. The mohkgaarb’s speed is pursued, he will dart at the characters
slightly more than the average dobber, from behind as they go south.
plus they can hide and disengage as a
bonus action. They are only slowed by 2 – 2C - THE WARRENS
not wanting to spill their goblets of red A series of small chambers where the
liquid. If the party wants to stop them, mohkgaarb make their homes. Each one
they will have to use ranged attacks or is smelly and dirty.
other cleverness. The party needs to
spill the liquid they are carrying. It can
be done. The chase scene that ensues
should be really fun and tense.
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Chapter 9: The Lake Wood Terror
2C – SOUTH DEN A DC 12 Intelligence (Investigation)
check will reveal that the large piece
The mohkgaarb A third mohkgaarb runner emerges of rock slid into this space from above.
runner is on page from Area 2c to shoot darts at the party, With enough strength, a character
383. then bonus action hides. can lift the stone, sliding it back up. It
requires a successful DC 16 Strength
2D – A STONE SLAB (Athletics) check. If unaided, it takes
two full turns to lift it enough for a
The passage abruptly ends at a stone character to pass. If aided, it can be
slab. There are no obvious locks, lifted fully in one turn or if the Strength
(Athletics) roll was 20 or higher. If
levers, or hinges. It covers the full
released, it will immediately slide back
width of the passage and spans floor
down, doing 3d6 force damage to any
to ceiling. You can hear the chanting creature in the way. For a character to
of several of the reptilian wolf-like pass, the stone slab will have to be held
creatures from the other side. or propped open in some way.
“Umzolli, umzolli! Maka lika maki! When the characters find a way to
Umzolli!” lift the stone slab, read:
224
Act II: Quest for the Key
3 – CEREMONIAL ROOM west has a large chunk broken off The mohkgaarb
of it from a rock that fell from the fighter is on page
Inside the room: 383 and chief
ceiling. Near where its cracked jaw
xaran is on page
rests on the floor, greenish liquid has 382.
A strange purple glow fills this room
pooled.
with light from glowing fungus
ensconced around the room. Pelts
matted with grime line the floor. There are three traps that can be
Six well-worn stumps are arranged triggered along this passage. Two are Areas 3
triggered by pressure plates in front through 5
in a circle. The four creatures with
of the mohkgaarb statue heads. When (Optional):
goblets flee to the east when you triggered, they exude poisonous gas, Mohkgaarb
enter. The fifth reaches into a pouch like that which is on the mohkgaarb runners attack
and throws a handful of black sand darts. The third trap is triggered when the party from
both pressure plates are activated at the behind along the
at you, shouting, “We will make
path to Area 5.
Umzolli full on you and bear friend!” same time, dropping stone slabs at the
north and south of Areas 5-5c, closing
the passage off, and trapping whoever is
There are four mohkgaarb fighters inside.
and one mohkgaarb chief xaran in
The party can see
this ceremonial room. When the first Argus at the end
party member enters the room, the At the end of the passage, you see
of the passage
chief xaran throws black sand at them, the bear, Argus, unconscious. He’s
leading to Area 6.
casting Infestation. The four mohkgaarb being lifted from a stone altar by two The stone head in
fighters flee to the passage that leads more of the green creatures. this same room is
to Area 5. The chief xaran protects their used to activate
escape, next casting shadow call, then the stone slab
attacking with his short sword. At this point, the party is probably traps.
pursuing the mohkgaarb carrying the
4 – REFUSE PIT goblets, not worrying about stealth. If
so, also read:
225
Chapter 9: The Lake Wood Terror
Area 5b: Don't gas trap is triggered. Only a passive 5B – THE SECOND TRAP
miss the two Perception of 16 or higher will notice
stone slabs at the seam in the worked stone around This area is similar to Area 5 and has
either end of this the pressure plate. They will also see the same 10 ft x 10 ft pressure plate.
passage that trap the seam with a successful DC 14 Also, there is a second stone slab that
the characters in Intelligence (Investigation) roll. If their will fall from the ceiling at the north
with the poison
roll succeeds with a 17 or higher, they edge of this area. If anyone in the party
gas. All characters noticed the first pressure plate through
in Areas 5 through
also notice a groove on either side of the
passage at the southern edge of Area 5. Investigation or it was triggered, they
5c are trapped. can easily see this one without an
This is where the stone slab slides down,
closing off the passage. If a character ability check. However, the same rules
indicates that they are “looking up,” as the trap above apply to the party
describe a void in the ceiling through discovering the second stone slab that
which one of the stone slabs could fall. falls from the ceiling.
This pressure plate does not trigger the If the pressure plate in this area
falling of the stone slab. is activated, both of the stone heads
If the pressure plate is activated, to either side expel poisonous gas.
read: Additionally, when this second plate is
activated, it causes both stone slabs to
fall, trapping any characters in Areas
The stone jaw of the stone head 5 – 5c. The poison gas is stronger than
to the east drops open, revealing before being expelled by two sources at
a tube that immediately blows out once.
green gas. The stone head to the Those affected by the poison gas
west clicks, but no gas flows out of must make a DC 15 Constitution saving
it. Instead, you see some green liquid throw, taking 14 (4d6) poison damage on
dripping from the cracked jaw to a failed save, or half as much damage on
a successful one. They continue to take
pool below it.
damage for the next 3 turns or as long
as they are trapped within Areas 5 – 5c.
Only one of the stone heads emits On these subsequent turns, the damage
poisonous gas. It blasts a 10 ft x 10 ft amount is reduced by 1d6. If a creature
area in front of it for one full round. Any is reduced to 0 hp by this poison, it does
creature entering that space during that not kill them. They are reduced to 1 hp
time is affected by the poison. Those instead and are unconscious.
affected by the poison gas must make a Use the same language from Area 2d
DC 15 Constitution saving throw, taking to lift either stone slab.
7 (2d6) poison damage on a failed save,
or half as much damage on a successful 6 - PREPARATION CHAMBER
one. If they fail the save, the target also
takes 4 (1d6) damage at the end of their
following turn. If a creature is reduced Dark stains that remind you of blood
to 0 hp by this poison, it does not kill cover the top of the stone plinth
them. They are reduced to 1 hp instead centered in this room. How many
and are unconscious. creatures took their last breaths here
before being taken to the umzolli
5A – A SAFE SPOT as tribute? Columns in each corner
The 5 ft x 10 ft space between Areas 5 have etchings of the strange green,
and 5b does not trigger any traps. wolf-like creatures gazing down on
the altar. On the north wall, another
226
Act II: Quest for the Key
stone face is carved, similar to, 8 – GROUND FISSURES
but not as large as, the ones in the In this area, any Perception checks
previous passage. A piece of stone in involving sound are made with
the shape of a diamond is recessed disadvantage.
into its forehead.
A cacophony of rushing water fills
Here, the mohkgaarb prepare their your ears as they enter this area,
umzolli tribute. Fur and/or blood is obscuring other sounds. Cracks in
taken from the victim to be added to the shale floor reveal a river passage.
the concoction used to awaken the
umzolli. Normally, that victim would
lay here tied or unconscious until the Turbulent water from the whirlpool Stats for the
terrible plant monster is awake. Today, can be seen passing under large mohkgaarb
their ceremony has been cut short. fissures in the floor. It is here that fighter are on
Two mohkgaarb fighters have already the mohkgaarb pour the concoction page 383.
untied Argus to take him to Area 9. intended to wake the Great Umzolli.
From here, it follows the underground
The recess on the stone head in the
river to the sleeping plant monster.
north wall initiates the traps in Areas
5 – 5c. If they were all triggered, the
button is pressable, reinitiating them.
9 - UMZOLLI’S CHAMBER Area 9: If the
party prevented
Finally, the party gets to encounter the
the goblets from
7 - ANTECHAMBER Great Umzolli for themselves. The giant being emptied
plant monster mostly sleeps, but when into the water at
Any remaining mohkgaarb with goblets
the mohkgaarb have a special tribute to Area 8, the Great
dash through this room toward Area 8.
offer, they wake it. If the mohkgaarb’s Umzolli sleeps.
The two who are carrying Argus drag
special concoction has been poured All the party will
him across the floor and down the stairs
into the water in Area 8, the monster is see is the bloom,
toward Area 9. a huge white
close to waking. Otherwise, one of the
mohkgaarb will have to wake it. As the and pink flower
floating on the
A single sconce of glowing purple party reaches the foot of the stairs from
water.
fungus lights the far wall. There is a Area 7a, read:
passage on either side of it. From the
north passage, rushing water echoes Light peeks from the sky through
on rock walls. Large steps travel down gaps in a root-matted ceiling. The
through the southern opening. Faint floor transitions from worked stone
golden light glows in the distance. to rough rock. A bank of wet rock
and dirt extends to either side of the
last step. Beyond the bank, murky,
7A - DECENT gray-green water fills the rest of
Rough-hewn steps lead the party down the chamber. A huge pink and white
to a massive chamber. Streaks of dark flower resembling a crocus floats
red fluid stain the ground beneath your 20 or 30 feet from the water’s edge.
feet.
Each massive petal is taller than a
If any mohkgaarb runners or dobber. Great thorned vines float
fighters remain, they will attack with atop the water to either side.
darts and spears, then use their ability
to bonus action hide at the bottom of the
steps.
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Chapter 9: The Lake Wood Terror
All remaining mohkgaarb have BATTLING THE GREAT
gathered here, chanting to wake the
umzolli, “Umzolli, umzolli! Maka lika maki!
UMZOLLI
Umzolli!” or any other nonsense you, as The stalk of the umzolli is planted firmly
the GM, want to make up. They will fight in the earth, 20 ft below the water. The
to the death. If Argus is still with them, creature cannot move, but it has a 30-
he will be laid at the very edge of the foot reach with its stalk when attacking
water. The floating bloom in the water is with its bite and a 40-foot reach with its
Stats for the the Great Umzolli. vines. Additionally, when using its vines,
Great Umzolli are it grapples targeted creatures, dragging
If none of the concoction was
detailed on page them within reach of its bite.
poured into the water at Area 8, a
382. The mohkgaarb will fight to the
mohkgaarb realizes they must wake
the Great Umzolli themselves. Read or death to defend the Great Umzolli.
paraphrase the following: However, should the party kill the
umzolli, any remaining mohkgaarb will
immediately stop fighting.
One of the green, wolf-like creatures
dives into the water toward the huge Killing the Umzolli
The easiest way to kill the umzolli is
flower. Its powerful tail sweeps side
to target the bloom. It only takes 50
to side, propelling it quickly through total damage to this spot to kill it.
the water. Damage done to any other portion of
the creature applies against its normal
hit points. If the umzolli is awake, its
A swallowed The mohkgaarb is swimming toward
creature is
bloom towers above the water, and
the flower to wake it. It will only take him
blinded and targeting it with an attack is made with
one full round to reach it. It will then take
restrained and has disadvantage. If it is asleep, it floats on
1d6 rounds for the Umzolli to wake. If the
disadvantage on the surface of the water; targeting the
bloom can be cut from the stalk before it
all attack rolls and bloom with an attack does not impose
wakes, it dies and never attacks the party.
abilities checks. It disadvantage.
takes 7 (2d6) acid If any of the concoction was
damage at the poured into the water at Area 8, it Swallowed Creatures
start of each turn. has reached the umzolli, which is now Any creatures that are swallowed by the
The swallowed beginning to wake. The plant monster umzolli continue to suffer the effects of
creature can will be fully awake and attack in 1d4 being swallowed even if the umzolli has
attack the great
rounds of the party reaching this room. been killed. Allies on the outside can
umzolli from
When it does, read: help those swallowed by attacking the
the inside. If the stalk.
great umzolli
takes 16 damage
or more on a
The massive pink and white petals Concluding This
single turn from
of the floating flower open, revealing Chapter
a creature inside row after row of vicious yellow
The mohkgaarb caves may have pushed
it, a hole opens thorns. The bloom lifts off the water the party to their limits, but returning
large enough for on a thick green stalk. Water sprays
the swallowed
to Lake Wood, having saved Argus, will
creature to exit
from vines as they rip across the mark them as true heroes. The town
through. water, writhing on either side. Your rejoices. Gurney is so relieved to have
mind races to comprehend what it’s his partner, and best friend returned
See page 382 for
more. seeing as the bloom turns toward that they throw a party for the whole
town.
you, the petals curling in what looks
like a snarl. Those weren’t thorns;
they were teeth!
228
Act II: Quest for the Key
230
Act II: Quest for the Key
AMARAK AND MILO
Before the characters can get too distracted by the
party Gurney and Argus hold in their honor, they
find Amarak in Gabbard’s crowded café. He’s at the
bar, having a drink with Milo. If one of the characters in the party is a Tin-
kerer, they may be able to make or complete
Amarak’s mouth stretches into a broad smile the antimagic box. There’s no reason Milo has to
when you enter, his thick beard and mustache make it; he can provide the plans.
doing little to mask his joy. The old timer drops ANTIMAGIC BOX
down off his stool and spreads his hands above
Complexity: Advanced
his head, gathering the crowd’s attention.
“Friends, we have heroes in our midst,” he says. Type: Architect
“Everyone lift a glass; a toast is in order. It is my Users: Any
pleasure to honor these great citizens...”
Components: 2 wood, 1 metal, 1 oil, 1 fabric,
As Amarak trundles into a long monologue, and 1 antimagic stone
Milo sidles up next to you, whispering, “Amarak
Build Time: 6 hours
will hold their attention - meet me outside.”
Spark: 0 or 1
231
Chapter 9: The Lake Wood Terror
232
Act III: The Rot Weavers Tomb
III
The Rot
Weaver's
Tomb
233
The City of
Dobberton
1. The Palace Complex
2. King’s Keep
3. Cily’s Books and
Ledgers
4. Cream and Cheese
5. Early Risers Bread
6. Exquisite Elixirs
7. Produce and Deli
8. The Broken Thorn
9. The Dobberton
School
10. The Flask & Toad
11. The Sleeping Bear
12. Weasel and Wolf
Pest Control
Dobberton, the Capital City
The grandeur and majesty of the capital city are unparalleled in the Alwaysgreen Forest. The Kingdom
seat is home to the royal Triumvirate, the Paladins of the Blue Star, and chapter houses for the trade and
labor guilds. It is situated centrally in the forest, a beautiful ornament around the fabled Prime Tree.
Dobberton is generations old, the beginnings palace atop the water surrounding it, making it
of which were designed by the first King of the appear to float. Decorative waterways branch
Alwaysgreen Forest, Orlun. He divided the city out from there, taking the magical essence of the
into wards, each with a cultural or economic Prime Tree throughout the city.
focus, though zoning has mixed over the years.
Northwest of the palace is the university, with THE PRIME SEED HARVEST
residential wards on either side. To the east, CELEBRATION
southeast, and south are merchant, guild, and
Each year, on the last day of autumn, the
trade wards, respectively. The Dobberton Guard
Dobberton Triumvirate presents a seed from
headquarters and accompanying barracks are the
the Prime Tree to the people of the Alwaysgreen
main features of the southwest ward.
Forest. The seed represents the bounty given to
The larger main roads through the city are them by the first gardener, the Green Man, and the
smoothly paved tiles of slate and sandstone. protection given to them by the Star Father.
Secondary streets are of relatively even
The night before, everyone celebrates with
cobblestone, while other roads and alleys are
festive meals and family gatherings. For those who
typically hard-packed earth.
don’t have that opportunity, the palace hosts a
Buildings within Dobberton vary in size and bountiful feast open to everyone, organized by the
style according to their use and age. Wood frames Queen.
with adobe walls, arched roofs, windows, and
The following day is Bestowing Day. That
doors are most common. Buildings are constructed
morning, the Justiciar, or a personally selected
right into the bases of trees and often have as
representative, leads a worship service to the Star
many rooms inside the trunk as there are outside.
Father from the palace balcony. People from all of
Roofs are usually curved, covered in bark shingle
Dobberton pack the courtyard and neighboring
and moss or vine. Dobbers of the Alwaysgreen
streets. For that day, all are equal, shoulder to
Forest rarely build above two stories, the most
shoulder, every creed and heritage, giving homage
notable exception being the palace.
to God.
1 - THE PALACE COMPLEX Following the service, the King presents the
seed, first from the balcony, then by leading a
The palace is an architectural marvel of glass and
procession out of the palace. They follow the road
wood. Sculpted arches connect it with the Prime
that parallels the complex walls, ending on the
Tree and its companion guide trees. Twisting spires
Blue River bridge just south of the palace. There,
frame polished white oak paths throughout the
the seed is presented to a representative from one
royal complex. Manicured grass and ornamental
of the Alwaysgreen Forest’s villages. The seed is
seasonal flowers frame every view.
given to bestow God’s favor on that community for
Canals from the Blue River have been the coming year.
designed to complement the majesty of the palace
During the two days of the Prime Seed
complex. They ring the palace like a moat, flowing
celebration, hearts are softened, and generosity
under ornate bridges and paralleling walkways.
abounds. Estranged loved ones are reunited,
Roots from the Prime Tree extend deep into the
and the sick are healed. During the Prime Seed
crystalline waters, bestowing the magical essence
celebration, many are reminded that love,
believed to awaken woodkin. Orlun’s design for the
faith, and family are greater than any material
canals successfully sets the Prime Tree and king’s
possession.
236
Act III: The Rot Weavers Tomb
The Dobberton Guard Dobberton Businesses
Headquarters Dobberton is a cornucopia of business and
The official headquarters of the Dobberton Guard. enterprise. Under Quilon, the economy has
It houses and trains guards for every position in thrived, bolstered by advances in technology and
the Alwaysgreen Forest. infrastructure. There are craftsmen and merchants
to satisfy almost every conceivable need. Bakers,
2 - KING’S KEEP banks, chandlers, florists, hat makers, jewelers,
curriers, makeup and hair artists, tailors, weavers,
The King’s Keep supplies weapons, armor, and gear and more line the streets of Dobberton.
to the Dobberton Guard, the Order of the Blue
Star Paladins, and all of the top fighters in the 3 - CILY’S BOOKS AND LEDGERS
Alwaysgreen Forest. Although the King’s Keep is
officially a royal enterprise, it serves any with the Cily’s Books and Ledgers not only offer the latest
right coin. books and scrolls written by Dobberton’s most
prestigious authors, but he also sells paper, ink,
Weapon Smith and quills.
Teaphal is the Dobberton Guard’s master
weaponsmith. He and his apprentice, Fogcut, a 4 - CREAM AND CHEESE
woodkin that must be some kind of lizard, work
closely with Efrin to make weapons worthy of the Gus has been making cheese since he was a boy,
king. taught by his pop, who was taught by his pop. It
has been a family business for three generations,
Armory and the whole family runs the business. Gus runs
The armory is run by twins Roto and Seleh. Both the creamery out of an old willow tree. It’s just
trained as paladins before deciding to focus on the on the edge of the city where there’s room for his
craft. goats. His sons deliver milk and cheese all over
Bowyer & Fletcher Dobberton.
Alain has recently graduated from his
apprenticeship. And while he is young, he is 5 - EARLY RISERS BREAD
considered one of the best in the forest. Valerie makes the fluffiest biscuits in town, sweet
Wood Refinery and buttery. She makes all types: blueberry,
The wood refinery is responsible for treating hazelnut, pepper, cheese, and more. She also
the wood used to make weapons and armor for serves a variety of brewed drinks, hot, cold, sweet,
the Dobberton Guard and Order of the Blue Star bitter, your choice. The brown beans she roasts to
Paladins. Boasting techniques that no other make those drinks sure have some kick. It’ll wake
refinery has discovered, Efrin and his crew offer up even the sleepiest dobber!
the hardest and lightest materials in the land.
6 - EXQUISITE ELIXIRS
Gurdron is an artist. No potion, tincture, elixir, or
salve leaves his apothecary unless it is perfect.
238
Act III: The Rot Weavers Tomb
7 - PRODUCE AND DELI 11 - THE SLEEPING BEAR
Edmur offers Dobberton’s largest selection of The Sleeping Bear is one of the most unique
produce. He has a wide variety of vegetables, taverns in Dobberton. They serve exotic food and
berries, nuts, fruits, tubers, and leafy greens drinks, especially catering to woodkin. Evenings
available. Edmur sources his produce from several feature live entertainment and a roasted boar or
gardens located around the Alwaysgreen Forest. goat, served hot and whole. Nights can tend to get
Some of which are so hidden that even he forgets a little rowdy, but that’s okay; Chops, the barkeep,
where they are. In addition to fresh produce, can handle it.
Edmur’s Deli also offers a unique selection of
sliced, roasted, and pre-made vegetable dishes. 12 - WEASEL AND WOLF PEST
CONTROL
8 - THE BROKEN THORN
Recently, the need for pest control services has
The Broken Thorn is an inn that caters to the been on the rise, which is unfortunate since that
wealthy with high-priced rooms and luxury part of the business is just a front. For those who
linens. Sandy, the innkeeper, used to manage know how to ask, Weasel and Wolf offer a variety
the household for the Setarus family, a wealthy of services that aren’t exactly defined as legal.
landowner in East Watch. While she was there, she Weasel deals in stolen goods. His partner Wolf, an
developed a fondness for the nursery rhymes she awakened, you guessed it, wolf, is a bounty hunter
often read to the little ones. The Broken Thorn is with no conscience.
named after one such rhyme.
239
Dobberton, the Capital City
CHAPTER 10:
The Sleeping Bear and the
Giant Centipede
Upon arriving in Dobberton, the party discovers that none may enter or leave the
palace, and no one knows why. How will the party take Ember to the king?
242
Act III: The Rot Weavers Tomb
The conversation with Samlet • The King is trying to minimize the
doesn’t have to be at the guard worry about the spreading rot, but
house next to the wall. You can even the paladins have become
concerned.
easily insert this interaction
with the party wherever it most • Also, there’s the Rat Claw Clan attack
on South Watch. Some say all-out war
seamlessly fits. He could be
is next.
walking along the perimeter of
If the party is forthcoming about why
the wall or even patrolling the
they must see the King, Samlet will offer
streets. to relay a message. If the party reveals
Ember, the young paladin offers some
additional information:
SAMLET, ORDER OF THE BLUE Samlet is trying
STAR PALADIN Samlet leans in and whispers, “I to imply that
cannot let you in, but I see your the party can
Samlet is a Dobberton Paladin. Usually, find Gwyn at the
his job is pleasant, greeting visitors to cause is urgent indeed. My friend, Sleeping Bear.
the palace, providing directions, and Gwyn, was a groundskeeper for
other tasks that tend to be more social the palace; he may be able to help For Samlet, you
and less military. He’s charismatic and can use stats from
you.” Then, louder, not concealing his the Dobberton
intuitive and almost always eager to voice from any that may be passing Elite Guard.
help fellow citizens. Today, less so. The
by, he adds, “No one may come in.
palace has been locked down for three
days, and he’s been given very little Check back tomorrow if you like.
explanation. Gearld himself gave the But tonight, you should go to the
orders, “No one may enter the palace Sleeping Bear. Theobald the Great is
complex under any circumstances.“ performing. You shouldn’t miss it!”
And what distresses him most is
that the annual celebration of the Prime The party might infer that they can
Seed should start tomorrow. Even find Gwyn at the Sleeping Bear, but do
preparations for that seem to have been they? Eventually, the party must accept
put on hold. The streets should be busy that this guard is not going to let them
with people and merriment, but with into the palace complex.
no word from anyone in the palace for
three days, the city seems to be holding
its breath. The palace should be abuzz
The Sleeping Bear
with activity. Tables should line the The Sleeping Bear is only a handful
courtyard, and banners should be hung of trees from the palace complex and
from arches. seems to be one of the few places left in
Dobberton flush with business.
With a little persuasion, Samlet can
be convinced to discuss the situation, at
least the details he’s been able to learn A huge, reinforced wooden door,
in the past three days: easily the size of four typical doors,
• There’s a rumor that the Queen and stands wide open at the base of a
one of her attendants are very sick. thick beech tree. Inside, you can see
• Some fear she’s caught the rot, the a rowdy tavern crowd, the clientele
same that’s been running rampant in spanning a huge gamut of species.
the south. A black porcupine woodkin leans
243
Chapter 10: The Sleeping Bear and the Giant Centipede
against the bar, talking to a dobber THEOBALD THE GREAT
with frizzy brown hair. A raucous
group of dobbers and woodkin
After the door is closed and the
pound a table they have gathered
cheer quiets, a deeret emerges
around, cheering on a badger and
from behind a curtain in a
turtle as they arm wrestle. It seems
previously unnoticed corner. A
there’s activity at every table -
long, multicolored cloak swishes
drinking, cards, dice - dobbers and
around grey paws. With a flourish,
woodkin alike having a good time.
the deeret reveals a highly polished
Other woodkin around include
lute and begins to strum. With
a black-tail marten, an opossum
each chord, feathers dance atop his
walking with a cane, a screech
oversized hat.
owl, and a cloaked raccoon. At the
center of it all, a chipmunk woodkin Following a powerful strum, he
energetically tends the bar. announces, “I am Theobald!” He
holds his arms out wide, bowing to
the crowd, their focus now on him.
“Feast!” He proclaims. “Feast and
allow me to take you back, back to
CHOPS
a time when the forest was young
Chops is a woodkin chipmunk druid who likes wildshap- and full of mystery. Back, I dare say,
ing into a bear if things get out of hand. She’s a good to a time of heroes...” he pauses for
barkeep, fiercely loyal to her regulars, and a pretty good dramatic effect, “...and monsters!”
business person. That’s really all anyone needs to know.
The captivating bard seamlessly
flows into a tale, masterfully dramatized
with his lute - something about a dobber
If the crowd gets After the arm wrestling match ends, the princess who needed rescuing. She was,
too rowdy, use turtle winning, of course, the pair head of course, by a brave vole warrior who
brown bear to the massive, exterior door. Together, faced many trials, including a terrible
stats for Chops. they pull it closed, then drop a crossbar fire lizard. While the yarn unwinds, a
While all is into place, effectively locking everyone line of hungry people ready to fill their
under control, in. As they do, a cheer arises from the plates with freshly roasted boar has
she remains a
patrons. While the door was being formed, leading to the cart.
chipmunk.
closed, the porcupine and brown-haired
dobber had disappeared to the kitchen. FINDING GWYN
They return, pushing a large cart. On the Learning who Gwyn is isn’t easy. It takes
cart is a huge, roasted boar. The crowd some guile, perhaps Persuasion, and
cheers again. Clearly, this is what the maybe even Intimidation. Though, if
patrons are here for. one of the characters is willing to buy
If any of the characters ask around, a few drinks, tongues loosen quickly.
they find out that this is one of the few Eventually, a patron says:
places in the capital city that specializes
in serving meat. In recent years, the
“You must mean Weasel. That’s ‘em
Sleeping Bear has become a sensation
with more and more dobbers and over there,” they say while pointing
woodkin embracing non-vegetarian fare. to the dobber with frizzy brown hair.
244
Act III: The Rot Weavers Tomb
The rough-looking dobber is in the Daithi. We go way back. Did some Gwyn now goes
process of finishing a plate of boar, jobs together.” He turns to the otter, by Weasel.
the meat’s juices running down his “My friends need a way into the
Since leaving
chin. Some dobbers’ stomachs would the employ of
palace. They say it’s urgent.” the palace, he's
violently turn at the thought! He sits
with the black porcupine woodkin he’d been able to build
quite a profitable
previously been chatting with at the bar. Weasel encourages the party to business with his
When characters approach, they are explain the situation. The otter listens, partner, Wolf.
invited to sit. The porcupine goes back her thick whiskers twitching as the Their business is
to the bar. story is relayed. In short order, Daithi highlighted on
is convinced and nods to her dobber page 239.
friend.
Through a mouthful, he says, “can’t
get enough of the stuff,” referring to
“Right then,” Weasel says, “yous do Daithi is a thief
the meat, you guess. “My partner
us a favor, and we’ll tell you how to for hire. Weasel
turned me on to it. He’s not here often hires her to
tonight.” get in, agreed? get in and out of
tight spots.
He listens to the party openly, Let the party answer. If they ask
eating and drinking the whole time, what the favor is, Weasel just says,
speaking little, and not caring much “We’ll get to that in a sec.” If they refuse,
for manners. He says just enough to he might say, “Do you want in the
ensure the characters do most of the palace or not?” Regardless, eventually,
talking. He might say or paraphrase the Weasel goes on even if the party hasn’t
following to get the characters talking. definitively agreed to anything.
245
Chapter 10: The Sleeping Bear and the Giant Centipede
discovered the opening and had make all sorts of treats others can’t.
the wall repaired. But that’s not all; Her specialty is frozen goat’s milk mixed
now there’s something living in that with nuts and fruit.
Daithi can't wait underground waterway. I don’t know They recommend going around
for someone to midnight. The cellar entrance is in the
take care of that if somebody put it there or if it just
back of the shop’s sycamore tree, and
monster in the decided to move in. Either way, if
it’ll probably be locked. Daithi then
underground you want in the castle, you’ll have to
stream so she can
gives each member of the party a
kill it.” Potion of Water Breathing. If you want
easily slip in and
out of the castle. to make it more interesting, roll 1d4+1
Weasel adds, “That’s our price. You
(or 1d6 - up to you) to determine how
This is a typical kill it, and as far as anyone else is many vials of the potion she has.
Potion of Water concerned, we never met. Deal?”
Breathing. Catrin’s Candies
The party is then given directions The streets are dark except for a few
to the cellar. It’s in a treat shop: Catrin’s flickering lanterns. The candy shop is
Candies. The natural underground northeast of the palace, on the edge
spring keeps the stone block-walled of a residential part of Dobberton. It’s
room quite cool. This underground a small home with cute details built
cooling room has allowed Catrin to into a sycamore. Catrin’s Candies is
carved into a small wooden sign that
hangs over the door. Under the words,
a cupcake with an excessive amount
FOUR THERE WERE of icing has been painted. There are no
lights visible through the windows, and
Before the party leaves, they find their focus shift to one of
the front door is locked.
Theobald’s stories:
CATRIN AND TOREY
Four there were, riding out on the king’s personal
Catrin and her husband, Torey, are
carriage, pulled by his own white foxes. White as sleeping above the shop. Any noise the
lightning they were! King Quillon’s destiny will be party makes above a whisper might
forever tied to the quest these wizards embarked cause them to wake. If they do wake,
upon. Failure would mean the forest and all who they won’t attack; they are effectively
lived in it would fall to the Tainted. Yes. You all know commoners, but they will shout for the
him. The father of decay, the Rot Weaver, an in- Dobberton Guard.
betweener, a shadowling. He has been called many Add some tension to the scene
names, but yes, you all know him. He is Rohr-tan by rolling to see if Catrin and Torey
wake up. To do this, roll a d20 with no
the Lightless. Success and the king would be forever
modifiers against a DC based on how
known as the one who saved the forest!
loud the noise is.
Four there were, Setarus could call lightning and • Very loud = DC 10
wind. Mereth was master of beasts big and small. • Loud = DC 13
Othkara commanded life, and Herbert’s contraptions
• Normal speaking volume = DC 16
could confound the mighty.
• Very quiet noise = DC 20
Four, there were - seals on his tomb. Secrets known
only to the wizards of Dobberton. DOBBERTON PATROL
Approximately every 20 minutes, a
dobberton guard passes by. There are
246
Act III: The Rot Weavers Tomb
three different roads nearby that guards for the party to fit. The shelves have Stats for a
patrol. Closest is the road directly in mostly baked goods like cookies and Dobberton guard
front of Catrin’s and one to its south, cakes. Just to the right of the stairs, are found on page
forming a corner. The third road is small barrels are stacked, three high 355.
behind the shop, a couple of trees to and three deep. A character with a
the east, but still close enough that one passive Perception of 14 or higher will
could hear noises the party may make. immediately notice that the stone wall
behind the barrels is a slightly different
THE CELLAR DOORS color. Those must be new blocks. If The nose on the
The party can see two facing doors just they don’t immediately notice the cellar doors has
at the edge of the sycamore’s trunk. They blocks, a successful DC 10 Intelligence a fairly simple
are angled downward, implying a stair (Investigation) check will find them. enchantment.
that leads under the trunk. They do not The party can move the small Any sweet smell,
even an artificial
open and must be locked, yet there is no barrels easily enough, though they
or arcane one
visible locking mechanism. Affixed where might get distracted, given that they will cause it to
the two doors meet is a huge dobber are full of ice cream. The wall they were move, giving the
nose carved from matching wood. stacked against is the coldest in the party access to
Painted beneath the nose is a cupcake, room. If a character presses their ear the lock so it can
one that matches the sign over the front against the block wall, they can hear be picked. Dispel
door. Clearly, Catrin has a cute sense of churning water on the other side. With magic will also
style and humor. a successful DC 18 Wisdom (Perception) disable the nose,
check, they can tell that the water does giving access to
The party cannot see the lock that the lock.
is behind the nose. The nose cannot be not fill the whole space on the other
moved unless it smells Catrin, which side of the wall. Opening the wall will
is to say, Catrin always smells like not cause the room to flood.
sweets. The nose will move if it smells It will take some effort to remove
something sweet. A character can brute enough stone blocks to create an
force the nose off the doors, revealing opening big enough for the characters.
the lock, but that will make a loud noise. The characters must work together
The nose has an AC of 14 and 14 hit for 10 minutes and succeed on 3
points. consecutive DC 18 Strength (Athletic)
If a character produces a sweet checks. A character proficient in an
smell, the nostrils on the nose flare as appropriate tool can use that proficiency
if enjoying the odor. Then it slides up, and roll with advantage. A failure causes
revealing the lock underneath. It can the time and checks to start over until 3
be picked. It requires a successful DC successes are rolled in a row.
17 Dexterity (Thieves’ Tools) check to If a roll is failed, the character can
open. Alternatively, the cellar doors can choose to succeed instead; however,
be forced open, but that will also make noise is made. The amount of noise is
a loud noise. The doors have an AC of 15 determined by how much the roll fails:
and 20 damage must be done to open
• Fail by 11 or more = A very loud noise
them enough to pass through.
• Fail by 7-10 = A loud noise
INSIDE THE CELLER • Fail by 3-6 = a noise equivalent to
Stone stairs lead down from the normal speaking volume
entrance. The air inside the cellar is • Fail by 1 or 2 = A very quiet noise
indeed cold. Characters can see their
breath. The room is full of shelves and Use the table above to determine if Catrin
small barrels. There’s just enough room or Torey wakes up.
247
Chapter 10: The Sleeping Bear and the Giant Centipede
The Cold Water The Cold Water Spring LIGHT
Spring map is The opening in the wall reveals a There is no natural light in Areas 1 - 8.
on pages 256 and shallow underground river. Water flows
257.
from the east and sounds much more Keyed Locations
turbulent to the west.
1 - A GENTLE FLOW
A blast of even colder air rushes The water flows from east to west at a
slow, but steady pace. The rocks of the
in from the new opening. Echoes
walls and floor have been smoothed by
of gurgling and dripping water
the flowing water, yet the shape of this
cascade down the naturally formed passage is very irregular. There are deep
waterway. The passage is so dark it voids scattered throughout. Similarly,
easily swallows any light that would there are rocks jutting out from the
invade from the cellar. walls.
This makes the depth of the water
unpredictable. In most areas, it’s less
GENERAL FEATURES OF THE than a foot deep, but a hole hidden in
COLD WATER SPRING MAP the dark water may be 3 or more feet
deep.
The cold water spring refers to the
naturally formed cave comprised of 2 - A ROCKY CHUTE
Areas 1 through 8. Unless otherwise
noted, these areas have the following The passage narrows and twists
features: toward the north, water cascading over
rocky step-like falls. The rise impedes
FLOORS AND WALLS OF THE movement, slowing characters to half
speed unless they succeed on a DC 14
NATURAL CAVERN. Dexterity (Acrobatics) check.
This cave was formed when a natural
aquifer began to bubble up into some 3 - SPRING
loose earth. Over the years, the flow
Area 4 This is the source for the spring, a pool
washed away the soft dirt, leaving
(Optional): 4 feet deep at the center. The floor is
a cave. The walls and floor are rock,
After falling over made up of smaller stones that filter the
smoothed by years of flowing water. The
ledge into west water as it wells up from a deep aquifer.
side of Area 5, the wet ground is somewhat slick to walk
strong current on but can be managed when careful. A
4 - AROUND THE BEND
pushes character dash action requires a DC 13 Dexterity
toward Area 7, (Acrobatics) check to complete without
bashing them falling prone. As you move west with the gently
into rocks dealing flowing river, you come to a ledge
another 3 (1d6) SMELLS AND SOUNDS that separates this passage from
bludgeoning
damage. They The cave has the natural mineral smell a large cavity to the north. The
then must of water filtering through rocks. The roar of rushing water echoes out
succeed on a sounds in Areas 1 through 3 are the of the distance. The way forward
DC 15 Strength pleasant trickling and dripping akin to
is obscured not only by darkness
(Athletics) check a lazy stream. Sounds echo and can, at
or be washed into but also by a thick mist from the
times, be disorienting. Areas 5 through 8
Area 7. are a cacophony of roaring water. churning water.
248
Act III: The Rot Weavers Tomb
To proceed, the party will have to climb The Giant Obsidian Centipede The giant
down over the ledge. Rocks and the The north-western portion of this obsidian
uneven surface of the cave walls provide room is the lair of a giant obsidian centipede is
ample ways to secure ropes or other centipede. Here, the ground is wet from found on page
equipment so that characters can easily mist but not submerged. If the obsidian 365.
descend the 10-foot drop. Characters centipede was alerted to the party’s
can scale down with a successful DC presence by someone falling over the
16 Dexterity (Acrobatics) check. If a ledge from Area 4, the creature rushes
character falls, they take 1d6 falling to attack immediately. Otherwise, it
damage and alert the creature in Area 5. attacks if a character comes within 15
feet of it.
5 - THE CENTIPEDE’S LAIR
249
Chapter 10: The Sleeping Bear and the Giant Centipede
Area 6 and other water plants. The steady
6 - FISSURE FROM THE RIVER
(Optional):
ABOVE current is exhausting to swim
To move from
Area 6 to Area 9, through but pales in comparison to
The cave exposed a weak area in the
characters must floor of the decorative moat around the the rushing torrent in the cave below.
swim against a
palace.
turbulent current.
To do so, each The Boiler Room Intake pipe is
character must 7 - RUSHING CASCADE about 20 feet north of where the party
accumulate 2 Bolstered by the water falling through entered this area. Even though they
successes in 3 the fissure in Area 6, the flow rushes must swim against the current, their
attempts against over a cluster of rocks into an area that path is clear, except for the occasional
a DC 14 Strength appears much deeper. harmless fish.
(Athletics) check.
If a character swims to the surface,
Areas 9 8 - DEEP POOL they find nowhere to get out of the
through 11: Water fills this chamber, and the ceiling water. On one side, an inner wall of the
Characters are slopes down to meet it. There is no palace complex extends up from the
moving through
telling where it goes as it flows deeper moat’s edge. Walls of the the palace
fully submerged
areas and will into the earth. itself are on the other side. There is a
have to hold lawn - part of the palace’s courtyard -
their breath until The Palace Moat just northwest of the moat, where an
reaching the Areas 9 through 10 refer to the very elite dobberton guard patrols. This
palace basement.
bottom of the moat that flows around portion of lawn can only be reached
This is where the from Area 9a.
the Dobberton Palace. Though the
Potions of Water
Breathing apply. characters will have limited access
to the surface, the areas of the 9A - FENCE
map referenced in this section are A heavy fence keeps large fish and other
Stats for the
Dobberton elite
underwater. creatures from swimming through this
guard is found on area. It also keeps creatures in.
page 355. GENERAL FEATURES OF THE
PALACE MOAT On the other side of the fence, huge
The floor and walls of the moat are rainbow fish can be seen passing
packed earth and rock, slick with moss through the shadow of a bridge.
and algae. The moat itself was dug when Their iridescent scales catch the
the palace was built, giving the walls a
lantern light from the bridge’s rail,
gently curved shape. The water is clean
and comes from the Blue River, full of casting a myriad of colors into the
life and peace. water around them.
250
Act III: The Rot Weavers Tomb
It should be clear to the players that if they go to The purpose of having the party go through
the surface, they run a huge risk of alerting the the palace basement is to reveal more plot
palace guards and would never be able to speak details. As the GM, you can improvise and insert
with the king. these details however you see fit.
Of course, the characters running around the All this is to say, the frequency of the patrol-
palace grounds, doing their best to avoid being ling guards is up to you, and you get to determine
found out, can be a lot of fun. how difficult it is to cut the underwater fence.
10 - BOILER ROOM WATER Unless otherwise noted, these areas Characters can
have the following features: easily remove
INTAKE
the mesh over
GENERAL FEATURES OF THE the Boiler Room
A thick wooden pipe protrudes from PALACE BASEMENT Water Intake
pipe even while
the palace-facing wall of the moat. Its The floors are thin limestone tiles. swimming.
diameter is quite a bit larger than a The walls are wood, reinforced at the
dobber, but it is capped by some kind corners with stone. Roots from the
of mesh. A soggy leaf is stuck to the Prime Tree and its two guides wrap
mesh by the force of the water being around the basement, some branching
sucked in. You can see one side has into the space along the walls.
been repaired by a few hasty loops
LIGHT
of twine.
Oil-fueled sconces are evenly spaced
along the wall throughout the palace,
This thick wooden pipe has clearly been though when the party arrives, they are
treated with ironwood sap to give it the not lit.
strength and longevity needed to bring
water into the castle for many years. 11 - WATER PIPE
It’s big enough to fit a medium-sized
creature. The mesh is to keep fish and
The water pushes you along, the cold
debris out. It can be removed with a
successful DC 15 Strength (Athletics) waning as the pipe travels deeper
check, or if a character is proficient with into the earth beneath the Prime
tinkering tools, a DC 10 Intelligence Tree.
(Tinkering) check. The mesh can also
be cut open by doing 10 damage to it
against an AC of 12. When the party There are only two destinations at the
enters the pipe, they feel the water end of this pipe: a chamber where the
pulling them along. If they wish to stop, water is filtered and cleaned for use
they must succeed on a DC 12 Strength by the residents of the palace and a
(Athletics) check. If they wish to go chamber where the water is heated so
against the current, they must succeed that it can be pushed around to heat
on a DC 18 Strength (Athletics) check. other rooms.
The first branch leads to the filtering
The Palace Basement chamber. An open valve lets the water
flow freely. It appears this valve can be
The palace basement refers to
closed and locked. In addition to the
the rooms in the basement of the
valve, the opening into the chamber
Dobberton royal palace and is
is covered by a mesh similar to the
comprised of Areas 11 through 14.
251
Chapter 10: The Sleeping Bear and the Giant Centipede
Area 11B one the party encountered earlier. It 11B - WATER HEATING
(Optional): A can be removed with a successful DC
character who 15 Strength (Athletics) check or if a
CHAMBER
finds themselves character is proficient with tinkering Fortunately, during this time of year,
in this chamber tools, a DC 10 Intelligence (Tinkering) the heating chamber is only used at
takes 1 fire check. The mesh can also be cut open half capacity. If a character winds up in
damage from the there, they would get burned but might
by doing 10 damage to it against an AC
hot water per
of 12. be able to get out before it proves fatal.
turn until they get
out. A character The second branch leads to the
that is in the heating chamber. If a character moves
12 - BOILER ROOM
Boiler Room, past the first branch, they immediately This is a simple room, the main feature
Area 12, can open notice that the water is warmer. When being the two large water chambers. A
a valve on the control panel angles out from each at
a character reaches the branch, they
side of the Water about a dobber’s waist height. Each has
Heating Chamber
come to a one-way valve that can freely
pivot, standing open when water flows a different array of knobs and buttons. A
to release the
character. This in, pulling closed if the water has cause contrivance of levers, pulleys, and ropes
opening is just to flow out. The main purpose of the leads to pipes that spiderweb along the
above the level of one-way valve is to keep the hot water ceiling.
the water inside from flowing back out of the chamber. Presumedly, these are the pipes
the chamber. used to transport the heated and
11A - WATER FILTERING cleaned water around the palace.
CHAMBER Two tall cabinets sit on the wall
The water filtering chamber is ironwood across from the huge water tanks. There
like the pipe that fills it. That pipe are tables next to each with various
connects to this small holding tank near tools and scraps scattered on them.
the top, spilling into a small, mesh-lined There is a door in the east corner.
holding tank. Beyond the mesh, the Through an opening on the west wall,
water seems to be moving through a the party can see a desk and the
series of cloth strips. Above, you can see beginning of the hallway that leads to
a sealed valve; the opening mechanism
the holding cells, Area 13.
must be on the outside.
12A - STORAGE ROOM
The door seems locked but is actually
just stuck. It can be opened with a hard
BEFORE THE PARTY LEAVES THE BOILER ROOM shove, DC 10 Strength (Athletics) check.
When the party is about to leave Area 12, Gearld comes
down the stairs in Area 14. He has come to speak with The smell of stale ash fills your nose.
the Queen, who is currently in one of the holding cells, Crates, small barrels, and a myriad of
Area 13a. The party can easily eavesdrop on this conver- small tools are piled haphazardly in
sation, and they should. a half-ring around the door. Beyond
that, large equipment, black with
The party, or at least someone in the party, should
years of dust and soot, sits buried in
realize this is Gearld, the King’s Justiciar. Gearld is likely more soot and unidentifiable junk.
the most powerful dobber in Dobberton. The party
should understand this isn’t a man to be trifled with.
The items stacked near the door
are occasionally used by the tinkerer in
charge of the water heating and filtering
252
Act III: The Rot Weavers Tomb
chambers. They rarely go deeper into the room, and there’s “Gearld,” speaks a voice like dried leaves
no need to. That equipment is the remnants of a wood- crumbling to dust. “Have you come to
burning heating system. It hasn’t been touched in decades. punish me more?”
GEARLD, THE KING’S JUSTICIAR “Cassandra,” responds the quiet yet
Gearld is a living legend. He’s a beloved member of the strong voice of Gearld. “Shhhh,” he
Triumvirate, serving as the kingdom’s Justiciar now and for soothes and begins to pray. “Star
the previous King. He has had his eye on the party since Father, shine your holy light upon us.”
they defeated fungal creatures in Oak Den.
Even at a distance, you can feel power
Samlet, one of the palace guards, brought word to flowing as the prayer continues. At
him that they had come to Dobberton with an important first, the other voice seems to object,
message for the King. He didn’t expect that they would
crackling, unintelligible cries and
sneak into the palace, but here they are. Gearld has
decided to let them explore a bit before confronting them. moans. They quickly taper to silence,
then sobs.
THE JUSTICIAR ENTERS
“Oh, Gearld, I’m so sorry,” a female
voice now speaks, just a touch of
You hear footfalls coming down the stairs. They are gravelliness remaining. With a shock,
steady and confident, the sound of someone who’s you realize it’s the same voice as before,
walked these steps a thousand times. As they reach restored to something more natural.
the bottom, they turn toward the holding cells, and you
see the back of a dobber in full plate armor. Long, steel- “Why didn’t you come to me sooner?”
gray hair flows over the top of a blue cape. The cape Gearld asks. “I could’ve stopped it from
is emblazoned with the insignia that symbolizes peace, getting this far. Why didn’t you bring
justice, and strength throughout Dobberton, the white Calynn to me?”
logo of the Order of the Blue Star.
“She wouldn’t have listened,” Cassandra
He was there only briefly before turning down the hall answers. Then, in almost a whisper,
and out of sight, yet his presence seared your mind. The “Not to you. Her trust in us was broken.
energy around him was a force unlike any you’ve ever Even the great Gearld couldn’t have
felt, yet you know in your heart that it is a force for good. fixed it.”
253
Chapter 10: The Sleeping Bear and the Giant Centipede
The queen does The party can hear Gearld suddenly 13 - HOLDING CELLS
"feel him here" as begin to move back up the hall. The
she just declared voice of the queen cracks into a laugh
to Gearld. She that echoes with the paladin’s firm At the head of a hallway that runs
feels the presence
steps. When he gets to the foot of to the south, you find a well-worn
of Rohr-tan
through Ember.
the stairs, he pauses as if listening or desk. On it, a thick book sits closed,
thinking. However, he does not look covering a small stack of loose paper.
around or make any effort to discover An old quill sticks out of a nearly
the party.
empty ink well next to a lantern.
Gearld goes up the stairs from Padding on the chair behind the desk
whence he came with the same
is threadbare but looks comfortable.
confident stride, though now, a bit
faster. If a character listens after him,
they will hear a mechanical click a It’s fairly obvious to the party by the
few flights up. He will then continue lack of dust and wet ink that this desk is
ascending until out of earshot. regularly used.
A character who succeeds on a Half a dozen holding cells with
DC 13 Wisdom (Perception) check will ironwood bars line the hallway. As far
realize what the click was: a bolt being as dungeons go, these cells are nice.
unlocked and a door opened. There is no Each has a bed with simple linens and
indication that the door was reclosed a chamber pot. The floor and walls are
after. clean. There are no sconces on the wall
of the dark hallway. All of the cells are
unoccupied, their barred doors standing
ajar, save one.
Gearld’s behavior might seem odd. Why would he unlock a
door and leave it open so conveniently for the characters? 13A - THE QUEEN
He first heard about the party after they tracked down the Once Gearld is safely away, the party
moss boar in Litewyck. He’s seen that they are doing good can take a moment to speak with the
Queen in her holding cell should they
and hopes that is why they are here now.
want to.
Gearld may be the only one with royal authority who
knows how dangerous the spreading decay is. Even with As you survey the cells, you’re
the Queen in the state she’s in, the King is more concerned surprised to find that none appear
about his image than the safety of his people. to be occupied. It doesn’t seem that
Though Gearld isn’t sure how they got into the palace, any of the bed linens are crumpled.
However, in the 5th cell, a cluster of
they present an unexpected opportunity. Maybe they can
black fungus and vine grows thick in
help the King see the truth. Before that, however, he wants
the corner.
them to see the Prime Seed room.
Then you realize with horror that
the shape of a female dobber is part
of the mass of dark fungi. Limb-like
vines might be arms and legs. A
group of mushroom mycelium hangs
like hair. Stalks might be fingers.
254
Act III: The Rot Weavers Tomb
WHAT IF THE PARTY
APPROACHES GEARLD? rumors of the Wood Sprite spreading rot in the
forest were actually Calynn.
Gearld will confront the party
When the party leaves, she begs them to stay... she
in a manner similar to what
begs Rohr-tan to stay.
you find in Chapter 11, Area 2,
the Royal Garden, of the Main 14 - STAIRS UP
Floor of the Palace map. He will Four flights of stairs switch back on themselves
then take them to meet the until they reach a small platform. From this
King, Area 5 of the same map. platform, one can take an open door into a narrow
passage or continue up following more stairs.
255
Chapter 10: The Sleeping Bear and the Giant Centipede
CHAPTER 11:
Meeting With the King
The party has infiltrated the palace, but they have yet to find the king so that they
can tell him about Ember and Calynn. When they find him, will he listen, or will
they be imprisoned with the queen?
259
Chapter 11: Meeting With the King
• THE NEXT MORNING. After thinking 1 - A NOT-SO-SECRET DOOR
their part in saving the kingdom from
The party can enter the heritage level
the Wood Sprite and the spreading rot
through a secret, staff-only passage that
has come to an end, the party is given
was left open by Gearld.
a new quest.
260
Act III: The Rot Weavers Tomb
If one of the characters takes a
closer look at the seed, read:
261
Chapter 11: Meeting With the King
Gearld summons the Star Light These doors have magical
Spear, the signature weapon of the protections similar to the doors to
Blue Star Paladins, bathing the party the treasury, but currently, those
protections are disabled.
in blue light. “Your explorations end
here. Come with us peacefully and 5A - THE HERITAGE ROOM
none of you will be hurt.”
These magically crafted doors open
The full Beacon
without any resistance. The only light
of Trust ability is
Gearld activates his paladin ability, comes from the Prime Seed room and
detailed on page
41 and Gearld's Beacon of Trust. All characters must that which bounces off of the ruby red
full stats are page make a DC 18 Wisdom saving throw. If they Heritage Stones. When a character
356. fail the saving throw, they regard Gearld as enters, read:
a friend or respected acquaintance.
The doors silently pivot open,
4A - THE TREASURY revealing a slightly smaller oval-
The only people who have access to shaped room. Light glints off dozens
the treasure room are members of the of red gems evenly arrayed on the
Triumvirate, the Justiciar, the Queen,
back wall. Each gem is set into a
and the King. Though, if someone
were to gain access, they would find a plaque: name and title engraved
treasure beyond their wildest dreams. below the stone. A few feet from
the wall, three pedestals hold three
5 - THE HERITAGE VAULT plaques with gems similar to those
DOORS on the wall. The center one, which
When one of the characters approaches stands a little higher than the
the heritage vault doors, read: other two, reads Quilan, King of
Dobberton. The plaque and gem
These two doors share the same to the left has Cassandra, Queen
frame as the other set, with gold Governess engraved on it, and the
filigree and spiraling columns. left one reads Gearld, High Justiciar.
However, the relief on the doors You soon realize that the plaques on
differs, depicting a clean-shaven the wall are grouped by family. You
dobber wearing a crown. He holds a find the previous king, Quillon, and
long sword across his chest, not in a his Queen, Bettany. Below these
combative stance, but more relaxed, plaques, you find an open space for
yet not to be taken lightly either. Quilan, whose plaque is displayed on
This dobber does not look like Orlun, a pedestal. Next to the open space,
the king portrayed in the nearby you find a plaque with Calynn, First
bust, nor any other king you can Princess engraved on it. The gem
remember from the history books that should be set into it is missing;
you had to study as a child. The scratches in the surface make it
palace is carved into the background. obvious it was pried loose.
At first, you didn’t notice, but it
appears these doors are slightly
open.
262
Act III: The Rot Weavers Tomb
A Heritage Stone for every king and 6 - CEREMONIAL STAIRS Actually, Orlun's
family, from Orlun, the first king, to the Heritage Stone
current, Quilon, is represented. Orlun’s The passages to either side of the alcove
was switched
plaque is centered at the very top of for the bust of Orlun are identical,
with Calynn's.
the wall. A character who succeeds on though mirrored. Each features wide However, there
a DC 17 Wisdom (Perception) or DC 15 curving steps carved from the Prime is no way for the
Intelligence (Investigation) check can Tree leading up to the next floor. party to learn
notice that there are scratches around that here.
Orlun’s stone. The stone is there, but it Main Floor of
Later the party
looks like someone may have tried to the Palace will learn that the
pry it free. The main floor of the palace is used stone in Ember
primarily for staff and public interaction was Orlun's all
with the Triumvirate. Staff is housed along.
If the character examining Or- in the west wing. The east wing has
lun’s plaque rolls a 21 or higher, The map of the
a kitchen and a formal dining room Main Floor of
you can choose to add: It seems for visitors. Between the two are the the Palace is on
the heritage stone belonging promenade and the royal garden. page 266.
to Orlun was successfully re-
1 - CEREMONIAL STAIRS
moved at some point, but it’s
Two sets of broad, curved steps connect
clearly there now.
the royal garden of the palace’s main
floor and the heritage level below.
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Chapter 11: Meeting With the King
The pair of stairs 2 - THE ROYAL GARDEN Blue light pierces the darkness as
that flank the Gearld summons his Star Light
fountain are The royal garden comes into view for
the party as they climb the stairs in Spear, a glowing bar of solid light
only used for
ceremonies Area 1. If the party initially snuck into synonymous with the Order of
involving the the palace according to Weasel and Blue Star Paladins.“You’ve explored
Prime Seed. Daithi’s instructions, it is late at night, the palace enough. Come with us
the only light coming from the moon peacefully, and none of you will be
outside. If they followed a different hurt.” The light illuminates him and
timeline, change the description below
six other palace guards, emerging
as needed:
from behind bushes and topiary
trees, one of which is Samlet.
Gearld's You emerge from the lower level
impressive stats into a beautifully manicured garden
are on page with no natural light except that of The party is now surrounded by
356. You can the the moon reflecting off the many six palace guards. Gearld activates his
Elite Dobberton paladin ability, Beacon of Trust. All
guard for Samlet polished wood surfaces. Silhouettes
characters must make a DC 18 Wisdom
and Dobberton of perfectly shaped trees and bushes saving throw. If they fail the saving throw,
guards for the line the front. Dark vines cling to the they regard Gearld as a friend or respected
palace guards, wall behind. acquaintance.
found on page
355. Gearld is going to do everything in
A beautiful fountain is between the his power to avoid combat. After all,
The full Beacon he left the Prime Seed room and the
pair of stairs.
of Trust ability is heritage vault open for them.
detailed on page
41. The fountain centered in this
Gearld steps forward, holding the
garden is an artistic wonder, carved
spear for illumination, not as a
from a single piece of white wood.
weapon. “You can trust me. I think
Water flows from the top over a
we’re on the same side. Come with
cascading series of wispy, crescent-
me so we can speak.”
shaped clouds that swirl below a
six-pointed star. Slender columns
of wood support the star’s lofty If the party chooses to go
height. A sheen of water shimmers peacefully, they are led to the dining
and reflects light from the columns, room at Area 5.
tricking the senses into thinking they
3 - PROMENADE
are beams of radiance cast down
from the star. A wide walkway of white birch borders
the southern side of the royal garden. It
is framed by two rows of columns, one
Gearld has prepared a group of on the garden side and one between it
guards to greet the party when they and the outer courtyard.
emerge from the heritage level. Give
the party a moment to take in their 3A - STAIRS UP
surroundings, then read: On either side of the promenade, grand
staircases lead up to the royal chambers
and other rooms restricted to the
public. An official palace guard stands
264
Act III: The Rot Weavers Tomb
at the foot of each, vigilant of who may The king stands. He’s not as tall as King Quilan
pass and who cannot. you imagined. A portrait of his father struggles under
the weight of his
hangs on the wall behind him - a
4 - VISITOR’S WAITING ROOM father's legendary
formidable and impressive man. Even regime. He's
This sitting room is available for the painting oozes charisma. This afraid of the
dignitaries and other notable citizens public's critical
man, however, bears a resemblance
while they wait to take council with the eye and perceived
King or before a formal meal. It is finely but seems mousy in comparison.
failure.
appointed with padded chairs and a “Are these the intruders?” he asks.
thick rug that fills the floor. Portraits of
“These are the heroes I told you
the royal family hang on the walls. Hot
tea and cookies are always available about, Your Highness,” Gearld
when guests are in, though some say answers. “They have been combating
the cookies are quite bland. At this time, the rot in the south.”
however, the cookies are gone. and the
tea is cold. “Oh, that,” the King waves a hand
dismissively and sits back down.
5 - PUBLIC DINING ROOM “Why are they here? And in the
This beautifully decorated room is middle of the night, no less!”
where the royal family shares meals
with honored visitors. It also serves as a The second dobber who was sitting
meeting space when needed. with the King when you entered
interjects, “Why are you wasting the
The table is carved from dark King’s time with this? He’s weak with
walnut and is decorated with a gold worry for his wife. He needs his rest.
inlay of the royal family crest. Ten ”Ignoring the second man, Gearld
matching walnut chairs with red pleads, “Your Highness, they may
velvet cushions accompany the have information about Calynn!”
table. The west wall is lined with
sideboard tables for dinnerware and
serving platters. The north wall has
an imposing stone fireplace with a
robust mantle and hearth.
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Chapter 11: Meeting With the King
At this point, Gearld does not know the party ABOUT CALYNN, THE WOOD SPRITE
carries Ember or that it has the missing Heritage
Stone affixed to it. He believes that Calynn has the The party has been hunted by every kind of decay
Heritage stone. He recently discovered that she monster since leaving the Sylvan Dobbers in the
was cursed, becoming the Wood Sprite. He fears Fenmar Forest with the singular goal of presenting
she is responsible for the spreading decay in the Ember to the King and being free of it. Now they
south. After all, if she was cursed by Rohr-tan, the are here. What will they do?
lord of decay may be using her.
266
Act III: The Rot Weavers Tomb
Gearld
Gearld wants to save the forest and protect its
people.
• He knows the party faced the walking fungus
and other decay monsters around Oak Den and
Litewyck.
• He believes, that with Herb’s help, they found
where the Wood Sprite was hiding, after which
the party set out for the Verdant Mountains.
• He also knows that Herb was one of the last
Council of Mages who imprisoned Rohr-tan, and
had his memory wiped by Othkara. This isn’t a
detail he would reveal to the party.
• He believes the party has been trying to stop
the spreading rot from the beginning, something
that he feels he should’ve been doing, but his
hands have been tied here at the capitol.
• He believes that had he been able to address
this threat from the beginning, the Rat Claw Clan
would have never gotten involved. He fears they
are now preparing to strike.
King Quilan
Quilan wants this whole rot business to just go
away with the least amount of effort. He was
planning to ignore it entirely until the Queen fell
ill with rot poisoning. Calynn isn’t really evil; this
whole thing has been blown out of proportion.
• Even though he’s very angry with Calynn, he
wants to help her.
• He might say, “She must be found. She’s my sister. I
can convince her to stop all of this.”
• Quilan is surprisingly self-aware regarding his
sister, understanding that Calynn has always
been jealous that he was chosen to be king. He
doesn’t hold that against her.
Sarus
Gearld prompts, “Just start from the beginning. Sarus is a sycophant who is trying to weasel into
Why are you here?” power.
• He believes the kingdom is invincible. He doesn’t
As the party tells King Quilan and Gearld about take this threat seriously. It’s just a distraction.
Ember, allow the conversation to unfold naturally. • He might say to the King, “How could she be so
Use the details below to inform how they respond: selfish? You are the rightful King of Dobberton.”
• “Sire, Calynn was exiled for a reason. She clearly has
been lost to the Lightless.”
267
Chapter 11: Meeting With the King
The guest rooms
ONCE EMBER HAS BEEN ROYAL GUEST ROOMS
are on the second
floor along a REVEALED The party doesn’t have another option.
balcony that Gearld can immediately sense evil They must turn the dagger over. Gearld
overlooks the radiating from Ember. takes the dagger, and Samlet escorts
royal gardens. the party out. They are taken to rooms
Characters who King Quilan seems relieved. He
and shortly after brought meals.
take a moment jumps to the conclusion that the dagger
to appreciate is the only significant threat. They have
the view will
6 - KITCHEN
the dagger. The party are heroes! All is
see true artistic saved. This kitchen has all the amenities
achievement one would expect in a palace. Large
in the garden, Sarus suggests they just lock Ember
preparation tables, cabinets full of
fountain and in the vault, solving the problem.
serving and preparation utensils, and
surrounding a huge walk-in pantry. The fireplace
architecture.
Gearld stands, “Your Highness, I can on the south wall is suited for cooking
sense true evil here. I feel the evil of with brick-lined alcoves for baking and
Rohr-tan coming from the dagger. It a large space for a tripod or a spit to be
placed over an open fire.
must be destroyed! We have to make
sure the tomb is still sealed!” 7 - GUARD AND STAFF
“Of course, the tomb is sealed. Stop QUARTERS
fear-mongering, Gearld.” Sarus The west wing of the palace is primarily
mocks. “We have the dagger. These for palace guards and staff. Even the
folks are heroes.” Sarus smiles smaller rooms include a bed, table,
chair, and small wardrobe - luxurious
broadly at you.
compared to most inns. Senior staff
“Besides, no one even remembers have rugs, writing desks, and even a
where the tomb is. And these folk sitting area for visitors. Palace staff are
well cared for.
are heroes!” the King declares. “They
must be rewarded! See that they Ember Must be
have our best guest rooms. And
food, of course. Tomorrow, we will
Destroyed, but
celebrate what they’ve done for our
Not Here
kingdom!” Gearld spent the remainder of the night
studying the dagger. He has found
evidence that a bit of spirit from both
Gearld doesn’t think the King sees Calynn and Rohr-tan is trapped in the
the full breadth of the situation. He Heritage Stone affixed to Ember. It’s
pleads with the King that more must be clear to him that it must be destroyed,
done. The threat persists. but he doesn’t know what will happen.
However, the King, with ongoing The party must find Othkara. He’s the
encouragement from Sarus, just wants only one who knows how to handle the
to lock the dagger away. uncertainty that might follow releasing
those fractured spirits.
268
Act III: The Rot Weavers Tomb
The Next Morning Concluding This Chapter
The party’s sleep is restful but cut short. Gearld rushes off, attending to the crisis at hand.
After a few minutes to gather their things, Samlet
escorts the party out of the palace. It seems they
You are abruptly awoken from one of the deepest
are being snuck out, taking back halls and staff
sleeps you’ve had in a while. The beautifully doors.
appointed rooms and deep plush beds the King
They are given 250 primes and a day’s worth of
has provided for you held no power over the
rations. The Burrow is just west of Dobberton, less
booming voice of Gearld announcing his presence than a day’s journey.
in the fore chamber, “I apologize for waking you
Leveling Up
so early, but it cannot be helped. The peoples of
Characters who complete this chapter, in
the Alwaysgreen Forest have further need of conjunction with Chapters 10 and 12, have
you.” completed the necessary tasks to achieve level 7.
269
Chapter 11: Meeting With the King
CHAPTER 12:
Blue River Daze
by Kat Kruger with Darryl T. Jones
The party has been sent to find Othkara, a mage believed to be able to destroy the
cursed dagger, Ember. His last known location was the Burrow. Unfortunately, a
servant of the Wood Sprite has beaten them there, trapping the town in a time loop.
271
Chapter 12: Blue River Daze
THE BURROW of the Wood Sprite, her voice in his head
connected by decay speech.
The Burrow is a village nestled along the
Puck is a nobel Blue River, just a few miles from where PUCK
with traits similar it flows past the Prime Tree. Founded by
to a groundhog the first awakened woodkin, they make The absent-minded innkeeper at Cherry
found on page up most of the Burrow’s population. Tree Inn is a badger woodkin whose
25 plus an The architecture within the village is a family has run the business since
alternative true amalgam of every shape and size, travelers began their first pilgrimage
melee attack, to the Burrow to pay homage to the
designed to accommodate all, from the
claws, which you birthplace of woodkin. The inn is part
can find on page tiny chipmunk to the towering elk.
of a massive cherry tree, with the
28. Where is Othkara reception and a small tavern inside the
Othkara was born in the Burrow and is base and stairs leading to rooms ringing
one of the oldest awakened woodkin. the outside of the tree.
He is very well known, though his
Kirsikka is a reputation is muddy. Some see him as KIRSIKKA
typical Bard with one of the heroes who helped capture
The mayor of the Burrow, this deeret,
Deeret traits the Rot Weaver 20 years ago, while
is a proud leader, assertive but serene.
found on page 26. others fear Othkara was an ally of the
She tries to find the positive in every
Rohr-tan.
situation. She freely uses her charms
Just about everyone in the Burrow and natural deeret beauty to her
knows Othkara, and they have wildly advantage.
fluctuating opinions about his past.
Unfortunately, no one claims to know The Time Loop Curse
where he is.
This chapter requires days to be played
The Prime Seed Harvest out on repeat. The concepts below are
Celebration and Blue River Days meant to establish a foundation for
For the woodkin of the Burrow, the the action and help keep things fun for
Prime Tree doesn’t only symbolize hope everyone.
and peace; it is their very source of
life. Therefore, the annual Prime Seed THE TIME LOOP
Harvest Celebration has additional
Ardalion has placed a time loop seed in
significance. It is for this reason that
the village square. The magic of the seed
they created Blue River Days. Blue River
has caused the Burrow to exist in a time
Days is a festival that spans the 10 days
loop. This curse causes the day to reset
leading up to the Prime Seed Harvest
at midnight. When people wake the
Celebration, making the holiday 12 days.
next day, their routines start over as if
Blue River Days is a joyous time of fun,
they’d never happened. When the party
games, family, and food. It attracts
arrives at the Burrow, the loop has been
visitors from all over the Alwaysgreen
repeating for seven days.
Forest.
273
Chapter 12: Blue River Daze
• A completely positive day breaks Additionally, most of the Alway-
the curse of the time loop seed and sgreen Forest already knows the
prevents the portal from opening. In seed won’t be presented this
this case, Ardalion attacks the party
year (detailed in Chapters 10 and
out of frustration.
11). Word travels fast, and it is
DAY BY DAY the most important event of the
Although the events of the festival and year. Additionally, news of the
its revelers repeat daily, the characters Rat Claw Clan attack on South
can effect change. As Game Master, Watch should have reached the
you may introduce any number of NPCs Burrow. But, being trapped in
throughout the festival as they go about
their routines throughout the day. the time loop, no one remem-
Those who learn of the time loop may bers those reports the next day
be frightened or skeptical, while others when the loop resets.
may attempt to help. Unfortunately,
they all forget everything at dawn. GMs
are encouraged to play out the first
day in full and then use a “montage” Blue River Days
storytelling style to present the days When the characters arrive at the
that follow. festival, read aloud:
The Story Use the Story Tracker and Random
Tracker is on NPC Tables when establishing the first Lighthearted music and laughter fill
page 273. day of events. Alternatively, choose the
the air as the scent of sugary and
The Random events in advance or make up some
savory treats wafts on a breeze.
NPC tables can of your own. To cause change, the
be found on page characters must create a net positive Woodkin of every kind wander
435. or negative on a day. Otherwise, the between merchant stalls while
curse of the time loop continues entertainers draw in crowds to
uninterrupted. To end it, the characters delight.
must find, dig up, and destroy the time
loop seed or effect enough good in the
Ardalion lurks throughout the festival.
timeline to break the curse.
Having accidentally been caught in
You can find stats the time loop, he keeps tabs on the
STARTING THIS CHAPTER
for Ardalion on characters and attempts to stop them
page 350. Characters enter the Burrow to discover from removing the magic that has cursed
the village is a few days into Blue River the Burrow. He also wreaks mischief
Days, the festival leading up to the upon the festival by sowing discord and
Prime Seed Harvest Celebration. For the causing general chaos after having cast
Burrow, Blue River Days and the Prime alter self or greater invisibility on himself.
Seed Harvest Celebration hold special
A character with a successful DC 15
significance as the Prime Tree is key to
Intelligence (Investigation) or Wisdom
their lives. They do not realize they are
(Perception) check can notice Ardalion,
trapped in a time loop. While the rest of
if visible, while moving through
the Alwaysgreen Forest is celebrating
crowds and paying close attention to
Bestowing Day, they believe it is still a
suspicious-looking folks. If discovered,
week away.
Ardalion tries to flee using whatever
means necessary to break the line of
sight and disappear.
274
Act III: The Rot Weavers Tomb
The time loop seed has been planted in a sinuous, undulating manner. A The nathair,
in a fountain representing the Prime nathair is often quite small; however, shown below,
Tree in the center of the Burrow’s village legend has it, there was once a giant one are mischievous
square. Ardalion has obfuscated the that brought luck to all woodkin. This elementals that
item by casting the spell arcanist’s magic dance is to call that mystical nathair are rarely ever
aura on it. Every night he checks on the back to the Burrow, and the longer the seen. Maybe one
will be drawn to
time loop seed to see if he has disrupted dance lasts, the more effective the call.
the dance this
the festival with enough evil deeds to Ardalion attempts to trip up the dancers year? You can
cause a rift to open for him. through magic. find their stats on
d6 Afternoon Routines page 368.
MORNING ROUTINES
1 A mysterious deeret woodkin
At dawn, the vendors begin to set up entertains a crowd with riddles and
their shops. An hour later, the festival puzzles.
grounds open to visitors, and Mayor 2 Clouds of biting flies begin pouring
Kirsikka makes her opening remarks. out from a tree.
Ardalion discretely attempts to distract 3 A darts contest has moved out of
and annoy the mayor in hopes that the a festival game booth and into the
main thoroughfare.
mood of the festival starts off poorly.
4 Frantic, a festivalgoer searches for
d6 Morning Routines their missing child.
1 A porcupine woodkin is late 5 A small fire breaks out at the
opening a vendor stall and at risk of puppet show.
losing their job.
6 While a fool distracts a crowd,
2 The main thoroughfare is blocked several young thieves cutpurses.
by two caravans, and the drivers
are quarreling over right-of-way.
3 One of the bean bags at a festival
toss game was replaced by a bag of
beans, which explodes.
4 Wooden ducks that are numbered
on the bottom with corresponding
prizes have turned into real (and
hungry) ducks.
5 The pie-eating contest turns deadly
when one of them is poisoned, and
the baker is accused of attempted
murder.
6 At the face painting stall, the paints
have been mixed with sovereign
glue, and the festival goers blame
the painter for their permanent art.
AFTERNOON ROUTINES
The afternoon at Blue River Days
festival features a water balloon fight
and a dance performance. The dance
is performed by a team of woodkin
who manipulate a long, flexible giant
puppet of a water spirit, called a
nathair, using poles positioned at
regular intervals along the puppet’s
length. The dance team simulates the
imagined movements of this river spirit
275
Chapter 12: Blue River Daze
EVENING ROUTINES ARDALION BATTLE TACTICS
The festival ends with two big events: a Although he is a powerful mage,
feast and an event called the Lighting of Ardalion wishes to leave the time loop.
the Stars where lanterns are set adrift He is focused on causing disturbances
Ardalion’s along the Blue River. Ardalion attempts that sour the mood of the residents
character stats to alter the food at the banquet. During for the time loop seed to open a portal
can be found on the lantern lighting, he makes his way to for him and trap the characters in the
page 350. the center of the Burrow to check on the Burrow.
time loop seed. • Melee engagement is not his style; he
d6 Evening Routines only does so if he has no other actions
1 One of the festivalgoers climbs available.
atop the clocktower on a dare and
accidentally dislodges a tile as they • Casts animate dead to create Rot
dance upon a rooftop. Shamble creatures.
2 A dobber claims they have been • Knows the location of the time seed
robbed of a small coffer of coins.
loop.
3 A chipmunk woodkin stumbles into
the path of a heavy wagon. • Does not warn the characters of
4 While busking for coins, a bard the dangers involved in destroying
watches for someone. the time loop seed. A creature in
5 A group of apprentice wizards possession of the time loop seed
harass passers-by with cantrips. can use an action to smash it on a
6 Stones from the street begin rising solid surface. The seed is destroyed
into the air.
and releases its remaining magic in
After the first THE DAY RESETS an explosion that expands to fill a
day, the party 30-foot-radius sphere centered on
has probably At midnight, the magic of the time loop it. Each creature in the area must
discovered that seed resets the day. The characters
make a DC 18 Dexterity saving throw,
they are trapped find themselves in bed at Cherry Tree
in the village, but taking 132 (24d10) force damage on
Inn, woken up by the sound of a bard
do not know they a failed save, or half as much damage
staying at the inn, loudly practicing
are in a time loop. their performance for the festival. The on a successful one. When the seed is
The first time the
day progresses according to the Story destroyed, the time loop ends.
day resets may
be disorienting to
Tracker, changing only if the characters Concluding This Chapter
the characters. force change. To end the curse, they must
affect enough positive change to the daily There are a few ways the Blue River Daze
Be sure to provide
ample clues to routines, as determined by you, the GM. chapter can end. Regardless of the party’s
communicate This also stops Ardalion’s portal ritual success or failure in ending the curse.
that the day is from coming to fruition. Finding the time
repeating itself. loop seed and destroying it also stops the
time loop; however, the seed explodes.
See Destroying the Seed on the next
page.
276
Act III: The Rot Weavers Tomb
ENDING THE TIME LOOP centered on it. Each creature in the area
must make a DC 18 Dexterity saving
CURSE throw, taking 132 (24d10) force damage
The characters make enough positive on a failed save, or half as much damage
changes to the timeline that the curse on a successful one. When the seed is
ends and Ardalion is defeated. destroyed, the time loop ends.
Leveling Up
ARDALION ESCAPES
Characters who complete this chapter, in
Enough negative changes occur in conjunction with Chapters 10 and 11, have
the timeline that a dark portal opens, completed the necessary tasks to achieve
and Ardalion escapes through it. After level 7.
the portal closes, the time loop seed
explodes!
277
Chapter 12: Blue River Daze
CHAPTER 13:
The Tomb Keeper
The party must find a mage by the name of Othkara to help them destroy the
cursed dagger, Ember. Little do they know that Othkara has been blackmailed by
the Wood Sprite to lead them into a trap. The party carries the cursed dagger with
them, hidden in an antimagic box.
When Kirsikka approaches the party imprisoned the first time. If needed, she is a
read, or paraphrase: • Othkara was an Adepti at the typical Bard with
Deeret traits as
Dobberton School of Magic - all four
described on page
“Thank you, my friends. We surely of the King’s Council of Mages were 26.
would have been doomed had before the teaching of magic was
you not intervened. The Burrow discontinued.
is forever in your debt.” Kirsikka’s About Rose:
deeret fur, which ordinarily shines • Rose is a friend of Othkara and
like silver, is matted with dust. “It has taken it upon herself to be his
seems the Dark One has taken bodyguard.
exception with our humble village. • She keeps her nest just west of the
I fear there are worse conflicts on Burrow. Follow Sundown Creek
the horizon.” Even in the aftermath upstream for about six miles until you
of battle, she holds her head high, come to a slow-moving pool. As the
antlers spearing the sky, a perfect sun sets between two west mountain
accent to her steely resolve. peaks, the water catches its light. If
you linger there, she will try to scare
She continues, “I expect your most you off. If you hold your ground,
pressing concern continues to be you should be able to engage her
finding Othkara? I cannot tell you in conversation. Hopefully, you can
exactly where he is, but I believe convince her to take you to Othkara.
there is one who can.” She pauses as • Kirsikka is most reluctant to reveal
if to reconsider telling you, then says, that Rose is a huge black viper
“Rose.” You can’t help but hear the woodkin.
disdain in her voice when she says About the Dark One:
the name.
• Kirsikka refers to Rohr-tan, the Rot
Weaver, as the Dark One. While many,
Kirsikka knows Othkara well, and if if not most, people skirt around him or
questioned, she may reveal some basic
pretend he’s nothing but a myth, she
information about him. However, she
speaks very frankly about him.
does not wish to betray his trust and
truly does not know where his home is. The information below she shares only if
The party has earned some favor with charmed or if a character succeeds on a
the deeret, but how much? DC 16 Persuasion (Charisma) check:
About Othkara, she freely shares: • Othkara was the first to study rot
• Othkara came back to the Burrow magic and was responsible for
after the disaster that led to the creating the Order of Rot wizarding
Dobberton School of Magic shutting discipline.
down. He came here to retire. • Othkara came back to the Burrow,
• Othkara told her he’s been trying to the place of his birth, to hide. He
find a cure for the spreading rot, but was rejected by his peers because he
no details. drew too close to the power of rot.
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Chapter 13: The Tomb Keeper
Even though he was instrumental in
capturing Rohr-tan some 20 years
Creatures of decay continue
ago, one particularly nasty rumor
suggested: “Othkara was only fixing a to spread, moving north from
problem he created.” They believed he their origin near Oak Den. While
was the one to release the Rot Weaver no encounter is needed for their
in the first place. Of course, Kirsikka journey, you may choose to roll
knows the truth, “he didn’t release the for a random one from those
Rot Weaver, no matter what they say.” starting on page 112.
• Othkara spoke of Calynn and Maegera
Additionally, you can create
often. They were some of his favorite
students. some tension by talking about
the setting sun. Will they reach
• Even though she trusts Othkara,
Kirsikka says, “He should’ve known the pool Kirsikka described be-
better! He should’ve burned all his fore the sun is too low? If the
research and forgot everything he knew sun sets before they reach the
about rot magic!” He was meddling pool, how will they know if
with dangerous, dark things. It was they’ve found it?
pride that led him to believe it was
safe to teach that magic to Calynn.
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Act III: The Rot Weavers Tomb
ROSE, THE AWAKENED VIPER THE ILLUSORY TRAP
Rose is a viper woodkin who was once Rose’s casting of Mirage Arcane is in
a bounty hunter but now is Othkara’s place when the party arrives. Only a
bodyguard. She has a nest for her and character with truesight can see that
her two sons near Wallace’s roots. They this is an illusion. Even if they have
protect the groundhog from those who truesight and know it’s an illusion, it still You can read how
hunt him and any that accidentally appears just as real. Rose became
stumble upon his home. Only the north half of the pool is Othkara’s
Rose is hidden in a walnut tree on actually water. It isn’t too deep, and bodyguard and
find her stats on
the south side of the pool. She has two most characters can wade through
page 350.
sons, common vipers, hidden in bushes it, getting good and wet but not
along the north bank. The walnut tree having to swim. The water is cold and
Rose sits in is an awakened tree named uncomfortable. Viper stats are on
Wallace. His main objective is to guard QUICKSAND: The south half of the pool is
page 374
the entrance to Othkara’s laboratory. quicksand. The illusion makes it look like
a continuation of the natural water. Use the map
below to clarify
Be sure to familiarize yourself THE NEST: Along this edge is a deep positioning of the
recess in the earth framed by roots and various pieces of
with the Illusory Trap below be-
rocks that overhang the water. It could the Illusory Trap.
fore continuing with the scene. be the nest the party is looking for, but it The party will
cannot be accessed without first getting initially approach
into the water. If a character wants to from the east,
Rose has an arcane emerald in a brass which is the right-
enter from the north, they will have to
setting affixed to her forehead by brass hand side.
wade across the pool, stepping into the
bands. It allows her to cast Mirage unseen quicksand as they approach. If
Arcane. She has devised an elaborate they attempt to enter from the south,
illusion to either scare away any visitors they will have to drop down from the
or trap them. top of the nest’s entrance, in which case,
they also end up in the quicksand.
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Chapter 13: The Tomb Keeper
THE ALLIGATOR: When a creature comes
to the bank of the pool or in some way
The Approach
attempts to access the nest, a scene When the party first notices the pool,
within the illusion plays out - a duck they are far enough away that they have
innocently floating on the water is the choice to approach by any means
violently eaten by a huge alligator. This they deem necessary, be it stealth or
is usually more than enough to scare through the forest apart from the creek.
away any visitors. If they approach by way of the
If those who approach are creek, they must succeed on a DC 22
undeterred, they are trapped by the Dexterity (Stealth) roll to go unnoticed.
quicksand. Since the quicksand is Rose and her sons keep a sharp eye on
unseen, it is unavoidable for characters the creek, knowing that some use it to
that wish to enter the nest. The travel the area.
two exceptions are: Any character If they leave the creek and
with truesight or any character that approach from the forest, they must
somehow flies above the water. succeed on a DC 15 Dexterity (Stealth)
• Truesight - As noted, truesight does roll to go unnoticed.
not cause the illusion to go away. Whether they succeed at stealth or
A character with truesight would not, should they step up to the bank of
still see the duck get eaten by the the pool, the alligator scene is triggered,
alligator and see the water of the pool and you should read or paraphrase the
instead of quicksand. However, they following:
may attempt to identify where the
quicksand is. To accurately determine A duck paddles across the glassy
where the water ends and the water, barely disturbing it. Without
quicksand begins, they must succeed warning, a huge lizard-like creature
on a DC 16 Wisdom (Perception)
bursts from the pool just in front
check. If they are proficient in Arcana,
of the nest’s entrance. Light from
they may roll with advantage.
the setting sun causes the eruption
• Flying - If a character attempts to of scales and water to glow like
enter the mouth of the nest by flying fire. Long, spear-like teeth line the
over the water, the roots that frame
gaping maw of an impossibly long
the entrance move together, blocking
snout. This terrifying beast’s mouth
the opening.
could easily fit two whole dobbers
WAIT, THE ROOTS MOVED? in it. It crashes back into the water,
Wallace’s full its jaws engulfing the unsuspecting
Wallace is an awakened walnut tree.
story can be He is very old but dedicated to Othkara. duck, which must be just a snack
found on page Aside from guarding the nest’s entrance, to such an immense monster. The
351.
he doesn’t do much. But, I suppose, long, scaley body quickly disappears
that’s more than most trees. into shadow below the surface. The
water settles almost as quickly as it
was disturbed. Where the duck once
floated peacefully, a single feather
remains.
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Act III: The Rot Weavers Tomb
The scene will alert Rose and her There are a lot of things the
sons to the characters’ presence, even if characters may attempt after seeing the
they are hidden. alligator eat the duck. It’s impossible to
predict them all, but here are a few to
consider:
If characters approach by way
• They attack the illusory alligator. Of
of the forest instead of the course, nothing happens. Eventually,
creek, they may stumble upon the party figures out it was only an
Rose before triggering the al- illusion. Anyone who got into melee
ligator scene. If a character has range gets caught in the quicksand.
a passive Perception of 18 or • They yell into the nest opening at the
higher, they notice Rose lying edge of the pool or, in some other
on a branch of a large walnut way, attempt to get Rose’s attention.
tree. If they indicate that they She doesn’t reply immediately, but
eventually, she does. Continue with
are actively looking for items
“Meeting Rose.”
of interest outside of the pool,
• They scout the area, looking for clues
they must succeed on a DC18
or another way into the nest. Rose and
Intelligence (Investigation) her sons have already been alerted to
check to find clues that lead to their presence, so stealth is of no use.
Rose’s nest. In either case, skip Allow them to wonder a little before
to the section header “Surpris- continuing with “Meeting Rose.”
ing Rose.” • They try to enter the nest opening
without getting into the water. No
matter how creative they are, Wallace
ARE THE CHARACTERS anticipates their actions. He closes
up the opening tight using thick
DETERRED?
and hardened roots. If spoken to,
For most, the alligator scene is enough Wallace will answer in very short and
to scare them away. A typical dobber confusing sentences. If a character
that wanders by doesn’t want anything talks to the tree, attacks the roots,
to do with a big, toothy monster like
falls into the quicksand, or they are on
that. Rose’s goal is to turn people away
the brink of giving up, continue with
without anyone getting hurt.
“Meeting Rose.”
Rose’s nest is actually just up the
hill above the opening at the edge of the SO YOU FELL IN QUICKSAND?
pool. It’s obscured by a group of rocks
If some or all of the party ends up in the
and Wallace, the walnut tree. She rests
quicksand, they are considered prone
watchfully on a limb of the walnut that
and restrained for 1 full turn. Due to
overhangs the rocks. Her two sons will
the illusion, they could not anticipate
stay hidden in low foliage on the north
falling into the trap. The quicksand is
side of the pool unless their mom calls
3 feet deep. Characters can keep their
on them. The nest that the party may
heads above the surface if they choose
have assumed was their goal, at the
to without the need for a roll. After one
south edge of the pool, is actually an
round of being restrained has passed,
entrance to the tunnels that lead to
characters may attempt a Strength
Othkara’s laboratory.
(Athletics) check to get free. On a roll of
285
Chapter 13: The Tomb Keeper
10 or higher, the character can struggle Othkara, read or paraphrase:
free in 4 rounds. On a roll of 14 or
higher, they may get free in 3 rounds. A
The long black snake slithers down
roll of 18 or higher, and they will be free
in 2 rounds. They can free themselves from her perch in the walnut tree.
from the quicksand in 1 round on a roll She stops with her head at eye
of 22 or higher. level, flicking her tongue as she
speaks, “Before I can take you to
MEETING ROSE my massster’s home, I must know
you better. Would you allow me to
A breathy voice hisses from tell you a ssstory and asssk a simple
somewhere up on the hill, “Youuu question?”
don’t belong here.” A rustling of
leaves brings your attention to a Allow the party to answer before
silhouette, long and serpentine, continuing.
wrapped around the branch of a
walnut tree. “Leave now, or I will be
“In a faraway land,” she begins, “there
forsssed to kill you.” More rustling
was a king who was determined
can be heard on the opposite side.
that his people would prosssper. He
Two vipers emerge from the foliage
thought that all should know the
on the north bank of the pool.
sssecrets of agriculture.”
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Act III: The Rot Weavers Tomb
harvest, winter was long and their Entering the Tunnels
food ran out. The people sssuffered. The map of
The tunnels are made up of dirt, stone, Othkara's
They cursssed God and blamed
and roots. Unless otherwise noted, Tunnels on page
the king, saying, ‘If we were meant there are no light sources. 299.
to know the secrets of agriculture,
sssummer would have lasted forever, 1 - THE ENTRANCE
and we would not have sssuffered.’ The entrance looks like the nest that
the party thought it was. The floor is
”After a momentary pause to allow covered with twigs and dried grass.
her words to sink in, she asks, “My Under the debris, there are a few
question to you is, when the king carcass bones and the husk of a large
became ill and died the next ssspring, viper.
did the people rejoice or mourn?”
2 - THE DARK PASSAGE
Rounding the corner, the party leaves
Rose does not seek a correct
any remnants of natural light behind.
answer, only a sincere one. After
There is a putrid smell, different than
listening to the party’s answers and
decay, more acrid. If a character has
discussing their ideas, Rose says:
darkvision or if someone in the party
has a light source, they can see a few
“A thing is not good jussst because small holes along the walls. They are
it lasts. A thing that is good for a only a few inches in diameter, too small
ssseason is indeed good, even if that for a dobber, but it appears they were
burrowed by something. There is a small
season has passsed.” She looks to
line of moisture along the bottoms of
each of the party in turn, then adds,
the paths. A character with a passive
“Othkara does not abide those who Perception of 14 or higher can hear a
are rash. It appears that your need faint slurping sound coming from ahead.
is not. Follow the tunnel below. He
keepsss his laboratory deep within 3 - WHY DID IT HAVE TO BE
these hillsss.” You see the walnut tree SLUGS
shift as one of its large roots curves
down to the opening at the edge This large room has small animal
of the pool, making an easy path to bones littered all about the slime-
avoid the quicksand. covered floor. A creature that looks
somewhat like a tongue with teeth,
If any of the characters ask for more but as large as a dobber, glistens with
information, she doesn’t give much. A mucus as it wriggles on the ground.
few options are: Pseudopod-like tendrils extend from
• She will not be accompanying them. it, wrapping around the remains of
the lizard upon which it feasts. Like
• They may encounter dangers in the
the passage before, the walls are
tunnels.
lined with small holes.
• If they come to the strange color Horgorath slugs
mushrooms, they are getting close. are disgusting
When the party enters the room, the and you can find
them on page
Horgorath Slug releases the dead lizard
368.
and attacks.
287
Chapter 13: The Tomb Keeper
After the first round of combat, half. Each one is a different, vibrant
three more slugs emerge from the holes color. Among the dirt and roots on
in the walls and attack. Three more the wall opposite the mushrooms,
slugs join and attack the party after the
natural columns of stone flecked
third round. The slugs come from holes
all around the room, surrounding the with crystal run from floor to
characters. ceiling. The multicolored glow from
At first, it seems as though the the mushrooms and the refraction
party has reached a dead end and will from the crystals cause deceptive
be forced back the way they came. shadows in the corners, where
However, at one end of the room, a you expect to find another path or
large root passes from ceiling to floor. It opening to another room. Instead,
blocks from view a hole, larger than the you find no way out of the room
ones made by the slugs and thankfully
except back up the way you came.
not coated in their mucous. Through
the opening, the party can see a room.
It is fairly large, with six giant, absurdly There is some evidence of creature
colored mushrooms along one wall. activity, but that seems limited to
The lines It’s nearly a 10-foot drop to the floor harmless bugs. However, a character
scratched into the of the room below. Characters can use who searches the floor and succeeds
stone columns of on a DC 15 Intelligence (Investigation)
the root to climb down halfway but will
Area 4 are shown check will find traces of groundhog
have to drop from there.
below. Each tracks in the packed dirt. These tracks
column of lines
4 - THE MUSHROOM lead up to the stone columns and
represents a chord
that can be played CHAMBER disappear. If that character continues
using the different their investigation, examining the
mushrooms. stones, they find lines scratched
The highest This chamber is much like the one into them. To notice the lines in the
note played on above, a naturally formed cavity in stone without having their attention
the smallest the earth. One side of the room has drawn to them by the footprints, they
mushroom and must succeed on a DC 15 Intelligence
the lowest note
six huge mushrooms, the tallest over
(Investigation) check.
on the largest 4 feet and the smallest a foot and a
mushroom.
288
Act III: The Rot Weavers Tomb
A character that searches the The small groundhog sets his
mushrooms will find that they are tattered book down atop an absurd
organic but unlike any species they may clay pot. It has legs, and once it’s
have come across before. Their caps are
received the book, it trots over to a
almost entirely hollow. If one strikes
a cap, it makes a sonorous tone, like a bookshelf and bangs into it. The book
bell. Each mushroom emits a different slides off, and instead of landing on
pitch. one of the shelves, it clatters onto the
To open these doors, the characters floor into a pile of other poorly kept
must play the mushrooms, using the books.
pattern scratched into the stones as if
it were sheet music. The stone columns “Who might you be?” asks the
will slide into the floor and ceiling, groundhog as he hops down from his
opening a door into Othkara’s chamber. chair. If the party
decides to pick
5 - OTHKARA’S LABORATORY a fight with
The party has finally found Othkara. Othkara, and
They’ve been searching for someone, they shouldn't, his
The crystal-flecked stone panels anyone, who would know what to stats are on page
slide away, revealing another do about the cursed dagger, Ember. 340.
room. Roots crisscross the ceiling, According to Gearld, the King’s Justiciar,
covered with years of dust, dirt, Othkara is their best bet. It’s believed
and dampness, the combination of he is the last surviving member of the
King’s Council of Mages and possibly the
which makes them look like they
most powerful wizard in the forest.
are dripping with slime. Strange,
unnaturally colored fungus grows
from the floors and walls, softly
glowing in purples, greens, and blues.
The natural stone and dirt walls are
almost entirely obscured by clutter.
Rickety shelves with papers and
books, vials of powders, liquids, and
crystals, and strange equipment for
unfathomable experiments make this
large space feel cramped. There is
a sparse bit of furniture, including a
chair, table, and workbench, all sized
for a groundhog.
289
Chapter 13: The Tomb Keeper
problem is that the crypt has been
breached."
Once or twice during this scene,
describe a small tremor that
shakes the whole room - a bit of A successful DC 15 Wisdom
dust falls from above, or a book (Insight) check will reveal that
or jar falls off one of the shelves. this is partially a lie. Othkara
If someone asks what that was, suspects that somehow Calynn
Othkara answers in a noncha- tricked Herb into revealing the
lant way, “The Horgorath.” location of the tomb.
What Must Be Done With Ember? • “This dagger was used to pierce the magic
After the party shares why they have of the Rot Weavers prison. It may be a
come, Othkara will want to examine small puncture, but it is like the hole that
Ember. After they hand over the box will eventually bring the whole dam down.“
with Ember in it, read or paraphrase:
About Calynn specifically:
• “She was always willful and prideful. She
Othkara will carefully open the
was driven in a way that none of my other
antimagic box, and you immediately students were. But she was also talented.
notice his face change. “No one told I thought that teaching her, even beyond
me about the Heritage Stone!” he what the school was willing, was the right
exclaims. “This is it. Why didn’t I thing.”
think of it before? Blood. Tying the • “The King (the former King, Calynn’s father,
Rot Weaver’s magic to blood gives not her brother, the current King) confided
the wielder control!” in me that her drive made him feel she
should not be his successor. 'A leader must
This will spawn a crucial conversation. be tempered with patience and wisdom.
Use these bullet points: A leader can’t be all ambition and will...'
I didn’t agree with him at the time. I see it
• “What concerns me most is that freeing
now.”
the Wood Sprite from her curse will not
stop the spreading decay and destroying
the dagger may release Rohr-tan if done A successful DC 15 Wisdom (In-
so before the tomb is resealed.” sight) check will reveal that
• “The dagger touched Rohr-tan, and it Othkara is hiding his feelings.
seems, he and Calynn are linked by the He fully supported Calynn as the
Heritage Stone in the dagger. I believe
next leader of Dobberton and he
that is how she was cursed to become
had told King Quillon. It burned
the Wood Sprite.”
Othkara that the King wouldn’t
• “The dagger must be taken to Rohr-tan’s
listen. That is one of the reasons
crypt, where he and it must both be
destroyed or be forever entombed.” the groundhog agreed to con-
tinue teaching Calynn after she
• “I don’t know how she found Rohr-tan’s
tomb or made her way the crypt; that’s was expelled from the Dobber-
irrelevant at this point. The bigger ton School of Magic.
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Act III: The Rot Weavers Tomb
• “As it was with Rohr-tan 20 years ago, • “The King feared, and I did also, that
it’s pride that drives her now. She’s out if the right circumstances presented
to prove to everyone, particularly her themselves, he wouldn’t keep secret
father, that she should’ve been chosen to what we’d done. If anyone found out
lead Dobberton!” about the keep or how we imprisoned the
There are a number of things Othkara Rot Weaver, our work and sacrifice could
is hesitant to say. This may be because be at risk.”
he’s scared or feels responsible. The • “I erased all memory of his time on the
characters can draw more from him Mage’s Council. He doesn’t know it.
with clever roleplay or a successful DC Unfortunately, it makes him seem senile,
12 Charisma (Persuasion) check. jumbling together what memory he does
• It may be too late. It’s possible she’s have.”
been the Wood Sprite for too long, and The most imperative:
the change is permanent.
• “Horgorath balm may heal her, “You must take the dagger back
Find details on the
returning her to her dobber self, but only horgorath balm
to Rohr-tan’s tomb,” the small on page 419.
if the connection to the Rot Weaver is
groundhog emplores. “You can use it
broken first.”
to reseal his prison and then destroy
• “Calynn did not make the dagger, Ember, the Heritage Stone on it, breaking
well, at least, not all of it. She got the hilt any connection he has to our world.”
from her grandmother, Merith. It was a
family heirloom."
Details that Othkara knows but will not
share under any circumstance:
A successful DC 15 Wisdom (In- • He is leading them into a trap. He is
sight) check will reveal that this using the party as bait just to get to
is partially a lie. Othkara knows talk to Calynn.
that Merith is a descendant of • He believes that he can make Calynn
Skaggerak and that the hilt was realize that Rohr-tan is using her and
originally part of his legendary that she has to stop.
broadsword, Blaze. Merith had • After convincing her of the truth,
Blaze in her possession until he believes that she and he will be
she used it as part of the ritual the ones to reseal the Rot Weaver’s
to seal Rohr-tan’s crypt. She prison. That is why he doesn’t divulge
broke off the hilt in the process. how to reseal the crypt.
She kept it years later, and Cal-
ynn ended up with it.
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Chapter 13: The Tomb Keeper
Othkara Has Amazing Things
Othkara’s laboratory is rife with
potentially useful items for the party. A
successful DC 12 Charisma (Persuasion)
check will convince him to share. He
will offer things to the party from the
list below based on what they say they
have need of. If a character attempts to
intimidate him, nothing is shared.
Othkara's Items
Bandalore Flail (page 414) 1 available
Essense of Rot Skunk 1d6 doses
Go Go Powder (page 71) 1d4 doses
He grunts and shoves aside one of
the room’s bookshelves, revealing a
Giant Mushroom Spore (page 417) 1 available
hole. He steps out and clearly expects
Horgorath Balm (page 419) 1d4+1 doses
you to follow.
Lightning Rod (page 422) 1 available
Potion of Fire Resistance 1 dose
A slope descends out of Othkara’s
Potion of Greater Healing 1d6+1 doses
laboratory behind one of his
Potion of Necrotic Resistance 2d6 doses
Potion of Poison Resistance 2 doses
piecemeal bookshelves. “This way,”
Rage Powder (page 72) 1 dose
the groundhog calls as he trundles
Simple Poison 2d6 doses
on out of the room ahead of you.
Truth Serum 1 dose “Tread lightly; the Horgorath can feel
Animated Jug (page 412) 1 available
even the slightest vibration of your
steps.” as if on cue, the earth around
you trembles. “That’s a good sign,”
he says, catching some of the falling
dust in his palm. “I think it’s sleeping.”
After sharing items with the party,
he gives them a folded parchment. It’s
very old with torn and ragged edges.
6 - THE HORGORATH TUNNEL
Hard-packed earth and rock make up
“You must also take this,” he says.
the walls of this tunnel. Roots hang
“It’s the notes I have left from Rohr- down in places, looking like the dirt
tan’s tomb. It’s not everything, but it around them was pushed away rather
will help. You won’t need it until we than them growing down into the
get to the old statue.” opening. A successful DC 12 Intelligence
(Nature) check will confirm that
this tunnel was burrowed by some
huge, long creature. A DC 14 Wisdom
(Survival) check will reveal dried
secretions in places on the walls and
floor, indicating that it has been a while
since the creature used the tunnel.
292
Act III: The Rot Weavers Tomb
6a - The Sleeping Horgorath This is the Grob Tree. Othkara will
After the characters have had a chance freely tell the party if asked. It is the
to look around, read or paraphrase: result of the mucus from the Horgorath
and rare fungal spores that are natural
to the area. Othkara uses the larva orbs
All the walls around this tube-like
that grow off the tree’s roots to make
passage are the same: dark dirt, horgorath balm. It is also from these orbs
rocks, and roots, except one strange that the horgorath slugs are born. Horgorath slugs
section along the south wall. It on page 368.
glistens wet and pink like a portion
of the earth has been cut away, While in areas 7 and 8, if any
revealing something else behind it. of these larva orbs are popped,
“Don’t touch that,” Othkara warns. a horgorath slug emerges and
“That’s the Horgorath. It sleeps just immediately attacks. To move
on the other side of that wall.” If you in this area, characters must
watch closely, you can see the rise succeed on a DC 12 Dexter-
and fall of the fleshy material as if ity (Acrobatics) check to avoid
it’s breathing. You realize there must popping any orbs. A character
be a parallel tunnel running along can reduce their speed to 1/2 to
the one you travel. A portion of the avoid having to make the check.
separating wall has broken away,
Additionally, if a character is
revealing whatever that pink thing is.
knocked prone, an orb pops.
Progressing along the tunnel reveals
light ahead. A golden-orange glow
catches the edge of the natural rocks
along the passage’s floor and walls. “Wait here,” Othkara commands you
as he walks into the next room.
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Chapter 13: The Tomb Keeper
Othkara believed, in vain, that he could lure
her here to talk by offering to give her Ember. He
hoped if he could just speak with her, she would
listen. After all, he’d been the father to her that
she never had, the one she really needed when she
felt rejected. Furthermore, he would at least plead
for the Burrow to be saved from the spread of rot
and her coming rule. Once the party was permitted
into the tunnels by Rose, she immediately sent
word to Calynn that Othkara would have Ember.
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Act III: The Rot Weavers Tomb
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Chapter 13: The Tomb Keeper
The Woods Sprite’s curse has As if things couldn’t get any worse,
also bound her to the trees of a pink, tooth-lined maw lunges
the bog. She has an enchant- forward from a tunnel south of
ed stone that has allowed her the grob tree. The immense worm
to bring some of that energy glistens with mucus, its long body
with her. Every member of the extending far into the earth behind
party will be needed to survive it. There’s no telling how long it is.
The room trembles as it swings its
combat with the Vine Wolf, but
head from side to side, snapping its
should a character decide to
mouth at anything it can reach.
pursue the Wood Sprite, read
through The Wood Sprite
Was Wrong All Along from When it first lunges from its hole,
all characters must succeed on a DC 13
Chapter 14, The Heart of
Strength (Athletics) saving throw or be
Rohr-tan on page 303 to learn knocked prone.
how she will interact with the The Vine Wolf
The vine wolf is
on page 387. characters. The Beast of Rohr-tan, The Vine Wolf
must wait a full round to digest (eww)
before it can attack. Its mission is to
destroy the party, eliminating the
COMBAT AND TACTICS
greatest threat to Rohr-tan’s return.
8a - The Ceiling Collapses The Vine Wolf will fight to the death
Behind the character closest to Area if necessary. If it believes the party’s
6, the ceiling collapses, preventing any will is broken, it does not kill them
retreat in that direction. Read: but instead ensures that they have
contracted rot poisoning. It then flees
A gurgling roar from an unknown out through Area 9.
The fungal monster echoes from the other side Rot Lizards, Walking Fungus,
lizard is on page of the Grob Tree’s trunk. The room and Plague Fungus
390. The plague There are two fungal lizards, four
fungus and quakes, and just behind you, a huge
walking fungi, and two plague fungi
walking fungus limb crashes through the ceiling.
in total. They come from Area 9. The rot
are on page 392. Dirt, rocks, and roots fall, blocking lizards enter the room on the first round
any exit toward Othkara’s lab. of combat, running toward two different
targets and attacking when in range.
The party will have two full rounds to
8b -The Horgorath
The horgorath is attack just the Vine Wolf and the rot
The horgorath has awoken. Its long
on page 367. lizards, giving them a false sense of
body extends into the depths of the
hope. Beginning with round 3 of combat,
earth behind it. It’s head can reach 30
one walking fungus and one plague
feet into Area 8. Any character that
fungus enter. On following turns, spaced
moves into or passes through a square
at the GM’s discretion, add walking
within the horgorath’s reach (marked by
fungus and plague fungus until they are
a dotted line on the GM’s map) provokes
all in the room.
an opportunity attack by it. When one
of the party steps into the line of sight
of 8a, read or paraphrase:
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Act III: The Rot Weavers Tomb
Larva Orbs - Don’t forget, ev- The tunnels open into a densely
ery time one of the larva orbs forested area on the side of a hill.
is popped, a horgorath slug The valley below is a dark mess of
emerges and attacks. tangled vines, brambles, and old
twisted trees. In the distance, just
over the growth, you can make out
COMBAT ENDS the top of a weathered stone statue.
Combat ends when all of the enemy Is that the ‘old statue’ Othkara was
monsters are killed or when all of the talking about? Crossing this ominous
characters in the party are killed or valley is the only way to find out for
incapacitated. The Vine Wolf would sure.
rather the party die from rot poisoning,
eventually rising as a walking fungus
loyal to Rohr-tan, than simply kill them.
If the party is incapacitated, the Vine Concluding this
Wolf will use its whithering breath to Chapter
ensure that everyone has rot poisoning The party found Othkara and learned
Juggy is actually and leave with Ember. that they would have to take Ember to
the animated jug
Juggy Saves the Day Rohr-tan’s tomb. Orthkara led them to
found on page
412. If the whole party is incapacitated, the King’s Valley, just outside the tomb’s
they are revived by Juggy, the animated entrance, but ultimately betrayed the
pot from Othkara’s laboratory. If the party. Now he is dead, and the party is
party survived combat, defeating all of left with more questions, the biggest
the minions, Juggy bumbles into their one being, “Do they continue on to the
midsts before they can leave. It pours tomb, facing whatever horrors are inside to
out the liquid it contains, just enough reseal Rohr-tan’s crypt?”
for everyone in the party to get one Leveling Up
dose, healing 4d4+4 hit points. There This chapter is intended for 3 to 5
is a note stuck to the jug’s back with characters with an average party level
rushed, messy writing on it, “I asked (APL) of 7. Characters who complete this
Juggy to come to you if I died. I hoped to chapter, in conjunction with Chapter 14,
stop Calynn myself, using you as bait. I saw have completed the necessary tasks to
no other way. It appears you are now the achieve level 8.
forest’s only hope.”
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Act III: The Rot Weavers Tomb
299
Chapter 13: The Tomb Keeper
CHAPTER 14:
The Heart of Rohr-Tan
The party must now brave the underground remains of Skaggerak’s Keep. They
continue to carry the cursed dagger, believing it is key to reimprisoning the Rot
Weaver when they find his crypt.
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Act III: The Rot Weavers Tomb
No amount of knocking, scratching,
digging, incantations, or other THE WOOD SPRITE IS DYING
manipulation will cause a door to open
or appear here. The door will only In her cursed state, she is bound to the bog south of Oak
open if someone who is related to Den. This bog, like the Wood Sprite, has been cursed by
Skaggerak by blood speaks his name. Rohr-tan. It now produces an arcane rot energy that Calynn
needs to survive. If she strays from the bog for too long,
THE WOOD SPRITE WAS
she begins to wither and die. However, she was able to
WRONG ALL ALONG
fashion a temporary solution, an enchanted emerald able
Just before the party loses any hope of
to produce the same arcane rot. It has sustained the Wood
opening this door, read:
Sprite for the time needed to travel here, but that is all. The
“I can open it.” A weak female voice
answers the unspoken question, “Only stone is drained, and now, without the bog, Calynn is all
one who is related to the first king by but helpless.
blood can, but I need the dagger.” The
Wood Sprite emerges from behind
thick brambles. “My blood is corrupt in
this form, but the blood in the heritage
stone is not.” She doesn’t look the way felt discussion here. Calynn never The door to
you remember. The bark of her skin is wanted to destroy the forest. When Skaggerak's Keep
almost black. She is thin and slumped this all started, all she wanted was to will open for
over. Even speaking seems to take great be respected. It escalated over and anyone holding
effort. over. She’d been blinded by pride Ember who speaks
and bitterness for so long she fully "Skaggerak"
When the Wood Sprite reveals aloud. In fact, it
herself, the party may want to attack believed the lies; “I’m in control. The Rot
would open for
her. She is clearly in a weakened state Weaver isn’t using me; I’m using him. I’m anyone holding
and makes no effort to defend herself. not hurting anyone, just scaring them. any Heritage
Something about her demeanor implies Everything will go back to the way it Stone, for the
she may soon be dead. was once I win.” Othkara’s death finally are all part of the
forced her to see that the most rotten same blood line.
If the party is willing to speak to
Seed of Decay had been her heart.
her, use the following as conversation
points:
OPENING THE DOOR
• “If I speak Olun’s true name, Skaggerak,
If any character or Calynn says
while holding the dagger, the door will “Skaggerak” while holding Ember, read:
open.”
• “Skaggerak took on the name of his
Light engulfs the ancient statue.
son, Orlun, before he came to the
Liquid, blue flames travel up its body.
Alwaysgreen Forest - before he became
The fire settles in the bowl of the
the first king of Dobberton.”
statue’s crown, writhing blue hair.
• “I do not know if one such as you can More blue flame appears at the base
open the door just because you hold the
of the cedar tree, quickly climbing
dagger. Perhaps, but you must know, you
up the stone arch embedded in its
are not Ember’s master. It will burn you.”
trunk. Within the arch, you no longer
• “I never wanted so many to be hurt.” see bark and wood but a surface,
She continues through sobs, ”The wolf
glassy and black, like ink.
wasn’t supposed to kill Othkara!”
There is the potential for a heart-
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Chapter 14: The Heart of Rohr-Tan
The door to Rohr-tan’s tomb is open. Only If one of the party moves toward the arch with
darkness can be seen through the aperture. As the intention of entering, read:
long as the party does not attempt to pass through
the archway, it remains an eerie, opaque black
A voice cracks and wheezes from beyond the
liquid wall.
blackness in the arch, “Meritha, you return in
vain. The dead keep these halls, and they mean
not to share them."
AARIK
Aarik, a vulture woodkin in life, was the last of the
Selinus Shepherds, an order of guardians tasked
with protecting the forest. The modern dobber
has never heard of the Selinus Shepherds, and
even those who have studied either the
historical or mythical past of the dobbers
would only know a little.
Long before King Quilan sent his
Council of Mages to imprison Rohr-tan,
it was the Selinus Shepherds that kept
rot at bay. For years, they had done so,
champions of the Green Man. It was
when Rohr-tan lured a third of their
number to join him that the shepherds
fell. It was their falling that led to the
Rot Weaver gaining power and eventually
having to be imprisoned by the council of
mages.
Aarik survived the final battle of
shepherds and remained loyal to the Green
Man. He agreed to stay at the tomb at the
behest of the Council of Mages, its eternal
guardian. He called out to Meritha, believing
she was the only one who could open the
door.
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Act III: The Rot Weavers Tomb
The Big Twist • “You may slay me,” he says before using The fungal
The Aarik that has stepped through the Fungal Minion attack, “but your doppleganger is
the arch is an imposter, a fungal comeuppance is nigh.” on page 389.
doppelganger created by the arcane rot A character that succeeds on a DC 14
within the halls below. Over the years, Wisdom (Insight) check realizes that Meritha, one
the power of Rohr-tan’s rot has greatly none of what this creature says is of the council of
expanded within Skaggarak’s ancient directed to the characters but instead is mages that died
home. Fungal monsters wander the part of some memory. imprisoning Rohr-
halls, dead spirits have been awakened, tan, was great-
and the true Aarik was killed. The After defeating the Aarik aunt to Quillan
creature before the party is an animated doppelganger, the illusion dissolves, and Calynn. It is
husk of the shepherd. It has the blowing into the breeze like dust, because of her
memories of Aarik but acts at the will of leaving just a pile of rotten wood, blood relation to
Rohr-tan. fungus, and mold. The party can now the line of Orlun
step through the arch and descend the that she was able
The fungal doppelganger attacks, stairs to the courtyard of Skaggerak’s to open the door
focusing its efforts on those closest Keep. to Skaggerak's
to the arch. It does not pursue if the Keep many years
party leaves the area. After a successful ago.
attack, that character can make a DC DEATH OF THE WOOD SPRITE
13 Wisdom (Perception) check to notice
that Aarik’s appearance is an illusion. Calynn is withered and drained.
Under the façade of a vulture, there is
She risked everything by leav-
a shambling body of hardened vine and
fungus. ing the bog, all for Ember. But,
instead of retrieving the weap-
Throughout the combat, the fungal
doppelganger pulls from Aarik’s original on she thought would give her
memories. It refers to the characters as power of Rohr-tan, she gained a
“denizens of the Rot Weaver.” Imagine an valuable truth; she had been on
old warrior reliving old glories. Some a path of evil and did not want
other things he might say are:
to be.
• “I bested the Rot Weaver with his very
own blade! What makes you think you As the game master, in-
rabble stand a chance!” He holds up one sert the Wood Sprite’s death
feathery hand as if holding a sword. wherever it fits best. She will
What he is holding looks more like a collapse and die, too weak to
twisted tree branch blackened with continue. This should take place
mold. sometime after the party faces
• “The Green Man will not abide your evil Aarik, the fungal doppelganger,
here!” and before they enter Skagger-
• He locks eyes with one of the ak’s Keep.
characters, clearly believing he is
speaking to someone else, “You go
too far! You do not avenge your son; you
dishonor him!”
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Chapter 14: The Heart of Rohr-Tan
The Cavern of TEN STEPS
Stone Trees
This large underground room was once Ten steps lead up to magnificent
the ornamental courtyard leading to the double doors of polished ash. A faded
entrance of Skaggerak’s Keep. and chipped mural of a foreign land
has been painted on the walls above
There are 36 ENTRANCE and to each side of the doors. Vines,
stone steps that
lead down to tainted by corruption, grow from
the Courtyard The first few steps you descend are cracks in the wall and floor. If Rohr-
of Trees. While in complete darkness. No magical tan’s tomb is the source of the decay
on the steps, light or natural gift of sight can taking over the forest, it would seem
characters can
only see darkness penetrate the black. After six strides you are moving in the right direction.
to the left and or so, further below, you can just
right, the only make out a faint, purple-ish grey
light being at If one of the characters wishes to look
light. closer at the map on the wall, read:
the bottom and
back where they
entered. Magical darkness prevents anyone in The map is unlike any you’ve seen
the party from seeing into or out of this before. It depicts land at a scale
passage. They can see light from the that far exceeds the Alwaysgreen
courtyard below as they move further
Forest. At its center, painted with
down the steps from the entrance. The
tunnel for these steps was roughly cut a pale blue, surrounding the double
through hard-packed earth and stone. doors, is what must be an enormous
Someone with stone-cutting or mining body of water, like a lake but bigger.
skills may notice subtle evidence that Encircling the water, lands of various
the path was dug from below toward terrains are depicted by color
the surface. A rough and hastily and simple icons - forests, plains,
constructed arch supports where the
mountains, rivers, and even a barren
stair opens into a large courtyard.
white land.
Courtyard COURTYARD OF TREES Nine lines extend from the doors’
of Trees
(Optional): frame, dividing the water into ten
Walking Fungus As you enter the courtyard, you parts. When those lines meet the
and Plague can’t help but marvel at its former shore, they twist and turn, following
Fungus, page beauty. Six stone columns, ornately irregular paths, like the unpredictable
392, are hidden
carved to look like trees, frame winding of a river. The result is a land
among the other
mushrooms. the central, tiled path. Veins of rot of ten distinct territories or, perhaps,
that feed phosphorescent purple kingdoms.
mushrooms, the only source of light
in the room, line the walls. The path
before you leads to a grand, double-
doored entrance that beckons you
further into the unknown.
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Act III: The Rot Weavers Tomb
When one of the characters comes the endless night of the Dark Sea. He The map painted
close to the doors, read or paraphrase: felt like the king of this undiscovered on the wall is of
country. He expanded the living quarters the Dark Sea and
and added the banquet hall and facilities the ten kingdoms
The relief on the doors portrays a that surround it.
necessary to host special events.
massive vessel that surpasses any Skaggerak ruled
After the death of his son, Orlun, and these kingdoms
boat those from the Alwaysgreen
the massacre that followed, Skaggerak before coming to
Forest would’ve ever laid eyes on. the Alwaysgreen
never returned to his home in the Dark
The dobbers shown on it are so Sea. He managed the mines, guided by Forest.
tiny it must have been larger than a nothing but bitterness and greed. The The vessel shown
house. Large swaths of fabric billow endless maze of crisscrossing tunnels on the doors is, of
out from towering poles. The huge under the keep proved to be too much. course, a sailing
boat seems to be floating on a vast The forge and keep collapsed into the ship upon the
body of choppy, undulating water. mountain where Skaggerak and his Dark Sea. Perhaps
secrets should forever have been hidden. one day, we will
discover great
The tainted vines that have grown STATE OF THE KEEP adventures on
that sea, but that
around the doors make them stick, but Three major conditions are at play day is not today.
with a little effort, you find they are not throughout the keep and the forge
locked. below. Feel free to expound upon
these as you see fit, as it didn’t seem
Skaggerak’s Keep necessary to restate those details in The map for
Skaggerak's
Skaggerak’s Keep was built over a series every room. Be sure to keep them in
Keep is on page
of mines. Skaggerak and his brothers mind whether they are specifically 326.
discovered a vein of precious metals in a mentioned or not.
cliff face along the shore of the Dark Sea. Damage
They began to dig and found more. Their The mines and forge under the
tunnels led them deep into the mountain, keep collapsed, bringing the whole
where they found a seemingly endless structure into the mountain. There is
supply of ore and a plethora of mysteries. no way for the party to know how deep
The details of those mysteries will have underground they are. While certain
to wait for another time. rooms appear to have been spared
The brothers soon felt they could significant damage, others are buried in
drastically improve their efforts by rubble. Structural damage has resulted
building a forge near the heart of the in doors being wedged shut, and some
ore. Unlike many dobbers, they did not walls are cracked through, threatening
have an aversion to crafting with metal. to give way without warning.
In fact, they excelled at it. The brothers Vandalism
became quite wealthy, and Skaggerak, For years after the collapse, the keep
the eldest, became high lord of the Dark was a coveted site for looting and
Sea. It was many, many years later, after vandalism. Valuables have been stolen,
his brothers had died that he built the furniture broken, and unwarranted
keep above the mine as part of the forge. damage has been sown throughout
It was never intended to be a the keep. For a time, a pack of ratkin
permanent residence but simply an claimed the keep as their home. That
outpost where Skaggerak could monitor didn’t last long. There were things under
the production of the mines. As he spent the mountain that drove them out.
more time there, he grew to love the
mountains. They were so different from
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Chapter 14: The Heart of Rohr-Tan
The Rot If a character listens at the doors,
The Dobberton Council of Mages they will hear the sounds of celebration
discovered the location of the keep on the other side. None of the party can
when one of their members came across make out specific words, but clearly,
its description in notes found in one of there are a large number of people
her family’s historical records. Having having a feast of some sort. A character
been abandoned for years and virtually can determine that the voices are most
unknown to dobberkind, they chose likely dobberkind with a successful DC
this location to imprison Rohr-tan. They 10 Wisdom (Perception) check.
hoped his power, even if it could escape The brass doors are locked. They
his crypt, would remain trapped deep will not budge, even by force. The secret
within the mountains. to opening the doors is on Othkara’s
In fact, the crypt would have been parchment. The party may choose
sufficient had Calynn not broken the to examine the hound statues. The
seal. When she did, the tainted rot creatures portrayed are wolf-like but
of Rohr-tan’s power began to fill the with shorter snouts and ears that lay
chambers and mine tunnels below the on the sides of their heads. Instead of
now underground keep. It’s hard to find fur, they have scales, like a reptile. They
a surface that hasn’t, in some way, been must have been domesticated, each
corrupted by decay. Fungus, mold, and having a collar with a chain attached.
dripping ooze are just the beginning. The collars are stone, like the rest of
The already terrible creatures of the the statues, but the chain is metal,
mountain’s gut have been twisted into rusted, but still flexible. The party will
minions of rot. notice that one has its head turned
toward the doors that lead back to the
The clue the 1A - THE ANTECHAMBER courtyard. That statue has the word
party needs truth scratched into its collar. The other
to open the has its head turned toward the doors
The doors open into a small room,
doors in the covered in brass. That statue has the
Antechamber no bigger than a few strides in word lies scratched into its collar.
is on Othkara's either direction. Stone hounds stand
parchment. "Lies sentinel to the right and left. A thick
love darkness. Solution: Shine light on the
layer of dust has settled on their
Truth in light is
freedom." heads, undisturbed for decades. “truth” hound and remove its
Across from your entrance is chain while the “lies” hound is
another pair of doors. Thin sheets of in shadow.
brass have been haphazardly affixed
to them, covering them entirely.
1 - THE FEAST
The Council of Mages added brass
to these doors and their frame after You step into a beautiful ballroom,
containing Rohr-tan in his crypt. They pristine and elegant, with none of
believed that creatures of decay are the decay and rot you expected.
vulnerable to brass, and though this There are tables lined with people in
effort may not have provided a perfect formal attire, extravagant candelabra
seal, it should at least have kept any of
centerpieces, servants bustling
the Rot Weaver’s minions from opening
these doors. about, and more food than an army
could eat.
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Act III: The Rot Weavers Tomb
You have stumbled upon what
appears to be a royal family wedding.
Along the wall left of the entrance, DECAY MEMORIES AND SPORE SPIRITS
the bride and groom smile doe-eyed The scene that plays out before the party is a memory
at each other. The presumed parents
being reenacted by an amalgam of tainted spores and
of the couple sit to either side. One
arcane rot energy, spore spirits. The creatures that play
of these, a dobber with a thick
out this scene are not sentient but are a manifestation of
black beard, wears an ostentatious
real memories from real people who once inhabited this
crown upon his head. Three spines,
glimmering gold in the bright keep. They will act out this scene in a loop, entirely undis-
candlelight, curve up above his brow. turbed by the player characters. If spoken to, the decay
In front of their table sits an ornately spirits will seem not to hear. If touched, their form will
designed pedestal upon which is splash away like liquid dust floating in the air. However,
displayed a gleaming broadsword. any character that touches them will get a nasty jolt, 3
(1d6) necrotic damage, then must succeed on a DC 15 Con-
Guest tables stretch out perpendicular stitution saving throw or contract a level of Rot Poisoning.
to the head table. Dobbers of every Only the furniture and pedestal the sword is displayed on
size, shape, and heritage watch in rapt
are solid. The broadsword itself is also a manifestation
attention as the black-bearded dobber
with the crown steps around the head of these spore spirits. If any of the characters touch it or
table toward the sword. He lifts the interact with it in any way, it dissolves in a cloud of dust
sword and displays it to the guests. and the decay spirits attack.
He talks to them at length, and the
party can tell this is a happy and proud As the Game Master, you may describe this scene in as
day for the patriarchal dobber. But no much or as little detail as you wish. The primary goal is
matter how hard they try, none of the to draw attention to the sword and that its hilt looks just
party can make out what he’s saying. At like Ember’s.
first, it’s subtle; they don’t realize they
don’t know what the bearded dobber
is saying, the same way you wouldn’t
if you were in a crowded room and not
focused on anyone. wedding reception until it repeats.
The groom, who looks to be a Hours later, the whole scene starts
younger copy of the patriarch with the again from the beginning, with the
same dark hair and beard, comes around happy bride and groom entering, and
the table. The crowned dobber presents not long after, being gifted the sword.
the sword to the younger, who takes it If any in the party have the
in one hand. They join in a one-armed opportunity to look closely at the
embrace as the younger holds the sword sword, read:
above his head, beaming in triumph. The
words spoken continue to sound like
muddled nonsense to the characters, The hilt and pommel of this sword
but somehow, the lack of understanding look strangely familiar. It matches
doesn’t cause alarm. that of the cursed dagger, Ember,
Eventually, the sword is put back down to every detail save one; it does
on display on the pedestal in front of not have a Heritage Stone mounted
the bride and groom. If the party stays upon it.
long enough, they can watch the entire
309
Chapter 14: The Heart of Rohr-Tan
What if a character touches
the sword?
As soon as a character attempts to
touch the sword, read:
310
Act III: The Rot Weavers Tomb
The decay spirits do not pursue the
characters if they leave this room. If
Not every guest
they leave without triggering combat, turns into a decay
The bride, just as beautiful as
the scene is presumed to repeat monster. Modify
indefinitely. If they leave after or during when you saw her at the wedding,
the quantity that
combat, the scene resets as if it never cautiously approaches the black- attack the party
was altered after 10 minutes. bearded dobber. She speaks softly as you see fit.
A character who listens at the door in his ear, and the tension in the
The scorched one
that leads to Area 2 can hear sobbing. room eases. The dobber releases is on page 401.
A character who listens at the door the casket and crumples to the floor, The spore sentry,
tears streaming down his face. The spore skeletons,
that leads to Area 3 hears nothing.
and spore
four servants assume positions
zombies are on
2 - THE VIEWING ROOM at each corner of the casket and pages 404 and
carefully lift it. One gentle step at 405. The plague
In the middle of the room, a casket a time, they make their way to the fungus and
walking fungus
rests on a plinth. A sobbing dobber door across from where the party
are on page 392.
with a black beard and a crown is entered. Another mourners opens it,
draped over it. He pounds a fist and they file out of the room.
into the polished wooden surface,
startling the other dobbers sitting
in chairs to either side. Their eyes
are red from crying, but you also see
fear.
311
Chapter 14: The Heart of Rohr-Tan
The Casket petrified. The appearance is maintained,
As in Area 1, this scene is portrayed maybe enhanced by the illusion in the
by decay spirits, reenacting a memory previous room, but in no way is the food
from Skaggerak’s past. The spirits do preserved.
not hear or in any way react to actions
taken by the player characters. The 3A - KITCHEN
scene is broken only if a character opens
the casket lid. They will get a glimpse
The fully equipped kitchen is
of the groom, emaciated and dead,
surprisingly pristine. It also has a
with the gifted sword on his chest. The
appearance of the room will dissolve variety of dishes in various stages of
back into one of ruin and rot. The decay preparation. Soups, vegetables, and a
spirits will transform into hideous large slab of meat hang on a spit over
undead creatures and attack the party. a long-since dormant fire. A huge
The scorched The party is attacked by a Scorched cookpot full of a thick black liquid
one is on page One, three Spore Skeletons, two rests over another cold fireplace
401. The spore Walking Fungi, and two Plague Fungi. opposite the spit.
skeleton is on
pages 404 and If no one in the party breaks the
405. The plague scene, they can simply leave the room,
If a party member investigates the
fungus and going to either Area 1 or Area 4 without
black liquid in the cook pot, they will be
walking fungus any opposition.
are on page 392.
attacked by a Black Pudding. A second
one will join it from hiding among other
3 - GALLEY
cooking wares. The puddings will only
You can find These rooms include a once fully attack if it is disturbed or if the party
stats for a black operational kitchen and a long lingers here for too long, perhaps if they
pudding on page preparation area where servants can decide to take a short or long rest.
361. garnish and place the finishing touches
on meals to be served in the dining 4 - THE PROCESSION
room. The illusion from the dining room
has extended here, making the room
appear to be in good order, though Four dobbers in formal ware
under the illusion, it is a mess of rot and solemnly carry a casket across the
decay. room. Four other dobbers, dressed
in black with eyes red from crying,
These two interconnected rooms walk beside it. You recognize most
are fresh and clean. There are tables of them from the wedding’s head
lined with food in various stages of table. Just as you realize who is
prep. Through a large opening, you missing, the black-bearded dobber
can see the second room has a full wearing a crown, charges in, his face
kitchen. However, unlike the dining a twisted mask of grief. He throws
room, everything here lies dormant. open the casket lid and yanks out a
No well-dressed servants or wedding broadsword, the same one given to
guests bustling about. Just a cold, the groom. The servants stumble
still room. away, nearly dropping the casket.
The bearded dobber points the
sword at the mourners, shouting
If the party investigates, they
unintelligible accusations.
will find that the food is old beyond
description. It seems to be somewhat
312
Act III: The Rot Weavers Tomb
No one in the party can tell exactly 5 - STAFF WAITING ROOM
what the groom’s father is saying,
but with a successful DC 13 Wisdom
(Insight) check, one can determine that You are almost relieved to see a
he blames the others for his son’s death. room not preserved by illusion.
That they took him. Dust covers the floor and furniture.
The room itself appears to be a Fungus rings the walls and grows in
sitting area. There are a few plush the corners. This feels more like what
chairs, a small table, and an ornamental you’d expect to find in an abandoned
rug. Family portraits hang on the walls. keep that has been lost for decades.
The illusion continues with the
bearded dobber wildly swinging the
sword from side to side. The family This is a modest area that serves as
scatters to the walls. The servants end an entrance to the living quarters for
up dropping the casket, fearing they household staff. There are two simple
may be struck by the flailing sword. chairs, a table, and a bookshelf. The
When the casket strikes the hard tiled door to the west stands open. The other
floor, the beautiful ash wood cracks, and two doors are locked. The eastern door
the lid pops open. After describing the lock would require a successful DC 15
dropped casket, read: Dexterity (Thieves’ Tools) check to pick.
The north-eastern door lock would
require a successful DC 17 Dexterity
The groom’s father stares down into (Thieves’ Tools) check to open.
the broken casket, his face twisting
from grief to rage! He lifts the sword 6 - LIBRARY If a character
again, and it sparks. Flame erupts examines the
books, most are
from the hilt, traveling down the Long shelves, sagging with age and too decayed to
blade in a jet of destruction. All is lined with books, cover one wall of even make out a
consumed. Everything in the room is this rectangular room. Mushrooms title. Eventually,
reduced to charred embers. they may find
and rot grow in the corners. A
books on mining
straight-backed chair and writing and metallurgy.
The fire is not hot, and if any of the desk sit across from the shelves, a None of the
few papers and an ink well upon contents can be
party remain in the room, they are not
read.
burned. The scene can be broken if a it. Rings of fungus cling to its side.
character attempts to take the sword. There is a large, over-stuffed chair There are also
The party will then be attacked by in one corner with a pedestal lamp several loose-
the same decay spirits from Area 2: a leaf ledgers
next to it. A stack of books next
Scorched One, three Spore Skeletons, for some kind
to the chair has toppled over and of accounting.
two Walking Fungi, and two Plague
deteriorated nearly to dust. These are also too
Fungi. Otherwise, the room sits
rotten to reveal
dormant, a smoking, charred mess,
any details.
silent except for the occasional pop of There is no illusion or decay spirits in
wood cooling. After 10 minutes, the this room. The west door is locked. The
scene starts again with the servants east door is not locked, but it can be.
carrying the casket. Either lock requires a successful DC 15
Dexterity (Thieves’ Tools) check to open.
313
Chapter 14: The Heart of Rohr-Tan
One of the drawers in the desk Skaggarak once sat in this throne room
Key Reference:
has a false back. Within it is a key ring contemplating his legacy. He must have
Two pine keys with four keys. A successful DC 17 had a very strange sense of formality to
for common room Intelligence (Investigation) check will place his throne at the entrance to the
doors. allow a character to find the secret mausoleum of his loved ones.
compartment.
Oak key with
metal studs for • Two of the keys, simple designs, There is a platform two steps high in
the armory. probably made from pine, operate the front of the columns. The threadbare
Key with four locks for the rooms on this level of the remnants of a decorative rug have
posts opens the keep, except the door to the armory. been left upon it to rot. Marks on the
gas valve to the • A heavy oak key with metal studs fabric show where furniture must
forge on the floor
opens the door to Area 11, the armory. have once sat. The only piece that
below.
• The description of the last key: remains is a toppled lantern stand.
314
Act III: The Rot Weavers Tomb
This room has a decay spirit memory
in it as well, though it is not playing
out a scene. It is just the image of the
bearded king, Skaggerak, mourning LAERDRAA
in the mausoleum of his family. Like
the rooms before, the dobber in the Laerdraa was the bride shown in the memories from
memory doesn’t react to any of the previous rooms. A spectral shadow of her haunts these
party’s actions. Unlike the other rooms, rooms, protecting the only connection she has left with
however, there isn’t any way to break
her groom, the broadsword that was gifted to him on the
this scene, causing a decay spirit to
attack. Even if someone attempts to day of their wedding.
take the sword from Skaggerak, nothing If anyone in the party attempts to leave the mausoleum
happens. The character just passes
with Blaze, Laerdraa, the spore ghost attacks. She will
through it, causing a splash of dust that
quickly reforms. The throne is real. It place herself between the party and the rest of the keep,
was drug to this spot decades before most likely in Area 7. Read or paraphrase the following:
when Skaggerak sat here, forming the
memory that the party now sees. A voice screeches throughout the keep, piercing
The statue behind the throne your ears like a rusty blade, “That sword is my
and Skaggerak is also real. It looks husband’s!” each word, a punctuated staccato that
like Aarik, the same vulture that the repeatedly thrusts like a knife.
party encountered before entering
Skaggerak’s keep. When the party first A gaseous specter appears in the room before you.
sees the statue, it may be assumed that Her translucent form hovers above the floor, strips
it is holding an empty scabbard. But, of a tattered wedding gown undulating all around
upon closer examination, they find the her. Through the wrath of her expression, you can
scabbard holds a blade with no hilt. The
see a smooth, beautiful face, the face of a young
blade is real, not made of stone like the
woman. You recognize her as the bride from each
statue. There is a void where the tang
should be. vision throughout the keep.
If one of the characters inserts the
blade of Ember into this void, it almost When Laerdaa attacks, she seeks to take possession of
fits perfectly. Unfortunately, to make
the most martial character. She wants someone that can
the connection permanent, they would
need forging tools. Once the hilt of do a lot of damage. If she is unable to take possession of
Ember has been affixed to this blade, the a character, she will use her life drain attack until she is
party will have reformed the legendary near 0 hit points. Once she is below 5, she will use her ac-
sword, Blaze. Blaze is the broadsword tion to flee.
seen in the memories throughout the
keep.
315
Chapter 14: The Heart of Rohr-Tan
The Crypts the rot slime has advantage on initiative.
Several passages lead off of this round The inside of the casket is all but
room. Each passage leads to a chamber burnt away by the acidic secretions
just large enough for a single coffin. At of the slime. There are two short
the entrance to each passage hangs a swords that must have been magically
plaque. Moving clockwise around the protected from the corrosive slime,
room, starting to the left of the main each granting +1 to attack and damage.
entrance: It appears that Rian was laid to rest
Plaque: Gorm - Regent Arcane wearing full plate armor, but it was
This casket is huge when compared to not lucky enough to survive time
the typical needs of a dobber. It fills intermingled with a rot slime. The
the whole space. A character can find parts that remain may be useful to
chips along one side of the casket’s a tinkerer. A character proficient in
lid, implying that someone has tried Tinkering can make the armor usable in
to pry it open but failed. A character six hours of work with a successful DC
succeeding on a DC 11 Wisdom (Arcana) 14 Intelligence (Tinkering) check. If they
check would surmise that the casket succeed with a roll of 17 or higher, the
has been magically sealed. To open work only takes four hours.
the casket, a character must cast Plaque: Orlun - The king that
Dispel Magic and succeed on a DC 17 never was
spellcasting ability check. The dobber-sized casket in this chamber
Once Opened: It appears that Gorm is covered with a mound of withered
was a large woodkin snapping turtle. flowers, so brittle with age that they
His huge shell, bones, and scales are all turn to dust with but a breath. A
that remains of the creature. A polished character that succeeds on a DC 18
wooden staff rests on his chest, the Wisdom (Nature) check will notice that
Branch of Life. The head of which is even though the top flowers are still Details for the
carved into a loop. Within its center is many years old, they are not nearly as Branch of Life
a free-floating green orb that pulsates old as everything else in this keep. are on page 415.
with energy. It somehow feels wrong to push
Plaque: Rian - Protector of the the crumbling flowers off the top of the
realm casket to open it, but if a character does,
Rian’s coffin is sized for a typical dobber. they find it is not locked. The skeleton
The box itself is heavily damaged, with inside is wearing dress clothes and a
scratches and scrapes. The varnish is all hard leather vest, beautifully embossed
but removed, and where it does remain, with a crest on the chest. White ash
it is bubbled and cracked. A character bracers and greaves cover skeletal arms
with a passive Perception of 14 or higher and legs. A golden circlet rests upon the
will immediately notice streaks on the skull. The bracers and greaves, when
walls and floor where the years of dust worn together, improve a character’s AC
have been cleared away by something. by 2. They can only be worn by dobber-
If they search further, a successful DC sized characters.
14 Intelligence (Investigation) check will Plaque: Laerdraa
reveal acidic slime on the edge of the lid. This chamber is empty. Some rot seeps
Characters will find that the casket along the crevices, and the floor is
is not locked. When opened, a rot slime covered in years of dust, but beyond The rot slime is
springs out, attacking whoever opened that, this room is empty and relatively on page 399.
the lid. If none of the characters found clean.
the acidic slime on the edge of the lid,
317
Chapter 14: The Heart of Rohr-Tan
Plaque: Skaggerak - King, queen is dressed in a gown, faded and
father, conqueror rotten by time. A jeweled gold necklace
Down this passage, a once ornately has fallen down around her neck
detailed casket lays in a ruined heap. vertebrae. Her skeletal hands and wrists
Burn marks, water damage, and deep are adorned with rings and bracelets.
cuts from bladed weapons scar the A delicate golden crown has slid off her
wood. Onlookers can scarcely confirm it skull into a pile of ancient hair.
was ever a coffin. If a character searches
through the wreckage, they find no 9 - STAFF HALL
remains of Skaggerak, not even a finger This simple hall has two doors, one to
bone. However, rummaging through the the north and one to the south. The
boards of the casket triggers the release north-facing door is standing ajar.
of a noxious gas. The door to the south differs from the
Without warning, a black cloud fills others you’ve seen throughout the keep,
the room. All characters in the room reinforced with grey metal bands. The
immediately feel a wave of weakness bands are heavily scarred with scratches
come over their body. Each character and dents, particularly near the lock and
in the room must succeed on a DC keyhole. The door handle appears to be
19 Constitution saving throw, or the entirely torn off.
affected character deals only half In spite of the heavy damage, the
damage with weapon attacks that use lock can be unlocked with the key
Strength for the next 10 minutes. If, at (oak with metal studs) found in Area
any time, a character recovers hit points 6, the Library. It can also be picked. It
by any arcane means, the effect also requires a successful DC 20 Dexterity
ends. Otherwise, the effect lasts for the (Thieves’ Tools) check to open. Once it is
full 10 minutes. unlocked, the door does not easily open
Plaque: Faedara - Queen, due to the heavy damage. It requires a
mother successful DC 13 Strength (Athletics)
The queen’s casket is even more check to force open.
luxuriously detailed than Skaggerak’s,
though it has not been destroyed. The 10 - ROOMS
room is heavy with fungus and decay. There are a handful of simple rooms
A character with a passive Perception down this corridor. Four rooms appear
of 14 or higher will immediately notice to be private chambers, likely for staff
streaks on the walls and floor where that were higher in authority. These
the years of dust have been cleared rooms are adorned with a simple, single
away by something. If they search bed, a small table with chair and lamp,
further, a successful DC 14 Intelligence and a wardrobe.
(Investigation) check will reveal an acidic Another room seems to be a
slime trail leading under the casket. community chamber. It has sleeping
When a character draws near areas partitioned with screens and a
The rot slime is enough to open the casket, a rot slime common living area.
on page 399.
oozes out from under it, attacking
whoever approached. If none of the 11 - ARMORY
characters found the acidic slime This large room has racks for weapons
leading under the casket, the rot slime and armor of almost every type, most of
has advantage on initiative. which are heavily damaged or corroded
Characters will find that the casket from age and decay. However, it might
is not locked. Inside, the skeleton of the be worth the party taking a look around.
318
Act III: The Rot Weavers Tomb
Skaggerak’s forge was truly Two characters working together
impressive, renowned for crafting can take two turns to easily move the
weapons and armor that catered to stone from in front of the left door. A
a wide range of needs and fighting character that wishes to move it by
styles. If characters wish to search for themselves must succeed on a DC 18
a specific item, they can roll percentile Strength (Athletics) check to do so.
dice, with a 30 percent chance of finding Still, the door will not open because
the exact type of weapon or armor in of the damaged hinges. The hinges can
the appropriate size among the racks. be repaired with a successful DC 12
They may only make one search attempt Tinker’s Tool check or a successful DC 15
per specific item. However, they may Thieves’ Tool check. The door will open
search for other items. The odds of easily once the hinges are repaired.
success decrease by 10 percent with Opening the Doors
each subsequent search. As soon as the doors are opened,
Additionally, roll on the chart regardless of the manner, a gust of
below to highlight some of the more tainted, rot-filled air invades the room.
interesting items. All characters within 20 feet of the
doors, when opened, must succeed on
a DC 14 Constitution saving throw or
A pair of heavy wooden doors,
become stunned for 1 turn. Immediately,
reinforced by metal bands, leads
a plague orb rushes into the room Stats for the
to the south. Cracks in the same and attacks. All characters should roll plague orb are on
wall press the lintel down on them, initiative, but those who are stunned page 396.
binding them under pressure. Hinges will not act in the first round.
on the left door look about to tear
from the wall. A massive chunk of 12 - DOWN WE GO
stone has fallen from the ceiling and
leans against it. The right door isn’t A small platform sits in the darkness
blocked, but there is a rack piled with beyond the doors. Damage to the
parts of weapons and armor next to surrounding walls calls its stability
it. into question. To one side, a wood-
framed stair leads down. On the
other, an open shaft plummets into
If a character succeeds in a DC
13 Intelligence (Investigation) check, nothing. Above it hangs a pulley
they will notice scratches on the floor, contraption of some kind. The air is
suggesting that a pile of equipment was so heavy with the smell of decay that
previously used to barricade the door. it stings the eyes and throat.
Additionally, if a character has a passive
Perception score of 12 or above, they
will be able to detect a distinct odor of Shelves of fungus cling to the walls.
decay emanating from the other side of Surfaces are slick with rotten slime.
the doors. Drips echo up and down the stairwell
shaft. The feeling of dread rises as the
The right door doesn’t seem locked,
party realizes their descent takes them
but it is stuck under the pressure of
closer to their final destination, the Rot
the sagging wall. A successful DC 20
Weaver’s tomb.
Strength (Athletics) check is required to
force it open. It’s just over 20 feet to the lower
level floor, and there are over 40 steps.
319
Chapter 14: The Heart of Rohr-Tan
320
Act III: The Rot Weavers Tomb
The wood is rotten and brittle; the circumference, making small prongs. The Forge Level
characters have to step over where Thick frayed ropes hang from floor map is on page
steps are missing or clearly too weak to ceiling, unevenly dispersed along 326.
to hold someone’s weight. There is
the walls.
a 25 percent chance that a step will
give way without warning. Roll this
Area 2
percentile chance as many or as few
3A - HELM ROOM (Optional):
times as seems appropriate to add the Mushrooms grow
most drama. When a step gives way, When a character steps from the last along the walls
that character must succeed on a DC two middle blocks from the hallway and dilapidated
25 Dexterity saving throw or fall to floor to this room, read: equipment.
the floor below, taking 7 (2d6) damage. Among the
Allow the party to come up with fungus the
When you step from the hall into
creative ways to avoid the potential of characters find
this irregularly shaped room, the a Deepshroom.
collapsing steps.
floor behind you raises slightly with a Find Deepshrooms
on page 417.
The Forge Level subtle click, becoming flush with the
stones along the wall. Immediately,
1 - THE LAST STEPS walls crash down from the ceiling, Area 4a: Yellow
The final three steps of the stairs are closing this room off from any path. dashed lines on
smashed by a portion of collapsed the Forge Level
wall. A large cart lies in a broken pile, a map show where
huge mushroom growing off one side. The room is sealed off from the the walls close off
The other end of the pulley system lies north - the path through which the the Helm Room.
broken in a pile of rope. Metal rails party approached - and the east path
curve away from under the rubble and that leads out of the room.
disappear into another mass of fallen The character that triggered the
stone. walls to fall must move the rest of the
way into the room. Any other characters
2 - STAGING AREA can dive into the room if they succeed
Rows of weapon and armor racks line on a DC 17 Dexterity (Acrobatics) check.
this alcove. Like the room above, the If they fail the check, they take 10 (3d6)
equipment is mostly damaged and force damage as the wall smashes into
incomplete. them, but they still fall the rest of the
way into the room.
3 - QUIET HALL A character with a passive
As the party moves down this quiet, Perception of 14 or higher will have
unassuming passage, read: noticed the ropes moving when the
walls crashed. A successful DC 14
Intelligence (Investigation) check
Rough-cut stone blocks make up the confirms that the ropes are part of the
walls and floor. The blocks on the mechanism that operates the walls.
floor are irregular, but arranged in Other parts are hidden and impossible
three rows. The middle row is a bit to get to. If the Investigation roll was 17
lower than the rows along each wall. or higher, the character can determine
which rope to pull on to lift the walls
You can see a wooden wheel-like back to their original position. Pulling
object against the wall at the end this rope to lift the walls requires a
of the hall. Spokes radiate from the successful DC 25 Strength (Athletics)
center, extending past the wheel’s check.
321
Chapter 14: The Heart of Rohr-Tan
The walls can also be retracted by The row of blocks along either
turning the wheel attached to the wall. wall does not trigger the spikes.
The wheel must be turned in a specific
One can also attempt to jump
pattern. Clues are on the parchment
given to the party by Othkara. The over the 2x2 trigger plates by
room is not soundproof. Characters succeeding on a DC 13 Strength
can communicate with each other from (Athletics) check.
within or without.
322
Act III: The Rot Weavers Tomb
6A - THE FORGE that amount if they succeed. A fire You can use stats
elemental emerges from the explosion for a typical fire
This forge room has everything the and attacks. elemental.
party needs to reforge the blade found
in the vulture statue in the mausoleum Once the forge is lit and the fire
with the hilt of Ember. First, they have elemental is defeated, they can finally If no one in the
to figure out how to light the forge. reforge the sword. It is easy for a party has the
tinkerer or someone with an appropriate skills to use
background, taking an hour or so. a forge, they
Anvil, bellows, fire pit, and more, can eventually
everything a working forge needs. figure it out with
Opposite the bellows are two large Keep in mind that Ember is enough time,
1d4+1 hours.
metal canisters. Some kind of tubing cursed. Anyone working with During that time,
leads from just under the hearth, the hilt during forging will want a pair of spore
along the wall, and connects to the to take special care not to touch maws from page
402, slowly creep
canisters. Near where the tubing it or suffer the effects of the into the room.
connects to the hearth, just under curse.
the lip, there is an oddly shaped hole.
It looks a bit like a cross.
Once they have completed reforging the Blaze is on page
sword, they have Blaze! 329.
There is coal at the top of the fire
pit, but it is not for burning, just to hold 7 - STORAGE
heat. Liquid from the canisters fuels the
In this room, there are heaps of raw
fire. However, the ones connected are
ore and tracks that run at a slight angle
empty. One of the full canisters from
from north to south. Carts can drop off
Area 7a must be attached to the tubes
materials here to be used in the forge
under the hearth to fuel the forge. The
or continue on to the elevator in Area
cross-shaped key found in the library
1. There is also a parallel walking path
fits the cross-shaped hole near the
alongside the tracks that lead to the rest
tubing. This will open the valve so fuel
of the mine south.
may flow into the fire pit. It still needs
to be lit.
7A - BEHIND THE FORGE
If one of the characters looks
This passage allowed workers to access
around for tools or is ready to begin
the rear of the forge hearth. From here,
using the forge, describe the table:
forge workers could stoke the fire or
make repairs. Four canisters of liquid
On a nearby table rests a sword fuel are stored here.
template. It seems perfect. Could it
be the original form that was used to 8 - SWITCH STATION
create this sword? The blade and hilt The rails lead to a simple switching
fit perfectly within it. device where a cart can be moved to
one of three branching sets of rails.
This round room remains nearly intact
When the forge is lit, a 15-foot despite heavy damage to the walls
radius sphere of fire fills the room. Any and piles of fallen rubble in each of the
character that isn’t behind cover must branching hallways.
succeed on a DC 15 saving throw or
take 14 (4d6) fire damage, taking half
323
Chapter 14: The Heart of Rohr-Tan
The spore maw is 8A - FISSURE Even if no characters attempt
on page 402. to engage the creatures in this
When the castle collapsed, only
a portion of this original corridor room, their abilities will come
remained intact. However, a fissure into effect. See the following:
opened in the earth, creating a new path
to Area 9.
Spore Maw, Alluring Aroma.
The spore maw emits a sickly
8B - COLLAPSED ROCK sweet aroma in a 30-foot radi-
This pathway of track is unpassable due us around it. Whenever a crea-
to collapsed rock. ture starts its turn within this
radius, it must succeed on a DC
8C - A HIDDEN PASSAGE
14 Wisdom saving throw or be
Another cart track leads to a dead charmed by the spore maw for
end, rock and debris blocking the way.
Winding behind fallen rocks and crags, a 1 minute. A creature charmed in
fissure opens to a hidden room - Area 5. this way cannot attack any de-
cay plants. A charmed creature
9 - ANOTHER ELEVATOR can repeat the saving throw
The party comes to a small round room at the end of each of its turns,
with an elevator shaft in its center. It is ending the effect on itself on a
nearly covered in vines and decay.
success and becoming immune
to the spore maw’s aroma for
The walls of this round room are
24 hours.
almost completely grown over
The grasping with fungus. Tentacles from alien Grasping Bush, Grasping Ten-
bush is on page mushrooms wave in an absent tacles. If a character comes
393.
breeze. Centered on the ceiling within 10 feet of a grasping
hangs a pulley covered in fungus and bush, they must succeed on a
mold. No rope is attached. Below it, a DC 16 Dexterity saving throw
square shaft leads down, fungal vines or become restrained. At the
clinging to its walls. beginning of their turn, a char-
acter restrained in this way has
The floor is mostly obscured by their maximum hit points re-
black mold and ooze. Two metal plates, duced by 7 (2d6). They may use
barely recognizable as brass, lay to their action to free themselves
either side of a square shaft. A spore
maw and a grasping bush are clinging
from the tentacles by succeed-
to the lip of the shaft opening. Any ing on a DC 14 Strength saving
character hit by one of the spore maw’s throw. Reduced hit points are
attacks while attempting to climb down recovered at a rate of 3 (1d6)
the shaft must succeed on a DC 14
per long rest. If the creature’s
Strength (Athletics) check or fall down
the shaft, taking 7 (2d6) bludgeoning hit points reach 0 from this
damage when they hit bottom. Proceed ability, it immediately dies.
to Area 12.
324
Act III: The Rot Weavers Tomb
10 - MINE PIT On the other side of the room from
where the party stands, at about the
This large room has an irregular shape, same height as the bottom of the shard,
dug by miners who followed the there are other ledges nearly 200 feet
naturally occurring ore. Large columns away. There is no safe way to climb
were constructed to ensure support, but down. If a character can fly or proposes
when the keep fell, they were little help. another creative solution, you may skip
Fallen earth and stone litter the whole to The Tomb Cavern map. Those ledges
area. are labeled as Area 2.
10A - AN OPEN FISSURE If any of the party stays on this
ledge for more than a few moments, a
As the party explores further into these plague orb swoops in to attack! Stats for the
underground craggy rooms, read: plague orb are on
12 - DOWN THE CART page 396.
Your path leads around a large swath ELEVATOR SHAFT
of rock that fell from the ceiling. A Fungal vines line this shaft, providing
strange purple light emanates from a some handholds as the party climbs
crack in the far wall. down. The cart and platform assembly
for the elevator lie smashed on the floor
below, barely discernable under more
11 - GLIMPSING THE END fungal vines and mushrooms.
At the bottom, cart rails lead to the The grasping
If one of the characters chooses to look bush is on page
through the crack on the wall, read: west, disappearing under a pile of rocks.
393 and the
A grasping bush and a fungaling attack
fungaling is on
the characters as soon as they are page 391.
Peering through reveals a vast within reach.
cavern. Near its center hangs a
colossal shard of decay, black vines 12A - A DARK CLEFT
and thorns clutching a radiating A cleft opens into a small passage that
mass of energy that resembles a dead ends. There are three grasping
purple heart. With each beat, it bushes inside, one near the entrance.
pulses necrotic energy. Swarms They can easily be avoided if no one
attempts to enter.
of decay creatures swirl around it,
twitching in the air, matching the 12B - CONTINUING DOWN
rhythm of the heart. Liquid decay
Further along that side of this room,
runs down the sides and drips onto a a fissure opens into a space below.
ledge beneath it. The path continues to be slick and
treacherous.
The party can see into a vast cavern
through an opening barely wide enough
13 - DESCENDING THE FISSURE
for a dobber. If a character does step
through, there is only a small ledge on Pervasive rot and fungus now cling
which to stand. They can look down into to every surface. One careful step
the cavern from somewhere near its at a time, the rocky ground is slick
apex. The walls are covered with razor-
with decay. Shadows play at your
sharp rocks that look like teeth. They
cannot be scaled, no matter how skilled periphery, skittering across walls and
the climber. underfoot.
325
Chapter 14: The Heart of Rohr-Tan
326
Act III: The Rot Weavers Tomb
The descent is steep, but any character
that succeeds on a DC 14 Dexterity
The Tomb Cavern
The Tomb Cavern
(Acrobatics) check can proceed at their The tomb is a large open cavern. At its map is on page
normal pace. If they fail, they must center hangs a shard of decay, a column 331.
reduce their speed by half. If they fail by that tapers to a spike at the bottom.
5 or more, they fall to Area 14, taking 7 It appears to be made of fungal vines
(2d6) falling damage and in to the grasp and calcified rot. It holds Rohr-tan’s
of a grasping bush. sarcophagus in a suspension of liquid
decay. The party must stab either Ember
14 - THE FINAL DESCENT or Blaze into the sarcophagus to defeat
the Rot Weaver, but first, they must get
Each room delves further under the
to it.
mountain; the floor descends so steeply
that the party must move carefully. This The shard is surrounded by a void,
area may be as much as 50 feet lower an eternity of nothing. Flying around the
than Area 13 and 100 feet lower than shard, swirling in the void, are countless
Area 12. plague orbs. Walking fungi and other
terrible monsters stalk the ledge
between the party and the void. The spore maw
Every surface in this long room has a is on page 402
The party must find a way over the and the grasping
strange organic appearance. Spikes
void to the platform under the shard, bush is on page
grow from the walls, ceiling, and
all while fending off the most terrible 393.
floor, not stalagmites or stalactites, monsters they’ve faced yet.
but something that looks like teeth.
Clumps of tentacles, like bushes,
sprout between the teeth, reaching
toward any movement they sense. WHAT ABOUT FLYING CHARACTERS?
A dreadful purple glow splashes If a character can fly or in some other way can cross the
through a narrow crevasse on the void without the path in Area 3b (such as being thrown,
opposite side of the room, where you catapulted, etc), Rohr-tan’s sarcophagus can be reached
can hear rushing wind. from the side of the shard. The sarcophagus is suspended
in gelatinous decay goo. A large opening in the side of the
There are two spore maws and fungal vines and calcified rot, like a window, shows the
seven grasping bushes along the sarcophagus floating in the goo.
walls and floor in this room. Some can
be avoided, but not all of them. How However, the invisible arcane barrier completely surrounds
difficult it is to navigate around them is the sarcophagus. So, even a flying character cannot reach
up to you, the GM. Rohr-tan unless the barrier is deactivated or penetrated by
The party can leave the room by either Ember or Blaze.
going toward the purple light. The
opening is just big enough for a medium-
sized creature to pass through without
squeezing.
PLAGUE ORBS
15 - TOMB ENTRANCE Plague Orbs fly throughout the tomb
Area 15 coincides with Area 1 on the cavern. There are more than could
Tomb Map. ever be defeated. The party must just
survive them long enough to stab Rohr-
tan’s sarcophagus. They are sentinels
of the tomb, seeking to exterminate
327
Chapter 14: The Heart of Rohr-Tan
any unwanted creatures. They have
Warning: it is very likely that characters
no interest in focusing on a perceived
bigger threat; they have to exterminate will die or possibly need to sacrifices
all intruders. themselves during this encounter. Their
1d4+1 plague orbs attack at one sacrifice will make the success of the
time, dividing themselves evenly among survivors that much more meaningful.
party members. Other plague orbs will
attack as the first ones are killed.
329
Chapter 14: The Heart of Rohr-Tan
If the party 3 - CONTROL PANEL stone surrounded by a void. Now, like
doesn't have everything else in this cavern, it is
Blaze, as the GM, This alcove has panel that controls the covered with rot, fungi, and decay.
you can choose path to the plinth in Area 4 and the
to allow Ember or invisible barrier that surrounds the A stream of viscous decay drips
another weapon shard of decay with the sarcophagus from the column above, pooling in the
to be used with inside. The control panel is a raised stone center of the plinth. Rivulets of the
the control panel pedestal, octagonal, with cryptic runes glowing purple goo flow organically to
to unlock The running along the outside edge. A 4-inch the sides and over the edge into the
Path, Area 3B. diameter circle is incised into the center. void. If a character touches the purple
Running horizontally within that, a 3-inch decay goo, they take 3 (1d6) necrotic
wide slit penetrates deep into the stone. damage for each round they remain in
contact with it.
The blade of Blaze can be inserted
into the slit. If it is, it can be turned The Arcane Barrier
like a key, rotating the 4-inch diameter An invisible arcane barrier surrounds
circle around the slit. The stone cylinder the Rohr-tan’s sarcophagus. It cannot be
turns slowly, glowing along its edges. If penetrated by any creature or weapon
this is done, the path in Area 3b forms. except Ember or Blaze. If struck by one
Additionally, this deactivates the invisible of the cursed weapons, read:
arcane barrier described in Area 4 that
surrounds the Rohr-tan’s sarcophagus. A huge invisible orb becomes
momentarily visible as cracks
3A - THE INFINITE DROP
splinter along its surface, breaking
Staring into the void is like looking into like glass. The air flashes white as the
nothing and everything. Should one fall
glass-like chips of magic dissolve into
into it, they would fall forever. And that
isn’t very nice, is it, precious? nothing.
334
Act III: The Rot Weavers Tomb
Silenus Shephards,
The Alwaysgreen Forest is forever in your debt. I hope all of your number
have returned, but for those who you left behind, know that their sacrifice is
not unfelt.
Many things have changed in the last few days. It has become clear to me
that your efforts were integral to saving the kingdom. I don’t know how
or why many of the forces we faced retreated, but I am sure you were at the
heart of it. I want to assure you that Dobberton and the Alwaysgreen
Forest have been forever changed. Never again will we take threats of the
arcane lightly or ignore the supernatural as superstition.
As of the writing of this letter, I am officially reinstating the Silenus
Shepherds. By Royal Decree, I appoint you to this honorable position.
You are charged with the overall health and well-being of the Alwaysgreen
Forest. You are entrusted with how the kingdom and the forest can most
effectively coexist. You will serve as my eyes and ears in matters that extend
beyond the Dobberton guard, reporting directly to me or any advisors I
appoint.
Again, without your service, I fear Dobberton would have fallen into the
hands of the Rat Claw Clan. Thank you. I pray to the Star Father that
you receive this letter favorably and will come into my service as Silenus
Shepherds.
Your King, Quilan
335
Epilogue
Rot Poisoning
Once infected, immediately gain one level of exhaustion.
If at any time a character that has already been infected
would contract it again, they gain 1 additional level of
exhaustion. Furthermore, when a character is instructed
to gain “1 level of rot poisoning”, they either contract rot
poisoning with 1 level of exhaustion or gain 1 additional level
of exhaustion. If at any time a character reaches 6 levels of
exhaustion, they immediately die.
336
Diseases
Featured Non-Player Characters
Calynn suggest that an entire discipline of magic could be
developed from this liminal power.
Calynn was the firstborn of King Quillon. Her
younger brother, Quilan, is the current King of She found ways to put them into practice. She
Dobberton. She had been prepared for the day her took to the art of rot magic quickly. Othkara was
brother would take the throne from an early age. amazed, and the three of them, Calynn, Maegera,
Unfortunately, her parents didn't protect her from and Othkara, worked tirelessly to unlock more.
envy growing in her heart: unintentionally, they While initially, they set out to explore any and all
fostered it. Her heart became hard, calcified by origins of magic, she became obsessed with rot
jealousy and pride. and death. Othkara tried to steer her away, but she
would not be deterred. She found it easy to tap
After all, it was wrong, wasn't it - that he would into the power released from a recently diseased
be king? She was the firstborn! creature. The school’s Adepti falsely assumed this
Her resentment grew in complete silence. She was necromancy, which was forbidden. She was
was the perfect daughter, obedient and polite. She expelled. Again, she felt those around her wanted
was the perfect sister, encouraging and loyal. She to push down her genius.
was the perfect student, eager for knowledge and She kept Othkara’s journal and poured herself
always managed to exceed the expectations of her fully into rot magic. One of her first successes,
tutors. Ember, came to mind. Calynn attempted to imbue
She began her studies at the Dobberton the Life From Death ability onto the dagger. It
School of Magic, where she met Maegera, a didn’t work. Life From Death transfers energy from
student a few years her senior. They learned the recently dead to the living, but the dagger is an
together and created together. Their first success inanimate object. It could not receive the energy.
was Ember, a magical dagger. They imbued it with She then attempted to use it as a bridge between
a few fire-related abilities. As young mages and the dead and a living target, but nothing she tried
tinkerers, this was quite an accomplishment, but worked.
for Calynn, it wasn’t enough. Her brother had been Then, in a moment of inspiration, perhaps
chosen over her to become the heir to the throne. fueled by her growing disdain for the school,
The drive to prove her worth, the drive that had her brother, and her father, she stole a Heritage
been planted in her by her father, had turned into Stone from the heritage vault. She affixed it to the
an obsession. dagger, binding a bit of living essence to it.
Though her talent was undeniable, she was It worked. Calynn could transfer the final
impatient and developed a reputation for being vestiges of life from a creature into the dagger and
reckless. She had heard about experimental then into another target, seemingly without limits.
magics and wanted to learn more. One of her She just had to stab the creature with the dagger.
professors had been studying the origins of magic. It became the bridge she hoped it would be. Yet,
It was rumored that he had interesting findings it was even more than that; it was a three-way
regarding where the Rot Weaver got his power. bridge, not only transferring the energy of the
She convinced Maegera to borrow the professor’s creature to another target, but also to her. That’s
notes "purely for academic purposes." when she discovered something she didn’t expect
Othkara’s notes on the subject were intended - if a creature she stabbed survived, the bond
to be theoretical. The journal proposed that formed with that creature. She could control them,
at the moment of death, the soul has both the exerting her will over theirs. And no will, except
characteristics of being fully alive and dead. It is perhaps her father’s, could exceed hers.
from this liminal state that Rohr-tan draws his This was it. This was how she would show all of
power. That's why the professor took to calling Dobberton her greatness.
him the In-betweener. The text went on to
338
Non-Player Characters
much damage on a successful one. Any creatures
Calynn, the Wood Sprite killed by this damage are immediately covered in
Tiny wood sprite, decay (cursed dobber) fungus and decay. They rise up as a Rot Shamble
at the start of the next turn. These Rot Shambles
Armor Class 13 (16 with bark armor) pursue the closest creature to it other than the
Hit Points 28 (11d6 - 11) Wood Sprite.
Speed 25 ft. Spellcasting. The Wood Sprite is an 11th-level
spellcaster. Her spellcasting ability is Intelligence
STR DEX CON INT WIS CHA (spell save DC 16, +8 to hit with spell attacks).
11 (+0) 16 (+3) 9 (-1) 19 (+4) 14 (+2) 13 (+1) The Wood Sprite has the following wizard spells
prepared:
Saving Throws Int +8, Wis +6 Cantrips (at will): acid splash, chill touch, light, minor
Skills Arcana +8, History +8, Medicine +6, illusion, poison spray
Perception +6, Religion +8 1st level (4 slots): bark armor*, detect magic, shadow
Damage Resistances bludgeoning, piercing, and call*, splinter shield*
slashing from nonmagical attacks 2nd level (3 slots): arcane senses*, smithing, spider
Damage Immunities necrotic, poison climb
Damage Vulnerabilites fire 3rd level (3 slots): animate dead, counterspell,
Senses passive Perception 16 lightning bolt
Languages Common Dobber, Terrin Dobber, 4th level (3 slots): blight, stangling thorns*
Sylvan Dobber, Ratkin, Goblin 5th level (2 slots): animate object, imbue seed*
Challenge 6 (2,300 XP) 6th level (1 slot): circle of death
▶ The Wood Sprite's abilities are deminished due to * Found in the Spell Appendix.
the Rot Weaver’s curse.
Actions
Putrefying Gas. The Wood Sprite’s body produces
rot spores. She has 3 decay charges to use each Multiattack. The Wood Sprite makes two melee
day. She can use a charge to emit a cloud of attacks.
necrotic gas in a 15-foot radius. Any creature Thorned claw. Melee Weapon Attack: +7 to hit,
within that radius, unless it is undead, must reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing
make a Constitution saving throw, taking 4d12 damage.
necrotic damage on a failed save, or half as
She decided she would use the dagger to It took some resourcefulness, but Calynn
take control of the most powerful creature she found the Rot Weaver’s tomb. She stabbed his
could think of, Rohr-tan, the Rot Weaver. Maybe sarcophagus and was seared by his power. Her
it was because she had already been consumed will was no match for his. And, though the dagger
by rot magic. Maybe the Dark One’s whispers had was uniquely powerful, it only cracked the seal
poisoned her mind. It’s hard to say exactly why she that kept Rohr-tan imprisoned. The crack was
chose the Rot Weaver, but it’s safe to assume it just enough for a connection to form through the
was pride that allowed her to believe her will was dagger. She was no longer in control. He was.
strong enough to control a legendary forest demon He cursed her, turning her into the creature
such as Rohr-tan. known as the Wood Sprite. A monster bound
339
Featured Non-Player Characters
to the trees where only their life can sustain her. that she cannot while still bound by the curse,
Her life is just an echo of what it once had been, a promising them power once Dobberton falls.
horror of slowly decaying wood. They have brought to her five iron ingots, shaped
Rohr-tan’s will calls to her, "Free me! Unlock the roughly like large seeds. She's coated these seeds
darkness. Prepare the way. Restore my throne. Do with an arcane poison that, when heated, spreads
this, and I will lift the curse placed upon you." rot through the ground and into nearby plants
and waterways. Rot Poisoning twists everything
THE WOOD SPRITE it touches, giving her influence and power in the
area. It also pushes back the influence of the
As the Wood Sprite, Calynn seeks revenge. She Green Man and his spirits of life.
plans to weaken the infrastructure of the kingdom
and prepare the forest for the return of Rohr- She believes that once all five seeds are placed,
tan, the Rot Weaver. She has persuaded the Rat the stage will be set for the return of Rohr-tan the
Claw Clan to help her, carrying out certain tasks Rot Weaver. Then, she can move on to stage two of
her plan.
340
Non-Player Characters
went with her. Only a few short weeks later, her room to room, consuming an entire wing of the
younger brother was made king. It was too much. school before it could be contained. In the conflict,
She was the eldest. She was smarter and stronger. Maegera and Calynn disappeared. It was believed
She had mastered magic that no one else dared! they were killed.
The seed of pride had taken root in her heart. Quilan’s first major act as King was to shut
She vowed revenge. She found a way to contact down the Dobberton School of Magic.
the Rot Weaver, reaching his power even while
he was imprisoned. She returned to the school, Othkara returned to his home near the
releasing a tainted spore cloud. It spread from Burrow, carrying an immense weight of guilt, and
went into hiding.
Life Foraging. Once per day, Othkara can siphon 7th level (1 slot): finger of death
the last vestiges of energy from a recently 8th level (1 slot): clone
diseased corpse, regaining 5d6+6 hit points.
* Found in the Spell Appendix.
Animate Rot. Othkara may cast animate dead on
a pile of rotting leaves or other plant debris to Actions
create a rot shamble.
Multiattack. Othkara makes two melee attacks.
Putrefying Gas. Othkara’s body produces rot
spores. He has 3 decay charges to use each day. Dagger. Melee or Ranged Weapon Attack: +7 to hit,
He can use a charge to emit a cloud of necrotic reach 5 ft. or range 20/60 ft., one target. Hit: 8
gas in a 15-foot radius. Any creature within (2d4 + 3) piercing damage in melee or 5 (1d4 + 3)
that radius, unless it is undead, must make a piercing damage at range.
341
Featured Non-Player Characters
Rot Weaver, believing they could harness his
Maegera power for their own. They underestimated Rohr-
Maegera studied magic under the same master as tan’s strength. He would not be controlled. The Rot
Calynn, Othkara. Not long after they met, he fell Weaver cursed Calynn, trapping her in a body of
for her. He told himself it would never work, after wood, destined to eventual rot and decay.
all, she was the princess of the kingdom, but her
Maegera fled to the Verdant Mountains to
talent and ambition were intoxicating - intoxicating
hide, taking Ember with him. There he mourned
and dangerous.
Calynn and began planning his revenge. He posed
Much of Maegera’s story is intertwined as a ratkin death mage to compel a small clan
with Calynn and Othkara. You should read those ratkin to aid him. They are his servants and body
characters’ stories for a more complete picture. guards. He now uses Ember to forge constructs
Together, Maegera and Calynn created Ember. - but he cannot access the power of the Heritage
They planned to use it to summon Rohr-tan, the Stone in the hilt, unlocking its true power.
342
Non-Player Characters
Characters of Oak Den
Herb and Othkara. No satisfactory explanation was ever
given. Then, he directed Othkara to erase all of
Herbert was once one of the most respected and Herb’s memories related to his time as a member
innovative mages in Dobberton. Now, he is not of the council.
much more than a shadow of his former self. He’s
still bright and passionate but also haunted by the To Oak Den, he’s an eccentric old dobber who
memory of a life he can’t quite fathom. Scenes might be crazy. No one knows how old he is except
come to him in dreams, but not being able to Beatrice. He's kind and sincere. He’s not taken
reconcile these memories to his life as he knows it seriously by the townsfolk, even laughed at from
makes these dreams nightmares. behind corners. If Beatrice catches anyone making
fun of him, she’ll give them an earful. She’d do
Herb served the king on the Council of Mages more, but Othkara strictly forbade her from doing
and is one of two surviving members, the other anything that might lead to his true past.
two perishing in a battle with Rohr-tan decades
ago. He and Othkara returned home victorious;
the Rot Weaver locked away in a crypt they hoped
Beatrice
would never be found. Then the king did something Beatrice has a true servant’s heart and the
no one expected - instead of appointing two new strong will of a leader. She gracefully walks the
members to the council, he dismissed both Herb line between the two. She’s run the Acorn Inn for
nearly three decades like her parents did before
Beatrice
Cantrips (at will): light, mending, spare the dying
Tiny dobber
1st level (4 slots): cure wounds, guiding bolt,
Armor Class 12 (leatherleaf apron) sanctuary
Hit Points 32 (5d8 + 10) 2nd level (3 slots): lesser restoration, spiritual
Speed 20 ft. weapon
3rd level (2 slots): mass healing word, spirit
STR DEX CON INT WIS CHA guardians
10 (+0) 11 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) * Found in the Spell Appendix.
Saving Throws Int +7
Actions
Skills Medicine +6, Persuasion +5, Religion +4
Magic Frying Pan. Melee Weapon Attack: +4 to hit,
Senses passive Perception 13 reach 5., one target. Hit: 4 (1d6+1) bludgeoning
Languages Common Dobber, Sylvan Dobber, damage. Damage is magical.
Goblin Magic Frying Pan has 3 charges. As a bonus
action, a charge can be expended to produce
Challenge 3 (700 XP)
bright light in a 45-foot cone and dim light for an
additional 30 feet. It lasts for 10 minutes.
Spellcasting. Beatrice is a 5th-level spellcaster.
Her spellcasting ability is Wisdom (spell save Preserve Life (Recharges after a Short or Long
DC 14, +6 to hit with spell attacks). She has the Rest). Beatrice targets up to six creatures she
following cleric spells prepared: can see within 30 feet. She heals these creatures,
dividing up 30 hit points between them.
343
Characters of Oak Den
her. Her husband passed while she still thought of Rohr-tan’s prison and how to open it. That doesn’t
herself as young, and they had no children; only stop her heart from breaking over his state, a
the Star Father knows why . She never remarried, genius reduced to someone who seems simple.
committing fully to the Acorn Inn and her service She will keep her promise, protecting the secret
to the people of Oak Den. of "that nasty groundhog who took his memories.
Some think she and Herb have developed a Protecting the forest, bah! It was just mean; that’s
relationship, but that couldn’t be further from what it was!"
the truth. She doesn’t bother correcting them.
People will gossip and talk no matter what she
says. Othkara brought Herb to Oak Den to hide
him and left him in Beatrice’s care, knowing the old Gavin
mage would be vulnerable. She only knows what Tiny dobber
Othkara told her, but it was enough to understand
how dangerous it might be should someone learn Armor Class 12
what Herb once knew: things like the location of
Hit Points 18 (4d8)
SpeedWalk 30 ft.
344
Non-Player Characters
Cantrips (at will): acid splash, fire bolt, light, mage
Shaori hand, prestidigitation
Tiny dobber
1st level (4 slots): detect magic, mage armor, magic
Armor Class: 12 (15 with mage armor) missile
Hit Points: 18 2nd level (3 slots): misty step, suggestion
Speed: 20 ft. Meta Magic (Recharge 3-6). Shaori can use this
ability to modify a spell in one of the following
STR DEX CON INT WIS CHA ways:
9 (-1) 14 (+2) 9 (-1) 14 (+2) 13 (+1) 17 (+3) Empowered Spell. Shaori may re-roll up to 3 of a
spell’s damage dice.
Skills: Arcana +6, History +4, Insight +5
Quickened Spell. Shaori may use a bonus action to
Senses: passive Perception 11 cast a spell with a casting time of 1 action.
Languages: Common Dobber, Goblin, Ratkin
Challenge 2 (450 XP) Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
Lucky. When Shaori rolls a 1 on the d20 for an reach 5 ft. or range 20/60 ft., one target. Hit: 4
attack roll, ability check, or saving throw, you (1d4+2) piercing damage.
can reroll the die and must use the new roll.
Quarterstaff. Melee Weapon Attack: +5 to hit,
Spellcasting. Shaori is a 4th-level spellcaster. Her reach 5 ft. one target. Hit: 5 (1d6+2) bludgeoning
spellcasting ability is Charisma (spell save DC damage.
13, +5 to hit with spell attacks). Shaori has 2
sorcery points and the following sorcerer spells
prepared:
345
Characters of Oak Den
Saggard Saggard
Tiny dobber
Saggard is now captain of the small barrack in
Oak Den. He's been in Oak Den a few years, but Armor Class 15
he doesn’t hesitate to make it known that he
Hit Points 60 (8d10+16)
preferred when he was assigned to the West
Watch. He'd much rather be there than here, Speed 20 ft.
babysitting the people of Oak Den.
STR DEX CON INT WIS CHA
Rumors suggest that the Rat Claw Clan has
been more active near the border of late. If anyone 15 (+2) 16 (+3) 14 (+2) 13 (+1) 10 (+0) 14 (+2)
claims to have seen a ratkin or even mentions the
Saving Throws Str +4 , Dex +5 ,
clan, Saggard becomes very uncomfortable and
irritated. He changes the subject as quickly as Skills Athletics +4, Deception +4
possible. Senses passive Perception 10
Languages Common Dobber, Ratkin
Challenge 3 (700 XP)
Actions
Multiattack. Saggard makes three melee
attacks: two with his scimitar and one with
his dagger. Or Saggard makes two ranged
attacks with his daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) slashing
damage.
Dagger. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Reactions
Parry. Saggard adds 2 to his AC against one
melee attack that would hit him. To do
so, Saggard must see the attacker and be
wielding a melee weapon.
346
Non-Player Characters
Characters of Kairia
minute. A Large or larger creature has advantage
Derlon on this saving throw. If the target succeeds on
Tiny sylvan dobber the save, the vines shrivel away.
Armor Class 15 (scalebark) The target takes 1d6 piercing damage at the start
of each of its turns while restrained.
Hit Points 63 (14d6 + 14)
Vine Reach. As a bonus action, Derlon can extend
Speed 30 ft. vines from his hands and grasp a target that is
within 25 feet. If the target is unwilling, make a
STR DEX CON INT WIS CHA
ranged attack roll against its AC. If hit, the target
9 (-1) 16 (+3) 12 (+1) 14 (+2) 13 (+1) 17 (+3) must succeed on a DC 14 Strength saving throw
or be restrained for up to 1 minute. A Large or
Saving Throws Dex +6, Int +5 larger creature has advantage on this saving
Skills Acrobatics +6, Deception +4, Perception +4, throw. If the target succeeds on the save, the
Stealth +9 vines shrivel away.
Damage Resistances poison Derlon can use vine reach to pull himself to a
Senses passive Perception 14 stationary object or pull a target of Medium size
or smaller to him.
Languages Sylvan Dobber, Common Dobber,
Goblin, Ratkin Unseen Vine Strike. As an action, you can spend
one spell slot to make a ranged spell attack
Challenge 9 (5,000 XP) against a target within 60 feet that you can see,
causing vines with razor-sharp tips to burst from
Assassinate. During his first turn, Derlon has the ground or other nearby surfaces. When hit,
advantage on attack rolls against any creature the target takes 3d8 + your spellcasting modifier
that hasn’t taken a turn. Any hit Derlon scores piercing damage. If you have advantage on this
against a surprised creature is a critical hit. attack or if another enemy of the target is within
Evasion. If Derlon is subjected to an effect that 5 feet of it, that enemy isn't incapacitated, and
allows him to make a Dexterity saving throw to you don't have disadvantage on the attack roll,
take only half damage, Derlon instead takes no you may apply sneak attack to this ability.
damage if he succeeds on the saving throw, and
only half damage if he fails. Actions
Sneak Attack. Once per turn, Derlon deals an extra Multiattack. The assassin makes two scimitar
14 (4d6) damage when he hits a target with a attacks.
weapon attack and has advantage on the attack
Scimitar. Melee Weapon Attack : +6 to hit, reach 5
roll, or when the target is within 5 feet of an ally
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
of Derlon that isn’t incapacitated and Derlon
See Vine Attack above for additional effects.
doesn’t have disadvantage on the attack roll.
Poisoned Darts (6 equipped). Ranged Weapon
Vine Attack. Activated as a bonus action that lasts
Attack: +6 to hit, range 80/320 ft., one target.
for 1 minute. The next time Derlon hits a creature
Hit: 5 (1d4 + 3) piercing damage, and the target
with a weapon attack, a writhing mass of thorny
must make a DC 15 Constitution saving throw,
vines appears at the point of impact, and the
taking 24 (7d6) poison damage on a failed save,
target must succeed on a DC 14 Strength saving
or half as much damage on a successful one.
throw or be restrained by the vines for up to 1
347
Characters of Kairia
Ivy Evelina
Tiny sylvan dobber Tiny sylvan dobber
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 11 (+0) 13 (+1) 14 (+2) 12 (+1) 9 (-1) 14 (+2) 11 (+0) 16 (+2) 17 (+3) 14 (+2)
Saving Throws Str +3, Dex +7 Saving Throws Int +5, Wis +6
Skills Perception +5, Stealth +7, Survival +5 Skills Insight +6, Nature +5, Perception +5
Senses passive Perception 15 Senses passive Perception 15
Languages Sylvan Dobber, Common Dobber Languages Sylvan Dobber, Common Dobber,
Challenge 2 (450 XP) Druidic
Challenge 4 (1,100 XP)
Colossus Slayer (1/Turn). When Ivy hits a
creature with a weapon attack, the creature Spellcasting. Evelina is a 8th-level spellcaster.
takes an extra 4 (1d8) damage if it's below its Her spellcasting ability is Wisdom (spell save
hit point maximum. DC 14, +6 to hit with spell attacks).
Spellcasting. Ivy is a 5th-level spellcaster. Her At Will: druidcraft, guidance, poison spray,
spellcasting ability is Wisdom (save DC 12). resistance
She can cast the following ranger spells: 1st level (4 slots): charm person, entangle, frog
At Will: antlers* cloud*
1st level (4 slots): cure wounds, hunter's mark 2nd level (3 slots): animal messenger, gust of
2nd level (2 slots): lizard guide*, spike growth wind, locate animals or plant
3rd level (3 slots): conjure animals, dispel magic,
* Found in the Spell Appendix. meld into stone
348
Non-Player Characters
Sylvan Keeper
Tiny sylvan dobber
Actions
Multiattack. The keeper makes two melee
attacks, or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. 1d20+4 Hit: 5 (1d6+2)
piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit,
range 150/600 ft., one target. 1d20+4 Hit: 6
(1d8+2) piercing damage.
349
Characters of Kairia
Characters Near the Burrow
Ardalion
Spellcasting. Ardalion is a 12th-level spellcaster.
Tiny otter woodkin
His spellcasting ability is Intelligence (spell save
Armor Class 12 (15 with mage armor ) DC 17, +9 to hit with spell attacks). Ardalion can
cast disguise self and invisibility at will and has
Hit Points 54 (12d6 + 12) the following wizard spells prepared:
Speed 25 ft., swim 20 ft. Cantrips (at will): mage hand minor illusion,
prestidigitation, poison spray, ray of frost
STR DEX CON INT WIS CHA
1st level (4 slots): false life, mage armor ◆, magic
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
missile, shield
Skills Arcana +9, History +9 2nd level (3 slots): alter self, arcanist’s magic aura,
Damage Resistances bludgeoning, piercing, and misty step
slashing from nonmagical attacks 3rd level (3 slots): animate dead, lightning bolt,
Senses passive Perception 12 vampiric touch
Languages Common Dobber 4th level (3 slots): blight, wood bees*, greater
invisibility
Challenge 6 (2,300 XP)
5th level (2 slots): cloudkill, passwall
Hold Breath. Ardalion can hold his breath for up to ◆ Ardalion casts mage armor on himself before
20 minutes at a time. combat. * Found in the Spell Appendix.
Magic Resistance. Ardalion has advantage on
saving throws against spells and other magical Actions
effects. Dagger. Melee or Ranged Weapon Attack: +6 to hit,
Natural Swimmer. Ardalion takes to the water reach 5 ft. or range 20/60 ft., one target. Hit: 4
with ease and comfort, giving him advantage on (1d4 + 2) piercing damage.
Athletic and Acrobatic checks while in the water.
350
Non-Player Characters
bodyguard," he said. "I have made many enemies
over the years."
Wallace, the Awakened
Now, in the groundhog’s debt, she made a nest
Walnut Tree
for her family near Wallace’s roots. There they Wallace likes the hill above Othkara’s underground
protect the groundhog from those who hunt him tunnels. The sunlight is just right. Also, Othkara is
and any who accidentally stumble upon his home. his friend. Trees don’t have many friends.
Over these past many months, they have become It wasn’t long after awakening that Wallace
close friends. They talk often and even have helped concluded that life in society could be difficult.
each other heal the wounds of their past sins. He visited Dobberton and even spent time in the
Burrow, but he did not fit in. Not only was he too
big, but he also did not understand dobbers or his
fellow woodkin. People have such strange customs
and habits, and their emotions confuse him. No,
Rose, society was not for him. He would do as trees do
the Awakened Viper and nothing more. Deep into the earth, he grew his
roots and found even as an awakened, life could be
Large beast
good.
Armor Class 14 (natural armor) One day, while enjoying the warmth of the
Hit Points 25 (3d10 + 9) summer sun on his leaves, he heard a small voice.
It was a groundhog. He could swear the little
Speed 30 ft., climb 20 ft., swim 30 ft. creature was talking to him, but how did he know
Wallace could hear? He had not revealed himself.
STR DEX CON INT WIS CHA Animals and dobbers frequently pass by and never
11 (+0) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 11 (+0) realize he’s awakened.
Senses darkvision 60 ft., passive Perception 11 It turns out that Othkara was speaking to
himself and that he does so often. The groundhog
Skills Intimidation +2, Perception +3, Stealth +4 had chosen Wallace’s roots as a perfect location
Languages Common Dobber to dig out a new burrow. Day and night, Othkara
Challenge 1 (200 XP) would talk to himself, and Wallace knew no rest.
The great walnut tree had had enough.
Keen Hearing and Sight. Rose has advantage "Stop!" the tree cried. "Why must you chitter and
on Wisdom (Perception) checks that rely on chatter day and night?"
hearing and sight. "Finally!" Othkara answered. "You thought to
ignore me forever? I know my own kind. You could not
Actions hide your nature from me."
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., At first, this upset Wallace. He did not like
one target. Hit: 10 (2d8 + 1) piercing damage, being tricked. Why would someone do that?
and the target must make a successful DC Tricking is a thing people do, not trees. He wanted
14 Constitution saving throw or become Othkara to leave, but the whistle pig would not.
poisoned. While poisoned this way, the Soon, Wallace forgot why he was ever mad at
target is blind and takes 7 (2d6) poison Othkara. He is a tree, after all. They became
damage at the start of each of its turns. The friends. Othkara continued to talk all the time,
target can repeat the saving throw at the but now he was sharing. He talked about his
end of each of its turns, ending the effect on experiences and discoveries . He even talked
itself with a success. about his past, not only his many successes but
also his mistakes.
351
Characters Near the Burrow
Characters Near South Watch
Etherin
Etherin is a cleric employed by the Commerce
Commission. He’s tall and heavyset, with matted
black hair and hazel eyes.
If the party speaks with the cleric, he talks
about how the animals that are normally peaceful
have turned savage. He knows one man who
was attacked by squirrels! He's worried about a
mysterious illness that is spreading in the area. Etherin
Tiny dobber
STR DEX CON INT WIS CHA Saving Throws Wis +4, Cha +4
16 (+3) 13 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0) Skills Medicine +4, Religion +4
352
Non-Player Characters
Concussive Weapon. 2 uses per long rest. Built
Milo into a sling sword. When activated, the effect
Tiny dobber lasts for 1 minute. Add 1d8 force damage to the
weapon's damage, and the target must succeed
Armor Class 11 (13 with splinter shield) on a DC 15 Constitution saving throw or be
Hit Points 45 (4d6 + 7d8) stunned until the end of your next turn.
Speed: 20 ft. Flame Thrower. Milo has the ultimate destructive
weapon, handheld and portable! Tubes connect
STR DEX CON INT WIS CHA to fuel canisters strapped to his body that then
10 (+0) 13 (+1) 10 (+0) 18 (+4) 16 (+3) 12 (+1) run down your arm to a nozzle and triggering
mechanism. Expend 1 charge to attack.
Saving Throws Dex +4, Int +6 ▶ Tinkering Institue of Inspiration: Solutionist. See the
Skills Insight +6, Stealth +4, Tinkering +7 Contraption Appendix for more.
Languages Common Dobber, Goblin Minor Imbue. At 2nd level, you've already started
Challenge 7 (2,900 XP) to experiment with weaving magic into your
contraptions. Milo does this by casting a spell
Spellcasting. Milo is a 4th-level spellcaster. His that uses a 3rd level spell slot or less (based
spellcasting ability is Intelligence (spell save on Milo's level). This new contraption has one
DC 15, +7 to hit with spell attacks). Milo has the charge that can be used to cast or activate the
following spells prepared: spell. This charge may be reloaded once per long
rest.
Cantrips (at will): light, mage hand, message, minor
illusion, prestidigitation, shocking grasp Spark. At 3rd level, you gain spark. Tinkerers can
infuse their creations with a bit of their own
1st level (4 slots): alarm, bark armor*, charm person, essence. This essence gives contraptions energy
feather fall, identify, protection from evil and good, and a rudimentary kind of consciousness. This
splinter shield*, unseen servant is called spark! As a 7th level tinkerer, Milo can
2nd level (3 slots): blindness/deafness, blur, maintain 2 spark.
gobbledygook*, hold person, smithing*, scorching Improvisation. At 6th level, your ability to craft
ray, suggestion new contraptions is improved by your ability to
* Found in the Spell Appendix. make a greater variety of materials work as the
required components.
Contraptioneering. Milo is a 7th-level
tinkerer. His tinkering ability is Intelligence Actions
(contraptioneering DC 15, +7 to hit with Multiattack. Milo makes two attacks with his sling
contraption attacks). Milo has the following sword.
contraptions built:
Sling sword. Melee Weapon Attack: +7 to hit, reach
Investigation Monocle. The wearer gains expertise 10 ft., one target. Hit: 6 (1d6+3) slashing damage.
in the Investigation and Perception skills, When activating Concussive Weapon: Add 1d8
doubling their proficiency bonus for each. force damage to the weapon's damage, and the
Once per long rest, you can expend 1 spark and target must succeed on a DC 15 Constitution
activate the monocle to gain Truesight. saving throw or be stunned until the end of your
Camouflaged Cloak. 1 use per day. Use a bonus next turn. Lasts for 1 minute.
action to activate, making the wearer appear Flame Thrower. The shots fire in a 20-foot line.
invisible. Other items they are wearing or Each creature in the area must make a DC 15
holding are also invisible as long as they remain Dexterity saving throw, taking 27 (6d8) fire
on their person. The effect requires 1 spark and damage on a failed save, or half as much damage
lasts for up to 1 hour. on a successful one. Creatures that fail the
Sling Sword. The sling sword is a modified short saving throw catch on fire, taking an additional
sword where the blade detaches, extending via 1d8 damage each turn until they take an action
an internal chain, providing a reach of 10 feet. to put the fire out.
The user can retract mechanism as a reaction. 353
Characters Near South Watch
Thatur
Tiny terrin dobber
Actions
Judgement of the Sky, Warhammer. Melee
Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d8 +2) bludgeoning damage
Judgment (3 charges/day). Expend 1 charge to
add 13 (3d8) lightning damage to a successful
attack. Target must succeed on a DC 13
Strength saving throw or be pushed back 10
feet and knocked prone.
354
Non-Player Characters
Characters of Dobberton
Pack Tactics. The dobberton guard has advantage
Dobberton Guard on an attack roll against a creature if at least one
Tiny dobber other dobberton guard is within 5 feet of them
and the dobberton guard isn’t incapacitated.
Armor Class 13 (leatherleaf armor)
Hit Points 24 (3d10 + 6) Actions
Speed 20 ft. Multiattack. The dobberton guard makes two
melee attacks.
STR DEX CON INT WIS CHA
Short Sword. Melee Weapon Attack: +4 to hit, reach
14 (+2) 13 (+1) 14 (+2) 11 (+0) 12 (+1) 11 (+0) 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning
damage.
Skills Insight +3, Perception +3, Persuasion +2
Heavy Crossbow. Ranged Weapon Attack: +2 to
Senses passive Perception 13
hit, range 100/400 ft., one target. Hit: 5 (1d10)
Languages Common Dobber piercing damage.
Challenge 1/2 (100 XP)
355
Characters of Dobberton
Gearld, Justicair of Dobberton
Tiny dobber
356
Non-Player Characters
Gearld, Justicair of Dobberton Continued
Shooting Star. Gearld can use a bonus action to Divine Sense. As an action, Gearld can open his
teleport to any unoccupied space that he can see awareness to detect forces of good and evil.
within 30 feet. If it is night and stars are visible, Until the end of his turn, he knows the location
the range is increased to 60 feet. of any celestial, fiend, or undead within 60 feet
Radiant Form. Gearld can cloak himself in of him that is not behind total cover. He knows
the radiant light of the Star Father. Starlight the type (celestial, fiend, or undead) of any being
cascades all around him, giving him the whose presence he senses but not its identity.
appearance of glowing blue crystal. Bright light Within the same radius, Gearld also detects the
radiates from him in a 30-foot radius, and dim presence of any place or object that has been
light shines 30 feet beyond that. consecrated or desecrated, as with the Hallow
spell. He can use this feature a number of times
He has resistance to all damage. Whenever a equal to 1 + his Charisma modifier (4). When
creature hits Gearld with an attack, it takes the paladin finishes a long rest, he regains all
radiant damage equal to half the damage he expended uses.
takes from the attack, and when he takes the
Attack action, he can make one additional attack Lay on Hands. Gearld has a pool of healing power
as part of that action. Once he uses this ability, that replenishes when he takes a long rest. With
he cannot do so again until he completes a long that pool, he can restore a total number of hit
rest. points equal to his paladin level x 5 (100). As an
action, he can touch a creature and draw power
▶ Paladin Oath of the Blue Star. See subclass in Heroes from the pool to restore a number of hit points
of the Forest for more. to that creature, up to the maximum amount
remaining in their pool. Alternatively, he can
Actions expend 5 hit points from his pool of Healing to
Multiattack. Gearld makes two melee or ranged cure the target of one disease or neutralize one
weapon attacks. poison affecting it. Gearld can cure multiple
diseases and neutralize multiple poisons with a
Star Light Spear. Melee Weapon Attack: +14 to hit,
single use of Lay on Hands, expending Hit Points
reach 5 ft., one target. Hit: 9 (1d8+5) radiant
separately for each one. This feature has no
damage.
effect on Undead and Constructs.
Star Light Spear. Ranged Weapon Attack: +13 to hit,
range 20/60, one target. Hit: 8 (1d8+4) radiant Reactions
damage.
Protection. When a creature Gearld can see
Long Sword. Melee Weapon Attack: +12 to hit, reach attacks a target other than him that is within 5
5 ft., one target. Hit: 7 (1d8+3) radiant damage. feet of him, he can impose disadvantage on the
Cleansing Touch. Gearld can use his action to end attack roll.
one spell on himself or on one willing creature Parry. Gearld adds 2 to his AC against one melee
he touches. He can use this ability a number of attack that would hit him. To do so, Gearld
times equal to his Charisma modifier (4). Gearld must see the attacker and be wielding a melee
regains all expended charges after finishing a weapon.
long rest.
357
Characters of Dobberton
"Somewhere between wet, fallen leaves and wriggling worms, decay
thrives. On starless nights, it reaches out like a grasping vine, claiming
the creatures of the forest as its own."
~ Aarik, first guardian of Rohr-tan
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Bestiary
APPENDIX
Bestiary of the Alwaysgreen
Forest and Surrounding Areas
The Alwaysgreen Forest is full of life, creatures
both big and small. Some live harmoniously with
dobbers and other native species. Others, not so ALIGNMENT AND BEHAVIOR
much. Some may have a natural instinct toward
aggression as predators, or they may have been I have chosen not to include alignment as part
twisted by the dark magic of the rot. of any creature stat block in this book. For me, a
Be cautious if you encounter any creatures, creature's behavior is determined by their story
as they can be dangerous if provoked. You never and the circumstances of the encounter they
know if an animal that is typically harmless is are a part of. In the Alwaysgreen Forest, there
actually a terrible monster of decay. It's always
are creatures and characters that span the
best to observe from a distance and avoid any
interactions. gamut from truly terrible to entirely honorable.
In all of those cases, I don't find the inclusion of
DECAY CLASSIFICATION alignment as part of the stat block to be neces-
Rohr-tan’s minions are not limited by species. Any sary. It's up to you, the GM, to decide, based on
creature can be infected by the rot and become the context of the story you and your players
one of his servants. Many of these creatures
are telling, how a creature behaves.
have the simple purpose of “preparing the land.”
They continue to follow most of their natural
tendencies, but in doing so, spread rot and decay
throughout the forest. Others have a higher
purpose, protecting and guiding those servants The decay has many unpredictable and deadly
who seek to free the Rot Weaver from his prison powers, though many have the ability to infect
and elevate him as the rightful lord of the forest. others with rot poisoning. A creature infected with
A creature that is infected with rot poisoning Rohr-tan’s rot will have “decay” appear just after
travels a painful and tortuous path. Within a that creature’s species, below its name.
few hours, the infected’s breathing becomes
restricted, as if hidden vines are tightening around DECAY SPEECH
their lungs. Black, painful black boils form on There are many languages in and around the
their skin. The capillaries around and in their eyes Alwaysgreen Forest that may have an influence
darken until their eyes appear entirely black. The over the creatures in the area. The language of
condition worsens each day until the boils erupt decay is entirely unique to the creatures that
with blackened, vine-like tendrils emerging to have been corrupted by the Rohr-tan’s rot. Decay
wrap around the creature's limbs. The disease runs allows these creatures to communicate through
its course in no more than six days, resulting in a telepathic bond. They don’t use structure or
the infected’s death, but that’s not the end of their words as most understand language, but their
path. communication is quite effective. They can convey
The next time the corpse lays for an hour in motives, desires, intent, and commands. It is
full darkness, it rises, a minion of the Lightless, believed that the longer a creature is infected with
the Rot Weaver, Rohr-tan the lord of decay. Many the rot, the further they can communicate with
retain a shell of their living form, though it is decay, though that’s just a theory. No one dares
twisted by deformations and writhing vines. For get close enough to actually study the creatures,
others, fungus so fully covers the creature that its or if they have, they have probably been turned
previous form is no longer recognizable. into one of the Rot Weaver’s minions.
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Appendix Bestiary of the Alwaysgreen Forest and Surrounding Areas
However, sentient creatures who know and to an almost religious degree. That is why we are
understand spoken language can use decay speech fortunate to even have discovered that minions of
to converse telepathically. They need only be able decay seem to be vulnerable to copper. It appears
to see whom they wish to telepathically speak to disrupt their life force. Most minions of Rohr-
with. They do not need to speak the same language tan are in a liminal state between dead and alive.
as all parties speaking this way automatically Some might call them undead, while unalive might
understand each other. A creature can attempt be more accurate. The energy created by decaying
to block decay speech by succeeding on opposing matter is what gives them their unlife, and copper
Wisdom checks, where the creature speaking has disrupts that energy. It seems to be a simple
advantage. chemical reaction. The flesh of a decay creature
stuck by copper begins to liquefy, bubbling and
THE GLEAM OF COPPER smoking while the copper that touched it does
Wood is by far the most preferred material for the same. Liquids from a decay creature on the
building and crafting in the Alwaysgreen Forest. metal cause it to corrode and eventually render it
While the goblins and ratkin don’t have any useless. Any creature with the subspecies “decay”
aversion to iron and steel, dobbers avoid metal is vulnerable to copper.
360
Bestiary
Fantastic Creatures
361
Fantastic Creatures
Fire Snake
Small beast
Heated Body. Any creature that touches the fire
Armor Class 12 snake or hits it with a melee attack while within
Hit Points 16 (3d6 + 6) 5 feet of it takes 2 (1d4) fire damage.
Speed 30 ft. Magic Resistance. The fire snake has advantage on
saving throws against spells and other magical
STR DEX CON INT WIS CHA effects.
10 (0) 12 (+1) 14 (+2) 10 (0) 13 (+1) 11 (0)
Actions
Damage Immunities fire Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Senses passive Perception 11 target. Hit: 3 (1d4 + 1) piercing damage plus 9
(2d8) fire damage.
Languages -
Challenge 1/4 (50 XP)
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Bestiary
Illumination. The fire lizard’s scales glow from its
Fire Lizard, Hatchling heat, shedding dim light in a 5-foot radius.
Medium beast
Actions
Armor Class 13 (natural armor)
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Hit Points 55 (10d8 + 10)
one target. Hit: 9 (2d6 + 2) slashing damage.
Speed 30 ft.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (3d6 + 2) piercing damage.
STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 6 (-6) 10 (0) 8 (-1) Reactions
Saving Throws Str +3, Con +3 Flame Cloud (1/day). If the hatchling fire lizard has
2 or more enemies within 5 feet of it and is hit
Skills Perception +2
by a melee attack, it can use its reaction to emit
Damage Immunities Fire super-heated embers and smoke from the hollow
Senses passive Perception 12 horns on its back. They engulf the fire lizard in
a cloud of fire. Any creature within 5 feet of the
Languages Fire Lizard
fire lizard must make a DC 12 Constitution saving
Challenge 3 (700 XP) throw or take 14 (4d6) fire damage on a failed
save, or half as much damage on a successful
Searing Scales. A creature that touches the fire one. The embers die out at the end of the round.
lizard or hits it with a melee attack while within
5 feet of it takes 3 (1d6) fire damage.
363
Fantastic Creatures
364
Bestiary
Spider Climb. The giant obsidian centipede can
Giant Obsidian Centipede climb difficult surfaces, including upside down
Large aberration on ceilings, without needing to make an ability
check.
Armor Class 19 (natural)
Magic Resistance. The giant obsidian centipede has
Hit Points 59 (7d10 + 21) advantage on saving throws against spells and
Speed 30 ft., burrow 20 ft., climb 30 ft. other magical effects.
365
Fantastic Creatures
366
Bestiary
Challenge 1 (200 XP)
Gliding Lizard
Tiny beast Evasion. If the gliding lizard is subjected to an
effect that allows it to make a Dexterity saving
Armor Class 14 throw to take only half damage, it instead takes
Hit Points 9 (6d4-6) no damage on a success, and only half damage if
Speed 20 ft., fly 30 ft., climb 20 ft. it fails.
Flyby. The gliding lizard doesn’t provoke
STR DEX CON INT WIS CHA opportunity attacks when it flies out of an
6 (-2) 18 (+4) 8 (-1) 6 (-2) 10 (0) 13 (+1) enemy’s reach.
367
Fantastic Creatures
material collapse behind it, leaving an unpassable
Horgorath Slug tunnel in its wake.
Medium monstrosity
Actions
Armor Class 12 (natural armor)
Multiattack. The horgorath slug makes one grasp
Hit Points 32 (5d8 + 10)
attack and one bite attack. It can only make a bite
Speed 25 ft., burrow 20 ft. attack on a creature it has restrained.
Grasp. Melee Weapon Attack: +6 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA
one target. Hit: 9 (1d12 + 3) bludgeoning damage.
18 (+4) 6 (-2) 14 (+2) 1 (-5) 13 (+1) 4 (-3) The target must succeed on a DC 15 Strength
saving throw or become grappled and restrained.
Skills Perception +3 As an action, the restrained creature can attempt
Condition Immunities prone the saving throw again on their turn to free
Damage Immunities acid themselves. The horgorath slug has advantage on
bite attacks versus a target restrained in this way.
Senses blindsight 60 ft., tremorsense 45 ft.,
passive Perception 11 Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 6 (1d6 + 3) piercing damage plus 9 (2d8)
Languages – acid damage.
Challenge 2 (450 XP) Acid Spit (Recharge 6). The giant slug spits acid in a
30-foot line. Each creature in that line must make a
Acid Spit. The acid of the horgorath slug can corrode 1 DC 16 Dexterity saving throw, taking 18 (4d8) acid
foot of organic matter in 1 minute. damage on a failed save, or half as much damage on
Tunneler. The horgorath slug can burrow through a successful one.
solid rock at half its burrow speed. Earth and other
Armor Class 13 (natural armor) Innate Spellcasting. The nathair’s spellcasting ability
is Wisdom (spell save DC 13). It can innately cast
Hit Points 21 (6d6) the following spells, requiring no components:
Speed 35 ft. At will: friends, control water, frost ball*
STR DEX CON INT WIS CHA Water Form. The nathair can occupy another
6 (-2) 17 (+3) 10 (0) 12 (+1) 17 (+3) 15 (+2) creature’s space. It can move through a space as
narrow as 1 inch wide without squeezing.
Damage Immunities fire, cold
Damage Vulnerabilities lightning
Actions
Senses tremorsense 30 ft. (underwater only), Tail. Melee Weapon Attack: +5 to hit, reach 5 ft.,
passive Perception 13 one target. Hit: 7 (1d8 + 3) slashing damage plus
1d6 cold damage.
Languages Nathair
368
Bestiary
369
Fantastic Creatures
its AC to 21. While in a defensive ball, the adult
Rock Mole, Adult rock mole cannot attack. Its movement is
Large animal unaffected. Uncurling from the ball can be done
as a bonus action.
Armor Class 17 (natural)
If the Rock Mole is on its back with its underside Actions
exposed, use an Armor Class of 11.
Multiattack. The adult rock mole can make two
Hit Points 39 (6d8 + 12) melee attacks; however will only make one
Speed 25 ft., burrow 25 ft. attack per round until its HP is reduced to 50
percent or lower.
STR DEX CON INT WIS CHA Rending Claw. Melee Weapon Attack: +5 to
16 (+3) 12 (+1) 14 (+2) 4 (-3) 12 (+1) 5 (-3) hit. Hit: 10 (2d6 + 3) slashing damage. The
adult rock mole’s claws, which can easily cut
Saving Throws Con +4 through stone, can also damage armor. Upon a
Skills Perception +3 successful attack, there is a 20 percent chance
that the target’s armor is damaged, requiring
Condition Vulnerabilities blinded by intense light
repair and reducing their AC by 1. There is a 10
Senses darkvision 60 ft., blindsight 30 ft., passive percent chance the target’s armor is destroyed
Perception 13 completely, removing all AC benefits it had given.
Languages Rock Mole Bite. Melee Weapon Attack: +5 to hit. Hit: 8 (2d4 + 3)
Challenge 4 (1,100 XP) slashing damage.
370
Bestiary
body into a ball, making it almost impossible for
Rock Mole, Juvenile an attack to penetrate its thick scales, increasing
Medium animal its AC to 20. While in a defensive ball, the
juvenile rock mole cannot attack. Its movement
Armor Class 16 (natural armor) is unaffected. Uncurling from the ball can be
If the Juvenile Rock Mole is on its back with its done as a bonus action.
underside exposed, use an Armor Class of 10.
Hit Points 18 (4d6 + 4) Actions
Speed 20 ft., burrow 20 ft. Multiattack. The juvenile rock mole can make
two melee attacks; however will only make one
STR DEX CON INT WIS CHA attack per round until its HP is reduced to 50
14 (+2) 13 (+1) 12 (+1) 3 (-4) 10 (0) 5 (-3) percent or lower.
Rending Claw. Melee Weapon Attack: +4 to hit.
Saving Throws Con +3 Hit: 9 (2d6 + 2) slashing damage. The juvenile
Skills Perception +2 rock mole’s claws, which can easily cut through
stone, can also damage armor. Upon a successful
Condition Vulnerabilities blinded by intense light
attack, there is a 15 percent chance that the
Senses darkvision 60 ft., blindsight 30 ft., passive target’s armor is damaged, requiring repair and
Perception 12 reducing their AC by 1.
Languages Rock Mole Bite. Melee Weapon Attack: +4 to hit. Hit: 7 (2d4 + 2)
Challenge 3 (700 XP) slashing damage.
371
Fantastic Creatures
Root Wyrm
Frightful Presence. Each creature of the root wyrm’s
Huge dragon
choice that is within 120 feet of the root wyrm
Armor Class 18 (natural armor) and aware of it must succeed on a DC 19 Wisdom
saving throw or become frightened for 1 minute.
Hit Points 103 (9d12 + 45) A creature can repeat the saving throw at the end
Speed 30 ft., burrow 20 ft. of each of its turns, ending the effect on itself on a
success. If a creature’s saving throw is successful
STR DEX CON INT WIS CHA or the effect ends for it, the creature is immune to
20 (+5) 12 (+1) 20 (+5) 11 (+0) 15 (+2) 17 (+3) the root wyrm’s Frightful Presence for the next 24
hours.
Saving Throws Str +9, Dex +5, Con +9 Poison Vine Wave (recharge 6). The root wyrm
Skills Intimidation +7, Perception +6, Stealth +5 stomps its foot, causing vines with poisonous
thorns to erupt from the ground in a 60‐foot
Damage Immunities poison cone. Each creature in that area must make a DC
Condition Immunities poisoned 18 Dexterity saving throw, taking 28 (8d6) poison
Senses darkvision 120 ft., passive Perception 16 damage on a failed save, or half as much damage
on a successful one. If a creature within the area
Languages Common, Decay, Draconic fails their saving throw by 5 or more, they are
Challenge 10 (5,900 XP) also restrained. A creature restrained by the vines
can use its action to try to escape. To do so, it
Plant communication. The root wyrm can imbue must succeed on a DC 13 Strength (Athletics) or
plants within 30 feet with limited sentience and Dexterity (Acrobatics) check.
movement, giving them the ability to communicate
and follow simple commands. The root wyrm can Reactions
sense information from the plants about events,
Thorned Tail Sweep. If at any time the root wyrm is
creatures that have passed, weather, and other
flanked by 2 or more enemy creatures, it can use its
circumstances within the last 24 hours.
reaction for a thorned tail sweep. Melee Weapon
Protective vines. The root wyrm can turn ordinary Attack: +9 to hit, reach 15 ft., one or more targets.
terrain where plants are present into difficult Hit: 18 (3d8 + 5) piercing damage, and the targets
terrain that lasts for as long as the vine dragon is must make a DC 15 Constitution saving throw,
in the area, causing vines and branches to hinder taking 17 (5d6) poison damage on a failed save, or
pursuers, for example. Or it can turn difficult half as much damage on a successful one. Sweeping
terrain caused by natural plant growth into attack: If the first target is hit by the thorned tail
ordinary terrain that lasts for as long as the root sweep and other enemy creatures are within 5 feet of
wyrm is in the area. Plants can perform other tasks the root wyrm, those creatures are automatically hit
at the GM’s discretion. This does not enable plants to as well.
uproot themselves and walk about, but they can move
branches, vines, and stalks. Legendary Actions
Actions The root wyrm can take 2 legendary actions per
round, choosing from the options below. Only one
Multiattack. The root wyrm can use its Frightful legendary action option can be used at a time and
Presence. It then makes three attacks: one with its only at the end of another creature’s turn. The
bite and two with its claws. wyrm regains spent legendary actions at the start
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one of its turn.
target. Hit: 12 (2d6 + 5) piercing. Bite Attack. The root wyrm makes a bite attack.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one Claw Attack. The root wyrm makes a claw attack.
target. Hit: 8 (1d6 + 5) slashing damage.
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Bestiary
Shadow Viper
Medium undead Large beast
Armor Class 12 Armor Class 14 (natural armor)
Hit Points 16 (3d8 + 3) Hit Points 25 (3d10 + 9)
Speed 40 ft. Speed 30 ft., climb 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1)
12 (+1) 13 (+1) 16 (+3) 8 (-1) 13 (+1) 10 (+0)
Skills Stealth +4 (+6 in dim light or darkness)
Senses darkvision 60 ft., passive Perception 11
Damage Vulnerabilities radiant
Skills Intimidation +2, Perception +3, Stealth +4
Damage Resistances acid, cold, fire, lightning,
Languages understands Common but cannot
thunder; bludgeoning, piercing, and slashing
speak
from nonmagical attacks
Challenge 1 (100 XP)
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, Actions
prone, restrained Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Senses darkvision 60 ft., passive Perception 10 one target. Hit: 10 (2d8 + 1) piercing damage,
and the target must make a successful DC
Languages -
14 Constitution saving throw or become
Challenge 1/2 (100 XP) poisoned. While poisoned this way, the
target is blind and takes 7 (2d6) poison
Amorphous. The shadow can move through damage at the start of each of its turns. The
a space as narrow as 1 inch wide without target can repeat the saving throw at the
squeezing. end of each of its turns, ending the effect on
Shadow Stealth. While in dim light or darkness, itself with a success.
the shadow can take the Hide action as a
bonus action.
Sunlight Weakness. While in sunlight, the
shadow has disadvantage on attack rolls,
ability checks, and saving throws.
Actions
Strength Drain. Melee Weapon Attack: +4 to
hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2)
necrotic damage, and the target’s Strength
score is reduced by 1d4. The target dies if
this reduces its Strength to 0. Otherwise, the
reduction lasts until the target finishes a short
or long rest.
If a creature dies from this attack, a new shadow
rises from the corpse 1d4 hours later.
374
Bestiary
Constructs
shards. Each creature within 50 feet of it must
Castle Breaker make a DC 15 Dexterity saving throw, taking
Huge construct 21 (6d6) fire and 10 (3d6) bludgeoning damage
on a failed save, or half as much damage on a
Armor Class 13 (natural armor) successful one.
Hit Points 84 (8d12 + 32)
Speed 5 ft. Actions
Multiattack. The construct makes two melee
STR DEX CON INT WIS CHA attacks or one ranged attack.
24 (+7) 5 (-3) 18(+4) 3 (-4) 10 (0) 3 (-4) Punch. Melee Weapon Attack: +10 to hit, reach 15
ft., one target. Hit: 26 (3d12 + 7) bludgeoning
Damage Immunities poison, psychic
damage.
Damage Resistance piercing and slashing from
Gear Throw. Ranged Attack: +0 to hit, range 40/60
nonmagical attacks.
ft., one target. Hit: 25 (4d8 + 7) bludgeoning
Condition Immunities charmed, exhaustion, damage.
frightened, paralyzed, petrified, poisoned, prone
Sweeping Arm Slam (Recharge 5-6). The castle
Damage Vulnerabilities fire, lightning breaker makes four attacks with its punch. If
Senses blindsight 60 ft. (blind beyond this radius) a punch hits, the target must make a DC 15
Strength saving throw or be knocked prone.
Languages understands the language of its creator
but can’t speak
Reaction
Challenge 7 (2,900 XP)
Mouth Cannon (1/day). If an attack reduces the
Constructed Nature. The castle breaker doesn’t castle breaker’s hit points below half, its gaping
need air, food, drink or sleep. maw opens to reveal an enormous cannon
through which it emits a blast of gears, bolts,
Immutable Form. The castle breaker is immune to and metal shards in a 60-foot cone. Each
any spell or effect that would alter its form. creature in the area must make a DC 15 Dexterity
Exploding Death. When the construct dies, it saving throw, taking 28 (8d6) bludgeoning
explodes in a burst of fire, gears, and wooden damage on a failed saving throw, or half as much
damage on a successful one.
375
Constructs
Web Sense. While in contact with a web, the spider
Clockwork Spider knows the exact location of any other creature in
Medium construct contact with the same web.
Armor Class 17 (natural) Web Walker. The spider ignores movement
restrictions caused by webbing.
Hit Points 55 (10d8 + 10)
Speed 30 ft., climb 30 ft. Actions
Multiattack. The clockwork spider makes two
STR DEX CON INT WIS CHA
attacks, one web and one claw attack or two
14 (+2) 19 (+4) 12 (+1) 3 (-4) 14 (+2) 2 (-4) claw attacks.
Saving Throws Dex +6 Claw. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit 11 (2d8 + 2) piercing damage.
Skills Perception +4
Web. Ranged Weapon Attack: +6 to hit, range 20/40
Damage Immunities poison, psychic
ft. Hit 7 (2d6) lightning damage. Creatures hit
Damage Resistance bludgeoning, piercing, and are restrained. If they are restrained when they
slashing from nonmagical attacks begin their turn, they take 7 (2d6) lightning
Condition Immunities charmed, exhaustion, damage. As an action, a restrained creature
frightened, paralyzed, petrified, poisoned can make a DC 15 Athletics (Strength) check,
breaking free of the webbing on a success. The
Senses passive Perception 14
webbing can be attacked and destroyed (AC 10;
Languages understands the language of its creator hp 15; vulnerable to fire damage; immune to poison
but can’t speak and psychic damage). When hit successfully, the
Challenge 4 (1,100 XP) attacking creature immediately takes 7 (2d6)
lightning damage. If the web has not been
Constructed Nature. The clockwork spider doesn’t destroyed after an attack is completed, the
need air, food, drink or sleep. attacking creature becomes restrained.
Immutable Form. The clockwork spider is immune
to any effect that would alter its form.
Reactions
Weakness. There are 4 pneumatic tubes that each Electrify (recharge 5-6). If the clockwork spider is
power a pair of the clockwork spider’s legs. hit by a melee attack, it can use its reaction to
These tubes can be targeted and do not have emit a wave of energy in a 5 foot radius around
damage resistance. If 9 damage is done to one of its body. Any creature in range must succeed on
these tubes, it is disabled. If 2 of these tubes are a DC 16 Dexterity saving throw or take 17 (5d6)
disabled, its speed is halved. If all 4 are disabled, lightning damage. Those that succeed on the
the creature is incapacitated. saving throw must move 5 feet away from the
clockwork spider but take no damage.
Spider Climb. The clockwork spider can climb
difficult surfaces, including upside down on
ceilings, without needing to make an ability check.
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Bestiary
Languages understands the languages of its creator
Splinterling but can’t speak
Small construct
Challenge 1 (200 XP)
Armor Class 15 (natural armor)
Constructed Nature. The splinterling doesn’t need
Hit Points 16 (3d6 + 6) air, food, drink or sleep.
Speed fly 30 ft. (hover) Immutable Form. The splinterling is immune to any
effect that would alter its form.
STR DEX CON INT WIS CHA
14 (+2) 11 (+1) 12 (+1) 6 (-2) 14 (+2) 10 (0) Actions
Damage Immunities poison, psychic Multiattack. The splinterling makes two splinter
attacks.
Damage Vulnerabilities fire
Splinter. Ranged Weapon Attack: +3 to hit, range
Condition Immunities charmed, poisoned 30/90 ft., one target. Hit: 4 (1d6 + 1) piercing.
Senses darkvision 30 ft., passive Perception 11
377
Constructs
Bees
378
Bestiary
Sting. Melee Weapon Attack: +5, Reach 5 ft., one
Queen Bee-Hemoth target. Hit: 6 (1d6 + 3) piercing damage and must
Medium beast, decay succeed on a DC 13 Constitution saving throw or
take 10 (3d6) poison damage and contract 1 level
Armor Class 14 of rot poisoning. The target takes half damage
Hit Points 45 (10d8) and does not contract a level of rot poisoning on
Speed 10 ft., fly 40 ft. a success.
Thorned Tentacles. Melee Weapon Attack: +5, Reach
STR DEX CON INT WIS CHA 10, one target. Hit: 10 (2d6 + 3) piercing damage
15 (+2) 15 (+2) 10 (0) 6 (-2) 12 (+1) 8 (-1) and must succeed on a DC 15 Strength saving
throw or be grappled. If the target is Medium or
Saving Throws Dex +5 smaller, it is restrained until this grapple ends.
The grappled target can repeat the saving throw
Senses passive Perception 11
at the beginning of each of its turns, ending
Languages - the grapple on a success. While the target is
Challenge 3 (700 XP) grappled, the queen bee-hemoth has advantage
on sting attack rolls against it, and the queen
bee-hemoth cannot use this attack against other
Actions targets. When the queen bee-hemoth moves,
Multiattack. The queen bee-hemoth makes three any medium or smaller target it has grappled
attacks, one with its sting and two with its moves with it.
tentacles.
379
Bees
Mohkgaarb
381
Mohkgaarb
2nd level: darkness, spider climb
Mohkgaarb Chief Xaran
3rd level: vampiric touch
Medium humanoid
382
Bestiary
Mohkgaarb Fighter Mohkgaarb Runner
Medium humanoid Medium humanoid
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 8 (-1) 13 (+1) 16 (+3) 11 (0) 8 (-1) 12 (+1) 8 (-1)
Skills Perception +3, Acrobatics +5 Skills Perception +3, Acrobatics +5, Stealth +5
Senses darkvision 25 ft., passive Perception 13 Senses darkvision 25 ft., passive Perception 13
Languages Mohkgaarb, limited Common Languages mohkgaarb, limited Common
Challenge 3 (700 XP) Challenge 3 (700 XP)
Nimble Escape. The mohkgaarb fighter can Nimble Escape. The mohkgaarb runner can
take the Disengage or Hide action as a bonus take the Disengage or Hide action as a bonus
action on each of its turns. action on each of its turns.
Actions Actions
Multiattack. The mohkgaarb fighter makes two Blow Dart. Ranged Weapon Attack: +5, range
melee attacks, one with its shortsword and 15/40 ft., one target. Hit: 4 (1d2 + 3) piercing
one with its spear. damage. If the target takes damage from the
Shortsword. Melee Weapon Attack: +5, Reach dart, they must make a DC 15 Constitution
5 ft., one target. Hit: 6 (1d6 + 3) slashing saving throw, taking 7 (2d6) poison damage
damage. on a failed save, or half as much damage on
a successful one. If they failed the save, the
Spear. Melee or Ranged Weapon Attack: +5 to target also takes 3 (1d6) poison damage at
hit, reach 5 ft. or range 20/60 ft., one target. the end of their following turn. If a creature
Hit: 6 (1d6 + 3) piercing damage. is reduced to 0 hit points by this poison, it
does not kill them. They are reduced to 1 hit
point instead and are unconscious.
Spear. Melee or Ranged Weapon Attack: +5 to
hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
383
Mohkgaarb
The Rat Claw Clan
384
Bestiary
Challenge 1/2 (100 XP)
Ratkin Warrior
Small ratkin
Actions
Armor Class 13 (hide armor) Multiattack. The ratkin warrior makes two melee
Hit Points 22 (5d6+5) attacks or two ranged attacks.
Speed 30 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) piercing damage.
STR DEX CON INT WIS CHA Shortsword. Melee Weapon Attack: +4, Reach 5 ft.,
13 (+1) 13 (+1) 12 (+1) 8 (-1) 10 (0) 8 (-1) one target. Hit: 5 (1d6 + 2) slashing damage.
Thrown Hand Axe (Quantity 2). Ranged Attack: +4
Senses darkvision 60 ft., blindsight 30 ft., passive
to hit, range 20/40 ft., one target. Hit: 6 (1d8 + 2)
Perception 13
slashing damage.
Languages Ratkin
385
The Rat Claw Clan
Creatures of Decay
386
Bestiary
tracked by magic. Any equipment he wears or
Beast of Rohr-tan, The carries is also invisible.
Herald, The Rot Hunter, Withering Breath. A cloud of chilling necrotic energy
envelopes any creature within 5 feet of the Beast
The Vine Wolf of Rohr-tan. The target takes 6 poison damage and
Large beast, decay must succeed on a DC 16 saving throw or take 11
(2d10) necrotic damage and contract 1 level of rot
Armor Class 17 (natural armor) poisoning.
Hit Points 90 (12d10 + 24)
Speed 40 ft., climb 25 ft. Actions
Multiattack. The Beast of Rohr-tan makes a gore
STR DEX CON INT WIS CHA attack then a claw attack on the same target.
14 (+2) 15 (+2) 14 (+2) 14 (+2) 18 (+4) 14 (+2) Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) slashing damage.
Skills Stealth +6, Intimidation +6, Perception +8
Gore: Melee Weapon Attack: +6 to hit, reach 5 ft., one
Damage Vulnerabilities magical or nonmagical target. Hit: 13 (2d10 + 2) piercing damage.
copper weapons
Damage Immunities poison Bonus Actions
Condition Immunities poisoned Marked by Rot (recharge 5-6). The Beast of Rohr-tan
Senses darkvision 120 ft., passive Perception 18 marks one creature it can see within 60 feet. For
the next 24 hours, the Beast always knows the
Languages Common, Decay creature’s location, even if it is on a different plane.
Challenge 11 (7,200 XP) Additionally, the marked creature is vulnerable to
necrotic damage until the beginning of the Beast’s
Innate Spellcasting: The Beast of Rohr-tan’s innate next turn.
spellcasting ability is Wisdom (spell save DC 16, +8
to hit with spell attacks). He can innately cast the Legendary Actions
following spells, requiring no material components:
The vine wolf can take 2 legendary actions, choosing
At will: fear, minor illusion, antlers*◆ from the options below. Only one legendary action
3/day each: bark armor*◆, entangle, strangling thorns* option can be used at a time and only at the end of
another creature’s turn. The vine wolf regains spent
1/day each: blight, conjure animals (rot squirrels* and
legendary actions at the start of its turn.
rot toads*), insect plague, wall of thorns
Thorned Vines (1 action). Melee Weapon Attack: +6 to
* Found in the spell appendix.
hit, reach 10 ft., one target. The target must make a
◆ The Beast of Rohr-tan uses his legendary actions to successful Strength saving throw or be restrained
cast these spells on himself during the first round of by barbed vines and take 18 (4d8) piercing damage.
combat. He casts bark armor at level 5.
A restrained creature may attempt a Strength
Magical Attacks. The Beast of Rohr-tan’s attacks are saving throw on its turn to break free of the vines.
magical. On a failed save, the vines constrict the creature,
Charge. If the Beast of Rohr-tan moves at least 10 ft. pulling it into the void in the vine wolf’s throat.
straight toward a target and then hits it with a gore The creature takes 13 (3d8) necrotic damage,
attack on the same turn, the target takes an extra 9 and the vine wolf regains the same amount of hit
(2d8) piercing damage. If the target is a creature, it points. This continues each turn until the creature
must succeed on a DC 14 Strength saving throw or breaks free of the vines or reaches 0 hit points.
be knocked prone. If a creature reaches 0 hit points, it has been
fully consumed by the vine wolf. The creature’s
Unseen Vine Walk. The Beast of Rohr-tan magically
spirit is trapped in the vine wolf and can only be
turns invisible until he attacks, casts a spell, or
resurrected if the vine wolf has been killed.
until his concentration ends (as if concentrating
on a spell). While invisible, he leaves no physical Innate Spellcasting (1 action). The vine wolf can use
evidence of his passage and is only able to be one of its available innate spells.
Decay Bear Decay Tortoise
Large beast, decay Large beast, decay
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) 20 (+5) 12 (+1) 16 (+3) 12 (+1) 18 (+4) 7 (-2)
Keen Smell. The bear has advantage on Hold Breath. The giant tortoise can hold its
Wisdom (Perception) checks that rely on breath underwater for one hour.
smell. Huge Load. The giant tortoise can carry 1,000
Decay Spore Fortitude. If damage reduces the pounds.
decay bear to 0 hit points, it must make a
Constitution saving throw against a DC equal Actions
to the amount of damage taken unless the
Bite. Melee Weapon Attack: +8 to hit, reach
damage is radiant or from a critical hit. On a
5 ft., one target. Hit: 21 (3d10 + 5) piercing
success, the decay bear drops to 1 hit point
damage.
instead.
Fungal Vines. Melee Weapon Attack: +8 to
Actions hit, reach 10 ft., one target. Hit 14 (2d8 + 5)
bludgeoning damage and must succeed on a
Multiattack. The bear makes two attacks: one DC 16 Constitution saving throw or take 10
with its bite and one with its claws. (4d4) necrotic damage and contract 1 level of
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., rot poisoning.
one target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage.
Reactions
Back kick. If the decay bear is targeted by an
attack of opportunity, it can use its reaction
to make one claw attack against the attacker.
388
Bestiary
stick onto anything that touches it. A creature
Fungal Doppelganger that hits the fungal doppelganger with a melee
Medium plant construct, decay attack must succeed on a DC 16 Constitution
saving throw or take 10 (4d4) necrotic damage
Armor Class 16 (natural) and contract 1 level of rot poisoning.
Hit Points 75 (10d8 + 30) Innate Spellcasting. The fungal doppelganger’s
Speed 30 ft. innate spellcasting ability is Wisdom (DC 15). It
can innately cast the following spells, requiring
STR DEX CON INT WIS CHA no material components:
16 (+3) 14 (+2) 16 (+3) 14 (+2) 17 (+3) 11 (0) 1/Day each: moonbeam, blight, confusion, shadow
call*
Saving Throws Dext +6, Wis +7
Skills Insight +7, Perception +7, Nature +11 Actions
Damage Resistances acid, cold, fire; bludgeoning, Multiattack. The fungal doppelganger makes two
piercing and slashing from nonmagical attacks fungal slam attacks.
Damage Immunities necrotic, poison Fungal Slam. Melee Weapon Attack: +7 to hit,
Condition Immunities blinded, deafened, reach 15 ft., one target. Hit 12 (2d8 + 3)
paralyzed, petrified, poisoned bludgeoning damage plus must succeed on a DC
16 Constitution saving throw or take 10 (4d4)
Senses tremorsense 60 ft., passive Perception 17
necrotic damage and contract 1 level of rot
Languages telepathy 60 ft. poisoning.
Challenge 9 (5,000 XP) Fungal Minion (Recharge 5-6). The fungal
doppelganger emits 1d6 spore charges that
The Dank and The Dark. The fungal doppelganger hover around its body. As a part of this action,
regains 10 hit points at the start of its turns if it can throw any number of these charges up to
any part of its body is not in direct sunlight. The 60 feet towards a creature. A targeted creature
fungal doppelganger only dies if it starts its turn must succeed on a DC 16 Dexterity saving
with 0 hit points and cannot regenerate. throw or take 13 (3d8) necrotic damage and
False Appearance. The fungal spores have created contract aggressive rot poisoning. A creature
an illusion that conceals the true form of the with aggressive rot poisoning makes a DC 16
fungal doppelganger. The creature looks like an Constitution saving throw at the end of each
old friend or perhaps a family member pulled of their turns until accumulating 3 successes.
from the recesses of memory of those who For each failure, the creature gains one level of
see it. The illusion functions only in shadow. If exhaustion, and black vines and fungus sprout
sunlight touches it, it’ true form, vines, rot, and all over their body. If the creature reaches 6
decay become visible. levels of exhaustion, it immediately dies. If no
part of the body is in direct sunlight, it rises as a
Fungal Body. The fungal doppelganger’s body
Walking Fungus.
consists of vines and viscous, rotting fungus that
389
Creatures of Decay
Fungal Hare
Small beast, decay Fungal Lizard
Armor Class 13 Small beast, decay
Actions Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1 (1d4 - 1) piercing damage.
one target. Hit: 5 (1d6 + 2) piercing damage,
Stinging Tentacle. Melee Weapon Attack: +1 and the target must succeed on a DC 12
to hit, reach 10 ft., one target. Hit: 7 (2d6) Constitution saving throw or be paralyzed
necrotic damage. for 1 minute.
390
Bestiary
Fungal Opossum Fungaling
Small beast, decay Tiny plant, decay
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 13 (+1) 2 (-4) 12 (+1) 3 (-4) 8 (-1) 9 (-1) 11 (0) 16 (+3) 14 (+2) 7 (-2)
391
Creatures of Decay
Sun Sickness. While in sunlight, the plague fungus
Fungus, Plague has disadvantage on ability checks, attack rolls,
Medium plant, decay and saving throws. If the plague fungus is in
direct sunlight for 10 minutes or more, it drops
Armor Class 14 (natural armor) to 0 hit points, shrivels up, and dies.
Hit Points 27 (5d8 + 5)
Speed 20 ft. Actions
Multiattack. The plague fungus uses either its
STR DEX CON INT WIS CHA Sleep Spores or Rot Spores, then makes a slam
13 (+1) 10 (0) 12 (+1) 7 (-2) 8 (-1) 4 (-3) attack.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Skills Stealth +2
one target. Hit: 6 (1d8 + 2) bludgeoning damage.
Senses darkvision 90 ft., passive Perception 12
Rot Spores (recharge 4-6). The plague fungus
Languages Decay exhales a concentrated cloud of spores in a
Challenge 1 (200 XP) 5-foot radius around itself. The target must
succeed on a DC 14 Constitution saving throw
Natural Appearance. While the plague fungus or take 13 (3d8) necrotic damage and contract 1
remains motionless, it is indistinguishable from level of rot poisoning.
its surroundings.
392
Bestiary
Grasping Bush
Medium plant, decay
Actions
Constrict. Melee Weapon Attack: +3 to hit,
reach 0 ft. (can only use this attack against
creatures that it has restrained), one
target. Hit 8 (2d6 + 1) bludgeoning damage.
393
Creatures of Decay
on the Material Plane while it is in the Border
Laerdraa, Spore Ghost Ethereal, and vice versa, yet it can’t affect or be
Small undead, decay affected by anything on the other plane.
Armor Class 11 Horrifying Visage. Each non-undead creature
within 60 feet of the ghost that can see it must
Hit Points 42 (12d6) succeed on a DC 13 Wisdom saving throw or
Speed 0 ft., fly 40 ft. (hover) be frightened for 1 minute. If the save fails by
5 or more, the target also ages 1d4 × 10 years.
STR DEX CON INT WIS CHA A frightened target can repeat the saving
7 (−2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) throw at the end of each of its turns, ending
the frightened condition on itself on a success.
Damage Vulnerabilities copper magical or If a target’s saving throw is successful or the
nonmagical weapons effect ends for it, the target is immune to this
Damage Resistances acid, fire, lightning, thunder; ghost’s Horrifying Visage for the next 24 hours.
bludgeoning, piercing, and slashing from The aging effect can be reversed with a greater
nonmagical attacks restoration spell, but only within 24 hours of it
occurring.
Damage Immunities cold, necrotic, poison
Possession (Recharge 6). One humanoid that the
Condition Immunities charmed, exhaustion, ghost can see within 5 feet of it must succeed on
frightened, grappled, paralyzed, petrified, a DC 13 Charisma saving throw or be possessed
poisoned, prone, restrained by the ghost; the ghost then disappears, and
Senses darkvision 60 ft., passive Perception 11 the target is incapacitated and loses control of
Languages Common Dobber, Decay its body. The ghost now controls the body but
doesn’t deprive the target of awareness. The
Challenge 4 (1,100 XP) ghost can’t be targeted by any attack, spell, or
other effect, except ones that turn undead, and
Ethereal Sight. The ghost can see 60 feet into the it retains its alignment, Intelligence, Wisdom,
Ethereal Plane when it is on the Material Plane, Charisma, and immunity to being charmed and
and vice versa. frightened. It otherwise uses the possessed
Incorporeal Movement. The ghost can move target’s statistics, but doesn’t gain access
through other creatures and objects as if they to the target’s knowledge, class features, or
were difficult terrain. It takes 5 (1d10) force proficiencies.
damage if it ends its turn inside an object. The possession lasts until the body drops to 0 hit
points, the ghost ends it as a bonus action, or the
Actions ghost is turned or forced out by an effect like the
Withering Touch. Melee Weapon Attack: +5 to hit, dispel evil and good spell. When the possession
reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic ends, the ghost reappears in an unoccupied
damage. space within 5 feet of the body. The target is
immune to this ghost’s Possession for 24 hours
Etherealness. The ghost enters the Ethereal Plane
after succeeding on the saving throw or after the
from the Material Plane, or vice versa. It is visible
possession ends.
394
Bestiary
Relentless (Recharges after a Short or Long Rest).
Moss Boar, Infected If the moss boar takes 15 damage or less that
Large beast, decay would reduce it to 0 hit points, it is reduced to 1
hit point instead.
Armor Class 14 (natural)
Hit Points 52 (7d10 + 14) Actions
Speed 30 ft. Multiattack. The moss boar makes 2 tusk attacks.
Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one target. Hit: 16 (3d8 + 3) slashing damage.
16 (+3) 10 (0) 15 (+2) 6 (-2) 14 (+2) 8 (-1)
Petrifying Mud Blast (Recharge 5-6). The moss
Skills Survival +2, Perception +5 boar blasts a forceful stream of petrifying mud
in a 30-foot cone. Each creature in that line must
Senses passive Perception 15
make a DC 13 Dexterity saving throw, taking 22
Languages - (5d8) force damage on a failed save or half as
Challenge 4 (1,100 XP) much damage on a successful one.
The target is covered in sticky, freezing mud, and
Charge. If the moss boar moves at least 20 ft. if it is a creature, has disadvantage on actions
straight toward a target and then hits it with a until is takes an action to wipe the mud off or the
tusk attack on the same turn, the target takes an mud is removed by another creature. At the end
extra 14 (4d6) slashing damage. If the target is of each subsequent turn, if the mud has not been
a creature, it must succeed on a DC 13 Strength removed, the target must make a DC 14 Strength
saving throw or be knocked prone. saving throw. If the target fails 3 times, they turn
to stone.
395
Creatures of Decay
feet of it must succeed on a DC 16 Dexterity
Plague Orb saving throw or take 18 (4d8) necrotic damage
Medium undead plant, decay and contract 1 level of rot poisoning.
Armor Class 17 (natural armor)
Actions
Hit Points 51 (6d10 + 18)
Multiattack. The plague orb makes four attacks:
Speed fly 30 ft. (hover) three with its vines and one with its stinger.
Vine. Melee Weapon Attack: +6 to hit, reach 5 ft.,
STR DEX CON INT WIS CHA
one target. Hit: 11 (2d8 + 2) bludgeoning damage.
14 (+2) 14 (+2) 16 (+3) 11 (0) 18 (+4) 7 (-2)
Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Damage Vulnerabilities fire from Ember, radiant, one target. Hit: 11 (2d8 + 2) piercing damage, and
magical or nonmagical copper weapons the target must succeed on a DC 16 Constitution
saving throw or take 9 (2d8) poison damage and
Damage Resistances bludgeoning, piercing and contract 1 level of rot poisoning. On a successful
slashing damage from nonmagical weapons, save, the target takes half as much poison
poison damage and does not contract rot poisoning.
Condition Immunities charmed, deafened, Spore Cloud (recharge 5-6). The plague orb
frightened, poisoned breathes out a cloud of spores in a 10-foot radius
Senses passive Perception 14 around itself. All creatures within that area must
Languages Decay succeed on a DC 16 Constitution saving throw
or take 13 (3d8) necrotic damage and contract 1
Challenge 9 (450 XP) level of rot poisoning. On a successful save, the
target takes half as much damage and does not
Death Burst. When the plague orb dies, it explodes contract rot poisoning.
in a burst of liquid rot. Each creature within 15
396
Bestiary
Plaguewood Spider Actions
Large undead plant, decay Multiattack. The plaguewood spider makes two
impale attacks and then makes a Splintered Web
Armor Class 16 (natural armor) attack or a Kiss of Corruption attack.
Hit Points 133 (14d10 + 56) Impale. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Speed 30 ft., climb 30 ft. one creature. Hit: 13 (2d8 + 4) piercing damage.
The target must succeed on a DC 15 Strength
STR DEX CON INT WIS CHA (Athletics) or Dexterity (Acrobatics) saving throw
18 (+4) 17 (+3) 18 (+4) 15 (+2) 15 (+2) 4 (-3) or be grappled and pinned to the ground.
Kiss of Corruption. Melee Weapon Attack: +7 to hit,
Damage Vulnerabilities radiant, magical or creature must be restrained or grappled. Hit: 21
nonmagical copper weapons (6d6) necrotic damage and is no longer restrained
Condition Immunities blinded, charmed, or grappled. The target must succeed on a DC
deafened, exhaustion, frightened, prone 16 Wisdom saving throw or is frightened and
compelled to use their next action to attack
Damage Immunities poison, psychic, necrotic
the creature closest to them other than the
Damage Resistances bludgeoning, slashing and plaguewood spider, even if that creature is an ally.
piercing from nonmagical weapons
Splintered Web (recharge 4-6). Ranged Weapon
Senses blindsight 90 ft., passive Perception 12 Attack: +6 to hit, range 20/40 ft., cone. Hit: 12 (2d8
Languages Decay + 3) piercing damage. Creatures hit are restrained.
As an action the restrained creature can make
Challenge 9 (5,000 XP) a DC 12 Strength check, bursting the webbing
on a success. The webbing can be attacked and
Thick Bark. Any attack that does 10 or less damage to
destroyed (AC 10; hp 5; vulnerable to fire damage;
the plaguewood spider is reduced to 0.
immune to bludgeoning, poison, and psychic
Weakness: Decay Seed Bond. The plaguewood spider damage).
is a manifestation of the corruption spread by the
decay seed. If the decay seed is extinguished, the
plaguewood spider immediately dies.
397
Creatures of Decay
Rohr-tan’s Fate, the Vine Actions
Multiattack. The vine guardian makes three
Guardian attacks from any of the following.
Huge monstrosity, decay
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Armor Class 16 (natural armor) target. Hit: 13 (2d8 + 4) piercing damage.
Hit Points 102 (12d10 + 36) Vine. Melee Weapon Attack: +7 to hit, reach 10 ft.,
one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Speed 40 ft. Climb 40 ft.
If the target is Medium or smaller, it is grappled
STR DEX CON INT WIS CHA (escape DC 15), restrained, and takes 5 (1d10)
necrotic damage each turn until the grapple
18 (+4) 10 (0) 20 (+5) 6 (-2) 10 (+0) 7 (-2) ends.
Damage Vulnerabilities fire from Ember, magical Tentacle Slam. The vine guardian slams creatures
or nonmagical copper weapons grappled into a solid surface or another
creature. Each creature must succeed on a DC
Damage Resistances bludgeoning, piercing, and
14 Constitution saving throw or take 11 (2d6
slashing from nonmagical attacks
+4) bludgeoning damage and be stunned until
Damage Immunities poison the end of the vine guardian’s next turn. On a
Condition Immunities exhaustion, grappled, successful save, the target takes half damage
paralyzed, petrified, poisoned, prone, restrained, and isn’t stunned.
unconscious Throw. The vine guardian throws a creature it
Senses darkvision 60 ft., passive Perception 10 currently has restrained in any direction up to 15
feet. That creature takes 7 (1d6 +4) bludgeoning
Languages Decay
damage and must succeed on a DC 13 Dexterity
Challenge 6 (2,300 XP) saving throw or be knocked prone.
398
Bestiary
Rot Raven Rot Slime
Small ooze, decay
Tiny beast, decay
Armor Class 10
Armor Class 14 (natural)
Hit Points 31 (7d6 +7)
Hit Points 1 (1d4 - 1)
Speed 20 ft.
Speed 10 ft, fly 50 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
4 (-3) 18 (+4) 9 (-1) 2 (-4) 12 (+1) 6 (-2)
Damage Resistances piercing, slashing
Skills Perception +3
Condition Immunities blinded, charmed,
Senses passive Perception 13
deafened, exhaustion, frightened, prone
Languages -
Senses blindsight 60 ft. (blind beyond this
Challenge 2 (450 XP) radius), passive Perception 8
Languages -
Mimicry. The raven can mimic simple sounds
it has heard, such as a person whispering, Challenge 1 (200 XP)
a baby crying, or an animal chittering. A
creature that hears the sounds can tell Amorphous. The ooze can move through a
they are imitations with a successful DC space as narrow as 1 inch wide without
11 Wisdom (Insight) check. A creature that squeezing.
hears the mimicry and fails to realize it is an Festering Rot. Any creature who touches the
imitation becomes charmed toward other ooze or hits it with a melee attack while
creatures of decay. within 5 feet of it must succeed on a DC 14
Constitution saving throw or contract 1 level
Actions of rot poisoning, and they must spend their
Beak. Melee Weapon Attack: +4 to hit, reach 5 next full action vomiting.
ft., one target. Hit: 1 piercing damage and 1
necrotic damage each following turn for 1 Actions
minute. Additionally, the target must succeed Multiattack. The rot slime makes two attacks
on a DC 11 Constitution saving throw or with its pseudopod.
contract 1 level of rot poison.
Pseudopod. Melee Weapon Attack: +5 to
hit, reach 5 ft., one target. Hit: 7 (1d8 +
3) bludgeoning damage. If the target is a
creature, it must make a DC 14 Constitution
saving throw. On a failure, the creature
contracts 1 level of rot poisoning, and they
must spend their next full action vomiting.
Devour Corpse. The slime consumes the flesh
of a dead creature no larger than Medium in
size. It gains a cumulative +1 to attack and
damage rolls for 1 minute and regains 12
hit points. Any points beyond its hit point
maximum are treated as temporary hit
points.
399
Creatures of Decay
Rot Skunk Rot Toad
Tiny beast, decay Tiny beast, decay
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 4 (-3) 6 (-2) 15 (+2) 6 (-2) 8 (-1) 14 (+2) 8 (-1)
400
Bestiary
Scorched Trail. The scorched one leaves behind
Scorched One it a 30-foot-long trail of necrotic spores that
Small undead, decay look like black ash. If a creature passes through
the trail of spores, it must succeed on a DC 14
Armor Class 13 Constitution saving throw or contract 1 level of
Hit Points 62 (10d6 + 27) rot poisoning.
Speed 0 ft., fly 60 ft. (hover)
Actions
STR DEX CON INT WIS CHA Create Specter. The scorched one targets a
6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2) humanoid within 10 feet of it that has been dead
for no longer than 1 minute and died violently.
Damage Vulnerabilities magical or nonmagical The target’s spirit rises as a specter in the space
copper weapons of its corpse or in the nearest unoccupied space.
Damage Resistances acid, cold, fire, lightning, The specter is under the scorched one’s control.
thunder; bludgeoning, piercing, and slashing The scorched one can have no more than seven
from nonmagical attacks that aren’t silvered specters under its control at one time.
Damage Immunities necrotic, poison Longsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7
Condition Immunities charmed, exhaustion,
(1d10 + 2) slashing damage if used with two hands.
grappled, paralyzed, petrified, poisoned, prone,
restrained Scorched Life (recharge 5-6). The scorched one
blasts black necrotic fire in a 30-foot line. All
Senses darkvision 60 ft., passive Perception 12
creatures in that line must succeed on a DC 14
Languages Common Dobber, Decay Constitution saving throw or take 21 (4d8 + 3)
Challenge 5 (1,800 XP) necrotic damage and their hit point maximum is
reduced by an amount equal to the damage taken.
Incorporeal Movement. The scorched one can This reduction lasts until the target finishes a long
move through other creatures and objects as if rest. The target dies if this effect reduces its hit
they were difficult terrain. It takes 5 (1d10) force point maximum to 0. If they succeed the saving
damage if it ends its turn inside an object. throw, they take half as much damage and do not
have their hit point maximum reduced.
Sunlight Sensitivity. While in sunlight, the scorched
one has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
401
Creatures of Decay
Spore Maw
Shadowling Small undead plant, decay
Small fiend, decay Armor Class 12 (natural)
Armor Class 12 Hit Points 22 (5d6 + 5)
Hit Points 22 (4d6 + 8) Speed 5 ft.
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 15 (+2) 3 (-4) 12 (+1) 6 (-2) 6 (-2) 4 (-3)
6 (-2) 17 (+3) 15 (+2) 11 (0) 12 (+1) 11 (0)
Senses tremorsense 30 ft
Saving Throws Dex +4 Languages -
Damage Resistances fire, necrotic Challenge 2 (450 XP)
Damage Vulnerabilities radiant
Alluring Aroma. The spore maw emits a sickly
Condition Immunities charmed sweet aroma in a 30-foot radius around it.
Skills Stealth +5 Whenever a creature starts its turn within this
radius, it must succeed on a DC 14 Wisdom
Senses blindsight 30 ft., passive Perception 14
saving throw or be charmed by the spore maw
Languages Infernal for 1 minute. A creature charmed in this way
Challenge 3 (700 XP) cannot attack any decay creatures. A charmed
creature can repeat the saving throw at the end
Magic Resistance. The shadowling has of each of its turns, ending the effect on itself
advantage on saving throws against spells with a success and becoming immune to the
and other magical effects. spore maw’s aroma for 24 hours.
Shadow Appearance. While the shadowling Sense Intelligence. The spore maw can sense the
remains motionless, it is indistinguishable presence of any creature within 60 feet of it
from other shadows in its surroundings. that has an intelligence of 4 or higher.
402
Bestiary
Shrieking Wolf Actions
Large beast, decay Multiattack. The shrieking wolf makes two attacks
with its bite or claws and uses its Shrieking Howl
Armor Class 16 (natural) if it is charged.
Hit Points 37 (5d10 + 10) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Speed 40 ft. one target. Hit 12 (2d8 + 3) piercing.
Claw. Melee Weapon Attack: +6 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit 10 (2d6 + 3) slashing damage.
13 (+1) 17 (+3) 15 (+2) 6 (-2) 18 (+4) 4 (-3) Shrieking Howl (Recharge 5-6). The shrieking wolf
uses one of the following howls.
Saving Throws Wis +7
Disrupting Howl. The wolf emits a howl that
Skills Perception +10, Stealth +6
confuses and distracts. Each creature of the
Senses passive Perception 20 wolf’s choice within 60 feet that can hear it must
Languages - succeed on a DC 16 Wisdom saving throw. On
a failed save, a creature takes 13 (3d8) psychic
Challenge 5 (1,800 XP)
damage and acts as if under the confusion spell
until the end of the wolf’s next turn. A creature
Fleet of Foot. The shrieking wolf can take the Dash
that succeeds on the save takes half damage and
or Disengage actions as a bonus action on each
isn’t confused.
of its turns.
Frightening Howl. The wolf emits a howl that fills
Keen Hearing. The shrieking wolf has advantage on
all that hear it with terror. Each creature of the
Wisdom (Perception) checks that rely on hearing.
wolf’s choice within 60 feet that can hear it must
succeed on a DC 16 Wisdom saving throw. On
a failed save, a creature takes 13 (3d8) psychic
damage and acts as if under the fear spell until
the end of the wolf’s next turn. A creature that
succeeds on the save takes half damage and isn’t
frightened.
Thunderous Howl. The wolf emits a howl that fills
all that hear it with terror. Each creature of the
wolf’s choice within 60 feet that can hear it must
succeed on a DC 16 Strength saving throw. On
a failed save, a creature takes 18 (4d8) thunder
damage and is pushed back 10 feet from the wolf
and knocked prone. A creature that succeeds on
the save takes half damage and isn’t pushed back
or knocked prone.
403
Creatures of Decay
reducing it to 0 hit points it explodes in a cloud
Spore Sentry of spores. Each creature within 5’ of the rot
Small undead, decay toad must succeed on a DC 14 Dexterity saving
throw or take 8 (1d10 + 3) necrotic damage. Any
Armor Class 14 (studded leather) creature taking damage in this way must also
Hit Points 45 (7d6 + 21) succeed on a DC 14 Constitution saving throw or
Speed 30 ft. contract 1 level of rot poisoning.
404
Bestiary
Languages understands Common Dobber and
Spore Skeleton Decay but can’t speak
Small undead, decay
Challenge 1/4 (50 XP)
Armor Class 13 (armor scraps)
Decay Spore Fortitude. If damage reduces the
Hit Points 16 (3d6 + 6) spore skeleton to 0 hit points, it must make a
Speed 30 ft. Constitution saving throw with a DC equal to the
amount of damage taken unless the damage is
STR DEX CON INT WIS CHA radiant or from a critical hit. On a success, the
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3) spore skeleton drops to 1 hit point instead.
405
Creatures of Decay
and instead regains a number of hit points equal
Tree Golem to the poison damage dealt.
Gargantuan construct, decay
Actions
Armor Class 15 (natural)
Multiattack. The tree golem makes two slam
Hit Points 139 (9d20+45)
attacks or one slam attack and one bite attack.
Speed 40 ft.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 19 (3d8 + 6) piercing damage plus
STR DEX CON INT WIS CHA
3 (1d6) necrotic damage, 3 (1d6) fire damage, and
22 (+6) 9 (1) 20 (+5) 6 (-2) 13 (+1) 5 (-3) must succeed on a DC 15 Constitution saving
throw or contract 1 level of rot poisoning.
Damage Vulnerabilities fire
Slam. Melee Weapon Attack: +10 to hit, reach
Damage Immunities poison 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning
Damage Resistances bludgeoning, piercing, and damage, and must succeed on a DC 15 Strength
slashing from nonmagical attacks (Athletics) check or be knocked prone.
Condition Immunities charmed, exhaustion, Decay Fire Breath (Recharge 6). The tree golem
frightened, paralyzed, petrified, poisoned exhales decay fire in a 30‐foot cone. Each
Senses darkvision 120 ft., passive Perception 11 creature in that area must make a DC 17
Dexterity saving throw, taking 17 (5d6) necrotic
Languages Decay damage and 17 (5d6) fire damage on a failed save,
Challenge 10 (5,900 XP) or half as much damage on a successful one. If
the target is a creature or a flammable object, it
Aversion to Fire. If the tree golem takes fire ignites with decay fire. Until a creature takes an
damage, it has disadvantage on attack rolls and action to douse the decay fire, the target takes 3
ability checks until the end of its next turn. (1d6) necrotic damage, 3 (1d6) fire damage, and
Immutable Form. The tree golem is immune to any must succeed on a DC 15 Constitution saving
spell or effect that would alter its form. throw or contract 1 level of rot poisoning at the
start of each of its turns until the fire is put out.
Poison Absorption. Whenever the tree golem is
subjected to poison damage, it takes no damage
406
Bestiary
407
Creatures of Decay
Keen Smell. The badger has advantage on Wisdom
Vine Badger (Perception) checks that rely on smell.
Tiny beast, decay
Actions
Armor Class 10
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Hit Points 3 (1d4 + 1)
target. Hit: 1 piercing damage. The target must
Speed 20 ft., burrow 10 ft. succeed on a DC 12 Constitution saving throw or
take 2 (1d4) necrotic damage and contract 1 level
STR DEX CON INT WIS CHA of rot poisoning.
4 (-2) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3) Thorns. Ranged Weapon Attack: +2 to hit, range
20/40 ft., one target. Hit: 1 piercing damage.
Senses darkvision 30 Ft., passive Perception 11
Challenge 1/8 (25 XP)
408
Bestiary
Current Filled
409
Current Filled
False Appearance. While the walking leaf remains
Walking Leaf motionless, it is indistinguishable from a normal leaf.
Tiny plant, celestial
Telepathy. The walking leaf can magically transmit
Armor Class 12 simple messages and images to any creature
within 60 feet of it. The creature contacted doesn’t
Hit Points 10 (4d4) need to share a language with the walking leaf to
Speed 5 ft., fly 30 ft. communicate in this way with it, but it must be
able to understand at least one language. This form
STR DEX CON INT WIS CHA of telepathy allows contacted creatures to receive
7 (-2) 13 (+1) 10 (0) 8 (-1) 16 (+3) 14 (+2) and respond to telepathic messages but can’t
initiate or terminate a telepathic conversation.
Skills Stealth +3, Perception +5 Magic Resistance. The walking leaf has advantage
Damage Immunities poison on saving throws against spells and other magical
effects.
Condition Immunities poisoned
Natural Camouflage. When the walking leaf is in an
Senses blindsight 120 ft., darkvision 120 ft.,
environment with other leaves or plants, it has
passive Perception 11
advantage on Dexterity (Stealth) checks.
Languages -
Challenge 1/4 (50 XP) Actions
Boop. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 0 (1d4 - 2) bludgeoning damage.
410
Bestiary
411
Current Filled
APPENDIX:
Magic Items and Oddities
Animated Jug
Wondrous item, uncommon
This odd jug has feet. Upon closer inspection, the
oddities continue to mount. Its clay exterior is built
around a crystalline bottle with sections revealing
the sub-surface for a user to see its contents. The
small clay feet are clad with crude iron toes and
heels to lower its center of balance. In its center, a
small polished gem sits embedded within the clear
surface. All of these oddities seem out of place.
That is, until it starts to move.
• This jug is an inanimate object until the user
brings it to life with a command word and a press
of its center as a bonus action. It will remain
animated until the user issues the command
word or it is reduced to 0 HP, becoming inert.
• While active, this creature is friendly towards Ashes of the Flaming
the user and their companions. It understands
the user’s languages and will obey their spoken
Netherworld
commands. If they issue no commands, the Wondrous item, uncommon
creature will take the Dodge action, and take no Bound in a leather pouch of stitched leather, closed
additional actions besides following the user. with sinew and bone. When opened, the smell of
brimstone ushers forth, and a soft glowing ash is
• If reduced to 0 HP, it freezes in its place. At the
revealed. While not warm to the touch, its embers
GM’s discretion, it may fall over and spill its
look like the struggling coals of a waning flame.
contents.
Call of Rage. As an Action, the user can ingest
Arcane Visor the content of the bag and gain the features
associated with the Ashes of the Flaming
Wondrous item, rare Netherworld for 1 Minute. Once used, a creature
You may take an object interaction to activate cannot benefit from the effects of this item for
this magical item. For the next five minutes, your 24 Hours.
vision gains some extraordinary qualities. You gain
• For the next minute, they are considered to be
the Perception proficiency if you did not have it
under the effects of the barbarian’s rage feature.
already, you gain advantage on checks to notice
hidden and secret doors, you can automatically • They do not need to take damage or sustain this
tell if what you are looking at is an illusion, and state.
you can automatically tell if any decay you see is Barbarian. If a barbarian consumes these ashes,
arcane in nature, containing rot poisoning. The it triggers the above. It also grants the user’s
range of this vision is 120 feet. Once this effect has rage damage extra necrotic damage (minimum 2)
been used, the item must be recharged and cannot equal to their proficiency bonus.
be used again until you have completed a short or
long rest.
412
Magic Items and Oddities
Animated Jug
This odd animated jug, does its absolute best, no
matter the challenges, which are often many.
Actions
The Jug cannot attack. It can, however,
use other actions as normal, as well as the
following actions:
Pour. The Jug can pour its contents out within
the same 5-foot square that it occupies.
If there is an unconscious creature
within this space, the Animated Jug can
administer the contents to the creature.
Harmful Contents. If the jug attempts to pour
harmful contents (such as acid or alchemist’s
fire) on a creature, the creature must succeed
on a DC 13 Dexterity saving throw or
be subjected to the damage and effects
appropriate for the contents.
413
Appendix: Magic Items and Oddities
Barbed. This weapon deals an extra 1d4 piercing
Bandalore Flail damage.
Weapon, rare
Stretch. If the user expends their bonus action,
This unique weapon comes from the carefully they can twist the flail in a manner to extend its
controlled gestation of a sweetgum ball. Just reach by 5 feet.
before it falls from the tree, it is strapped to the
Hop the Fence. As an action, the user can lash out
branch with a hole drilled into the side, through
the flail in an arching flurry, all creatures in a 10-
which a combination of sap and chemicals are
foot straight line in front and behind the user. All
added. This causes the interior to melt into a
targets must attempt a DC 15 Dexterity saving
rubbery sap. Once severed from the branch, it is
throw, or suffer 2d6 bludgeoning damage.
carefully split in two with the sap now serving as
a rubbery neck, a twisted hemp threaded through Hop the Fence (Alt). As part of an attack action
the end for a grip. after hitting a target, the user targets another
creature within 5 feet. The attack deals 1d8
piercing damage. Once this feature is used,
it cannot be used again until the user rolls
Initiative.
414
Magic Items and Oddities
Branch of Life Boom Sticks
Staff, legendary (requires attunement by a spellcaster) Wondrous item, uncommon
“The tree of life springs evergreen.” These hollowed-out wooden tubes are packed
This staff looks to be one continuous branch of tightly with black powder. Each has a cork in the
wood with a loop formed at the top. The bark end with an oil-infused string.
has been removed so that it is perfectly smooth. As an action, a creature can light the string and
Within the loop floats a green orb that pulsates throw a boom stick at a point up to 40 feet away.
with energy, bound to the staff upon creation. Make a ranged attack roll to hit a specific target.
Polished silver with ebbing, colored patterns Each creature within 5 feet of that point must
wraps the middle of the staff, forming a grip. When make a DC 14 Dexterity saving throw, taking 3d12
spells are cast through the staff, translucent leaves bludgeoning damage on a failed save or half as
and vines can be seen growing from patches of much damage on a successful one.
bark. It is said this beautiful weapon was carved A character can bind boom sticks together so
and molded from the Tree of Life itself. they explode at the same time. Each additional
• Whenever the user expends a spell slot to cast stick increases the damage by 1d12 (to a maximum
a spell that restores hit points while holding of 10d12) and the burst radius by 5 feet (to a
this staff, they can add a d8 to the amount of hit maximum of 20 feet).
points restored. Boom sticks can be rigged with a longer fuse
• This staff has 20 charges and regains 2d8 + 4 to explode after a set amount of time, between
expended charges daily at dawn. These charges 1 and 6 rounds. Roll initiative for the boom stick.
After the set number of rounds goes by, the black
can be expended to cast one of the following
powder explodes on that initiative.
spells using the user’s spell save DC and
spellcasting ability. The user can increase the
spell slot level by 1 for each additional charge
expended.
1 charge. cure wounds
2 charges. prayer of healing
3 charges. mass healing word
4 charges. death ward
5 charges. mass cure wounds
6 charges. heal
Life-Bringer. When the user casts a spell from the
staff, they can expend Inspiration (if they have it)
to treat any dice rolled to determine the amount
of hit points restored as having rolled their
maximum value. Once this property has been
used, it can’t be used again until the next dawn.
415
Appendix: Magic Items and Oddities
Caterpillar on a Stick
Staff, very Rare
Caterpillar One might make assumptions about a caterpillar
perched on its favorite branch, but those
Armor Class: 12
assumptions would probably be wrong. This is no
Hit Points: 4 ordinary caterpillar. This being is bound magically
to its beloved stick and will faithfully serve any
STR DEX CON INT WIS CHA who wields it.
2 (-4) 14 (+2) 10 (0) 4 (−3) 10 (+0) 2 (−4) A massive bug on a stick that becomes a
familiar to the user. It has a variety of special
Senses: Darkvision 30 ft., passive Perception attacks such as Web and Poison Spray.
10.
• The user’s spell save DC and spell attack modifier
Many Legs. The caterpillar can climb difficult each increase by 1.
surfaces, including upside down on ceilings, • The user gains a caterpillar that acts akin to
without needing to make an ability check. the find familiar spell except the If Slain feature
Silk Walker. The caterpillar ignores movement below.
restrictions caused by webbing. Web Spit (recharge 5-6). As an Action, the user
can target a Large or smaller creature within 60
Actions feet that they can see and launch a ball of silken
Pincher. Melee Weapon Attack: +4 to hit, reach 5 web towards them. The creature must make a
ft., one target. Hit: 1 piercing damage DC 15 Dexterity saving throw or be restrained.
The creature can use its action to make a DC 15
Strength check, breaking free on a success.
Web Cone. As an action, the caterpillar can spray
out a massive 45-foot cone of webbing, which
mimics the web spell with a DC 15 but does not
require concentration. Once used, the caterpillar
cannot use this feature again until the next
dawn.
If Slain. If the Caterpillar is reduced to 0 Hit Points.
The rod will grow a small cocoon, from which the
caterpillar will regenerate after 1d4 days. During
this time, the user cannot use the Web Spit or
Web Cone features.
416
Magic Items and Oddities
• As a platform, it can’t support more than 500
Cloak of Mist pounds before collapsing.
Wonderous Item, very rare
• If a creature falls onto the deepshroom, it takes
The cloak of mist always appears wet. While you no falling damage, but the deepshroom collapses.
wear this black and blue tattered mantle, you
have resistance to fire damage. Additionally, you Dim Light. This mushroom sheds dim light in a 10-
suffer no harm from being in a hot environment, foot radius.
automatically succeeding on all saving throws Edible. Known for its rich flavoring, a single
made to resist the effects of extremely hot deepshroom can feed up to 10 creatures for a day.
weather conditions.
• The deepshroom can survive and thrive in the
You can use a bonus action to become cover of darkness, with a natural life cycle of 7
incorporeal for up to 1 minute. Once you use this days. If exposed to direct sunlight, it will wither
ability, it cannot be used again until the following into dust within 1 minute.
dawn. While incorporeal, you can move through
other creatures and objects as if they were difficult • Due to the magic that preserves the spores, they
terrain. If you are within a solid object when your don’t reproduce during their life cycle.
time runs out, you are shunted to the closest
unoccupied space, regardless of direction, and you
take 1d6 points of damage for every 5 feet you are
forced to travel.
Deepshroom
Wondrous item, uncommon
Sourced from the long-forgotten depths, this
oddly colored spore resembles a large seed about
the size of a marble but with the consistency of
a sponge. While in daylight, it is a pale gray, but
when examined under darkness, it glows a vibrant
blue and green. If allowed to Take Root, the large
spore will burst forth into a glowing mushroom
pulsing with vivid hues.
Take Root. As an action, the user can throw the
spore to a flat surface within 30 feet of them,
where it sticks. At the start of the user’s next
turn, the spore grows to its full size, becoming a
massive deepshroom.
• The deepshroom occupies a 5-foot cube on the
ground, wall, or ceiling. It adapts to the surface
and becomes either an obstacle, cover, or a
usable platform.
• If a Medium or smaller creature occupies the
space in which the spore lands, that creature is
pushed to the nearest unoccupied space within 5
feet of it at the start of its next turn.
• Once grown, the deepshroom has 35 hit points
and AC 10. If the deepshroom is reduced to 0 hit
points, it collapses.
417
Appendix: Magic Items and Oddities
Earthen Hammer Forest Edge Blade
Weapon, very rare Weapon, legendary
This hammer is a curiosity as it is an amalgamation A type of blade that is designed with a leaf
rather than something forged. Originally, this patterning, specializing in granting skill proficiency
head of stone came from an altar on a sacred site in Nature and the ability to talk to creatures.
devoted to the worship of stone. It was broken The main section of this sword is composed
free after some centuries of disuse. From the roots of a stone hilt in the form of a massive leaf, with
nearby, it intertwined and grew itself these vines its stem twisting to form a grip. The blade can
that now compose its handle. Changing its nature transform according to the user’s whim. Leaves
from a relic to a weapon with this act. flurry around the hilt as if carried by a strong
• The user gains an additional +1 to attack and wind, forming into the desired blade shape. This
damage rolls with this weapon. transformation has made them a beloved asset to
adventurers who cherish versatility.
This earthen hammer has 3 charges, and it
regains spent charges at dawn. It can use the • The user gains +1 to attack rolls with this
charges in the following ways: weapon.
1 charge. Holding the hammer to a stone surface Growth Spurt. As an action, the user is able to
allows the user to replicating the meld with stone transform the weapon into any simple or martial
spell. bladed weapon that can be wielded with one
2 charges. Touching the hammer, the user can cast hand.
the shape stone spell. 100 Cutting Leaves (3/day). For 1 minute, the user
3 charges. The user can strike the ground, deals an additional 1d6 slashing or piercing
wrapping themselves in the stoneskin spell. damage depending on the weapon type.
Woodland Folk. While wielded, the user is
considered to be under the effects of the speak
with animals spell.
• The user has advantage on social interactions
with standard woodland creatures.
418
Magic Items and Oddities
• Applying this balm takes an action and has the
Healer’s Kit of the Path following effects if applied to a petrified target.
Wondrous item, uncommon
• 1 hour after application, a still-petrified target
“The art of medicine consists of amusing the returns to its original state.
patient while nature cures the disease.”
• This effect only works on targets that have been
Originating from those who have chosen to walk
petrified for less than 30 days.
the Green Path, these kits are known for their
dependability in the most dire of situations. • Normal petrification rules apply. If the target is
Formed from mushroom leather with a bottom not whole from being physically broken, it will
clad in bark, it contains numerous natural salves alter its original state.
and bandages formed of moss and leaf. Treasured
for their reliability, these kits have saved countless
creatures from succumbing to wounds.
• This healer’s kit holds 4 uses of naturally grown
salves and bandages. It regrows 1d4 expended
uses daily at dawn.
• As an action, the user can expend 1 uses to
stabilize a creature and restore it to 1 hit point.
Horcberries
Wondrous item, rare
These oddly firm, plumb-like berries taste awful. A
creature that eats one heals 12 (2d8 + 3) hit points
and gains all the benefits of a short rest, such as
recovering abilities and an opportunity to use hit
dice.
If a creature eats more than one horcberry in a
24-hour period, the creature becomes violently ill
for 1 minute, unable to take any actions during that
time. They also suffer one level of exhaustion.
Horgorath Balm
Wondrous item, rare
This small tin comes emblazoned with a metallic
eye crafted into its cover, allowing all who see it
to understand its purpose. The inside of the tin
is coated in an alchemical silver, holding a balm
made from a composition of horgorath mucus and
rock mole tallow carefully mixed with an arcane
agent and set within beeswax. This allows the
balm to serve as a last-ditch effort and safeguard
against one of an adventurer’s most feared ends—
petrification. Tragically, the canisters are often
found within the belongings of petrified statues.
• The horgorath balm has one application within
each container.
419
Appendix: Magic Items and Oddities
Huck’s Alarm Bell
Wondrous item, uncommon
“The bell lets you know it’s time to go home.”
This brass and iron bell is named for its first bearer,
Henrick the Hill Giant, who was adopted at a
young age by farmers. He had a habit of laboring
on, regardless of sunlight, mealtime, or hour. This
was crafted by a friendly hedge mage whostayed
with the family for a time, feeling for the old man
who had to wander out at night looking for his
wayward son. The design was so successful that
they eventually began to sell them to local markets
on their travels, keeping the name in honor of the
original influence.
The user can use huck's alarm bell in either of
the following ways. Once one of these features is
used, neither option can be used again until the
next dawn.
• As an action, the user can prepare and set this
bell akin to the alarm spell. The bell must hung in
a static position to function properly.
• As a bonus action to speak a command word
followed by a duration of time less than 24
hours, once this time has passed, it will trigger
the sound of an audible bell for 6 seconds within
60 feet.
420
Magic Items and Oddities
Hungering Gibbering (recharge 5-6). The maw
Hungering Maw babbles incoherently while it can see a creature
Tiny aberration that it considers hostile and that isn’t a focus of
its Curious Madness and is within 20 feet. If this
Armor Class 9 (12 with Shell) creature can hear the gibbering, it must succeed
Hit Points 13 (2d6 + 6) on a DC 15 Wisdom saving throw. On a failure,
Speed 10 ft., swim 10 ft. the creature can’t take reactions until the start
of its next turn and rolls a d8 to determine what
STR DEX CON INT WIS CHA it does during its turn:
10 (+0) 8 (-1) 16 (+3) 1 (−5) 10 (+0) 6 (−2) 1 to 4. The creature does nothing.
5 to 6. The creature takes no action or bonus action
Condition Immunities prone and uses all its movement to move in a randomly
Damage Immunities fire, necrotic determined direction.
Senses darkvision 60 ft., passive Perception 10 7 to 8. The creature makes a melee attack against
a randomly determined creature within its reach
Challenge 1/2 (100 XP)
or does nothing if it can’t make such an attack.
421
Appendix: Magic Items and Oddities
Five Buttons. You can push one of the buttons
along the haft as an action. The effect and
duration are described below.
• Button 1 - Grease (1 charge). Grease shoots from
the end of the staff, producing an effect exactly
like the grease spell.
• Button 2 - Maegera’s hand (1 charge). A large rat
hand with an eerie purple light emerges from the
staff, connected to it by a thin wisp of energy.
Lightning Rod Javelin The hand functions exactly like the mage hand
Rod, very rare spell.
This sharpened rod of metal is clad in • Button 3 - Heat Metal (1 charge). As you point
wooden bark and branches strung with the staff, the orb glows like molten glass and
a metal wire. Akin to the lightning rods produces an effect exactly like the heat metal
found protecting the oldest forest trees, spell.
these have been altered for a specific
• Button 4 - Witch Bolt (1 charge). You lower the
purpose. Shortened and spiked, these rods
staff at a target as it crackles with energy. White
serve as javelins to harness deadly voltage.
electricity jumps out of the orb at a target. This
Embed. On a hit, the javelin embeds into produces the witch bolt spell at 2nd level.
the target. All lightning damage dealt to the
• Button 5 - Command (1 charge). Pressing this
target is increased by 1 damage die.
button produces an effect exactly like the
The target, or a creature within reach, can command Spell. However, you can also use
spend an action to attempt to remove the this on constructs that you have built. These
embedded rod by rolling a DC 15 Strength check. commands can be up to 10 words, and the
Pulling it free on a success. construct must carry out that command until you
give it a new command or it is destroyed.
Maegera’s Staff
Life Drain (2 charges). When you hit a creature
Staff, legendary (requires attunement by a spellcaster) with a melee attack using the staff, you can force
This wooden staff was fashioned from the limb of the target to make a DC 14 Constitution saving
an aspen tree, though it has been lacquered to look throw. On a failure, the target takes an extra 3d6
black. The carved talons of a vulture hold a glowing necrotic damage, and you regain a number of hit
white, translucent orb at its head. It functions as points equal to half that necrotic damage.
a magic mace that grants a +2 bonus to attack and Searing Smite (2 charges). When you hit a creature
damage rolls made with it. The staff has 10 charges with a melee attack, the staff flares with white-
and regains expended charges at dawn each day. hot intensity, and the attack deals an extra 1d6
Charges can be expended to cast spells associated fire damage to the target and causes the target
with five different buttons that are set in a row to ignite in flames. At the start of each of its
along the haft. In addition to the buttons, the staff turns until the spell ends, the target must make
has two other properties, also detailed below. a Constitution saving throw. On a failed save, it
takes 1d6 fire damage. On a successful save, the
spell ends. If the target or a creature within 5 feet
of it uses an action to put out the flames, or if
some other effect douses the flames (such as the
target being submerged in water), the spell ends.
422
Magic Items and Oddities
Mysterious Firework
Wondrous item, rare
This wooden tube holds a bit of wonder, wrapped
in moist leaves that never seem to dry. The tube is
stuffed and then covered with a dry wick, waiting
for its grand reveal. Along its side, instructions
or perhaps warnings have long since worn away,
making its contents an unpredictable but often
vibrant surprise within.
As an action, the user can light the fuse and
aim the mysterious firework at a creature or a space.
This uses a spell attack bonus of +7 and has a DC of
15. Roll a 1d4 to determine the effect of the blast
from the list below.
• 1 - Sky Streaker. scorching ray spell at 4th Level.
(5 Rays)
• 2 - Bursting Candle. magic missile spell at 4th
level. (7 Darts)
• 3 - Razzle Dazzle. chromatic orb spell at 4th level.
(6d8)
• 4 - Show Stopper. fireball spell at 4th level. (9d6)
This item is single use. Once expended it becomes
a mundane wooden tube.
Nature’s Gift
Wondrous item, uncommon (requires attunement)
This strange bracer is made of bark and foliage and
has a flat, stone trinket clutched as a focus. While
it seems dried and aged, it still holds touches of
green throughout, giving it a sense of life just
waiting to bloom. The simple act of donning this
bracer grants one a better sense of the ebb and
flow of the natural life surrounding them.
While wearing this bracer, the user can cast
the druidcraft cantrip, and the bracer can be used
as a druidic focus.
Ebb. As an action, the user can cast the entangle
spell, requiring no concentration. Once used, this
property can’t be used again until the next dawn.
Flow. While in forest or grassland terrain, the
user’s speed increases by 10 feet.
423
Appendix: Magic Items and Oddities
Pincher Shield Rot Gauntlet
Armor, uncommon Armor, legendary
This shield is assembled from the remains of one This gauntlet of rotten and layered wood holds
of the most fearsome foes within the forest, the a gaping wound within its palm. The stench and
massive beetle. Using the carapace, that would foulness of this cracked and twisted hole are
make a heavily armored knight green with envy, enough to turn the strongest of stomachs. Its very
and transforming it into a shield. A series of ropes presence is enough to upset woodland creatures or
and a cleverly housed mechanism have allowed those attuned to the nature of things. That said, it
this creation to handle some of the beetle’s biting still draws in those compelled to harness its power
force. despite the cost.
• While holding this pincher shield, the user gains a • Using an unarmed strike attack action with this
+1 bonus to Armor Class. This is in addition to the gauntlet deals an additional 1d6 necrotic damage
shield’s normal bonus to AC. to the target and 1d4 damage to the user.
• While held, the user has advantage on grapple • If the target is a Plant or Plant Creature, this
checks on anything within two size categories of damage is doubled.
the user. Wither Away. As an action, the user may make
Grabber. If the user makes a melee attack during an unarmed melee attack against a target. Any
their turn, they are able to use their bonus action nonmagical object made of wood that the rot
to make a grapple attempt. gauntlet touches withers. When used in this way,
it does not attack deal damage, but inflicts the
following:
• If a weapon, it takes a permanent and cumulative
−1 penalty to damage rolls. If the penalty reaches
–5, the weapon is destroyed.
• If armor, it takes a -1 penalty to AC. If the total AC
provided drops below 10, the armor is destroyed.
• Ammunition made of (or containing) wood that
hits the user is destroyed after dealing damage.
• The user is able to cast the blight spell at a range
of touch, requiring a DC 15 Constitution saving
throw. Once this feature is used, it cannot be
used again until the next dusk.
424
Magic Items and Oddities
Spear of the Wind
Weapon, very rare (requires attunement)
This spear holds a crystallized tip, the color of clear
skies. Crowned with carved stone and decorated
with feathers from fabled birds of the sky, it holds
a special relation to the wind. It seems almost too
light in heft and flies from the hand with an added
gust to seek its target.
• While attuned to this item, the user always
benefits from the effects of the longstrider spell.
• This spear holds a number of charges equal to
the user’s proficiency bonus, and regains all
expended charges at each dawn. The charges can
be expended in any of the following ways:
Wind Friend. 1 charge - as an action, the user is
able to replicate the gust of wind spell at a DC 15.
Piercing Blow. 1 charge - As an action, the user
is able to drive the spear forward and move
themselves 30 feet in a straight line instantly.
All creatures within that line must make a DC
15 Dexterity saving throw or take 3d8 piercing
damage.
Spinner Seed
Consumable (seed), common
This seed, while common enough within the mortal
realms, has been touched by the arcane.
Collectively known as spinner seeds, they
are often kept on the person of wayfarers as
a safeguard against unforeseen falls. As such,
they are seen as a token of goodwill and a boon to
travelers at the start of a long journey.
This item has a single use of either of the
following implementations:
Spinner. As a reaction, while falling, the user can
harness the power of the seed if it is on their
person to cast the feather fall spell, targeting
only themselves.
• Upon reaching the ground, the user is stunned
for 1d4 rounds due to spinning the entire fall.
Taking Root. If planted in at least 1 cubic foot of
soil, even in harsh climates, the seed will rapidly
mature into a tree that is 30 feet tall within
1d100 days. The tree reaches sapling status in
half that time.
425
Appendix: Magic Items and Oddities
Squirrel Tail Whip of Water
Armor, legendary Weapon, rare
This large tail of the tree-faring squirrel has been This unique handle can gather moisture from the
carefully attached to a leather base with strapping air to form a lashing whip of liquid. However, this
for attachment. These decorations are sometimes ever-thirsting tool awaits an additional source of
seen dangling from the belts or bags of rangers water to truly unleash its powers. It is designed to
and other forest explorers, from all types of optimize the user’s ability to lash as well as control
woodland creatures. This one, however, carries a the power of this versatile element.
spark of magic with the enchantment bestowing Unfurled Waves. As a bonus action, the user can
a bit of the wild curiousness of the beast upon the summon water from their air to form a full-
user. length whip.
While worn, this grants the user the following When exposed to an additional source of water
features: of at least 5 gallons, as an action, the user can
• They gain a climbing speed equal to their absorb this water into the hilt and use it for one of
movement speed and their jump distance is also the following features with a DC 15 as needed:
doubled. Water Lash (3/day). The whip gains an additional
• Their nails are hardened, granting their unarmed 1d6 bludgeoning damage for the next 10
attacks an additional +1 slashing damage. minutes.
• The user gains an affection for nuts and seeds, Dominate the Flow (2/day). The user is able to use
the whip to cast the control water spell.
both for consumption and the desire to hoard
them. Eating exclusively this food as rations Endless Douse (1/day). The user is able to focus
during a long rest will grant advantage on a a blast of water outward into a 30-foot cone
check of their choosing within the next 24 hours. mimicking an adapted tidal wave spell.
426
Magic Items and Oddities
APPENDIX:
Cursed Blades
Ember infinite madness chart adopting any of the effects
described. If you touch Ember a 4th time, you
Weapon, very rare (requires attunement) instantly die.
Dagger. Grants a +2 bonus to attack and damage
rolls made with this magic weapon. History
Ember is the magical dagger inherited by Calynn
FLAMING BLADE from her grandmother. Calynn and her boyfriend,
You can use a bonus action to speak this dagger's Maegera, decided they wanted to enhance the
command word, causing flames to flicker up dagger. They imbued it with a few fire-related
around the blade. These flames shed bright light in abilities. They were exploring their skills as
a 10-foot radius and dim light for an additional 10 young mages and tinkerers, and this was quite an
feet. While the dagger is ablaze, it deals an extra accomplishment, but for Calynn, it wasn't enough.
1d6 fire damage to any target it hits. The amount She was desperate to prove herself as the greatest
of damage this fire deals increases with the level in her family. Her brother had been chosen over
of the wielder. This fire damage increases to 2d6 her to become the heir to the throne. She was
when you reach 5th level, 3d6 at 9th level, 4d6 at insanely jealous.
14th level, and 5d6 at 18th level.
Though her talent was undeniable, she was
The flames last until you use a bonus action to impatient and developed a reputation for being
speak the command word again or until you drop reckless. She had heard about some experimental
or sheathe the dagger. disciplines of magic and was determined to learn
more. One of her professors sought the origins
FLAMING JET of magic, starting with the Rot Weaver and the
Ember has 3 charges. You can use a charge to make Green Man. She convinced Maegera to borrow the
a ranged attack. The dagger can blast a mote of fire professor's notes “purely for academic purposes.”
at a creature or object within range (60 feet). Make Othkara's notes on the subject were just
a ranged weapon attack against the target. On a theoretical. Calynn found ways to put them into
hit, the target takes 2d10 fire damage. A flammable practice. She took to rot magic quickly. Othkara
object hit by this spell ignites. This damage was amazed, and the three of them, Calynn,
increases to 3d10 when you reach 5th level, 4d10 Maegera, and Othkara, worked tirelessly to unlock
at 9th level, 5d10 at 14th level, and 6d10 at 18th more. While the three of them set out to explore
level. Its 3 charges are restored at dawn each day. any and all origins of magic, Calynn became
obsessed with rot and death. Othkara tried to
CURSED steer her away, but she wouldn't. She found it easy
Ember has touched Rohr-tan, the Rot Weaver, to tap into the power released from a recently
and his taint remains on it. Whenever someone diseased creature. But that kind of magic was
touches the dagger, they must make a DC 15 forbidden at the school. She was expelled. Again,
Constitution saving throw or take 2d6 (13) she felt those around her wanted to push down
necrotic damage, taking half as much on a success. her genius.
When struck by this damage, you see flashes She kept Othkara's notebook and poured
of death and decay in your mind. The first time herself fully into rot magic. One of her first
this happens, roll on the short-term madness successes, Ember, the dagger, came to mind.
chart adopting any of the effects described. The Calynn decided to give the Life From Death ability
next time, roll on the long-term madness chart. to the dagger. It didn't work. Life From Death
And the 3rd time you touch Ember, roll on the transfers energy from the recently dead to the
427
Appendix: Cursed Blades
living, but the dagger was an inanimate object. She
hoped it could serve as a bridge between the two,
but nothing she tried worked.
Then, in a moment of inspiration, perhaps
fueled by her growing disdain for the school, her
brother, and her father, the King, she stole her own
heritage stone from the heritage vault. She affixed
the heritage stone to the dagger, binding a bit of
her living essence to it.
It worked. She could transfer the final vestiges
of life from a creature into herself, seemingly
without limits. She just had to stab the creature
with the dagger. It worked on creatures killed
by the dagger or ones that had recently died by
another means. Then she discovered something
she didn't expect. If a creature she stabbed
survived, a bond was formed with that creature
- she was connected to it psychically through the
dagger. She could control them, exerting her will
over theirs.
This was it. This was how she would show all
of Dobberton her greatness.
She decided she would use the dagger to take
control of the most powerful creature she could
think of, Rohr-tan, the Rot Weaver. Maybe it was
just because she had already been consumed
by rot magic. Maybe the dark one's agents had
poisoned her mind. It's hard to say exactly why she
chose the Rot Weaver, but it's safe to assume it
was pride that allowed her to believe her will was
great enough to control a legendary monster such
as Rohr-tan.
It took some resourcefulness, but Calynn
found the Rot Weaver's tomb. She stabbed his
sarcophagus and immediately regretted it. Her will
was no match for his. And, though the dagger was
uniquely powerful, it could not fully break the seal
that kept Rohr-tan trapped. The seal was broken
just enough for a connection to form through the
dagger, but she was not in control. He was. And to
ensure she would remain subservient, he cursed
her, transforming her into the form called the
Wood Sprite.
428
Ember
Blaze CURSED
Weapon, legendary (requires attunement) Blaze has touched Rohr-tan, the Rot Weaver, and
his taint remains. Whenever someone touches
Long Sword, versatile. Grants +2 bonus to attack
the dagger, they must make a DC 15 Constitution
and damage rolls made with this magic weapon.
saving throw or take 2d6 (13) necrotic damage,
taking half as much on a success. When struck by
FLAMING BLADE
this damage, you see flashes of death and decay
You can use a bonus action to speak this sword's in your mind. The first time this happens, roll on
command word, causing flames to flicker around the short-term madness chart adopting any of the
the blade. These flames shed bright light in a effects described. The next time, roll on the long-
20-foot radius and dim light for an additional 10 term madness chart. And the 3rd time you touch
feet. While the sword is ablaze, it deals an extra Blaze, roll on the infinite madness chart adopting
1d6 fire damage to any target it hits. The amount any of the effects described. If you touch Blaze a
of damage this fire deals increases with the level 4th time, you instantly die. described. If you touch
of the wielder. This fire damage increases to 2d6 Ember a 4th time, you instantly die.
when you reach 5th level, 3d6 at 9th level, 4d6 at
14th level, and 5d6 at 18th level.
The flames last until you use a bonus action to
speak the command word again or until you drop
or sheathe the sword.
FLAMING JET
Blaze has 1 charge. You can use a charge to shoot
fire in a 30-foot cone. Each creature in that area
must make a DC 17 Dexterity saving throw, taking
44 (8d10) fire damage on a failed save, or half as
much damage on a successful one. A flammable
object hit by this spell ignites.
429
APPENDIX:
Menus
430
Tables
Bushels & Barrels
FOOD Drinks
Pinenut bread and whey cheese 3 greys Maple barley beer 3 greys
Dried portobello, sliced thick and 6 greys Bitter malt 5 greys
cashew bread Squash juice 2 greys
Barley vegetable stew 3 greys Oat milk 2 greys
Wheat porridge with maple syrup 2 greys
Hot maple apples and oats 3 greys
Secret Menu
Weapons Potions
Pair of +1 daggers 29 primes Potion of Detect Thoughts (1 available) 120 primes
+1 copper short sword 42 primes Potion of Healing (3 available) 30 primes
Repeating crossbow (page 81) 98 primes Potion of Greater Healing (1 available) 50 primes
Energy whip (page 67) 19 primes Go Go Powder (1 available) (page 71) 19 primes
The Guardsman (page 414) 16 primes Rage Powder (1 available) (page 72) 66 primes
Expoding darts - bag of 13 (2d6+6) 8 primes
(page 63)
431
Appendix: Menus
Litewyck General Store Menu
Plates General Store
Hard bread 1 greys Barrel 1p
Cinnamon buns with honey 4 greys Blanket 30 greys
Potato rolls 2 greys Bell 1 prime
Vegetable pie 2 greys Bucket 5 greys
Apple walnut pie 3 greys Candle 1 grey
Hard dill cheese 2 greys Crowbar 1 prime
Hot pepper yellow cheese 3 greys Horcberry (1 available) 4 primes
Melon berry apple salad 2 greys Harness, small 3 primes
Squash and apples 1 grey Harness, medium 8 primes
Oats 1 grey Hunting Trap 3 primes
Cottage cheese 2 greys Rope, Vine 1p 50g
Soft cheese with rind 15 greys Sack 15 greys
Wheel barrel 2p 20g
Drinks
Shovel 1prime
Goat's milk 2 greys
Rake 1 prime
Hazelnut tea 2 greys
Hoe 1 prime
Strawberry wine 3 greys
Murkmellon mead 3 greys
Tea (black, strawberry, mum, apple) 1 grey
Apple juice 1 grey
Ironwood Arms
Weapons Armor Armor Class
432
Tables
Gabbard's Café
Food Drinks
Vegetable and rice bowl 2 greys Rice cream 2 greys
Kale, artichoke, berries, and nuts 4 greys Rice wine 3 greys
Oyster mushroom, roasted with butter 9 greys Apple juice 2 greys
and garlic Goat's milk 2 greys
Spinach wrap with fried rice sticks 4 greys Gabbard's special 1 grey
Vegetable stew with rye bread 3 greys Roasted brown bean brew 1 grey
Cheesy rice and roasted acorn squash 6 greys Tea (cinnamon, clover, or oak) 1 grey
Squash fritter with yam spread 5 greys
Cabbage stew 3 greys
Fish
Fried trout 8 greys Crawfish, peppers, and mushrooms 10 greys
Baked minnows 5 greys Frog Legs 4 greys
Spicy perch and carrot stew 4 greys You catch, we cook 3 greys
King's Keep
Weapons Armor Armor Class
433
Appendix: Menus
Fish Feathers
Food Drinks
Salmon jerky and hard cheese 4 greys Mixed berry juice 3 greys
Fish and pinenut stew 3 greys Hazelnut cream 5 greys
Smoked trout and hot rolls with cherry 7 greys Apricot mead 4 greys
butter
Vegetable pie 3 greys Bait and Tackle
Sliced potatoes with spinach spread 4 greys Minnows 2 greys
Mixed nuts (sweet or salty) 2 greys Worms or grubs 1 grey
Baked apple with nuts and berries 4 greys Flies 3 greys
Dill bread and soft pinenut cheese 3 greys Rod and reel 4 primes
Net 2p 50g
Vine Rope 2 primes
Bucket 10 greys
Opal's Market
General Store General Store
Barrel 1p Hourglass 22 primes
434
Tables
APPENDIX:
NPC Generator
Quirk D10
Fond of useless trivia. 1
Always answers questions with questions. 2
Has a devious laugh. 3
Always carries a spoon in their pocket, “Just in case…” 4
Cannot admit to being wrong even when shown evidence of being wrong. 5
Flips a coin to make even the smallest decisions. 6
Speaks in the third person. 7
Mixes up idioms. 8
Has no sense of humor and treats jokes as serious statements. 9
Afraid of their own reflection. 10
435
Appendix: NPC Generator