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The Team
PRODUCER Ricardo Evangelho
PROJECT MANAGER Jordan Richer
ART DIRECTOR Leesha Hannigan
ILLUSTRATIONS Leesha Hannigan
Brynn Metheney
Tiffany Turrill
Paul Scott Canavan
Christina Kraus
Emily Hare
April Prime
Kimberli Johnson
CONCEPT Ricardo Evangelho
Jordan Richer
Leesha Hannigan
Matthew Gravelyn
Andrea Bruce
AUTHOR Matthew Gravelyn
STATS Matthew Gravelyn
CARTOGRAPHY Tim Paul Piotrowski
Mark Caeora
PREPRODUCTION Rajaa Al-Subairi
THE DECK OF MANY, HUMBLEWOOD © HIT POINT PRESS INC. 2019
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Hello Playtesters!
We are excited to be sharing this new campaign setting with you and even more excited to hear your
opinions on it.
Here’s what you will find in this document.
The Booklet text, which includes:
• An Intro to the world of Humblewood,
• Character creation rules to make your own birdfolk characters,
• Two new divine domains for clerics,
• Two new backgrounds well suited for birdfolk characters,
• Four new feats,
• Six new spells, and
• A ready to go mini-campaign Adventure in the Wood to help you dive beak first into Humblewood!
And a set of printable reference cards featuring:
• 28 new monsters and NPCs to use in your campaigns,
• Six spell cards,
• Five new magic items, and
• Six new location maps.
The best way to experience all the Humblewood content is to create Birdfolk characters and play through the
Adventure in the Wood mini-campaign, it will you take you from level 1 to level 3 and give you a good idea of
the campaign setting.
We are also very interested in all the other ways this content can be used, so feel free to introduce the Birdfolk
character content into your own campaigns, use the monsters and NPCs in your own adventures and most of
all – just have fun!
As you test this material, head over to deckofmany.com/feedback and give us your feedback. You can return
to the survey over and over, so feel free to fill out your feedback as you test the different content.
LEave Feedback
deckofmany.com/feedback
Thank you again for your interest in playtesting for us! This is only the first of many projects coming from The
Deck of Many, so stay tuned.
Cheers,
The Deck of Many Team
May all your hits be crits!
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WELCOME TO THE adventures in the Humblewood campaign setting.
WOOD When you need to bring in a monster or award epic
loot, check the cards for easy reference.
Humblewood is like many forests you have ventured
in before. There are trees, yes, and all manner of The map shows an overview of Humblewood.
smaller shrub and bush. There are creatures here, Again, this can be used as a building block in your
small and large: fauna encompassing the lowliest own home game or in conjunction with the adventure
grub to the apex predators. Humblewood feels provided here.
familiar and welcoming.
This booklet contains a variety of rules for
And yet, Humblewood is unlike any forest you immersing you and your players into the Wood.
have ventured in before. The trees seem larger There are player options, including races,
somehow, and also don’t grow completely straight, or backgrounds, and feats, along with a list of magic
is that a trick of the eye? The underbrush seems alive items and spells the characters can utilize. There is
in its own right, humming with energy. The beasts also an adventure that will explore the various areas
here are similar to the deer and wolves of your of Humblewood, taking characters from 1st level to
homeland but with more interesting patterns and 4th. Additionally, there are a number of random
displays. Humblewood feels foreign and confusing. encounter tables and additional monster stat blocks to
help you spice up any game set in Humblewood.
The birdfolk who call this forest home are another
oddity you have scarcely heard of let alone seen. A The easiest way to jump into Humblewood is to
humanoid race that appears to have descended from roll 1st-level characters, perhaps using the birdfolk
powerful birds, they make their homes and their races provided here, and starting the adventure
living in this wonderful forest. Only recently has together. When you have finished exploring all that
trade of the pelts and other goods from Humblewood the Wood has to offer, your 4th-level characters will
reached the large cities in nearby kingdoms, perhaps be ready to take on the world!
what has inspired adventurers and merchants to make
a pilgrimage to this strange, new forest. CARD REFERENCES
The birdfolk are wary of outsiders, viewing them Within this booklet you may see a bold name
as odd as they view the birdfolk. To see a person with referring to a monster, NPC, location, or item. This is
no feathers, a flat beak, and small eyes is comical. either referencing a card or a piece of content from
How could they possibly feel safe in the canopy cities the reference section of this book. When you see a
of the forest? These perches as they’re known often bold term it is referencing something from this
span several or even dozens of trees, connected by booklet. When you see a bold blue term it is
loose rope bridges or simply relying on the natural referencing a specific card.
structure of branches to aid travel between platforms.
Without the ability to glide across these gaps the non- Having the card in-hand as a quick reference will
birdfolk races could risk death by simply crossing make running the game that much easier and the
town. beautiful art will help your players visualize the
world and people around them.
ABOUT HUMBLEWOOD
In this box you will find a variety of cards, a fold-out
map of Humblewood, as well as this manuscript,
which contains information about the birdfolk races,
new player options, and a playable adventure module
set in the world of Humblewood.
There are 35 cards detailing a variety of monsters,
NPCs, magic items, and spells. There are also several
location maps which can be printed with any standard
printer, and assembled into foldable maps for the
various locations described in the Humblewood
module. Monster and NPC cards will have a classic
stat block detailing abilities and attacks. Magic items
and spells will detail the special properties of them,
how to use them, and how often.
These cards are referenced in the module, and can
also be used to create your own stand-alone
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RACES can use your reaction to spread your arms, stiffen
your wing feathers, and slow your descent. While
The birdfolk races of Humblewood are as diverse and doing so, you continue to fall gently at a speed of 60
unique as the forest itself. Many have adapted over ft. per round, taking no fall damage when you land. If
countless centuries to a particular region or aspect of you would fall at least 10 feet in this way, you may
the Humblewood. Only the skillful survive the forest, fly up to your movement speed in any direction you
and the birdfolk have become masters of both the choose, although you cannot choose to move
forest floor and the canopies above. upwards, landing in the space you finish your
movement. You cannot glide while carrying heavy
STRIG weapons or wielding a shield (though you may drop
any held items as part of your reaction to spread your
The strig are the most imposing of the birdfolk races. arms). You cannot glide while wearing heavy armor,
They value strength and endurance, traits they or if you are encumbered.
believe to be most valuable for survival in the Wood.
While they are not prejudice against those who do not Talons. Your sharp claws aid you in unarmed
fit their ideal of strength, they are quick to call out combat. Your damage for an unarmed strike is 1d4
when someone is not doing their best for the common piercing damage.
good.
Darkvision. You are adapted to hunting at night.
STRONG AND BRUTISH You can see in dim light within 60 feet of you as if it
were bright light, and in darkness as if it were dim
While many of the birdfolk races rely on their light. You can’t discern color in darkness, only shades
speed or intelligence for superiority, the strig are of gray.
mighty warriors, relying on their immense strength
and stamina to endure even the most punishing Patterned Feathers. You have advantage on
assault. Whether defending their perch or braving the Dexterity (Stealth) checks when you attempt to hide
Wood itself, the strig never shy away from a fight. in a natural setting.
NATURALISTS Languages. You can speak, read, and write
Common and Birdfolk. Birdfolk is a language of
The strig, more than any of the other birdfolk clicks, caws, and whistles and does not have its own
races, are most at home in the wild woods. Their written language. Most birdfolk write in Common or
mottled feather patterns, while not as bright or in pictographs. You can also understand Auran.
beautiful as others, make them practically invisible in
the forest. Using this inherent advantage, along with Subrace. There are two main races of strig: swift
their speed and strength, a conflict with a strig is and horned. Choose one of these subraces.
usually fast to start and fast to end.
SWIFT STRIG
This suits their disposition, preferring the relative
simplicity of the forest to the machinations of society As a swift strig, you are a powerful force in the Wood
and politics. They are not loners, per se, often who range far and wide without ever missing a step.
forming familial and community bonds that transcend You are most capable when immersed in the forest.
a permanent or single physical home.
Ability Score Increase. Your Dexterity score
STRIG TRAITS increases by 1.
Ability Score Increase. Your Strength score Swift. Your base walking speed is 35 feet.
increases by 2. Survivor. You have proficiency in the Survival
skill.
Age. Strig reach maturity faster than most
humanoid races, around 15 years. They can live to be HORNED STRIG
around 80 years old.
As a horned strig, you are as tough as they come. You
Alignment. Strig usually put their personal morals are as tough as you are strong, both able to weather
above any imposed system of governance, but still hardship as well as impose your will on the world
have a strong sense of community. They tend to be around you.
chaotic good.
Ability Score Increase. Your Constitution score
Size. Strig are muscular, imposing folk ranging increases by 1.
from 5 to over 6 feet tall. Your size is Medium.
Imposing. You have proficiency in the
Speed. Your base walking speed is 30 feet. Intimidation skill.
Glide. Using your feathered arms, you can slow
your fall, and glide short distances. When falling you Brawler. When you successfully attack a target
with your Talons, you can choose to grapple that
target as a bonus action.
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RAPTOR Woodland Hunter. Your accuracy allows you to
treat three-quarters cover as half cover and half cover
When the birdfolk think of hunters or rangers, they as no cover.
picture a raptor. These birdfolk are swift and strong
with an uncanny knack for tracking. They very rarely Hunter’s Training. You have proficiency with the
feel what it’s like to be prey, and when they do they longbow, short bow, and spear. Additionally, your
quickly find a way to turn the tables. familiarity with the longbow means that it is not
considered a heavy weapon for you.
PERCEPTIVE
Languages. You can speak, read, and write
Given their heightened senses, the raptors often Common and Birdfolk. Birdfolk is a language of
seem to be a bit distracted or thinking deep thoughts. clicks, caws, and whistles and does not have its own
In reality they are simply processing the wealth of written language. Most birdfolk write in Common or
sensory information they receive from their keen eyes in pictographs. You can also understand Auran.
and sensitive ears. While many folk are only ever
aware of what goes on directly around them, raptors Subrace. There are two main races of raptor: red-
have an extremely wide sphere of awareness. feather and sea. Choose one of these subraces.
NATURAL PREDATOR RED-FEATHER RAPTOR
Raptors are adept at living off the land. They are As a red-feather raptor, you are most at home far
skilled hunters, usually leading the harvesting of from the ground. You can range for miles in the
meat and skins for their perches. They are especially Wood without ever setting talon to soil, moving more
well versed in stalking prey from great heights, lining confidently through the branches than some can on
up impossible shots that their prey, both animal and flat ground.
person alike, could not predict.
Ability Score Increase. Your Wisdom score
RAPTOR TRAITS increases by 1.
Ability Score Increase. Your Dexterity score Dexterous. You have proficiency in the
increases by 2. Acrobatics skill.
Age. Raptors live longer than any other of the Aerial Defense. Creatures who attack you while
birdfolk races, reaching maturity around 20 and you are falling, gliding, or jumping have
living over 100 years. disadvantage on their attack roll.
Alignment. Preferring the path of naturalists and SEA RAPTOR
hunters, raptors rarely see value in order for the sake
of order. They tend to be neutral in alignment. As a sea raptor, you are as at home in the water as
you are in the trees. You also have a wealth of
Size. Raptors are lean, muscular hunters but only patience, only acting when it best suits your goals.
stand less than 4 feet tall. Your size is Small.
Ability Score Increase. Your Intelligence score
Speed. Your base walking speed is 25 feet. increases by 1.
Glide. Using your feathered arms, you can slow
your fall, and glide short distances. When falling you Swimmer. Your base swimming speed is 15 feet.
can use your reaction to spread your arms, stiffen Patient. When you react with a readied action,
your wing feathers, and slow your descent. While you do so with advantage.
doing so, you continue to fall gently at a speed of 60
ft. per round, taking no fall damage when you land. If
you would fall at least 10 feet in this way, you may
fly up to your movement speed in any direction you
choose, although you cannot choose to move
upwards, landing in the space you finish your
movement. You cannot glide while carrying heavy
weapons or wielding a shield (though you may drop
any held items as part of your reaction to spread your
arms). You cannot glide while wearing heavy armor,
or if you are encumbered.
Talons. Your sharp claws aid you in unarmed
combat. Your damage for an unarmed strike is 1d4
piercing damage.
Keen Senses. You have proficiency in the
Perception skill.
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CORVUM Learned. If you fail an Intelligence check to
recall information, you still recall something
It's hard to say whether the corvum are distrusted interesting, if not immediately useful.
because they behave the way they do, or if they
behave the way they do because they are so Information Broker. If you share new
distrusted. The reputation of the corvum in birdfolk information with someone, they will be inclined to do
society is nothing short of villainous, casting them as the same for you.
the shadowy antagonist of any situation.
Languages. You can speak, read, and write
FOR PERSONAL GAIN Common and Birdfolk. Birdfolk is a language of
clicks, caws, and whistles and does not have its own
While not a hard and fast rule, it is widely written language. Most birdfolk write in Common or
believed that all corvum are out for themselves. in pictographs. You can also understand Auran.
Sometimes this presents as flexible morals and in
others it simply means they follow a personal code Subrace. There are two main races of corvum:
instead of subscribing to general law. Either way, rook and raven. Choose one of these subraces.
corvum are a crafty race and they usually get what
they want, one way or another. ROOK CORVUM
TOO SMART As a rook corvum, you are more at home in the bustle
of society than the wilds of the forest. You understand
Corvum are accepted, sometimes begrudgingly, to others the way a hunter understands their prey, and
be among the smartest of birdfolk. They are keen you’re just as quick to capitalize on an advantage.
observers and often trade in information the way
others would trade farm goods. They are hungry for Ability Score Increase. Your Dexterity score
knowledge and leverage it to further their goals increases by 1.
whenever possible.
Dark Feathers. You have advantage on Dexterity
CORVUM TRAITS (Stealth) checks made in dim or dark light.
Ability Score Increase. Your Intelligence score Street Smarts. Your Learned trait also extends to
increases by 2. Wisdom (Insight) checks.
Age. Corvum live slightly shorter lives than RAVEN CORVUM
humans, around 70 years. They reach adulthood at
around 18 years of age. As a raven corvum, you know implicitly that you are
the smartest person in the room. Knowing how to
Alignment. Corvum tend to put themselves above utilize that to your advantage, along with your deep
others, but still value order and rules. They lean understanding of motivations, makes you a
toward lawful neutral alignments. formidable opponent.
Size. Corvum cut imposing figures, usually Ability Score Increase. Your Charisma score
standing over 6 feet tall, with various builds increases by 1.
depending on their trade. Your size is Medium.
Manipulator. You have proficiency in the
Speed. Your base walking speed is 30 feet. Deception skill.
Glide. Using your feathered arms, you can slow
your fall, and glide short distances. When falling you Flock Speak. You automatically succeed Wisdom
can use your reaction to spread your arms, stiffen (Insight) checks on other corvum unless they are
your wing feathers, and slow your descent. While actively hiding their intentions. Corvum can
doing so, you continue to fall gently at a speed of 60 effectively communicate basic concepts and ideas in
ft. per round, taking no fall damage when you land. If this way.
you would fall at least 10 feet in this way, you may
fly up to your movement speed in any direction you
choose, although you cannot choose to move
upwards, landing in the space you finish your
movement. You cannot glide while carrying heavy
weapons or wielding a shield (though you may drop
any held items as part of your reaction to spread your
arms). You cannot glide while wearing heavy armor,
or if you are encumbered.
Talons. Your sharp claws aid you in unarmed
combat. Your damage for an unarmed strike is 1d4
piercing damage.
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LUMA use it in conjunction with a regular jump, but not
while gliding.
The luma are a race of polar opposites when it comes
to society. They are just as often shunned for their Touched. You know one cantrip from the sorcerer
eccentricities as they are celebrated for them. Most spell list. Charisma is your spellcasting ability for it.
fledgling luma are hesitant in social situations until a
certain age when society seems to organically label Hard to Read. Your innate eccentricities make it
them an outcast or a notable figure. hard for other birdfolk to figure you out. When
someone performs a Wisdom (Insight) check against
TOUCHED you, they have disadvantage on their roll.
Additionally, you gain advantage on Charisma
To most, a luma seems disorganized and (Deception) checks made against creatures that are
distracted most of the time. Most chalk this up to a not Luma.
low intelligence but in reality the luma are simply
tapped into something deeper. There seems to be a Languages. You can speak, read, and write
force that grants them special perception of the world Common and Birdfolk. Birdfolk is a language of
around them, allowing them to see possibilities that clicks, caws, and whistles and does not have its own
others cannot. written language. Most birdfolk write in Common or
in pictographs. You can also understand Auran.
OF TWO WORLDS
Subrace. There are two main races of luma: sable
While most luma find their peculiar nature to be a and sera. Choose one of these subraces.
hindrance in society, some use their gifts to climb the
social ladder. Using their talents, they inspire SABLE LUMA
curiosity and seem to have an air of authority about
them. This divide in social standing among the luma As a sable luma, you are often found on the fringes of
makes for curious and strained relationships among social situations. While you are overlooked by the
families and friends. crowd, your gifts are undeniable. You are destined for
greatness.
LUMA TRAITS
Ability Score Increase. Your Constitution score
Ability Score Increase. Your Charisma score increases by 1.
increases by 2.
Resilience. You have advantage on saving throws
Age. Luma reach adulthood around 20 years and against being poisoned and have resistance against
can live to be about 70 years old. poison damage.
Alignment. Spurred by personal interests and Guidance. Whether luck or a guiding presence,
flights of fancy, luma tend towards chaotic you always seem to find your way. Once per day you
alignments, but rarely are they inherently evil. can choose to reroll any attack, skill check, or saving
throw. You can decide to do this after the initial roll
Size. Luma are the shortest of the birdfolk, but before resolving the action.
standing roughly 3 feet tall. Your size is Small.
SERA LUMA
Speed. Your base walking speed is 25 feet.
Glide. Using your feathered arms, you can slow As a sera luma, you are revered and celebrated by
your fall, and glide short distances. When falling you those around you. You have an almost unnatural
can use your reaction to spread your arms, stiffen beauty and grace, inspiring admiration in most and
your wing feathers, and slow your descent. While jealousy in others.
doing so, you continue to fall gently at a speed of 60
ft. per round, taking no fall damage when you land. If Ability Score Increase. Your Wisdom score
you would fall at least 10 feet in this way, you may increases by 1.
fly up to your movement speed in any direction you
choose, although you cannot choose to move Center of Attention. You have proficiency in the
upwards, landing in the space you finish your Performance skill.
movement. You cannot glide while carrying heavy
weapons or wielding a shield (though you may drop Proper. You have advantage on Charisma
any held items as part of your reaction to spread your (Persuasion) checks when you utilize class structures
arms). You cannot glide while wearing heavy armor, or social standing to do so.
or if you are 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
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GALLUS weapons or wielding a shield (though you may drop
any held items as part of your reaction to spread your
The gallus are most commonly found in small, arms). You cannot glide while wearing heavy armor,
familial communities as opposed to the city perches or if you are encumbered.
of the Wood. They value their social bonds above all
else, always helping each other and promoting a Wing Flap. As a bonus action, you can use your
common good. They are polite, but have little powerful feathered arms to propel yourself upward a
patience for deceit and rudeness. distance equal to half your movement speed. You can
use it in conjunction with a regular jump, but not
A VARIED FOLK while gliding.
While many races of birdfolk have specific and Communal. You have proficiency in the History
common appearances, the gallus are as varied and skill.
unique as the trees in the Wood. There are dozens of
subraces and within those are a number of variations Militia. You have proficiency in simple weapons.
of feathers, colors, and patterns. The gallus are proud Of the People. Whenever you make an
of their appearances but not to the point of vanity. Intelligence (History) check relating to your race,
Maintaining good grooming of oneself is akin to tribe, or community, you are considered proficient in
keeping a knife sharp and shows a level of respect for the History skill and add double your proficiency
oneself. bonus to the check, instead of your normal
proficiency bonus.
SALT OF THE EARTH Languages. You can speak, read, and write
Common and Birdfolk. Birdfolk is a language of
Gallus are a social and communal folk. They tend clicks, caws, and whistles and does not have its own
to live in close knit communities of families and a written language. Most birdfolk write in Common or
sense of pride for their community runs deep. They in pictographs. You can also understand Auran.
help raise other family’s children, they pitch in to Subrace. There are two main races of gallus:
make sure all the work gets done, and they highly bright and huden. Choose one of these subraces.
value honest labor, such as farming and smithing.
BRIGHT GALLUS
In this way, while other birdfolk might look down
on gallus for their common ways, the gallus are rich As a bright gallus, you are a natural leader. Your time
in interpersonal skills. They are very insightful and in your communal home has taught you how to
empathetic, giving them an ironic advantage in social inspire others and rally folks to a common cause.
situations over other birdfolk. This air of command follows you wherever you
roam.
GALLUS TRAITS
Ability Score Increase. Your Charisma score
Ability Score Increase. Your Wisdom score increases by 1.
increases by 2.
Inspiring. You have advantage on Charisma
Age. While ages fluctuate, gallus usually reach (Persuasion) checks when attempting to convince a
maturity around 18 years and can live anywhere crowd.
between 70 and 100 years.
Understanding. You have proficiency in the
Alignment. Gallus are salt of the earth folk who Insight skill.
believe in justice and order. They tend to be lawful or
neutral good. HUDEN GALLUS
Size. Gallus are the most varied of the birdfolk As a huden gallus, you are of the land. You respect
races, ranging from 4 to 6 feet tall and showing many the sacredness of nature and that respect is paid back
unique builds. Your size is Medium. to you. Your innate connection with the wilds may
alienate you from city life, but your true home is the
Speed. Your base walking speed is 30 feet. Wood.
Glide. Using your feathered arms, you can slow
your fall, and glide short distances. When falling you Ability Score Increase. Your Dexterity score
can use your reaction to spread your arms, stiffen increases by 1.
your wing feathers, and slow your descent. While
doing so, you continue to fall gently at a speed of 60 Naturalist. You have proficiency in the Nature
ft. per round, taking no fall damage when you land. If skill.
you would fall at least 10 feet in this way, you may
fly up to your movement speed in any direction you Handler. You can cast animal friendship at will.
choose, although you cannot choose to move Wisdom is your skill for this spell.
upwards, landing in the space you finish your
movement. You cannot glide while carrying heavy
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NEW CLASS OPTIONS Community Domain Spells
Cleric Level Spells
CLERIC 1st bless, goodberry
DIVINE DOMAINS 3rd aid, heroism
At 1st level, a cleric gains the divine domain feature. 5th beacon of hope, spirit guardians
The following domain options are available to a
cleric, in addition to those which already exist. 7th banishment, faithful hound
COMMUNITY DOMAIN 9th mass cure wounds,
telepathic bond
The community domain focuses on the ties that bind BLESSING OF THE HEARTH
all peoples together. These are the ties of family and
friendship, the ties to ancestors of the past, as well as From 1st level, you gain the ability to conjure a small
to younglings who will grow to become elders in the flagstone hearth with a simple iron cooking pot
future. The power of the Gods of community is the whenever you rest. This hearth helps to warm you
security of home and hearth, and the joy of good and your companions, as well as to prepare hearty
company kept. Many such gods teach the value of and nutritious meals on the road. If you or any
tradition and simple ways of living, in harmony with friendly creatures you make camp with would regain
the natural world. They also tend towards the rule of hit points at the end of a short rest by spending one or
law, not as a kind of great bureaucracy, but as sacred more hit dice, each of those creatures may choose to
traditions passed from elder to child through the re-roll one of their resting dice, taking the higher roll
generations. Some advocate the removal of harsh or between the two.
disruptive forces to this order, and proper sanctions
for the violation of the common goodwill that any Additionally, you gain proficiency with Cook’s
community ought to provide. All of them value unity, Utensils.
however, and prise the strength that can be gained
when people support one another. CHANNEL DIVINITY: MAGNIFICENT
FEAST
Community Domain Features
Starting at 2nd level, you may use your Channel
Cleric Level Feature Divinity to conjure a magical feast for the rough road
ahead. By spending 10 minutes, you may create a
1st Domain Spells, number of delicious, well prepared, yet simple food
Blessing of the Hearth items equal to your Wisdom modifier (minimum of
1). These food items last 8 hours, and will never
2nd Channel Divinity: Magnificent spoil. If they have not been consumed within 8 hours
Feast or until you have rested, they simply cease to exist.
Eating food created in this way takes an action, and
6th Channel Divinity: Community provides whomever eats it with healing equal to 2d4
Watch + your Cleric level, and can remove either the
frightened or poisoned condition from that creature
8th Divine Strike (1d8) (chosen by the creature when consumed).
14th Divine Strike (2d8) CHANNEL DIVINITY: COMMUNITY
WATCH
17th Paragon of the People
Starting at 6th level, you can use your Channel
DOMAIN SPELLS Divinity to instill a feeling of vigilant protection for
you and your allies. You may grant yourself and any
You gain domain spells at the cleric levels listed in ally that can see you within 30 ft. a d6 that they may
the Night Domain Spells table. See the Divine roll once each round, adding the result to a skill
Domain class feature for how domain spells work. check, saving throw, attack, or damage roll. This
effect lasts for a number of rounds equal to your
Charisma modifier (minimum of 1 round). Any
creature that can no longer see any of its allies cannot
11
benefit from this effect until it can see at least one of DOMAIN SPELLS
its allies again.
You gain domain spells at the cleric levels listed in
DIVINE STRIKE the Night Domain Spells table. See the Divine
Domain class feature for how domain spells work.
At 8th level, you gain the ability to infuse your
weapon with the power to punish wrongdoing. Once Night Domain Spells
on each of your turns when you hit a creature with a
weapon attack you can cause the attack to deal an Cleric Level Spells
extra 1d8 psychic damage to the target, as visions of 1st sleep, veil of dusk*
the evil they have wrought upon others flash before 3rd darkness, moonbeam
their eyes. You may choose whether any foe reduced 5th nondetection, globe of twilight*
to 0 hit points by this attack remains stable or dies. 7th divination, stellar bodies*
When you reach 14th level, the extra damage 9th dream, seeming
increases to 2d8.
Spells marked with a * can be found in this book.
PARAGON OF THE PEOPLE
EYE OF TWILIGHT
At 17th level, your Community Watch grants an
additional d6 dice to each ally, granting immunity to Beginning at 1st level, a divine blessing grants you
fear for the duration of the effect, and your superior vision in dark and dim conditions. You can
Magnificent Feast produces twice as many see in dim light within 80 feet of you as if it were
foodstuffs, each of which last for 24 hours before bright light, and in darkness as if it were only dim
disappearing. light. You can't discern color in the darkness, only
shades of gray.
NIGHT DOMAIN
When you reach 6th level, you no longer suffer a
The night is mysterious, and brings danger. To others, penalty to Wisdom (Perception) checks while in areas
however, the cover of darkness it brings protection lightly obscured by magical shadows within 80 feet
from predators and valuable shadows within which to of you.
conceal themselves. The gods of night are varied,
encompassing those who would use the cover of At 8th level, your vision adapts to see in areas
darkness to conceal others from threats, to those who heavily obscured by magical darkness within 80 feet
would use the shadows for nefarious purposes. Their of you, as though they were only lightly obscured.
motives are often shrouded in mystery, and so their
ideals tend towards the study of mysteries of all Finally, at 17th level, you gain true vision in areas
kinds. Many teach their followers that it is only by of magical darkness within 80 feet of you, treating it
peering through the darkness and looking beyond as if it were dim light. Furthermore, in conditions of
what is hidden that one can attain truth. Clerics of both normal and magical darkness you retain the
night do their best to keep themselves and their ability to discern color.
companions safe while journeying through the
darkness. WARD OF SHADOWS
Night Domain Features
Also at 1st level, you can create a ward of divine
Cleric Level Feature shadows that you can interpose between yourself and
an attacking enemy. When you are attacked by a
1st Domain Spells, Eye of Twilight, creature within 30 feet of you that you can see, you
Ward of Shadows can use your reaction to impose disadvantage on the
attack roll. An attacker that can’t be blinded is
2nd Channel Divinity: Invocation of immune to this feature.
Night
You can use this feature a number of times equal to
6th Improved Ward, your Wisdom modifier (a minimum of once). You
Eye of Twilight improvement regain all expended uses when you finish a long rest.
8th Veil of Dreams,
Eye of Twilight improvement
17th Creature of the Night,
Eye of Twilight improvement
12
CHANNEL DIVINITY: INVOCATION OF
NIGHT
Starting at 2nd level, you can use your Channel
Divinity to harness the powers of night, dousing
harsh revealing light, and clouding your foes vision
with a pall of darkness.
As an action, you present your holy symbol, and
any source of mundane or magical light within 30
feet of you is extinguished. Additionally, each hostile
creature within 30 feet of you must make a
Constitution saving throw. A creature who fails the
saving throw is blinded for a number of rounds equal
to your cleric level. A creature blinded in this way
gets a new saving throw at the end of each of its turns
to remove the effect. A creature that has total cover
from you is not affected.
IMPROVED WARD
At 6th level, you can also use your Ward of Shadows
feature when a creature that you can see within 30
feet of you attacks a creature other than you.
VEIL OF DREAMS
When you reach 8th level, you gain mastery over
magical sleep. When you cast the sleep spell, you
may choose the order in which creatures within its
area are affected. If the first target chosen has too
many hit points to be affected, it will instead target
the next creature you have chosen first.
Additionally any creature you put to sleep cannot
be woken until the start of your next turn.
CREATURE OF THE NIGHT
Starting at 17th level, you can use your action to
activate a supernatural aura of deep night that lasts
for 1 minute, or until you dismiss it using another
action. You emit heavily obscuring darkness in a 30-
foot radius and lightly obscuring shadows 50 feet
beyond that. The darkness and shadows overlap and
smother existing sources of light. Only light
produced by a 9th level spell or similarly powerful
effect can negate the darkness and shadows.
Enemies within the shadows constantly feel the
presence of hungry predators watching them, and
become frightened as long as they remain inside it,
while enemies in the darkness are both blinded and
frightened for as long as they remain within its area.
13
NEW BACKGROUNDS the level of belief, treat you with reverence and
possibly even worship.
WIND-TOUCHED
SUGGESTED CHARACTERISTICS
There are legends and rumors of those who are born
blessed by the wind and air, destined to soar over any Those who are seen as wind-touched are revered by
and all obstacles they may face. In some parts of the believers and scrutinized by cynics. For better or
Wood, this is accompanied by markings, feather worse, they find themselves living in a world of
patterns, or a dramatic event in early childhood. expectations, most of which they can’t live up to.
While some dismiss the notion as wives’ tales and
superstition, it is said that one who is born touched by d8 Personality Trait
the wind will never feel quite at home on land.
1 I never back down from a challenge.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: One type of wind musical 2 I always end up the center of attention.
instrument
Languages: You can speak Auran. 3 I am gifted by the wind and destined for
Equipment: A wind musical instrument (one of your greatness.
choice), an ornate cloak, a symbol of the wind,
common clothes, and a belt pouch containing 10 gp 4 I have no time for those who doubt me.
TITLE AND BLESSING 5 I seek out challenges to test myself.
For many, the moniker of “wind-touched” is merely a 6 I am better than everyone else.
title, a symbol of someone’s devotion to the wind and
the natural world. To others, they believe the name to 7 I avoid showing my power at all costs.
be earned, an actual blessing of supernatural powers
gifted by the wind itself. Decide what your character 8 I remain humble despite my blessing.
believes in or roll on the table below to see how they
feel. d6 Ideal
d6 Acceptance 1 Community. I will use my social standing to
lift others up and inspire them. (Good)
1 I am truly blessed and have power over the 2 Heroism. I am chosen to be a brave warrior,
wind itself. so shall it be. (Lawful)
2 I am devoted to the wind spirits, in action 3 Chosen. I am special and deserve
and title. appropriate treatment. (Evil)
3 I believe in nature and goodness. 4 Speaker. I speak for the wind itself, divining
it’s meaning for others. (Neutral)
4 I will work tirelessly to earn the respect of
those who give me this title. Farce. I will use my title for every advantage
5 I can. (Evil)
5 I accept this honor but have my own doubts.
6 I feel nothing for this title, and carry it 6 Naturalism. I will go where the wind directs
against my will. me. (Chaotic)
FEATURE: SUPERNATURAL PRESENCE d6 Bond
Whether truly gifted with powers of air and wind, 1 I am guided by a wise elder who prepares me
there are many people among the birdfolk and other for my destiny.
races that truly believe. If you make a show of power
or skill that can be attributed to the wind or air, such 2 I am estranged from my parents who don’t
as feats of acrobatics or unseen forces, those believe in my blessing.
believers will become bolstered by your supernatural
presence. They will support you and, depending on
14
3 I seek to discredit the person who burdened AN ODD BIRD
me with this moniker.
In the birdfolk culture you are somewhere between
4 I live in the shadow of my mentor, seeking an oddity and an outcast. Some think your aversion to
their approval. heights is a commentary on the birdfolk themselves,
leading others to find you off-putting. Choose how
5 I have a sibling who is not blessed, which your community regards you or roll on the table
causes tension below to determine how you fit in.
6 I am one with the wind. Personal d6 Community Place
relationships are fleeting.
I am considered weak or unskilled and many
1 treat me like a fledgling.
d6 Flaw 2 I am looked upon as a traitor to my people.
1 I can’t accept another’s suggestion once I’ve 3 I have brought shame to my family as a
set my path. result of my preferences.
2 I lash out at even the smallest criticism. 4 I am not welcome back to my family’s perch.
3 I think more highly of myself than my skills 5 I am viewed as an oddity, someone for others
warrant. to laugh at and tease.
4 I let expectations rule my decisions. 6 I have found a new community on the forest
floor.
5 I put others in harm’s way to prove myself. FEATURE: FIND ANOTHER PATH
6 I am overly critical of myself. Without the benefit of going over obstacles, you are
keen to find alternate paths that circumvent danger
Coupled with Power altogether. When you path is blocked or when the
path requires gaining vertical height, you can almost
While this background primarily focuses on the beliefs and always find a more horizontal route. The DM will tell
perceptions of yourself and your community, pairing this you of this path.
background with a character who actually can manipulate
the wind through magic would set them up to become a SUGGESTED CHARACTERISTICS
holy figure, a prophet, or a fabled hero.
Those who are grounded have been affected by the
GROUNDED way those around them have treated them in the past.
They are generally very critical of themselves and
Despite the inherent vertical aspects of birdfolk also very aware of how others view them.
culture, namely the canopy cities, you have always
felt more safe and at peace with your feet firmly d8 Personality Trait
planted on the soil. You tend to be practical and level-
headed, but your different perspective on the world 1 I always second guess my choices.
can cause others to see you as quirky, or unsettling.
Your unique way of looking at the world has allowed 2 I have learned to not let the comments of
you the opportunity to connect with the people who others affect me.
live under the forest canopy in ways other birdfolk
cannot, and from this you have learned to see as they 3 I’m eager to show the benefits my unique
do. perspective.
Skill Proficiencies: Athletics, Insight 4 I’m slow to trust someone new but open up
Tool Proficiencies: One type of artisan’s tools over shared hardships.
Equipment: A set of artisan’s tools (one of your
choice), a walking stick, a trinket from another 5 I manufacture difficult situations to prove
culture, traveling clothes, and a belt pouch with 5 gp. my abilities.
6 I get embarrassed easily, even when someone
tries to compliment me.
15
7 I will deny my fears to everyone. 5 I am overly critical of other people’s
relationships.
I want to see how others handle situations
8 I’m afraid of. 6 I will put myself and others in harm’s way to
prove my abilities.
d6 Ideal
1 Prove. I will show others that I am capable
despite my shortcomings. (Lawful)
2 Encourage. I seek out and support others
who are like me. (Good)
3 Explore. I desire to experience unique and
varied cultures and places. (Chaotic)
4 Punish. I never let an insult go, often
resulting in a fight. (Evil)
5 Evade. I try to avoid danger whenever
possible. (Neutral)
6 Adapt. I try to find new ways of overcoming
obstacles. (Chaotic)
d6 Bond
1 I must do whatever I can to restore honor to
my family.
2 I seek revenge on the one who forced me
from my home.
3 I follow the teachings of another like me.
4 I feel kinship to a culture outside my own.
5 I hate anyone who belittles me.
6 I bond deeply with those who accept me for
who I am.
d6 Flaw
1 I am incapable of action when I’m at great
heights.
2 I lash out at anybody who doubts my skill.
3 I keep a distance from others so they won’t
learn of my fears.
4 I project my insecurities onto others.
16
NEW FEATS WOODWISE
AERIAL EXPERT You have lived your entire life in the gnarled,
wooded areas of the world. You are adept at finding
Prerequisite: Birdfolk your way through even the most treacherous terrain.
Through intensive training or a natural luck, your You gain the following benefits:
feathered arms have become much stronger and more
wing-like than others of your kind. You gain the ● Increase your Wisdom score by 1.
following benefits: ● You gain proficiency in either the Survival or
● Your fathered arms make it easier to jump. You no
Nature skill. Your proficiency bonus is doubled
longer need to move at least 10 feet to perform for this skill.
long and high jumps. You may choose whether ● You ignore difficult terrain.
the jump uses your strength or dexterity score for ● You cannot become lost in natural surroundings
determining height or distance, and you double except by magical means.
the distance you would normally leap in both
cases.
● You may take the dash action while using your
glide ability.
● You may change direction freely while gliding, and
may gain up to 10 feet of altitude once before
you finish your descent.
HEAVY GLIDER
Prerequisite: Birdfolk
You were either born with great strength, or trained
hard to allow yourself to glide under circumstances
most would find impossible. You gain the following
benefits:
● You may glide while holding a heavy weapon and
wearing heavy armor as long as you aren’t
encumbered.
● You may choose to land your glide in a space
occupied by a hostile creature that is Large sized
or smaller. If you do so, you may roll an opposed
Strength check, pushing them 10 feet away and
knocking them prone with the force of your
impact on a success. On a failure you land in the
nearest un-occupied space instead.
PERFECT LANDING
Your years of living at great heights have taught you
how to fall more gracefully. You gain the following
benefits:
● Increase your Dexterity score by 1
● Reduce the damage die for fall damage from a d6
to a d4.
● You do not fall prone after taking falling damage.
● While falling you are considered to be proficient in
the Acrobatics skill. Add double your proficiency
bonus to this skill under these circumstances.
17
NEW SPELLS WARLOCK SPELLS
BARD SPELLS 1st Level
Elevated Sight
Cantrips (o Level) Veil of Dusk
Gust Barrier 3rd Level
Globe of Twilight
CLERIC SPELLS
WIZARD SPELLS
1st Level
Elevated Sight Cantrips (o Level)
4th Level Gust Barrier
Stellar Bodies 1st Level
Elevated Sight
DRUID SPELLS 4th Level
Stellar Bodies
Cantrips (o Level)
Gust Barrier SPELL DESCRIPTIONS
1st Level
Elevated Sight The spells are presented in alphabetical order.
Veil of Dusk
3rd Level GUST BARRIER
Feathered Reach
Globe of Twilight Evocation cantrip
4th Level
Stellar Bodies Casting Time: 1 action
Range: Self
RANGER SPELLS Components: S
Duration: 1 round
1st Level
Elevated Sight You spread your arms wide, allowing yourself to
3rd Level become enveloped by the air around you. Until the
Feathered Reach end of your next turn, any ranged attack made against
Globe of Twilight you is done with disadvantage.
SORCERER SPELLS Melee attackers who successfully hit you must also
make a Constitution saving throw against your spell
Cantrips (o Level) save DC, being flung away from you up to 10 feet
Gust Barrier and knocked prone on a failure.
4th Level
Stellar Bodies ELEVATED SIGHT
1st-level divination
Casting Time: 1 action
Range: 120 feet
Components: S, V
Duration: Concentration, up to 1 minute
You cast your eyes skyward, granting you sight as if
flying. You can see as if you were in a spot you can
see up to 120 feet above you. For the duration, you
can look around from this spot.
You can use a bonus action to move the spot’s
height above you. You are free to move normally,
18
adjusting the location of the spot, but do so only The area of this spell is lightly obscured by
being able to see from the elevated location. magical shadow, within which small constellations of
stars softly twinkle. Aside from these stars, only light
While concentrating on this spell, you have produced by a spell of 3rd level or higher can
disadvantage on all Dexterity saving throws. properly illuminate any area inside the sphere. Non-
magical light does not function inside the sphere, and
FEATHERED REACH all other forms of magical radiance can only produce
dim light in a 5-foot space.
3rd-level transmutation
When you cast this spell you may designate any
Casting Time: 1 action number of creatures you can see to be concealed by
Range: Self the supernatural shadows while in the sphere. A
Components: S, M (a small feather) concealed creature has advantage on stealth checks
Duration: 1 minute when inside the sphere and may attempt to hide at
any time. Because the area of the spell is lightly
You transform your arms into powerful wings, your obscured, creatures within the spell's area have
fingers into long, graceful feathers. The effects of this disadvantage on perception checks made to see those
spell last 1 minute at which point the feathers outside of it.
gradually fall out, leaving your normal arms behind.
This spell confers a number of benefits upon the All other creatures in the area are brightly
caster: illuminated by the light of the miniature stars that fill
it, causing them to have disadvantage on all
• You gain advantage on all athletics checks perception checks inside the sphere. When a creature
made to make a long or high jump. You do enters the area for the first time or starts its turn there,
not need to move 10 feet before you jump to it must make a Wisdom saving throw or be blinded
gain distance, and you triple the distance until the end of its turn.
you would jump normally.
STELLAR BODIES
• You can use your powerful feathered arms to
propel yourself upward a distance equal to 4th-level evocation
half your movement speed. You can do this
once during your turn and can use it in Casting Time: 1 action
conjunction with a regular jump. Range: Special, see text
Components: V, S
• When falling, you can use your reaction to Duration: Instantaneous
stiffen your arms, and glide on the wind.
You may fly up to your movement speed, in You create two small stars which orbit you. They
any direction, choosing where you land. You twinkle pleasantly, providing dim light in a 5-foot
can fly up to double your movement speed radius centred on you for each star orbiting you.
as a bonus action for the duration of the
spell. You must land once you finish your The stars protect you. If a creature within 5 feet of
movement, although you do not take fall you hits you with a melee attack they must make a
damage while this spell is active, as your Wisdom saving throw or take 1d8 points of radiant
feathered arms bear you gently to the damage for each star orbiting you.
ground.
Once per round, on your turn, you may use your
In order to benefit from this spell, your feathered action to cause a star to streak towards an enemy and
arms require that your hands be free of shields and explode in a blinding flash. Make a ranged spell
heavy weapons and that you are not encumbered. attack against an enemy within 120 feet, dealing 4d8
points of radiant damage on a hit. The target must
GLOBE OF TWILIGHT then make a Constitution saving throw or be blinded
until the start of your next turn.
3rd-level conjuration At Higher Levels. When you cast this spell using a
spell slot above 4th level, you may create one
Casting Time: 1 action additional star for every two slot levels above 4th.
Range: Self (15-foot radius, 15 feet high)
Components: V, S, M (a dab of pitch and a bag of
glittering sand)
Duration: Concentration, up to 10 minutes
You shroud the area surrounding you in a hemisphere
of a night sky, dotted with miniature stars. The
twilight conceals your allies, but clearly illuminates
your enemies.
19
VEIL OF DUSK
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a pinch of soot)
Duration: Concentration, up to 10 minutes
You incant towards a creature, cloaking them in a
shadowy veil of darkness and silence. The target
gains a +1 bonus to their armor class, and adds their
proficiency bonus to stealth checks for the duration
of the spell. Additionally, the target may attempt to
hide within the veil once during the spell's duration as
a bonus action.
20
ADVENTURE IN THE The obvious solution to this threat is to meet them
WOOD in combat. The characters probably outnumber them
in addition to their superior armaments. Any threats
The following chapter contains a full adventure for or posturing from the characters are met with an
1st-level characters to experience the wonders of attack from the two mapach bandits.
Humblewood. Feel free to play through this
adventure in its entirety, or use pieces for your own Alternatively, being reasonable highwaymen, the
custom campaign. You can also utilize the Random mapaches can be paid off and will simply leave.
Encounter section, as well as the Monster Cards, Negotiations start with the mapaches looking over the
and NPC Cards to further flesh out your game. cart to decide how much they think it’s worth to
them. They will simply walk away for 10 gold each.
THE ADVENTURE BEGINS A particularly successful negotiation could get this as
low as 5 gold each at the DMs discretion.
This adventure is designed for 1st-level characters
that are just starting out. The only major change to REWARDS
the kickoff of this campaign is dependent on whether
or not the players created birdfolk characters, The mapach bandits are wearing worn leather
meaning they are from Humblewood, or they are armor and each carries a poorly kept short sword. If
standard races who are arriving in the Wood for the they are defeated and search, the party also finds a
first time. small coin purse with 5 gold pieces inside it.
If characters are all birdfolk, have them start off Each character earns 25 XP.
by venturing in the forest, exploring or looking for
adventure. They are surprised when adventure does ESCORT ELIZA
find them in the form of a bandit attack on a passing
merchant. After defeating or bribing the bandits, the characters
can help the beaten figure to their feet. If they don’t
If characters are not birdfolk, create a story about immediately, have the figure grunt or whine to get
them coming to Humblewood to explore the forest or their attention. If they still don’t assist, the felin
seek an audience with the birdfolk Council. merchant eventually sits up on her own.
If there is a mix of birdfolk and non-birdfolk “My whiskers, that was close! Thank you all for
races, have the birdfolk characters venturing to the protecting me and my cart. My name is Eliza. I’m on
forest’s border to meet their new companions and my way to Alderheart by way of Winnowing Reach.
guide them back to Alderheart. Could you be kind enough to help me the rest of the
way?”
BANDITS ON THE ROAD
If the characters are unfamiliar with the Wood,
Ahead on the road are two figures in leather armor Eliza describes the road ahead working its way along
and hoods who are gesturing violently at a crumpled the edge of Mokk Fields, a large swampland, before
figure on the ground. A small hand cart stacked high reaching Winnowing Reach, a small research outpost.
with bags and boxes of various sizes stands nearby.
One of the hooded figures eventually goes to the cart Eliza’s plan is to stop briefly in Winnowing
and starts unceremoniously sifting through the Reach, selling her wares and acquire new stock,
packages, leaving fallen bundles strewn on the road. before eventually making her way to the capital perch
of Alderheart.
As the characters approach they can see under the
hoods the pointed faces of a pair of mapaches, a man If the characters don’t immediately offer her aid,
and a woman, both wearing worn leather armor with she will entice them by offering them a single item
short swords on their belts. You hear a whimpered from her cart in exchange for their protection and
“help me” from the figure laying on the road, but you company on the road.
can’t quite make out their features.
If the party decides to walk with Eliza, their
The mapach woman, still standing over the fallen movement speed is reduced considerably as she pulls
figure, puts her hands on her hips and offers a thinly her cart. A strong character can offer to pull her cart.
veiled threat. Succeeding a DC 10 Strength (Athletics) check keeps
everyone moving at regular traveling speed.
“Alright folks, nothing to see. Move along, if you
know what’s good for ya.” BATS OUT OF HELL
The road ahead does seem to keep just out of reach of
the swamplands on the right. After about an hour of
travel though, the terrain on the left side of the road
changes considerable. The lush green and brown of
21
the trees gives way to burned stumps and ash-covered investigation of their office has revealed they have
fields. It looks as if a massive forest fire has ravaged been studying the nearby slimes to learn about their
this forest in the near past. physiology. In an attempt to get live samples, they
have ventured to the nearby caves which are known
As the road continues, this bleak landscape seems to be infested with several species of slimes.
to stretch for miles. While looking out over this grey
scene, the characters may notice a cloud of bird-like Characters are petitioned by the town’s
creatures flying above the ash. Those who keep an magistrate, a tense and agitated corvum named
eye on the birds or characters with a passive Waldan Krane, to find the researcher, a young lady
perception of 15 or better notice when they change named Kenna. While the primary goal is to bring the
their course and begin flying towards the party. researcher back safely, any chance to reduce the
slime population will be greatly appreciated as well.
As the “birds” begin their rapid descent it appears For this service the magistrate promises 5 gold each.
that they are more bat-like and, more surprisingly,
they seem to be on fire. If their course change was FINDING THE CAVE
noticed, the characters have about 10 seconds before
the bats descend on them. If they flew unnoticed until The cave is actually a network of caverns and tunnels
this point, they arrive so swiftly that the characters do with several entrances dotting Mokk Fields. The
not have time to prepare for the attack. closest entrance is located about a half day's hike
southwest of the perch in the middle of the swamp.
The characters are beset by two swarms of Alternatively, there is a road that leads around the
emberbats. The dive and harass their targets swamp to the south, arriving at another cavern
relentlessly until they are defeated, or the party puts entrance at the very southwest edge of the swamp.
considerable distance between themselves and the This is a longer route, most likely requiring a night of
ashy plain. camping along the road but is probably safer than the
swamp.
REWARDS
The magistrate will provide a rough map of Mokk
Each character earns 50 XP. Fields and where the entrances are.
THE RESEARCH STATION Dangerous Swamp
With the flaming bats behind them, the rest of the trip Along the way, the party might run into bandits or swamp
is uneventful. Another couple hours on the road and creatures who want to make a meal of them. Decide what
the small village of Winnowing Reach comes into feels right for pacing and difficulty and add in an extra
view. encounter here if you want to ratchet up the action. Refer to
the Random Encounters section for suggestions.
Eliza tells the party that she will set up her cart
near the center of the collection of buildings here to NAVIGATING THE DEPTHS
see what she can sell or trade. She encourages the
characters to have a rest and alludes to the party The entrance to the cave system is just large enough
potentially escorting her along to Alderheart when for the characters to fit, some taller folks may have to
they feel up to it. hunch over. The tunnel descends gradually into the
ground, curving gently back and forth as it goes.
Characters are free to explore the small village,
though they will find the amenities of this research The caves are dark, damp, and dank. The
station to be lacking compared to many villages surrounding swamp has shared it’s murky waters,
they’ve seen before. There is a general store and a which either drips or pools on every surface. The
small inn, but instead of staples like a tavern or smell of the swamp also permeates the caves.
weaponsmith there is instead an apothecary and a
bookbinder. After about 30 minutes of walking the tunnel
opens into a large cavern about 20 feet high and 100
At some point during their stay, word of feet across. Stalactites and stalagmites dot the floor
adventurers reaches the magistrate, the ranking and ceiling and the sound of slowly dripping water
political figure in Winnowing Reach. He eventually can be heard echoing in the distance.
tracks the party down and implores them to help find
a missing researcher who he fears has entered the In the center of the cave they see what looks like
Mokk Fields to conduct hazardous research. a birdfolk standing next to a rock formation. Not
standing but stuck to it. As the characters approach
REWARDS they see a sheen of slime covering the young corvum,
including their beak. Their eyes are wild and
If Eliza promised the characters an item for their suddenly focus on something behind the characters.
service, they can claim that as well.
Refer to the Mokkden Caverns map for this
THE MISSING RESEARCHER location.
A young corvum researcher, looking to make a name
for themselves, has recently gone missing. An
22
SLIME ATTACK TREASURES
The party is beset by a large shifting slime and three It has been long rumored that treasure awaits those
sticky slimes. The sticky slimes have already left who can survive the caverns. While some never
several slime trails between the players and the return from their expedition, those who have made it
entrance to the tunnel they came from. They attack back have nothing but a story to show for it.
without any warning.
Perhaps the treasure is still there, hidden in the
The slimes don't attack with reason or tactics. caves, waiting for a band of adventurers to seek it
They simply lash out at the nearest target and usually out.
don't turn their attention if they are attacked by
multiple characters at the same time. d6 Loot
1 A dusty, forgotten chest with 1d4 x 10 gold
Captured in Slime 2 A ruby statue worth 50 gold, but birdfolk
If a character would die in combat, instead of a killing blow believe it is cursed
a sticky slime may instead try to encase the character in 3 A magic weapon wrapped in a bloody cloak
slime, saving them for later. Other characters could attempt 4 A magic item in a display case
to free them with a DC 12 Strength check or using 5 1d4 healing potions, but they don't have
applicable spells.
labels
FREEING THE RESEARCHER 6 A priceless birdfolk religious artifact
Characters can attempt to free the scientist from her RETURNING TO THE REACH
slime prison as an action. To do this a player needs to
succeed a DC 12 Strength check or use applicable The trip back to Winnowing Reach is uneventful if a
spells. Once free, the researcher will do her best to little slow with the researcher tagging along. The
stay out of the way and will follow orders that don't magistrate is relieved to see the researcher returned
put her in danger. safely. If the party has also collected slime samples,
the magistrate begrudgingly thanks the party, giving
Once the researcher is free of the slime, she will the researcher a serious glare.
implore the party to help collect samples of slime
from either the shifting or sticky slimes for her If it makes sense for the time of day, or if your
research. She promises an added reward for this players need a bit of a rest, suggest spending the
service. night in Winnowing Reach. This will bolster
characters hit points and spell slots for the coming
Slime must be collected from live slimes. encounters.
Collecting slime requires a vessel (like the vials the
researcher has) and a making a DC 12 Dexterity REWARDS
(Sleight of Hand) check against a live slime. One vial
will do. For freeing the corvum scientist and helping them
return to the perch, players are given 5 gold each
DANGERS from the magistrate. If the characters also return with
a sample of slime, they are rewarded with an
While exploring the characters may find themselves additional 1 gold each.
fighting denizens of the tunnels or the cave itself. If
you want to spice up the adventure, roll 1d6 on the For defeating the slimes and returning the missing
table below to see what might happen. researcher, each character earns 90 XP.
d6 Encounter For returning with a slime sample, each character
earns 10 XP.
1 Falling rock, DC 12 Dexterity saving throw
or take 4 (1d8) bludgeoning damage If the party endured a random encounter in the
caves, each character earns 25 XP.
2 Slippery ground, counts as difficult terrain
3 A swarm of emberbats attack
4 2 caustic slimes attack
5 Winding tunnels, DC 12 Wisdom (Survival)
check or get lost, roll again
6 1d4 sticky slimes attack
23
THE SWAMP WITCH At this point the players can approach the
situation in one of two ways: approach the witch and
After some rest and recuperation, magistrate hear her story or barge in and attack. If the party opts
Krane will again approach the party with another job, for all out attack, the hedge witch will defend
this one requiring a private audience in the herself. She will also appeal to the players that she is
magistrate’s chambers. Whatever he has to say, he not evil at all, merely misunderstood and unwelcome
doesn’t want prying ears around. at the Avium, the birdfolk’s magical college. She will
continue her defense and retaliation between
After securing the bolt on his chamber door, the explanations.
magistrate hesitantly reveals that the swamp is
plagued by a foul sorceress, a witch who dabbles If the players approach civilly, they will find she
with evil forces. He implores the brave adventurers to is a simple hedge witch, learning the secret art of
rid them of this evil before it spreads to their perch. magic on her own terms without a master. She is not
welcome at the Avium, so she decided to strike out on
At first the magistrate appeals to the decency and her how. In fact, she’s in the middle of a ritual that
goodness of the party, imploring them to act in the will hopefully summon a lesser entity that she might
best interest of the Wood in this matter. If pressed, he question and learn potent magic from. She asks if you
will offer another 5 gold pieces per person to help might help her gather the necessary ingredients.
deal with the witch, though he makes it clear his
coffers are running thin. MYSTICAL ERRANDS
TRAVERSING THE SWAMP The players are asked to gather some swamp
herbs and capture a few swamp lizards that are seen
There’s no two ways about it this time. The witch around the hut. The herbs can be found easily with a
is reported to live in the heart of the swamp, so no successful Wisdom (Survival) check, but take longer
going the long way round. Nothing for it but to dive to acquire on a failure.
in, so to speak. The magistrate suspects the party will
find the witch’s lair in the deepest, foulest stretches The lizards are swift and require a sort of hunt to
of the swamp. collect them. For the purposes of this activity, the
lizards have an armor class of 13 due to their size and
To speed up the travel, you can have a player speed but only 1 hit point. They are alert, however,
make a Wisdom (Survival) check or similar to requiring a DC 15 Dexterity (Stealth) check to get
navigate the swamp and find sign of the witch’s close enough for a melee attack. After the party has
passing. gathered 3 lizards, they can return to the witch.
Alternatively, a spell or Intelligence (Arcana) The witch’s ritual goes off as planned,
check could be used to determine the best location for summoning a lesser demon that appears in her
magical activity. cauldron and climbs out, spilling the mixture
everywhere. For a moment it seems content but then
On a success, the party finds the witch after only attacks the nearest person wildly. This may be the
a few hours travel, leaving plenty of daylight for witch or a party member. It behaves as if it is
them to work in. On a failure, it takes longer to find confused and feral, attacking whatever is closest with
the witch than anticipated, and the party arrives in the wild abandon. It doesn’t relent until it is defeated, at
failing light of evening. which point it crumbles into ash that floats away
mysteriously.
THE WITCH’S HUT
A WITCH’S DEBT
At last the party find themselves at a small hut on
a thin patch of dry land. There are a few gnarled The witch is grateful for the party’s help in
trees, more moss than leaves, flanking the rustic hut. dispatching the demon. She admits she may have
From the porch roof hang dozens of bundles reached a bit too far in her summoning, and will
containing flowers, herbs, and even a few lizards, adjust her future rituals accordingly.
apparently left to dry. Refer to the Witch’s Hut map
for this location If the party is ever near Mokk Fields in the future,
her door will always be open to them. She will even
There is smoke gently rising from the cobblestone do her best to aid them with a potion or two, or
chimney and a strange yet delicious smell fills the air. possibly other helpful spells.
Through a window the party can see a short figure
wearing a robe shuffling quickly about the kitchen, REWARDS
adding ingredients to a cauldron in the shape of a
giant snail shell. There is also a rather large beetle If the party assisted the witch successfully, she is
skittering around, hoping at her heels. It’s cute, for a now considered an ally. She offers 2 healing potions
bug. What a delightful scene!
24
for the party to take, with the promise more potions A BUSTLING METROPOLIS
in exchange for ingredients.
Alderheart is the capital city of the forest and home
However the players handled this encounter, each to virtually every race of birdfolk. There are even
character earns 75 XP. races from far away kingdoms, including felins,
hedges, and even the odd mapach.
LEAVING THE REACH
If Eliza accompanied the players, she lets the
After dealing with the swamp witch, the party party know where her new storefront is. She is taking
returns to Winnowing Reach. The magistrate will over an old shop that her sister used to run here. The
want to hear about the excursion to deal with the shop is now is an advanced state of disrepair, but she
swamp witch, again inviting the characters into his has high hopes of restoring it to its former glory.
chambers for a private conference.
Characters are free to explore the city of
If the party killed the witch, they can simply tell Alderheart. All the usual amenities and offerings of a
the truth and receive their coin, if agreed upon. large city can be found here.
If the party did not kill the witch and wish to lie Refer to the Eliza’s Emporium map for this
about it, one player must make a DC 10 Charisma location.
(Deception) check to pass off a suitable lie to the
magistrate. If they succeed, he will accept their story BANDITS TO THE NORTH
and reward them. He is most ready to accept that this
insidious problem is at an end. When the players have had time and space to
explore the city, or immediately upon their arrival, a
If the party did not kill the witch and tell the truth, city-wide alarm sounds. Bells are rung and guards are
the magistrate responds furiously. He blames the called to action on the northern border of Alderheart.
party directly for condemning every person in the The characters hear general shouts of “bandits!” and
Wood, and threatens to appeal to the guard at something about a merchant caravan arriving at the
Alderheart to come deal with the witch. He refuses to city.
pay any agreed upon bounty for the party’s work.
If the players decide to check out the scene, they
REWARDS arrive at the northernmost platform, similar to the one
they arrived at, overlooking a dismal scene: several
If the party performed the magistrates task, or wagons are besieged by bandit forces.
convinced him of such, and they agreed to a bounty
before hand, each character receives 5 gold. If the players are content to stay in town, a
passing guard captain may beseech them to join them
THE ROAD TO ALDERHEART in repelling the bandits.
When the party is ready, the road to Alderheart Guards begin firing arrows and slinging rocks
leads northeast out of town, deeper into the forest. towards the bandits in a desperate attempt to run
The journey is short, only about a half day’s walk. them off. If the party doesn’t immediately join in the
attack, a nearby guard captain may ask the party to
As the party prepares to depart, Eliza approaches assist, seeing them well-armed.
them, asking if she might travel alongside them on
the way to Alderheart. She welcomes both the After a few minutes of assault, the bandits have
company and protection offered by the party. taken what they can carry and flee into the northern
woods. When the fighting settles, a guard captain
CITY THROUGH THE TREES begins organizing a counter attack, hoping to press
them back to their hideout and snuff out the bandit
If traveling with Eliza, she abruptly sets her cart threat for good. The captain inquires if the party will
down as the road passes a huge tree, proclaiming that join them.
they have arrived at Alderheart! When questioned,
she smiles and simply gestures upward, revealing a TAKING THE FIGHT TO THEM
network of platforms and bridges in the canopy
above. Closer inspection of the huge tree shows The bandits, laiden with stolen goods, leave an
rough steps carved into the trunk that appear obvious trail. They have become brash and sloppy,
camouflaged from a distance. leading the guard and party directly to their camp.
The camp is merely a collection of canvas tents and a
If Eliza is not around to guide the players, have couple hastily constructed store houses. There is a
the road end abruptly at the base of this tree. Looking large central tent that appears to be for the leader of
up will obviously reveal the city, but inspection of the the camp. Refer to the Bandit Camp map for this
tree will also make the carved steps evident to the location.
party.
The party is joined by a number of birdfolk who
are anxious to put an end to the bandits reign of
terror. Utilize the birdfolk guard, birdfolk
spearman, birdfolk militia, and birdfolk farmer to
25
fill in for this fighting force. For narrative purposes, Each character earns 150 XP.
these characters can simply fight in the background,
creating tension and color to the encounter. You can A TRIUMPHANT RETURN
optionally have some of them join the party’s fight.
After the sounds of battle fade into the forest, the
Fighting immediately breaks out between the remainder of the city guard and militia return to
guard and the bandits. Determine where the party Alderheart. The dead are carried on makeshift
starts during this encounter. They will be fighting stretchers while the injured are helped along the trail
bandits in waves. If at any time the encounter seems home. Despite heavy losses, the day is won and you
too easy, throw in an extra mapach bandit. If the are welcome back to Alderheart as heroes.
encounter seems to hard, have some of the guard help
the party with their fight. The council wants to hear about the bandits as
soon as possible and strongly encourage the party to
The first wave that descends on the party is a pair visit them immediately. They ask many questions
of mapach bandits. about the bandits, their numbers, and which way they
fled. It is clear they fear reinforcements are nearby.
The second wave is a mapach bandit and a
jeerban thief. The thief will look to disarm and One council member also brings up the goods and
distract the party, jumping around wildly. possessions the bandits have stolen in recent months,
and inquires about whether any of this was found at
LEADER OF THE BANDITS the camp. The party can choose to keep their treasure
a secret, requiring a DC 12 Charisma (Deception)
The final enemy is a tall, graceful vulpin woman check. On a success, the party is taken at their word.
who appears to be the leader of this bandit camp. She On a failure, the councilmember who posed the
has singled out the party as the primary threat and question distrusts them, but it is likely the rest of the
decides to take them on herself, setting an example to council will side with the party in this dispute, at least
those who would dare challenge them again. She for now. An inquiry into the stolen property will be
draws her ornate short sword, pointing it at the party, conducted in the coming days.
and issues a threat.
Leveling Up
“Fools! You can best my bandits and thieves, but
you don’t stand a chance against a real swordswoman At this point your players’ characters should have enough
like me. You shall have the honor of witnessing my XP to reach 2nd level. You can provide them narrative
deadly grace before you die.” space to level up while in Alderheart, each having a scene
to describe how they trained or acquired new skills after the
The party do battle with the vulpin captain as chaos battle against the bandits.
rings around them. Birdfolk militia are clashing with
bandits. Some, merely farmers with pitchforks, are WORKING FOR THE WOOD
not faring as well as the trained guard. A swift defeat
of their leader will surely save many lives this day. With the bandits dealt with for now, life gets back
to normal around Alderheart. For a time the players
THE REST SCATTER are simply free to explore the city further or even
strike out on their own, looking for adventure. Refer
After their leader is dispatch, the remainder of the to the encounters detailed in this section, use the
bandit forces flee in any direction they can, but the Random Encounters section for inspiration, or
bulk of the force appears to be heading east, towards create your own encounters using the Monsters
The Crest. The guard is beaten and exhausted and provided.
cannot hope to give chase.
Characters should ideally be 3rd level before
The guard rest briefly, bandaging up the injured moving on to the Scorched Grove section. This will
and preparing the fallen for transport back to require completing at least four of the encounters
Alderheart. During this time, the players are free to listed below, or otherwise earning the 600 XP
explore the camp. required for leveling up.
REWARDS Alternatively, you can have the characters attain
3rd level at any time you feel is meaningful and
After the camp is abandoned, the party may interesting to keep the pace of your game going.
search it for loot. In the storage buildings near the
rear entrance the party finds the following: COUNCIL SUMMONS
● 2d6 x 10 (70) gp If you’d like to propel your players towards the
● 2d6 (7) 10 gp gems encounters listed here, you can have a messenger or
● 2d4 (5) 25 gp art items guard find the players and instruct them to report to
● 1 or 2 magic items the council chambers of Alderheart to meet with the
26
Humblewood Council. There, a small session of ALTERNATIVE ROUTES
council members inform the party of opportunities
for competent adventurers such as themselves. In addition to fighting to the bandits’ leader, the party
could choose a number of other routes. Below are a
Alternatively, these quests can be issued to the number of possible options that would open a path to
party via job posting boards, concerned citizens, or general:
barroom chatter.
● Creating a distraction, like setting a fire or
BANDITS IN THE MOUNTAINS sounding an alarm, that would pull the guards
away from their posts.
Having fled after the defeat at their forest camp,
the bandits have returned to their stronghold in the ● Sneaking past the guards by succeeding a DC 15
Crest. This fortress is much more capable of Dexterity (Stealth) check.
withstanding a large-scale attack, and its position in
the mountains makes it dangerous to fight in. The ● Causing a scene outside the fortress or in the
council has seen fit to ask the adventurers to flush out courtyard, goading the general to come out and
the bandit leadership once and for all, finally ridding fight.
Humblewood of their thievery and brutality.
● Sneaking into the fortress in a wagon of stolen
Given a large scale encounter would prove goods.
disastrous, the council calls on the heroes to use their
unique skills to infiltrate the fortress and dispatch the ● Pretending to be bandits that got separated from the
bandit leader there. group after the attack on the camp.
APPROACHING THE FORTRESS CUT OFF THE HEAD
The crags and canyons of the Crest are enough of a Whatever the party’s plan is, all roads eventually lead
deterrent, but there are also rock slides, mountain to the bandit general. He is an imposing vulpin
lions, and bandit patrols to be on the lookout for as figure with strong arms and a scarred face. He has
well. You can fast track the travel by having at least little patience for intruders and will not hesitate to
one member of the party make a DC 13 Wisdom attack, with or without his guards.
(Survival) check. On a success, they reach the
fortress without incident. On a failure, have the party He is a fierce warrior, swinging with both scimitar
deal with an encounter. and dagger in a whirlwind of blows. He seems to
shrug off wounds and press the attack even to his
Once arrived, entering the fortress will be another own detriment.
challenge. It has high, stone walls with guard posts
stationed around the perimeter. There is a single large Once defeated, the bandits will either flee the
entrance at the front; two large doors with a large fortress or swear loyalty to those who defeated their
entranceway for wagons to enter. leader. If you choose the latter, the fortress can
become a sort of hold or keep for the players to use
Players are free to sneak in wearing stolen bandit as they see fit.
clothes, scale the walls, or even bluff their way in.
While not recommended, simply fighting into the REWARDS
fortress is an option. If the characters are getting in
over their heads, you can have the general appear As with the camp, there is a wealth of treasure to be
early to fight them without having too many smaller found in the store rooms of the complex as well as
fights. the general’s personal quarters. Again, most if not all
of this loot is stolen, and possibly belongs to the
Refer to the Bandit Fortress map for this location. residents of Humblewood. The Council will be
anxious to reclaim at least part of this hoard.
FIGHTING TO THE BOSS
The party finds the following in the store rooms:
If the party hasn’t already encountered too many ● 3d6 x 10 (105) gp
enemies, have a contingent of guards waiting for ● 3d6 (10) 10 gp gems
them before they reach the leader of the bandits. ● 3d4 (7) 25 gp art items
The outer guard, stationed outside the meeting hall, The party finds the following in the general’s
are made up of 4 mapach bandits. They are charged quarters:
with letting no one enter the inner fortress.
● 1d6 x 10 (35) gp
Once inside the meeting hall, another set of guards ● 1 magic item
stand outside the entrance to their leader’s personal ● A rough map of the Crest and the peninsula
chamber. These guards comprise 2 mapach bandits
and a jerbeen thief. The meeting hall has a large, to the northeast
long table in the center, many chairs, a raised Each character receives 200 XP.
platform at the front for speakers, and a number of
chandeliers hung from the ceiling.
27
MAGICAL MALADIES his tests were recently deceased birdfolk, whose
bodies the young necromancer did not come by
To the east of Alderheart is a remarkable through appropriate channels. There is a rumor
structure, even by the standards of Humblewood. circulating about possible missing students.
Atop a massive tree is constructed a tower of towers,
a fanciful and bizarre creation that looks like it topple The dean directs the party to the lower levels of the
over at any moment. This is the Avium, the magical school, near the tree itself. He has cleared most of
college of the birdfolk. Here they study and decipher those floors of classes so students and faculty could
arcane secrets and teach the next generation of remain a safe distance away. He implores the party to
wizards their craft. investigate and contain any harmful or unnatural
dangers they might find.
Admission into the Avium is one of the highest
honors for young mages in the Wood. The courses are A FOUL PRESENCE
rigorous and the faculty tough, but graduation from
the Avium all but guarantees its students any magical Upon entering the lowest level of the school, the
career they desire. characters are met with the unmistakable smell of
death in the air. There seems to be no ambient sounds
When the council received word from Dean here aside from the footfall of the heroes. Most of the
Windsworth of a dangerous situation, they classrooms and offices are vacant, but a soft
immediately sought out the adventurers for candlelight seeps out from beneath a closed door near
assistance. the end of a hallway. It is laboratory, according to the
sign beside the door, and according to the dean
ARRIVING ON CAMPUS should be vacated.
When the party arrives at the Avium, it is even more Through the door, the party can hear soft
impressive and inspiring than Alderheart. Fully 200 footsteps, some incomprehensible speech as if
feet tall at its highest tower, the college is a massive someone is speaking to themselves, and punctuated
collection of towers and ramparts. There are even now and again by a clattering, hollow banging.
smaller towers that orbit around the main structure,
their split bridges passing mere inches away from one Within the classroom is the corvum necromancer
another on every rotation. Knowing when to make and 3 birdfolk skeletons. The necromancer will
the crossing is vitally important for students who promptly seek shelter through another doorway into a
don’t want to miss the start of class. connected classroom. The skeletons will bar entry,
lashing out with rusty weapons and sharp, boney
When the party arrives at the base of the tree, they talons.
find a young gallus waiting to great them. He wears a
simple robe with a rope belt and bows low at their Refer to The Necromancer’s Laboratory map
arrival. He confirms they are here to assist the dean for this location.
and then motions for them to join him on what
appears to be a circular tile patio. Once everyone UNDEAD HORROR
steps on, the gallus mage utters a command word and
the platform rises up, at considerable speed, towards Upon entering the adjoining classroom, the party
the college. finds themselves looking up at a massive creature
comprised of hundreds of birdfolk bones, at least
When the arrive at the main entrance, the several bodies’ worth, jumbled together to form a
gallus mage directs them to the dean’s office, located humanoid shape. The arms end in several talons
in a solitary spire that juts off the southern face of the intertwined into a circular claw. The head is two
main tower about halfway up. There they will meet larger skulls, the first one upside down with the
with Dean Windsworth to discuss the matter at hand. second on top of it, forming a gross mirrored beak
and skull for a face.
“Welcome all! I trust your journey was pleasant? I
wish we had time for a proper campus tour, there’s so The necromancer, from behind his creation,
much to see! The observatory, the training range, the directs it to attack the party and once agains slips
greenhouses. Oh! Our flebbor root is finally through a door at the back of the classroom. As the
blooming and… sorry, another time. First the matter skeletal golem approaches the party, it tosses desks
at hand!” and tables aside as if they were made of twigs and
leaves. As the solid wood shatters against the far
The dean continues to describe a student who has wall, the golem’s two beaks part and an unnatural
begun pursuing the necromantic arts. While an roar fills the space.
approved field of study at the Avium, he has taken his
experiments in a more practical direction, creating The golem, like the skeletons before, will attack
foul creatures and upsetting the other students. It also anyone attempting to follow the necromancer. It
recently came to light that some of the subjects for seems to feel no pain or fear, following its master’s
orders to the letter.
28
SOURCE OF EVIL The creatures rolled attack the caravan in a fashion in
keeping with their species. Bears might barrel in
Eventually working through the skeletons, the while snakes would lie in wait, coming down from
party enters what appears to be a professor’s office. the branches. Perhaps the caravan simply surprised
They come face to face with a corvum necromancer them and they attack in defense. Whatever the case,
who is attempting to flee immediately through a it’s up to the players to defend the farmers from
hidden passageway in the floor. He seems to offer no harm.
offensive. If left to flee, he will simply exit the
campus directly, terrified of the consequences. A Forest of Threats
If the party decide to engage with him, he will If the party is doing well and handles the random encounter
fight as much as needed, but his primary goal is to easily, feel free to roll on the table again for a second, or
escape the school through a series of hallways and even a third encounter. Don’t push them too much, as there
tunnels. If he makes it out of the school, he will is still a big fight coming up at the end of their journey.
disappear into the forest.
SLITHERING DEATH
REWARDS
Just when it seems the destination is in reach, the
The party is celebrated by students and faculty caravan finds themselves surrounded, quite literally.
alike. You are welcome to the Avium any time to A giant constrictor snake, dozens of feet long and
study, seek information in their library, or even teach several feet across encircles one of the wagons and its
a class. Additionally, the dean offers 2 healing riders. All characters and NPCs on or near the wagon
potions and a nest charm as payment. must succeed a DC 15 Dexterity saving throw or be
caught in the snake’s grasp.
Each character receives 200 XP.
If the party defeated or apprehended the corvum The serpent begins to constrict, crushing the
necromancer, each character receives an additional 50 wagon and any who were unlucky enough to be
XP. caught along with it. For now they are merely
restrained, but shortly the sinewy muscles of the
ESCORT THE FARMERS snake will begin squeeze the life out of them. Getting
free of the snake’s grasp can be done by succeeding a
A small caravan, led by a humble farming family, is DC 15 Strength (Athletics) check. The snake will
looking for protection on their trip. Depending on also loosen its grip if hurt badly. The snake will
where the party is, this could be a caravan of farm continue to constrict and bite at any creature it thinks
goods heading to Alderheart from a rural perch, or a to make a meal out of.
family returning home after selling their wares at
market with supplies. Either way, their cargo is The birdfolk farmers are simple folk and not
precious, and they’re willing to part with a few of capable of aiding much in combat and look to the
their coins in exchange for able bodyguards. party for protection. You can include these characters
in the combat or simplify by narratively describing
A LONG AND WILD ROAD how they are interacting with the battle.
Along the way, any number of wild creatures could JOURNEY’S END
beset the caravan, looking for an easy meal. Roll on
the table below, or create any relevant Easy to If the party successfully delivers the farmers and
Medium encounter for your party. their cargo to the destination, they will receive
hospitality, food, and lodging. They will be
d6 Encounter welcomed as members of the farmers’ community
1 1 Brown Bear and treated like family. Additionally, each character
earns 1 gold piece for their effort.
2 2 Black Bears
Each character receives 150 XP. If the party
3 3 Giant Poisonous Snakes completed additional random encounters, each
4 3 Giant Wolf Spiders character earns an additional 50 XP for each
encounter.
5 2 Giant Wasps
6 1 Giant Eagle BEAST HUNT
Everyone has heard the tale, from a rowdy bar patron
or a relative that everyone pokes fun at. They tell a
story of a brave hunt, a dark wood, and an elusive
prey. A prey that, if given half a chance, would
become the hunter.
29
Virtually everyone in the Wood has heard of the especially those in Humblewood with familiarity of
forest prowler, a huge cat with razor sharp claws and the story of the forest prowler.
a coat that looks exactly like the trees and vines it
hides in. So well can it blend into the forest that it is REWARDS
said you never even see it coming.
Each character receives 115 XP.
Hearing about their exploits in the forest,
specifically the large-scale attack on the bandit camp, SEA MONSTER
there are those in Alderheart who think the players as
something of local heroes. Others seek to test them There have been some very odd accounts coming
further. Such a group has approached them in a very from the Talongrip Coast in recent days. Sailors and
public setting, like a town square or tavern, to openly dock workers claim to have seen a strange creature
challenge them. lurking in the waters around Saltar’s Port and more
than a couple ships have gone missing. There is talk
Choose either a group of guards, militia, or just of a deadly sea monster.
rowdy citizens to approach the players.
Players can choose to make the 2-day trek to the
“Well look here, it’s the ‘heroes’ of Alderheart, in coast to meet up with dock master to learn more
the flesh. Don’t look like much to me. Probably just about the strange goings on and see if they can help.
got lucky, is all. I bet you couldn’t take on a real
challenge.” The seabird dockmaster Garrus Wetfoot greets
the party when they arrive. He is a weathered and
If the party engages, the newcomers detail the straight-forward type who runs all the import and
most dangerous hunt in the Wood, stalking the forest export in the area. He has a good head on his
prowler. They mock the party as scared as a fledgling shoulders, and if he’s worried about some unseen
if they don’t agree to the hunt. monster lurking in the waters, there’s bound to be
some truth here.
BEGINNING THE HUNT
Unless the party come up with a different
The party sets out from Alderheart into the deep approach, Garrus will offer them the use of a small
corners of the Wood. It is said the prowler stalks the ship with a slim crew to take them on a tour of the
densest forest, moving unseen in the dim light. surrounding coastline. The ship is outfitted with some
a single ballista mounted on the foredeck and several
In order to get the drop on the prowler, a character harpoons and strong line. Garrus tasks the players
can make a DC 15 Wisdom (Survival) or Intelligence with defeating whatever is plaguing the coast.
(Nature) check to discern the best hunting ground and
get an optimal position. On a success, they set up CREATURE FROM THE DEEP
perfectly and engage the prowler on their terms. On a
failure, the prowler is the true hunter and the party is Eventually the ship draws the attention of the
surprised when it attacks. monster, a long necked creature with huge flippers
and a lashing tail. It stretches nearly 40 feet in length
The party is attacked by a single, large cat, the and it’s neck can extend up to 15 feet from the water
forest prowler. The prowler stalks its prey from the when surfaced.
branches and trunks of trees, blending in seamlessly
with the craggy bark and drooping vines. The beast The sea monster will routinely submerge, hidden
will regularly jump back into the canopy or from view in the deep water, and surface in a new
underbrush, making a Dexterity (Stealth) check location to lash out at the party. While underwater,
against the characters Wisdom (Perception) checks. If the sea monster makes a DC 10 Dexterity (Stealth)
it successfully stealths, or is unaware that the party check. On a success, it is hidden from view beneath
knows its location, it will move in slowly for a the waves. On a failure, it remains visible as it swims.
pounce attack.
Into the Waters
RETURNING HOME
If the party is staying too dry for your liking, you can
Those who sent you on this perilous hunt will no add an additional action to the sea monster. The monster
doubt dispute that the party ever even saw a forest can attempt to drag a creature into the water. Have the
prowler. If they’re smart, the party will bring back target make a DC 12 Dexterity saving throw to avoid this
some proof of their kill, like a claw or even the entire attack or be pulled off the ship. The sea monster can then
cat. have advantage on attacks against this target.
Characters could also take a souvenir from their Make sure your players are prepared for this, however.
hunt to use as jewelry or a token of their bravery. The There are plenty of ways to rescue someone who has gone
size of the claw will be impressive to anyone, but overboard, or distract the monster, but if not working
together, this could lead someone to a watery grave.
SHIP AND CREW
30
During the course of the fight the crew or even homes, true forest dwellers know that the death and
the ship itself may take damage. You can choose to rebirth of the woods is part of the natural order. That
track this damage in full or simply narrate how the isn’t to say that nature can’t be hastened along.
ship and crew are affected by the attack.
The Tenders are a group of birdfolk savvy in both
There are 4 seabird sailors with the party. For the natural magic and science who dedicate themselves
purposes of this combat, they have +3 to attack, wield to healing the forest after great catastrophes. They
short swords that do 1d6 + 1 damage, and have 20 hit work in and around the Scorched Grove to help speed
points. They can use their weapons or utilize the along the healing process, promoting new growth and
ships arsenal to fight off the beast. coaxing forth an even stronger swath of forest.
The ship has an AC of 13, has 100 hit point, and Lately though there has been a marked increase in
no damage threshold. activity in the Grove which has overwhelmed the
Tenders. Emberbats are seen great distances away
The ship is equipped with a large, heavy from the Grove and there have been sightings of a
crossbow on the bow that can be rotated around in a huge snake-like creature burrowing in the ash along
360 degree range. It requires an attack roll using the forest’s edge. Many Tenders have already lost
Dexterity. A character with proficiency in ranged or their lives to these monstrous threats.
thrown weapons can add their proficiency bonus to
these attacks at your discretion. The weapon deals Having seen the party’s prowess at handling all
2d8 piercing damage but requires a full action to manner of trouble in the Wood, the Council implores
reload. the party to help put an end to the foul creatures that
are stymying the regrowth in the Grove. Unless they
There are also several whaling harpoons and line are dealt with, the Scorched Grove may never heal.
on board. These attacks are made like any thrown
weapon and can utilize a proficiency in spears or Council Summons
javelins. On a hit, they deal 1d6 piercing damage and
stick in the target. The ropes can be attached to the If the party is in Alderheart, a runner or council aide will
ship directly or something else with a Wisdom come to find them and deliver an official council summons.
(Survival) check. If the knots hold strong, the target The letter reads desperately and asks the characters to
is bound, limiting its movement and speed. appear before the Council, so they may offer the party a
job.
RETURNING PEACE TO THE COAST
If the characters are currently at another location in the
If the players successfully defeat the sea monster, forest, a runner or delivery person may come to call on
Garrus will display an uncharacteristic amount of joy, them or deliver the summons.
lifting the spirits of his dock workers even more.
With the waters safe again the people of Talongrip AN EMERGENCY SESSION
Coast can get back to life as they know it.
If the party accepts the Council’s summons, they
Garrus requires no proof of this deed, but the must find their way to the council chambers in the
party may choose to bring back part or all of the center of Alderheart. A huge domed structure takes up
creature. If a trophy is brought back, it will be almost the entire platform and is adorned in brightly
proudly displayed at the docks and stories told of the colored flags and banners. The guards stop them and
brave adventurers for generations to come. If the ask their business. They allow the party to enter when
entire creature is returned, it will be set upon by a shown the official summons.
small army of workers who process it for meet and
materials. When the characters enter the meeting hall they
are met with frantic voices speaking urgently and
REWARDS passionately about the concerns over the Scorched
Grove. Some are urging for an immediate removal of
Garrus rewards the party for their service with 5 all Tenders from the Grove before more lives are lost.
gold pieces each. Some are calling for a mobilization of the perch
guard to fight the monsters head on. It seems
Each character receives 325 XP. everyone has an opinion and is fighting desperately
to have it heard in this venue.
SCORCHED GROVE
Shortly after the party enters, the lean bright
The ashen plain that stretches across the northwest gallus seated in the middle of a long table at the front
forest has come to be called the Scorched Grove. The of the hall raises her feathered hand. She waits
Grove is the result of a massive forest fire that many patiently as many agitated birdfolk gathered slowly
birdfolk believe to be caused by the demigod of fire. notice her gesture and fall silent. The silence in the
While the fire devastated the forest and displaced hall is almost overwhelming in its contrast to the
thousands of beasts and birdfolk alike from their noise that filled it moments before.
When councilwoman Bita speaks it is not with a
booming voice nor harsh language, but the sound of
31
command and respect permeate her every word. She Paying the Price
addresses the party simply.
You can add some urgency or consequences to the players’
“Thank you all for heeding our summons so decisions by having the time they spend dealing with the
quickly. The Wood is in great need and many of our ashsnake directly correlate to more Tender deaths. The
Tenders have already paid the dearest price to protect longer they take to find the beast, the more Tenders will fall
it. We hope you will hear our pleas and offer us your prey to it.
aid in this most dire of circumstances.”
If you decide to do this, make sure the characters are
Councilwoman Bita continues by describing the given ample advice to action on. For example, the
flocks of emberbats, the missing Tenders, and the councilwoman should stress that time is of the essence, and
reports of a huge, unknown creature stalking the ash even Tevor can voice his concern that too much time spent
plains of the Grove. She offers whatever information will cost more of his Tender friends their lives.
she can, but this monstrosity is a new discovery and
they have little to go on. For each day the party spends searching for the
ashsnake roll a d4. This is the number of Tenders that have
A luma Tender is called up before the head table. died during that time.
His name is Tevor and he was the most recent to have
reported seeing the massive beast in the Grove. He Be conscious of how this may impact the players. Some
recalls seeing the ash of the plains seize up as if people may find that being responsible for innocent
something were burrowing through it. It never broke people’s deaths to be in poor taste or too emotionally
the surface, so he was unable to get a good look at its charged for their enjoyment. Others may simply not care
features. and make light of the recent deaths. In these and similar
cases, it’s probably best to skip this.
He shows the party on a map where this most
recent sighting took place. He has no interest to ASHSNAKE ATTACK
revisit the Grove, but if the characters persuade the
councilwoman with a DC 13 Charisma (Persuasion) When the party finally tracks down the beast they see
check, she will direct him to accompany the party. only what appears to be a hill of ash moving across
the plain. The ashsnake has tremorsense up to 60 feet
APPROACHING THE GROVE and will immediately attack if it senses movement. If
attached from outside this range, it takes a few
To get to the Scorched Grove by road the party will moments to determine from which direction the
need to head back to the research outpost to the attack came from.
southwest of Alderheart, continuing west until the
road nears the southern edge of the Grove. While this The ashsnake has bonus AC when under the ash
is the easiest path, it will take a full day to arrive at but will come up to attack the party or when it is hurt.
where Tevor last saw the beast. In this time, it could Keep the narrative engaging and have it burrow or
be miles away, and many others might fall victim to surface when it makes the fight interesting. Also
it. consider having the snake breach the surface directly
under the characters. This could be resolved with a
Alternatively, the party can take a more direct DC 13 Dexterity saving throw or result in the players
approach through the forest to the northeastern edge being knocked prone or even taking 4 (1d8)
of the Grove, very near where the beast was last seen. bludgeoning damage.
This approach risks running into any remaining
bandits or even common forest creatures who might CALLING THE SNAKES
take them for a meal.
After the ashsnake is slain the ground begins to
If the party takes the road, they are not at risk of rumble deeply, nearly knocking the party from their
an encounter. However, when they arrive at the spot feet. All around them, massive hills of ash begin
Tevor has described, the beast has moved on. A DC rising up, eventually erupting as ashsnakes encircle
15 Wisdom (Survival) check or other tracking skill is them. They rear up, screeching a terrifying sound at
needed to quickly find it. On a failure, it takes the adventurers.
another day to catch sight of it.
As they begin to advance on the party there is an
If the party takes the direct approach, they will even deeper rumble, less violent but full of dormant
reach their destination in about six hours, but have a power. The snakes hesitate for a moment until
chance of running into trouble. Roll a d6. On a 1 or 2, another more powerful tremor shakes even the
trouble does, in fact, find the party. Roll on the massive snakes. Without another moment the snakes
Random Forest Encounter table to determine what immediately turn away from the party, burrowing into
the danger is. Afterwards, they make good time to the ash and heading south. The tremors continue to
where Tevor said he last saw the creature. gain in momentum and intensity.
To the north, miles away, another hill of ash is
rising up. First a hill, then a small mountain, then it
rises above the height of the trees that once stood
here. As the ash begins to fall away the party sees a
32
molten form, craggy black rock and pulsing orange LEAVING THE WOOD
magma. It bellows forth a guttural sound unlike
anything the adventurers have ever heard before and Having helped the Wood countless times, there are
begins to march south towards them. many who implore you to stay and keep watch over
the forest. Councilmembers and citizens alike offer
OUTRUNNING THE FIRE their praise and even payment for the heroes to stay,
but they all know there is a larger world awaiting
The aspect of fire is a primeval elemental of fire and them. There are other dangers out there that need the
earth. It cares not for the dealings of mortals and attention of the saviors of Humblewood.
seeks only to destroy so that life may rebuild
stronger. Its path is due south, cutting through the The characters can now seek out new adventures.
forest to the east of the Scorched Grove. It leaves a They can leave the way they came, traveling back
ruin of flaming trees and smoldering craters in its through the wood, past the recently expanded
wake. Scorched Grove, and into the wide world. They can
also hop on a ship in Saltar’s Port, bound for parts
The party can make whatever plans they want, but unknown. In fact, there’s a ship set to depart soon
the shortest distance out of the aspect’s path is back carrying a large cargo of supplies and significant
into the forest towards Alderheart. Any other path guard forces. They’re tight lipped about the
into the Grove would leave them exposed to the destination, but the sly dockmaster hints that there
aspect’s march or more of the ashsnakes that could be will be ample opportunities for savvy adventurers
following. when they arrive.
Have each player describe how they would make
their way to safety. Have each player do 1 or 2
appropriate skill checks to determine how successful
they are at fleeing. Reward successes with a quicker
retreat whereas failures could result in damage,
falling prone, or coming within range of the aspect’s
molten attacks. In addition to ability scores and
proficiency bonuses, you can utilize characters’
features and skills to grant additional bonuses or
advantage to rolls.
As the aspect marches, it also hurls massive
boulders of magma and rock into the woods. Those
who have fallen behind are in range of these attacks,
and they must make a DC 14 Dexterity saving throw.
On a failure, they take 2d8 (9) fire damage. On a
success, they take half that damage.
Once the party succeeds 1 or 2 skill checks, they
make their way safely into the forest and back to
Alderheart.
TRIUMPHANT RETURN
Another large swatch of the forest has fallen to ash in
the wake of the aspect of fire, but the party has made
it safely back to the city. The counsel is eager to hear
a first-hand account, having only heard and felt the
massive aspect’s movement. They accept the news
with sadness and anger, but ultimately accept this as
part of the natural order of the Wood. Tenders will be
dispatched to rebuild their border patrols and aid the
forest in its regrowth.
REWARDS
If the characters have not yet received the magic
items provided, now is a great time to hand them out.
Choose from the Red-Feather Bow, Wing Crest
Shield, Blade of the Wood, Feather Helm, or
substitute magic items from other sources.
Each character receives 250 XP.
33
RANDOM MOUNTAIN ENCOUNTERS
ENCOUNTERS
d8 Encounter
Use the following encounter tables as inspiration for 1 1d4 mapach bandits attack
your own adventure in Humblewood or simply to
complicate the lives of the characters. 2 2 mapach bandits and a vulpin captain
attack
SWAMP ENCOUNTERS
3 2 mapach bandits and a jerbeen thief attack
4 2 jerbeen thieves attack
d8 Encounter 5 1d4 mountain lions attack
1 1d4 sticky slimes attack 6
2 2 sticky slimes and a caustic slime attack 7 The party finds a hermit’s camp
3 2 caustic slimes attack Rock slide, DC 12 Dexterity saving throw
8 to avoid 5 (1d10) bludgeoning damage and
4 A crocodile attacks
losing ground
5 1d4 giant crabs attack
6 A swarm of insects envelopes the party COAST ENCOUNTERS
7 1d4 violent fungus attack d8 Encounter
8 A birdfolk researcher caught in quicksand, 1 1d4 seabird sailors start a bar fight
DC 12 Strength (Athletics) check to free
FOREST ENCOUNTERS 2 1d4 merfolk attack
3 A merrow attacks
d8 Encounter 4 A violent storm rolls in
1 1d4 mapach bandits attack 5 1d4 giant crabs attack
2 2 jerbeen thieves attack 6 A ship is stolen from the docks
3 2 mapach bandits and a jerbeen thief attack 7 A sinking ship is spotted with crew aboard
4 A giant elk appears in a peaceful glade 8 Crashing waves, DC 12 Dexterity saving
throw or be swept into the sea
5 1 forest beast attacks
6 1d4 sprites follow the party, giggling
7 A satyr playing his pipes in a clearing
8 A bandit trap springs, DC 12 Dexterity
saving throw to avoid getting caught
34
GROVE ENCOUNTERS
d8 Encounter
1 1d4 swarms of emberbats attack
2 An ashsnake attacks
3 1d4 mapach bandits attack
4 2 mapach bandits and a jerbeen thief attack
5 1d4 magma mephits attack
6 1d4 magmin attack
7 A Tender is being attacked by a swarm of
emberbats
8 Geysers of steam erupt, DC 12 Dexterity
saving throw to avoid 4 (1d8) fire damage
CITY ENCOUNTERS
d8 Encounter
1 Street performances
2 Pickpockets run rampant in the market
3 A City guard looking for thief
4 A forest beast attacks people in town
5 A citywide parade
6 A mysterious death
7 A bar fight breaks out
8 Someone steals from the party
35
QUEST PROMPTS the queen of the slimes in Mokk Fields, or taking
down the aspect of fire itself in the Scorched Grove.
Below are some story starters to help you craft your
own adventure in Humblewood. Use these along with BIRDFOLK AROUND THE
the Monster Cards, maps, and encounters in the WORLD
adventure to take your players on a truly memorable
adventure through the Wood. It is entirely possible that the party wants nothing to
do with Humblewood directly, but that doesn’t mean
THE LONE TREE the birdfolk can’t come to them. Injecting the NPCs
or monsters from this set into your own adventure is
On the peninsula to the northeast of the Crest, where a great way to experience all the wonder of
the land rises above the sea, stands a large, solitary Humblewood without leaving town. Here are
tree. This tree is blasted by the salt spray and wind of suggestions for utilizing the characters and locations
the ocean, but stands strong against the elements. of Humblewood in your game.
The party may have found their way to this tree COLLEGE OF MAGICAL ARTS
after finding a map of the area in the bandit fortress.
Alternatively, they may simply stumble upon the The Avium along with Dean Windsworth can be
place by accident, or hear a rumor from folks in found practically anywhere. Perhaps the college was
town. Whatever leads them here, it is at the very least founded by the dean himself and is relatively new, or
a sacred, natural place. he was appointed to the post after a lifetime of travel
and study.
Those inclined to investigate the area find traces of
tracks around the base of the tree. Succeeding a DC The necromancer encounter can also be utilized in
15 Wisdom (Survival), Intelligent (Investigation), or any setting, college or otherwise, in which the
similar check will reveal tracks that appear to stop necromantic arts might be frowned upon.
mid stride at the base of the tree. Upon closer
inspection, the faint outline of a door is spotted in the SLIMES EVERYWHERE
trunk.
The slimes, Mokkden Caverns, and even the Mokk
The door requires a DC 18 Strength (Athletics) Fields can be leveraged whenever you need an
check to force open, or a DC 13 Intelligence odorous, unsavory location to send your players.
(Investigation) check to find the mechanism that Encounter difficulty can be elevated by simply
opens the door, a small knot on the trunk that adding more slimes, using more of the caustic or
conceals a button. shifting slimes, or by matching them with bigger
slimes and oozes from other content.
Once inside, the characters find a small room with
a cot, small table and chair, and a foot locker. The While in Mokk Fields, players can meet Susan the
foot locker can contain any number of treasures from hedge witch and her beetle familiar Normal. She’s
gold to magic items to personal effects of the always happy to brew up potions for her friends as
previous tenant. You can also use this to launch into long as they bring the proper ingredients.
another mystery or quest through information left in a
journal or on a map left behind. SCORCHED EARTH
ADVENTURE BY SHIP The ashsnakes and swarms of emberbats are a plague
on the Wood, and can pose similar threat to any other
From Saltar’s Port there is no end of possible town or wooded area. They make their homes in
destinations for the adventurous birdfolk to explore. recently burned forests and expand their territory by
Likewise, the port can be the perfect entry into the setting new fires.
Wood for experienced heroes. With a number of
taverns, inns, and plenty of temporary work to be
found, Saltar’s Port has no shortage of information to
exploit.
For existing characters looking to visit
Humblewood, you can utilize classic quest
beginnings like a job posting board, an overheard
tavern conversation, or being approached by the
friendly dockmaster.
To give higher-level characters a proper challenge,
feel free to adjust any of the encounters in the
adventure or create your own using the materials
provided. Seasoned heroes could find themselves
battling a necromancer’s skeletal army at the Avium,
36
BESTIARY # DEX CON INT WIS CHA
STR
ASHSNAKE WIS CHA 21 (+5) 9 (-1) 18 (+4) 7 (-2) 8 (-1) 7 (-2)
Huge monstrosity, unaligned #
# Damage Vulnerabilities cold
Armor Class 14 (natural armor) Damage Resistances bludgeoning, piercing, and
Hit Points 57 (6d12 + 18) slashing from nonmagical weapons
Speed 30 ft., burrow 20 ft. Damage Immunities fire, poison
# Condition Immunities exhaustion, grappled,
paralyzed, petrified, poisoned, restrained,
STR DEX CON INT unconscious
Senses darkvision 60 feet, passive Perception 9
16 (+3) 12 (+1) 16 (+3) 1 8 (-1) 4 (-3) Languages Ignan
(-5) Challenge 8 (3,900 XP)
#
# Legendary Resistance (3/day).If the aspect of fire
Damage Vulnerabilities cold fails a saving throw, it can choose to succeed instead.
Damage Resistances fire
Senses blindsight 30ft. (blind beyond this radius), Molten Skin. Any creature who touches, makes a
tremorsense 60 ft., passive Perception 10 melee attack within 5 feet of, or ends their turn within
Languages - 5 feet of the aspect takes 11 (2d10) fire damage.
Challenge 3 (700 XP) Flammable objects within 5 feet of the aspect burst
# into flames.
Ash Cover. The snake has advantage on Dexterity Natural Light. The aspect gives off bright light in a
(Stealth) checks made when it is burrowing in ash.
60-foot radius and dim light for an additional 60 feet.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., Magma Throw (Recharge 5-6). The aspect hurls a
ball of molten rock. Choose a location within 60 feet
one target. Hit: 8 (1d10 + 3) piercing damage. of the aspect. All creatures within 15 feet of the target
Constrict. Melee Weapon Attack: +5 to hit, reach 10 location must make a DC 15 Dexterity saving throw.
ft., one target. Hit: 11 (2d8 + 3) bludgeoning damage On a failure, a creature takes 21 (3d10 + 5) fire
and the target is grappled with an escape DC of 14. damage. On a success, they take half as much
Until the grapple ends the target is restrained and the damage.
snake cannot constrict or crush another target. The
snake can release the target as a free action.
Crush. The snake crushes its grappled target, dealing Cooling. For every 15 cold damage the aspect takes it
11 (2d8 + 3) bludgeoning damage. loses 5 feet of movement speed. If it's speed is
reduced to 0 in this way, the aspect is completely
Ashen Breath. The snake breathes out a cloud of hardened and becomes petrified. This effect wears off
superheated ash in a 15-foot cone. Each creature in after an hour.
the area must make a DC 13 Dexterity saving throw,
taking 11 (2d10) fire damage on a failed save, or half Fuel to the Fire. The aspect of fire doesn’t treat plant
as much on a successful one. life as difficult terrain. Whenever the aspect begins its
ASPECT OF FIRE turn in a space of plant life that would provide cover,
it burns the life away; healing 1d4 hit points for each
Gargantuan elemental, unaligned 5 ft. square of such plant life it has consumed. If it
# heals for 15 or more damage in this way, it flares up,
Armor Class 15 (natural armor) immediately regaining 5 ft. of movement speed lost
Hit Points 203 (14d20 + 56) by cooling or magma barrage and recharging its
Speed 40 ft. magma throw action.
37
Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
Multiattack. The aspect makes two molten fist
attacks. 3) piercing damage.
Molten Fist. Melee Weapon Attack: +7 to hit, reach
15 ft., one target. Hit: 27 (4d10 + 5) fire damage. Reactions
Stomp. Melee Weapon Attack: +7 to hit, reach 10 ft., Parry. The general adds 2 to their AC against one
one target. Hit: 32 (5d10 + 5) fire damage and the melee attack that would hit them. The general must
target is knocked prone. see the attacker and be wielding a melee weapon.
Legendary Actions BIRDFOLK SKELETON CHA
The aspect of fire can take 3 legendary actions, Medium undead (birdfolk), lawful evil
choosing from the options below. Only one legendary #
action option can be used at a time and only at the Armor Class 12 (natural armor)
end of another creature’s turn. The aspect regains Hit Points 13 (2d8 + 4)
spent legendary actions at the start of its turn. Speed 30 ft.
#
STR DEX CON INT WIS
Detect. The aspect makes a Wisdom (Perception) 11 (+0) 15 (+2) 14 (+2) 7 8 (-1) 4 (-3)
check. (-2)
Stomp Attack. The aspect makes a stomp attack.
Magma Barrage (Costs 2 Actions). The aspect of #
fire uses its magma throw action. It may use this Damage Vulnerabilities bludgeoning
ability if it has not yet been recharged by dealing 15 Damage Immunities poison
points of damage to itself, and reducing its movement Condition Immunities exhaustion, poisoned
speed by 5 ft. Senses darkvision 60 ft., passive Perception 9
Languages understands Common, Birdfolk, and
BANDIT GENERAL Auran, but can't speak
Challenge 1/4 (50 XP)
Medium Humanoid (vulpin), neutral evil #
#
Armor Class 15 (studded leather) Actions
Hit Points 65 (10d8 + 20)
Speed 30 ft. Shortsword. Melee Weapon Attack: +4 to hit, reach 5
# ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
STR DEX CON INT WIS one target. Hit: 4 (1d4 + 2) piercing damage.
CHA CAUSTIC SLIME
14 17 14 13 11 14 Large ooze, unaligned
(+2) (+3) (+2) (+2) (+0) (+2)
#
# Armor Class 7
Saving Throws Dex +5, Cha +2 Hit Points 19 (2d10 + 8)
Skills Deception +4, Persuasion +4 Speed 20 ft., climb 20 ft.
Senses passive Perception 10 #
Languages Common, understands Birdfolk
Challenge 2 (450 XP) STR DEX CON INT WIS CHA
#
15 (+2) 5 (-3) 17 (+4) 1 (-5) 6 (-2) 1 (-5)
Actions
#
Multiattack. The general makes three melee attacks, Damage Resistances bludgeoning, piercing, slashing
two with their scimitar and one with their dagger. Condition Immunities blinded, charmed, deafened,
Alternatively, the general can make two ranged attack exhaustion, frightened, prone
with their daggers. Senses blindsight 60 ft. (blind beyond this radius),
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., passive Perception 8
one target. Hit: 6 (1d6 + 3) slashing damage. Languages -
Challenge 1/4 (50 XP)
#
38
Amorphous. The slime can move through a space as Actions
narrow as 1 inch wide without squeezing.
Multiattack. The prowler makes two claw attacks.
Spider Climb. The slime can climb difficult surfaces, Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
including vertically and upside down, without one target. Hit: 6 (1d6 + 3) slashing damage.
making an ability check.
Caustic. Any creature that touches the slime or hits it Roar. The prowler lets loose a terrifying sound. All
with a melee attack must succeed a DC 12 Dexterity creatures who can hear the prowler within 60 feet
saving throw or take 1d4 points of acid damage.
must succeed a DC 12 Wisdom saving throw or
Actions become frightened for 1 minute.
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 HEDGE WITCH
ft., one target. Hit: 5 (1d6 + 2) points of acid damage.
Medium humanoid (hedge), chaotic good
Reactions
#
Split. When a slime that is Medium or larger and has Armor Class 10
10 or more hit points is hit with slashing or lightning Hit Points 22 (5d8)
damage, it splits into two new slimes. Each new Speed 30 ft.
slime has hit points equal to half the original slime's, #
rounded down. New slimes are one size smaller than
the previous size. CO WIS CHA
STR DEX N INT
FOREST PROWLER 8 10 10 14 15 16 (+3)
(-1) (+0) (0) (+2) (+2)
Large beast, unaligned
# CH #
Armor Class 12 A Skills Arcana +4, Survival +4
Hit Points 45 (6d10 + 12) Senses passive Perception 12
Speed 50 ft., climbing 40 ft. Languages Common, understand Birdfolk
# Challenge 1 (200 XP)
#
STR DEX CON INT WIS Spellcasting. The witch is a 2nd-level spellcaster.
Their spellcasting ability is Charisma (spell save DC
17 14 14 6 10 (+0) 9 13, +5 to hit will spell attacks). The witch has the
(+3) (+2) (+2) (-2) (-1) following warlock spells prepared:
Cantrips (at will): eldritch blast, minor illusion
# 1st level (2 slots): arms of hadar, command, unseen
Skills Stealth (+4) servant
Senses Darkvision 60 ft., passive Perception 10
Languages - Dark One's Blessing. When the witch reduces a
Challenge 2 (450 XP) hostile creature to 0 hit points, they gain 5 temporary
# hit points.
Natural Camouflage. The prowler has advantage on
Dexterity (Stealth) checks made in the forest. Repelling Blast. When the witch hits a creature with
Creatures who attack a target that cannot see them eldritch blast, they can push the creature up to 10 feet
have advantage on their attack roll. away in a straight line.
Pounce. If the prowler moves at least 10 feet toward
a creature and then hits it with a claw attack on the Actions
same turn, that target must succeed on a DC 14
Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Strength saving throw or be knocked prone. The target. Hit: 2 (1d6 - 1) bludgeoning damage.
prowler can use its bonus action to make another Fiendish Vigor. The witch can cast false life at will
claw attack against this target. as a 1st-level spell.
Agile. The prowler can use the dash or hide action as
a bonus action.
39
JERBEEN THIEF Actions
Small humanoid (jerbeen), neutral evil Short sword. Melee Weapon Attack: +3 to hit, reach 5
# ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Armor Class 13 (leather armor) Short bow. Ranged Weapon Attack: +3 to hit, reach
Hit Points 14 (4d6) 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing
Speed 40 ft. damage.
#
CHA LESSER DEMON
CO
STR DEX N INT WIS Small fiend (demon), chaotic evil
#
12 14 10 8 14 14 (+2) Armor Class 13 (natural armor)
(+1) (+2) (0) (-1) (+2) Hit Points 22 (4d6 + 8)
Speed 30 ft.
# # WIS CHA
Skills Acrobatics +4, Sleight of Hand +4
Senses passive Perception 12 STR DEX CON INT
Languages Common
Challenge 1/2 (100 XP) 11 (+0) 15 (+2) 14 (+2) 5 (-3) 8 (-1) 3 (-4)
#
Standing Leap. The thief's long jump is up to 30 feet #
and their high jump is up to 15 feet, with or without a Damage Resistances cold, fire, lightning
running start. Damage Immunities poison
Condition Immunities poisoned
Actions Senses darkvision 60 ft., passive Perception 9
Languages Abyssal
Multiattack. The thief makes two dagger attacks. Challenge 1 (200 XP)
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., #
one target. Hit: 4 (1d4 + 2) piercing damage.
Actions
Reactions
Multiattack. The demon makes two attacks, one with
Opportunist. When a creature fails a melee attack roll its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
against the thief, the thief can make a Dexterity target. Hit: 5 (1d6+2) piercing damage.
(Sleight of Hand) check against a DC equal to 10 +
the target creature's Dexterity modifier. On a success, Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
the thief steals one item of the DMs choosing from one target. Hit: 7 (2d4+2) slashing damage.
the target that is not being actively held or worn.
MAPACH BANDIT CHA Foul Odor (1/day). The demon emits a cloud of
poisonous gas that fills a 20-foot sphere and persists
Medium humanoid (mapach), neutral evil for 1 minute until it disperses into the surrounding
#
Armor Class 12 (leather armor) air. The cloud spreads around corners, and its area is
Hit Points 9 (2d8) heavily obscured. Any creature that is completely
Speed 30 ft. within the cloud at the start of its turn must make a
# DC 11 Constitution saving throw against the poison.
On a failed save, the creature spends its action on that
CO turn retching and reeling. Creatures immune to
STR DEX N INT WIS poison are immune to this effect. A moderate wind (at
least 10 miles per hour) disperses the cloud after 4
12 13 10 8 12 12 (+1) rounds. A strong wind (at least 20 miles per hour)
(+1) (+1) (0) (-1) (+1) will disperse it after 1 round.
#
Senses Darkvision 60ft., passive Perception 12
Languages Common
Challenge 1/4 (50 XP)
#
40
MOUNTAIN LION CH Actions
A
Medium beast, unaligned Bite. Melee Weapon Attack: +6 to hit, reach 20 ft.,
# one target. Hit: 14 (3d6 + 4) piercing damage. The
Armor Class 12 target must succeed on a DC 14 Strength saving
Hit Points 16 (3d8 + 3) throw or be grappled (escape DC 16). The sea
Speed 40 ft., climb 30 ft. monster can only grapple one creature at a time, and
# cannot make bite attacks while it has a creature
STR DEX CON INT WIS grappled.
15 16 12 3 14 (+2) 6 Tail. Melee Weapon Attack: +6 to hit, reach 25 ft.,
(+2) (+3) (+1) (-4) (-2) one target. Hit: 17 (3d8+4) bludgeoning damage.
# Swallow. The sea monster makes a bite attack against
Skills Perception +4, Stealth +5 a Large or smaller creature it is grappling, if the
Senses passive Perception 14 attack hits, the target is swallowed, and the grapple
Languages - ends. The swallowed target is blinded and restrained,
Challenge 1/4 (50 XP) it has total cover against attacks and other effects
# outside the sea monster, and it takes 10 (3d6) acid
Keen Smell. The lion has advantage on Wisdom damage at the start of each of the sea monster’s turns.
(Perception) checks that rely on smell. If the sea monster takes 15 or more points of damage
Pounce. If the lion moves at least 20 feet towards a from a creature inside of it, the sea monster must
creature and then hits it with its claw attack on the succeed on a DC 15 Constitution saving throw at the
same turn, the target must succeed a DC 12 Strength end of that turn or regurgitate all swallowed
saving throw or be knocked prone. The lion can make creatures, which fall prone in a space within 10 feet
a bite attack against a prone target as a bonus action. of the sea monster. If the sea monster dies, a
Actions swallowed creature is no longer restrained by it, and
it can escape from the corpse using 20 feet of
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one movement. After death, internal gasses keep the sea
target. Hit: 5 (1d6 + 2) piercing damage. monster’s body afloat for several hours, until it
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., begins to sink gradually into the deep.
one target. Hit: 4 (1d4 + 2) slashing damage.
SKELETAL GOLEM
SEA MONSTER
Large undead (birdfolk), lawful evil
Huge beast, unaligned #
# Armor Class 12 (natural armor)
Armor Class 14 (natural armor) Hit Points 67 (9d10 + 18)
Hit Points 93 (11d10 + 33) Speed 30 ft.
Speed 20 ft., swim 40 ft. #
#
CH STR DEX CON INT WIS CHA
STR DEX CON INT WIS A
7
18 14 17 3 3 18 (+4) 10 (+0) 14 (+2) (-2) 8 (-1) 4 (-3)
(+4) (+2) (+3) (-4) (-4)
12 (+1) #
Damage Vulnerabilities bludgeoning
# Damage Immunities poison
Skills Stealth +4 Condition Immunities exhaustion, poisoned
Senses passive Perception 11 Senses darkvision 60 ft., passive Perception 9
Languages - Languages understands Abyssal but can't speak
Challenge 4 (1,100 XP) Challenge 2 (450 XP)
# #
Hold Breath. The sea monster can hold its breath for
1 hour.
41
Actions against attacks and other effects outside the shifting
slime and it must make a Constitution saving throw at
Multiattack. The golem makes two claw attacks. the start of each of its turns taking 3 (1d6) acid
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., damage on a failure. The shifting slime can have only
one target. Hit: 8 (1d8 + 4) slashing damage. one target swallowed at a time.
If the shifting slime dies, a swallowed creature is no
Grab. Melee Weapon Attack: +6 to hit, reach 5 ft., longer restrained by it, and may move freely as the
one target. Hit: 8 (1d8 + 4) piercing damage and the body of the slime quivers and neutralizes into an inert
target is grappled (escape DC 14). The golem can puddle of goo.
grapple up to 2 targets at once. Once at the start of its
turn for each target is has grappled, the golem can Reactions
squeeze its victim. The target must roll a Strength DC
14 saving throw, taking (1d8+4) points of damage on Split. When a slime that is Medium or larger and has
a failed save. This damage is both piercing and 10 or more hit points is hit with slashing or lightning
bludgeoning. damage, it splits into two new slimes. Each new
slime has hit points equal to half the original slime's,
SHIFTING SLIME rounded down. New slimes are one size smaller than
the previous size.
Large ooze, unaligned Adaptive. When the slime is targeted by a spell that
# deals damage, it may become immune to that damage
Armor Class 7 type for 1 hour. The slime can only be immune to one
Hit Points 28 (3d10 + 12) damage type at a time.
Speed 20 ft., climb 20 ft.
# STICKY SLIME
STR DEX CON INT WIS CHA Medium ooze, unaligned
#
14 (+2) 5 (-3) 20 (+5) 1 (-5) 6 (-2) 1 (-5) Armor Class 6
Hit Points 13 (2d8 + 4)
# Speed 15 ft., climb 15 ft.
Damage Resistances bludgeoning, piercing, slashing #
Damage Immunities *
Condition Immunities blinded, charmed, deafened, STR DEX CON INT WIS CHA
exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), 12 (+1) 3 (-4) 14 (+2) 1 (-5) 6 (-2) 1 (-5)
passive Perception 8
Languages - #
Challenge 1/2 (100 XP) Condition Immunities blinded, charmed, deafened,
# exhaustion, frightened, prone
Amorphous. The slime can move through a space as Senses blindsight 60 ft. (blind beyond this radius),
narrow as 1 inch wide without squeezing. passive Perception 8
Spider Climb. The slime can climb difficult surfaces, Languages -
including vertically and upsidedown, without making Challenge 1/8 (25 XP)
an ability check. #
Amorphous. The slime can move through a space as
Actions narrow as 1 inch wide without squeezing.
Slime Trail. The slime leaves a trail of ooze behind it
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 that remains sticky for up to 15 minutes. A creature
ft., one target. Hit: 5 (1d6 + 2) acid damage. The that steps in the slime must succeed a DC 10 Strength
target is grappled (escape DC 13). Until this grapple saving throw or become stuck.
ends, the target is restrained and the shifting slime
can’t make a pseudopod attack against another target. Mucus. When hit by a melee attack, the attacker must
succeed a DC 10 Strength saving throw or their
Swallow. The shifting slime makes one pseudopod weapon becomes stuck in the slime.
attack against a target it is grappling that is at least
one size smaller than itself. If the attack hits, the
target is swallowed, and the grapple ends. The
swallowed target is restrained, it has total cover
42