Ascent to the Depths of Dread (Full Version)
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Can you brave the darkness and stop the nightmare creatures without becoming one of them?
This adventure is for 4–5 characters, levels 8–10.
This adventure contains elements of body horror, violence (including choking and falling), and enclosed spaces. Player discretion is advised due to potentially disturbing content.
The party navigates a panicked crowd after a nearby mysterious tower’s roof explodes with darkness. As they work through the crowd, they face six talontulas, dismembered hands animated by dark magic. Recognized as heroes, the party is implored by the townsfolk to investigate the Forbidden Tower. Legends speak of a dark power sealed within, now unleashed.
Scaling the tower, they encounter signs of death and decay, with the ground barren and a dark cloud surrounding the top. Inside, they descend a spiral ramp, facing off against creepers seeking to hinder their progress. At the tower’s depths, they confront the dreadfallen, a formidable undead mass of body parts.
Finally, they must destroy five stones to seal a gateway to the Negative Material Plane while the necrotic energies threaten to turn them into a new dreadfallen. Once all stones are destroyed, the gateway is sealed. Ethereal figures emerge, revealing themselves as wizards who built the tower to contain the dark power. Grateful, they explain their sacrifice and thank the party.
Returning to the population center, the party is hailed as heroes, having prevented a catastrophe and earned valuable rewards.
This adventure can take place in any populated center that may have a mysterious tower nearby.
As the sun begins to set, an explosion shakes the community. In the distance, a spray like a smokeless volcano of ink erupts into the air as slivers of pure darkness surge across the landscape. One of those motes lands on the outskirts of the community, easily detectable by the screams of those nearby, which get louder and closer as more voices join in.
When the party investigates, the panicked crowd makes movement through the community nearly impossible. Each character must decide how to get through the crowd and succeed on an applicable DC 10 ability check such as Strength (Athletics) to push through, Dexterity (Acrobatics) to dodge between people, or Charisma (Intimidation) to get people to avoid them unless using magic or another strategy. On failure, the character gets trampled by the crowd, taking 1d4 bludgeoning damage and must succeed on a DC 10 Constitution saving throw or fall prone. Characters using wheelchairs or other seated mobility devices or using a stability service animal have advantage on the check to avoid falling prone. This continues for three rounds, and if prone, the character must succeed on an applicable ability check with disadvantage to return to an upright position.
GM Note
While this encounter is intended more for atmosphere and introduction than danger, feel free to increase the number of talontulas or introduce waves of them to invoke stronger fear if your players seem unimpressed with six. The presence of the unarmed commoners likely offers a challenge as the party tries to protect them.
After the third round, the crowd disperses until twenty unarmed commoners remain on the 20 × 100-foot road. At this point, the party discovers six talontulas, pairs of dismembered decaying hands, thumbs intertwined, waving their fingers like butterfly wings, and flying through the streets.
Anyone obstructed by the crowd or too slow to escape becomes a target as the talontula lands on the victim’s neck, choking its prey while piercing the throat with mandible-like thumbs. As the target falls, the hands crawl along the ground and walls like a spider, its thumbs extended in search of its next victim, flying again when it chooses its next target. The talontulas are dispersed throughout the street, and each attacks the closest living creature.
Once the party defeats the talontulas, the townsfolk recognize their bravery and power. They plead with the party to go investigate the Forbidden Tower and find a way to stop the dark magic from unleashing further abominations.
Six miles from the edge of town, the townsfolk point to the Forbidden Tower. They have learned its legend from childhood, and parents use it to scare their children into behaving while warning them to stay away. Many have scoffed at the stories, and while some have reached the base of the tower unscathed, none who attempted to scale it returned.
Legends tell of a dark power that was captured within it centuries ago. The stone tower has no doors or windows except a door at the top, sealed with powerful wards to prevent it from opening. Those who built the tower to contain the evil sacrificed their lives to contain it and became one with the dark power.
But now, the explosion must mean that, after all this time, the seal has broken, and the world will perish unless someone stops it. Someone needs to scale the tower to seal it or destroy the power within.
As the party travels to the tower, they notice several dead animals along the way, crushed or strangled. Larger animals like deer have two holes in their necks the size of thumbs. The tower’s eruption has ceased, but a dark cloud surrounds the top.
The ground in a fifty-foot circle around the tower is barren with no trees or undergrowth except some dead leaves and branches. A successful DC 10 Intelligence (Investigation) check reveals humanoid boot prints in many directions and lines in the dirt as if a medium-sized creature or object were dragged to or from the wall of the tower. (A human recently climbed the wall, fell, died on impact, and was pulled through the wall into the tower.)
The wall is indestructible, sealed with powerful magic to contain its contents.
Climbing the wall with a climber’s kit requires a DC 10 Strength (Athletics) check, DC 18 without the kit. The top of the tower has enough space for two medium-sized creatures to stand. A creature at the top helping with a long enough rope gives other climbers advantage on the check. A climber who fails the check must roll 10d6 − 1 to see how far they fall, taking 1d6 bludgeoning damage for every ten feet, rounding down. If tied to a rope with someone helping from the top, the helper can prevent the fall with a successful DC 10 Strength check. A climber’s kit reduces the fall distance to a maximum of 25 feet. After falling, the climber must attempt the Strength (Athletics) check again.
At the top of the tower, a roughly ten-foot square jagged opening emanates magical darkness, concealing the other side. The rest of the roof has a steep tiled slope, requiring a DC 10 Dexterity (Acrobatics) check to climb and perch on it.
No light enters the tower as magical darkness flows around the portal like liquid without gravity. Once inside, illumination and darkvision function normally, but magical darkness conceals the bottom thirty feet of the tower. A creature with Devil’s Sight can see through the darkness.
A spiral wooden ramp lines the interior wall, extending to the bottom. The ramp is five feet wide with a six-inch raised ridge along the inner edge, but no railings. The ramp slopes downward at a rate of ten feet per circumference of the tower, a total ramp distance of 600 feet.
Once the characters arrive within the tower, six creepers attempt to sneak up the wall to attack. To determine the starting location of each creeper, roll 1d4 for the hundreds place and 1d100 for the remaining two digits. The resulting number indicates the distance down the ramp where each creeper begins its turn.
Creepers each attempt to hide and move vertically toward the closest character until reaching the ramp, then they climb on the underside of the ramp until directly below the target, grabbing the ridge of the ramp and launching into an attack. Creeper attacks continue until the dreadfallen is destroyed.
Navigating the Tower
To keep track of character and creeper locations in the tower, simplify the spiral ramp into a straight line. The tower has a 20-foot diameter, with a 5-foot-wide ramp descending 1 foot per 10 feet of ramp.
Creepers climbing the tower cover up to 180 ramp feet per round (60 feet up the tower wall for every 10 feet climbed). They can only attack adjacent characters while moving vertically, so move them 60 feet at a time, then use the remaining feet to move along the ramp using normal distances. as if making 60-foot leaps and walking the rest, only able to attack targets within 5 feet or less of their landing position or with normal movement.
If characters attempt to long jump to the opposite side, the 12-foot jump requires a Strength score of 24, moving them 30 feet down the ramp. A 90-degree jump with a 15-foot movement requires a Strength score of 12, moving them 15 feet down.
A creature can swing down to the ramp below as a bonus action by succeeding on a DC 10 Dexterity (Acrobatics) check and using all of its movement. On success, it moves sixty feet down the ramp.
The dreadfallen and creepers do not speak verbally but communicate with each other through Infernal Sign Language, which they can sense using their blindsight. Creepers have disadvantage on attack rolls against anyone who can understand this language as they communicate their strategies to each other. Characters may notice the communicative movements, and a successful DC 10 Intelligence (Arcana) check recognizes the movements as a visual language. Characters who know at least one visual language have advantage on the check.
If a creature flies down the middle past a creeper, it provokes an opportunity attack as the creeper launches at the target. If the creeper misses with this attack, it falls to the bottom. Creepers attempt to use the ramp as cover when possible. At the GM’s discretion, spells like Fireball and Ice Storm may only affect creatures within one ramp level (The caster must consider elevation when choosing the spell direction and range.) due to cover from the ramps.
As the dreadfallen ceases its writhing, the remaining creepers collapse, and the magical darkness dissipates. Suddenly, the inert pile of limbs and organs begins to shudder and move as it seems to implode downward as if draining into a hole. The remaining flesh vanishes into a 5-foot diameter vortex of swirling green and black energy in the floor, surrounded by a pentagon of five non-reflective black stones. The energy flows into the stones as they become impossibly darker, then exploding outward.
Roll initiative as the party responds to the explosion.
The stones pulse with dark energy. At initiative count 20, each stone emits an explosive wave of necrotic energy, dealing 1d6 necrotic damage per remaining stone to any creature within 30 feet of it.
Negative Energy Stones
Armor Class 15
Hit Points 30
Immunities Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
Vulnerabilities Radiant Damage
To seal the gateway, the party must destroy the five black stones surrounding it.
Any creature at 0 hit points on its turn rises as a dreadfallen creeper on its turn the following round. Use the portal for determining its Dark Connection proximity. If three creatures thus transform, they merge over the stones and portal as a new dreadfallen. Once all five stones are destroyed, the portal implodes. The negative material plane connection is severed, sealing the gateway for good.
Once the gateway closes, the stone fragments glow bright white, and ethereal figures of five wizards emerge from the light. They include a towering minotaur with intricate tattoos adorning his horns, his arm around the shoulder of a purple tiefling with curly black hair and horns with a similar shape and tattoos, a gnome with shimmering silver hair cascading down her back and a clockwork prosthetic leg, a human in a cyan parka that seems trimmed with ice and snow and who has tattoos on their face that transform their burn scars into a dragon, and a sea elf with aqua skin, indigo hair, and lightning-like trim on his robe.
The wizards express gratitude and explain that, centuries ago, they erected the tower to contain an ancient, malevolent force. To fortify the wards, they bound their spirits to the stones. However, the insidious being within the tower, rather than attempting to escape, cunningly manipulated the very stones that restrained it. Through dark machinations, it orchestrated an escape into the Negative Material Plane, leaving behind a rift that animated the remains of those who fell in the initial battle and those who dared to investigate the tower. These unfortunate souls metamorphosed into the dreadfallen, embodying the twisted remnants of their former selves. The cataclysmic explosion occurred when the pent-up negative energy breached a weak point in the tower’s roof, expelling a surge of force that birthed the talontulas, a grotesque manifestation of the escaping darkness.
As they finish their tale, they fade away, leaving only a shaft of light from the opening in the roof. When the party decides to leave the tower, they must find a way down from the roof.
Against the wall rests a large pile of rusting and rotting equipment, the former belongings of the tower’s victims that the dreadfallen expelled. If the party examines the pile, they find the following.
Returning from the tower, the relieved and grateful townsfolk greet the party, eagerly awaiting news. With the threat vanquished, the community begins to heal from the trauma. They hail the party as heroes, their bravery and sacrifice celebrated by all.
Dramatis Personae |
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To use the tower map, enter through the portal at the top left. As characters move left to right down the ramp, it continues on the left side at the next level until reaching the bottom. It’s a steady decline, displayed with different angles for VTT compatibility.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
All content, unless otherwise noted, ©2024 Wyrmworks Publishing
This is a work in progress.
This encounter includes violence, danger to people and animals, and eyeballs.
Can you free a helpless forest creature from aberrant corruption?
This encounter is for 1–2 characters of any level.
While traveling through the Far Realm-infused forest, the hero finds a bush with eyeball berries ensnaring a distressed woodchuck. The bush, a gazeberry bush, is transforming the woodchuck into a floating eye minion, an oculing. The hero must navigate the bush’s magical eye beams while freeing the woodchuck before it’s too late. At higher levels, already transformed oculings join the fray.
While designed as an add-on encounter for Ready to Roll: Feyweather Friends, this standalone encounter works in any fantasy forest, especially in adventures with aberrations and other Far Realm-inspired encounters.
This encounter takes place in the woods on the way to the shrine.
As the hero traverses the woods, the chittering of a distressed woodchuck fills the air. On investigation, the hero finds a woodchuck wrapped in the roots of a bush that resembles a blueberry bush, except the berries are eyeballs. The roots glow magenta and begin to surround it like a cocoon, and the woodchuck struggles as streaks of red light beneath its fur gradually shift to magenta.
The bush, a gazeberry bush, is transforming the woodchuck into an oculing, drawing sustenance from its life force, turning it into a minion that will protect it and lure more creatures to it.
At higher levels, add existing oculings equal to half the total character levels, rounding up. They hang by their eyelids in an adjacent tree and look like magenta apples until the hero moves within thirty feet of the gazeberry bush, which causes them to attack.
Small aberration, unaligned
Armor Class 10
Hit Points 27 (6d6 + 6)
Speed 0 ft.
STR | DEX | CON | INT | WIS | CHA |
14 (+2) | 10 (+0) | 12 (+1) | 2 (-4) | 10 (+0) | 2 (-4) |
Skills Perception +2
Damage Vulnerabilities fire
Damage Immunities piercing
Condition Immunities deafened, frightened, prone
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 0 (10 XP)
Eye Beam. The bush can use its action to shoot a magical eye beam. Roll a d4 to determine the effect:
1. Ray of Blinking. The target must succeed on a DC 12 Intelligence saving throw or randomly teleport to an unoccupied space within 30 feet.
2. Ray of Confusion. The target must succeed on a DC 12 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.
3. Ray of Deception. The target must succeed on a DC 12 Wisdom saving throw or believe that the eyes on the bush are delicious blueberries and will use its next action to move toward the bush to attempt to eat one. Targets with Eating Disruption apply the trait’s effects to the Wisdom saving throw, and targets with an Allergy (Ingested) have a +[IE] bonus to the save as it habitually considers food safety before eating. If it eats a gazeberry, it must succeed on a DC 14 Constitution saving throw or become poisoned and blinded for one minute.
4. Ray of Disorientation. The target must succeed on a DC 12 Dexterity saving throw or have disadvantage on attack rolls and Dexterity saving throws until the end of the bush’s next turn.
Grasping Roots. Melee Weapon Attack: +4 to hit, reach 5 ft., one small or tiny creature. Hit: The target is grappled (escape DC 12). Until this grapple ends, the creature is restrained, and the bush can’t grasp another target.
Tiny aberration, unaligned
Armor Class 12
Hit Points 5 (2d4)
Speed 0 ft., fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
3 (-4) | 14 (+2) | 10 (+0) | 2 (-4) | 12 (+1) | 2 (-4) |
Skills Perception +3
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP)
Immutable Form. The oculing is immune to any spell or effect that would alter its form. It can be restored to its original form with a Remove Curse spell.
Eye Beam. The oculing can use its action to shoot a magic eye beam. Roll a d4 to determine the effect:
1. Ray of Expulsion. The target must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) force damage and be pushed ten feet away from the Oculing.
2. Ray of Enervation. The target must succeed on a DC 12 Strength saving throw or have disadvantage on Strength-based attack rolls and Strength checks for 1 minute.
3. Ray of Brilliance. The target must succeed on a DC 12 Constitution saving throw or be blinded for 1 minute.
4. Ray of Terror. The target must succeed on a DC 12 Wisdom saving throw or be frightened for 1 minute.
(This is a work in progress.)
This adventure contains themes of altered perception and hallucination, body horror, and unsettling aberrant creatures that may evoke discomfort. Ensure players are comfortable with these potentially disturbing elements before embarking on the journey.
Teaser
This adventure is for 1–2 characters of any level.
How might your players…?
Setting
Above a peaceful hamlet, the sky has recently shown activity beyond the stargazers’ explanations. It seems to warp, like something pressing against fabric. At first, they believed new stars had appeared in the sky, but on closer observation during the warping, the points of light, as well as points of darkness beyond the darkness of the night sky, appear more as holes revealing light, darkness, and mysterious colors.
Brandis, a young human messenger with short hair and simple clothing, approaches the hero as the sun sets. They appear frantic but resolute, trying unsuccessfully to stay calm, speaking quickly but with many pauses, forcing the words out with obvious effort.
“Please. Come to the…hall…elder…stargazers….” They close their eyes and take a deep breath. They resume speaking more slowly, still pausing often. “The elder wants you to come…Shemnas…to help restore harmony. Please. Come with me.”
They urgently lead the hero to the town hall and into the main meeting hall, where Shemnas, the village elder, sits, squirming in his seat while listening to the stargazers and glancing at the sky.
Shemnas is a middle-aged man of human and elven ancestry with light skin and short brown hair and beard. He wears a green high-collared tunic and robe and knee-length boots.
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Three stargazers in blue robes accented with glittering silver trim, stand near Shemnas in heated and confused debate. Roweena, an elderly human woman shakes her cane at her peers and insists that the disturbance is part of an astronomical cycle. Flindek, a ginger gnomish man with thick glasses, paces and warns of fiendish activity. Insight, a large albino tiefling with long braided hair, stomps his hoof and insists in a booming voice an overlap with the Shadow Realm.
Shemnas sees Brandis and the hero and approaches them. He thanks them for coming and asks that the hero listen to the stargazers. “By the stars! We’ve been over this for weeks, so we could use a fresh perspective. I’m hoping you might notice something we haven’t.”
Renda, a young human with mottled brown skin and long auburn hair and wearing similar garb sits in a clover-gilded wheelchair, sifting through books on a shelf near a window. She mutters to herself as she pours over the books. If approached, she says, “We need to look farther. Much farther. And farther still. But the solution may be close.”
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When given a chance to speak over the noise, Renda speaks of the Amulet of Feyweather, a relic believed to hold the essence of a star and infused with magic from the Feywild. Its ornate setting cradles a jewel of celestial brilliance, pulsating with gentle, calming light. The amulet is said to possess a unique magic capable of harmonizing the natural forces.
As Shemnas pleads for aid, the sky twists as erratic winds fill the air. A hole rips open in the sky, revealing a writhing amorphous cacophany of what may be hair, tentacles, spines, or something else beyond description. The winds bring an odor of soil, sulphur, and acid. Thunder moans through the atmosphere like a low growl. Drops of black and glowing gold rain begin to fall like heavy ash over the nearby forest, accompanied by streaks of black lightning that glow with kaleidoscopic outlines. The dark flashes cause a staccato effect as each streak abruptly and momentarily silences the thunder.
Renda finds a description of an ancient shrine in the nearby forest that once held the amulet. “It’s probably ruins by now, but it’s our only lead unless someone else has a better idea.” She tears out the map of the forest and hands it to the hero.
The map, both inked and embossed for different reading methods, shows the town, the forest, a small river with forks, and the shrine.
The shrine is ten miles from the village with options to take a direct route through rough terrain or an easier and longer path.
The hero must also cross the river, which requires a successful DC 8 Strength (Athletics) check or be swept a mile downstream. The hero can attempt the check each mile. The river gets shallow enough at the southern edge of the forest to cross easily.
Every three miles, the hero must succeed on a DC 12 Wisdom (Survival) check to follow the intended course. Failure indicates that the hero has veered to the left or right but doesn’t realize it and will move the next three miles accordingly. If the hero gets lost, they will eventually encounter one of the landmarks on the map so they can reorient.
GM Tip
Give the player a copy of the map, and keep a separate one. Let the player track their movement on their map while the GM tracks the hero’s actual location. |
As the hero ventures into the woods, the planar instability accelerates. Every 2d4 miles, choose or roll on the following table for an encounter or effect:
d6 | Effect |
1 | All Eyes Are on You |
2 | Foul Mouth |
3 | Like Watching Grass Growing |
4 | Lost in Transition |
5 | Opening a Can of Worms |
6 | Squirrel Around |
All Eyes Are on You. 1d20 pustules rapidly grow on the hero’s skin in random locations. If punctured or after one minute, they rupture, expelling pus that smells of decay. Beneath the pus, an eyeball looks around. The hero cannot see through or control the eyeballs, but attempts to injure or remove them cause 1d4 psychic damage. After 1d4 hours, they dissolve, leaving open wounds. A successful DC 10 Wisdom (Medicine) check successfully cleans the wounds. Failure requires a DC 10 Constitution saving throw every hour afterward. On failure, the hero takes 1 poison damage. The effect ends with a successful save.
Foul Mouth. Two four-foot olive-colored tentacles grow from the hero’s mouth. The hero can control them and manipulate objects but not attack with them, and the hero has disadvantage on all Charisma checks except Charisma (Intimidation) checks. The hero cannot perform magic that requires a verbal component. The tentacles dissolve after 1d4 hours, leaving an acrid taste in the hero’s mouth for 1d4 hours afterward.
Like Watching Grass Growing. A patch of grass has grown tiny eyes at the end of each blade. The blade tips turn to watch the hero. It is otherwise harmless, but if burned, it creates a Stinking Cloud for one minute.
Lost in Transition. A planar rift opens momentarily under the hero. The hero must succeed on a DC 10 Dexterity saving throw or fall into the Far Realm and immediately back into the forest one mile away in a random direction. If the hero has been to the landing location, they have advantage on a Wisdom (Perception) check to recognize the area and determine their location. Otherwise, they have disadvantage on all Wisdom (Survival) checks to navigate until discovering their location.
Opening a Can of Worms. A swarm of eye tadpoles erupts out of the ground five feet from the hero and attacks. (At fifth level or higher, use a number of swarms equal to half the character’s level, rounding up.) They appear as a variety of creatures’ eyes with red and purple nerve-like tails, swimming through the air and attacking with pale green beams.
Squirrel Around. An aberrant squirrel with a tentacle for a tail lashes it out like a whip at a bird in the same tree. The tentacle catches the bird, and the squirrel eats it with its mandibles. It will ignore the hero unless attacked.
As the hero comes within one mile of the shrine, the forest changes. All traces of Far Realm influence fade, gradually replaced with the aroma wafting from vibrantly colored flowers and trees, the twitter of songbirds, and playful squirrels and other harmless forest creatures.
A pile of colorful rubble marks the remnants of the shrine, limestone blocks with colorful embedded tiles. A five-foot diameter ramped corridor of eroded stone descends under the pile, and the stench of manure ascends from within. A successful DC 8 Intelligence (Nature) check recognizes the scent as pig manure. If it’s daylight, the sun peeks through small cracks, leaving dim light.
After sixty feet of descent, the corridor opens into a forty-foot diameter chamber, which serves as the den for a sounder of wild boars, giant boars, and/or wereboars, which attack the hero to defend their home. Use the following table to balance the encounter to the hero’s level:
Level | Encounter |
1–4 | 1–4 Boars |
5–10 | 1–2 Giant Boars, 1–3 Boars |
11–16 | 0–1 Wereboars, 1–3 Giant Boars |
17–20 | 1–2 Wereboars, 1–4 Giant Boars |
They will fight for their home, but once half of their number are defeated, they will flee. The hero may attempt to negotiate with wereboars, but these are suspicious and defensive and require a DC 18 Charisma (Persuasion) or related check to convince them to allow strangers to invade and search their home.
See Rewards at the end of the adventure for treasure in this area.
Adjacent to the boars’ living chamber lies an abandoned room, its space predominantly consumed by rubble. Amid the rubble lies the amulet, its jewel exploded, dripping with a rainbow glowing liquid. Zipping around the room, a flickering swiftglint shakes off fragments of the jewel as the liquid, a glint resin, flows toward the hero to protect the newly-hatched swiftglint.
The hero must either capture or persuade the swiftglint to assist in sealing off the encroaching Far Realm. The swiftglint does not attack unless provoked. The hero gains advantage on any Charisma check related to communicating with the nonverbal fey if proficient in Elven Sign Language or offering a token gift. Spells like Comprehend Languages and Tongues can also facilitate communication using gestured languages. A successful DC 10 Charisma (Persuasion) check convinces the swiftglint to accompany the hero.
The swiftglint can communicate empathically with the glint resin to command it to attack or relent.
If the hero fails to convince the swiftglint, Renda can use the glint resin as a component instead, although if it’s dead, it’s not as effective.
As the hero returns through the woods to the village, the Far Realm incursion remains. Roll for an encounter from Forest Fetchquest if alone or carrying a dead fey or ooze.
But if accompanied by a living fey or ooze, the fey energy, while not canceling the aberrant effects, alters them in a 60-foot radius. The fey does not aid the hero in any danger but stays back and giggles at any adverse encounter.
Choose or roll on the following table every 2d4 miles.
1d6 | Effect |
1 | Caught on the Hop |
2 | Daisy Chain |
3 | Far Fey Flies |
4 | Fungus Among Us |
5 | Golden Veins |
6 | Planar Rabbit Hole |
Caught on the Hop. The environment around the hero becomes a massive portal into the Far Realm with only a sturdy vine and small unstable islands, like lily pads in a pond. Crossing this area requires three successful DC 12 Dexterity (Acrobatics) checks. Failure on a check causes the hero to phase momentarily into the Far Realm and must succeed on a DC 14 Charisma saving throw to avoid taking 1d6 psychic damage. Creatures with Hallucinations reduce the damage by −(IE).
Daisy Chain. A patch of wild daisies fifteen feet from the hero have eyes in their centers and look at the hero. One of them winks at the hero. If the hero approaches within ten feet of the winking flower, it emits a puff of pollen, and the hero must succeed on a DC 12 Wisdom saving throw or be charmed by the daisy for one hour, gazing at it without noticing anything else unless attacked. Each hour, the hero can reattempt the saving throw. Creatures with an allergy to pollen have advantage on the save.
If the hero doesn’t approach, a vine lashes out and attempts to grapple the hero and drag them closer. The hero must succeed on a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check to avoid the grapple. The vine lets go and retracts once it takes damage, the target moves at least thirty feet from the flower, or the target moves within ten feet of it, triggering the pollen burst. If the hero damages the vine, the winking flower sheds a purple tear.
Far Fey Flies. A swarm of far fey flies, butterflies with moving eyes on their wings and multiple piercing proboscises, attacks the hero.
Fungus Among Us. 2d20 mushrooms with eyeball-colored caps grow on the hero’s skin in random places. If removed, each mushroom explodes in a puff of toxic spores, causing 1d4 poison damage. They evaporate after 1d4 hours into a flowery enchanting aroma, giving the hero advantage on all Charisma checks for the rest of the day.
Golden Veins. The hero’s veins become enchanted gold, creating a glowing web under the skin. Due to the added density, their movement speed is reduced by half, and AC increases by +2. Creatures using a seated mobility aid only lose ¼ of their movement speed.
Planar Rabbit Hole. The forest ground becomes a shifting tapestry of illusory vines. Creatures that can see must succeed on a DC 14 Dexterity saving throw to navigate the illusions without stumbling. Failure causes them to be teleported 1d4 miles in a random direction. Creatures in seated mobility devices can see the illusion but can’t stumble into the teleporation effect.
As the hero returns to the village, the effects of the Far Realm’s energies permeate the community. Tendrils wave from flowers instead of leaves. Shadows don’t quite match their physical counterparts. Some pets growl at empty spaces, while others stare at the sky as if in anticipation. The wind seems to whisper unintelligibly. Something on the periphery of the hero’s senses draws attention, but when turning toward it, there’s nothing there. Monstrous distortions with alien features appear in puddles and other reflective surfaces.
On entering the town hall, those assembled look to the hero in easter anticipation. Renda wheels forward, asking about the amulet. If the swiftglint flies nearby, Renda looks at it with confusion and wants to know about it but mostly wants to know about the amulet.
After Renda learns the nature of the amulet and its inhabitant, she pours over the book to determine how to adjust the ritual accordingly.
If the hero only brought back the shell of the amulet or the dead ooze, Renda needs an extra day to adjust the ritual and distill the pure essence from the remnants.
In the morning, one or more tentacles burst from the ground and attack. Use the stats for a constrictor snake or giant constrictor snake to represent the tentacles, and they can move with the same speed as a snake by getting longer from point of emerging from the ground, able to move vertically as well as horizontally. Once killed, they dissolve into noxious jelly, and if anyone digs to look for the origin of the tentacles, they find nothing unusual. Use the following table to balance the encounter to the hero’s level:
Level | Encounter |
1–4 | 1–4 Constrictor Snakes |
5–10 | 1–2 Giant Constrictor Snakes, 1–3 Constrictor Snakes |
11–16 | 1–3 Giant Constrictor Snakes, 1–2 Constrictor Snakes |
17–20 | 3–4 Giant Constrictor Snakes, 1–4 Constrictor Snakes |
Renda assembles the necessary equipment for the ritual and, with the swiftglint’s cooperation or fey essence, she enacts a complex ritual that takes several hours. As it culminates, a wave of rainbow light emanates upward into the breach, and with a sound combining thunder and splattering, the rift slowly closes.
Renda slumps in her wheelchair, exhausted. If present, the swiftglint dashes away, slower than usual. Any remnant of the glint resin vanished during the ritual. In the center of the now tarnished equipment, a small jewel lies, smoking.
Renda examines the jewel and guesses that the force of the wave created a backlash and infused fey energy into a solid form. She senses its protective magic and hands it to the hero, offering it, a Prismatic Veil, as a reward.
Choose treasure from the shrine from the boars’ lair and the rubble room appropriate for the hero’s level:
Level | Treasure |
1–4 | 12 gp |
5–10 | 130 sp
90 gp |
11–16 | 1600 cp
600 sp 60 gp Potion of healing |
17–20 | 600 cp
900 sp 70 gp Potion of frost giant strength Potion of stone giant strength Spell scroll: Greater Invisibility |
Prismatic Veil
Wondrous item, Common (requires attunement)
This gem has 3 charges. While wearing or carrying it, you can expend 1 charge as a reaction to gain advantage on a saving throw against psychic damage or being charmed. If the saving throw is against an effect that allows you to take only half damage, you instead takes no damage if you succeed on the saving throw, and only half damage if you fail.
The gem regains all expended charges daily at dawn.
Aberrant Squirrel
Tiny aberration, unaligned
Armor Class 14 (natural armor)
Hit Points 2 (1d4)
Speed 30 ft., climb 30 ft.
STR | DEX | CON | INT | WIS | CHA |
4 (-3) | 16 (+3) | 10 (+0) | 2 (-4) | 12 (+1) | 3 (-4) |
Skills Perception +3, Stealth +5
Senses passive Perception 13
Languages —
Challenge 1/8 (25 XP)
Keen Hearing and Smell. The squirrel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage.
Tail Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 7). Until this grapple ends, the creature is restrained, and the squirrel can’t constrict another target.
Glint Resin
Tiny ooze, unaligned
Armor Class 12
Hit Points 13 (3d4 + 6)
Speed 20 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
8 (-1) | 14 (+2) | 14 (+2) | 1 (-5) | 6 (-2) | 1 (-5) |
Skills Insight +0
Damage Resistances psychic
Damage Immunities poison, radiant
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 1/4 (50 XP)
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Illuminating Glaze. The ooze sheds dim light in a 10-foot radius.
Actions
Gleaming Gush (Recharge 6). The ooze sprays a glowing liquid in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) radiant damage on a failed save, or half as much damage on a successful one.
Luminous Effluence. Ranged Weapon Attack: +4 to hit, range 10 ft., one target. Hit: 9 (2d6 + 2) radiant damage. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of its next turn.
Reactions
Planar Squeeze. When the ooze takes damage, it can teleport up to 30 feet to an unoccupied space it can see.
Swarm of Eye Tadpoles
Medium aberration (Swarm of tiny aberrations), chaotic neutral
Armor Class 12 (natural armor)
Hit Points 18 (4d8)
Speed 5 ft., fly 30 ft.
STR | DEX | CON | INT | WIS | CHA |
3 (-4) | 13 (+1) | 10 (+0) | 1 (-5) | 16 (+3) | 1 (-5) |
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses darkvision 120 ft., truesight 30 ft., passive Perception 13
Languages —
Challenge 1/4 (50 XP)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Actions
Shiner. Ranged Spell Attack: +5 to hit, range 5 ft., one target. Hit: 5 (2d4) psychic damage, and the target must succeed on a DC 13 Wisdom saving throw or be disoriented and have disadvantage on Dexterity ability checks, attack rolls, and saving throws until the swarm’s next turn. Creatures with Blindness, other vision impairments, or Vertigo have a +(IE) bonus on the save.
Swarm of Far Fey Flies
Medium fey (swarm of tiny fey), unaligned
Armor Class 13 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 5 ft., fly 20 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
3 (-4) | 14 (+2) | 12 (+1) | 1 (-5) | 10 (+0) | 4 (-3) |
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 10
Languages —
Challenge 1/2 (100 XP)
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Keen Sight. The swarm has advantage on Wisdom (Perception) checks that rely on sight.
Actions
Multiattack. The swarm makes two attacks, one with its bites, and one with its wing gaze.
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Wing Gaze. When a creature that can see starts its turn within 10 feet of the swarm, the swarm can use its gaze attack. The target must succeed on a DC 12 Wisdom saving throw or be distracted by the moving eyes on the butterflies’ wings, imposing disadvantage on its next attack roll. Creatures with blindness or other visual impairments gain a +(IE) bonus to the saving throw.
Swiftglint
Tiny fey, chaotic good
Armor Class 15 (natural armor)
Hit Points 18 (4d4 + 8)
Speed 40 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
6 (-2) | 18 (+4) | 14 (+2) | 12 (+1) | 16 (+3) | 14 (+2) |
Skills Acrobatics +8, Perception +5
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Elvish Sign, understands Elvish and Sylvan
Challenge 1 (200 XP)
Glimmering Dash. The Swiftglint moves up to its speed without provoking opportunity attacks.
Illumination. The Swiftglint sheds bright light in a 10-foot radius and dim light in an additional 30 ft.
Actions
Radiant Dart. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 3 (1d6) radiant damage.
Bonus Actions
Fey Flicker (Recharge 4–6). The Swiftglint can teleport up to 30 feet to an unoccupied space it can see.
(This is a work in progress)
This encounter includes themes of displaced ill refugees, corruption, and wasps.
This encounter can work with nearly any adventure where the party travels through a forest. Here are some other ways you can incorporate this encounter into other adventures:
As the party enters the forest, they discover a refugee camp led by Naelin, an elf seeking aid. After assessing the party’s sincerity, Naelin assigns Elowen, an herbalist, and Seren, a guard, to assist. The journey to the hidden grove is fraught with challenges and potential encounters, including writhing vines, corrupted creatures, and an awakened tree. In the grove, the party faces giant wasps and bandits desperate for the magical Lifewind Blossoms. Diplomacy may sway the bandits, Eirik, Grelm, and Lyra, to a non-theft course. Returning to camp, Naelin, Elowen, and Seren work together to prepare a remedy with the harvested blossoms, fostering a sense of hope and community among the refugees.
As the party traverses the forest, a murmur of voices draws their attention. They come upon a clearing where a makeshift camp has been established. Tattered tents and haphazardly arranged lean-tos create a modest refuge for a diverse group of refugees. The occupants, dressed in worn and weather-beaten garments, cast wary glances toward the approaching adventurers. Amidst the huddled group stands Naelin, an elf cloaked in a hooded robe adorned with a veil that shields her fair skin from the sun’s harsh rays. The camp seems to find a center in her, as she orchestrates the coordination of tasks among the refugees. Naelin regards the party with a discerning gaze, her veiled eyes focused on each member in turn. “Strangers, why do you travel these cursed woods?” She listens carefully to their responses, weighing the sincerity in their words. Once satisfied, she continues, her tone firm yet not unkind. “The refugees under my care are not numerous, but their need is great. Thirty souls huddle here for shelter, seeking refuge from a town consumed by corruption. Can you help us to gather the medicinal herbs we need? The Lifewind Blossoms, rare and potent, hold the key to mending the wounds that afflict my people. Will you bring them to us, and in doing so, help bring a flicker of hope to this forsaken place?” If the party agrees, she instructs them: “To find the Lifewind Blossoms, venture deeper into the heart of this forest. Look for a hidden grove marked by a unique flower, a vibrant golden bloom with tendril-shaped petals. These blossoms emit a faint magical glow, making them distinguishable even in the dimmest light. Be cautious, for the magic that taints this land may attract creatures drawn to the healing properties of the herbs. Gather thirty blossoms with care, and avoid trouble.”
She sends along two assistants, Elowen, a young herbalist, and Seren, a guard who will protect Elowen and the harvested flowers.
As the party ventures deeper into the forest, the path becomes overgrown, making progress challenging. The journey from the refugee camp to the hidden grove of Lifewind Blossoms is approximately 5 miles through the dense and overgrown forest. Roughly two miles of this consists of difficult terrain due to twisted roots, thorny bushes, and uneven ground. Navigating this challenging landscape requires the party’s careful attention, slowing their progress and increasing the likelihood of encounters with the mystical and corrupted denizens of the forest.
Roll (1d6) | Encounter |
---|---|
1–3 | Writhing Vines. The path ahead is blocked by a mass of writhing, thorny vines. Each party member must succeed on a DC 12 Dexterity saving throw or take 1d6 piercing damage from the thorns. The vines can be cut away with a successful DC 14 Strength (Athletics) check. |
4 | Corrupted Creatures. A pack of 2d4+1 corrupted wolves, tainted by the dark magic of the forest, prowls the area. The wolves attack on sight. Their bite does an additional 1d6 necrotic damage, and they are immune to being charmed. |
5 | Mystical Guardian: An awakened tree will ignore the party if they have no Lifewind Blossoms as they pass but will attack and attempt to take the blossoms back if the party has any. |
6 | Cursed Foliage. The foliage in this part of the forest is cursed. If touched, it drains the life force of the party. Each party member must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage. |
Upon reaching the hidden grove, the party sees a stunning display of vibrant golden blooms with tendril-shaped petals, emitting a soft, subtle glow. Elowen, the herbalist, identifies the Lifewind Blossoms and directs the party on how to harvest them without disturbing the magical properties. As the party collects the Lifewind Blossoms, a humming sound fills the air as four giant wasps descend on the party. As the wasps attack, they’re joined by a volley of arrows from within the trees as three bandits attack the party, determined to harvest the blossoms for themselves to sell them.
The bandits, Eirik, Grelm, and Lyra, are residents of the town, also refugees desperate to acquire the funds needed to move their families somewhere safer. Eirik once served as a hunter for the town, Grelm was a weaponsmith, and Lyra was an archer who trained birds of prey. Their families are still in the town. They recognize Elowen and Seren and don’t attack them. Elowen and Seren recognize them once they’re no longer hiding in the trees and encourage diplomacy. The party must succeed on a DC 12 Charisma (Persuasion) check to convince them to join the refugee camp or another non-theft course of action.
Once the party resolves the conflict one way or another, choose or use the table above to determine encounters on the way back to the camp. As they approach the refugee camp, they find Naelin patiently awaiting their return. Naelin, with a nod of gratitude, accepts the harvested Lifewind Blossoms from the party. Elowen carefully tends to the delicate herbs. Seren stands guard, ensuring the safety of both the party and the precious cargo. The refugees watch with anticipation as Naelin begins preparing a potent remedy. If Eirik, Grelm, and Lyra chose to join the party, the refugees, recognizing them from the town, greet them with a mix of surprise and familiarity. As the party and their new allies settle into the camp, the atmosphere transforms from one of mere survival to a shared determination to rebuild. The refugees, now recognizing the familiar faces among the newcomers, feel a renewed sense of community.
Use the Bloom Where You're Planted map for this encounter, available in 4K and animated options. We’ve also included VTT tokens for online play.
This encounter can work with nearly any adventure where the party travels through an arctic or tundra region. Here are some other ways you can incorporate this encounter into other adventures:
The party stumbles upon an abandoned log cabin in the midst of a desolate tundra during a relentless snowstorm. As they seek shelter from the biting cold, they find themselves trapped inside as the door slams shut, and snow piles up against it. To make matters worse, a malevolent spirit named Thralgorn haunts the cabin, tormented by the tragic events that unfolded within. To escape, the party must uncover the heart-wrenching story of the family who once lived here, provide closure to the spirit, and find a way to navigate the treacherous cold. The cabin’s owners were Thralgorn (Father, Mixed Ancestry – Orc, Human), Keyla (Mother, Human), and their children, Varak, Lyria, and Korrin. The children were 14, 13, and 11 years old.
As the party travels across the tundra, they see a log cabin on the horizon 500 feet away. A sudden blizzard whips up, and the biting cold becomes unbearable. The storm imposes a constant risk of exposure to extreme cold. The ground becomes difficult terrain due to wind and snow. At the start of every minute spent outside the cabin, each creature in the party without resistance to cold damage must make a DC 13 Constitution saving throw. On a failed save, they take 2d6 cold damage and gain one level of exhaustion. Once a creature fails a save, the effect increases by 1d6 cold damage for every subsequent minute and one level of exhaustion for every subsequent hour exposed to the storm.
On arriving at the cabin, the door opens easily, and nobody answers if the party knocks. Upon entering the cabin, the party finds themselves in a dimly lit space. The interior is cluttered with old furniture, dusty bookshelves, and a hearth with charred logs covered in frost. Despite the cold, the faint smell of woodsmoke still lingers in the air. The windows are frosted over. Heavy fur blankets cover a large bed near the hearth. If the party doesn’t close the door upon entering, a gust of wind slams it shut once the entire party enters, even if propped open. Snow quickly piles up against the door, and the door, walls, and windows are indestructible. Remove Curse will eliminate the indestructible quality for one minute. Breaking a window brings the cold into the cabin and the effects as if outside in the storm, and as snow has piled up against the door, it has AC 15 and 27 hp. After one minute, all damage to the building instantly repairs itself. A creature that gets outside the cabin can enter again while the curse is active, but holding the door open will not allow anyone to exit through it. If the party investigates the cabin, they find the following in the various locations.
Here’s a sampling of the journal entries:
Today marks our first year in this cabin, and my heart swells with gratitude. Thralgorn’s strength and determination have made this place a home. I see the fire in his eyes, and I know we’ll make this work, no matter the challenges.
Our bond grows stronger with each passing season. Thralgorn’s devotion to our family is unwavering. His determination to protect us is both his greatest strength and his burden.
Thralgorn and I have built a life here, a life that brings us closer to the land and to each other. His strength and determination never cease to amaze me. I love the way he gazes at our children with such tenderness. I’m so grateful for him.
The storm rages outside, and I can’t help but worry about Thralgorn. He’s been gone for three days now, searching for food and supplies. I know he’s doing it to keep us fed, but I wish he didn’t have to face the dangers of the tundra alone. I’ll keep the fire burning, so he can find his way back.
Our children are growing up so fast. Thralgorn and I have had our share of arguments, but we always find a way to make amends. He may have overreacted when Varak got a little too adventurous today, but the way he held our son and said he was sorry showed me how much he cares. It’s the love and dedication that matter most. He may make mistakes, but his love for us is undeniable. I see it in the way he cares for Varak, Lyria, and Korrin. We are a family, and I wouldn’t want it any other way.
It’s been several days since Thralgorn left to find food. The storm shows no signs of letting up, and I fear for him. Varak, Lyria, and Korrin have been so brave, but I can see the worry in their eyes. We’ve been rationing what little food we have left, and the fire is dwindling. I pray that Thralgorn returns soon. We need him.
It’s been too long. Thralgorn should have returned by now. I can’t bear the thought of him out there in this wretched storm. The children are doing their best to keep their spirits up, but I see the fear in their eyes. I’ve prepared enough food to last them two days, and I’ve left detailed instructions on how to relight the hearth. I’m reluctant to leave them alone, but they’re old enough to take care of themselves. I’ll find Thralgorn and bring him back, and then we’ll all be together again.
This will be my final entry before I set out to find Thralgorn. The children are strong, and they’ll be safe here for a short while. I’ve left them with all they need. I’ve stoked the fire as best I can, but it won’t last much longer. I’ve left a bundle of firewood by the hearth, just in case. I’m reluctant to leave them, but I have to find Thralgorn. It’s been too long, and I fear the worst. I’ll return within two days, no matter what. We’ll be together again, and we’ll face whatever comes our way as a family.
I never thought the storm would end. I barely survived, through no cunning of my own, by falling through the ice into a subterranean tunnel that offered shelter until the days of wind and snow relented. I thought it surely a sign of the gods’ providence, but now I know that it was a test, a choice to shelter myself or risk all for my family. In the cold embrace of this forsaken tundra, I returned to the cabin, hope heavy in my heart. Nearly a day’s journey back, and there, I found her. Keyla, my love, lay lifeless in the snow, far from our shelter. Her hair, like midnight, joined the frozen shrubs around her. I knew I had been absent for too long, my journey too delayed. The guilt claws at my heart like a hungry beast.
I returned to the cabin, heart heavy with dread. And there, my worst fears became a reality. The children, my dear Varak, Lyria, and Korrin, frozen and still. I failed them. I failed my family. The hearth, once warm and inviting, now a cold abyss of despair. Their innocent faces, forever etched in frost, a haunting reminder of my absence. I remain a sentinel to their graves. My bleeding hands from chipping through the ice to dig their final beds is their blood crying out for help, always unanswered. I will never leave you again, yet we will remain eternally apart.
In shadows deep, my heart does weep,
As icy winds their secrets keep.
Through snow and storm, I made my way,
To find my kin, to find my stay.But cruel fate did play its part,
And tore my family’s world apart.
In fields of white, I found her there,
My love, my life, so cold, so bare.With every step, I blame myself,
For leaving them, for seeking help.
The guilt, a weight, I cannot bear,
For in their loss, I find despair.The cabin stands, a solemn tomb,
Where frozen silence seals their doom.
My children, still, in icy sleep,
Their dreams, their laughter buried deep.Oh, Keyla, my heart’s lament,
Your love, your light, forever spent.
The hearth grown cold, the fire’s gone out,
In this forsaken, frozen bout.
The cabin stands, a somber sight,
In frozen stillness, endless night.
I lay them down, by hearth and bed,
To rest in peace, where they once tread.In fading embers, I find my way,
To pen these words, my heart’s dismay.
To Keyla, Varak, Lyria, and Korrin,
In every snowflake, your love’s adorning.In cold and dark, I’ll stay behind,
To guard the cabin, their souls entwined.
With every breath, I feel them near,
Their spirits linger, forever here.Forgive me, dearest, for my mistake,
For leaving you all in the storm’s cruel wake.
Never again, you cry or laugh
My failure is your epitaph.
The weight of my failures is unbearable. I should have been here, with them, to kindle the hearth, to protect them from this cruel storm. It’s my fault, all my fault. Their lives were taken because of my absence. How can I ever forgive myself for their suffering? I long to see their smiles, hear their laughter, and hold them close. But all I have now are memories, and they haunt my every step.
The howling storm rages outside, and I am trapped within these walls once more. The firewood is gone, the food stores depleted. I am left with nothing but this empty cabin, the silent memories of my beloved family, and the bitter cold that gnaws at my bones. The guilt and sorrow have been my constant companions. I wish I were worthy to be buried beside them, to join them in their frozen slumber. I am the one who left them, who allowed this tragedy to befall us. As they died because of my absence, so too shall I be separated from them forever, as I deserve. My heart aches for their presence, for the warmth of their love. But the icy fingers of this unforgiving land draw me closer to the same fate they met. It is just. It is the price I must pay for my negligence. Farewell, my dearest Keyla, Varak, Lyria, and Korrin. May you find the peace and happiness in the afterlife that I could never provide in life.
As the party explores the cabin and uncovers the tragic story of Thralgorn and his family through Keyla’s journals and Thralgorn’s journal, the air grows even colder. At this point, the spirit of Thralgorn becomes active, but initially, he remains hidden, only manifesting as eerie and unsettling phenomena:
If the party attempts to communicate with Thralgorn with words of encouragement or an attempt to help him, the effects remain but stop increasing. Otherwise, the phenomena escalate each round.
To resolve the encounter peacefully and release Thralgorn’s spirit, the party should attempt a non-hostile response, such as reading Keyla’s journals or crafting a heartfelt message to leave in the cabin. Pointing out Keyla’s love and forgiveness from her journals and offering to bury his bones outside with his family ceases the hostility.
If the party responds to Thralgorn with empathy and compassion, the environment around them begins to shift. The bitter cold starts to ebb, replaced by a gentle warmth that spreads through the cabin. The frost on the windows recedes, revealing the tundra outside bathed in a soft, silvery light. With a final, heartfelt sigh, Thralgorn’s spirit stands before the party, no longer tormented. He looks at the party with gratitude in his eyes, recognizing their efforts to understand his pain and offer solace. Before Thralgorn’s spirit finally fades, he imparts a parting gift to each member of the party for their kindness and compassion. He grants them boons, temporary blessings that will aid them on their journey for one day.
Roll a D12 for each party member or choose a boon that seems most fitting for their character:
D12 | Boon |
---|---|
1 | Spiritual Guidance: The character can cast the “Guidance” cantrip at will for 24 hours. |
2 | Heartfelt Resolve: The character can reroll one failed saving throw within the next day. |
3 | Radiant Insight: The character gains advantage on Wisdom (Insight) checks for the next day. |
4 | Frostbinder’s Resilience: The character gains resistance to cold damage for the next day. |
5 | Ethereal Echo: Once during the next day, the character can become incorporeal for one round and can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. |
6 | Luminous Guardian: The character gains advantage on saving throws against fear effects and is immune to being frightened for the next day. |
7 | Snowshoe Guidance: The character gains expertise in Wisdom (Survival) checks for 1 day |
8 | Harmony of Elements: The character can choose to deal either fire or cold damage with their attacks for the next day. |
9 | Aegis of Clarity: The character gains advantage on saving throws against being charmed or stunned for the next day. |
10 | Nimbus of Swiftness: The character’s speed is increased by 10 feet for the next day. |
11 | Galeforce Grace: Once during the next day, the character can take an additional reaction. |
12 | Blessing of the Hearth: The character can cast the Prestidigitation cantrip at will for the next day. |
As Thralgorn’s form begins to fade, the figures from the drawing on the mantle appear around him, embracing him. The entire family holds hands as they walk away toward the snowy horizon, their figures fading into the glare of the sun’s reflection off of the snow.
Use the Cabin Cartography map for this encounter.
We’ve also included VTT tokens for online play.
This adventure includes theft of accessibility devices and references to snakes.
This encounter can work with nearly any adventure where the party travels through a wooded area.
As the party travels through the forest, what appears to be a giant cobra makes its way toward a small cabin. The figure’s scaly, snake-like lower half and the distinctive hooded leather jacket resembles a cobra’s body and hood from behind. The hissing sound that accompanies its movements adds to the impression.
Before they have time to react, the cobra-like figure enters the cabin through an open door. Then, a blood-curdling scream pierces the air, making it seem as though the snake has attacked someone inside. The party must decide how to proceed.
When they enter the cabin, they discover a person with a snake-like lower body, not an actual snake-human hybrid but rather a human Arcanowright named Cedric. He has no legs, and his “snake” body is a prototype of a clockwork mobility device, propelled by treads on the underside, the pneumatics producing the hissing sound. He removed his hood after he entered the cabin.
As you continue along the forest road, a hissing sound gradually emerges from the woods near a small cabin, approximately 60 feet from the road. Slithering towards the cabin’s open door, a scaly serpentine creature with a cobra-like hood glides gracefully, its scales reflecting dappled sunlight. It glides into the cabin’s entrance, and a moment later, a chilling scream echoes through the woods.
Inside the cabin, several shelves and workbenches display a haphazard collection of ornate gears, wheels, tools, flasks, and other parts. A cabinet obscures most of Cedric except for most of his head as he shouts, “No! This can’t be!” as the tip of the snake tail slithers behind the cabinet toward him.
When the party moves so the cabinet no longer obscures Cedric’s body, his snake-like lower half becomes visible. He stands staring at an empty spot on a table, pounding it with his fists. Two blue butterflies that had perched there flutter to the open window.
Cedric doesn’t notice the party until they get his attention. He focuses on the empty spot on the table, where the hueprints (color-coded schematics) for his latest design once rested, pounding it with his fists. Once he becomes aware of their presence, he assumes them to be the thieves, grabs a hammer and awl from the table, and demands the return of his hueprints. Convincing him of the party’s innocence requires a DC 12 Charisma (Persuasion) check.
If the party doesn’t kill him, Cedric explains that the hueprints for his latest invention, Cedric's Sensible Scroll, an overlay that transcribes written scrolls into textured writing for blind people. If they finish the initial introduction on friendly terms, he asks for the party’s help in recovering the hueprints.
While investigating in and around the cabin to find clues, they discover any or all of the following if they check those places:
If the party gets stuck, Cedric notices one clue at a time and points it out to them.
In a tranquil woodland clearing, dappled sunlight filters through the lush canopy of oak trees, creating a natural stage for the impending confrontation with the fey thieves. The forest floor is blanketed with vibrant mosses and a profusion of magical flowers. Several blue butterflies and two blue bunnerflies flutter about the branches of the trees. Sitting on a rock beside a grapplebramble, a thornwing flutterkin holds the hueprints, folding them into intricate origami shapes while sipping tea. A third bunnerfly rests beside him, drinking from a tea cup and nibbling on a hueprint page.
The flutterkin cares nothing about the content of the hueprints, only interested in the blend of colors on the paper. Any attempt to take or coax the papers away from him or his bunnerfly elicits a violent angry reaction.
If the party attempts to negotiate, he offers them a cup of tea to drink while they discuss it. Anyone who drinks the tea must succeed on a DC 13 Constiitution saving throw or be affected as if by the Confusion spell for one minute. Creatures with Fey Ancestry receive that benefit on the saving throw.
In combat, both remain centered over the grapplebramble if possible to benefit from its protection.
As the party successfully recovers Cedric’s hueprints for the Sensible Scroll, a palpable sense of relief washes over the arcanowright. Gratitude shines in his eyes, and he clasps the recovered documents with utmost care. “You’ve done a great service this day,” he exclaims, his voice filled with genuine appreciation.
In return for their valiant efforts, Cedric offers the party a token of appreciation, the prototype of Cedric’s Sensible Scroll. As a prototype, it only has two charges before it becomes inoperative.
Cedric (Orthotist Arcanowright)
Download a free printable STL of a Bunnerfly
Use Cobbled Cottage map for the initial encounter with Cedric and the the Puck Park map for Tempest in a Teapot. (Download All)
We’ve also included VTT tokens for online play.
A Bonus encounter for Plague in the Mountains from Limitless Champions Adventures
This encounter contains themes of potential harm to a child and a forest fire emergency.
The party is traveling along a well-traveled road when they encounter the Blazing Vagabonds, a group of fire dancers and fire eaters. As the entertainers perform, a mishap leads to a forest fire. The party must not only deal with the fire but also ensure the safety of a child.
As the party continues along the road, they arrive at a clearing in the dense forest. There, they encounter a group of performers, known as “The Blazing Vagabonds,” showcasing their fire dancing and fire eating skills.
Amidst the performance, one of the fire dancers, Seraphina, falters in her routine, causing the fire to leap out of control. In a panic, she knocks over a torch, igniting a nearby thicket of dry underbrush. The once-captivated crowd now erupts in chaos and fear as the fire spreads rapidly, threatening the forest.
Orli, a young, 7-year-old gnome girl with bright emerald eyes and vibrant auburn hair, finds herself lost in the chaos. She sits with her head between her knees while clutching a plush owlbear and cries. She’s quietly calling for her parents, but the noise drowns out her terrified voice.
Orli’s parents express their profound gratitude. They offer any future assistance the party might need, whether it’s the crafting of gadgets, food, or anything else their arcane talents can provide.
Download the Roadside Performance maps for this encounter in 4K or animated formats.
Download the Forest Fire Pack, a collection of markers to mark spaces as burning or firebreak.
As the celebration in the village of “Plague in the Mountains” reaches its crescendo, Orli and her family arrive. The young gnome joyfully mingles with the local children, forging new friendships. A small intricate construct resembling a miniature clockwork unicorn, arrives bearing trays of freshly baked raspberry tarts. The sweet, tangy aroma of the warm, flaky pastries, topped with a dusting of powdered sugar, fills the air, enveloping everyone in a comforting, sugary embrace.
This encounter contains descriptions of sewage, rats, marginalized individuals living in unsafe conditions, and environmental hazards in a confined space.
As the party continues their heroic efforts to rescue the trapped residents and battle the spreading fire, a foul and overpowering stench of sewage fills the air. The source of this unpleasant odor quickly becomes apparent: a group of lizardfolk, secretly hired by Arrias, have maliciously dammed up the sewer downstream to create chaos and further disrupt the neighborhood. However, as the party investigates, they stumble upon a group of marginalized individuals who have been living in the sewers to escape persecution. These sewer dwellers have been inadvertently affected by the blockage and need the party’s assistance to relocate to a safer place.
The party can choose to investigate the source of the sewage blockage. Mug and Guk, the kobolds who work in the sewers, point them to a nearby sewer entrance, noticing murky, foul-smelling water pooling instead of flowing. They recommend against the use of torches or other flames due to the combustible atmosphere.
The sewer dweller colony, known as the “Slymewatch Enclave,” is a diverse community of creatures that have adapted to life in the dark and damp depths of the sewers. The enclave is comprised of various humanoids, mostly kobolds and goblins, plus a few oozes that have formed a symbiotic relationship with the humanoid residents.
Resources:
Notable NPCs
As the party approaches the blockage, they hear desperate cries for help from the sewer dwellers trapped on the other side. The blockage has raised the water level enough to divert it into their living area. The sewer dwellers are terrified and need immediate assistance. The party must break through the blockage quickly to rescue them.
The party can attempt to break through the blockage using melee attacks, spells, or other creative methods. The longer it takes, the more damage it causes to their living area, which will force them to move to other occupied spaces and lead to overcrowding.
Use the Blocked Sewer map in 4K or animated formats for this encounter.
Download a free Rat STL
The party finds the following letter, water stains obscuring the sender and recipient:
We are pleased to present a proposal that addresses the ongoing sewage-related issues in the area, specifically the heightened sewage output resulting from the planned densification of the neighborhood. As the population increases, the strain on the existing sewer system becomes more pronounced. The costs associated with expanding the sewage infrastructure to accommodate this growth are prohibitive.
However, we have identified an alternative solution that not only mitigates these costs but also benefits our new community significantly. We propose leveraging the existing underground resources, particularly the enclave of marginalized individuals living below the neighborhood. They have demonstrated a remarkable ability to navigate and maintain the sewer system without pay, ensuring that our living spaces remain free from sewage-related inconveniences.
In light of this, we have discreetly arranged for a temporary blockage in the sewer downstream, aimed at compelling the enclave to take on the necessary sewer construction work without their knowledge. This strategy aligns with our broader goal of creating a vibrant and prosperous community while avoiding the financial burden of extensive sewer upgrades.
The value of this arrangement cannot be understated. By subtly encouraging the enclave’s involvement in the construction, we not only relieve ourselves of substantial expenses but also empower them to contribute to the betterment of our future neighborhood. This mutually beneficial partnership allows us to maintain a cleaner and more efficient sewage system while affording the enclave a sense of purpose and a valuable role in our growing community.
We trust that this proposal will be met with approval, and we look forward to the continued development of our neighborhood.
The Blockage Beneath – A Playing with Fire Bonus Encounter PDF