1 TM Hit Point Press Presents THE HEART OF DAKO TM
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Humblewood: The Heart of Dako is Copyright © 2021 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa, Ontario, K1V0C3, Canada. All rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in Canada, US and other countries. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express permission of Hit Point Press Inc. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. Hit Point Press, Humblewood and its associated logos are trademarks of Hit Point Press Inc. First Printing. Printed in Canada. Credits Story Concept: TK Johnson Writing and Game Design: Andrea Bruce, TK Johnson, Christopher Pinch, Jordan Richer Editors: Andrea Bruce, Ty Christensen, Ricardo Evangelho, Verity Lane, Christopher Pinch Art Director: Ricardo Evangelho Designers: Rajaa Al-Subairi, Ricardo Evangelho, Rosemarie Halim Cover Illustrator: Christina Kraus Illustrators: Risa Hulet, Sam Key, Christina Kraus, Annelise Mak, Julia Metzger, Olivia Rea Cartography: Samantha Rustle Project Manager: Christopher Pinch Prepress Specialist: Rajaa Al-Subairi Quality Assurance: Zoë Weiss TMTM Risa Hulet
Anneliese Mak The Heart of Dako Eh AwThEhL GEhT'LOhM TOh'OhTEeK Welcome to Humblewood, a fantastic campaign setting that takes place in the faraway world of Everden. The folk of this world resemble a diverse assortment of woodland creatures large and small. Deep within the western continent of Wesden, far south of the Humblewood region, a vast jungle called the Tanglewilds is ruled by the powerful Eluran Empire. Journey through mountain peaks and sail the winding rivers of this paradise all the way from the fertile fields of Matron’s Grove to the haunted Pearl Coast. Beneath the colorful jungle canopy lies vibrant, bustling cities, magical swamps, and dormant temples, each filled with adventure for the brave souls who look for it. Are you among them? This module takes a party of 5th level characters through a dynamic Humblewood adventure that can be played in the span of a few hours. Four pre-made characters have been included in this booklet for players or GMs to use. Additional Humblewood adventures, fantastical campaign setting details, and free printable resources are available at: HUMBLEWOOD.COM/RESOURCES HOW TO USE THIS ADVENTURE What you need to run this game is this booklet, the provided character sheets, and access to the 5th Edition Core Rules. Information formatted in a box like this should be read out loud for players. This information is to be read when the party arrives at that point in the adventure. Any monster or non-player character (NPC) stat block presented in this booklet is identified by bold blue text. Magic items are presented in italics. Bold red text references other sections within this booklet. Any content not found in this booklet can be located in the 5th Edition Core Rules. ADVENTURE BACKGROUND The player characters take on the role of Tanglewilds Guides currently stationed at Wayfare, a guide outpost. Posted Tanglewilds Guides are hired out of Wayfare to lead expeditions through the jungles of Sania’s Paradise. A famous adventuring company known as the Companions of the Blue Rose have stopped at the outpost and are on their way to the grand coastal city of Espinorra, where a ship awaits to ferry them across the Talesea to their northern homeland of Firnveldt. The Companions are led by a canny and bold eluran named Nadia Dar (she/her) who keeps the company of three allies: the grumpy jerbeen bard Hayli Mountainflower (she/her), the gallant vulpin knight-errant Errol Vesperaux (he/him), and the mysterious capran wizard Mateo the Frostsage (he/him or they/them). The four have returned from the abandoned Temple of Naba with a precious magical relic they believe to be the fabled Heart of Dako. Proud of their success, they boast of a buyer interested in displaying the relic in Firnveldt’s capital museum. Unbeknownst to the Companions, what they found in the temple is not the actual Heart of Dako but a magical power cell. Used in temples throughout the Tanglewilds, these cells protect the jungle from an ages-old calamity, born from a failed experiment of an ancient group known as the Fizzars. If the power source is not returned to the Temple of Naba, where it can once again link with the True Heart, the protection around Sania’s Paradise will fade, and the plants and animals within a 5-mile radius of the temple will die from exposure to raw, uncontained magical energy. Humblewood: The Heart of Dako 3
Guide Outposts Peppered throughout the Tanglewilds are outposts where intrepid travelers can hire guides to lead them around the humid wilderness, cloud forests, and slumbering volcanoes of the jungle. Wayfare. This adventure begins at the large Wayfare guide outpost. The outpost centers around a circular, stone pavilion. In addition to the storerooms for weapons, supplies, and food, the pavilion houses simple, serviceable lodging for guides and six spare rooms for travelers. Hired by the Companions to ensure their safety and guard the Heart of Dako, thirty tilia treewardens are scattered around the outpost in wooden watchtowers and large tents. The Heart of Dako is being kept in a special tent near the center of the camp. In addition to the Companions of the Blue Rose, an eluran archivist, Caspian Eskander (he/him) from the city of Axxin, has taken up lodging here. He gladly shares his knowledge of the Temple of Naba with anyone who asks. Sania’s Paradise The surrounding jungle is a rainforest known as Sania’s Paradise. It spans the eastern side of the Tanglewilds from Espinorra in the north, to Axxin in the east, to the Pearl Coast in the southeast. There are many villages, temples, and ruins to explore here, and Guides can easily find work escorting adventurers and pilgrims through the dense and dangerous terrain. The Temple of Naba Once a beacon of light for pilgrims and travelers, the Temple of Naba has long fallen to ruin. While the foundational pyramid still stands hundreds of feet tall, its once marvelous architecture has faded. The temple was rumored to have numerous magical defenses, but now all that remains are a few traps in its lowermost chambers. Many have tried to breach the surviving defenses, but until the Companions, none had succeeded. A few unlucky temple raiders have learned the fatal lesson that the temple’s traps reset shortly after they are triggered, though the mechanisms responsible for this are still a mystery. ADVENTURE HOOKS Consider using the following adventure hooks to set up this adventure. These adventure hooks have been designed to be used after the party’s first interaction with the Companions of the Blue Rose (Companions by the Fire, pg.5).Use whichever best suits the playgroup, or create an original hook! Vision of Darkness. The party is awoken from their slumber by a shared vision. In the vision, they see a pulsing red light waning on the horizon, and as it does so, tendrils of darkness seep across the jungle. Every living thing touched by the darkness turns into a white crystal statue. The party is left with an empty feeling, as well as a strong instinct that the Heart of Dako must be returned to its resting place within the Temple of Naba urgently. This Does Not Belong in a Museum. Caspian Eskander abruptly wakes the party, a fraught look on his face. One of the Ancient Eluran cryptograms he has decoded states that the Heart of Dako must remain in the temple, or death and destruction will sweep the jungle. Though he tried to warn Nadia and begged her to return the relic, she dismissed him out of hand. Caspian is certain that it must be returned and pleads with the party to help him, offering considerable gold as a reward if they accept this risky endeavor. Storied Warnings. As the party turns in for the night, they overhear a guide retelling a story from their childhood about the Temple of Naba and a mythical guardian with a red light in its chest. The story warns of dire consequences if the guardian and its chamber are disturbed. The possibility of harm coming to the Tanglewild communities has the guide quite shaken and should be enough to convince the party that the Heart of Dako must be returned to the temple. Olivia Rea 4 Humblewood: The Heart of Dako
The Intrepid Adventure Begins ThEeK WAh’NgEhK TLEh’EhM AhKAwPUUr 1. COMPANIONS BY THE FIRE When night falls in the Wayfare outpost, the Companions of the Blue Rose invite the stationed Guides to join them by the fire and share a feast to celebrate the Companions’ recent good fortune. Great tongues of yellow and orange flame frolic and flicker on a bed of crackling tinder, casting dancing shadows that leap across the marble dome of Wayfare’s central pavilion. At the center of the camp, four figures recline, resting after several days of hard travel in the heart of the jungle. "Give us a story," a sleek eluran in gold and green silk calls to her companions. "Sing about our adventure in the Temple of Naba." Between a resting spiral-horned capran and a smiling vulpin in gold armor, a fluffy jerbeen in a purple gown grimaces. With a sharp look from her leader, the jerbeen sighs in resignation. Settling her fingers upon the strings of a rosewood setar, she begins to play... The bard, Hayli, spins the tale of the Companions’ exploits: braving the jungle, crossing a raging river, and facing deadly traps before finally discovering a bewitching artifact on a pedestal guarded by an inactive stone construct. She sings of how they cleverly avoided setting off additional traps by replacing the Heart of Dako with a bag of sand equal to the relic’s weight. Satisfied, Nadia makes a toast, and the Companions and their guests enjoy a feast of hunted game and local vegetables roasted over the fire. While they eat, the party can interact with Nadia and her crew (see Roleplaying the Companions of the Blue Rose in Appendix A: Monsters/NPCs, pg.18 for roleplaying tips). As the party chats with the Companions, the Companions may divulge the following pieces of information, depending on the questions asked: l The path the Companions blazed through the jungle was treacherous, but because of Nadia’s guidance, they managed to make it through safely. One wrong move and they could have ended up in serious trouble. Anneliese Mak Humblewood: The Heart of Dako 5
l To get to the temple, the Companions crossed a rickety rope bridge, barely able to take their weight. The Redroar River rages underneath the bridge, splitting the jungle in twain. The bridge is the only crossing to the Temple of Naba. l It was Mateo's job to disarm the temple’s traps, but at the mere mention of the subject, Mateo insists the conversation move on. The traps were dreadful and dangerous, and merely talking about them can cause Mateo to go yet another night without sleep. l They eventually reached a room with a pedestal bearing the Heart of Dako. Beside the pedestal, a strange stone construct rested. Given the construct's gaping chest wound, it’s quite possible that the construct was defeated in a confrontation. l The temple’s traps reset. After this, the Companions turn in for bed, as they have many long days of travel ahead of them. Nadia Dar has paid other Guides to secure their packs and prepare their riding kappu for the journey ahead. Adventure Hooks The included predesigned Adventure Hooks (pg.4) are intended to be used after the fireside celebration as a call to adventure. Players should be motivated to steal the Heart of Dako from the Companions of the Blue Rose and return it to the Temple of Naba. 2. TAKING BACK WHAT DOESN’T BELONG TO THEM Amidst the calming hum of the jungle and the gentle snores of the Companions, the treewardens keep their silent vigil. The jungle humidity makes the air damp and warm, despite the late hour. The Heart of Dako must be retrieved from its place in the central tent. When the party arrives just outside the tent Caspian Eskander, the archivist from Axxin, taps one of the party members on the shoulder. “Nice evening to right a misdeed,” whispers Caspian. The elderly eluran smiles as he crouches, “I am glad you understand this should never have been removed. They saw something pretty and took what wasn’t theirs. Just to put it on exhibition! I mean, really?!” He throws his hands up in frustration but realizing that he was being loud, Caspian swiftly shushes himself with a finger to his lips. “Oh, the danger the Companions have put us in…” he says in a low voice. Caspian looks around to see if anyone has spotted the small assembly. Sure that no one is watching, he pops upright, “Well, I think you have things well in hand. If you make it out alive, come find me if you learn anything of the Temple. May the Promising Guide lead the way.” Clasping his hands behind his back, he saunters away from the group. There are 3 tilia treewardens inside the tent, requiring a successful DC 15 Dexterity (Stealth) check to slip in to retrieve the Heart of Dako and slip out undetected. Alternatively, the party could confront the treewardens in combat, which does not alert the rest of the camp unless a treewarden escapes the tent. The remaining treewardens inside the camp are enjoying the night’s festivities with the Companions. Unless the party does something to draw attention to themselves, they can make it to the treeline perimeter without needing to make a check. Sneaking past the 10 treewardens patrolling the treeline perimeter without being spotted is impossible. When the party reaches the treeline, the alarm is raised, and all 10 treewardens let loose volleys of crossbow bolts. Each character must succeed on a DC 18 Dexterity saving throw or take 5 (1d10) piercing damage as they vanish into the jungle. 6 Humblewood: The Heart of Dako Julia Metzger
The Promising Guide The Promising Guide is a star that shines brightly in the night sky in all seasons. All who grow up in the Tanglewilds know that if you are lost and losing hope, catching a glimpse of the Promising Guide through the thick jungle canopy will help you find your way again. The star held great significance for the ancient elurans, and it is still considered a symbol of hope by many. Players should learn about the Promising Guide and its symbolism early on, either when Caspian mentions it to them or during their travels through the jungle, as it plays an important role in a puzzle in the Temple of Dako, the Pressing Pitfall (B3) (pg.12). 3. HEART ON THE RUN Cold sweat gathers upon your brows as the treewardens give chase. The jungle’s dark and vicious embrace eagerly welcomes you, and urgency lends additional vigor to each step as you run. Night in the jungle belongs to prowling predators and various other denizens of darkness. With the Heart of Dako in their possession and the Companions on their heels, the party must now navigate through 25 miles (8 hours of travel) of dangerous terrain toward the Temple of Naba. The way is dimly lit by the moonlight filtering down through the tree branches, and the use of torches or other light sources can give away the party’s position (roll a d20 each hour that a light source is in use. If the result is a 10 or lower, roll on the Night-Time Jungle Encounter table). A minimum of 5 benefits gained from the Night-Time Jungle Benefits table are required to navigate through the jungle and reach the rope bridge spanning the Redroar River. Have the players roll DC 15 Wisdom (Survival) checks until the party has accumulated a minimum of 5 benefits For each success, roll on the Night-Time Jungle Benefit table. For each failure, roll on the Night-Time Jungle Encounter table. Night-Time Jungle Benefit 1d6 Benefits Result 1-3 1 Nothing happens. 4-5 1 Having made good time, the party finds a clearing where they can take a short rest (reroll this result on subsequent rolls). 6 2 The party finds 4 kappu grazing. If tamed with a DC 14 Wisdom (Animal Handling) check, the kappu can be used as mounts to travel more swiftly (reroll this result on subsequent rolls). Night-Time Jungle Encounter 1d6 Result 1-2 A patrol of 1d4 tilia treewardens finds and attacks the party. 3-4 The area is infested with tanglewasps. A successful DC 17 group Wisdom (Perception) check is required to avoid stepping in their mud-covered nests and aggravating 2d6 swarms of tanglewasps. 5-6 1d6 feliad stalkers are hidden in foliage 10 feet above the party. A successful DC 16 group Wisdom (Perception) check is required to spot them. Humblewood: The Heart of Dako 7
4. DON'T LOOK DOWN! The rope bridge ahead gently sways in the wind as the Redroar’s white rapids foam far below. For the first time, the Temple of Naba comes into view, its stone zenith peeking out from the jungle canopy. The party has reached the aged rope bridge that links two sides of the jungle. The rope bridge that spans the Redroar River is 80 feet long and 5 feet wide. Any kappu the party has acquired along the journey refuse to cross the bridge. Once a party member reaches the center of the rope bridge (40 feet in), Nadia and her Companions arrive at the river bank. Suddenly, you hear the crash of foliage behind you as a graceful, white-furred moon eluran astride a riding kappu appears. Nadia snarls, “Where do you think you’re going with that?” Three more kappu gallop out of the treeline and quickly stop behind the leader. The Companions’ kappu mounts are too large to walk on the rope bridge safely. Unnerved by the fighting on the bridge, the kappu are not easy to tie up. While looking for a place to secure their mounts, the Companions send a group of 2d6 tilia treewardens to retrieve the Heart of Dako. The Companions only continue their pursuit after the bridge has collapsed, or all the party members either have fallen in the water or made it to the other side of the bridge. As the treewardens pile onto the bridge, it begins to waver and shake, precariously swaying to and fro with every step you take. Your hands can feel the tug and tear of the ropes as they snap beneath the unwelcome weight. The treewardens engage the party on the bridge. Each creature on the rope bridge must make a DC 14 Dexterity (Acrobatics) check at the start of their turn or fall prone. If a creature fails two checks in succession, they tumble off the bridge 80 feet into the rapids below, taking 10 (3d6) bludgeoning damage from the fall (softened by the foamy waters) and washing ashore at a bend 60 feet downstream. The players end up on the temple bank of the river while the treewardens land on the other side. If at any time the rope bridge takes 5 or more slashing or fire damage, it breaks entirely at the point where the damage was dealt. Each creature must make a DC 15 Dexterity saving throw to grab onto the ropes and avoid falling. A successful save allows them to then climb up the cliffside on the temple side, using the broken bridge as a ladder. 8 Humblewood: The Heart of Dako Olivia Rea
5. TRAPPINGS OF A TEMPLE Peeking through the treetops, the octahedron construction that sits atop the Temple of Naba’s pyramid sparkles in the early morning sun. Beneath the low-hanging branches and lush greenery, the jungle gives way to the temple’s entrance. The arched silver stone entrance is decorated with chipped, worn carvings. Inside, the temple is eerily silent, as if waiting for someone to step across the threshold to wake it from its slumber. The Temple of Naba is a pyramid structure that towers hundreds of feet into the air. Decades of moisture, heat, and neglect have taken their toll on the exterior stone, leading moss and lichens to drape heavily over statues. Stepping inside, the interior of the temple swallows all light. The smell of dust and clay fills the air. Like an omen, a sudden gust blows from within and a series of sconces mounted on the walls begin to glow with a dim red light. In front of you, a mosaic illustrates elurans in ceremonial robes reaching for a large crimson stone embedded in the center of the artwork. Triangular rays of red light radiating from the stone beam down on you. On the left, a barrier of collapsed rubble blocks an ascending ramp. Another ramp to the right of the ancient composition slopes down deeper into the temple. Inspecting the mural (see A Spiky System (B1), pg.10) with a DC 15 Intelligence (History) check, one learns that the elurans in the mural were the temple’s caretakers before it fell into disrepair. The left ramp leads upwards, but the ceiling has collapsed, covering the ramp in debris. Regardless of efforts, the party is not able to excavate the ascending ramp without a team of workers and proper scaffolding to prevent the upper floor from caving in. This can be determined with a DC 13 Wisdom (Survival) or Intelligence (Investigation) check. If a player tries to pull stones from the pile, they find that the stones are packed too tightly to be moved by hand. The right ramp descends to the first of the temple’s five landings. Platforms of levitating rock travel up and down between the landings, making it possible to access each landing from the previous one. The undersides of these platforms have a red glow, though their power source is undetectable. A trap is set on most landings. Even if The Companions of the Blue Rose triggered or solved the traps, they have been reset by the temple’s enchantments. Anneliese Mak Humblewood: The Heart of Dako 9
A SPIKY SYSTEM (B1) The first landing is a 30-foot wide and 55-foot long room. Across from the room’s entrance is a corridor leading to the lift to the second landing. Four alcoves are carved in the same wall as the entrance, two to the left of the entrance and two to the right. Each alcove holds a mostly intact eluran statue depicting one of four elements: a vortex (wind), a mountain (earth), a flame (fire), and a wave (water). An ancient Eluran symbol is carved into each statue’s base, corresponding to the element depicted by each statue. With a DC 14 Intelligence (History) check, the symbols can be deciphered, though they are instantly legible to a character fluent in Ancient Eluran. A character fluent in Eluran makes this check with advantage. Within 15 feet of the entrance wall, a pedestal stands opposite each alcove. The pedestals are made of different materials: coral (water), obsidian (fire), slate (earth), and opal (air). Beyond the pedestals, two steps lead down to a section of the room with a series of randomly distributed pressure plate-activated spike traps embedded in the floor (see Map B1). The first 20 feet of the chamber above the steps are free of these traps. Stepping on a spike trap requires the creature to make a DC 16 Dexterity saving throw. The creature takes 18 (4d8) piercing damage on a failure or half as much damage on a success. Spike traps can be identified with a successful DC 16 Wisdom (Perception) or Intelligence (Investigation) check and individually disarmed with a successful DC 18 Dexterity (Thieves’ Tools) check. Placing the statues onto the correct corresponding pedestals deactivates the room’s pressure plates (the solution is noted on the map). A SPIKY SYSTEM (B1) 10 Humblewood: The Heart of Dako Samantha Rustle
CRYSTAL COORDINATES (B2) CRYSTAL COORDINATES (B2) The stone slab ferrying the party from the first landing to the second transports the party to a 40-foot by 40-foot room. The walls and floor are made from smooth stone, except for a jeweled map carved into the floor. An exit opposite the entrance leads to the lift that connects the second landing to the third. The map in the center of the floor charts out the Tanglewilds. Four gemstones are embedded into the map; two glow red, one glows blue, and one flickers faintly with red light. A party member inspecting the map can make a DC 12 Wisdom (Survival) check to determine that the flickering gemstone marks the location of the Temple of Naba. If this information is uncovered, a party member can make a DC 14 Intelligence (History) check to recall that the glowing gemstones correspond to the locations of other temples in the Tanglewilds. Inspecting the map with a DC 14 Intelligence (Investigation) check reveals that parts of the map are smeared with a mucus-like organic residue. The residue was left by slimes, and touching it with bare skin causes a player to take 2 (1d4) points of acid damage. There are 5 fizzar slimes hiding in this room. Of the 5 slimes concealed here, 3 are lying motionless on the ceiling, and 2 are hidden in the crevices of the stone map. The slimes on the ceiling can be spotted with a DC 14 Wisdom (Perception) check, while those hidden in the map can be noticed by rolling a 16 or higher on the Intelligence (Investigation) roll while inspecting the map. The slimes are hungry and attack the party if the map is inspected. Should the party flee, the slimes are too slow to mount an effective pursuit. Humblewood: The Heart of Dako 11
PRESSING PITFALL (B3) The third landing is a 30-foot by 30-foot room. Aside from dim magical light coming from the wall opposite the entrance, the room is obscured by magical darkness. Closer inspection of the illumination reveals that the faint light is emanating from three glowing arcane runes on the wall. The leftmost rune glows pink, the middle rune purple, and the right rune blue. A player who speaks Eluran or has proficiency in the Arcana or History skills can immediately determine that the runes are eluran notations for a magic spell of some kind but that their current order doesn’t make sense. This can also be determined with a DC 13 Intelligence check. The Walls are Closing In If a party member comes within 5 feet of the wall with the glowing runes, a magical trap is sprung. When the trap is sprung, players inside the room become trapped. Suddenly, a stone slab slams down over the entrance, shutting out the last bit of light. The temple rumbles and the sound of stone grinding on stone permeates the darkness. The glowing runes before you start to shine harshly, bathing the chamber in light as the walls on either side begin closing in upon you! PRESSING PITFALL (B3) 12 Humblewood: The Heart of Dako Samantha Rustle
As the walls without the entrance and exit begin to move towards the middle of the room, have all players roll initiative. On initiative count 1 of each round (losing ties), these walls move 5 feet towards each other. The only way to stop the walls is to speak the passcode revealed when the rune stones are placed in the correct depressions. After 3 rounds, the walls start crushing the players. Poetic Passcode Anyone within 5 feet of the runes can see that the glowing runes are cut into stones that can be removed from niches in a door that block the exit. Touching a rune stone kindles an emotional response. These emotions, while not incapacitating, are strong enough to bring forth powerful memories. The emotion felt depends on which rune stone a player is touching. Handling the pink rune stone, a sense of tranquillity washes over the player. The purple rune stone stirs comfortable feelings of warmth, while the blue rune stone ignites a spark of hope. Below the three stones are three depressions that can hold the stones. These depressions have markings depicting a sun, a moon, and a shining star. Near the top of the door, an Eluran inscription reads: “Star of warmth, bring the day, Quiet friend, night thy prey, Promising guide, light our way.” With a successful DC 15 Intelligence (History) check, a player recognizes that this rhyme is an old Eluran prayer often used by travelers who have fallen into danger. The three celestial bodies referenced are the sun, the moon, and a bright star known as “the Promising Guide” that is used by rangers to navigate the Tanglewilds. To stop the walls and unlock the exit door the correct passcode must be spoken. When the rune stones are placed in the correct depressions (purple in the sun, pink in the moon, and blue in the star), the Eluran passcode appears inscribed below the depressions in the door. A DC 14 Intelligence (Arcana) check is needed to read the incantation: Tlak’esh Tohr. Spellcasters automatically succeed on this check, and any character fluent in Eluran makes the check with advantage. If the party successfully speaks the passcode before the walls close in on them, the exit is unsealed, allowing the party to take the lift to the next landing (see Blue Rose Rumble (B4), pg.14). If the party fails to speak the passcode before the walls close in on them, the walls begin to crush the party, dealing 14 (4d6) bludgeoning damage to each creature inside the room. If this damage causes a character to reach 0 hit points, the character immediately fails a death saving throw. The Heart of Dako cannot be crushed by the walls. The walls inch closer and closer, slowly squeezing precious air from your lungs. Panic sets in as you realize that you won’t be able to escape. Blackness clouds your vision as you start to lose consciousness. Moments before you lose all your senses, the entrance to the room explodes open, and the frostsage Mateo’s booming voice bellows out, “Tlak’esh Tohr!” Four figures stand over you as the tangible world melts away. Although the Companions are trying to retrieve the Heart of Dako, they still think of themselves as heroes and won’t sit by while the party is crushed. Nadia ordered Mateo, the Companions' spellcaster, to disarm the trapped room, which Mateo does by speaking the passcode. The pressure from the walls causes all party members to fall unconscious (see If the Companions overwhelm the party, pg.15). Humblewood: The Heart of Dako 13
BLUE ROSE RUMBLE (B4) When the door opens, the chamber beyond exhales, and a heavy film of dust coats your mouth and tongue. The chamber’s walls are lined from floor to ceiling with ebonwood bookcases packed with tightly-rolled scrolls. Tomes and scrolls containing Ancient Eluran scriptures and hymns lay scattered across the floor and two wide desks. In the center of the chamber rests the remains of a battered stone construct. At the head of the room stands a stone pedestal marbled with veins of arcane red energy, topped with a sagging pouch of sand. The fourth landing is a square room with 40-foot long walls and a vaulted ceiling that reaches 35 feet at its peak. It has no apparent exits, but there is a hidden door behind a bookcase directly across from the entrance. The construct is made in the image of an eluran warrior wearing its finery with a cavity carved out of its chest. A successful DC 14 Wisdom (Perception) check or DC 13 Intelligence (Arcana) check indicates that the construct’s chest is a receptacle for the Heart of Dako. The stone has enough power to awaken the eluran construct if placed inside its chest. The pedestal is a charging station for the Heart of Dako. If returned to the pedestal, the Heart of Dako glows brighter as it draws power from the pedestal. Pay Dirt Delusion Although Hayli boastfully sings about the Companions cleverly swapping the Heart of Dako with a bag of sand on the pedestal, in reality, the bag of sand did nothing. Should the bag be removed from the pedestal, no traps will trigger. BLUE ROSE RUMBLE (B4) 14 Humblewood: The Heart of Dako Samantha Rustle
When the Heart of Dako is about to be returned to be either the pedestal or the construct’s chest, the Companions catch up to the party in the fourth landing chamber. “STOP!” The voice of Nadia Dar rings out as she dashes into the room, whip snapping, her eyes wide and wild with fury. She points at the Heart of Dako. “It belongs in a museum!” The Companions initiate combat. Refer to the Tactics of the Companions (pg.15) sidebar. If the Heart of Dako is charging, after 1d4 rounds of combat, the Heart of Dako reaches its maximum brightness, and flies into the chest of the eluran construct. If the Heart of Dako occupies the construct’s chest, the eluran construct animates and fights to protect the party. Tactics of the Companions The Companions of the Blue Rose are eager to reclaim the Heart of Dako and do not waste time with words. Though motivated to take back their hard-won treasure, the Companions aren’t eager to lose their lives over it or kill for it, dealing non-lethal damage where possible. If half of the Companions are defeated, those that remain call for a retreat, dragging their downed friends to safety and fleeing the temple. Each of the companions has their own way of behaving in combat, outlined below. If the party is victorious, the eluran construct returns to its place in the center of the room, triggering an earthquake. The Companions of the Blue Rose realise that the temple is sealing itself off and hastily escape back through the temple, leaving the party trapped on the fourth landing. Though the construct has stopped moving, its burning red eyes have focused on a bookcase opposite the sealed entrance (see Leaving the Construct, pg.15). If the Companions overwhelm the party, the Companions reclaim the Heart of Dako— deactivating the eluran construct if it was activated—and leave the party unconscious but stable. The party awakens 1d4 hours later to find the entrance to the 4th landing solidly shut and the Heart of Dako missing. Manacles and healing kits left behind on the temple floor hint that the Companions intended to patch the party up and take them into custody. Half-opened healer kits, gauze, and other tools litter the ground, suggesting something interrupted the Companions and they had to flee in a hurry. The first party member to wake notices a gentle breeze of air stirring the pages of open books. The source of the air current is a hidden door across from the sealed entrance, located behind a bookcase. Leaving the Construct The party member with the highest Wisdom score feels something drawing them toward the bookcase concealing the hidden door. Upon inspection, the bookcase reacts; veins of ruby light trace arcane patterns across the bookcase’s surface. The bookcase moves slowly to the right, revealing the lift to the fifth landing. The party feels a force beckoning them further inside. Nadia Dar Nadia Dar is bold and erratic, striking with her whip to drag enemies into melee range so that she can slice them with her dagger. She toys with her prey but can lose herself in a fight, closing in when it is wiser to attack from a distance. Mateo Mateo is cautious and attacks from a distance. They cast mage armor at the beginning of the encounter and rely on ray of frost and misty step to keep enemies from reaching them. They cast fireball if it doesn’t harm their allies. Hayli Hayli protects Mateo at all costs, even using her body as a shield. She uses her shortbow to strike enemies from afar and helps Mateo at every opportunity. If Mateo is incapacitated, she casts silence to hinder the party’s spellcasters. Errol Errol acts as Nadia Dar’s protector and fighting partner, dueling alongside her. He attacks foes one-on-one, but heals Nadia Dar if she is injured, and calls the retreat if she is incapacitated. Humblewood: The Heart of Dako 15
THE TRUE HEART (B5) The stone lift descends, carrying you deep into the belly of the Temple of Naba. A light gently pulses far below, warm and red, beckoning you. When the lift lands, a squeal of steam pierces the air, accompanied by the thrum of some strange, arcane current, almost like a heartbeat. The pulsing red light is coming from a circular window in the middle of the room’s floor. As you approach the window, you hear the click of a pressure plate being activated, and the floor begins to sink, carrying you further underground. The earth takes you in, swallows you, and when the platform finally slows to a stop, a set of massive doors illuminated with Ancient Eluran script open before you. A massive red crystal suspended in an ovoid obsidian cage floats in the center of the chamber. The cage hovers inches above a pedestal composed of a tangle of obsidian vines that grow wider at the base, snaking off into the dirt like roots. The reflection of the warm ruby makes the obsidian look almost alive. The caged crystal pulses with life, beating in time to the Great Rhythm. Obsidian eggs resembling the Heart of Dako litter the floor. Their centers are cracked and grey, save one, whose flawless facets give off a faint light. Broken eluran constructs reside in each corner of the room, trapped by tangles of vibrant plant life. THE TRUE HEART (B5) 16 Humblewood: The Heart of Dako Samantha Rustle
The cage contains the massive crystal called the True Heart. Ancient Eluran script on the doors reads, “Here lies Dako’s True Heart.” Approaching the crystal causes it to glow and emit telepathic feelings of overwhelming gratitude in an effort to thank the party. If permitted, the True Heart shares a vision: The True Heart pulses as your surroundings fade away. The Heart of Dako that you carried across the wilds materializes in your mind. It hovers over a lifeless jungle entombed in white crystal. Its ruby core pulses with red energy, radiating warmth that melts away the frost, reviving the forest life. Understanding sets in as the land below thaws. You recognize the frozen prison as ice. Your mind is pulled further upwards. From this altitude, you can see other illuminated cells soaring across the southern continent. Each pulse with the same warm light, breathing vitality into the jungle. You feel the weight of responsibility as the True Heart calls you back. The temple needs help. You recognize that you cannot be that help. As the room comes into focus, the True Heart pulses a second time. Something shifts within the temple and you know that it no longer poses any danger to you. Before the connection is severed, you feel the True Heart’s final thanks: May the Promising Guide lead you. While in close proximity to the True Heart, the obsidian egg-like cells have limited telepathic abilities. A player that touches a cell feels compelled to seek out someone to repair the cell. The cell also shares the blessing, “May the Promising Guide lead you.” Mending the cell The depleted and damaged obsidian cells need repair before they can be powered up again. Elemental cells like the Heart of Dako cannot be mended by magical means. Someone with vast knowledge of ancient eluran metallurgy, gemology, and elemental properties is needed. Thank the Promising Guide, Caspian will be able to help. CONCLUSION The party makes their way back to the Wayfare outpost. Upon arrival, the party is met by Caspian. If the party was victorious over the Companions, Caspian is excited, unable to contain himself while he retells the fate of the Companions of the Blue Rose. The Companions arrived back at the outpost empty-handed. Promising to settle their debts with the treewardens the next day, the Companions snuck out of camp in the dead of night. Even with a head start, the treewardens have assured Caspian that the foursome will be hunted down. If the Companions overwhelm the party, Caspian has seen the Companions of the Blue Rose travel through the outpost with the Heart of Dako. While disheartened at first, after learning about the True Heart and the visions, Caspian sees that not all is lost. If Caspian Eskander sent them on this quest, he rewards them with 100 gold pieces each for their efforts. Sharing the events of their adventure in the Temple of Naba, the party inspires Caspian. According to him, before the temple fell into ruin, it was once safeguarded by caretakers. Caspian feels a sense of purpose and believes he possesses the knowledge needed to restore the caretaker tradition. He vows to do whatever he can to stop the True Heart’s visions from taking place. Successful or not, The Companions of the Blue Rose attempt to sully the good name of the various party members. However, if the party shares what they learned in the temple, the story spreads across the Tanglewilds, and the Companions of the Blue Rose are forever known as plunderers. Humblewood: The Heart of Dako 17 Anneliese Mak
Appendix A: Monsters/NPCs EhKAoS TlAhS ShAo’AhP’HEiKAh ShOh HEhTLo’AhPAhNAh CASPIAN ESKANDER Caspian is a venerable eluran archivist with wisps of gray setting into his tawny fur. He wears a set of fine spectacles and robes cut for traveling. Caspian was born in the city of Axxin and is currently lodging in the Wayfare guide outpost. He is still quite spry, despite his age. COMPANIONS OF THE BLUE ROSE The Companions of the Blue Rose are a famed company of adventurers who hail from the northern region of Firnveldt. They are known across the land as fearless adventurers who confront any dangers to see their task done, and many hold them in high regard. ERROL VESPERAUX A romantic at heart, Errol (he/him) is a knight-errant who followed his heart doing good deeds across the land before meeting Nadia Dar and joining the Companions. At her side, he has slain monsters, helped villagers, and tried his best to be a beacon of light to those without hope. He believes in Nadia’s goal to preserve the Heart of Dako as a precious piece of the history of the Tanglewilds, rather than allowing it to crumble to dust in an abandoned temple. Errol is friendly and charismatic and carries himself with a dancerly grace, both in and out of combat. He is almost never seen without fine gold armor and his gold-filigree longsword on his hip or in his hand. Caspian Eskander medium huma anoid (eluran), any alignment Armor Class 10 Hit Points 4 (1d8) Speed a30 ft. STR DEX CON INT WIS CHA 9 (−1) 10 (+0) a10 (+0) 14 (+2) 12 (+1) 10 (+0) Skills Arcana +6, History +6, Perception +3, Stealth +2 Senses darkvision 60 ft., passive Perception 13 Languages Ancient Eluran, Birdfolk, Eluran, Tilian Challenge Claws. checks made to climb any surface his claws could reasonably grip. Caspian has advantage on Strength (Athletics) 0 (10 XP) aGraceful Landing. Caspian ignores the first 20 feet of fall damage, and when falling, he can always choose to land on his feet. Actions Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) slashing damage. Roleplaying the Companions of the Blue Rose Each of the companions has their own personality and outlook. We’ve included a brief summary of each Companion’s personality on this table. Companion Name Archetype Personality Notable Quote Errol Vesperaux Stalwart Knight Honorable, Gallant, Witty “Fear not, citizen, my sword shall smite the wicked!” Hayli Mountainflower Crabby Diva Cunning, Grumpy, Sensible “I hope you’re not just waiting around for a song.” Mateo the Frostsage Mysterious Mage Sincere, Reliable, Nervous “Caution is the better part of valor... Or so I have read…” Nadia Dar Fearless Leader Brash, Eccentric, Passionate “If I just waited around for exciting things to happen, I’d still be waiting in my grave!” 18 Humblewood: The Heart of Dako
Errol Vesperaux medium huma anoid (vulpin), chaotic good Armor Class 16 (breastplate) Hit Points 52 (8d8 + 16) Speed a30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) a14 (+2) 12 (+1) 12 (+1) 15 (+2) Saving Throws Str +4, Con +4, Dex +3 Skills Acrobatics +4, Intimidation +4 Senses darkvision 60 ft., passive Perception 11 Languages Birdfolk, Vulpin Challenge Special Equipment. 2 (450 XP) a Errol’s longsword and breastplate are finely crafted and inlaid with gold. They can be sold for twice their normal price. Evasive. Errol includes his Intelligence modifier as a bonus to his Dexterity saving throws (already included in this stat block). Dashing Duelist. Whenever Errol makes an attack with a one-handed melee weapon while wielding nothing in his off-hand, he can choose to expend a bonus action to cause one of the following effects: • The target has disadvantage on their next attack against Errol. • Errol can take the Disengage action. • Errol can attempt to trip his target. The target must succeed on a DC 12 Dexterity saving throw or be knocked prone. Actions Multiattack. Errol makes three attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage or 7 (1d10 + 2) slashing damage if used with both hands. Lay on Hands. Errol can touch himself or an allied creature to restore hit points to them. Errol has a pool of 25 hit points he can divide as he chooses between uses of this action. Reactions Riposte. Errol reduces the damage dealt by one melee attack that would hit him by 1d8, and deals that much piercing damage to his attacker. Errol must see the attacker and be wielding a melee weapon. Hayli Mountainflower small huma anoid (jerbeen), chaotic neutral Armor Class 14 (studded leather) Hit Points 44 (8d6 + 16) Speed a25 ft. STR DEX CON INT WIS CHA 10 (+0) 14 (+2) a14 (+2) 15 (+2) 11 (+0) 15 (+2) Saving Throws Dex +4, Cha +4 Skills Deception +6, Insight +4, Perception +2, Performance +4, Sleight of Hand +4 Damage Resistances cold Senses passive Perception 12 Languages Birdfolk, Eluran, Hedge, Jerbeen Challenge Cheek Pouches. 2 (450 XP) a Hayli’s cheeks have elastic pouches that can stretch to fit 1/5 cubic feet and allow her to safely store up to 2 lbs of objects. While stored in this way, they are concealed. Nimbleness. Hayli can move through the space of any creature that is of a size larger than hers. Team Tactics. Hayli can take the Help action as a bonus action. Spellcasting. Hayli is a 4th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 12, + 4 to hit with spell attacks). She has the following bard spells prepared: Cantrips (at will): dancing lights, message, vicious mockery 1st level (4 slots): bane, charm person, faerie fire, hideous laughter, unseen servant 2nd level (3 slots): invisibility, silence Actions Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. HAYLI MOUNTAINFLOWER Hayli (she/her) lived a hard life, growing up with a large family eking out a living high in the cold snow-capped mountains of Firnveldt. She met Nadia as she was passing through her village, and the two teamed up, founding the Companions of the Blue Rose together. She is often irritable, as she manages the often precarious finances of the Companions. Hayli is proud of what she and Nadia have been able to build together, but the coffers are once again running low, and this latest job represents a significant source of income. While most bards seek to catch people off guard with their charisma, Hayli is cunning and relies on her wits rather than her charms to get what she wants. Olivia Rea Humblewood: The Heart of Dako 19
Mateo, the Frostsage medium huma anoid (cervan), lawful neutral Armor Class 10 (13 with mage armor) Hit Points 39 (6d8 + 12) Speed a30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) a15 (+2) 18 (+4) 12 (+1) 9 (-1) Saving Throws Con +5, Wis +4 Skills Arcana +6, Nature +6, Survival +3 Damage Resistances cold Senses passive Perception 11 Languages Birdfolk, Cervan, Primordial Challenge Spellcasting. 2 (450 XP) aMateo is a 5th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared: Cantrips (at will): chill touch, minor illusion, ray of frost, prestidigitation 1st level (4 slots): detect magic, magic missile, mage armor*, shield 2nd level (3 slots): knock, mirror image, misty step 3rd level (2 slots): fireball *-Mateo casts mage armor on himself before combat. Surge of Vigor (Recharges after a Long Rest). If an attack deals over half of Mateo’s current remaining hit points in damage (even if his HP is reduced to 0 by the attack), Mateo immediately regains 8 (1d12 + 2) hit points. Sure Footing. Mateo ignores nonmagical difficult terrain and can’t suffer disadvantage on Strength or Dexterity checks made to climb or maintain their balance. Magic of the Frostsage (3/day). Mateo can spend a bonus action to cause the next spell he casts to deal cold damage instead of the type it would normally deal. Any creature damaged by this spell must make a DC 14 Dexterity saving throw or become grappled by ice (escape DC 15). Any amount of fire damage dealt to the target breaks the grapple. Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with both hands. MATEO, THE FROSTSAGE Mateo (he/him or they/them) is an enigmatic hermit who joined the Companions after Nadia and Hayli saved Mateo from certain death at the hands of wild monsters. Mateo has spent years in Firnveldt’s icy mountains, away from society, studying the secrets of frost magic and meditating to better understand arcane mysteries. They are much older than the other Companions, and Nadia trusts their wisdom implicitly. Mateo has come to see the other members of the Companions as family and would do anything for their sake. 20 Humblewood: The Heart of Dako
NADIA DAR Nadia (she/her) is a veteran adventurer and treasure hunter who has always dreamed big. Her attempts at delving into ruins alone were met with failure, but after meeting Hayli and founding their adventuring company, she has known nothing but success. An explorer at heart, Nadia only seeks the Heart of Dako to fund evermore expeditions into the unknown. This is her dream, and she won’t give it up without a fight. Nadia Dar medium huma anoid (eluran), neutral good Armor Class 15 (studded leather) Hit Points 65 (10d8 + 20) Speed a30 ft. STR DEX CON INT WIS CHA 12 (+1) 17 (+3) a14 (+2) 15 (+2) 11 (+0) 14 (+2) Saving Throws Dex +5, Int +4 Skills Acrobatics +5, Deception +4, Insight +4, Perception +4, Persuasion +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Birdfolk, Eluran, Jerbeen Challenge Claws. checks made to climb any surface her claws could reasonably grip. Nadia has advantage on Strength (Athletics) 2 (450 XP) aCunning Action. On each of her turns, Nadia can use a bonus action to take the Dash, Disengage, or Hide action. Graceful Landing. Nadia ignores the first 20 feet of fall damage and, when falling, she can always choose to land on her feet. Sneak Attack (1/Turn). Nadia deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Nadia’s that isn't incapacitated and Nadia doesn't have disadvantage on the attack roll. Actions Multiattack. Nadia makes three melee attacks. Alternatively, Nadia can make two ranged attacks with her daggers. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a Large or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone and pulled up to 10 feet toward Nadia. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the target is a creature they must make a DC 11 Constitution saving throw or become poisoned until the end of their next turn. A creature poisoned in this way is restrained for as long as they are poisoned. Reactions Whip Parry. Nadia adds 2 to her AC against one melee attack that would hit her. If the attack misses, the attacker must succeed on a DC 14 Strength saving throw or be disarmed, as Nadia uses her whip to fling their weapon 10 feet in a direction of her choice. Nadia must see the attacker and be wielding a whip. Olivia Rea Humblewood: The Heart of Dako 21
Eluran Construct lar age construct, unaligned Armor Class 9 Hit Points 75 (10d10 + 20) Speed a30 ft. STR DEX CON INT WIS CHA 14 (+2) 8 (-1) a14 (+2) 1 (-5) 5 (-3) 1 (-5) Damage Resistances piercing, slashing, bludgeoning with nonmagical weapons Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, poisoned Senses passive Perception 7 Languages understands Ancient Eluran but can't speak Challenge Magic Resistance. 2 (450 XP) aThe construct has advantage on saving throws against spells and other magical effects. Heart Powered. The construct is powered by a magic item, the Heart of Dako, which it requires to function effectively. While in operation, the Heart of Dako can be removed from its chest with a successful DC 17 Strength check. If the Heart of Dako is removed, the construct cannot attack, follows whoever holds the Heart of Dako, and goes dormant after 1 minute. Illumination. When powered by the Heart of Dako, the construct magically shines bright light in a 15-foot radius and dim light for an additional 15 feet. This light goes out if the construct drops to 0 hit points or the Heart of Dako is removed from its chest. Indestructible. The construct is made of an indestructible material created by powerful magic. When it drops to 0 hit points, it is not destroyed, but it ceases to function until the Heart of Dako powering it is recharged or replaced. Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) ELURAN CONSTRUCT The eluran construct is a guardian made by the ancient elurans who built the Temple of Naba. It is designed to perform maintenance on the True Heart located in the hidden chamber beneath the temple, ensuring that the True Heart can supply the magic needed to keep the jungle around Sania’s Paradise healthy. FELIAD STALKER These large, panther-like creatures make their home in Sania’s Paradise and other massive rainforests in the Tanglewilds. They use their huge batlike wings to camouflage themselves, wrapping them around trees and dangling their vine-like tails among tropical flowers. Once a creature comes too close, the stalker releases a puff of pollen from the flower-like organ on their tail’s tip, making their prey drowsy and easy to kill. Risa Hulet 22 Humblewood: The Heart of Dako
Feliad Stalker lar age monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 37 (5d10 + 10) Speed a30 ft., fly 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) a15 (+2) 6 (-2) 12 (+1) 8 (-1) Skills Perception +3, Stealth +6 Senses darkvision 60 ft, Passive Perception 13 Languages - Challenge Keen Hearing and Smell. 1 (200 XP) aThe feliad stalker has advantage on Wisdom (Perception) checks that rely on hearing or smell. Natural Camouflage. The feliad stalker has advantage on Dexterity (Stealth) checks made to hide in forest terrain. Pounce. If the feliad stalker moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the feliad stalker can make one Bite attack against it as a bonus action. Actions Multiattack. The feliad stalker makes two attacks: one with its Bite and one with its Claw. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Tail Blossom (Recharge 6). The feliad stalker chooses one creature it can see within 15 feet of it and releases a puff of pollen from its tail. The target must succeed on a DC 12 Constitution saving throw or fall asleep. At the end of each round, the affected target can repeat the saving throw, waking up on a success. Undead, creatures who do not sleep, and creatures immune to being charmed aren’t affected by the pollen. Julia Metzger Humblewood: The Heart of Dako 23
FIZZAR SLIME The leftover creations of an order of ancient artificers, these slimes possess limited telepathic ability and can transmit the thoughts they detect to those who come into contact with them. Normally, this contact results in a sort of psychic static that jars the mind, which the slimes use to hunt their prey. This ability was harnessed by Fizzars of old to transmit their thoughts between one another over great distances. KAPPU Kappus are large semi-aquatic rodents native to the Tanglewilds. Despite their stout bodies, they are incredibly nimble and use their thick furred tails to help propel themselves while swimming and keep balance while running at speed. They are gentle creatures that subsist on reeds, grasses, and tree bark, and are prized mounts in the marshy rainforests that make up most of the Tanglewilds. Fizzar Slime amedium ooze, unaligned Armor Class 8 Hit Points 32 (5d8 + 10) Speed a10 ft., climb 10 ft. STR DEX CON INT WIS CHA 15 (+2) 6 (-2) a15 (+2) 5 (-3) 6 (-2) 16 (+3) Damage Resistances acid, bludgeoning, psychic Damage Immunities lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Challenge Amorphous. 1 (200 XP) aThe slime can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The slime can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Limited Telepathy. The slime can detect the thoughts of creatures within 60 feet of it, though it can't communicate with them. The slime can relay any thoughts it detects to a creature touching it, for as long as that creature remains in contact with the slime. If the slime has split, the slimes that arise from it maintain a psychic link, and transmit the thoughts they detect between themselves as long as they are on the same plane of existence. Resonance. When a slime is subjected to psychic or bludgeoning damage, each creature within 5 feet of the slime must succeed on a DC 13 Wisdom saving throw or take 4 (1d8) psychic damage. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4 + 2) bludgeoning damage plus 4 (1d8) psychic damage. Reactions Split. When a slime that is Medium or larger is subjected to lightning or slashing damage, it splits into two new slimes if it has at least 10 hit points. Each new slime has hit points equal to half the original slime's, rounded down. New slimes are one size smaller than the original slime. Kappu alarge beast, unaligned Armor Class 11 Hit Points 13 (2d10 + 2) Speed a60 ft., swim 30 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) a12 (+1) 4 (-3) 10 (+0) 6 (-2) Skills perception +2 Senses passive Perception 10 Challenge Keen Hearing. 1/4 (50 XP) a The kappu has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Sam Key 24 Humblewood: The Heart of Dako
SWARM OF TANGLEWASPS These wasps, unique to the rainforests of the Tanglewilds, build their nests out of mud, which they harden by sucking out the moisture with their highly-absorbent tongues. They then apply a coating of their saliva to the structure, which acts as a kind of lacquer, waterproofing the dried nest. Once made, they allow their nests to sink into the wet mud of the earth, camouflaging them from insectivores that feed on their larvae. Any creature that steps on one of these buried hives triggers a swarm defense that can be fatal. TILIA TREEWARDEN Treewardens are protectors of the Tanglewilds who specialize in helping lost adventurers and guarding guide outposts. They often travel in teams. Swarm of Tanglewasps medium aswarm of tiny beasts, unaligned Armor Class 11 Hit Points 22 (5d8) Speed a30 ft. STR DEX CON INT WIS CHA 3 (-4) 13 (+1) a10 (+0) 1 (-5) 7 (-2) 1 (-5) Damage Resistances bludgeoning, piercing, slashing, fire Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8 Challenge Swarm. 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. The swarm can occupy another creature's 1/2 (100 XP) a Wrong Step. A tanglewasp swarm congregates around a nest, which is a 1-foot sphere made of hardened mud that occupies a 5-foot space. The nest is naturally camouflaged in the soft mud the swarm used to build it. A successful DC 17 Wisdom (Perception) check is required to spot a nest. If stepped on, the target must make a DC 14 Strength saving throw or be grappled (Escape DC 14). Until this grapple ends, the target takes 5 (2d4) poison damage at the start of each of its turns. The nest can only grapple one target at a time. Another creature within reach of the tanglewasps’ nest can use its action to attempt to end the grapple on a target by succeeding on a Strength (Athletics) check against the escape DC. Actions Sting. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) poison damage, or 5 (2d4) poison damage if the swarm has half of its hit points or fewer. Tilia Treewarden medium huma anoid (tilia), any neutral alignment Armor Class 13 (leather armor) Hit Points 32 (5d8 + 10) Speed a30 ft., climb 30 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) a14 (+2) 9 (-1) 12 (+1) 12 (+1) Skills perception +3, intimidation +3, survival +5 Senses passive Perception 13 Languages Birdfolk, Tilian Challenge Pack Tactics. 1/2 (100 XP) a The treedwarden has advantage on an attack roll against a creature if at least one of the treewarden's allies is within 5 feet of the creature and the ally isn't incapacitated. Sticky Grip. The treewarden’s hands and feet have special pads that allow them to climb in extraordinary ways. They can climb upside down or on difficult surfaces without making a check. Actions Multiattack. The treewarden makes two attacks with its Scimitar. They can forego one of these attacks to use their Sticky Tongue. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Sticky Tongue. As an action, the treewarden extends their long sticky tongue toward an object they can see within 20 feet of them. Their sticky tongue latches onto the object and pulls it toward them. If the treewarden has free hands, they can immediately wield the object; otherwise, the object drops at the treewarden’s feet. If the targeted object is being held or carried by a creature, that creature must succeed on a DC 12 Strength saving throw to maintain its grip on the object. If the treewarden targets an object that is too heavy to move, like a wall or a large rock, they are instead pulled toward the object, provoking opportunity attacks as normal. Julia Metzger Humblewood: The Heart of Dako 25
Panther amedium beast, unaligned Armor Class 12 Hit Points 13 (3d8) Speed a50 ft., climb 40 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) a10 (+0) 3 (−4) 14 (+2) 7 (−2) Skills Perception +4, Stealth +6 Senses passive Perception 14 Challenge Keen Smell. (Perception) checks that rely on smell. Pounce. If the panther moves at least 20 feet straight 1/4 (50 XP) The panther has advantage on Wisdom atoward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Crocodile alarge beast, unaligned Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed a20 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) a13 (+1) 2 (−4) 10 (+0) 5 (−3) Skills Stealth +2 Senses passive Perception 10 Challenge Hold Breath. 15 minutes. Actions 1/2 (100 XP) The crocodile can hold its breath for a Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target. WILD SHAPES These are the statistics for the wild shape forms known by Zenja. Appendix B: New Backgrounds TZhEe’EeLAh TZhEe’ZEeMAh FEeNg ShAh’TLAoM WILDERNESS EXPLORER Due to your experience navigating the Tanglewilds, you feel most at home in the cloud forests and humid jungles of the southern continent. You know how to get your bearings almost anywhere in the vast jungle. Skill Proficiencies: Nature, Survival Tool Proficiencies: Herbalism Kit Starting Equipment: A hatchet, a journal, a hooded lantern, a map from your first route, a set of traveler’s clothes, and a pouch of 20 shining pebbles. SUGGESTED CHARACTERISTICS Characters that utilize the Wilderness Explorer background can choose Personality Traits, Bonds, and Flaws from any desired background, especially any background closely associated with living a life respectful of and in tune with nature. FEATURE: JUNGLE SURVIVOR You are accustomed to traveling the rainforests of the Tanglewilds and keeping those you guide through it safe from danger. By examining your surroundings, you can discern signs of danger, such as markings left by wild creatures in the area, natural hazards such as quicksand or toxic plants, as well as terrain hazards such as pitfalls or cliffs. Your GM decides what information you have access to when you use this feature, and may require you to make a successful Intelligence (Nature) or Wisdom (Survival) check to learn anything more than general information about these dangers. Additionally, if you ever become lost in the rainforest, you can find your bearings by climbing a tree, or using another method, to spot key landmarks or constellations from above the jungle canopy. 26 Humblewood: The Heart of Dako
Appendix C: Magic Items HREhM TlEhTEhL’HEiS HREhMTEu’HREhSUUr HEART OF DAKO Wondrous item, legendary The Heart of Dako is a large ruby inside of an intricately carved obsidian stone egg. It pulses with warmth and radiates dim light in a 15-foot radius unless covered. The Heart of Dako is a mysterious object with two special properties: Charge. The Heart of Dako is a cell that stores magical energy inside of itself to power an eluran construct. When the Heart’s power is depleted, it stops glowing. If an almost empty Heart is powering a construct, the construct removes the Heart and places it upon a special temple pedestal before it goes dormant. When placed upon the pedestal, the gemstone inside the Heart begins to accumulate magical power, taking 1d10 days to fully recharge. The Heart of Dako taken by the Companions of the Blue Rose is nearly at full power. Power. When a powered Heart of Dako is placed inside the chest of a dormant eluran construct, it causes the construct to activate and perform programmed duties. If the construct drops to 0 hit points with the Heart of Dako inside, the heart loses its stored power and the construct cannot return it to the pedestal. Risa Hulet Humblewood: The Heart of Dako 27
Class/Level Druid/Level 5 Background Wilderness Explorer Race Seeta Luma Alignment Neutral Good Size Medium SAVING THROWS +4 Intelligence +7 Wisdom SKILLS +4 Nature +7 Insight +7 Medicine +7 Survival +4 Intimidation Strength 9 (-1) Hit Points 38 Speed 30 ft. Passive Perception 14 Initiative +2 Dexterity 14 (+2) Constitution 15 (+2) Intelligence 12 (+1) Wisdom 18 (+4) Hit Dice Charisma 13 (+1) Zenja Brightfeather Armor Class 14 (Hide Armor) 16 with Barkskin FEATURES AND TRAITS Glide. When falling, you can spend your reaction to spread your feathered arms and slow your descent. When you do so, you descend gently at a speed of 60 feet per round, taking no fall damage when you land. If you fall at least 10 feet in this way, you may fly up to your speed in one direction, landing where you end your movement. You can’t glide while carrying heavy weapons or shields, though you can drop any held items as part of your reaction to glide. You cannot glide while wearing heavy armor or while encumbered. Wing Flap. As a bonus action, you can use your powerful feathered arms to propel yourself upward a distance equal to half your movement speed. You can use this in conjunction with a regular jump, but not while gliding. Touched. You know the mage hand cantrip. Charisma is your spellcasting ability for this cantrip. Fated (1/Long Rest). You can choose to reroll any attack, skill check, or saving throw. You can decide to do this after your roll, but only before the outcome of the roll has been determined. Mimicry. You have the innate ability to alter your voice, allowing you to convincingly replicate any sound you’ve heard, such as a voice, a spell being cast, or the sound of a weapon striking stone. A creature that hears the sounds can tell that they are imitations with a successful DC 12 Wisdom (Insight) check. Wild Shape (2/Short or Long Rest). You can use Wild Shape to assume one of the following forms for up to 2 hours: l Crocodile l Panther Natural Recovery (1/Long Rest). During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up). ATTACKS & SPELLCASTING Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Produce Flame. Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 9 (2d8) fire damage. Shillelagh Club. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) magical bludgeoning damage. The shillelagh cantrip’s effect on this weapon lasts for 1 minute. OTHER PROFICIENCIES & LANGUAGES l Birdfolk l Druidic l Tilia l Understands Auran but can’t speak it l Herbalism Kit EQUIPMENT l 10 gp l Club l Scimitar l Herbalism Kit l Traveler’s clothes l Yew wand (Druidic Focus) l Hooded lantern l 5 pints of lantern oil l Flint and tinder l Mess kit l Hatchet l Journal l Pouch of 20 shining pebbles l Bedroll l Winter blanket l Waterskin l 1 week’s worth of trail rations Spell Attack Modifier +7 Spell Save DC 15 28 Humblewood: The Heart of Dako
CHARACTER ROLE Zenja Brightfeather (he/him) is a circle of the land (forest) druid with a variety of damage dealing, healing, and support spells, as well as the ability to wild shape into a panther or a crocodile. CHARACTER BACKSTORY Zenja is a short and stout luma with bright feathers and a bright heart. His family lives in the Blackbranch swamp in the south of the Tanglewilds, which he left behind to pursue a career as a wilderness guide. After four hard months of training among the treewardens, Zenja was sent to await his first assignment at the Wayfare guide outpost in Sania’s Paradise. Though a talented druid, this is Zenja’s first posting as a wilderness guide, and he is filled with excitement at the prospect of the adventure he is sure awaits him. FEATURE: JUNGLE SURVIVOR You are accustomed to traveling the rainforests of the Tanglewilds and keeping those you guide through it safe from danger. By examining your surroundings, you can discern signs of danger, such as markings left by wild creatures in the area, natural hazards such as quicksand or toxic plants, as well as terrain hazards such as pitfalls or cliffs. Your GM decides what information you have access to when you use this feature and may require you to make a successful Intelligence (Nature) or Wisdom (Survival) check to learn anything more than general information about these dangers. Additionally, if you ever become lost in the rainforest, you can find your bearings by climbing a tree, or using another method, to spot key landmarks or constellations from above the jungle canopy. Personality Traits: I am an eternal optimist. After all, the bright side is the best one to look at! I get restless if I stay in one place too long. Ideals: Exploration. It’s our job to go where nobody has gone before so that we can tell stories about what we find. Bonds: I’ve always dreamed of exploring ancient ruins. Imagine what we could learn from them! Flaws: I’m flighty and often lose my train of... Oh! Look at that magnificent vista! PREPARED SPELLS Cantrips: druidcraft, mending, mage hand, produce flame, shillelagh 1st Level (4 slots): cure wounds, detect magic (c)(r), faerie fire (c), speak with animals (r) 2nd Level (3 slots): barkskin* (c), find traps, hold person (c), lesser restoration, moonbeam (c), spider climb* (c) 3rd Level (2 slots): call lightning* (c), plant growth*, meld into stone (r) *- Circle of the Land Spell c - This spell requires concentration r - This spell can be cast as a ritual Christina Kraus *Go to HUMBLEWOOD.COM/RESOURCES for a printable version. Humblewood: The Heart of Dako 29
FEATURES AND TRAITS Darkvision. You have darkvision out to 60 feet. Claws. You have advantage on Strength (Athletics) checks made to climb any surface your claws could reasonably grip. Graceful Landing. You ignore the first 20 feet when calculating fall damage, and when falling, you can always choose to land on your feet. Thunderous Roar (1/Long Rest). As an action, you can unleash a mighty, earth-shaking roar. When you do so, all other creatures within 10 feet of you must make a DC 13 Constitution saving throw, taking 9 (2d8) thunder damage on a failure. Additionally on a failure, the creature is knocked prone if they are Large or smaller. A creature that succeeds on their saving throw takes half as much damage and is not knocked prone. Your roar also damages unattended nonmagical objects in the area. Disciple of Life. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Channel Divinity (1/Short or Long Rest). Choose one of the following two effects when you use this feature: l Preserve Life. As an action, you present your holy symbol and evoke healing energy that can restore up to 25 hit points. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct. l Turn Undead. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead within 30 feet of you that can see or hear you must make a Wisdom saving throw. If the undead fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned undead must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. The turned undead also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. When an undead fails its saving throw against this feature, the creature is instantly destroyed if its challenge rating is at or below 1/2. ATTACKS & SPELLCASTING Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit. Range 100/400 feet, one target. Hit: 4 (1d10 - 1) piercing damage. Sacred Flame. Flame-like radiance descends on a creature that you can see within 60 feet. The target must succeed on a Dexterity saving throw or take 2d8 radiant damage. The target gains no benefit from cover for this saving throw. OTHER PROFICIENCIES & LANGUAGES l Ancient Eluran l Birdfolk l Celestial l Eluran l Heavy Armor EQUIPMENT l 15 gp l Mace l Round metal shield l Heavy crossbow l Quiver of 20 crossbow bolts l Common clothes l Amulet bearing the holy symbol of Khaluz l Prayer book l 5 sticks of incense l Clergy vestments l Bedroll l Waterskin l 1 week’s worth of trail rations SAVING THROWS +7 Wisdom +4 Charisma SKILLS +3 History +7 Insight +7 Perception +4 Persuasion +3 Religion +2 Stealth (Disadvantage) Strength 15 (+2) Armor Class 18 (Chain Mail, Shield) Hit Points 38 Speed 30 ft. Passive Perception 14 Initiative -1 Dexterity 9 (-1) Constitution 14 (+2) Intelligence 11 (+0) Wisdom 18 (+4) Hit Dice Charisma 13 (+1) Yeshterr uzkeh Class/Level Cleric/Level 5 Background Acolyte of Khaluz Race Sun Eluran Alignment Lawful Good Size Medium Spell Attack Modifier +7 Spell Save DC 15 30 Humblewood: The Heart of Dako
CHARACTER ROLE Yeshterr Luzkeh (she/her) is a life domain cleric of the eluran sun deity Khaluz. She is a strong and tough fighter who is also a healer capable of supporting allies and dealing spell damage. She possesses a few social skills that are useful outside of combat and is fluent in the old Ancient Eluran language seen in ancient ruins. CHARACTER BACKSTORY Yeshterr, whose name is eluran for sun-colored (luzkeh) vine-walker (yeshterr), is a tall and formidable eluran from the northern Tanglewilds region of Matron’s Grove. She was raised by a loving family within a temple dedicated to Khaluz, the Amaranthine who guides the sun across the sky and gives strength and life to all below. After coming of age, Yeshterr left her temple to guide pilgrims through the dangerous jungle. Yeshterr has a regal bearing and carries herself with an air of seriousness, though beneath her stern exterior she is kind and just. As a veteran guide, she often goes out of her way to help those less experienced than her and often takes on a motherly role. FEATURE: FAITHFUL OF KHALUZ As an acolyte, you can perform the religious ceremonies of Khaluz. Folks in the Tanglewilds are familiar with the Amaranthine Khaluz, and are generally friendly towards you. Unless they have good reason not to, common people will confide in you, and trust your judgement in matters dealing with the Amaranthine or other affairs of spiritual or moral importance. Depending on their circumstances, such people may openly ask you for aid with their problems. The faithful of Khaluz often travel between shrines across the jungle dedicated to the Amaranthine, and they are willing to provide you (but only you) with food, spare supplies, and healing (if possible) should you need it. Personality Traits: I have lived in the temple for so long, I often find it difficult to relate with others. My friends are my kin, and I watch them like a mother watches her kittens. Ideals: Faith. We cannot control what the Great Rhythm brings. We can only follow the path set by the Amaranthine and trust that just actions will be rewarded. Bonds: Everything that I do, I do for the common people. Flaws: I am inflexible in my thinking. PREPARED SPELLS Cantrips: guidance, light, sacred flame, spare the dying, thaumaturgy 1st Level (4 slots): bane (c), bless* (c), cure wounds*, command, detect magic (c)(r), healing word 2nd Level (3 slots): calm emotions (c), enhance ability (c), lesser restoration*, spiritual weapon*, zone of truth 3rd Level (2 slots): beacon of hope* (c), dispel magic, revivify*, spirit guardians (c) *- Life Domain Spell c - This spell requires concentration r - This spell can be cast as a ritual Christina Kraus *Go to HUMBLEWOOD.COM/RESOURCES for a printable version. Humblewood: The Heart of Dako 31
FEATURES AND TRAITS Sticky Grip. You have a climb speed of 30 feet. You can climb upside down or on difficult surfaces without making a check. Sticky Tongue. Your tongue is long and sticky and can be used to grab distant objects. As an action, you can extend your sticky tongue toward an object you can see within 20 feet of you. Your sticky tongue latches onto the object and pulls it to you. If you have free hands, you can immediately wield the object; otherwise, it drops at your feet. If the targeted object is being held or carried by a creature, the creature must succeed on a DC 15 Strength saving throw to maintain its grip on the object. If you target an object that is too heavy to move, like a wall or a large rock, you are instead pulled toward the object, provoking opportunity attacks as normal. Purifying Skin. You have advantage on saving throws made to resist being poisoned or infected with a disease. Desert Lore. You have advantage on Stealth checks made in desert environments. Heat Tolerance. You are naturally adapted to hot climates and automatically succeed on saving throws to resist gaining levels of exhaustion that result from exposure to heat in excess of 100 degrees Fahrenheit. Sand Swimmer. You have a burrow speed of 30 feet. You can burrow through both soil and sand. While burrowing through sand, you do not disturb the material you move through. Sneak Attack (1/Turn). You can deal an extra 10 (3d6) points of damage to one creature you hit with an attack if you have advantage on the attack roll, or if another enemy of the target is within 5 feet of them and you don’t have disadvantage on your attack roll. All of your listed weapon attacks can be used to make sneak attacks. Cunning Action. You can Dash, Disengage, or Hide as a bonus action. You can also use your bonus action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or to Use an Object. Second-Story Work. Climbing no longer costs you extra movement. Additionally, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Uncanny Dodge. When an attacker you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. ATTACKS Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage. When holding a dagger in each hand, you can make an additional dagger attack as a bonus action. This attack does not add your Dexterity modifier to its damage. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320, one target. Hit: 7 (1d6 + 4) piercing damage. OTHER PROFICIENCIES & LANGUAGES l Birdfolk l Eluran l Tilian l Thieves’ Cant l Disguise kit l Forgery kit l Thieves' tools EQUIPMENT l 25 gp l Rapier l Two daggers l Shortbow l Fine clothes l Quiver of 20 arrows l Disguise kit (cosmetics, hair dye, props, etc.) l Set of thieves' tools (lockpicks, tiny mirror, small file, and pliers) l Belt pouch containing 5 tiny wooden toy animals l Tools of the con (various small convincing fakes) l Hammock l Warm blanket l Waterskin l 1 week’s worth of trail rations SAVING THROWS +7 Dexterity +5 Intelligence SKILLS +3 Athletics +7 Acrobatics +4 Deception +5 Investigation +10 Sleight of Hand +10 Stealth +2 Survival Strength 11 (+0) Armor Class 15 (Leather Armor) Hit Points 38 Speed 30 ft. Passive Perception 9 Initiative +4 Dexterity 18 (+4) Constitution 15 (+2) Intelligence 14 (+2) Wisdom 9 (-1) Hit Dice Charisma 13 (+1) Dorri Treewise Class/Level Rogue/Level 5 Background Streetwise Survivor Race Sandscale Tilia Alignment Chaotic Good Size Medium 32 Humblewood: The Heart of Dako
CHARACTER ROLE Dorri Treewise (they/them) is a thief archetype rogue focused around movement, stealth, and dealing high damage to enemies using their sneak attack. They are also skilled at disarming traps. CHARACTER BACKSTORY: Dorri’s family grew up on the streets of the bustling merchant city of Espinorra. There, their family was taken in by a group of toughs connected to the local thieves’ guild. The guild taught Dorri the arts of burglary, pickpocketing, and fighting dirty to survive. Eventually, Dorri’s life of crime caught up with them, and they were forced to leave the city to avoid arrest. In the jungle, Dorri found a life of freedom beyond anything they had dreamed of in the city. Taking quickly to the forest, Dorri became a guide, earning an honest living helping travelers navigate Sania’s Paradise. Still an expert thief, Dorri sometimes helps themselves to small trinkets from the packs of particularly rude travelers. FEATURE: FRIENDS IN LOW PLACES You have formed working relationships and some friendships with some of the less savory characters that live in the jungle. You can call on these contacts to learn information on people, places, or objects. The GM decides who these contacts are and what information they have to share. These contacts give some information to Dorri for free, but information that is critical to the story must be bought or bartered for. The GM decides the price for any given piece of information. These contacts can also act as a fence, helping you get rid of stolen goods. However, the GM may rule that some items are too risky for your contacts to fence. Personality Traits: I’m all smiles, unless you get on my bad side. I always have a backup plan. Ideals: Freedom. Living out here with no rules and nobody to answer to, that’s what life is all about. Bonds: Someone I care about got hurt because of me. I won’t let it happen again. Flaws: Things go missing when I’m around. They turn up in my pockets. Christina Kraus *Go to HUMBLEWOOD.COM/RESOURCES for a printable version. Humblewood: The Heart of Dako 33
FEATURES AND TRAITS Natural Burrower. You have a burrow speed of 15 feet. You are only capable of burrowing through soil. Armor Plates. You have tough plates of bone or keratin that cover your body and make it impossible to wear armor (you can still use shields). Your base AC is 17 and does not benefit from your Dexterity modifier. Plate Wall. As an action, you can focus on defense to present your foes with a solid wall of your armor plates. This action must be taken before you move on this turn. Until the start of your next turn, you have resistance to all damage that isn’t psychic damage, your speed becomes 0, and you roll any saving throw or ability check to resist being moved with advantage. If you are moved before your next turn, this effect ends and you land prone in the space you were moved to. Speech of Stone and Soil (1/Long Rest). You have the magical ability to speak with rocks, including crystals and stones of all shapes and sizes. When doing so, you impart limited sentience on the rock for a number of minutes equal to your Charisma modifier (minimum 1 minute). During this time, the rock communicates with you telepathically, and you can learn from it any basic sensory information it encountered (for example pressure, temperature, wetness, or sounds, such as spoken words). Speak With Bugs. Through sounds and gestures, you can communicate simple ideas with creatures of the beast type that represent insects, spiders, worms, and other creepy crawlies, regardless of their size. Two-Weapon Fighting Style. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Favored Enemy (Monstrosities). You have advantage on Wisdom (Survival) checks made to track monstrosities and as well as on Intelligence checks to recall information about them. Favored Terrain (Forest). When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: l Difficult terrain doesn't slow your group's travel. l Your group can't become lost except by magical means. l Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. l If you are traveling alone, you can move stealthily at a normal pace. l When you forage, you find twice as much food as you normally would. l While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Primeval Awareness. You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number. Horde Breaker. When you make a weapon attack for the first time each turn, you can make another attack against a different creature within 5 feet of the original target and in range of your weapon. Extra Attack. When you take the attack action you may make an additional attack. ATTACKS & SPELLCASTING Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. When holding a scimitar in each hand, you can make an additional scimitar attack as a bonus action. Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. OTHER PROFICIENCIES & LANGUAGES l Birdfolk l Hedge l Sylvan l Flute SAVING THROWS +5 Strength +7 Dexterity SKILLS +4 Athletics +2 Nature +5 Animal Handling +5 Perception +5 Survival Armor Class 17 (Natural Armor) Hit Points 44 Speed 25 ft. Passive Perception 15 Initiative +4 Strength 13 (+1) Dexterity 18 (+4) Constitution 15 (+2) Intelligence 9 (-1) Wisdom 14 (+2) Hit Dice Charisma 11 (+0) Jasmina “Jazz” Underleaf Class/Level Ranger/Level 5 Background Tender of the Tanglewilds Race Arma Hedge Alignment Neutral Good Size Small Spell Attack Modifier +5 Spell Save DC 13 34 Humblewood: The Heart of Dako
CHARACTER ROLE Jasmina “Jazz” Underleaf (she/her) is a small, yet sturdy hunter archetype ranger. She is a defensive fighter that offers additional utility with her variety of support spells and increased damage up close using her two-weapon fighting style. CHARACTER BACKSTORY Jasmina was orphaned at such a young age that she no longer remembers her birth parents, but the jungle has taken care of her ever since. As a child, Jasmina was found by a conclave of Tenders, who discovered her in the care of a mother panther. The Tenders, an order dedicated to keeping the jungle safe from fell magic, treated Jasmina as one of their own. As part of her education, the Tenders took her to see the sights of the great cities, though ultimately Jasmina felt her home was among the trees of the forest. Jasmina now makes her living as a guide and has a simple outlook on life. Jasmina wears beautifully carved wooden leg prosthetics that are engraved with elaborate designs and symbols for luck and protection. FEATURE: SAPLING SURVIVALIST You know how to live off the land, and are a respected member of the Tenders having achieved the Sapling rank. Seen as a protector of the forest, you can count on jungle villagers to offer you free lodging so long as it is possible and reasonable for them to do so. In addition, while in the jungle you can find sources of food and fresh drinking water for yourself and up to five other creatures each day. You are familiar with poisonous plants, inedible berries, as well as sources of unclean water, and can recognize these dangers instantly. Personality Traits: I don’t sweat the small things, which are most things. Why yes, I was raised by a panther. Ideals: Nature. The city’s fine and all, but nothing’s more important than nature. Bonds: The jungle is my home, and I won’t stand for folks that want to make a mess of it. Flaws: I don’t always think before I act. SPELLS KNOWN 1st Level (4 slots): cure wounds, fog cloud (c) 2nd Level (2 slots): darkvision, pass without trace (c) c - This spell requires concentration EQUIPMENT l Two scimitars l Hand crossbow l Quiver of 20 crossbow bolts l Traveler's clothes l Amulet bearing the Tender’s insignia l Wooden flute l Spell component pouch l Small satchel filled with healing herbs l Walking stick l Snare trap l Bedroll l Winter blanket l Waterskin l Hunting knife Christina Kraus *Go to HUMBLEWOOD.COM/RESOURCES for a printable version. Humblewood: The Heart of Dako 35
Coming 2022 Humblewood2.com NEW LANDS. NEW DANGERS. Humblewood was only the beginning.
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