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# TERROR IN THE WHISPER WOOD # Part 1 of "The Hushed King" ## ADVENTURE SYNOPSIS They party is traveling the road along the edge of the Whisper Wood. Most likely sent as a military patrol looking into the disappearances in the area. Which most people think are the doings of Orc attackers. But maybe they are looking for another adventure, escorting supplies, or carrying a message? The trip is interrupted immediately by an Orc attack in which they are badly hurt. Afterward, during a rest they will be approached by a detachment of Ghostwise Nightgliders (Owl Riders) who have come desperately seeking their aid. Their people have been facing strange psionic attacks that seem to be preying on the Ghostwise through their telepathic abilities. These attacks have increased dramatically in the past weeks and many of the Ghostwise have either disappeared into the depths of the forest or fallen into a sleep. Many travelers have also disappeared, and the locals blame the Blood axe Orcs, but the truth is they were taken by whatever creature lurks in the woods. Now, only the handful of Nightriders before them remain, and they have come to do something they have never had to do before. Ask outsiders for help.
They know that something has come to the forest, but what it is they do not know. The Whisper Wood has been invaded by Mh'ullotha, powerful Balhannoth, a foul creature from the Shadowfell known for its abilities to psychically lure its victims into its lair where it can devour them. The Balhannoth has taken up residence in a cavern at the base of the mountains. From there it has sent out it’s grimlock minions to build shrines that allow the creature to extend its psionic range. It becomes a race against the clock for the players to find and defeat the creature before the Ghostwise Halflings completely succumb to its powers. But that will not be a simple task. The Balhannoth is a powerful psychic creature and not only will it sense them coming but it has been preparing to defend itself from attackers.
> - Target Party and Level: 4 level 5 players > - Expected Playtime Playtime: 4-6 Hours > - Tone: Dark Fantasy Horror ## PLAYING AN A.O.G. ADVENTURE If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendices. ``` ``` ## TABLE OF CONTENTS
### [SETUP INFORMATION](#p3) ### [ACT 0: Pre-Game](#p5) ### [ACT 1: Blood Axe Ambush](#p5) ### [ACT 2: Nightgliders](#p5) ### [ACT 3: Hollow Home](#p6) ### [ACT 4: The Whisper Wood](#p7) ### [ACT 5: Dancing Shadows](#p9) ### [ADVENTURE RESOLUTION](#p9) ### [APPENDICES](#p11) ##### [- Playing an AOG Adventure](#p11) ##### [- Expanded Lore](#p12) ##### [- Important Locations](#p12) ##### [- Important NPCs](#p14) ##### [- Maps](#p15) ##### [- Stat Blocks](#p20)
## ACKNOWLEDGEMENTS - Wizards of the Coast and D&D for the amazing job they do providing RPG Content for us to use! - Original Story Written by Amplus Ordo Games - All Maps and Handouts were done by Amplus Ordo Games using Inkarnate - PDF Formatting done using The Homebrewery
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## SETUP INFORMATION ### PROGRESSION OVERVIEW This is a longer adventure and may run better in two sessions, but there is plenty to trim if you want to run it as one. It is divided into “Part 1 Exploration” and “Part 2 Dungeon Crawl”. In Part 1, we either take a slow start with our players in a local town getting a job or orders to patrol the road, or we take the hot start where they are already on the road and immediately attack them with the Orc Warband. Either way the first major event is the Orc Battle. Hurt them badly so that they have to take a rest and then start the meeting with the Halflings. After that the adventure kind of opens up into the wilderness where there is plenty of room for Random Encounters if you wish. That all depends on you and the time you want to spend. If they ally with the halflings they can easily go to the village which will help them a lot, but they may not do that. IF they do not have them come across the village while they explore. The exploration of the Whisper Wood should be difficult and somewhat creepy. After some exploration they will find the Shadow Dancer’s shrine and be able to gather some more information there. After that they are on their way to the cavern. The cavern is not straightforward or simple, the power of the Balhannoth will recreate it to be confusing and danger-filled. After they defeat the creature the cavern will restore itself to its normal state and the remaining Halflings will awaken. ### ABOUT HORROR GAMES Running an effective Horror game can be a real trick and takes a different set of skills than the average DM employs from game to game. It is my favorite style of game to run, and has been for thirty years, so I have some suggestions for you. You can find those in the Appendices.
### SETTING Balinovia, a struggling nation on the edge of war. Balinovia never really recovered after the calamities. It endured, but only barely. It was at one time a thriving nation and a great example to the world of what could be achieved through cooperation and vision. On the surface it still seems a beautiful kingdom. But the homes are crumbling, and the people have known nothing but cultural decay caused by the constant fighting and the severe poverty of its people. It lies in a wide river valley and is covered by light and cheery forests. The land is fertile and easy to farm. It should be a near perfect realm. But the truth is, it can barely call itself a nation. The land is ruled by warlords who call themselves Nobles and were it not for the threat of invasion from the Orcs to the North they would have already torn each other apart. The people are “taxed” into starvation and those that can hold a weapon are conscripted to fill the ranks of The Blood Watch, the soldiers guarding the Channel of Despair, leaving those too young or too old to work the fields. As a nation Balinovia is one breath away from collapse. Unless something dramatic happens they Orcs will soon invade. ANd if they break through, which they will, this once proud and flourishing land will cease to exist. ``` ``` ### BACKGROUND STORY: ZEPHYR #### Part of Tales from the Deluge #### Stories of the sudden return of Magic Maksis spurred his horse forward. Red mud squelching up around Cloud Skipper’s hooves. The foul smelling mire often came up to his mounts knees and threatened to suck them under, but Cloud was a strong mare, brave and tireless. She wouldn’t fail him. She wouldn’t fail them. Time was of the essence. He would have to push her limits like he never had, riding all night, for several nights, if he were to make it back to the front in time to warn the Blood Watch. The Orcs had mobilized, and they would be ready to launch an attack on Balinovia within the month, likely the week.
He and three others had traveled deep into the Blood Marsh on a scouting mission. It wasn't his first. He was a regular volunteer for the trip. Most thought him insane. The Blood Marsh was one of the more hostile places in Krenshad, and not just because of the Orcs, it was a foul land overflowing with parasites and undead. But it also home to lost ruins and forgotten treasures. Many of which the war effort needed. On his last trip he brought back an entire crate of horseshoes which netted him two hundred extra coins. The time before a cache of medicines from an old healers hut. This time he abandoned treasures, instead carrying a warning that might save his people. Yesterday he had gone to the rendezvous point to regroup with the other scouts. His gut was screaming to skip the meet, as the information he had was too important to suffer much delay, but one of the others was his brother-in-law. Maksis didn’t much care for the man, but his sister loved him.
He should have listened to his gut. All he got for his trouble was an arrow to the shoulder. The wound wasn’t mortal, but it could have been. He had brought anti-toxin. Orc Hunters are known for pissing on their arrows, it isn’t quite poison, but it always causes raging infection. Even with the anti-toxin it had gotten mildly infected and hurt like the Devil’s Backside. But it wasn’t the wound that worried him. The Orcs knew of their spies. They knew of the meeting location. And they knew he had rode off. They had captured at least one of the scouts, maybe all of them. Maksis managed to put some distance between them, but the howling of their Dire Wolves, even distant, was a constant reminder that they were still on his trail. Worse… gaining on him. The wolves didn’t have as much difficulty traversing the Blood Marsh that Cloud did. He and Cloud were exhausted, beyond exhausted really, but should they stop, the Orcs would catch him.
Light filtered through the trees and stung his eyes. He started awake. Cursing himself, Maksis spurred Cloud forward. He had fallen asleep in the saddle. And still over two day’s ride in th emuck to the Channel of Despair. To home. He couldn’t rest. Cloud whinnied in panic and Maksis instinctively pulled the reins to the side, turning his horse inches from the snapping jaws of a Dire Wolf. He ducked low in his saddle as Cloud leapt forward saving him from the business end of an Orc War Axe. Both panicked, the horse and rider raced across the Blood Marsh. They somehow managed to put distance between themselves and the Orcs. Maksis couldn’t believe it. The bog seemed to not slow Cloud at all.
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That’s when he noticed it. There was no sound from her sprinting. The slurping trot through the mire that he had grown accustomed to was gone. He could hear the Orcs shouting and bellering behind him. He could hear the wolves howling, but they were outpacing them. And as they did there was only the sound of rustling brush and grasses as Cloud raced through them. Staring down at her hooves it was then that Maksis noticed the white glow coming from them. The horseshoes! He had her reshod with the quality shoes he had recovered on his list trip! Could they be… magic? The Weave had gone, but what other answer could there be!
For half a day Maksis and Cloud raced ahead of the Orcs. They had lit signal fires and attempted to intercept them numerous times, but the magic of the shoes saved them at every turn. They floated several inches above the ground. Raced over rivers as if they were solid ground. Even Soared through the air when they leapt over fallen logs. Cloud was her very name. A wisp on the wind. Uncatchable!
They passed an outer marker. A quarter mile to the Channel. Cloud did not tire and sprinted through the Marsh as if a racing track. They had made such haste as to cut more than an entire day’s travel off of their return. They were going to make it. His shoulder burned with the pain of infection but his heart pounded with the fires of hope. He broke the last line of trees and came into sight of the river. High up on the cliffside held by his people horns blew. Alerting him to pursuit. It didn’t matter. He would hit the river and race across it. It would be a tale told for years to come.
And it was… but not because those up on the battlements witnessed an amazing magical wonder, but because they watched hope snatched from a man at the final moment in such a dramatic fashion. As Maksis and Cloud raced toward the shore of the river, Cloud pitched forward. Her front hooves digging into the final edges of the Blood Marsh. Maksis heard sickening snaps as his horse’s legs, bound up in the mire, could not withstand the momentum of her own weight and broke like dried twigs. The horseshoes magic had failed at the very last moment. He tumbled head over heels forward onto the rocky shore of the Channel of Despair. His head hitting a stone with a sickening thunk. There were horns, howls, and screams from his horse. From above he could hear men yelling “Get up! The Orcs are coming!”, and as the axe came down to take Maksis’ head, he could only think that they had no idea how right they were.
### IMPORTANT LOCATIONS If available, you may find more information in the Appendices
**Hollow Home:** The village of the Ghostwise Halflings of the Whisper Wood. Hidden in the boughs of some of the largest trees of the forest, Hollow Home is one of the more secret settlements in the world. The village consists of only a few structures that could be classified as buildings. The rest of the locals dwellings are little more than covered and furnished hollows in the trees large enough to make a simple home out of. The village typically houses about 100 individuals, most of whom have been trained to ride and use Giant Owls as mounts and hunting animals. The Nightgliders, as they are known, is a small group of Owl Riders who have sworn oaths to an unknown Forest Patron to keep the land free of evils.
**The Franssisi Mountains:** Named after San Franssisi, Parton Saint of nature and beasts, the mountains run the length of the southern border of Balinovia. They are forest covered and teeming with wildlife, some quite dangerous.
**The Touno River:** (Thundering River) Spills down from Cuzzano and across the countryside. Skirting the Franssisi Mountains the river rushes wildy and filled with rapids and waterfalls making it technically impassable by boat, although there are stretches where one could use a small craft.
**The Whisper Wood:** A thick old growth forest covering a 50 mile stretch of land between the Touno River and the Franssisi Mountains. The Whisper Wood has long held a dark reputation. It is said those who wander too far from the road never return, but the truth is the Ghostwise Halflings who dwell there and their Giant Owl mounts have long protected forest. Their unique skills and culture keep the area safe and deal with any evils that may try to take root.
**Balinovia, The Nation:** Balinovia was once a thriving society that has stumbled backward thanks to brutal infighting and rebellions in the past century. It has a North Italy feel, with steep mountains and lightly forested valleys. It is one of the more Racially diverse countries being about 50% Human, 20% Elf, 15% Dwarf, 10% Halfling, 5% Other. Although... Racism is prevalent and folk tend to draw into communities of their own people. They tend to be Monotheistic but sprinkled with mysticism and heavy Nature theme. Publically they are a "Republic", but the reality is they are a Dictatorship with infighting Warlords who form a “Noble Council”. Currently, Andro Cordasco, Pirate turned conqueror, sits as “Prime Minister” and rules from Bruchella. Their economy, once mighty, struggles to even care for its own people. The rural communities farm enough to feed themselves, but they are usually taxed so heavily that starvation and hunger among the common folk is rampant. With the looming Blood Axe threat, most of their industry has been turned toward creating implements of war. Balnovians have little respect for law, but there is some for order. Unfortunately the tones of the land are “Everyone for Themselves” and “If you’re not part of my group you’re probably a problem.”
**The Blood Axe Dominion:** A brutal Orc nation living in the swamps of Blood Marsh. They have made it their goal to destroy Balinovia, their neighbors to the south. Their racial breakdown is 90% Orc, 9% Goblinoid Races and Kobolds, 1% Other. They have a Tropical Tribal motif, particularly that of the West Indies. Their Government Structure is a form of Barbaric Feudalism where the strongest rule up front and the Priestesses of Gruumsh rule from the shadows. They are currently led by Warchief Zurgha Flesh-Eater and High Prophet, The Night Mother. Their economy is weak with most Orcs infighting for resources. However, they are capable smiths and weapon crafters. For food sources they take to hunting and gathering, which includes pillaging of their neighbors. They are extremely religious and faithful to Gruumsh. Their practice resembles a lot of occultic voodooism. While not really a “Lawful” society in a cultural sense, they do deeply respect their own customs and rules. They would be considered quite evil by civilized standards, and are extremely racist toward outsiders “Orc Is Best. Eat All The Rest!”. They have no qualms about murder and mayhem. If they were to be summed up in a local philosophy it would be. “Only the Strong are Worthy”
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### IMPORTANT NPCs I will give a little better description and provide necessary Stat Blocks of these NPCs in the Appendices.
**Taryvir Moongaze:** Taryvir is “Captain” of the Nightgliders, the Ghostwise Owl Riders, but only by default. His wife Finla was the Captain until she succumbed to the malady causing the Halflings to sleep. He is bold and brave, well skilled with weapons, and a keen huntsman. But he is a simple man and does not have his wife’s mind for strategy. He is desperate to save his people, and is taking a great risk in contacting outsiders.
**The Nightgliders:** Normally this a group of twenty Ghostwise Halflings tasked with guarding the Whisper Wood from evils. Only four remain; Glinda, Harlow, Burgan, and Uli. The others have all either disappeared or fallen asleep.
**Mh'ulloth:** The aberration villain of the story. Mh'ulloth, is a Balhannoth, a slug-like creature from the Shadowfell. Mh'ulloth is a high ranking servant of the Hushed King, and is currently working toward freeing his master. Mh'ulloth is a cruel creature who loves playing with and torturing his victims before devouring them. Balhannoth have the power to warp reality around them and particularly like creating challenges that terrify those who enter within his range.
## PRE-GAME & OPENING As a One Shot, the Adventurers should already be out on the road. They know each other and for reasons of their own are together. Most likely assigned to the same battalion, if they’re from Balinovia. Or they’ve taken a bounty to investigate the disappearances.Either way the adventure starts with them together. Give room for character introductions if necessary.
But maybe if this is being dropped into an already running game you need a little more set up. I would start them down the road in the town of Beurnoli and use the standard types of Quest Board or Tavern Rumor hooks to get them moving. If they are uninterested in that type of thing, have someone pay them to transport goods to Cuzzano. Then move them out onto the road headed East and attack them with the Orcs.
### HOOKS - ** Main:** The Players are tasked by the military with investigating the disappearance - ** Backup:** sWhile recovering from a battle, the Ghostwise approach the group and ask for help - ** Backup Backup:** The Balhannoth itself lures the players into the woods
## OPENING CUT-SCENE
"The mount shrieks in protest as its rider steers toward the cavern. They’ve been companions for a decade and never once has she disobeyed. Fear grips her. The opening reeks of death and dark magic. She turns back toward the forest. Toward hope. But her master yanks on the reigns, drives her back the foul opening. She pitches to the side violently… dumping him from the saddle onto the floor. He does not even look back at her as he slowly draws himself to his feet and stumbles into the cave. She retreats a good distance away and begins crying into the night. Like the others, he will not return."
## ACT 01: Blood Axe Ambush As the players travel the road and it grows dark they will be ambushed by Blood Axe Raiders. ACT 1 ends when the party takes a rest.
##### MAP: Road Along a River
##### ENCOUNTER: Blood Axe Orcs - (6 Orcs, 1 Blade of Ilneval, 1 Claw of Luthic)
The Claw will use Thaumaturgy to make a distracting sound opposite of their hiding places. If the party takes the bait they will rush forward from behind, gaining surprise. I play these Orcs a little on the tougher side, adding hp and upping AC where necessary. This fight is intended to hurt the party enough to force a rest. So adjust as necessary.
##### PLAYER ACTIONS: - Search the Orcs, The Orcs are carrying basic Orc Gear - Search for the Orc Camp, (Easy DCs) to find their rafts and trail coming up out of the river. (Hard DCs) to find it on the other side of the river. - Investigate, the Orc Camp (Very Easy) The Orc Camp is new. It doesn’t look like they have been here long. (Easy) It also looks like someone else just searched their camp. (Medium) You find a map on tanned skin drawn in blood. It is crude but you can tell it is of Balinovia, and there is an X approximately where you are, and another a few miles further East. (Hard) You find a chest buried under a tent. Inside is about 10gp worth of common valuables, and a Gourd filled with Elixir of Forced Marching. - Search for the Other X on the Map, Heading down the river will bring them to another orc camp. If you want to have them roll for Random Encounters on the Whisper Wood Table. Once there they will notice that this camp seems abandoned and has also been searched. There is no treasure to be found here. ## ACT 02: Nightgliders The players are being watched by the Ghostwise Halflings. The Halflings will approach them once the party settles into an actual rest. A Very Hard Perception Check can be made to spot them ahead of time. Spotting them will impress the Halflings.
##### Arrival of the Ghostwise
“You settle into your watch and as your habit begin scanning the area. The hair on the back of your neck prickles. Something is out there… Make a perception check.” (Very Hard)
##### IF They Spot the Halflings
“You strain your eyes. In the trees at the edge of your sight you begin to make out the shapes of Giant Owls. Sitting on their backs as one would a horse are small humanoids. You are about to alert the others when a calm voice tickles your mind. ‘Do not fear. We mean you no harm. We have come to beg your assistance. Calmly turn around. I am standing behind you.’”
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##### IF they do not see the Halflings
“You strain your eyes, but nothing seems out of the ordinary. You attempt to listen for clues to something out in the darkness, but there is nothing unusual. Still you can’t shake the feeling of being watched. You are about to alert the others when a calm voice tickles your mind. ‘Do not fear. We mean you no harm. We have come to beg your assistance. Calmly turn around. I am standing behind you.’”
“You turn around and a mere 10’ away stands a thin pale skinned halfling with eyes so dark in the night they appear to be black. He his holding the reins to his mount, a giant owl, whose eyes reflect the firelight with a controlled ferocity alerting you that the beast is ready to bolt into action at a moment’s notice. The Halfling bows never taking his black eyes off you. You hear his voice again in your mind. ‘My name is Taryvir Mooneye… Captain of the Nightgliders. Please rouse your friends gently. I have much to discuss if you are willing.’”
##### IF they attack the Halflings The Nightgliders will drop smoke-bombs and flee. THhey are in no condition to take on an adventuring party, even a wounded one.
##### INFORMATION: Taryvir’s Story He has come to ask the Players for help in stopping an unknown threat to his people. He will put on a front of confidence, but is desperate for help and has little strength left. The other four are worse off. He will stop communicating telepathically once more than one player enters the conversation. When they are ready to hear him out he will tell them the following.
“It started a month ago. Something came into the Wood. We all felt it. It was like that moment you know you’ve picked up a sickness. We weren’t in a bad way yet, but we knew it was coming. The Nightgliders set out to remove the threat… as we always have when an evil makes its way into the forest. However we were unable to locate it. It has some sort of psionic abilities that mask it from us. We Ghostwise have limited telepathic powers and this creature has used that against us. It started with Nightgliders disappearing on patrols, and was followed by our villagers wandering into the woods. We intervened, they seemed to have lost the ability to reason, they only wanted to walk deeper into the woods. We restrained them in hopes that the effect would pass… they went to sleep and never awoke. As the days went on more of us succumbed to the mind sickness. We are all that is left. We all feel the pull in our minds, it grows stronger each day. Soon, we will all be sleeping or have wandered into the forest. Please, you must help us.”
``` ``` ##### **Information:** The Ghostwise may share - Attempts were made to find the source, most of those searching did not return - Some of the animals seem to be affected. They are disappearing, sleeping, or in some cases becoming more aggressive. - The effect becomes stronger the deeper into the woods they go, so they have retreated to the edge of the forest. - It does not seem to lessen if they leave the woods and fly farther away - They are very willing to help in the War against the Orcs as messengers and scouts if the players can help them survive. But they no longer have the numbers to spare for direct conflicts - They are willing to take them to the village if asked. - They also are well familiar with the normal dangers of the woods and will share this information readily.. - Taryvir will accompany them deeper into the woods with great hesitation as he believes he will be overcome. And he will. - The players cannot get Owls of their own. The creatures bond over years with the Halflings.
Once the players have exhausted their questions and thoughts move them on to ACT 3 or ACT 4 depending on what they now know and have decided
## ACT 03: Hollow Home If the players are asked they can be taken to the Halfling Village. The Owls can carry up to one medium sized creature and their rider. If you have too many players, have a few extra riderless owls around that obey the halflings commands. It is a treetop settlement, and everyone in it is asleep. The Halfling live in carefully crafted hollows high up in the giant oaks that grow in the Whisper Wood. They have a very communal lifestyle and have little in the way of possessions and treasures. They craft what they need for survival and community. The players could find some hand carved instruments and a few toys for the children, but even those would be considered very rustic by most standards. What is valuable to them here is the Library. The Halflings were given the library by the Eladrin who tasked them with guarding the woods and added much to that collected knowledge over the years.
##### DESCRIPTION: Hollow Home
“The thick gloom created by the heavy branches of the trees parts for a moment and you can make out a small treetop village ahead. Wind rustles the leaves and you can hear the creaking of wood and the groaning of ancient trunks. The owls let out several hoots to one another and begin to circle down toward a rickety looking walkway. Off in the distance there is an ear piercing shriek. ‘Simply a screech owl Taryvir’ calls over before you have a chance to ask. ‘Nothing to fear… Nothing to fear... ‘ He shakes his head. ‘Sorry, It is hard to concentrate here. Let us not stay long.’ He then points toward a wide bridge, a worried look washing over his face. There are several Halflings shuffling around on it.
##### MAP: Hollow Home
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##### ENCOUNTER: Shadow Possessed Grimlocks
“A clawed hand reaches up onto the walkway, nails digging deep into the wood. It is followed by another and another. Multiple gnarled creatured pull themselves up onto the bridge. The unnaturally bent figures are covered with rippling muslces and have twisted faces that are partially covered in swirling shadows. Patchy hair sprouts from enormous puss leaking moles and tumor covered skin. Their drool hits the planks with a soft hiss as the acidic nature of it eats away at the wood.
Hollow home has been invaded by Shadow Possessed Grimlocks (8-10). Who have come to carry off the sleeping victims. When the Players arrive the Grimlocks will be hiding. They will lurk the shadows, undetectable except by magics similar to a detect good and evil spell. They will attack the players once they are on the bridge and attempt to throw them off. They will also use the SleepWalkers against them either by endangering them or using them as cover. The Grimlocks have ropes and hooks that they use as weapons to restrain and drag victims around. When a Grimlock is killed the body dissolves and a Shadow appears in its place.
##### EVENT: The Ghostwise Library. **Search the Library:** There is much information hidden here. The Ghostwise didn't discover it before they were overwhelmed. Have them make a check appropriate to their skills and ability to look for the right books. A result range of...
- (Very Easy and Easy) You find several maps of the area and numerous volumes on the local wildlife. - (Medium) There are areas of the Whisperwood where the veil between planes is very thin, and the Whisper Wood was once part of the Shadowfell - (Hard) There is a cave, The Cavern of Lost Hope, that supposedly lures people to their deaths by psionically projecting the desires of those whose minds it can touch. - (Very Hard) There was a group of guardians before the Halflings, they were killed during a Planar Convergence, when the Cavern’s power was greatly amplified. - (Almost Impossible) The Wood was ruled by a being known as the Hushed King, who has sworn to take his Kingdom back, and almost did so during that Convergence, but the guardians stopped him.
##### PLAYER ACTION: Decide what to do next! **Use the Information Found:** They may want to try and put the information found together with what Taryvin knows and the maps they have seen. Insight or Investigation Check, and feel free to give them Advantage or a bonus if they have done well on their rolls. The higher the roll on this check the closer they can point themselves toward the cave. However, I don’t recommend letting them know that. Always play like they know where they are going even if they don’t and if they did poorly have them enter the lair of some dangerous creature instead of the Cave they are looking for.
This is a place where the player may cook something kooky up. They are facing something that is still very unknown, and that often inspires them to do weird things. What is that going to be who the heck knows… so I am going to just move forward with the most logical progression and move on to ACT 4… which undoubtedly will be the last thing they do. ## ACT 04: The Whisper Wood The edges of the Whisper Wood are more dangerous than a typical forest, but not overly so. However, that is not the case deeper into the Wood. They will begin to feel like everything is watching them. The inner forest become extremely unsafe and in many ways malicious. The further they go the worse it becomes. Once they have adequately searched the forest have them find the Shrine to Mh'ulloth and Shadow Dancer Guardian which moves them into ACT 5.
##### DESCRIPTION: Whisper Wood
“You begin to travel deeper into the woods. All light seems to fade away as the massive trees grow tightly together here, their thick black cracking bark seems to take in both light and sound leaving you feeling as though you are in a void. Your very words feel as though they are hushed by the weight of the air here. The forest floor is covered with a thick spongy layer of rotting leaves filling the air with the smell of rich earth and damp undergrowth. Little grows here other than thin leafless vines that twitch when you pass near them and large spore puffing mushrooms. Long legged wispy looking insects crawl through the leaves where you disturb them and large termite looking grubs silently devour ancient fallen branches.”
##### PLAYER ACTIONS: Probably not much but give them a chance to examine things if they wish. They'll probably do some poking around. THis is a good time to use a Hazard on them or even a Horror Event.
##### MAP (If Needed): Random Forest Map
### RANDOM ENCOUNTER & EVENTS:
#### HAZARDS (d20): - 1-6 Leech Vines - 7-12 Hushrooms - 13-16 Snap Ankle Root - 17-19 Ghost Slime - 20 Rot Grubs #### REGULAR FOREST ENCOUNTERS (d20) - 1-10 Normal animals behaving oddly - 11-12 Wild Giant Owls (6) Swoop in and attack, they will flee quickly after two of them are killed - 13-14 Family Brown Bears (4) will attack if provoked or threatened. - 15-16 Pack of Wolves, Wolf (4) Dire Wolves (2) surround the party. If the Dire Wolves die the others will flee. - 17-18 Ankheg (4) Burst up from the ground and attack. A Very Hard Perception Check can be made to avoid being surprised. - 19 Displace Beast (2) are eating a recent Elk kill. They will attack if approached. They will also follow the party and attack later if the party gets distracted. - 20 Large Owl Bears (2) These large Owlbears have more than average HP, and are protecting a nest. They will attack if the players get too close. \page
#### DEEP FOREST ENCOUNTERS (d20) - 1-10 Roll on Table 1 - 11-12 Carrion Crawlers (3) Wyvern (1) The Crawlers are eating the “remains” of a Wyvern will turn on the players immediately. In Round Two of the fight the Wyvern will rise up and attack. - 13-14 Will-o-wisp (4) and lurking Wights (2) The Wisps will lure the players into a flowery glade and once there the Halfling Wights will attack. - 15-16 Ettercap (2) Giant Spiders (4) The Ettercaps have completely encased a Fairy Mushroom Ring Portal in webbing and feed on any creatures that come through. If they clear the area out the can get a Sprite to help them in some way. - 17-18 Redcap (3) A strange patch of red mushrooms grow here. If they investigate it Redcaps will pop up out of the area and attack. There is a Ghostwise Halfling body here. It was unfortunately murdered long ago. - 19 Shambling Mound (2) What appears to be a Beaver Dam in a creek turns out to be two or more Shambling mounds. - 20 Rot Troll (1) In an area of dead trees and growth lurks a Rot Troll. It isn’t smart but it is cunning and will attempt to hide and surprise the players. Whatever happens it will attack them. #### RANDOM HORROR EVENTS: - 1-4 A flock of Ravens lands nearby and begins watching and croaking at the players. The ravens will continue to follow the players, even if they are attacked. - 5-8 The shadows in the area shift from one direction to the other and defying light sources. - 9-12 They find a ring of standing stones. They are overgrown with vines. While they look at them some of the vines have grown in strange patterns revealing that the stones are some sort of memorial. Most of the names on them were carved long ago… most of the names… they will see their names very recently carved into the stones. - 13-16 The Players begin to hear crying in the woods. If they follow it they will find an elven child hiding in the root crotch of a tree. If the attempt to coax the child out it will start giggling and whisper. “Like me… you’ll never leave this place…” and then disappear. - 17 A humanoid skeleton (Half Orc?) is tied to a tree with a hemp rope threaded with silver. If they untie it the skeleton will transform into a Werebat which will immediately fly off shrieking and be a problem for another day. - 18 They notice they are being followed by a albino cat. Large but probably not dangerous. If they approach, the cat will run away and hide. It will return later. If they do manage to get close to it maybe by magic or other means it will erupt into a huge swarm of albino bats and fly off. - 19 As they travel they find themselves surrounded by boggy swampy areas. They weren’t there before, but they are now. Thousands of insects crawl up out of the fetid pools and begin swarming the players. They do no damage, just nasty. - 20 Mist creeps through the area. Tendrils of it appear to reach out for them and in the distance it forms figures. That’s all, but this is a D&D horror game and Mists in D&D are scary as… ``` ``` #### HAZARD DESCRIPTIONS: **Leech Vines:** The vines can creep around on their own and all have needle-like hairs on them that inject those they touch with a numbing agent and then begin to draw out blood. A Con save Easy DC needs to be made or the player being drained by the vine will lose 1d4 HD and the corresponding value off of their Max HP. If the vine completely drains a creature’s HD they are paralyzed until they can recover.
**Hushrooms:** These large lattice topped mushrooms grow only out of rotting remains of dead creatures. When approached they release a 10’ radius cloud of spores. Any creature that breathes them in must succeed on an Easy Constitution Saving Throw or become poisoned. The Poisoned creature takes no damage as the spores are not physically toxic. Instead they cause a swelling in the throat which forces the victim to lose the ability to speak, if the infection is not dealt within a minute the victim must make another saving throw or gain a point of exhaustion, This continues until the creature’s windpipe closes rendering it unconscious and eventually suffocates.
**Ghost Slime:** Ghost Slime is a close cousin to Green Slime. It is corrosive, slick, and adhesive, sticking to anything it comes into contact with. Flesh is especially vulnerable to the corrosive properties of the slime. It is often found clinging to low hanging branches or in rotting logs, usually in 5-foot squares. Ghost slime can detect movement within 30 feet and will drop or splurt out on unsuspecting victims when they are near it; it is unable to move more than a few feet an hour so much of its diet depends on unwitting prey. If a creature is aware of the presence of the slime, they can attempt to avoid the hazard by succeeding on a DC 10 Dexterity saving throw. Ghost Slime secretes acid and does 10 (2d10) acid damage to any creature it comes into contact with. This damage continues on each of the creature’s turns until it uses an action to remove or destroy the slime. Ghost Slime is vulnerable to and will be destroyed by radiant damage, direct sunlight or any disease curing magic.
**Ankle Snap Roots:** The Ankle Snap Root is a predatory plant that grows just below the surface of the forest floor, often completely masked by the cover of fallen leaves. The bulk of the plant is a spined two foot diameter bulb with a wide opening that faces toward the surface. When a creature crawls, steps, or stumbles into this opening the bulb snaps closed with surprising force and its spines lock into place. Creatures who step into an Ankle Snap Root must make a Medium-Easy Dexterity Saving Throw or take 2d4 Slashing Damage and become grappled as the pod closes around what ever part of their body entered the pod. The pod is then flooded with acid causing another 1d4 damage on each of their turns until the creature can work itself free. The trapped creature can continue to make saving throws to escape the Root, any failures immediately cause another 1d4 Slashing and 1d4 Acid damage.
**Rot Grubs:** Are a common problem in the Whisper Wood. See the Monster Manual for details on Rot Grubs.
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## ACT 5: Dancing Shadows ### EVENT: Balhannoth Shrine The Shrine is being used by the Balhannoth to extend its range of power. The players will have to deal with the pole in order to move deeper into the the Woods. If Taryvir is with them he will begin stumbling off into the woods as a sleepwalker. If they do not deal with it they will begin to feel overcome with exhaustion and nausea. Eventually they will pass out and be taken by the Balhannoth’s minions.
#### DESCRIPTION:
“You come around one of the giant oaks and spot a clearing ahead. In the center there is a blacked tree wreathed in what can only be described as living shadows. They swirl around the trunk with almost a dancer’s grace activating magical glyphs as they pass over. When the shadows climb to a certain height a ring of dark energy surges outward and the process starts over. The wave dissipates quickly, about 30’ out from the trunk itself, but you can tell it is affecting a much larger area. The light seems to darken for a moment and the fallen leaves rustle as the pulse passes by them. There is also a slight nauseating feel that settles on you, it increases ever so slightly each time the ring ripples outward, and then fades away again.”
#### MAP: Circle of Shadows
#### PLAYER ACTIONS: Lets face it, we all know they’re going to hit it. Maybe not with their weapons, but almost certainly with magic. The Shrine was created using level 5 Magic and the tree has 100hp. Any sort of disruptive interaction with the shrine will cause the Dancer and its Spirits to attack.
#### ENCOUNTER: The Shadow Dancer Shadow Dancer (1) Despair Shadow Spirits (2) Once the shrine is interacted with the Shadow Dancer and its Spirits will attack. Remember these creatures can teleport through shadow and dim light. They won’t be attacking head on. Instead they will appear behind the party or from some other advantageous position. I reccomend beefing up the Dancer or maybe using two of them.
#### REWARD: Shadow Dancer Loot - Shadowed Studded Leather / Non Magical +1 Stealth - Enchanted Chain of Shadow Jump / Magical Melee Weapon, reach 10 ft, 2d4 piercing damage / As a bonus action, once a day the wielder can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. This ability can be used in between attacks from the attack action. Recharges at dawn. (Attunement) - Potion of Mind Link / A powerful potion attuned to a specific being and creates an effect similar to the spell Rary’s Telepathic Bond, however the effect is more one sided in favor of the creature it is attuned to giving it the power to block thoughts from the bond as well as silently invade the mind of the one who drinks the potion. They can also exert its will similar to the effects of a Charm Person spell. The effect lasts one hour. It is unwise to consume one of these items unless the drinker is prepared to be heavily influenced by the creature the potion is attuned to. *In this case, The Balhannoth* ## ADVENTURE RESOLUTION(s) After defeating the shadow dancer the party should notice a significant lightening of the shadows in the area. If they make a solid perception check they will actually notice the shadows visibly retreating deeper into the forest, in the direction of the Cave. This should give our team the final clue to the direction they need to head.
Destroying this beacon will free the Halflings from the influence of the Balhannoth. For now. If the players do not continue on to the Cavern of Lost Hope then the Balhannoth will ultimately send another minion to set up a new beacon.
*If you do not plan on running this as a three part adventure then I would have the Balhannoth erupt from the ground when the party is closing in on defeating The Shadow Dancer and attack the players making this a 2 phase boss fight. The Balhannoth will use powerful illusions to redirect and beguile the players as they battle it.*
If Taryvir is with them he will slowly come out of the enchantment he is under. He will thank them for what they have done for what is left of his people. He will reward them with a Figurine of Wondrous Power, the Wooden Owl.
- Figurine of Wondrous Power, the Wooden Owl: When activated this wooden owl becomes a gargantuan owl capable of carrying a party of adventures on its back and considerable weight in its talons, like a loaded wagon. It can only be activated at night and for up to twelve hours. For every hour it is used, it must recharge one week.
If you will be taking your players into Part 2 of the Hushed King. Taryvir will also inform them that the presence in his mind is not fully gone, that somewhere out in the woods a dark power still lurks. He will beg them to carry on and defeat the creature lurking somewhere deeper in the woods.
##### To Be Continued! \page
# Thanks for playing an AOG Adventure.
#### I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a creator. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support more content like this by subscribing to our Patreon. [AMPLUS ORDO GAMES](https://www.patreon.com/amplusordogames)
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# APPENDICES ## PLAYING AN A.O.G. ADVENTURE If you’ve never played an AOG adventure, I thought it wise to give you some notes on how I write them. Cuz I do some stuff non traditional like. I’ll put those notes down in the Appendicies. #### Homebrewed World First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad. Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle Eastern CUltre from the same time period thrown in there for flavor. That said… Almost all of my Adventures can be easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it) can be accessed on our Discord for Patreon Members. #### The Lay Out I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over complicate simple matters and simplify the overly complex. #### Skill Check DCs I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean? So for reference the DC scale in 5E looks like this.... Very Easy DC5, Easy DC10, Medium DC 15, Hard DC 20, Very Hard DC 25, Nearly Impossible DC 30. When I list a DC I will tell you it is Hard. But Hard for one party may be easy for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality so if they get close they still accomplish their goal but there is a “but” to that success. An Example? Hard Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see but the guard you didn’t see heard something and is headed your way.” I think it adds more to the story that way. #### Search Checks I often reference Search Checks. What is a Search Check? When the players want to “search” something or for something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much easier. I got real tired of explaining to players who have been playing with me for years the difference between the two… just let them look for stuff! #### Opening Cutscene I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually really vague bits of information that give a glimpse into something that will maybe happen later, happened before the adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery. ``` ``` #### Setting, Background Info, and Hooks These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them. Some will play better if you can get them into the hands of the players before the game. Others may have better influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things you do what is best for your game! That is always the way to go. #### Skill Challenges I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to allow players to be creative in solving a problem. An example may help here. > - DM says “Your Boat is taking on water. What would you like to do?” > - Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so they fail. Too much water. > - Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and roll an 18. So that is a success. > - Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the momentary reprieve allows a little drywork to happen and allow player 1 to reroll. > > *Stuff like this* \page
## EXPANDED LORE #### The Weave Drought Forty years ago the rivers of magic went dry. No one knows why it happened, although there is great speculation that the Weave withdrew itself to prevent further abuses of its power. The disappearance of Magic caused havoc worldwide as many nations had built the foundations of their societies upon it. Some retained slivers of power, but rarely past rudimentary magics and cantrips. Even then the effort and skill required to cast such spell was great and extremely taxing to the caster. Practitioners of the magical arts whether they were Natural, Divine, or Arcane desperately sought a way to restore their powers. They captured and killed “magical” creatures conducting strange experiments designed to draw power from them. This was rarely successful, and instead drove many of these creatures into “extinction”. They also attempted to recycle the power in Magical items hoping to capture the essence within them. This was a more successful avenue, but even then the results were limited and temporary. What turned out to be most successful was the accepting of dark gifts from shadowy patrons. Hags and other fell beings seemed unaffected by the drought, and while at first they were hunted, they later were sought out so that they might bestow power on supplicants. And of course they did, but always at a high cost to those who came begging. The absence of magic gave rise to what is known as the Age of Red Steel. A time where Warlords brutally ruled the lands but the strength of their sword-arms.
But now, very recently, the power of the Weave has returned. Like a flood it washed over the lands, magical items, places, and creatures, long thought mundane, were now empowered, often in dangerous ways. The governments of the world have taken notice and have initiated a Magica Arms race of sorts. In many lands, those who can touch the Weave are taken captive and forced into the service of the ruling Warlord. In other places, they are assassinated by a nation’s rival in order to strip their enemies of the power they bring. Many casters go into hiding or gather around them an organization that values their skills and can offer them protection. Unfortunately a good many people who find they have power use it for selfish gains and end up causing much suffering for the common folk. And so those who can focus the Weave’s power are often treated with greater suspicion and often violent reactions. ## IMPORTANT LOCATIONS #### Balinovia, The Republic of **Summary:** Balinovia was once an advanced cultural and industrial society that has stumbled backward thanks to brutal infighting and rebellions in the past century. It has a Northern Italy feel to it with steep mountains and lightly forested valleys. It is one of the more Racially diverse countries being about 50% Human, 20% Elf, 15% Dwarf, 10% Halfling, 5% Other. Although Racism is prevalent and folk tend to draw into communities of their own people. They tend to be Monotheistic but a little on the mysticism side with a heavy Nature theme. They present themselves as a Republic Governmentally, but the reality is that they are a Dictatorship with fierce infighting Warlords who form a “Noble Council”.
Currently Andro Cordasco, Pirate turned conqueror, sits as “Prime Minister” and rules from the city of Bruchella. Their economy, once the envy of the world, struggles to even care for its own people. The rural communities farm enough to feed themselves, but they are usually taxed so heavily that starvation and hunger among the common folk is rampant. With the looming Blood Axe threat, most of their industry has been turned toward creating implements of war. Balnovians have little respect for law, but there is some for order. Unfortunately the tone of the land are “Everyone for Themselves” and “If you’re not part of my group you’re probably a problem.”
**History:** A Large forest country in the South West of the continent of Krenahad. Balinovian history teaches that Atticus, one of the brothers from the Old Kren Empire, was so disillusioned with infighting and the division of the Empire after their father’s death and sailed west with his army and their families. Shortly after building their first settlement Atticus and his men discovered a local tribe of elves who welcomed the newcomers to their land.
The immense forested area was home to dozens of tribes from nearly every race of Surface Folk all living in relative peace. Atticus invited the tribal leaders to join him in what would later be called “The Council of Nations” and soon after the newcomers were an accepted member of the society. Centuries later Balinova was a racially diverse land with a fully functioning Democratic Republic government. The only country on Krenshad with an Eastern and Western Seaport they became a nation at home on the sea and in the deep forests of the world. In other Nations races people aren’t accustomed to seeing were often labeled as Balinovians
After the War of the Pentad much of that changed. The devastation the Storm Lord brought about fractured this side of the continent. Balinovia was split into pieces. The North West was drowned in the ocean that rushed in upon them and is now known as the Straight of Corpses. The North East struggled for years to recover and eventually become the Nation of Rigochald. The floodwaters washed over the central areas transforming them into The Blood Marsh, a reeking bog land filled with the bodies of the dead. It is now inhabited by the Orcs of Adez-Ogg, the Blood Axe Tribe. The South split away along the river that once marked the line between North and South Balinovia. The fracture was so great that it dropped half of their capital city into the newly created canyon below. The river was widened by miles and created the Channel of Despair which now connects The Sea of Unity to the Dragon Maw Bay. Although few sail this route due to the high risk of being attacked by the Blood Axe Orcs.
**Currently:** Balinovia has become a never ending battlefield as factions and groups attempt to size power for themselves. If it were not for the Blood Axe invasion in 407 the Nation surely would have torn itself completely apart. But they rallied together to push the Orcs back across the Channel into the Blood Marsh. This event brought some unity back to the people, but not much. Balinovians have come to believe that they can only really truly depend on themselves and no one else. They are loosely led by Andro Cordasco, Pirate turned conqueror. Andro cares not if those under him struggle for dominance, as long as the tribute he demands is paid. He runs the Nation under the facade of a Council of Nobles, which is really just a group of local tyrants sharing a semi common goal. Get rich and die old.
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#### Adez-Ogg, Clan Blood Axe **Summary:** A brutal Orc nation living in the swamps of Blood Marsh. They have made it their goal to destroy Balinovia, their neighbors to the south. Their racial breakdown is 90% Orc, 9% Goblinoid Races and Kobolds, 1% Other. They have a Tropical Tribal motif, particularly that of the West Indies. Their Government Structure is a form of Barbaric Feudalism where the strongest rule up front and the Priestesses of Gruumsh rule from the shadows. They are currently led by Warchief Zurgha Flesh-Eater and High Prophet, The Night Mother. Their economy is weak with most Orcs infighting for resources. They are capable smiths and weapon crafters however. For food sources they take to hunting and gathering, which includes pillaging of their neighbors. They are extremely religious and faithful to Gruumsh. Their practice resembles a lot of occultic voodooism. While not really a “Lawful” society in a cultural sense, they do deeply respect their own customs and rules. They would be considered quite evil by civilized standards, and are extremely racist toward outsiders “Orc Is Best. Eat All The Rest!”. They have no qualms about murder and mayhem. If they were to be summed up in a local philosophy it would be. “Only the Strong are Worthy”
**History:** The Adez-Ogg, or Blood Axe, Orcs had been isolated in a large valley in the Red Peak Mountains and overlooked for Centuries, rarely coming into contact with outsiders. The Pentad War changed all of that. When the Crimson Brands crash landed in their backyard the Orcs’ eyes were opened to a world beyond. Shortly after that they marched south into the Blood Marsh and claimed the territory. They lived there for decades, completely unnoticed. They had however noticed Balinovia which lay across The Channel of Despair, and in the untraveled hills of the Dragon’s Teeth Mountains they gathered slaves and soldiers from among the other dark races quietly building a powerful army.
The timing of their attack couldn’t have caught the Balinovian’s at a worse time. The county had spiraled into a boody feudal war as local nobles led their people to battle in an attempt to assert dominance. The Orcs swept in and raided the entire center of the nation within a month. Although this forced the Balinovians to work together to push the Orcs back they had already carried off a great amount of plunder. The Orcs withdrew back across the river and have continued to rebuild their strength. Warcamps line the north side of the Channel and the drums of war can be heard up and down the waterway every night. They have also taken to building vessels and raiding merchant ships darting through the Strait of Corpses, but their eyes always lay to the South where from time to time they launch raids against their neighbors, but it is never anything more than a skirmish or a quick plunder run. Skirmishes are one thing, but every Balinovian knows that someday the Orcs will return and when they do there will be blood.
The Blood Axe tribe’s public leader is always The War Chief. War Chiefs are chosen out of the strongest among them. The Orcs gain “Stripes” across their backs. A wicked slice of a poison coated falchion after they perform a great deed. The festering wound stays open for weeks and if the Orc survives then their bravery is true. If they die… they were a coward. A great wound in battle also counts as a scar when it comes to standing among them. So it is not uncommon for the sitting Warchief to have dozens of scars.
The warchief is not always the warrior with the most scars, but the one who is strongest in battle. Any Orc with six or more scars can challenge the sitting Chieftain. But it is not the Warchief that truly leads the Blood Axe Tribe by the prophets of Gruumsh who are the shadowy puppeteers of the tribe’s leaders. No Warchief dare disobey Gruumsh, and it is the shaman who declare the will of their god.
**Currently:** The sitting Warchief is a massive female by the name of Zurgha Flesh-Eater and the High Prophet is a female that goes by the title The Night Mother. They make a terrifying team and have been preparing day and night for their next invasion of Balinovia. Which, they will launch as soon a Gruumsh speaks. Zurgha has a battalion fo 100 of her strongest warriors at her side nearly night and day, and Night Mother has a coven of both Orc and Otherworldly beings dedicated to Gruumsh at her beck and call. Were there not so much hate between the family tribes of Clan Blood Axe, they would be the most dangerous force on the Continent. Even so, they still may be.
#### Cuzzano, The City State of **Summary:** Cuzzano is a fascinating city, with advanced steam level technology city built in a massive cavern riverway and on top of a ten mile round water reservoir. In many ways they hold Balinovia and Cetnovia trade interests hostage with their water supplies, as the flow out of this reservoir is the main feed to the other nations’ major riverways. They are not a hostile society and in many ways resemble Switzerland in both culture and attitude toward their neighbors. Sporting a fairly diverse racial profile with 45% Human, 25% Dwarf, 10% Gnome, 20% Other, Cuzzano doesn’t have the racial tensions that many other places do. They do however run their city under a very severe caste system based off of aptitude and ability. It is said in Cuzzano that if you have skills you don’t need a race. If you have no aptitudes then you don’t exist anyway. Faith wise they’re pretty agnostic, but flavored with some arcane mysticism. Their economy relies almost exclusively on trade, and they have a lot to offer, not just water. Their inventions and toolwork are world renown. Governmentally they’re a bit odd. The country has Councils of Craftsman’s Guilds, Merchants, and Artisans, but all of these are overseen by Baron Xalgrim Bloodgear a genius level gnomish inventor and artificer. Xalgrim is known for his deadly inventions as well as his ruthlessness in both trade and social situations. If there was a national belief it would be that “Advancement is the only worthy pursuit.”
**History:** One of the most interesting locales in Krenshad, Cuzzano is considered by many to be one of the wonders of the world. Nestled high in the mountains between Balinovia and Cetnovia the city is built at the conjunction of several large waterfalls and one large underground river that bursts out of a cavern. Naturally these waters flowed into only Cetnovia, but almost 300 years ago clever engineers from the neighboring countries built an immense retaining wall some ten miles in diameter around the outer edges of the area and let it fill with water creating a vast reservoir. They then opened floodgates on either side letting the water flow into great rivers that feed the both the Blainovian and Cetnovian countrysides. For centuries the two nations considered Cuzzano a shared city and resource, and this arrangement created an extremely diverse racial population.
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The city itself is built into three districts. The wealthy have constructed a large settlement on the pillar in at the center of the reservoir some two miles wide. The middle class occupies the space created on the walls and up the sides of the nearby mountains, while the poor live shanty towns in the river cavern where no permanent structures are allowed to be built out of fear that they might endanger the integrity of the cavern and cut off the major water source.
Cuzzano proclaimed its independence after the Plague of Worms, and there was little either nation could do about it. Both had been devastated by natural disasters, the plague, and infighting. Cuzzano now holds both lands' major sources of freshwater for ransom, and demands a high price to keep the rivers flowing. Again, there is little either nation can do to change the situation, a wall large enough to keep in ten square miles of water also happens to be a formidable defensive structure. The Balinovians once attempted to lay siege and Cuzzano simply opened the full flood gate and washed the entire army down the mountains to their deaths. The siege lasted less than a day.
**Currently:** Cuzzano has slipped into a deep Caste System chiefly based on racial and economic standing. Here Humans, Dwarves, and Gnomes make up the bulk of the ruling and middle classes. With other races rarely escaping the caverns. However, it values those with skills and skills produce coin. Folk that display an aptitude for artisan level work whether in practical pursuits or the arts can find themselves quickly elevated out of lower statuses. It is also one of the only places left on Krenshad that bothers to educate its people. Even the poor have access to schooling. Cuzzano is currently governed by Water Baron Xalgrim Bloodgear, a Gnome Artificer turned Warlord. He was born Xalgrim Brassgears. It was the people who began calling him Bloodgear due to his unique style of eliminating his enemies. Xalgrim was tickled by the moniker and adopted it as his surname. #### Hollow Home The village of the Ghostwise Halflings of the Whisper Wood. Hidden in the boughs of some of the largest trees of the forest, Hollow Home is one of the more secret settlements in the world. The village consists of only a few structures that could be classified as buildings. The rest of the locals dwellings are little more than covered and furnished hollows in the trees large enough to make a simple home out of. The village typically houses about 100 individuals, most of whom have been trained to ride and use Giant Owls as mounts and hunting animals. The Nightgliders, as they are known, is a small group of Owl Riders who have sworn oaths to an unknown Forest Patron to keep the land free of evils.
#### The Franssisi Mountains Named after San Franssisi, Parton Saint of nature and beasts, the mountains run the length of the southern border of Balinovia. They are forest covered and teeming with wildlife, some quite dangerous.
#### The Touno River (Thundering River) Spills down from Cuzzano and across the countryside. Skirting the Franssisi Mountains the river rushes wildy and filled with rapids and waterfalls making it technically impassable by boat, although there are stretches where one could use a small craft.
#### The Whisper Wood A thick old growth forest covering a 50 mile stretch of land between the Touno River and the Franssisi Mountains. The Whisper Wood has long held a dark reputation. It is said those who wander too far from the road never return, but the truth is the Ghostwise Halflings who dwell there and their Giant Owl mounts have long protected forest. Their unique skills and culture keep the area safe and deal with any evils that may try to take root.
## IMPORTANT NPCs #### Taryvir Moongaze Taryvir is “Captain” of the Nightgliders, the Ghostwise Owl Riders, but only by default. His wife Finla was the Captain until she succumbed to the malady causing the Halflings to sleep. He is bold and brave, well skilled with weapons, and a keen huntsman. But he is a simple man and does not have his wife’s mind for strategy. He is desperate to save his people, and is taking a great risk in contacting outsiders.
#### The Nightgliders Normally this a group of twenty Ghostwise Halflings tasked with guarding the Whisper Wood from evils. Only four remain; Glinda, Harlow, Burgan, and Uli. The others have all either disappeared or fallen asleep.
#### Mh'ulloth The aberration villain of the story. Mh'ulloth, is a Balhannoth, a slug-like creature from the Shadowfell. Mh'ulloth is a high ranking servant of the Hushed King, and is currently working toward freeing his master. Mh'ulloth is a cruel creature who loves playing with and torturing his victims before devouring them. Balhannoth have the power to warp reality around them and particularly like creating challenges that terrify those who enter within his range.
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# MAP: Eastern Balinovia \page
# MAP: River Road Battle \page
# MAP: Hollow Home \page
# MAP: Random Forest Encounter \page
# MAP: The Shadow Shrine \page
## STAT BLOCKS ___ ___ >## Ankheg >*Large monstrosity, unaligned* >___ >- **Armor Class** 14 (natural armor), 11 while prone >- **Hit Points** 39 (6d10 + 6) >- **Speed** 30 ft., burrow 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|11 (+0)|13 (+1)|1 (-5)|13 (+1)|6 (-2)| >___ >- **Senses** darkvision 60 ft., tremorsense 60 ft., passive Perception 11 >- **Languages** — >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >### Actions >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so. > >***Acid Spray (Recharge 6).*** The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one. ___ ___ >## Brown Bear >*Large beast, unaligned* >___ >- **Armor Class** 11 (natural armor) >- **Hit Points** 34 (4d10 + 12) >- **Speed** 40 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|10 (+0)|16 (+3)|2 (-4)|13 (+1)|7 (-2)| >___ >- **Skills** Perception +3 >- **Senses** passive Perception 13 >- **Languages** — >- **Challenge** 1 (200 XP) >- **Proficiency Bonus** +2 >___ >***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell. > >### Actions >***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws. > >***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage. ___ ___ >## Carrion Crawler >*Large monstrosity, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 51 (6d10 + 18) >- **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|16 (+3)|1 (-5)|12 (+1)|5 (-3)| >___ >- **Skills** Perception +3 >- **Senses** darkvision 60 ft., passive Perception 13 >- **Languages** — >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >***Keen Smell.*** The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell. > >***Spider Climb.*** The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > >### Actions >***Multiattack.*** The carrion crawler makes two attacks: one with its tentacles and one with its bite. > >***Tentacles.*** *Melee Weapon Attack:* +8 to hit, reach 10 ft., one creature. *Hit:* 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success. > >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage. \page
___ ___ >## Displacer Beast >*Large monstrosity, lawful evil* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 85 (10d10 + 30) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|15 (+2)|16 (+3)|6 (-2)|12 (+1)|8 (-1)| >___ >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** — >- **Challenge** 3 (700 XP) >- **Proficiency Bonus** +2 >___ >***Avoidance.*** If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. > >***Displacement.*** The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. > >### Actions >***Multiattack.*** The displacer beast makes two attacks with its tentacles. > >***Tentacle.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage. ___ ___ >## Ettercap >*Medium monstrosity, neutral evil* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 44 (8d8 + 8) >- **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|15 (+2)|13 (+1)|7 (-2)|12 (+1)|8 (-1)| >___ >- **Skills** Perception +3, Stealth +4, Survival +3 >- **Senses** darkvision 60 ft., passive Perception 13 >- **Languages** — >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >***Spider Climb.*** The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > >***Web Sense.*** While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. > >***Web Walker.*** The ettercap ignores movement restrictions caused by webbing. > >### Actions >***Multiattack.*** The ettercap makes two attacks: one with its bite and one with its claws. > >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. > >***Claws.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. > >***Web (Recharge 5–6).*** *Ranged Weapon Attack:* +4 to hit, range 30/60 ft., one Large or smaller creature. *Hit:* The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage. ___ ___ >## Owlbear, Large >*Large monstrosity, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 80 (10d10 + 30) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|12 (+1)|17 (+3)|3 (-4)|12 (+1)|7 (-2)| >___ >- **Skills** Perception +3 >- **Senses** darkvision 60 ft., passive Perception 13 >- **Languages** — >- **Challenge** 3 (700 XP) >- **Proficiency Bonus** +2 >___ >***Keen Sight and Smell.*** The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. > >### Actions >***Multiattack.*** The owlbear makes two attacks: one with its beak and one with its claws. > >***Beak.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10 + 7) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 7) slashing damage. \page
___ ___ >## Giant Owl >*Large beast, neutral* >___ >- **Armor Class** 12 >- **Hit Points** 19 (3d10 + 3) >- **Speed** 5 ft., fly 60 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|15 (+2)|12 (+1)|8 (-1)|13 (+1)|10 (+0)| >___ >- **Skills** Perception +5, Stealth +4 >- **Senses** darkvision 120 ft., passive Perception 15 >- **Languages** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them >- **Challenge** 1/4 (50 XP) >- **Proficiency Bonus** +2 >___ >***Flyby.*** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. > >***Keen Hearing and Sight.*** The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. > >### Actions >***Talons.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6 + 1) slashing damage. ___ ___ >## Possessed Grimlock >*Medium humanoid (grimlock), neutral evil* >___ >- **Armor Class** 11 >- **Hit Points** 25 (2d8 + 2) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|12 (+1)|12 (+1)|9 (-1)|8 (-1)|6 (-2)| >___ >- **Skills** Athletics +10, Perception +3, Stealth +3 >- **Condition Immunities** blinded >- **Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13 >- **Languages** Undercommon >- **Challenge** 1/4 (50 XP) >- **Proficiency Bonus** +2 >___ >***Blind Senses.*** The grimlock can't use its blindsight while deafened and unable to smell. > >***Keen Hearing and Smell.*** The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >***Shadow Camouflage.*** The grimlock has advantage on Dexterity (Stealth) checks made to hide in dim light. > >### Actions >***Claw.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 3) slashing damage plus 2 (1d4) piercing damage. ___ ___ >## Redcap >*Small fey, chaotic evil* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 45 (6d6 + 24) >- **Speed** 25 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|18 (+4)|10 (+0)|12 (+1)|9 (-1)| >___ >- **Skills** Athletics +6, Perception +3 >- **Senses** darkvision 60 ft., passive Perception 13 >- **Languages** Common, Sylvan >- **Challenge** 3 (700 XP) >- **Proficiency Bonus** +2 >___ >***Iron Boots.*** While moving, the redcap has disadvantage on Dexterity (Stealth) checks. > >***Outsize Strength.*** While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls. > >### Actions >***Multiattack.*** The redcap makes three attacks with its wicked sickle. > >***Wicked Sickle.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 4) slashing damage. > >***Ironbound Pursuit.*** The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone. \page
___ ___ >## Rot Troll >*Large giant, chaotic evil* >___ >- **Armor Class** 16 (natural armor) >- **Hit Points** 138 (12d10 + 72) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|13 (+1)|22 (+6)|5 (-3)|8 (-1)|4 (-3)| >___ >- **Skills** Perception +3 >- **Damage Immunities** necrotic >- **Senses** darkvision 60 ft., passive Perception 13 >- **Languages** Giant >- **Challenge** 9 (5,000 XP) >- **Proficiency Bonus** +4 >___ >***Rancid Degeneration.*** At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn. > >### Actions >***Multiattack.*** The troll makes three attacks: one with its bite and two with its claws. > >***Bite.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage. > >***Claws.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage. ___ ___ >## Shadow >*Medium undead, chaotic evil* >___ >- **Armor Class** 12 >- **Hit Points** 16 (3d8 + 3) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|14 (+2)|13 (+1)|6 (-2)|10 (+0)|8 (-1)| >___ >- **Skills** Stealth +4 >- **Damage Vulnerabilities** radiant >- **Damage Resistances** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical >- **Damage Immunities** necrotic, poison >- **Condition Immunities** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained >- **Senses** darkvision 60 ft., passive Perception 10 >- **Languages** — >- **Challenge** 1/2 (100 XP) >- **Proficiency Bonus** +2 >___ >***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing. > >***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6. > >***Sunlight Weakness.*** While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. > >### Actions >***Strength Drain.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. ___ ___ >## Shadow Spirit >*Medium monstrosity, unaligned* >___ >- **Armor Class** 11 + the level of the spell (natural armor) >- **Hit Points** 35 + 15 for each spell level above 3rd >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|16 (+3)|15 (+2)|4 (-3)|10 (+0)|16 (+3)| >___ >- **Damage Resistances** necrotic >- **Condition Immunities** frightened >- **Senses** darkvision 120 ft., passive Perception 10 >- **Languages** understands the languages you speak >- **Challenge** — > >___ >***Terror Frenzy (Fury Only).*** The spirit has advantage on attack rolls against frightened creatures. > >***Weight of Sorrow (Despair Only).*** Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn. > >### Actions >***Multiattack.*** The spirit makes a number of attacks equal to half this spell's level (rounded down). > >***Chilling Rend.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d12 + 3 + summonSpellLevel cold damage. > >***Dreadful Scream (1/Day).*** The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \page
___ ___ >## Shadow Dancer >*Medium humanoid (elf), neutral* >___ >- **Armor Class** 15 (studded leather armor) >- **Hit Points** 71 (13d8 + 13) >- **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|16 (+3)|13 (+1)|11 (+0)|12 (+1)|12 (+1)| >___ >- **Saving Throws** Dex +6, Cha +4 >- **Skills** Stealth +6 >- **Damage Resistances** necrotic >- **Condition Immunities** charmed, exhaustion >- **Senses** darkvision 60 ft., passive Perception 11 >- **Languages** Common, Elvish >- **Challenge** 7 (2,900 XP) >- **Proficiency Bonus** +3 >___ >***Fey Ancestry.*** The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep. > >***Shadow Jump.*** As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes. > >### Actions >***Multiattack.*** The shadow dancer makes three spiked chain attacks. > >***Spiked Chain.*** *Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice: >- The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target. >- The target is knocked prone. >- The target takes 22 (4d10) necrotic damage. ___ ___ >## Shambling Mound >*Large plant, unaligned* >___ >- **Armor Class** 15 (natural armor) >- **Hit Points** 136 (16d10 + 48) >- **Speed** 20 ft., swim 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|16 (+3)|5 (-3)|10 (+0)|5 (-3)| >___ >- **Skills** Stealth +2 >- **Damage Resistances** cold, fire >- **Damage Immunities** lightning >- **Condition Immunities** blinded, deafened, exhaustion >- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 >- **Languages** — >- **Challenge** 5 (1,800 XP) >- **Proficiency Bonus** +3 >___ >***Lightning Absorption.*** Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. > >### Actions >***Multiattack.*** The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. > >***Slam.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. > >***Engulf.*** The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. \page
___ ___ >## Giant Spider >*Large beast, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 26 (4d10 + 4) >- **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|12 (+1)|2 (-4)|11 (+0)|4 (-3)| >___ >- **Skills** Stealth +7 >- **Senses** blindsight 10 ft., darkvision 60 ft., passive Perception 10 >- **Languages** — >- **Challenge** 1 (200 XP) >- **Proficiency Bonus** +2 >___ >***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > >***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. > >***Web Walker.*** The spider ignores movement restrictions caused by webbing. > >### Actions >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. > >***Web (Recharge 5–6).*** *Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). ___ ___ >## Will-o'-Wisp >*Tiny undead, chaotic evil* >___ >- **Armor Class** 19 >- **Hit Points** 22 (9d4) >- **Speed** 0 ft., fly 50 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|28 (+9)|10 (+0)|13 (+1)|14 (+2)|11 (+0)| >___ >- **Damage Resistances** acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks >- **Damage Immunities** lightning, poison >- **Condition Immunities** exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious >- **Senses** darkvision 120 ft., passive Perception 12 >- **Languages** the languages it knew in life >- **Challenge** 2 (450 XP) >- **Proficiency Bonus** +2 >___ >***Consume Life.*** As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points. > >***Ephemeral.*** The will-o'-wisp can't wear or carry anything. > >***Incorporeal Movement.*** The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. > >***Variable Illumination.*** The will-o'-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action. > >### Actions >***Shock.*** *Melee Spell Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d8) lightning damage. > >***Invisibility.*** The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell). \page
___ ___ >## Wolf >*Medium beast, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 11 (2d8 + 2) >- **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|15 (+2)|12 (+1)|3 (-4)|12 (+1)|6 (-2)| >___ >- **Skills** Perception +3, Stealth +4 >- **Senses** passive Perception 13 >- **Languages** — >- **Challenge** 1/4 (50 XP) >___ >***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. ___ ___ >## Dire Wolf >*Large beast, unaligned* >___ >- **Armor Class** 14 (natural armor) >- **Hit Points** 37 (5d10 + 10) >- **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|15 (+2)|15 (+2)|3 (-4)|12 (+1)|7 (-2)| >___ >- **Skills** Perception +3, Stealth +4 >- **Senses** passive Perception 13 >- **Languages** — >- **Challenge** 1 (200 XP) >- **Proficiency Bonus** +2 >___ >***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. > >***Pack Tactics.*** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated. > >### Actions >***Bite.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. ___ ___ >## Wyvern >*Large dragon, unaligned* >___ >- **Armor Class** 13 (natural armor) >- **Hit Points** 110 (13d10 + 39) >- **Speed** 20 ft., fly 80 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|10 (+0)|16 (+3)|5 (-3)|12 (+1)|6 (-2)| >___ >- **Skills** Perception +4 >- **Senses** darkvision 60 ft., passive Perception 14 >- **Languages** — >- **Challenge** 6 (2,300 XP) >- **Proficiency Bonus** +3 >___ >### Actions >***Multiattack.*** The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. > >***Bite.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage. > >***Claws.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) slashing damage. > >***Stinger.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.