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HumblewoodCampaignSetting-V1 04
HumblewoodCampaignSetting-V1 04
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CAMPAIGN SETTING
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CAMPAIGN SETTING
H
umblewood is an exciting new Campaign Setting for 5th Edition that includes ten original player races, new monsters,
magic items, and a compelling adventure for 1st to 5th level characters.
In the world of Everden, nestled between the mighty Crest mountain range and the vast marshes of the Mokk Fields,
lies a mystical forest known as Humblewood that hums with the Great Rhythm of nature. It has been ruled for generations by
the birdfolk who inhabit the Great Tree City of Alderheart. Humblewood has endured for centuries thanks to the industry and
compassion of its people but now the fires have come, and the Woods have been thrown into chaos. Flames ravage the land and
destroy the homes of the humblefolk, stoking a growing resentment against the birdfolk, whose cities have managed to avoid the
worst of the fires so far. Hatred burns in the hearts of those who have lost lives they cherished, and these once peaceful peoples
now take up the sword and turn to banditry. The disaffected turn their gaze on Alderheart, and threaten to reduce an age of peace
to ashes. Yet there is still hope. Even in these dark times, brave heroes can be found within the Wood. Only they can quell the
raging flames that have been unleashed upon the land, and restore balance to the realm. Will you answer the call?
MSRP $49.99
ISBN:978-1-9990962-0-5
Humblewood Campaign Setting is Copyright © 2019 Hit Point Press Inc.
54999 TM
All rights reserved. Reference to other copyrighted material in no way
constitutes a challenge to the respective copyright holders of that material.
Hit Point Press, The Deck of Many, Humblewood and it’s associated logos are
EAN trademarks of Hit Point Press Inc. Printed in Canada. Hit Point Press Inc., 1175
Brookfield Rd. East, Ottawa, Ontario, K1V0C3, Canada l
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CAMPAIGN SETTING
Credits
Writing and Game Design:Christopher Pinch, Interior Illustrators: L
eesha Hannigan,
Matthew Gravelyn, Jordan Richer, Andrea Radeck, Anneliese Mak, April Prime,
Andrea Bruce, TR Rowe Beck Hallstedt, Ben Zweifel, Brittany Pezzillo,
Concept Creators:Ricardo Evangelho, Christina Kraus, Christina Pirvu, Crystal Sully,
Jordan Richer, Leesha Hannigan, Cynthia F.G., Derek Murphy, Emily Hare,
Andrea Bruce Griffin Macaulay, Ilse Gort, Jason Rainville,
Jen Pattison, Jon Neimeister, Julia Metzger,
Editors:Andrea Bruce, TR Rowe, Katy Grierson, Kiana Hamm, Kimberli
Dominik Parisien Johnson, Lake Hurwitz, Lauren Henderson,
Art Director:Leesha Hannigan Matei Monoranu, Paul Scott Canavan,
Graphic Designers:Ricardo Evangelho, Risa Hulett, Sarah Webb, Tiffany Turrill,
Rajaa Al-Subairi Vadim Ciocazan, Valeria Ivanova,
Veronika Fedorova
Front Cover Illustrators:Leesha Hannigan,
Christina Kraus Additional Contributors:Holly Conrad,
Deven Rue, Catherine Hariton
Back Cover Illustrator: D
erek Murphy
Special Thanks:Gail Simone, Erika Ishii,
Cartographers:Hugo Solis, Tim Paul Piotorwski, Brian Scott Walters, Geoffrey Palmer,
Blue Sword Games, David Lanza Cebrian Russ Charles, Corrina Malone
ISBN: 978-1-9990962-0-5
First Edition. Printed August 2019.
1 2 3 4 5 6 7 8 9 10
TM
TM
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Humblewood Campaign Setting is Copyright © 2019 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa,
Ontario, K1V0C3, Canada. All rights reserved. All characters and their distinctive likenesses are property of
Hit Point Press Inc. in Canada, US and other countries. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express permission of Hit Point Press Inc. Reference to
other copyrighted material in no way constitues a challenge to the respective copyright holders of that material.
Hit Point Press, The Deck of Many, Humblewood and its associated logos are trademarks of Hit Point Press Inc.
First Printing. Printed in Canada.
1. Welcome to the Wood 10
Contents
3. Traversing the Wood 76 Part 3: An Urgent Summons 123
Races of the Wood 10 Alderheart 76 The Tenders 123
The Birdfolk 10 Ashbarrow 78 Return to Alderheart 124
The Humblefolk 11 The Avium 78 Trouble With Tenders 124
Corvum 12 Brackenmill 79 An Emergency Session 125
Gallus 14 The Crest 79 The Scorched Grove 126
Luma 16 Marshview 79 Approaching the Grove 126
Raptor 18 Meadowfen 79 Reaching the Grove 129
Strig 20 Mokk Fields 81 Ashsnake Attack 129
Cervan 22 Saltar’s Port 81 Outrunning the Fire 130
Hedge 24 Scorched Grove 81 Flee to Alderheart 131
Jerbeen 27 Talongrip Coast 82 Part 4: Mysteries of the Avium 132
Mapach 28 Winnowing Reach 82 After the Escape 132
Vulpin 30 The Ancient Forest 134
4. Adventure in the Wood 84 The Avium 135
Characters In the Wood 32 Introduction 84
Character Details 32 Exploring the Avium 137
Overview 85 Into the Library 139
Sex & Gender 32 Part 1: The Adventure Begins 86
Height and Weight 32 Shadows Fall 142
Sleepy Meadowfen 86 Mysterious Circumstances 143
Variant Rule: Different Looks for Winnowing Reach 89
Birdfolk and Humblefolk 32 Putting the Pieces Together 145
The Missing Researcher 91 The Necromancer 145
Languages of the Wood 34 The Mokkden Caverns 91
New Class Options 36 Odwald’s Trap 146
Returning to the Reach 95 The Secret Door 147
Bard 36 The Swamp Witch 95
Cleric 39 The Study Room 148
A Witch’s Debt 99 The Old Classroom 149
Fighter 41 Leaving the Reach 100
New Backgrounds 43 The Secret Laboratory 151
Part 2: The Bandit Menace 101 Developments 152
New Feats 47 A Rough Road Ahead 101
Spell Descriptions 49 Part 5: Of Fate and Flame 153
The Great Tree City 102 Odwald’s Fate 153
2. Religion in the Wood 54 Eliza’s Emporium 106 Finding the Necromancer 156
The Amaranthine 54 The Birdfolk Council 107 Susan the Seer 161
Ardea 56 Bandits Attack 109 The Crucible of Fire 162
Tyton 57 Taking the Fight to Them 110 The Final Summons 167
Altus 58 The Coming Storm 113 The Chase 169
Clhuran 59 Approaching the Facing the Aspect 172
Gesme 60 Bandit Stronghold 114 Epilogue 174
Hanera 61 The Bandit Stronghold 114 Appendix A: Bestiary 177
Reya 62 The Courtyard 115 Appendix B: Nonplayer Characters 190
Cairith 63 The Barracks 117 Appendix C: Creating NPCs 210
Gaspard 64 The Storeroom 117 Appendix D: New Magic Items 213
Hath 65 The Prison 117 Appendix E: Random Encounters 215
Henwin 66 The Inner Keep 118 Appendix F: What did They Find? 218
Kren 67 The Bandit Leader 120 Index 219
Tales of the Amaranthine 68 What the Future May Hold 122 License 224
Foreword
by holly conrad
Nature, or the forest, might be quite the distance from our homes, Twitch streams, or stages where
we play RPGs like 5th Edition (because oddly enough that’s the magical world we live in now). We
throw dice onto surfaces made of trees whose history we are woefully clueless of. Did the tree have a
story, or a family of owls living in it, or a fox kit that sheltered a storm beneath its branches? We don’t
know these tales as we weave our own, but the connection is still there. We’re still tromping through
the wilderness and smelling the fresh air and fearing its dangers, even if it’s in our imagination.
Storytelling on its own has always been connected to nature. Legends of animals as gods or
animals as human-like protagonists permeate all cultures. The Native American stories of the trickster
Raven, the Medieval fable of the Owl and the Nightingale, or something as obvious and simple as
Grimm’s Fairy Tales are all examples of how the natural world around us has shaped storytelling. The
magic of animals and their usually unseen lives intrigues us, sparks our imagination, and we see a lot
of ourselves in them when we finally slow down enough to look. Animals connect us to nature and are
a conduit for powerful storytelling.
This is why I believe roleplaying games have had such a resurgence in the past few years, because
we’re looking for a connection to the world around us. We’re looking for a way to get away from
screens, to forget about our complicated lives, and to live as heroes with problems we can solve, not
just listen to on the news and worry about. We can help people, we can be heroes, and we have magic.
Even in the imagination, these things are incredibly powerful.
In Humblewood, we’re going back to our roots as storytellers, using nature and the animals
around us to adventure in a world of fantasy. We have so much technology surrounding us every day,
getting out into nature isn’t an option for many. Our jobs are time consuming, our lives are hard
and complicated, our food is grown in places we will never see and sits on a shelf for our consump-
tion wrapped in plastic. These things disconnect us from the story of nature, from the story of life
and the changing of seasons and our connection to the world around us. In reality, even the humble
pigeon has an interesting life, we just don’t see it as we pass them on city streets without giving them a
second look.
I’ve loved birds since I can remember, they’ve always been how I connected to nature. I’ve rescued
birds since I was 10 and I’ve worked with the smallest of hummingbirds to the massive moody, Red
Tailed hawk named Ivan whose mew I cleaned in college. When I lived in Los Angeles, I began rescu-
ing pigeons because they were everywhere, forgotten pets of colonists and invasive to the habitat
they lived in. These birds were smart, funny, and ignored by almost every animal shelter you took
them to. They were the lost and forgotten of the animal world, and that’s why I fell in love with
them. They had stories to tell, and every one of them has their own personality and quirks.
Humans are not that different from animals. If we pay attention to
them, we can understand them, save them, live with them, and honor
them. The more compassion we have for animals the better our world
will be. Telling their stories is just as important as telling our own,
and helps us connect to and have compassion for the other creatures
on our planet. So I encourage you to make your own legends in
Humblewood, and then go to the forest and see them for your-
self. Maybe they’ll have a story of their own to tell you, too.
Holly Conrad
Twitter: @HollyConrad
Twitch: @commanderholly
6 Foreword
Preface
by leesha hannigan
When approaching the art direction for Humblewood, I wanted to express that this is a world
full of vibrant, diverse characters, living in an expansive forest with a rich and intricate history. The
driving force behind Humblewood as a concept was the desire to create a visually compelling world
that felt alive, and that meant a world that could feel wonderful and welcoming, magical and myste-
rious. It also meant a world full of secrets, hidden dangers, and obstacles for a party of adventurers
to overcome.
When I was young, the films and books I devoured with the most enthusiasm were the ones that
appealed to audiences both young and old, whose characters may happen to be adorable woodland
animals, but still bravely explored a mosaic of complex, confronting themes that we continue to puzzle
over well into our adult years. These are the stories that left a significant impression on me, that I
continue to revisit to this day.
Roleplaying games are wonderful for many reasons, one being that they can provide a form of
escape, or they can mirror reality. They can help us understand and process experiences in our own
lives through an entirely different lens, and they give you a unique kind of freedom to be whoever or
whatever you want to be, options for which there is no shortage in Humblewood—whether you are a
sneaky mapach, a brave little strig, or a cunning corvum with a secret heart of gold, the only limit, as
ever, is your imagination.
As artists we have to give careful consideration to every facet of the world, certainly the designs of
our main characters and our myriad of monsters, but also what a character’s home might look like,
what kind of fabrics they might wear, and how should we design this bottle of vintage vulpin-crafted
elderberry wine? We have illustrated forests flooded with beams of light, tangled and treacherous
swamps you must battle your way through with determination, and cosy interiors where you can
almost smell the jerbeen-sized loaves baking in the oven. The love is very often in the details, just as
some of the most significant moments in a campaign can be the quiet ones, the small words exchanged
at the campfire, or the tiny clues indicating a much larger mystery to unravel.
Creating this project has been an unforgettable journey, full of as many surprises, twists and turns
as the overgrown paths of Humblewood itself. I have had an affinity for nature and animals my entire
life, which has been my primary source of inspiration for much of my personal work. I remember
when I first sat down and sketched the first iteration of a brave little knight owl, who we have now
named Riffin, and I could never have imagined in that moment how the idea behind this little owl
would evolve into a fully realised world, lovingly crafted by our team of designers, writers and artists,
for players to explore.
I am beyond excited for you all to take your first steps into this world, uncover some of its secrets
during your adventures, experience its stories, and come away with many of your own stories to tell!
Leesha Hannigan,
Art Director
Twitter: @LeeshaHannigan
Preface 7
Introduction
about the wood
In the far away world of Everden, on the eastern coast of a great continent, lies a vast forest nestled
between the mountains and the sea. This is the Humblewood, an ancient and magical place that hums
an endless song, sung to the Great Rhythm of life and death. The Wood, as it is known to its inhabi-
tants, is not like any other forest. The trees are old and powerful, with rare specimens that reach as tall
as small mountains. Here familiar beasts grow to unusual sizes, bearing markings and patterns unique
to the Wood. This region is also home to two groups of animal-like humanoid races, the birdfolk and
the humblefolk. Together they share the Wood and its bountiful resources.
In the early years, the birdfolk and humblefolk lived close to each other in small villages around
the forest. These isolated communities were vulnerable to an organization of brigands and marauders
who called themselves the “Bandit Coalition.” To protect themselves from the Coalition, the bird-
folk built fortified cities in the forest’s canopy. Joining forces with the humblefolk, the birdfolk army,
known as the “Perch Guard”, drove back the bandits, bringing peace and security to the region. Over
time, birdfolk culture spread, and the capital city of Alderheart became the most politically influential
place in the Wood.
But the Wood has also known sorrow. Not long after the founding of Alderheart, a massive
forest fire known as “The Great Calamity” burned a portion of the Wood. The origins of the fire are
unknown, but it left the area permanently damaged. To this day, it is called the “Scorched Grove,” an
arid field of ash that has since become home to many strange flame-infused creatures.
The Tenders, an organization of druids and mystics, dedicate themselves to healing the Scorched
Grove with natural magics. Set up in conclaves around the Wood, they provide aid whenever forest
fires strike. Yet, since the Grove’s burning, the Wood has known relatively few fires. Nature’s balance,
though, can be disrupted by a single spark.
Recently, fires have begun to rage through the Wood with a strength and fury not seen since ages
past. Forest-dwellers are again being displaced from their homes, seeking refuge in Alderheart, and
perch-dwellers are doing what they can to keep themselves safe up in their canopy sanctuaries. Rela-
tions between the humblefolk and birdfolk are tense. Moreover, a newly invigorated Bandit Coalition
swells in numbers. Its sights are set upon Alderheart, where those displaced by the flames seek a means
of survival.
You are a citizen of the Wood, caught up in this turmoil. Or perhaps you are a storyteller from
another world. Either way, the future of the Wood is yours to write. Within this book you will find all
the tools you need to build your character, travel the land, and create your own Humblewood story.
Whether or not Humblewood is able to survive the flames is up to you. Go forth and adventure!
Only you can restore balance to the Wood.
8 Introduction
1 C hapter 1 | Welcome to the Wood 9
1 Welcome to the Wood
the story begins
T
he various folk who make up the world of Humble- myths. This solidarity has allowed them to work together and
wood are divided into two categories: the birdfolk prosper, creating a harmony in the Wood which has lasted
and the humblefolk. While they resemble animals, for an age.
the folk who inhabit the cities, towns, and villages of Humble- While a diverse group, adapted for a variety of environ-
wood are all humanoids. ments within the Wood, birdfolk also share several physical
This chapter outlines the ten core races, five birdfolk and traits which have allowed them to find common ground in
five humblefolk, who make up the majority of characters the construction of their perches. Beyond the obvious physical
found in the Wood. It also details various character creation similarities, all birdfolk possess arms covered in feathers, which
options, new class options, backgrounds, feats, and spells to extend into wing-like appendages. While incapable of true
help you make your own Humblewood adventurer. powered flight, the strong hollow bones and lightweight bodies
of birdfolk allow them to easily use their feathered arms to
THE BIRDFOLK glide, and unless severely encumbered, all birdfolk can recover
The birdfolk races of Humblewood are as diverse and gracefully from what would otherwise be a deadly fall. In some
unique as the forest itself. Only the skillful survive the forest, birdfolk races these wings have grown strong enough to bear
and the birdfolk have become masters of both the forest floor their owners upwards in a mighty flap, while others instead
and the canopies above, creating several settlements (known developed talons which make for both deadly defensive weap-
colloquially as “perches”) throughout the Wood. Despite ons and useful tools for scaling tall trees.
regional differences and cultural peculiarities among the differ- The birdfolk have established themselves as a political
ent kinds of birdfolk in the Wood, the birdfolk races neverthe- force to be reckoned with in Humblewood. They shaped their
less share much of their culture, language, history, and origin mighty capital from the great tree Alderheart, and from this
the BIRDFOLK
the HUMBLEFOLK
Kindled Corvum
As a kindled corvum, you know implicitly that you are
the smartest in the room. Your ability to utilize your knowl-
edge to your advantage, along with your deep understanding
of others motivations, makes you a formidable opponent.
Ability Score Increase. Your Charisma score
increases by 1.
Convincing. Kindled corvums have a way with words,
and are accomplished at saying what someone wants or
needs to hear. You have proficiency in either the Deception
or Persuasion skill. Additionally, you have advantage on
all Charisma checks made to convince someone of your
exceptional knowledge on any topic related to the skill you
selected with your learned trait (Arcana, History, Nature,
or Religion).
Sharp Mind. You learn one additional language
of your choice, gain proficiency in a tool of your
choice, and are able to accurately recall with
perfect clarity anything you have seen or
heard within the past month.
GALLUS TRAITS
Ability Score Increase. Your Wisdom score increases by 2.
Age. While ages fluctuate, gallus reach maturity around 18
and can live anywhere between 70 and 100 years.
Alignment. Most gallus are lawful good. They are a salt-of-
the-earth sort of folk who believe in justice, the value of hard
work, and the importance of respecting others.
Size. Gallus are the most varied of the birdfolk races, rang-
ing from just under 4 feet to just over 5 feet tall, and showing
many unique builds. The variety of shapes and sizes means
Touched
To most, lumas seem perpetually disorganized and
distracted, which has lead to a belief that they are of low
Perceptive Awareness
Given their heightened senses, often raptors appear to be
distracted or deep in thought. In reality, they are processing the
wealth of sensory information they receive from their partic-
ularly keen eyes and sensitive ears. While many folk are only
ever aware of what goes on directly around them, raptors have
an extremely wide field of awareness.
Raptors are adept at living off the land. They are skilled
hunters, usually leading the harvesting of meat and skins for
their perches. Raptors are especially well versed in stalking prey
from great heights, lining up impossible shots that their prey
could not predict.
Natural Predator
While many of the birdfolk races are culturally communal,
raptors don’t have a great sense of connectedness, nor do they
tend to create their own perches. They are more likely to adopt
a transient lifestyle, moving from perch to perch, or to simply
live in the vast forests of the Wood itself. Glide. Using your feathered arms, you can slow your
Though typically quiet, raptors are not averse to forming fall, and glide short distances. When falling you can use your
relationships with other birdfolk. Despite their reserved nature, reaction to spread your arms, stiffen your wing feathers, and
raptors value personal bonds more highly than societal or even slow your descent. While doing so, you continue to fall gently
familial ties. at a speed of 60 feet per round, taking no fall damage when
you land. If you would fall at least 10 feet in this way, you may
RAPTOR TRAITS fly up to your movement speed in one direction you choose,
Ability Score Increase. Your Dexterity score increases by 2. although you cannot choose to move upwards, landing in
Age. Raptors reach maturity around 20 years. They can live the space you finish your movement. You cannot glide while
longer than any other birdfolk race, over 100 years. carrying heavy weapons or wielding a shield (though you may
Alignment. Raptors tend towards neutral alignments. drop any held items as part of your reaction to spread your
Preferring the path of naturalists and hunters, raptors rarely arms). You cannot glide while wearing heavy armor, or if you
see value in order for the sake of order, and are often more are encumbered.
pragmatic than idealistic. Talons. Your sharp claws aid you in unarmed combat and
Size. Raptors are lean, muscular hunters, but they stand while climbing. Your damage for an unarmed strike is 1d4
less than 4 feet tall. Their light builds usually lend themselves piercing damage. Additionally, you have advantage on Strength
to bodies that weigh far less than one would expect for their (Athletics) checks made to climb any surface your talons could
height, averaging around only 35 pounds. Your size is Small. reasonably grip.
Speed. Your base walking speed is 25 feet. Keen Senses. You have proficiency in the Perception skill.
Woodland Hunter. Your accuracy allows you to treat
three-quarters cover as half cover and half cover as no cover.
Hunter’s Training. You have proficiency with the long-
bow, short bow, and spear. Additionally, your familiarity
with the longbow means that it is not considered a heavy
weapon for you.
Maran Raptor
As a maran raptor, you are as at home in the
water as you are in the trees. You also have a wealth of
patience, acting only when it best suits your goals.
Ability Score Increase. Your Intelligence score
increases by 1.
Swimmer. You have a swimming speed of 25 feet.
Patient. When you react with a readied action,
you have advantage on the first attack roll, skill
check, or ability check you make as a part of
that action.
Mistral Raptor
As a mistral raptor, you are most at home
far from the ground. You can range for miles
in the Wood without ever setting talon to
soil, moving more confidently through the
branches than some move on flat ground.
Ability Score Increase. Your Wisdom
score increases by 1.
Agile. You have proficiency in the
Acrobatics skill.
Aerial Defense. Creatures that
attack you while you are falling, gliding,
or jumping have disadvantage on their
attack roll.
Woodland Survivors
Strigs, more than any of the other birdfolk race, are most at
home in the wild. Their mottled feather patterns, though not
as bright or beautiful as others, allow them to easily hide in the
forest. Due to this inherent advantage, along with their speed
and power, strigs make excellent hunters and rangers.
Strigs prefer the relative simplicity of the forest to the
machinations of society and politics. Despite these indi-
vidualistic tendencies, they are capable of forming familial
and community bonds that transcend a permanent or single you land. If you would fall at least 10 feet in this way, you may
physical home. fly up to your movement speed in one direction you choose,
although you cannot choose to move upwards, landing in
STRIG TRAITS the space you finish your movement. You cannot glide while
Ability Score Increase. Your Strength score increases by 2. carrying heavy weapons or wielding a shield (though you may
Age. Strigs reach maturity faster than most birdfolk races, drop any held items as part of your reaction to spread your
around 15 years. They can reach a respectable old age by bird- arms). You cannot glide while wearing heavy armor, or if you
folk standards, living around 80 years. are encumbered.
Alignment. Strigs are normally good aligned, having a Talons. Your sharp claws aid you in unarmed combat and
strong sense of fair play as well as a tendency to see the best in while climbing. Your damage for an unarmed strike is 1d4
others. They also favor chaotic alignments, as strigs are a free- piercing damage. Additionally, you have advantage on Strength
dom-loving people who will usually put their personal morals (Athletics) checks made to climb any surface your talons could
above any imposed system of governance. reasonably grip.
Size. Strigs are muscular, imposing folk ranging from 4 Darkvision. You are adept at hunting under the cover of
to over 5 feet tall and weighing around 110 pounds. Your size night. You can see in dim light within 60 feet of you as if it
is Medium. were bright light, and in darkness as if it were dim light. You
Speed. Your base walking speed is 30 feet. can’t discern color in darkness, only shades of gray.
Glide. Using your feathered arms, you can slow your Patterned Feathers. You have advantage on Dexterity
fall, and glide short distances. When falling you can use your (Stealth) checks when you attempt to hide in a forest.
reaction to spread your arms, stiffen your wing feathers, and Languages. You can speak, read, and write Birdfolk.
slow your descent. While doing so, you continue to fall gently You can also understand Auran, though you cannot speak
at a speed of 60 feet per round, taking no fall damage when it naturally.
Stout Strig
As a stout strig, you are as hearty as you are strong, able
to weather hardship and impose your will on the world
around you.
Ability Score Increase. Your Constitution score
increases by 1.
Imposing. You have proficiency in the Intimida-
tion skill.
Brawler. When you successfully attack a target
with your talons, you can choose to grapple that
target as a bonus action.
Swift Strig
As a swift strig, you are a powerful
force in the Wood who ranges far and
wide without ever missing a step. You
are most capable when immersed in
the forest.
Ability Score Increase. Your
Dexterity score increases by 1.
Swift. Your base walking speed
increases to 35 feet.
Survivor. You have proficiency
in the Survival skill.
Grove Cervan
As a grove cervan, you are swift and agile, able to quickly
maneuver out of harm’s way. You are also incredibly versatile,
and can fulfill a variety of roles within a village or an adventur-
ing party.
Ability Score Increase. Your Dexterity score increases by 1.
Swift. Your base walking speed increases to 35 feet.
Standing Leap. Your base long jump is 30 feet, and your
base high jump is 15 feet, with or without a running start.
Nimble Step. Opportunity attacks made against you
are rolled with disadvantage.
Pronghorn Cervan
As a pronghorn cervan, you were born
larger and stronger than others in the
community and found yourself laden with
expectations from a very young age. It is up to you whether
you embrace your position of privilege, or rebel against the
constraints thrust upon you by cervan society.
Ability Score Increase. Your Strength score increases by 1.
Robust Build. Your carrying capacity is doubled, as is the
weight you can push, drag, or lift.
Antlers. You have a set of large, strong antlers that
can be used to make devastating charge attacks. You
can use your unarmed strike to gore opponents, dealing
1d6 + your Strength Modifier piercing damage on a hit.
Additionally, if you move at least 20 feet in a straight line
towards an opponent, you can spend a bonus action to charge
them, dealing an extra 1d6 points of piercing damage. If the
target of your charge is Large or smaller, they must make a
Strength saving throw against a DC of your Proficiency Bonus
+ 8 + your Strength Modifier. On failure, the target is pushed
10 feet away from you into a space of your choice.
Outsize Courage
Jerbeens are the smallest inhabitants of Humblewood,
dwarfed by nearly every kind of creature they encounter. While
they are quick and nimble, and possess an affable attitude,
they are not very strong, brave, or powerful on their own.
When they stand with a group, jerbeens are emboldened: the Size. Jerbeens have incredibly small and light bodies,
presence of others reassures them, granting them the courage standing between 2 and 3 feet tall, and weighing between 20
to face even the largest threats head on. They excel in team and 40 pounds. Your size is Small.
strategies, helping one another solve problems that could not Speed. Your base walking speed is 30 feet.
be surmounted alone. Standing Leap. Your base long jump is 30 feet, and your
base high jump is 15 feet, with or without a running start.
Community First Nimbleness. You can move through the space of any crea-
The communal slant of jerbeens stems from more than just ture that is of a size larger than yours.
their love of good company: jerbeen are kind and considerate Take Heart. You have advantage on Strength saving throws
creatures, known for their joviality and charm. Being small and saving throws against being frightened as long as you are
and not particularly strong gives them a perspective that allows within 5 feet of an ally who isn’t frightened or incapacitated
them to easily empathize with others, though not all jerbeens that you can both see and hear.
share this compassionate outlook. Some respond to the dangers Team Tactics. You can use the Help action as a
outside their community by becoming insular and fearing all bonus action.
non-jerbeens. Jerbeens value privacy, but true isolation from Languages. You can speak, read, and write Birdfolk
friends, families, or loved ones is considered to be the worst and Jerbeen.
possible fate a jerbeen could suffer.
JERBEEN TRAITS
Ability Score Increase. Your Dexterity increases by 2,
and your Charisma score increases by 1.
Age. Jerbeens grow quickly, reaching maturity around
5 years. They are the shortest lived of all the humblefolk races,
living just about 40 years.
Alignment. Being small and facing many threats in the
world, jerbeens are sensitive to the feelings of others, and tend
towards good alignments. They also lean more towards lawful
alignments due to their co-operative nature.
Resilient Opportunists
Mapachs are adept at surviving tough woodland condi-
tions, and at intuiting the right course of action when faced
with a problem. They are also inveterate opportunists. Some
may consider them brash, but mapachs know that opportu-
nities rarely present themselves and are quick to act on them.
Mapachs are alert and have a keen awareness of their surround-
ings. Only the truly foolhardy among them are taken in by
obvious traps.
Canny Craftspeople
One of the traits mapachs are most well-known for is MAPACH TRAITS
their ability to find a use for just about anything. This knack Ability Score Increase. Your Wisdom score increases
for creating functional or useful items out of debris, junk, by 2, and your Constitution score increases by 1.
or on-hand materials is known as “scroungecraft”, and is a Age. Mapachs mature quickly, reaching adulthood around
cultural staple among mapachs. This activity is considered an 8 years. Despite this they have fairly average lifespans, the
art form among mapachs, on par with the high art of other oldest among them living just past 60 years.
peoples. Scroungecrafting demonstrates creativity, ingenuity, Alignment. Mapachs don’t favor good over evil, with most
and resourcefulness, but is misunderstood by outsiders who choosing to remain neutral. They also lean towards
see it as primitive or crude. Genius ideas created by mapach the freedom of chaotic alignments.
hands frequently began as scroungecraft prototypes. Many who Size. Mapachs stand between 4 and 5 feet tall, and encom-
have built such interesting or unique creations achieve celebrity pass a variety of builds from svelt to wide, weighing between
status among mapachs, going on to showcase their skills in 90 and 160 pounds. Your size is Medium.
loosely-organized scroungecraft fairs. Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of
Hubs of Invention you as if it were bright light, and in darkness as if it were dim
Mapachs are often loners, but when they do establish light. You can’t discern color in darkness, only shades of gray.
communities with humblefolk or birdfolk, they have a habit of Mapachs are most comfortable under the cloak of night.
fostering innovation wherever they go. Mapach ingenuity was Expert Climbers. You have a climb speed of 20 feet.
responsible for the contraption upon which Alderheart’s pulley Resilience. You have advantage on saving throws against
system was based. The pulley system was so successful that poison and resistance against poison damage.
birdfolk perches beyond Alderheart have adopted Scroungecraft. You are proficient with tinker’s tools.
the technology. Additionally, you have the ability to construct crude but
functional versions of common items using materials present
in your surroundings. You may spend 10 minutes to craft these
materials into any tool or piece of adventuring gear worth 30
gold pieces or less. The item will be completely functional,
even capable of passing for a disguise (if you crafted an article
of clothing). Tools, along with any other item that would
logically break on its first use (caltrops, arrows), will become
useless afterward. Scroungecrafted items will otherwise last 1
hour before falling apart.
VULPIN TRAITS
Ability Score Increase. Your Intelligence score increases
by 2, and your Charisma score increases by 1.
Age. Vulpins mature at an average pace, and can be
comparatively long-lived. They reach adulthood at 15 years,
and live well past 90 years.
Suggested Characteristics
6 I have a bad habit that I picked up on the road.
Birdfolk who are grounded often find ways to cope with
their aversion to canopy life. Some have completely forsaken
their old lives in favor of new ones in undergrowth commu-
nities, while others keep ties with family and friends in the
perches where they were born.
1 I always second guess my choices. 1 I am incapable of action when I’m at great heights.
I have learned to not let the comments of 2 I lash out at the slightest insult.
2
others affect me.
I’m eager to show the benefits of my I keep a distance from others so they won’t learn
3 3
unique perspective. of my fears.
I’m slow to trust someone new, but open up 4 I project my insecurities onto others.
4
over shared hardships.
I manufacture difficult situations to prove 5 I am uncouth and mannerless.
5
my abilities.
I get embarrassed easily, even when someone 6 I find hard to trust other birdfolk.
6
tries to compliment me.
7 I will deny my fears to everyone.
WIND-TOUCHED
I want to see how others handle situations There are legends within the Wood, of birdfolk blessed
8 by the wind who are destined to soar over any and all obsta-
I’m afraid of.
cles. When a chick is born with special markings or unique
d6 Ideal feather patterns, or when they survive a dramatic childhood
Adversity. Others think of me as weak, but I event, some folks brand them “Wind-Touched”. Though a
1 will prove my worth with hard work and few dismiss the notion of the Wind-Touched as superstition,
determination. (Lawful) others heap reverence upon those believed chosen. According
to legend, one who is touched by the wind will never feel at
Encouragement. I try to seek out and support
2 ease anywhere but high in the forest canopy, with the wind in
others like me who are seen as outcasts. (Good)
their feathers.
Exploration. I yearn to experience unique cultures Skill Proficiencies: Acrobatics, Performance
3
and discover new places. (Chaotic) Tool Proficiencies: one type of wind Musical Instrument
Safety. In this dangerous world, it’s best to keep Languages: you can speak as well as understand Auran
4
your head down and stay cautious. (Neutral) Equipment: a wind Musical Instrument (one of your
Rebellion. Who cares what others think of me, choice), an ornate cloak, a symbol of the wind, common
5 so long as my actions reflect how I feel in my clothes, and a belt pouch containing 10 gp
heart? (Chaotic)
Compromise. The best way to respect each other’s
Title and Blessing
6 differences is to find a solution that For some birdfolk, the moniker of Wind-Touched
doesn’t exclude anyone. (Good) is merely a title, a symbol of their devotion to the wind
and the natural world. Others have been told since birth that
d6 Bond they were blessed by the wind, much in the way the Amaran-
thine Reya was in the old tales. Decide what your charac-
My family has been the subject of ridicule ever
1 ter believes, or roll on the table below to understand how
since I left my home perch.
they feel.
A bully from my childhood now holds a position
2 d6 Acceptance
of power in my home perch.
I follow the teachings of a wise outcast I met in I am truly blessed and have power over the
3 1
my travels. wind itself.
4 I feel kinship to a culture outside my own. I am devoted to the wind spirits, in action
2
and title.
I won’t tolerate anyone who insults me or
5 3 I believe in nature and goodness.
my friends.
I have found a new family on the forest floor, I will work tirelessly to earn the respect of
6 4
and they mean more to me than anything. those who give me this title.
4 I have no time for those who doubt me. 3 I blindly trust in the power of my blessing.
5 I seek out challenges to test myself. 4 I am overly concerned about how others see me.
6 I am better than everyone else. I will prove my worth, even if it means putting
5
myself and my friends in danger.
7 I avoid showing my power at all costs. I am burdened with responsibility, and find it hard
6
to make even the simplest decisions.
8 I remain humble despite my blessing.
AMBUSH PREY
2nd-level illusion
Casting Time: 1 action
Range:Self
Components:S, M (a broken twig)
Duration:1 hour
You channel primal predatory energies to perfectly conceal
your presence in order to surprise your target. You become
invisible for the spell’s duration, granting advantage on all
Dexterity (Stealth) checks to remain hidden. The invisibility
will last for the duration of the spell, however, moving 5 feet
or more from your position when you cast the spell will end
the effect.
As long as you remain invisible, the first attack you make
against any target who is unaware of your presence deals an
additional 1d6 points of damage. This attack ends the spell.
At Higher Levels. When you cast this spell using a spell
slot above 2nd level, the damage of your first attack increases
by 1d6 for every slot level above 2nd.
ELEVATED SIGHT
1st-level divination
Casting Time: 1 action
Range:Self
Components:V, S
Duration:Concentration, up to 1 minute
You cast your eyes skyward, granting you sight from a
higher vantage point. You project your vision to see through an
invisible sensor which appears in a spot up to 120 feet above
you. You can see through the sensor as if you were flying,
granting a full 360 degree view from its location.
The sensor moves with you, retaining its height in rela-
tion to you. You can use a bonus action to adjust the sensor’s
height, but only to a maximum of 120 feet above you.
While looking through this sensor you are blind, though
you can switch between seeing through the sensor or through
your own eyes at any time during your turn.
GLOBE OF TWILIGHT
3rd-level conjuration
Casting Time: 1 action
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 sphere
of night sky, dotted with miniature stars. The twilight
conceals your allies, but clearly illuminates your enemies.
The area affected by this spell is lightly obscured by
magical shadow, within which small constellations softly
twinkle. Aside from these stars, only light produced by
a spell of 3rd level or higher can properly illuminate any
area inside the sphere. Nonmagical light does not func-
tion inside the sphere, and all other forms of magical
radiance can only produce dim light in a 5-foot space.
SHAPE PLANTS
4th-level transmutation
Casting Time: 1 action
Range:Touch
Components:V, S
Duration:Instantaneous; Special, see text
You call upon gentle natural magics to alter the growth
of plants. Any plant life you can see within range that fits
within a 5-foot cube can take on whatever shape you desire. SPINY SHIELD
Additionally, if the plant is a bramble or capable of growing 1st-level abjuration
thorns, you may turn the affected area into difficult terrain, Casting Time: 1 reaction
causing 2d4 points of piercing damage for every 5 feet moved Range:Self
through the area you shaped. You may also increase or decrease Components:V, S, M (a small quill)
the number of flowers, vines, leaves, thorns, branches, or fruits Duration:1 round
produced by any plant you shape. An ethereal barrier of spikes, made of magical force,
After one hour, the magic of your spell fades, and the plant interposes itself between you and an attacker. Until your next
resumes its normal shape. If you can use speak with plants turn, when you are hit by a melee attack, the barrier reduces
(or a similar ability) to communicate with the plant, you may the damage your are dealt by 2d4, and deals the same amount
persuade it to retain its new form. Different plants have differ- of piercing damage to the attacker. The shield is ineffective
ent feelings and attitudes, and if the form is too different from against ranged attackers, but still provides a +2 bonus to AC
its natural shape it is likely to decline. If the plant accepts, at (treat as half cover) against them for the duration.
the GM’s discretion, it will retain the At Higher Levels. When you cast this spell using a spell
form you have sculpted it into, in which case the effect slot above 1st level, increase the spell’s effect by an additional
becomes permanent. 1d4 for every slot level above 1st.
At Higher Levels. When you cast this spell using a spell
slot above 4th level, the size of the cube of plant life you can
affect with the spell increases by an additional 5 feet for every
slot level above 4th.
VEIL OF DUSK
1st-level abjuration
Casting Time: 1 bonus action
Range:60 feet
Components:V, S, M (a pinch of soot)
Duration: C oncentration, 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 makes Stealth checks with advantage for
the duration of the spell.
I
n the beginning, there was only the sound of wings. Faint As every downbeat has an upbeat to follow it, so too will the
at first, the distant beats were easy to miss, but as time cycles of nature eventually start again—for even though the
passed they grew stronger, faster, until they could be heard Rhythm can be faint at times, it is everlasting and eternal.
across the great unending dark. Then, with a single flap, Every denizen of the forest, from the large to the small,
creation burst forth: fire, ice, air, water, soil and sky, all came from predator to prey, knows of The Great Rhythm: the
from the sound of feathers that resonated throughout the beating force that is the pulse of life itself. To the birdfolk, the
cosmos. This is the Great Rhythm, and by the Great Rhythm Rhythm began with the sound of beating wings, but other folk
are all things moved. The Rhythm tells the sun when to set, of the Wood tell that it began with the thundering of hooves,
and the moon when to rise. The Rhythm tells the seeds when the padding of paws, or with a tiny heartbeat. Birdfolk believe
to flower, the trees when to shed their leaves, and the snows that two great spirits emerged from the Rhythm. They were
when to fall. The essence of everything there is comes from the first Amaranthine: Ardea, whose wings usher in the dawn,
the Great Rhythm. One day, the Rhythm may cue the end and Tyton, whose wings are the shadow of night. They are the
of creation—but there will be no end to the Rhythm itself. avatars of life and death, and keepers of the Rhythm.
The Amaranthine are the gods of Everden. They are heritage. Belief in these Amaranthine is not as widespread, but
entrusted with maintaining the cosmic balance known as the their power is just as real.
Great Rhythm. Unlike gods in other settings, the Amaranthine The humblefolk Amaranthine are less cohesive, with each
rarely squabble with one another, for any strife between the having varied tales, origin myths, rather than a single origin
Amaranthine is a threat to the balance of nature itself. The story. Many fables are told of the humblefolk Amaranthine,
Amaranthine tend to keep to themselves, and rarely meddle in such as the time Kren tricked Gesme into dropping her
each other’s affairs. flaming staff to flush game out of a bush, or when Henwin
Though each Amaranthine is a powerful being in their own sheltered Gaspard from a great monster.
right, holding a great degree of autonomy over their dominion, To humblefolk who live outside of birdfolk perches, Ardea
each understands that they are but a small part of a greater and Tyton are known as Dawnmother and Nightfather. They
whole. Like the themes of a concerto, the Amaranthine are the are depicted in forms that closely resemble the features of the
harmonies that create the Great Rhythm. humblefolk who worship them.
In the perches, humblefolk Amaranthine tend to be
BIRDFOLK VS. HUMBLEFOLK viewed as a folk religion alongside the primary birdfolk
AMARANTHINE pantheon. Occasionally, perch-dwelling humblefolk will have
The Amaranthine are venerated by all races of Humble- small shrines in their homes, or in their shops dedicated to
wood, although birdfolk and humblefolk worship them differ- their Amaranthine.
ently. The five whose origins are described in the “Tales of the While these Amaranthine go largely overlooked by most
Amaranthine” (Altus, Clhuran, Gesme, Reya, and Hanera), are birdfolk, some who have taken the time to learn their legends
primarily worshiped by birdfolk, and they (along with Ardea pay homage to the featherless Amaranthine. This bothers a few
and Tyton) form the most common pantheon worshiped humblefolk, but the priests of these Amaranthine understand
across the Wood. that each one is but a reflection of the Great Rhythm, and
While humblefolk still recognize the birdfolk pantheon, welcome any birdfolk to learn from them.
most worship Amaranthine specific to their culture and
T
yton is depicted as an immense black barn owl. It for Altus, who resides there with Tyton for most of the year,
is believed he ushers the night in by spreading his only leaving to bring winter storms across the land.
wings over the sky. Tyton also governs time, memory, In addition to guiding the souls of the dead, Tyton is
and death. As the sun must set, so too must the light of life associated with the coming of old age, and the keeping of
give way to the darkness of the grave. Rather than being seen memory. When Tyton is invoked at funerals, it is to remember
as a frightful figure, Tyton is looked upon as kind; he greets those who have passed, and to recall their lives and deeds. He
the old, the frail, and those at the end of their lives as famil- watches the living, patiently observing all beneath him. Tyton
iar friends, guiding their souls peacefully back into the Great can learn all there is to know of your life by watching your
Rhythm, where they will be reborn, in time. dreams. Because Tyton watches the living from birth to death,
When not occupying the sky, it is believed Tyton resides in he is known as “Father Owl”.
the lands of death. Not an afterlife, rather this is a part of the Tyton frowns upon those who would seek to enslave the
Great Rhythm where everything is cold, dark, and eternally souls of the dead using necromantic magics, and those who
still. His abode lies beyond the parts of the Rhythm associated would desecrate the tombs of the deceased, as these actions
with life, a divide impossible for mortals to cross. Even other corrupt the natural cycle.
Amaranthine find travel to the lands of death difficult, except
H
anera is the birdfolk Amaranthine closest to She is celebrated at feasts, and during ceremonies involving the
nature. She holds dominion over all things that sharing of food.
grow within the earth. While Ardea is the animating Her generosity and kindness are renowned, as is her
force of life, Hanera is the guiding heart that gives life purpose intolerance for evil. It is Hanera’s will that evil be challenged
and meaning. She encourages birdfolk to see the world not wherever it is found. Not with violence, but with acts of
only from the treetops, but from the loam and compassion. Those who harbor darkness in their hearts require
all the tiny living things beneath. Everything, Hanera teaches, the warmth of friends, family, and shelter to heal,
is connected as part of a vast continuum of life stretching back and so Hanera teaches birdfolk never to give up on each other.
to the earliest ancestors. Even the most wicked among us can be healed with love.
Hanera is depicted as a pheasant with feathers that fade to Hanera is worshiped by farmers and druids, but many
green as they morph into plants and flowers. She is the patron clerics tend shrines in her honor, mostly in modest woodland
Amaranthine of the gallus, and is invoked when growing villages. Her holy symbol is often hung above the doorway,
anything from the soil. inside a home, to bless the dwelling and all those within.
As a spirit of both earth and hearth, Hanera governs
the bonds that connect people to one another and to nature.
H
enwin, the patron spirit of hedges, is venerated by possess traits of all genders. They are often depicted carrying
humblefolk of all kinds. They are the Amaranthine of a yellow rose, which is their symbol. When a yellow rose
balance, and teach that all things in the forest must blooms, it is said to be Henwin, blessing a forest with the
be respected, as all are connected in a great web of kindness. beauty of their quiet grace. These roses are often given as
It is thanks to the sun that the plants grow, and because the tokens of friendship.
plants grow, all living things have food. Decayed food turns Henwin teaches understanding, and respect for the web
into soil, which nourishes more life. The teachings of Henwin of kindness that connects all life. If death is dealt indiscrimi-
ask followers to take into consideration the many kindnesses nately, the web may become damaged. Although it is resilient,
which brought each of them into being and nourished them the web is still as fragile as one made from spider’s silk. It is the
throughout their lives. duty of all who follow Henwin to strengthen the web and to
It is only fitting, then, that Henwin is said to be a hedge- help maintain the balance which supports all living things.
hog who spends their life in the forest. Storytellers say that Henwin is followed by druids, who take the message of
they reside in an ancient part of the world, hidden from the nature’s web of kindness to heart. Henwin’s druids can be
eyes of most mortals, where they inhabit a tangle of roots from found protecting groves and leading communities, keep-
every forest that has ever grown. Here they tend to a garden ing both safe from those with harmful intentions. Priests of
of moss, fungi, and insects, helping to keep the living roots Henwin often invoke the Amaranthine Henwin’s name to
healthy. Henwin ensures that even the husks of withered plants protect the fauna, flora, and folk under their care. Gardeners
can provide for the vegetation and creatures who rely on dead honor Henwin by keeping plots filled with a diverse array of
things for sustenance. complementary plant and insect life.
Unlike other Amaranthine, Henwin is not described as
male or female. Being a spirit of balance, they are considered to
T
he Amaranthine of predation and guile, Kren is simply awoke when the Dawnmother and Nightfather set
portrayed as a great fox-like beast, whose form is creation in motion. Others believe she was the first vulpin,
usually obscured by shadows. The only known parts who ascended from an ordinary fox. As the story goes, Kren
of her form are her fangs and her eyes, glinting as they catch tricked the Dawnmother into allowing her to watch over the
the light. Kren appears in many tales, as often a villain as a Amaranthine’s two divine feathers. Kren ate a single feather
hero, and even then it is rare that her motives are laudable. and became the Amaranthine of guile. This is why the Dawn-
Yet, one can learn from Kren, for her stories often demonstrate mother only carries one feather in her beak.
how hubris can be exploited, how heroes can be laid low, and Kren isn’t worshiped in the same way as other Amaran-
how there is no weapon so deadly as flattery. thine. Rather, Kren is invoked in stories to teach the dangers of
The patron spirit of the vulpin, Kren teaches them to walk vainglory. Many outlaws keep shrines to her patronage. These
the line between savagery and sophistication, and how and individuals include thieves, smugglers, and purveyors of black
when each should be used. For many other humblefolk she market goods. Priests of Kren use her stories to teach others
demonstrates the value of cunning, showing that no creature is how to be crafty and cunning, but also to be cautious of the
so wise or mighty that they cannot be taken advantage of. wiles of others. There are those, however, who invoke Kren
Stories of her origin are often vague and contradictory. for dark rites and rituals to gain power for themselves. Kren is
A popular vulpin myth tells that Kren came from a time always ready to make bargains with such supplicants, but all
before life existed on Everden. That she was an ancient force, who do are fated to be devoured by her when their lives finally
ready to feast on a world full of new and fresh meat, who come to an end.
H
umblewood is a great and ancient land covered by a the Perch Guard, but while the city guards are vaunted as being
vast temperate forest. In some places, this forest is so among the best in the Wood, illicit activities continue under
old the trees dwarf even the tallest castles. In other the cover of darkness.
places, smaller trees provide food and shelter for the fauna and
folk of the Wood. Humblewood is named after the forest, but Wide and Tall
beyond the trees exist the towering range of The Crest moun- As Alderheart is massive, it is often difficult for visitors to
tains, the low-lying swamplands of the Mokk Fields, and the tell they are in a tree at all. The Great Tree City is divided into
rocky shores of the Talongrip Coast. three main levels where people live, work, and go about their
Many Humblewood locations can be encountered by play- lives: the canopy, the trunk, and the roots.
ing through the Adventure in the Wood portion of this book. The canopy contains Alderheart’s most iconic structures,
This section also fleshes out other locations, providing GMs including the chambers of the Birdfolk Council, the head-
and players alike with the tools to understand the places of the quarters of the Perch Guard, and the largest market in the
Wood and the people who live there. Wood. This market boasts boutiques where patrons can find
high-quality weapons, armor, and adventuring gear, the latest
ALDERHEART fashions, finest foods, and goods brought in from all across
Everden. Outside the main market, smaller shops peddle
the great tree city wares off the beaten path. Some contain enchanted goods at
Long ago, druids of the Wood learned how to speak with a bargain, though any Alderheart socialite will recommend
trees and use magic to shape them into shelters in which they sticking to the more respectable shops.
could make their homes. This process was considered deeply City gates, located at strategic points around the canopy,
respectful, as a tree could not be forced to take any shape are the only sanctioned ways to enter the city, and are moni-
it didn’t agree to. So it was that specialist druids, known as tored by Perch Guard watchposts. These gates are connected
shapers, became mediators between the will of the people to lower levels of the tree and the forest floor by large winding
and the will of the forest. Birdfolk shapers spoke to the tallest stairways that allow travel by foot. Vast infrastructures for
and most ancient tree in the Wood—Alderheart. The shapers transportation are common in the canopy. “Branchroads”,
obtained permission for birdfolk to build a home within Alder- specially-shaped wooden pathways, are the arteries of trade in
heart’s branches. Later, the great tree again gave permission to Alderheart. Along with rope bridges, these roads allow couriers
shape its trunk into homes for an increasing population. This to move goods from place to place using hand carts. Pulleys
burgeoning city took the name of the tree who so generously connected to raisable platforms are used to lift freight from the
provided a home for the people of the Wood, and Alderheart forest floor. In the outermost branches, where such infrastruc-
became Humblewood’s capital. Known throughout the region ture cannot be supported, gliding platforms provide birdfolk,
as the “Great Tree City,” Alderheart, is a vibrant place and a at least, with a means of crossing otherwise impassable gaps.
cultural center, home to thousands of residents, some regional Without the ability to glide, navigating this part of the capital
and some from the farthest corners of Everden. becomes increasingly dangerous.
Buildings in the canopy are made from a variety of materi-
Heart of the Wood als, including stone, wood, and brick. Most are stationed atop
Alderheart is home to every race of birdfolk and humble- reinforced platforms to keep them stable. The more impres-
folk. The thriving community attracts people from faraway sive homes are located in the Boughs District, just above the
lands, like traveling merchants, explorers, and foreign digni- market. Those on the outer branches tend to be made of wood
taries. Citizens of the Humblewood who don’t live in the city and have a more modest feel to them.
routinely journey there to trade goods, stock up on supplies, The largest section of the metropolis, the trunk, which acts
engage in artistic endeavors, or simply to catch up on the as an intermediary zone between the prosperous canopy and
latest news and gossip. Effectively everyone in Humblewood is the less affluent roots. Many humblefolk make their homes
connected to Alderheart. here, where there is stable floor beneath them.
Virtually anything can be found in Alderheart, if you The trunk can be one of the most confusing and disori-
know where to look. The majority of the city’s inhabitants enting areas of Alderheart for new travelers. Pathways split
are well-meaning, decent folk, but like any city there are dark and diverge, sometimes tapering off into nothing. Systems of
alleys and back rooms. Crime here is usually kept in check by specially-designed cold lanterns serve as signposts along the
T
he earth beneath Leya felt unusually warm. She The following chapter contains a full adventure set in
reached down to confirm and pulled back in pain Humblewood that takes characters from levels 1 to 5. This
immediately. Her feathers were seared slightly. The chapter is meant for the GM’s eyes only. It is recommended
season had been unusually dry, but this was a frightening that you read the entire book, including the Adventure in the
temperature. After a closer look, it seemed like the ground Wood chapter, prior to running it with your group. It is also
was glowing. assumed that you have read the 5th Edition Core Rules and
CRACK! Leya’s eyes went to the sound. The large tree Monster Books.
she’d played in as a child had fallen, and smoke rose from its
remains. “Go!” her mind yelled, and she listened, rushing
Information formatted in a box like this should be
towards home. “Get to them before—”
read out loud for players. This information is to be read
Suddenly, flames burst forth, travelling at an unearthly
when the party arrives at that point in the adventure.
velocity towards Leya’s perch. Her perch meant the world
to her, but in the vast expanse of the Wood it was small and
unimportant. Too insignificant for a Perch Guard outpost
of its own. Her heart tightened knowing the remote settle- Information formatted in a box like this is additional
ment wouldn’t be warned in time, and that aid would not background information used to help shape the
be close by. campaign. This information can be revealed to the players
Leya’s hands began to move without thought as she whis- when necessary.
pered the words of her grandmother. It wouldn’t be enough,
but she wouldn’t be able to live with herself if she didn’t try. Any monster or non-player character (NPC) stat block
When taught to her, the spell was meant to help farms through included in this book is identified by bold blue text. These
rainless seasons. It wasn’t intended to be used defensively. monsters can be found in Appendix A: Bestiary (pg.177)
Droplets of a lost cause formed between her fingers. and the NPC’s are listed in Appendix B: Nonplayer Char-
Conjured water fell to the ground, evaporating as soon as acters (pg.190). Any monster or NPC stat block in bold
it hit the steaming forest floor. As she concentrated, a strong purple text can be found using the 5th Edition Core Rules.
warm gust touched Leya’s face. It’s Altus, it must be! Leya NPCs with given names will appear in bold green text the
thought. The Amaranthine of storms was bringing rain to first time they are introduced to the players. Bold red text
quench this hateful wildfire. She looked to the sky, frantically references other sections within this book. Magic items and
searching for more signs of changing weather. spells will appear in italics. Those with an asterisk (*) beside
Barely able to register what she saw, her arms dropped to them can be found in Appendix D: New Magic Items
her sides in defeat. Flying balls of fire were filling up the sky. (pg.213) or Chapter 1: New Spells (pg.48) of this book.
A swarm broke off, headed in her direction. Leya sank to her Those without an asterisk can be found in the 5th Edition
knees, hoping with her last thoughts that someone would save Core Rules.
Humblewood before it all burned. The challenges in this adventure were created with a
balanced party of four players in mind. If your
FREE RESOURCES group has more or fewer players, consider
To supplement your Humblewood adven- adding or removing enemies in each encoun-
ture, handouts, maps, tools and more are ter. Try to ensure players feel challenged,
available at: but not overwhelmed. The adventure can
HUMBLEWOOD.COM/RESOURCES be played through in its entirety, or used
as pieces for your own custom campaign.
Appendix E: Random Encounters (pg.215),
as well as the Monster Cards, and NPC
Cards can be used to further flesh
out the game.
Ardwyn
TREASURE
The mapach bandits are wearing worn leather armor and
Fray
each one carries a poorly-kept short sword. If they are
defeated and searched, the party also finds a small coin
purse with 5 gp inside it.
If Fray is defeated. She is wearing a suit of studded
leather armor (obviously pilfered), and a finely crafted
Joining the fight, the bandit captain says, “Intrigu- shortsword with a rose insignia on the pommel. The sword
ing. You look like you might actually give me a proper is not magical, but it will sell for double the normal going
fight!” The vulpin smirks and draws her blade, tracing rate of a shortsword. Any lower level bandit who sees a
intricate patterns in the air as she rushes into battle. character wearing the sword will immediately recognize
it as a captain’s sword. So long as the sword is visible, all
Fray is a deadly foe, but she wasn’t prepared to have her bandits of a rank lower than captain will have disadvan-
heist interrupted. She won’t risk her life needlessly if the odds tage on any rolls made to oppose Charisma (Intimidation)
turn against her. If at least two of the mapach bandits go ability checks made by that character. The party will also
down, she will make a tactical retreat into the dense forest, find among Fray’s possessions 10 gp, and a map which
where she can easily disappear in the foliage. While escaping, has the location of a bandit camp marked (see Bandit
she will swear revenge and leave any unfortunate underlings to Camp, pg.110).
the party’s mercy.
The terrain is difficult for the party, but not for Fray, who Escorting Eliza
is familiar with the area. Any character trying to pursue Fray After defeating or bribing the bandits, the characters can
on foot will quickly lose her in the forest unless they can make help the beaten figure lying in the road to her feet. If they
a DC 15 Wisdom (Perception) check each round. The dense don’t engage with her immediately, have her grunt or whine
forest also makes gliding difficult. Most birdfolk can’t glide to attract attention. If they still don’t assist, the merchant
through the trees, but Small birdfolk characters can attempt to eventually sits up on her own. She is Eliza Pennygleam
glide after Fray, avoiding trunks and branches with a DC 15 (see Appendix B, pg.196), an eluran who hails from lands
Dexterity (Acrobatics) check. beyond Humblewood. It’s fairly common to see eluran traders
Failure on either the Wisdom or Dexterity check means in these parts, and the merchant is happy to explain that she
the character has lost sight of Fray and ends the chase for that has traveled here to set up shop.
character. A character successfully chasing Fray through the If the characters were defeated by the bandits, Eliza will be
woods means the party catches up with her, at which point she the one who revives them, healing each character for 2d4+2
will surrender. If four rounds have passed since her retreat, the hit points using the last of a supply of poultices from her small
party has lost Fray. hand-cart. She will curse the bandits who stole from her, but
Should the party choose to try and locate Fray by continu- will still be grateful to the party for their valiant efforts.
ing down the road, they will arrive at a clearing where a
river separates them from a dense forest on the other side. A “My whiskers, that was close! Thank you all for
heavy log sits with one end on riverbank and the other end protecting me and my cart. My name is Eliza. I’m on my
in the water, preventing the party from crossing the river and way to Alderheart by way of Winnowing Reach. Would
chasing Fray. you be kind enough to help me the rest of the way?”
Eliza
long, and can be escaped if the party is able to put considerable
distance between themselves and the ashy plain.
WINNOWING REACH
In case the characters are unfamiliar with the Wood, Eliza With the flaming bats behind the party, the rest of the trip
describes the road ahead. She explains that it works its way is uneventful. After a couple hours on the road, the village of
along the edge of Mokk Fields, a large swampland, before Winnowing Reach comes into view.
reaching Winnowing Reach, a small research outpost whose Entering the Reach, Eliza thanks the party and tells them
inhabitants study the slimes that live in the nearby caverns. that she will set up in the center of town to see what she can
Eliza’s plan was to stop briefly in Winnowing Reach, to sell sell or trade.
her wares and acquire new stock, before eventually making her
way to Alderheart. “Have a rest,” Eliza says. “You are going to need it
If the characters seem reluctant to aid her, she will entice for when you escort me to Alderheart.” She winks.
them by offering each character a single item from her cart in
exchange for their protection and company on the road—to be
awarded upon arrival. If Eliza promised the characters an item for accompany-
If the party decides to walk with Eliza, their movement ing her to Winnowing Reach, they can claim that now. Each
speed is reduced considerably as she pulls her cart behind her. player can choose a piece of adventuring gear worth 50 gp or
A strong character can offer to pull the heavy-laden hand-cart fewer as a reward.
instead. Succeeding a DC 12 Strength (Athletics) check keeps
everyone moving at regular traveling speed, while failure means “Come find me when you are ready to head north,”
the party continues slowly. she calls out as she walks away.
B-b-b-bats!
The road to Winnowing Reach keeps the party just out of
reach of the swamplands on the right.
If the party declines, the Magistrate can offer to use his The cave interior is dimly lit at best, with most of the natu-
position to get the party an audience with the Birdfolk Council ral light provided by glowing fungi that grows in the humid
in Alderheart. Certainly, they don’t think the Council will just environment. Ceilings in the tunnels are about 10 feet high
see just anyone, do they? Walden can write a letter of introduc- but can drop low enough in some places that Medium charac-
tion to help the party get an audience, but he makes it clear he ters will need to hunch. Many of the open areas have ceilings
won’t consider this until he is certain Kenna is safe. Should the that are 15 feet high unless otherwise specified.
party agree, Walden will express his gratitude, adding: The journey through the caverns can be made more
difficult by incorporating difficult terrain. It can take the form
of areas water-logged by the swamp seeping in or areas made
“Oh, and if along your way, you just so happen to slippery by dripping water and organic muck. While navigat-
reduce the local slime population, the Reach would be ing slippery areas at more than half speed, a DC 13 Dexterity
grateful for your service…” Somewhat unconvincingly, saving throw is required to avoid tripping and falling prone.
Walden adds, “Of course, Kenna’s safety comes first.” The slimes encountered within don’t attack with reason or
tactics. They lash out at the nearest target and attack until that
For the service of killing a few slimes, the Magistrate also target is subdued, even when assailed by multiple characters at
promises five gold pieces to each character. the same time.
Susan
The frogs are Tiny creatures with an armor class of 14,
but they only have 1 hit point. The frogs will retreat into the
pond’s depths at the slightest hint of trouble, and characters
require a DC 15 Dexterity (Stealth) check to attack them.
The last demon I summoned Refer to Fig. 1.3 for a map of Susan’s Hut.
wouldn’t stop talking... Using the Susan’s Hut map
Now that she has what she requires, Susan will start Determine where the player characters are positioned
the ritual. when the fight breaks out. Suggested starting positions for
the lesser demon and Susan are provided for ease of play.
Susan draws the curtains on her windows. The Should the fight spill outside, consider having the water
only light source in the hut is the eerie green glow that areas of the map be difficult terrain.
emanates from the mixture bubbling in the large snail
shell cauldron. Susan adds the final ingredients: first After a moment of trepidation, a lesser demon climbs
the herbs, which burn as they are incorporated into out of the cauldron, spilling the ritual mixture everywhere.
the mixture. This causes Susan to cackle with delight, Susan begins to ask the demon a flurry of questions. At first
while Normal clicks its mandibles cheerily. “O great the demon seems uninterested, and is unresponsive to Susan’s
spirit, heed my call!” Susan intones as she adds the frog inquiries. Suddenly, it attacks the nearest person wildly, which
spleens. “Rise and grant me the wisdom I seek!” The may be Susan or a party member. It behaves confused and
ritual ends with a flash, and a whoosh of air whips the feral, remaining on the attack until defeated, at which point it
curtains open. crumbles into ash that floats away mysteriously.
T
his part of the adventure introduces one of the great- remind the party to properly stock up before they depart.
est forces threatening the Wood: the Bandit Coalition, They can find any supplies they might need for their journey
which has risen up and gained power since the fires (rations, bedrolls, and the like) at the local general store.
first began to spread. The Coalition’s membership is comprised
mostly of humblefolk who, because of the fires, have been The Wood is Burning
displaced from small villages deep in the Wood. Their homes By this point, the party should have some idea of the
are generally less fortified than the birdfolk perches, and while effects of the fires on the Wood and its citizens. Provide
humblefolk refugees have sought shelter within Alderheart, more context as the party continues their travels by
many were refused entry due to overcrowding, and have turned describing scorched sections of the forest on the horizons,
to a life of banditry to sustain themselves. or the remains of burnt-down woodland villages.
The Coalition now represents a serious threat to the Wood,
These themes can be expanded upon by selecting encoun-
owing to the leadership of a scarred cervan warrior named
ters from the Road Encounters (pg.102) table (such as
Benna Seridan (see Appendix B, pg.193). Benna’s mission
emberbats, or bandits) to further illustrate the depth of
is one of revenge against the Birdfolk Council at Alderheart,
the chaos caused by the spreading fires.
but she also seeks to support all the forest-dwellers who
were displaced by the fires, many of whom now serve in the
Coalition. The party must defend Alderheart from the Bandit
Coalition, and will later be asked by the Council to help strike
a decisive blow against the bandit menace.
6 A traveling gallus druid is met on the You and your companions emerge from
road. She has a calm demeanour and the winding stairway up the trunk into a
will inform the party of The Tenders canopy filled with the bustle of city life.
(see Appendix B, pg.206), an orga- Buildings are located within the foliage, and
nization to which she belongs. She has crowded roadways are sculpted from the
two bags of poultice that she will sell for giant branches. The roadways are connected
15 gp apiece. Each can be applied to a with rope, wood bridges, and carefully
wound to heal 1d4 + 2 hit points. postioned platforms made of timber. Bird-
7 A small pool of water giving off mist folk guards, known colloquially as “the Perch
can be seen in a clearing. Disturbing Guard,” can be seen keeping watch through-
the pool reveals that the mist is actually out the city. Laborers operate pulley systems
steam and the water is scalding. that are used to raise carts to the
1d4 + 1 steam mephits appear and canopy platforms.
attack immediately.
8 A bandit’s net trap has been laid across
the trail and covered with leaves. It
can be spotted with a DC 15 Wisdom
(Perception) check. If characters walk
into it, the trap springs, and characters
must make a DC 14 Dexterity saving
throw to avoid getting caught. On a
failure, you can roll on this table again
to complicate the encounter.
1. Council Plaza
The upper levels of Alderheart’s canopy can be reached by a stairway
near the canopy market that leads up through a massive central pillar. This
is where all judicial and government buildings related to the oversight of
Alderheart and Humblewood can be found. Here, characters can find the
Birdfolk Council Chambers, a large domed structure nestled within the
branches. Next to it, there is a courthouse, a gaol, and the Perch Guard
Headquarters. All of these buildings are arranged around an open plaza
containing a large statue of a sera luma dressed in ceremonial robes. This is
an effigy of Speaker Ava, the Founder of the Birdfolk Council.
2. Canopy Market
This busy market in the canopy is where characters can find high
quality wares and imported goods from beyond Humblewood. Talented
weaponsmiths, armorers, and merchants of all sorts do business here.
There are also shops on the outskirts with truly unique wares. Eliza’s Empo-
rium (pg.106) is located in the canopy market, a little ways off
from the main thoroughfare.
3. The Boughs
An affluent neighborhood of high class homes. Many of Alderheart’s
aristocrats and high ranking city officials have residences here.
4. The Branches
A neighborhood made of modest homes, connected by wood bridges
and gliding platforms. This area is dangerous for non-birdfolk. Without the
ability to glide, a fall from here is almost certainly fatal.
5. Trunk Market
Lately, the number of folks residing in the trunk section has swelled
due to villagers escaping the fires. A hollow space, just a few minutes walk
from the trunk’s market, has become a shelter area for refugees, much to
the dismay of local merchants. The market area is overcrowded, and many
refugees are searching for work, begging for alms, or taking to thievery to
support themselves.
7. The Underfall
The roots are the slums of Alderheart, and within these shabby tunnels
characters will see destitute refugees and communities of locals living in
poverty. This is the best place to find criminal contacts within the city, as
well as fences who can help characters sell restricted goods or purchase them
at a heavily inflated price.
ELIZA’S EMPORIUM
elizas emporium
fig. 2.2
Speaker Bita
bandits to survive. The Magistrate may never hear from the
orphans again, but the party might meet the jerbeen orphans
again during an encounter with bandits.
Whatever the party decides to do, after confirming the
player’s actions through some of his connections in the city,
the Magistrate will tell the party they can expect to have their Overseen by Bita, the Council Speaker (see Appendix
audience granted the following day. B, pg.193), the Council is the ruling body of Humblewood.
Audience with the Council The Council has the authority to draft laws that affect the
entire Wood.
The members of the Council will gladly hear the party
The guard to your left roughly grabs the paperwork. out. Despite the dignity and formality with which they hold
“Let me see that.” After giving the scroll a very thorough themselves, each Council member cares deeply for the people
readthrough, the guard moves to the side, stiffens his of the Wood. They will listen carefully to the woes Meadowfen
back, and gestures towards the door. “Everything is in is facing, and will be saddened to hear of Ashbarrow’s destruc-
order here. Please join the other petitioners waiting to tion. If there are any other issues the party wishes to recount to
be summoned.” the Council, they will hear these as well.
After waiting for what feels like an eternity, another Use this pool of information to inform the
guard loudly calls your names and instructs you to enter Council’s behavior:
the chambers. ll The Council is aware of the spreading fires, but their
As you pass through the double doors into the primary concern is banditry jeopardizing the big city and
Council Chambers, you see a group of five stately bird- essential trading hubs. The bandit ranks have swelled of
folk arranged across elevated seats. Each council member late, and the Perch Guard can only be spread so thin.
has a tall podium in front of them, rising to just above ll The bandits have been rallied by a fearsome leader, making
their waist. A sheaf of papers is ordered neatly upon each them bolder than ever. Little is known about this leader,
podium. A circular aperture in the center of the ceiling but the Council has been able to corroborate that she is a
allows sunlight to shine in. A wise-looking bright gallus ruthless cervan female, named Benna Seridan, who holds a
raises a talon in greeting and addresses your party: “You great hatred for Alderheart.
now stand in the presence of the Birdfolk Council. I am
the Council’s Speaker, Bita. Please, state your case.”
This time, Fray will attack along with her wolf animal
companion, and a rough-looking jerbeen thief. The thief has
a scrap of cloth covering one of her eyes and one ear that looks
like it’s been cut with a knife. Fray and her retainer both have
magical items:
ll Fray has come into possession of a magical brooch, which
grants her resistance to all force damage and immunity to
the magic missile spell.
ll The jerbeen thief is wearing magic boots. She can click
her heels together as a bonus action to double her walk-
ing speed and, for the rest of the fight, cause opportunity
attacks made against her to have disadvantage.
ll A small box filled with an assortment of precious jewelry. ll Four light crossbows, each next to a full quiver of bolts, sit
Among them is a necklace of polished shells and pearls on a weapon rack, alongside a finely kept longsword and
worth 200 gp, and a high quality ring inlaid with gold and a halberd. This halberd is obviously one used by the Perch
polished wood worth 400 gp. The rest of the baubles will Guard, and even has divots on the top part of the haft
fetch 320 gp together on the market. where a banner could be affixed.
ll Two paintings of the Wood, one of the Mokk Fields at ll A suit of scale mail on the armor rack.
sunset, and the other of the sunrise behind Alderheart.
They are signed by an unknown artist. These were made by
an artist of uncommon skill, and can easily fetch 300 gp
each on the market.
The meeting hall was a part of the fortress long before the
bandits moved in. The stonework has aged, but is still of high
quality. This is where the denizens of the stronghold share
their meals, and the table near the northern wall is often stood
upon, and used to share stories of suffering as well as news of
successful raids.
Inside the meeting hall, a pair of veteran jerbeen guards
stand outside the entrance to their leader’s personal chambers.
These are Benna’s elite skirmishers. Each uses the stat block for
a jerbeen thief, but with the following changes:
ll They are wearing pilfered scale mail (AC 16).
ll They wield a rapier (which deals 1d8 + 2 piercing damage
on a hit) as well as a dagger (which deals 1d4 + 2 piercing
damage on a hit), and they can make one attack with each
as part of their attack action.
If a fight ensues, the noise will draw Benna from her cham-
bers (see Cut Off the Head, pg.121). Have her act immedi-
ately at the top of the round.
Benna Seridan
but revenge. She loathes the Birdfolk Council, whom she still
holds responsible for the deaths of her family and the destruc-
tion of her home. She also blames them for the suffering of all
Benna is a spirited and skilled foe, and will press the attack
even to her own detriment. If at any point the fight seems too
easy, add a patrol of two mapach bandits returning to report.
Benna will not flee, nor will she give up. The party will need
to render Benna unconscious if they wish to take her captive
and bring her to Alderheart to face the Council’s judgement.
Capturing Benna will allow the party to walk out of the
stronghold without a fight, as the bandits will not risk injury
to their leader.
If Benna is killed, the members of the Coalition will scat-
ter, taking what they can as they move to safehouses stationed
all over the Wood.
W
ith the Council agreeing to aid Meadowfen, and
the bandit forces dealt with, the Wood is enjoying
THE TENDERS
The Tenders (see Appendix B, pg.206) have been badly
relative peace. The party is free to engage in some
affected by the recent events in the Wood. The frequency of
downtime activities. Just remember that there may be a need to
the fires has their organization spread thin across the forest,
increase the challenge of the encounters listed here if the party
and the few who remain to tend the Scorched Grove itself are
reaches level 4 before this part of the adventure.
overwhelmed by an increase in the activity of the creatures that
In this part of the story, the party will receive an urgent
live there.
summons from the Council in Alderheart, who will explain
As the Grove has continued to spread via fires, new and
that a huge creature, about which little is known, has been
disturbing reports have poured in from Tender outposts. Enor-
spotted burrowing under the ashen fields of the Scorched
mous clouds of emberbats have been seen great distances away
Grove. This is an ashsnake, one of many new fire-aspected
from the Grove, and several strange creatures have manifested
creatures never before encountered in Humblewood. It was
through the power of elemental flame in this region. Many
brought to life as a manifestation of the great aspect of
Tenders have already lost their lives to the monstrous threats.
fire’s rage.
The aspect of fire has been stirring more and more since
its slumber was first disturbed, and fires began ravaging the
Wood. The appearance of these elemental monstrosities signals
that the aspect is close to fully awakening. Worse still, the
ashsnake roaming the Scorched Grove has started to make
things dangerous for the Tenders.
Having seen the party’s prowess handling the bandits, the
Council has sent for them to help put an end to this strange
creature. It has become clear to both the Council and the
Tenders that whatever has been happening in Humblewood
of late has its roots in the Scorched Grove. For the good of the
realm, the party will need to go investigate.
Future of the Coalition A frail young huden gallus stands on a crate in the
Alderheart will have changed since the character’s foray into market square, trying to catch the attention of the
the Bandit Stronghold, in ways that reflect the party’s choices. passing crowd. “The fires are spreading more and more
Below are the two most common ways this could play out, but by the day. We need help to quell the blaze! Please, join
details can be modified based on how players decided to deal with the Tenders and help us heal our Wood!” As he
with the events of Part 2: The Bandit Menace (pg.101). speaks, a shy looking sable luma stands awkwardly to
If Benna was reasoned with, the party will see a new the side of him. No one seems to be taking much inter-
uniformed force around Alderheart: the Wildwood Brigade, est in the gallus’ speech, and some are openly derisive.
into which the Bandit Coalition has begun to successfully
transition. They specialize in quickly mobilizing across parts of
the Wood the Perch Guard have trouble reaching. They have
already been of great help in extinguishing fires before remote
villages can be destroyed, and delivering supplies and aid to
villages damaged by blazes. Many members are humblefolk,
former refugees who use their knowledge of pathways under
the forest canopy to get where they’re needed in a short time.
The bandit stronghold in the Crest has been converted
into a supply depot and fallback point for the wounded. A
The gallus is named Havel of the Autumn Moon (see All those assembled clamor over each other, their
Appendix B, pg.207) and the luma is Tevor of the Spring pleas desperate. Some are urging for an immediate
Path (see Appendix B, pg.207). They both wear the robes removal of all Tenders from the Grove before more lives
of Tenders, though Havel seems to have more authority than are lost. Some are calling for a mobilization of the Perch
Tevor. Havel will recognize the party as the Defenders of Guard to meet the monsters head on. It seems everyone
Alderheart, and inform them that he had a friend in the cara- has an opinion and is fighting to be heard. Tevor and
van attack last month who survived thanks to their efforts. He Havel are here as well, standing patiently off to the side
has heard of the party’s deeds since they arrived in Alderheart, of the rabble.
and will admit to a bit of jealousy. He wishes he were able to
go out and help survivors of the fires across the Wood, but he
Shortly after the party enters, the familiar bright gallus
is frail and lacks the fortitude to work in such conditions.
seated in the middle of a long table at the front of the hall
Tevor seems incredibly nervous, and informs Havel that he
raises her feathered hand. This is Bita, the Council Speaker
wouldn’t be so quick to say things like that if he’d ever been to
(see Appendix B, pg.193). She waits patiently as many of the
the Scorched Grove. Tevor has been helping heal the Grove,
gathered birdfolk notice her gesture and fall silent. The silence
and will relate that lately things have been very difficult for
in the hall is almost overwhelming in its contrast to the noise
the Tenders there, with many being injured or worse due to
that filled it moments before.
monster activity.
Tevor was summoned to Alderheart by the Council just
like the party, but he isn’t sure why. It’s clear from the pained When Bita speaks it is not with a booming voice
expression on Havel’s face that there’s more to the story. A DC or harsh language. The sound of command and respect
14 Wisdom (Insight) check will reveal Tevor is lying. Tevor permeate her every word. She addresses you and your
won’t answer anymore questions about his summons, and companions simply. “Thank you all for heeding our
he will leave if pressed for information. So long as Tevor isn’t summons so quickly. The Wood is in great need, and
around, Havel can be made to divulge what he knows with a many of our Tenders have already paid the dearest price
DC 12 Charisma (Persuasion) check: Tevor only barely escaped to protect it. We hope you will hear our pleas and offer
an encounter with an unknown monster that has been hunting us your aid in this most dire of circumstances.”
Tenders in the Scorched Grove. Tevor doesn’t talk about it, but
Havel heard that Tevor’s instructor died.
Speaker Bita continues by describing clouds of ember-
Havel will share that he’ll likely see the party again soon,
bats, in larger numbers than have ever been seen. She speaks
since he and Tevor are both due to attend the Council cham-
of strange fire creatures sighted in the Wood, and how they
bers tomorrow.
have injured many travelers. She then talks about the missing
AN EMERGENCY SESSION Tenders and the reports of a huge, unknown creature stalking
When the characters enter the Council chambers they are the ash plains of the Grove. Something must be done, which is
met with an unusual sight: it is filled with people! Birdfolk, why the Council has called upon the help of the Defenders of
humblefolk, Tenders, and even a few people from beyond the Alderheart. Bita offers whatever information she can, but this
Wood have assembled here: creature is a new discovery and the Council has little to go on.
REACHING THE GROVE The ashsnake starts hidden in the ash. The first time it
attacks, read the following:
The aspect of fire is a primeval elemental whose very being different ability checks if they can come up with a unique way
thrums with rage. Try to avoid calling it the “aspect of fire” in for their characters to escape the threat. For example, distract-
front of your players, as this creature is currently unknown to ing the creature might be somewhat of a challenge, requiring
them. If a character wants to make an Intelligence (Arcana) a DC 14 Charisma or Intelligence (Deception) check, but
check to see if they know of it, a roll of 16 or higher would attempting to restrain it would be more difficult.
be enough for them to have heard of the aspect of fire through Once they have succeeded on the first skill check, have
scant tales and myths. The stories say that this creature’s sole each player make another skill check to determine how success-
desire is to consume, heedless of the destruction it leaves in its ful they are at fleeing as the creature continues to move toward
wake. Characters would not know anything more than this. them. Make this check easier or harder depending on how well
The aspect will immediately sense the party of intruders in players did on the first check. If players succeed at this check,
its Grove, and make for them at full speed. It’s obvious from their character flees at a sufficiently quick pace to avoid being
the size and power of this creature that taking it on would be in range of the creature’s attacks. Particularly dire failures on
folly. Be sure to communicate this to the players. However, this check could result in characters falling prone.
any party member who stays to make a noble sacrifice will As the aspect marches, it indiscriminately hurls massive
surely buy time for their companions to escape. boulders of magma and rock into the forest. Characters who
The party can make whatever plans they want, but the failed the second skill check have fallen behind and are in
shortest distance out of the aspect’s path is back into the range of these attacks. They must make a DC 15 Dexterity
forest toward Alderheart. Any other path out of the Grove saving throw at the start of each round. On a failure, they
would leave them exposed to the aspect’s march or ashsnakes take 16 (3d10) fire damage. On a success, they take half that
that could be following. The forest canopy should also provide damage. They may then attempt another skill or ability check
some cover from the creature, making the party difficult to flee out of the creature’s range. As above, be flexible here,
to target. and try to reward players for creativity while keeping the threat
Tevor will flee immediately into the forest, making to their characters believable.
his escape before the party can react. This is the simplest After about two rounds of pursuit, the characters should
way to resolve the matter, but if it makes sense within the notice that the aspect isn’t gaining as quickly, and after another
story, you can have Tevor sacrifice himself to buy the party round the characters will all have made it out of the crea-
time to escape, or to save a party member in the following ture’s range regardless. If any look back, all they will see is an
chase sequence. ominous red glow through the trees, and a plume of thick
Have the players describe how they would make their way smoke rising up over the horizon. From here the characters are
to safety. The easiest way to resolve this would be to have each free to make their way safely into the forest and back
character make a DC 14 Strength or Dexterity (Athletics) to Alderheart.
check to attempt to outrun the aspect. Allow players to make
N
ow that the aspect of fire has awoken from its long
slumber, it’s only a matter of time before it fully
AFTER THE ESCAPE
Be sure to allow the party some downtime after the events
replenishes. Once it does, the aspect will surely have
of Part 3: An Urgent Summons (pg.123) to prepare for the
enough power to reduce all of Humblewood to ashes.
journey to the Avium. The aspect of fire poses a great danger to
The seal which kept the aspect of fire sleeping beneath the
the Wood, but there’s still a good amount of time to deal with
Grove was broken by a corvum mage named Odwald Ebon-
the situation. If players feel pressed, have a messenger approach
hart (see Appendix B, pg.194). Odwald deeply regrets his
them with a missive from the Council, stating that the aspect
actions and blames himself for the spreading wildfires. In his
hasn’t moved from Scorched Grove, according to information
desperation, he has returned to the Avium, where he was once
obtained from the Alderheart observatory. Scholars cannot
a student, and disguised himself as a librarian in order to access
make any concrete predictions, but many theorize that the
its resources. Out of fear for what might befall the Wood if the
creature may need to remain near an area that is closely tied to
aspect is not stopped, Odwald has begun to secretly research
elemental fire magic.
the darkest of necromancies. He created a monstrous undead
creature known as a cobblefright, which he hopes will provide Traveling to the Avium
him with the key to stopping the elemental menace once and The Avium lies to the east of Alderheart. From special
for all. In so doing, Odwald has placed the Avium in grave observation platforms in the city, the gigantic floating struc-
danger, for his control of the monster is imperfect. Strange tures of the mage college can be seen rising above the trees
occurrences on campus have aroused the suspicions of a few of the forest. The College isn’t terribly far, but the roadway
students and professors that something isn’t quite right at the curves around the eastern forest in order to avoid the dangers
Avium. While the Dean, Gabe Windsworth (see Appendix which lurk there. This part of Humblewood is known to be
B, pg.202), doesn’t yet have any concrete information, he’s a nesting ground for forest prowlers, deadly predatory cats
hoping the party will be able to investigate and help him that grow leaves and vines on their fur to better blend with
uncover the mystery. This will lead the way to Odwald and his their surroundings.
dangerous scheme. Taking the road poses less risk, but it will cost the party
three days of travel to reach the Avium. The path through the
forest is much more dangerous and harder to navigate, but if
the party moves quickly they can cut down their time, making
it to the Avium in about two days.
Krall
where food, shelter, and medical supplies are available. It
seems like everyone is doing their part to keep the Wood
together in these trying times.
Random Encounters
If the party enjoys travel time and random adventures
on the road, use the Forest Encounters (Level 1-2) table You see a burly mapach with matted fur, missing in
(pg.216) to decide what they encounter. For each day of patches, sitting on the road ahead, casually picking his
travel, roll a d20, and on a roll of 5 or lower, roll on the teeth with a long, pointed dagger. He wears studded
encounter table to see what happens. Some of these fights leather armor and has a rapier sheathed at his hip. He
might be easy for a party of level 4 adventurers, so more eyes you maliciously as you approach, standing to reveal
enemies can be added to provide a greater challenge. that he is nearly six feet tall. “Well well, if it isn’t Alder-
heart’s lackeys.”
Optional Encounter: My Name is Krall
Not every bandit shares Benna’s idealism. A few bad seeds
will either use her death as an opportunity to promote them- Krall immediately attacks with his force. The thief supports
selves, or they’ll balk at the idea of a reformed Coalition and him in melee combat while his priest and the two mapach
splinter off into disparate groups. Use this optional encounter bandits stay in the forest and attack the party at range. Krall
to add danger to the route, and help illustrate the new threats will order Shyla to heal him if he is wounded, but otherwise
that have risen in the wake of the Coalition’s destruction she is free to attack using her own judgement, and support the
or transformation. bandits with her spells as needed.
These new bandits are no better than raiders, and they prey The dense forest provides a half cover bonus to anyone
on humblefolk and birdfolk alike. Among the strongest are within it, and creatures there can hide as an action on
forces led by a mapach known as Krall, the Scavenger King their turn.
(see Appendix B, pg.202). After hearing news of the party During the fight on his turn, Krall will boast:
traveling through his territory, Krall is interested in cementing
his reputation among the remaining raider factions by taking “If you thought Benna was tough, then you lot got
down the adventurers who either killed or turned Benna. no idea what you’re in for. I’ll show the whole Wood
Krall has a force of bandits lying in ambush in the how harmless you really are.”
surrounding forest. These include a jerbeen thief, two mapach
bandits, and his vulpin lieutenant: Shyla Denn (see Appen-
dix B, pg.208). This is a challenging fight, and if it looks like the party is
As the party approaches Krall’s trap, the forest seems eerily having trouble add some wandering Perch Guard NPCs to
quiet. Something is amiss. The bandits are well-hidden in the aid them. A force of three birdfolk skirmishers should turn
dark undergrowth, so rather than using passive perception, the tide in the party’s favor, but the guards will be focused on
have each character make a DC 16 Wisdom (Perception) check defending the party and won’t pursue Krall into the forest if
to spot the ambush. If anyone fails this check, they will spend he makes a run for it. Perch Guard forces should also come to
their first round surprised. Read the following: chase off Krall if he’s victorious, though he won’t stick around
for too long.
Arriving on Campus
The Avium is a remarkable structure, and as the party
approaches it, either from the forest or from the road, read
the following:
5. Dormitories
The central building houses dormitories for students and
faculty. The student rooms are near the lower part of the
tree, and are divided by an individual's standing within the
Avium, with those in their first year having rooms closer to the
ground. The faculty dorms rest above these, in areas off limits
to students.
6. Lower Library
The lower library consists of a series of rooms and corri-
dors, shaped from inside the tree’s stone roots. Unlike many
of the classrooms in the central building, which have been
remodeled, much of the lower library remains unchanged
since the days of the Avium’s founding. It contains the most
dangerous and rare books in the Avium, and only high ranking
faculty members and a few special guest researchers are privy to
the contents within. The sturdy stone shelves here are molded
from the same stone that makes up the floor. They tower with
Mordane
books and require little in the way of care beyond dusting
(though some sections are clearly overdue for it).
While Odwald wants to stop the party’s efforts, he knows … regardless of the origin of the Calamity, whether
just how much attention he could draw to himself if he acts or not the rumors of an elder elemental being hold any
out of character. He’ll guide them to the first three topics, but truth to them, a magical event of incredible significance
anyone looking for help acquiring information on Conju- is almost certain to have taken place. The calling of such
ration Magic will find Mordane busying himself with other elemental energies, whether through evocation or conju-
tasks, such as cataloging source materials and returning tomes ration, would require a mage of unparalleled skill, or an
to far-flung wings of the enormous underground library. entity of unfathomable power.
If what a player wants to research doesn’t fit into one of
these categories, either base the findings on what’s known
about the aspect (be careful not to give too much away), or
rule that while they located the tome they were looking for,
Elemental Creatures ll Finally, the party may come across a few burned pages
A fairly straightforward avenue of research, the library from an old tome. The pages are badly damaged, almost
holds a wealth of tomes on elemental creatures. However, as if they were saved from a fire, and are kept in a small
elementals of the size seen in the Grove comprise a narrow field magical field to prevent further disintegration. Their origin
of study, and a character researching this subject should be is unknown. The following passage can be made out:
able to find everything they need to know in about two days of
study. The following information can be found:
ll The most important thing they will learn is that elemen- “After its defeat, the aspect of ice lost a single
tals of this size are normally elder elementals, incredibly shard… the Borealus… was sealed away… A dance of
powerful beings that re-shape the lands in which they live fire and ice maintains the Wood’s balance… if the fire
through their sheer presence. These beings would require wanes, it must wane slowly, only then will its energies
advanced conjuration magics to summon. have time to ebb away…”
ll Many elder elementals have the traits of one or two
elements working in concert. Stories from across Humble-
wood tell of a fire and earth elemental who may have been Ashsnake Lore
involved in the calamity that birthed the Scorched Grove. The ashsnakes were thought to be new to Humblewood,
ll They’ll find this passage in an old book: but with a bit of poking around characters can find out
that the creatures may have appeared in the past.
Elemental creatures composed of fire that also Any player that spends the full amount of days research-
possess earth elemental traits tend to be incredibly ing Elemental Creatures or The Great Calamity, while
strong and durable, and do not appear to retain their also looking for information about ashsnakes, will find
vulnerability to cold-typed magics. However, cold-typed a few accounts detailing sightings of similar creatures
magic should theoretically be able to… around the time of the Great Calamity. Although the
ashsnakes are definitely related to the element of fire,
accounts do not provide enough information to tell
ll The following page is torn out. Read this when the torn
whether or not the creatures are elementals, and descrip-
out pages are found (see The Old Classroom, pg.149):
tions of them feeding run exactly counter to this notion,
as elementals require neither food nor drink to survive.
…slow such creatures down as it cools their molten
exterior, eventually encasing them in a shell of hard
earth and rendering them immoble. This is only tempo-
rary, however, and depending on the power of the crea-
ture, this immobilized state may only last for one hour.
Professor Revayne
in order to be ready for the next semester, but it would be a
great comfort to know the party has caught the creature he saw
before it can hurt someone. He will provide them with any
information he can before they leave.
If the party examines the outside of the trunk where Figory
saw the creature, a DC 15 Intelligence (Investigation) check A Disturbed Diviner
will be enough to uncover marks on the trunk’s surface, as well Professor Revayne is in his classroom, at a table specially
as a few pieces of bone peeking out of the soft earth. prepared for divination. He is performing some kind of ritual
The marks on the trunk are faded and subtler than one with a set of small animal bones when the party enters. The
would expect from Figory’s story. These are leftover from the interruption causes him to lose focus and curse at the party,
transmutation magic Odwald used to cover up the damage until he realizes they are the Defenders of Alderheart. Then,
done by his escaped cobblefright creation. Any wizard special- he is eager for their aid in convincing the Dean to mount an
izing in transmutation can instantly identify magical tampering investigation regarding the strange omens he keeps reading in
on the trunk upon examination. Such a character would also relation to the College. Instead of explaining further, Professor
be able to tell that whoever covered up these markings wasn’t a Revayne will demonstrate by performing the augury ritual now.
specialist transmuter: there are differences in the way the magic As he casts the magic, and throws a set of small animal
was used here, and a true master of this magical school could bones inside a prepared ritual circle, they begin to glow. A soft
have blended these markings seamlessly. The same information voice speaks, revealing a cryptic clue:
could be discerned by any other character with a DC 16 Intel-
ligence (Arcana) check.
The bone fragments on the ground can be identified A black heart lies among the white and gray, but in
as birdfolk bones with a DC 15 Wisdom (Medicine) or the dimness it is hard to say,
Wisdom (Survival) check, but the pieces are too small to Who is friend, and who is foe? The master weal, the
make out anything else. The bones feel strange to anyone monster woe.
holding them, somehow imparting a sense of unease. Casting
detect magic on the bones will reveal them to have a strong This is what the ritual has revealed every day for the last
aura of necromancy. few weeks. The professor is unsure what to make of it, but
he thinks the first line might hint that the threat comes from
someone people trust on campus: a student, or perhaps even a
faculty member.
Odwald Ebonhart
C hapter 4.4 | Mysteries of the Avium 149
THE SECRET LABORATORY
the secret laboratory
fig. 4.2
I
n this part, the party will learn how to quell the aspect of finished with their activities, the Dean will summon the party
fire’s rage, and of a dungeon hidden somewhere within to his office to discuss what he’s learned.
the Scorched Grove. There, a mystic staff known as the
Borealus* waits for someone worthy to wield its frozen power. ODWALD’S FATE
Once obtained, the Borealus can help the party seal the creature If Odwald escaped, the party will be told that there’s no
and its harmful energies away properly, healing the imbalance time to waste. The Dean has launched an investigation into
in the Wood. Not many know about the ancient myth of the Odwald’s lab, and his scribes are examining the materials
Borealus or its resting place. While Odwald Ebonhart (see left behind, but there appear to be some notes missing. It’s
Appendix B, pg.194) managed to theorize how one might probable Odwald took them with him when he fled. Odwald
use this item to re-seal the aspect, he isn’t sure how this would must be found (skip to Finding the Necromancer, pg.156).
work in practice, or if the Borealus even truly exists. Pursu- Since it’s likely that the party will need to form an alliance with
ing the staff is a gamble, but without any other recourse, the Odwald if he is captured, it’s recommended to read If Odwald
mythic weapon might be the last hope to save the Wood from was apprehended (pg.154). Much of this information will
fiery ruin. still be relevant later, so use it as a reference for character inter-
How this part of the adventure plays out depends on the actions with Odwald as the events of this part of the adven-
choices the party made up until now, beginning with whether ture unfold.
or not Odwald was killed, apprehended, or if he escaped in If Odwald was slain, the Dean will uncover some inter-
Developments (pg.152). esting information concerning Odwald’s background. He’ll
Unless Odwald escaped, give the players a few days of inform the players that Odwald is a member of the illustrious
downtime. The Dean will take the time to consider Odwald’s and noble Ebonhart family from Alderheart. He was an adven-
fate. If Odwald died, use the same downtime to allow the turer in his past, as well as an alumnus of the Avium. The Dean
Dean and his scholars to pore over the deceased Odwald’s appears saddened that such a prestigious scholar turned to the
notes as they try to discover what he was up to. During this dark arts. According to Odwald’s notes, he blamed himself for
time the party is free to avail themselves of the potions lab the awakening of the aspect, but the details of how Odwald
or the spell libraries on campus (see Exploring the Avium, might have been involved are unclear. Among them, however,
pg.137). Since the party can teleport back to the Avium are scrawlings of a prophecy predicting that a member of the
(unless they've been banned for life), use this time to deal with Ebonhart family would be the one to finally heal the Wood
character hooks or plotlines. After the party members have from the effects of the Great Calamity.
In his research, Odwald also found writings about a mysti- Odwald’s Story
cal artifact called the Borealus, which was hidden sometime If the party apprehends Odwald, once given leave to
after the Great Calamity. He discovered records of its creation, assist the party, Odwald will help them willingly. Time
penned by the wizard who crafted, stored it in the Avium’s has made him reflect on his actions, and he feels great
lower library. Using these valuable notes, Odwald theorized a shame. He is now committed to fixing his mistakes in
ritual that might utilize this artifact’s power to seal the aspect of the right way. Odwald will offer the party every assistance
fire. He had abandoned the ritual in favor of the cobblefright, they might require, and he will even share a bit about his
because he couldn’t ascertain whether or not the records of the background to any characters who are curious.
artifact were genuine. However, scribbles in the margins of his
During their travels, determine when it fits the narra-
notebook hint that he was considering contacting someone
tive flow for Odwald to share information regarding
he knew from his adventuring days to help him divine
his family, researching the Borealus, and his longtime
its location.
friend, Riffin.
At this point, the Borealus may be the best lead the party
has for a way to defeat the aspect. The Dean will ask them to When role-playing Odwald, remember that he is prideful
travel to Alderheart and speak with the companion mentioned and cowardly, but also intelligent and deeply concerned
in Odwald’s notes, a hedge witch named Susan of the Swamp for the well-being of the Wood. He sees everything that
(see Appendix B, pg.198) (if Susan is dead, see the Should has happened up to now as a personal failing, and while
the Worst Have Happened, pg.156). While they do this, he’s finally willing to ask others for help, in the end, he
the Dean will look over the formulae Odwald used, to see if he still feels responsible for the current state of the Wood.
might be able to perform this ritual. However, the ritual clearly
won’t work without the power of the Borealus (skip to Susan
the Seer, pg.161). Odwald’s Family
If the players wish to inform Riffin, the Ash-Knight Odwald is a member of the noble Ebonhart family, one of
(see Appendix B, pg.204) of Odwald’s demise, have them the founding families of Alderheart.
run into him in Alderheart. He is once again at the Wooden
Flagon, retracing his steps in the hopes of meeting Odwald “My family holds a generations-old prophecy that an
along the way. Riffin will be saddened to hear about the loss of Ebonhart will be the one to finally heal the Wood from
his friend, but he will remain confident that even if Odwald the Great Calamity that birthed the Scorched Grove. For
seemed bad, he had a good heart. Riffin will offer to help the many years I believed it would be me, but the more I
party in any way he can, something which may become neces- learned, the less I knew about the fundamental nature of
sary in Facing the Aspect (pg.172). the problem. Six months ago I was granted a vision. An
If Odwald was apprehended, the party will receive a entity visited me in a dream and imparted knowledge of
summons from the Dean to convene in his office. When the aspect’s existence. It showed me the location of the
the party arrives Odwald will be there, waiting beside Dean seal, and told me of the spells I might use to heal the
Windsworth. Odwald has some kind of silver bangles affixed Grove of the aspect’s influence once and for all.”
to his wrists, which the Dean explains are necessary to prevent
Odwald from using magic.
The old corvum wishes to pursue a lead that could reveal The entity that spoke to Odwald in his dream kept its true
the location of a magical artifact called the Borealus, a weapon form hidden. All he could hear was a voice that sounded very
that may seal away the aspect’s energies and return it to a old and felt wise beyond the understanding of any mortal.
dormant state beneath the Grove. It was a coincidence that He went to the conjuration circle in the Grove and found it
Odwald stumbled upon historical accounts of this artifact, unusually active, as if it was already weakening. He panicked,
and while he isn’t convinced it exists or whether the ritual he’s and used the spells he was shown to try and cleanse the aspect’s
created will work, it’s the only thing he can think of that might energy. Instead, the sigil flared up, and shortly thereafter the
stop the aspect from continually being reborn. fires began to spread.
The Council has granted Odwald permission to join the
party in order to follow up on this lead. He is to stay within
sight of the party at all times, until the aspect of fire has been
dealt with. Afterwards, Odwald must be brought to Alderheart
for trial and sentencing. Characters may have reservations
about teaming up with Odwald, but there’s no other choice.
The Dean is clearly suspicious of Odwald, but the necroman-
cer’s research has granted him a situational awareness that the
Dean would need time to grasp. Furthermore, Odwald’s past
experience as an adventurer means he knows his way around
the Wood. If Odwald attempts to flee, the party is to appre-
hend him at once and deliver him to Alderheart.
Should the Worst Have Happened water in the center of the circle, and requests silence while he
If Susan is dead, direct the party to Ardwyn, Elder of works. He will suspend the crystal over the bowl and begin to
Meadowfen (see Appendix B, pg.190) from Part 1: incant his spell.
The Adventure Begins (pg.86) instead. She was once
a formidable priestess of Tyton, and back in Odwald’s
The air in the room crackles with arcane energy as
adventuring days she was known as a talented seer. She
the pendulum swings back and forth over the bowl of
should be able to perform a similar ritual to guide the
water, which reflects the crystal above like a mirror. The
party to the Borealus’ resting place.
corvum’s eyes glow white as he casts a small pinch of
sand into the water. It ripples, and images begin to form
Leaving the Avium on its surface. As the pendulem is pulled strongly south-
When the party leaves the Avium, they should be armed east by an invisible force, you can see tree-farms, wagons
with knowledge about the terrifying and deathless nature of filled with goods, and corrals of giant insects. With a
the aspect of fire, but also with a clear view of its weaknesses. gentle “swoosh” the circle of chalk lifts from the ground
Depending on what happened to Odwald, they may have and disappears into vapour, returning both the bowl of
a sense of where to look for leads regarding the location of water and the professor to normal.
the Borealus.
Professor Revayne will inform the party that Odwald is in
FINDING THE NECROMANCER Brackenmill. This place appears to have personal significance
If Odwald escaped in Part 4, then the party’s next step to Odwald, though the professor can’t guess what it might
is to track him down before he can start more trouble. Have be. However, the professor is certain the necromancer’s form
Dean Windsworth or another character impress upon the party will be veiled in concealing magic. Professor Revayne will
that Odwald might have absconded with information from also impart that someone else in Brackenmill is looking for
the Avium that could help defeat the aspect once and for all. Odwald. There was a winged shield in his vision: the one who
Therefore, it’s important he be captured alive. To help the party bears this shield is the key to finding Odwald.
achieve this, the Dean will give them a pair of silver bangles, He will also remind the party that the augury he performed
which can be affixed to Odwald to prevent him from using in A Disturbed Diviner (pg.144) (“the master weal, the
magic. The party’s mission is still to quell the aspect, and while monster woe”) might mean Odwald is a potential ally. He’ll
Odwald must face justice, the safety of the Wood comes first. caution them against making any rash moves against Odwald,
Once they apprehend Odwald they are to return him to the as his vision gave him the impression the necromancer might
Avium for questioning. yet have a part to play in the fate of the Wood.
A Divination Ritual The professor will also provide the party with a gem of
seeing. This variant of the item grants only the effects of see
The Dean has informed his most learned professors of
invisibility rather than truesight, and it does not regain charges
the party’s situation, and many have offered to help in any
at dawn. Once all its charges have been expended it will
way they can. Particularly, the divination professor, Corvax
become a normal, non-magical gem. Professor Revayne will
Revayne (see Appendix B, pg.194), may be able to locate
point out that this item could come in handy if the necroman-
Odwald. The party can meet with Professor Revayne in his
cer attempts to use invisibility to escape (as he may have done
office, where he has already made the necessary preparations.
in their first encounter).
Inside this small office, the furniture has been Odwald’s Disguise
pushed aside to make space for an intricate chalk circle Armed with new knowledge, players can prepare to set
drawn with several flourishes on the flat stone floor. out from the Avium, though it will take about three days on
Professor Revayne, still sketching symbols around the the road to reach Brackenmill. Have this trip be uneventful
circle’s edge, is startled by your approach and immedi- in order to keep up the game’s pace, but hint at the growing
ately stands to address you. “Be careful! This circle must power of the aspect by mentioning that the air is much warmer
reflect the many threads of fate in order to show what is and drier than it was when the party began their journey. The
possible. Erase any of them and we risk inaccuracy!” He forest also appears quieter than usual as they travel. These are
then motions for you to move to the edges of the room. dire times indeed.
Since his escape from the Avium, Odwald has reached
Brackenmill, where he now weighs his options. His research
Once he finishes a few strokes, or fills in any lines a hapless has been set back to zero, he has none of his materials or labo-
character may have stepped on, grumbling as he does so, he ratory equipment, and while he harbors some idea of how to
will lightly hop into the center of the circle. He asks that stop the aspect he isn’t certain the artifact even exists, let alone
someone pass him his tools: a crystal on a string, a bowl of if its powers are truly as strong as he’s read. After having had
water, and a bag of sand, all of which are easily accessible on time to reflect, he is painfully aware of the danger he posed
the nearby table. Professor Revayne carefully places the bowl of to the innocent people at the College. He has also spotted his
A Confrontation
Once the party has unmasked Odwald, he won’t be able
to flee very far. He’s tired, ragged from stress, and filled with
doubt. If necessary, he will attempt to use the last of his
magic to escape. He will refrain from hurting the party and
simply look to make a bloodless escape. Odwald will try to “That’s quite enough, I yield,” the old corvum
turn invisible, or use suggestion or fear to attempt to slow down wheezes. “I can’t run from my fate any longer. Take
his pursuers or send them off-course. He’ll use counterspell or me away, I’ll come quietly…”
misty step against any spells cast to restrain him. If he escapes
the party, he’ll flee Brackenmill and run into the forest. What-
ever happens here, the commotion will attract the attention of Odwald will comply with the party’s wishes, letting them
the local Perch Guard. place the silver bangles on him, though he will insist on keep-
Odwald will flee until he reaches a clearing filled with ing his book of research notes. He intends to go peacefully and
dense and difficult forest terrain. This is the last stop for the cooperate with the Avium, and the notes would make far less
exhausted corvum, and once the party has dealt with any ill sense without his guidance. If questioned, Odwald will explain
effects caused by his magic, they should be able to track him what he was trying to achieve with his experiments, and why it
here. They’ll find him panting, out of energy, and trapped was so important to him that he be the one to stop the aspect,
by the difficult terrain. If the party manages to capture him but that he regrets everything. His actions have brought harm
sooner, Odwald will relent once it’s clear he cannot escape. to the Wood and its people. Depending on how much players
want to roleplay this, refer to the information presented in
Odwald’s Fate (pg.153) to further flesh out this interaction.
At some point, the Brackenmill Perch Guard will arrive,
drawn by the disturbance caused by Odwald’s flight and the
party’s pursuit. The party can easily explain the situation, and
once they present proof that they are working with the Dean
of the Avium (their amulets will do) the Perch Guard will
relinquish Odwald to their custody. Riffin, who accompanied
the guards, looking to help, will rush over to aid his friend,
regarding the corvum with a look of shock and confusion.
The ashes that cover the forest floor are cool, and possess
none of the supernatural properties that ashes within the
Scorched Grove have, but their presence here is disconcerting.
The forest is still, and the familiar sights and sounds of the
Wood are conspicuously absent.
A party member will need to make a DC 16 Wisdom
(Survival) or Intelligence (Nature) check to locate skyleaf
among the ash-covered foliage. This search can be done either
from the ground or in a tree, but once the leaf is located, a
character will need to climb up to retrieve it. Any character
attempting to climb a tree must make a DC 14 Strength
(Athletics) check, as skyleaf grows only within the highest
Buried in the Ash The pedestals rise from the earth, to a height of four feet.
In order to contain the tremendous ice-aspected energies The ones to the west, east, and south have distinctive carvings
of the Borealus, the Tenders created a dungeon hidden beneath and motifs, along with a domed receptacle on their top which
ash, and several magical defenses to keep the artifact out of opens like a mouth. The receptacles are large enough to fit the
mortal hands. The Elder Tenders of old needed to store the sprig of skyleaf. The fourth pedestal to the north is broken in
staff where the fire-aspected energies of the Scorched Grove half and exhibits obvious wear, as though it had been smashed
could serve to keep the Borealus’ dangerous energies seques- long ago. The pedestal in the center of the disk has no domed
tered. In times long past, Tenders wishing to join the leader- receptacle or motif carved, only an inscribed Druidic rhyme.
ship of their organization would come here to be tested for Druidic is a language known only by druids, but any character
their worthiness; this practice was ended when a breach of using the comprehend languages spell or a similar effect will be
the sanctum caused the Tenders to swear the location of the able to read this:
Borealus to secrecy and destroy records of its location. Only
scant myths and snippets of information escaped the culling. The cycle of nature is death and rebirth,
Eventually, the last of those who possessed actual knowledge of
the artifact died, and the dungeon has sat unused for hundreds forests to ashes and ashes to earth.
of years.
The Borealus lies at the lowest level of the dungeon, where Stand in the compass and your proof there deliver,
the flame energies are strongest. It is safeguarded by an ancient
treant called Oakheart (see Appendix B, pg.203). He is a to the cleanser of forests, the sapling’s life-giver.
sworn guardian, who was given instructions to only allow the
Borealus to pass into the hands of one who understands and is
committed to keeping nature’s balance. The motifs carved into the three intact pedestals represent
The party should arrive at the frog-shaped rock after a few elemental forces of nature. The one to the west has motifs of
hours of travel through the Grove, but they need to figure out waves and rain clouds, the one to the east has gusting winds
how to locate the dungeon’s entrance. Without the proper key, and blowing leaves, and the one to the south has flames and
the entrance to the dungeon will not reveal itself. Read the smoke plumes. Upon closer examination, the broken pedestal
following if the party is carrying the sprig of skyleaf with them: has worn geometric motifs, depicting fallen trees on fractured
ground, most likely representing earth. At least one party
member must stand in the middle of these pedestals when
As soon as you and your companions arrive at the placing the skyleaf sprig into a receptacle. Whether or not the
frog-shaped rock formation, the ground begins to quake. party chooses the correct answer, nothing will happen if no
Five pedestals emerge from the ashes, one at each cardi- one is standing in the center of the “compass” when placing
nal point around a flat disk that rises in their center. The the sprig inside a receptacle.
fifth stands in the middle of the disk. One of the four
outer pedestals is broken.
As Oakheart speaks the light from his bark dims, and his
flame-leaves fade, leaving behind a large blackened tree amidst
the chamber.
TREASURE
The party receives the artifact they came here for:
the Borealus*.
Once the party has acquired the Borealus, have them return
to Alderheart.
THE CHASE
Before the characters can do battle with the aspect of fire,
they must find a way to lure it out of the forest toward the
Scorched Grove. This is necessary not only for the ritual, but
because the abundance of available fuel in the forest makes the
aspect functionally invincible there. Consider having a scout
report that the aspect seems to flare up as it burns through the
forest, as players may be unaware that the aspect can heal itself
using the trees it consumes. While not a vital clue at this stage,
this information about the aspect is essential to the fight.
If not given the hint, players will have to deduce why the
aspect is not weakening when fought in wooded areas.
If Riffin volunteered to lure the aspect of fire into
the Grove, skip to Facing the Aspect (pg.172).
If Riffin wasn’t around to volunteer, the player
character who volunteered to bait the aspect will
accompany a unit of Perch Guard or Wildwood
Brigade scouts into the part of the forest where the
First, what happens here will be decided by whomever was If a character lured the aspect have them arrive along with
luring the aspect. If it was Riffin, read this: Riffin, and with the aspect in tow. Give the injured character a
chance to be healed. An NPC will act at the top of the round
by rushing over and casting a cure wounds spell at 3rd level
The ground begins to quake, softly at first, then
on the injured character (assume a Wisdom modifier of +3
heavier and more rhythmic, until Riffin can be seen
for the spell) before retreating. The NPC can either be Tevor
dashing hurriedly through the treeline toward the party.
(if he’s alive), Havel (if not performing the ritual), or another
A moment later, the trees erupt in flames as the aspect
NPC Tender.
bursts through the forest, leaving cinders in its wake.
It seems to recognize you, and bellows in fury as
it advances.
a
forms. While the blazing light emanating from their empty eye Ashnakes use the mounds of ash and dust in the Grove to
sockets makes it appear as though ashsnakes can see, they rely conceal their presence, allowing them to close in on unwary
entirely on vibrations to assess their surroundings. prey and ambush them. While not particularly intelligent,
ashsnakes possess predatorial cunning and survival instincts
a
eerily reminiscent of the fauna that inhabited the Grove before
its burning.
a
huge monstrosity, unaligned Ashsnakes have no ability to detect sights and sounds in
a traditional sense. They are, however, adept at sensing even
Armor Class 14 (natural armor) (18 while under ash) the smallest vibration, and the slightest footfall is enough to
Hit Points 67 (7d12 + 21) draw their attention. Some scholars believe it may be possible
Speed 40 ft., burrow 30 ft.
to “disappear” from an ashsnakes “vision” by standing perfectly
still, but finding volunteers to confirm this theory has under-
a
STR DEX CON INT WIS CHA standably proven difficult.
16 (+3) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 4 (-3)
Damage Vulnerabilitiescold
Damage Resistancesfire
Sensesblindsight 30 ft. (blind beyond this radius),
tremorsense 60 ft., passive Perception 11
Languagesunderstands Ignan, but can’t speak
Challenge4 (1,100 XP)
Actions
Multiattack. The Ashsnake can make one bite attack and
either one Constrict or Crush attack each round.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 8 (1d10 + 3) piercing damage.
Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 11 (2d8 + 3) bludgeoning damage and the target
is grappled (escape DC 14). Until the grapple ends the
target is restrained and the ashsnake cannot constrict or
crush another target. The ashsnake can release the target
a
at any time during its turn.
a
arise from the flames. If this otherworldly power spreads across
enough energy to completely break the mystical fetters that tie the forest unchecked, all of Humblewood might suffer the fate
it to the Scorched Grove, it will be an unstoppable force that of the Scorched Grove.
could very well bring fiery ruin to all of Humblewood.
a
aspect of ,fire Fuel for the Fire. The aspect of fire doesn’t treat plant life
as difficult terrain. Whenever the aspect begins its turn in
a
gargantuan elemental unaligned a space of plant life that provides cover, it burns the plant
life away from all spaces it is currently occupying, healing
1d4 hit points for each 5-foot square of such plant life it has
Armor Class 15 (natural armor) consumed. If it heals for 17 or more damage in this way, it
Hit Points 174 (12d20 + 48) flares up, recharging its magma throw action.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The aspect makes two molten fist attacks.
21 (+5) 13(+1) 18 (+4) 6 (-2) 15 (+2) 14 (+2) Molten Fist. Melee Weapon Attack: +9 to hit, reach 15 ft.,
a
one target. Hit: 16 (2d10 + 5) fire damage.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Saving Throws W is +6
target. Hit: 20 (3d10 + 5) fire damage. The target must
Damage Resistancesbludgeoning, piercing, and slashing
from nonmagical weapons succeed on a DC 17 Constitution saving throw or be
knocked prone.
Damage Immunitiesfire, poison
Condition Immunitiesexhaustion, grappled, paralyzed, Magma Throw (Recharge 5-6). The aspect hurls a ball
petrified, poisoned, restrained, unconscious of molten rock. Choose a location within 60 feet of the
Senses darkvision 120 ft., passive Perception 12 aspect. All creatures within 15 feet of the target location
LanguagesIgnan must make a DC 17 Dexterity saving throw. On a failure,
Challenge 12 (8,400 XP) a creature takes 22 (4d10) fire damage. On a success, the
creature takes half as much damage.
Unnatural Life
Animated skeletons are common among the prac-
titioners of the necromantic arts. Even at the Avium,
where necromancy is forbidden in practice, it is taught
in theory. A common exception is the use of animated
skeletons for menial tasks around the college. The
reanimation of birdfolk who did not give their express
consent in life is seen as a violation of their memory, so
these skeletons usually consist of former college staff
who desired to stay and help long past their own time.
Not all scholars agree that even this relatively benign
form of necromancy should be allowed, while others
don’t see why permission from the dead should be
necessary, believing that “dead is dead”. Though the
consent policy remains in place, heady debates over the
ethics of certain forms of necromancy have resulted in
a
the shunning of more morally flexible scholars.
COBBLEFRIGHT
Cobblefrights are undead monstrosities created
a
through dark necromancy. Rumored to have been orig-
inally devised by the mad necromancer Lathrus of the
birdfolk skeleton Night’s Call, cobblefrights are made by linking several
a
birdfolk skeletons together to form one frightening
,
medium undead lawful evil
creature with enhanced physical properties. Among
those who have studied Lathrus’ research, only the
Armor Class 12 (natural armor)
Hit Points 13 (2d8 + 4) most reckless have tried to create a cobblefright of their
Speed 30 ft. own, often to disastrous effect.
Horror of Horrors
STR DEX CON INT WIS CHA
a
Cobblefrights are generally pieced together from
11 (+0) 15 (+2) 14 (+2) 7 (-2) 8 (-1) 4 (-3) the skeletons of five or six birdfolk. The combination
of multiple bodies allows not only for a larger and
Damage Vulnerabilitiesbludgeoning more robust design, but also vastly increases the quan-
Damage Immunitiespoison
Condition Immunitiesexhaustion, poisoned tity of necromantic energies cobblefrights contain. This
Sensesdarkvision 60 ft., passive Perception 9 increased capacity for power provides cobblefrights
Languagesunderstands Auran and Birdfolk, with tremendous strength, as much as a dozen birdfolk
but can’t speak combined. It also grants cobblefright bones greater
Challenge1/4 (50 XP) durability. Their remarkable power and resilience is
somewhat of a double-edged sword, as cobblefrights
Talons. The birdfolk skeleton has advantage on Strength also require a large amount of necromantic energy to
(Athletics) checks made to climb any surface its talons
could reasonably grip. be sustained. The surviving records of
cobblefright creators note that, quite unexpectedly,
Actions the creatures developed the ability to drain the life
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., force of other living beings, replenishing their own
one target. Hit: 5 (1d6 + 2) piercing damage. energy in the process. This makes cobblefrights useful
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one as independent sentries, so long as they have a steady
target. Hit: 4 (1d4 + 2) piercing damage. supply of living beings to fuel them.
a
life energy.
a
Cobblefright is near enough to move to and attack, the cobblefright
attacks an object, with preference for an object smaller
a
,
large undead chaotic evil than itself. Once the cobblefright goes berserk, it contin-
ues to do so until it is destroyed or regains all its hit points.
a
10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
19 (+4) 11 (+0) 16 (+3) 6 (-2) 8 (-1) 5 (-3) Grab. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature not grappled by the cobblefright. Hit: The target
is grappled (escape DC 15). The cobblefright can grapple
Saving Throws Con +6, Wis +2
up to 2 targets at once. Once at the start of its turn for
Damage Immunities poison
each target it has grappled the cobblefright can squeeze
Condition Immunities charmed, exhaustion, poisoned
its victim. The target must make a DC 15 Strength saving
Senses darkvision 60 ft., passive Perception 9
throw, taking 13 (2d8+4) bludgeoning damage on a
Languages understands Auran, Birdfolk, and any other
languages it knew in life, but can’t speak failed save.
Challenge 5 (1,800 XP) Soul Siphon. One creature the cobblefright has grappled
must make a DC 14 Constitution saving throw, taking
11 (2d10) necrotic damage on a failed save, or half that
Berserk. Whenever the cobblefright starts its turn with 40 amount on a success. The target’s hit point maximum is
hit points or fewer, roll a d6. On a 6, the cobblefright goes reduced by the amount of necrotic damage taken, and the
berserk. On each of its turns while berserk, the cobble- cobblefright regains hit points equal to that amount. The
fright attacks the nearest creature it can see. If no creature reduction lasts until the target finishes a short or long rest.
a
Colonies of Combustion animal companions,
Emberbats are most often seen flying in clouds consisting especially to masters
of many different families acting in unison. The bats perform who journey into
virtually every task as a cohesive unit, from flying to hunting dark places.
a
to nesting. The real threat they pose lies in the remarkable
coordination of their colonies.
Swarm of Emberbats
a
Alone, an emberbat is no more dangerous than a candle.
a
But together they have the potential to burn like a pit of hot
medium swarm of tiny beasts, unaligned
embers, and can easily set dry tinder ablaze. When a colony
a
Armor Class 12
Hit Points 22 (5d8)
Speed 0 ft., fly 30 ft.
Emberbat
a a
tiny beast, unaligned STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 3 (-4) 10 (+0) 5 (-3)
Armor Class 12
a
Hit Points 2 (1d4) Damage Resistances b ludgeoning, piercing, slashing
Speed 5 ft., fly 30 ft. Condition Immunities c harmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses b
lindsight 60 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages -
2 (-4) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 5 (-3) Challenge 1 /2 (100 XP)
Sensesblindsight 60 ft., passive Perception 11 Echolocation. The swarm can’t use its blindsight
Languages- while deafened.
Challenge0 (10 XP) Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing.
Echolocation. The emberbat can’t use its blindsight while Flame Essence. Any creature that starts their turn within 5
deafened. feet of the emberbat swarm must make a DC 10 Constitu-
Keen Hearing. The emberbat has advantage on Wisdom tion saving throw, taking 2 (1d4) points of fire damage on
(Perception) checks that rely on hearing. a failure.
Ember Flame. The emberbat can create a flame from its Swarm. The swarm can occupy another creature’s space
nose at will. It sheds bright light in a 5-foot-radius and dim and vice versa, and the swarm can move through any
light in another 5 feet beyond this. This effect lasts until opening large enough for a Tiny bat. The swarm can’t
it is dismissed, which the emberbat can do at anytime. regain hit points or gain temporary hit points.
When lit, the flame also provides a small damage boost to
the emberbat’s bite (already included in stat block). Actions
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
Actions creature in the swarm’s space. Hit: 5 (2d4) piercing
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one damage, or 2 (1d4) piercing damage if the swarm has half
target. Hit: 1 piercing damage plus 1 fire damage. of its hit points or fewer.
a
fur, are trophies that showcase one’s prowess and skill.
a
Forest Prowler
a
,
large beast unaligned
a
Speed 40 ft., climbing 40 ft.
a
“Did you see that?
Actions
a
are more than the mere beasts travelers may mistake them for.
( ),
small fiend demon chaotic evil
Covered in rocky protrusions that serve to protect as well as
camouflage them, mountain lions possess special powers as a
Armor Class 13 (natural armor) result of their ties to the elemental earth of their territory.
Hit Points 22 (4d6 + 8)
Speed 30 ft.
Mountain Stalker
Mountain lions live and hunt in their craggy mountain
STR DEX CON INT WIS CHA homes. They are natural climbers and prefer to ambush
11 (+0) 15 (+2) 14 (+2) 5 (-3) 8 (-1) 3 (-4) unsuspecting prey rather than engage in prolonged chases
across the treacherous cliffs. A pride of mountain lions is led
Damage Resistancescold, fire, lightning and protected by a large female. Males compete for the right
Damage Immunitiespoison to mate, and work together as a hunting party. While not as
Condition Immunitiespoisoned
Sensesdarkvision 60 ft., passive Perception 9
adept at pack hunting as wolves, a few mountain lions work-
LanguagesAbyssal ing in tandem can take down dangerous creatures of unusual
Challenge1 (200 XP) size, including basilisks and griffons.
Actions Roar of the Earth
Multiattack. The demon makes two attacks, one with Owing to the magic of the elemental earth, mountain
its bite and one with its claws. lions can gain limited control over nearby rocks with their roar.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Using this ability, they can cause rockslides to hinder their
one target. Hit: 5 (1d6 + 2) piercing damage.
prey’s escape or inflict critical damage. The ability takes a great
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) slashing damage.
deal of energy, so many mountain lions use it sparingly, know-
Foul Odor (1/day). The demon emits a cloud of poisonous
ing it will be some time before they can call upon it again.
gas that fills a 20-foot sphere and persists for 1 minute
until it disperses into the surrounding air. The cloud
spreads around corners, and the affected area is heavily
obscured. Any creature that is completely 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 crea-
ture spends its action on that turn retching and reeling.
Creatures immune to poison are immune to this effect. A
moderate wind (at least 10 miles per hour) disperses the
cloud after 4 rounds. A strong wind (at least 20 miles per
hour) will disperse it after 1 round.
LESSER DEMON
For those still new to the art of summoning, a
fumbled attempt to conjure forth an entity of great
power often results in the appearance of a lesser demon
in its place. These beings are lowly, vexing creatures,
eager to sow discord wherever they have been called.
a
,
large beast unaligned
a
Speed 40 ft., climb 30 ft.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) slashing damage.
Call Avalanche (Recharges after a Short or Long Rest).
With a mystic roar, the mountain lion can call down the
very rocks. So long as it is in mountainous terrain, it can
use its action to cause a rockslide to fall within a 15-foot-
radius of a space it can see within 60 feet. Creatures in this
area must make a DC 12 Dexterity saving throw, taking 13
(3d8) bludgeoning damage on a failure and half as much
on a success.
a
“The results of their roar can
have quite an impact on adventurers.”
a
In addition to being an important part of the ecosystem, Many would-be heroes have met a slow, grim demise after
many slimes are either naturally magical, or yield organic being engulfed by these strange creatures.
materials which are in high demand among mages, scholars,
and researchers. While slime hunting is a dangerous under-
a
taking, the perch of Winnowing Reach was built on the labor
of so-called “slime-wranglers”, whose skill collecting valuable
residue from live slimes is directly responsible for transforming
Caustic Slime
a
the once minor outpost into a thriving site for
medium ooze, unaligned
scholarly innovation.
Three main types of slimes have been classified, but as
Armor Class 8
magical creatures with strange properties, it’s speculated that Hit Points 22 (3d8 + 9)
more elusive slime species might exist somewhere in the Speed 20 ft., climb 20 ft.
remote swamps. The three documented types are: caustic
slimes, shifting slimes, and sticky slimes.
STR DEX CON INT WIS CHA
a
15 (+2) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 1 (-5)
Damage Immunitiesacid
Condition Immunitiesblinded, charmed, deafened,
exhaustion, frightened, prone
Sensesblindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages -
Challenge1/4 (50 XP)
Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) points of acid damage.
Reactions
Split. When a slime that is Medium or larger and has 10 or
more hit points is hit with slashing damage, it splits into
two new slimes. Each new slime has hit points equal to
half the original slime’s, rounded down. New slimes are
one size smaller than the previous size.
a
subterranean darkness, though these strange creatures are the rarity of shifting slimes, only a handful of people have
known to leave trails of bioluminescent residue to lure in prey. witnessed these changes. But, over generations, skilled
slime-wranglers have managed to record which color a shifting
slime will turn in response to different types of magic.
a
shifting Slime DC 13 Constitution saving throw at the start of each of its
turns taking 3 (1d6) acid damage on a failure. If the shifting
a
large ooze, unaligned slime used its adaptive ability to become immune to a
damage type, the damage dealt to the target on a failed
save becomes that type instead. The shifting slime can
Armor Class 9 have only one target swallowed at a time.
Hit Points 31 (3d10 + 15)
If the shifting slime dies, a swallowed creature is no longer
Speed 20 ft., climb 20 ft.
restrained by it, and may move freely as the body of the
slime quivers and neutralizes into an inert puddle of goo.
STR DEX CON INT WIS CHA
a
14 (+2) 8 (-1) 20 (+5) 1 (-5) 6 (-2) 1 (-5) Reactions
Split. When a slime that is Medium or larger and has 10 or
more hit points is hit with slashing damage, it splits into
Damage Immunities S pecial; see Adaptive ability two new slimes. Each new slime has hit points equal to
Condition Immunities b linded, charmed, deafened, half the original slime’s, rounded down. New slimes are
exhaustion, frightened, prone
one size smaller than the previous size. New shifting slimes
Senses b
lindsight 60 ft. (blind beyond this radius), passive each have the same damage type immunity as their
Perception 8
parent slime and retain the Adaptive ability.
Languages -
Adaptive. Each time the slime is hit by a spell that deals
Challenge 1 /2 (100 XP)
damage, it can become immune to that damage type
for 1 hour. When the slime changes the damage type it’s
Amorphous. The slime can move through a space as immune to, its color changes based on the table on the
narrow as 1 inch wide without squeezing. below. The slime can only be immune to one damage type
Spider Climb. The slime can climb difficult surfaces, at a time. Normally, shifting slimes are iridescent, shim-
including vertically and upside down, without making an mering with all the colors of the rainbow.
ability check.
Damage Type Slime Color
Actions Acid Lime Green
Cold Ice Blue
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) acid damage. The target is grap- Fire Bright Crimson
pled (escape DC 13). Until this grapple ends, the target is Force Clear
restrained and the shifting slime can’t make a pseudopod Lightning Vibrant Yellow
attack against another target. Necrotic Dark Black
Swallow. The shifting slime makes one pseudopod attack Poison Dark Green
against a target it is grappling that is at least one size
Psychic Bright Violet
smaller than itself. If the attack hits, the target is swal-
lowed, and the grapple ends. The swallowed target is Radiant Warm Orange
restrained, it has total cover against attacks and other Thunder Bright White
effects outside the shifting slime, and it must make a
a
ships. Such tales are more often fabrications than not, as few
have actually encountered these creatures.
a
Wakewyrms are more than a 100 feet long and weigh
over 1000 tons. Their lashing tails, snapping jaws, and huge
Sticky Slime bodies can deal significant damage to a ship’s hull, though they
prefer to swallow sailors whole, swiftly pulling them into the
a
medium ooze, unaligned fathoms below with hardly more than a splash. Filling their
gullet with as many creatures as possible, wakewyrms let their
Armor Class 6 strong stomachs take care of their meals. While a fine tactic for
Hit Points 13 (2d8 + 4) devouring fish or other large marine creatures, wakewyrms that
Speed 15 ft., climb 15 ft
swallow adventurers whole sometimes find the snack too much
to handle.
STR DEX CON INT WIS CHA Though wakewyrms rarely encounter sailing vessels as they
a
12 (+1) 3 (-4) 14 (+2) 1 (-5) 6 (-2) 1 (-5) cross the ocean looking for food, the results are often violent.
Afterwards, all that remains is nothing but a derelict phantom
Damage Resistancesbludgeoning, piercing, and slashing ship, found wrecked against the rocks of distant shores.
Condition Immunitiesblinded, charmed, deafened,
exhaustion, frightened, prone
Sensesblindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages-
Challenge1/8 (25 XP)
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
a
,
huge beast unaligned succeed on a DC 16 Strength saving throw or be grappled
(escape DC 16). The wakewyrm can only grapple one crea-
ture at a time, and cannot make bite attacks against other
Armor Class 16 (natural armor) creatures while it has a creature grappled.
Hit Points
a
136 (13d12 + 52)
Tail. Melee Weapon Attack: +8 to hit, reach 25 ft., one
Speed 20 ft., swim 50 ft.
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Swallow. The wakewyrm makes a bite attack against
STR DEX CON INT WIS CHA a Large or smaller creature it is grappling, and if the
20 (+5) 14 (+2) 18 (+4) 3 (-4) 12 (+1) 3 (-4) attack hits the target is swallowed, and the grapple ends.
The swallowed target is blinded and restrained, it has
total cover against attacks and other effects outside the
Sensespassive Perception 11 wakewyrm, and it takes 11 (3d6) acid damage at the start
Languages- of each of the wakewyrm’s turns. If the wakewyrm takes 18
Challenge6 (2,300 XP) or more points of damage from a creature inside of it, the
wakewyrm must succeed on a DC 15 Constitution saving
Hold Breath. The wakewyrm can hold its breath throw at the end of that turn or regurgitate all swallowed
for 1 hour. creatures, which fall prone in a space within 10 feet of the
wakewyrm. If the wakewyrm dies, a swallowed creature
Actions is no longer restrained by it, and it can escape from the
corpse using 20 feet of movement. After death, internal
Multiattack. The wakewyrm makes two attacks, one with gasses keep the wakewyrm’s body afloat for several hours,
its bite and one with its tail, or two bite attacks. before it begins to sink gradually to a watery grave.
a
branches of perch trees. Canopy farms can
found here.
also include the raising of large insects
ARDWYN, ELDER OF MEADOWFEN for food, or silkworms for clothing.
a
A venerable huden gallus with rounded grouse-like
proportions and feathers that have long since lost the sheen
of youth. As the village Elder, Ardwyn is a figure of authority
within Meadowfen. She and her late husband kept the village birdfolk Dockmaster
a
running until his death, after which she took on the role alone. medium humanoid (any birdfolk), any alignment
Elder Ardwyn is a kind and perceptive woman who exudes
leadership. The villagers look to her for guidance. Ardwyn uses Armor Class 14 (leather)
the priest stat block, adjusted with the racial traits of a huden Hit Points 55 (10d8 + 10)
gallus. She is neutral good. Speed 30 ft.
a
BIRDFOLK DOCKMASTER STR DEX CON INT WIS CHA
It may be odd to see birdfolk working the docks and ships 10 (+0) 16 (+3) 13 (+1) 8 (-1) 13 (+1) 15 (+2)
of Saltar’s Port, but the sea is a way of life for some folk. Jobs
in the seafaring industry are as lucrative as they are tough. For
Skills A
thletics +2, Perception +5, Persuasion +4
the birdfolk that choose to ply their trade on the water, life is Senses p assive Perception 15
about order and efficiency. One improperly stowed barrel or Languages Birdfolk. Can also understand Auran, but
poorly lashed line can spell disaster on the sea. Dockmasters cannot speak it.
take their marine jobs very seriously. Challenge 2 (450 XP)
Actions
Multiattack. The dockmaster makes two saber attacks
and one dagger attack.
Saber. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range
20/60, one target. Hit: 5 (1d4 + 3) piercing damage.
a
Guard headquarters in the capital of Alderheart to join their
( ),
medium humanoid any birdfolk any alignment
ranks. After successful training, these newly sworn guards
return to their home perch. They serve with pride, acting as
Armor Class 10
the perch’s first line of defense. Under the Humblefolk Treaty,
Hit Points 4 (1d8)
Speed 30 ft. members of the Perch Guard are tasked to aid nearby villages
on the forest floor whenever necessary. In larger cities like
a
Alderheart, the Perch Guard are also responsible for dealing
STR DEX CON INT WIS CHA with inner city issues such as robbery, bar fights, and investi-
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) gating and arresting criminals.
a
Actions gate the black plume of smoke that appeared over Meadowfen’s
Pitchfork. Melee Weapon Attack: +2 to hit, reach 5 ft., one horizon. She endured a harrowing journey to return home
target. Hit: 2 (1d4) piercing damage. and relay Ashbarrow’s fate to Elder Ardwynn. Cara uses the
a
birdfolk militia stat block adjusted with the racial traits of a
swift strig. She is lawful good.
a
( ),
medium humanoid any birdfolk any lawful alignment For birdfolk who take up the seafaring trade, their home is
as much on the ocean as it is at port. They relish the salt spray
Armor Class 16 (chain shirt and shield) and stiff winds, finding the closed spaces of forest life to be
Hit Points 11 (2d8 + 2) stifling compared to the wide-open expanse of the sea.
Speed 30 ft.
a
Peculiar Design
STR DEX CON INT WIS CHA Birdfolk ship design often causes confusion among other
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) seafaring races due to the relative absence of rigging.
While cordage is needed to keep sails in place and cargo
Skills P
erception +2 stored, nets and climbing ropes prove less necessary when
Senses p assive Perception 12 the crew is capable of limited flight. A birdfolk sailor can
Languages Birdfolk. Can also understand Auran, but simply lash a rope to their leg, open their wings, and let
cannot speak it. the ocean breeze carry them up to the sails or to a look-
Challenge 1 /8 (25 XP) out post on the main mast.
a
medium humanoid (any birdfolk), any alignment
a
30 ft.
Senses p
assive Perception 10
Languages Birdfolk. Can also understand Auran, but
cannot speak it.
Challenge 1 /8 (25 XP)
a
glide while carrying heavy objects, heavy weapons, or
shields (though they can drop any held items as
part of their reaction).
Actions
a a
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage.
Birdfolk Skirmisher
a a
medium humanoid (any birdfolk), any lawful alignment
a
11 (2d8 + 2)
( ),
medium humanoid any birdfolk any alignment Speed 30 ft.
a
Armor Class 12 (leather armor) STR DEX CON INT WIS CHA
Hit Points 11 (2d8 + 2)
Speed 30 ft. 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Skills A
thletics +4
STR DEX CON INT WIS CHA Senses p assive Perception 10
12 (+1) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Languages Birdfolk. Can also understand Auran, but
cannot speak it.
Challenge 1 /8 (25 XP)
Skills A
thletics +3
Senses p assive Perception 10
Languages Birdfolk. Can also understand Auran, but Glide. When falling at least 10 feet, the skirmisher can
cannot speak it. spend a reaction to fly up to their speed in one direction
Challenge 1 /8 (25 XP) as they descend. They land in an unoccupied space at the
Glide. When falling at least 10 feet, the sailor can spend a end of their movement, and take no falling damage. They
reaction to fly up to their speed in one direction as they cannot glide while carrying heavy objects, heavy weapons,
descend. They land in an unoccupied space at the end of or shields (though they can drop any held items as part of
their movement, and take no falling damage. They cannot their reaction).
glide while carrying heavy objects, heavy weapons, or Drop Attack. The skirmisher can make an attack during
shields (though they can drop any held items as part of their glide. If they do so they deal an extra 4 (1d8) points
their reaction). of damage.
Actions Actions
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., Spear. Melee or Ranged Weapon Attack: +4 to hit, reach
one target. Hit: 5 (1d6 + 2) piercing damage. 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
Light Crossbow. Ranged Weapon Attack: +3 to hit, range damage, or 6 (1d8 + 2) piercing damage if used with two
80/320 ft., one target. Hit: 5 (1d8 + 2) piercing damage. hands to make a melee attack.
a
Bandit clans are commanded by generals. Serving as both a
battle-tested warrior and master strategist, they alone coordinate
the disparate band of thieves and outlaws that make up the
collective. While military monikers are used to refer to bandit
a
leadership, more than combat prowess is needed to maintain
order in these volatile organizations. A dominating personality
and charismatic voice are as necessary as a swift blade and a
Cervan Bandit General
a
sharp mind. Cervans don’t typically take to brigandry, but their
practical skills and ability to survive in even the most adverse ( ),
medium humanoid cervan neutral evil
a
Benna is a tall, scarred grove cervan, who wears a red
bandana over her lost left eye. The leader of the Bandit Coali- STR DEX CON INT WIS CHA
tion, she is an idealist who believes that Alderheart’s canopy, 14 (+2) 17 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
the symbol of birdfolk power in the region, should be burned
and its resources looted to help those displaced by the flames. Saving Throws D ex +5, Cha +4
Benna lived a tranquil village life until her mother, a respected Skills D
eception +4, Persuasion +4
village elder and seer, foretold that the flames would come. Senses p assive Perception 10
Languages Birdfolk, Cervan
Word was sent to Alderheart’s Council, asking for supplies and
Challenge 2 (450 XP)
aid, both of which were denied because the Council didn’t
believe in the power of the seer’s visions. When the flames had
Surge of Vigor (Recharges after a Long Rest). If an
all but consumed the village, birdfolk support arrived, but it attack deals over half of the general’s current remaining
was too late. Benna lost her family. She also lost her left eye hit points in damage (even if their hit points are reduced
and left ear due to the burns she sustained while helping others to 0 by the attack), they immediately regain 8 (1d12 + 2)
escape from the blaze. She fell in with the bandits and quickly hit points.
rose through their ranks, thanks to her passion and purpose. Standing Leap. The general’s long jump is 30 feet,
and their base high jump is 15 feet, with or without a
She is a seasoned veteran who has been building the bandit
running start.
forces, and utilizing the organization to care for humblefolk left
homeless by the spreading fires. Benna Seridan uses the cervan Actions
bandit general stat block, but the scimitar in her main hand is Multiattack. The general makes three melee attacks,
a blade of the wood *(+1 to attack and damage rolls, see Appen- two with their scimitar and one with their dagger. Alter-
dix D: New Magic Items, pg.213), and a shortsword (1d6 + natively, the general can make two ranged attack with
3 piercing damage) in her offhand. their daggers.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one
CERVAN PRIEST target. Hit: 6 (1d6 + 3) slashing damage.
Cervan villages are typically led by a community elder who Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) pierc-
is wise both in politics as well as the ways of the Amaranthine.
ing damage.
Priests provide guidance to the community, ensuring that
rituals are properly observed and customs upheld. As storytell- Reactions
ers and keepers of a village’s history, they are trusted with the Parry. The general adds 2 to their AC against one melee
myths and folktales used to impart knowledge necessary for attack that would hit them. The general must see the
survival in the forest. attacker and be wielding a melee weapon.
a
be used to see the threads of fate that move the world. Even
),
medium humanoid cervan any alignment
when such predictions fail, they usually reveal useful informa-
tion in the process. Corvums prize knowledge in all its forms,
Armor Class 10 often dealing in secrets the way others deal in goods, and so
Hit Points 19 (3d8 + 6)
Speed many are drawn to practice the diviner’s art.
a
30 ft.
Corvax Revayne
STR DEX CON INT WIS CHA This slender dusk corvum’s plumage resembles that of a
12 (+1) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 11 (+0) black-billed magpie. A professor of divination at the Avium,
his brilliant mind is often held back by paranoia, an unfor-
Skills M
edicine +4, Religion +2 tunate side-effect of the diviner’s line of work. This has led
Senses p assive Perception 12 faculty to view his predictions cautiously, and has earned him
Languages Birdfolk, Cervan a reputation as a bit of an oddbird around campus. He is smart
Challenge 1 /4 (50 XP)
and capable, however, and can be a useful ally to the party in
the last two parts of the adventure. Corvax shouldn’t ever be
Surge of Vigor (Recharges after a Long Rest). If the
priest is dealt damage equal to half or more of their in combat.
current remaining hit points (even if their HP is reduced
to 0 by the attack), they immediately regain 8 (1d12 + 2) CORVUM NECROMANCER
hit points. Every sentient being is susceptible to the lure of necro-
Charge. If the priest moves at least 20 feet in a straight line mancy. The promise of seeing lost loved ones again, or raising
towards an enemy, their antler attack deals an extra 3 (1d6) an army of powerful minions, can sometimes be difficult to
points of piercing damage. If the target of the charge is resist. The birdfolk of Humblewood are not immune to that
Large or smaller, they must make a DC 11 Strength saving
throw or be pushed 10 feet away from the priest. lure. To help curb this curiosity, professors at The Avium
Spellcasting. The priest is a 3rd-level spellcaster. Their teach necromantic theory only. But some intrepid students
spellcasting ability is Wisdom (spell save DC 12, +4 to hit have been known to pursue the practical applications in secret.
with spell attacks). The priest has the following cleric Sure of their intellect, corvums in particular are often willing
spells prepared: to challenge traditions for the sake of knowledge. As a result,
Cantrips (at will): g uidance, light, spare the dying more than one corvum has wandered down the path of the
1st level (4 slots): b
less, cure wounds, guiding bolt, dark arts.
shield of faith
2nd level (2 slots): calm emotions, warding bond Odwald Ebonhart
Odwald is a haggard old kindled corvum, resembling a
Actions
thick billed raven with coarse, hoary feathers, ruffled from
Antlers. Melee Weapon Attack: +3 to hit, reach 5 ft., one years of adventuring. Odwald has a sharp mind but a faint
target. Hit: 4 (1d6 + 1) piercing damage.
heart. A member of the illustrious Ebonhart family, a noble
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + house that dates back to the founding of Alderheart, Odwald
1) bludgeoning damage if being held in both hands. was an arcane prodigy who grew up in a world which expected
him to be brilliant. While magic always came naturally to him,
the pressure of his family’s expectations weighed heavily upon
him, and filled him with a deep-seated fear of failure. Months
CORVUM ASSASSIN ago, he was tricked by an unknown entity into weakening the
Frequently members of criminal organizations, contract seal that held the aspect of fire beneath the Scorched Grove.
killers can be found in the Wood’s largest and most politically Ever since he has blamed himself for the worsening conditions
complex perches. They serve powerful figures with a lack of in the Wood. He has no solution for stopping the aspect, and
scruples and an abundance of coin. Assassins are trained from this terrifies him. Shortly after saving his friend Riffin, desper-
a young age to become deadly masters of their craft, learning ation drove him back to his alma mater, the Avium, where he
how to skulk the branchroads and keep hidden in the canopy has since worked with forbidden magics in secrecy. Using a
to time the perfect ambush. Corvums, with their natural intel- secret door he discovered during his time as a student, Odwald
ligence and cunning, make the best assassins. converted several inaccessible and defunct classrooms into a
makeshift laboratory where he toils tirelessly, experimenting
with dark and dangerous magics in the hopes of discovering a
way to stop the aspect. Odwald uses the corvum necromancer
stat block. His alignment is chaotic neutral.
a
( ),
medium humanoid corvum - any non lawful alignment taken a turn. Any hit the assassin scores against a surprised
creature is a critical hit.
Sneak Attack. Once per turn, the assassin deals an extra 10
Armor Class 15 (studded leather)
(3d6) damage when they hit a target with a weapon attack
Hit Points 54 (12d8)
and have advantage on the attack roll, or when the target
Speed 30 ft.
is within 5 feet of an ally of the assassin that isn’t incapac-
itated and the assassin doesn’t have disadvantage on the
a
STR DEX CON INT WIS CHA attack roll.
10 (+0) 16 (+3) 11 (+0) 14 (+2) 14 (+2) 10 (+0) Skulker. The assassin has advantage on Dexterity (Stealth)
checks made in dim light or darkness.
a
Talons. The assassin has advantage on Strength (Athlet- damage, and the target must make a DC 13 Constitution
ics) checks made to climb any surface their talons could saving throw, taking 10 (3d6) poison damage on a failed
reasonably grip. save, or half as much damage on a successful one.
a
Corvum Diviner Talons. The diviner has advantage on Strength (Athlet-
ics) checks made to climb any surface their talons could
a
( ),
medium humanoid corvum lawful neutral reasonably grip.
Skulker. The diviner has advantage on Dexterity (Stealth)
checks made in dim light or darkness.
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8) Spellcasting. The diviner is a 9th level spellcaster. Their
Speed 30 ft. spellcasting ability is Intelligence (spell save DC 14, +6 to
hit with spell attacks). The diviner has the following spells
a
prepared:
STR DEX CON INT WIS CHA Cantrips (at will): fire bolt, light, mage hand, pres-
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) tidigitation
1st level (4 slots): detect magic, mage armor, magic
missle, shield
Saving Throws Int +6, Wis +4
Skills A
rcana +6, History +6, Religion +6 2nd level (2 slots): augury, misty step
Senses p assive Perception 11 3rd level (3 slots): clairvoyance, counterspell, fly
Languages Auran, Birdfolk, Celestial, Cervan, Mapach 4th level (3 slots): greater invisibility, locate creature
Challenge 6 (2,300 XP) 5th level (1 slot): scrying
Glide. When falling at least 10 feet, the diviner can spend Actions
a reaction to fly up to their speed in one direction as they Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
descend. The diviner lands in an unoccupied space at the target. Hit: 4 (1d4 + 2) piercing damage.
end of their movement, and takes no falling damage. The
diviner cannot glide while carrying heavy objects, heavy
weapons, or shields (though they can drop any held items
as part of their reaction).
a
),
medium humanoid corvum any evil alignment edge of subject matter pertaining to the Arcana skill.
Life Leech. Once per turn, when the necromancer kills one
or more creatures with a spell of 1st level or higher, they can
Armor Class 12 (15 with mage armor)
regain hit points equal to twice the level of the spell, or three
Hit Points 49 (9d8 + 9)
times the level if it is a necromancy spell.
Speed 30 ft.
Spellcasting. The necromancer is a 9th-level spellcaster.
Their spellcasting ability is Intelligence (spell save DC 15, +7
a
STR DEX CON INT WIS CHA to hit with spell attacks). The necromancer has the following
9 (-1) 14 (+2) 12 (+1) 18 (+4) 10 (+0) 14 (+2) wizard spells prepared:
Cantrips (at will): chill touch, light, mage hand,
prestidigitation
Saving Throws Int +7, Wis +3
Skills A
rcana +7, Deception +5, Medicine +3 1st level (4 slots): disguise self, false life†, mage armor,
Senses p assive Perception 10 magic missile
Languages Birdfolk, and any two other languages. Can also 2nd level (3 slots): misty step, suggestion,
understand Auran, but cannot speak it. ray of enfeeblement†
Challenge 6 (2,300 XP) 3rd level (3 slots): animate dead†, counterspell, fear
4th level (3 slots): greater invisibility, blight†
Glide. When falling at least 10 feet, the necromancer can 5th level (1 slot): dominate person
spend a reaction to fly up to their speed in one direction necromancy spell of 1st level or higher
†
a
medium humanoid (gallus), any neutral alignment
a a
STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 14 (+2) 10 (+0) 18 (+4) 10 (+0)
a
Senses p assive Perception 16
Languages Birdfolk, Druidic, Sylvan. Can also understand
Auran, but cannot speak it.
Challenge 4 (1,100 XP) Gallus Monk
a
medium humanoid (gallus), any alignment
Glide. When falling at least 10 feet, the druid can spend
a reaction to fly up to their speed in one direction as they Armor Class 17 (natural armor)
descend. They land in an unoccupied space at the end of Hit Points 78 (12d8 + 24)
their movement, and take no falling damage. They cannot Speed 40 ft.
glide while carrying heavy objects, heavy weapons, or
shields (though they can drop any held items as part of
a
their reaction). STR DEX CON INT WIS CHA
Wing Flap. As a bonus action, the druid can use their 11 (+0) 18 (+4) 14 (+2) 11 (+0) 16 (+3) 10 (+0)
powerful feathered arms to propel themselves upward
up to half their movement speed. The druid can use it in
conjunction with a regular jump, but not while gliding. Saving Throws D ex +7
Skills A
crobatics +7, Insight +6, Perception +6, Stealth +7
Seedspeech. The druid can communicate simple ideas
Senses p assive Perception 16
to living plants, and is able to interpret their responses in
Languages Birdfolk. Can also understand Auran but
simple language. cannot speak it.
Spellcasting. The druid is a 6th-level spellcaster. Their Challenge 5 (1,800 XP)
spellcasting ability is Wisdom (spell save DC 14, +6
to hit with spell attacks). The druid has the following
spells prepared: Glide. When falling at least 10 feet, the monk can spend
a reaction to fly up to their speed in one direction as they
Cantrips (at will): druidcraft, produce flame, shillelagh
descend. They land in an unoccupied space at the end of
1st level (4 slots): animal friendship, cure wounds, their movement, and take no falling damage. They cannot
entangle, fog cloud glide while carrying heavy objects, heavy weapons, or
2nd level (3 slots): barkskin, gust of wind, moonbeam shields (though they can drop any held items as part of
3rd level (3 slots): conjure animals, dispel magic, their reaction).
wind wall Wing Flap. As a bonus action, the monk can use their
Spirit Totem (Recharges after a Short or Long Rest). As a powerful feathered arms to propel themselves upward
bonus action, the druid calls forth a nature spirit. The spirit up to half their movement speed. The monk can use it in
appears at a point the druid can see within 60 feet. The conjunction with a regular jump, but not while gliding.
spirit creates a 30-foot-radius aura. The spirit is neither an Wind’s Grace. While moving, the monk can move along
object nor a creature, but is a spectral beast. As a bonus vertical surfaces and across liquids without falling.
action, the druid can move the spirit to another location
within 60 feet. The spirit lasts for 1 minute. Actions
Bear Spirit. The druid and allies within the aura gain 9
Multiattack. The monk makes four attacks, each of which
temporary hit points and have advantage on Strength
can be an unarmed strike or a dart attack. They can also
checks and saving throws.
use their Graceful Step once, either before or after one of
Hawk Spirit. The druid can use their reaction to grant
the attacks.
advantage to an ally’s attack roll against a target in the
aura. The druid and allies within the aura have advan- Unarmed Attack. Melee Weapon Attack: +7 to hit, reach 5
tage on Wisdom (Perception) checks. ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Unicorn Spirit. If a spell that requires a spell slot heals Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft.,
the druid or allies in the aura, each creature of the one target. Hit: 6 (1d4 + 4) piercing damage.
druid’s choice also gains 4 hit points. Graceful Step. The monk moves 40 feet. This movement
does not provoke opportunity attacks.
Actions Inspiring. The monk inspires an ally that can see and hear
Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one them. The ally can roll a d4 and add the number rolled to
target. Hit: 4 (1d6 + 1) bludgeoning damage. their next ability check, attack roll, or saving throw.
a
bureaucrat, his demeanour hides a shrewd businessman eager
her rituals a safe distance away from the cities and towns, her
to turn any situation to his advantage. He is not above taking
presence in the region has made the Magistrate of Winnowing
bribes in exchange for expediting requests to see the Birdfolk
Reach uneasy, and he wants her gone. Susan uses the hedge
Council. Gregor uses the noble stat block, adjusted with the
witch stat block. Her alignment is chaotic good.
a
racial traits of a sable luma. He is chaotic neutral.
gallus( Necromancer bjects, heavy weapons, or shields (though they can drop any
o
held items as part of their reaction).
a
),
medium humanoid gallus - any non lawful alignment Wing Flap. As a bonus action, the necromancer can use their
powerful feathered arms to propel themselves upward up to
half their movement speed. The necromancer can use it in
Armor Class 12 (15 with mage armor)
conjunction with a regular jump, but not while gliding.
Hit Points 49 (9d8 + 9)
Speed 30 ft. Seedspeech. The necromancer can communicate simple
ideas to living plants, and is able to interpret their responses
a
in simple language.
STR DEX CON INT WIS CHA Spellcasting. The necromancer is a 9th level spellcaster.
9 (-1) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 10 (+0) Their spellcasting ability is Intelligence (spell save DC 15, +7
to hit with spell attacks). The necromancer has the following
wizard spells prepared:
Saving Throws Int +7, Wis +5
Cantrips (at will): chill touch, light, mage hand,
Skills A
rcana +7, Deception +3, Medicine +5
prestidigitation
Senses p assive Perception 12
Languages Birdfolk, Hedge, Sylvan. Can also understand 1st level (4 slots): sleep, false life, mage armor, magic missile
Auran, but cannot speak it. 2nd level (3 slots):misty step, web, ray of enfeeblement
Challenge 6 (2,300 XP) 3rd level (3 slots): animate dead, counterspell, fear
4th level (3 slots): black tentacles, blight
Glide. When falling at least 10 feet, the necromancer can 5th level (1 slot): passwall
spend a reaction to fly up to their speed in one direction as
they descend. The necromancer lands in an unoccupied Actions
space at the end of their movement, and takes no falling
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
damage. The necromancer cannot glide while carrying heavy
Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning
damage if wielded with both hands.
a
small humanoid (hedge), any chaotic alignment
a
Armor Class 14 (natural armor)
Hit Points 21 (6d6)
Speed 25 ft., burrow 15 ft.
a a
STR DEX CON INT WIS CHA
Hedge Bard 8 (-1) 10 (+0) 10 (+0) 14 (+2) 15 (+2) 16 (+3)
a
small humanoid (hedge), any alignment
Skills A
rcana +4, Survival +4
Armor Class 16 (natural armor) Senses p assive Perception 12
Hit Points 36 (8d6 + 8) Languages Abyssal, Birdfolk, Hedge. Can also speak
Speed 25 ft., burrow 15 ft with beasts of any size which represent spiders, insects,
worms, or other bugs.
Challenge 1 (200 XP)
STR DEX CON INT WIS CHA
a
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 16 (+3) Spellcasting. The witch is a 2nd-level spellcaster. Their
spellcasting ability is Charisma (spell save DC 13, +5 to hit
with spell attacks). The witch has the following warlock
Saving Throws D ex +4, Cha +5
spells prepared:
Skills A
crobatics +4, Perception +5, Performance +7
Senses p assive Perception 15 Cantrips (at will): eldritch blast, minor illusion
Languages Birdfolk, Hedge. Can also speak with beasts 1st level (2 slots): hellish rebuke, charm person,
of any size, which represent spiders, insects, worms, or unseen servant
other bugs. Dark One’s Blessing. When the witch reduces a hostile
Challenge 2 (450 XP) creature to 0 hit points, the witch gains 5 temporary
hit points.
Spellcasting. The bard is a 4th-level spellcaster. Their Repelling Blast. When the witch hits a creature with
spellcasting ability is Charisma (spell save DC 13, +5 to eldritch blast, they can push the creature up to 10 feet
hit with spell attacks). They have the following bard away in a straight line.
spells prepared:
Cantrips (at will): gust barrier, prestidigitation, Actions
vicious mockery Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one
1st level (4 slots): charm person, healing word, hideous target. Hit: 2 (1d6 - 1) bludgeoning damage.
laughter, thunderwave Fiendish Vigor. The witch can cast false life at will as a
2nd level (3 slots): invisibility, shatter, suggestion 1st-level spell.
Taunt (2/Day). The bard can use a bonus action on their Curl Up. The witch curls up into a spiny ball. While curled
turn to target one creature within 30 feet of them. If the up in this way they cannot move, attack, or cast spells with
target can hear the bard, the target must succeed on a DC somatic components, and their base armor class becomes
13 Charisma saving throw or have disadvantage on ability 19. Any creature that misses the witch with a melee attack
checks, attack rolls, and saving throws until the start of the while they are curled up takes 2d4 points of piercing
bard’s next turn damage from their sharp quills. If a creature hits the witch
while they are curled up, however, the witch is knocked
Actions prone in their space at the end of the turn. The witch may
uncurl themselves at any point during their turn.
Multiattack. The bard makes two weapon attacks, one
with their rapier and one with their dagger.
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. JELL PLATENA
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach Jell is a bespectacled sera luma with bright red plumage
5 ft., or range 20/60 ft., one target. Hit: 4 (1d4 + 2) pierc- resembling a cardinal. Jell has studied at the Avium for three
ing damage. years now, and is well on her way to becoming a graduate.
Curl Up. The bard curls up into a spiny ball. While curled She is bright and studious, and serious about everything
up in this way they cannot move, attack, or cast spells she does in life. Jell uses the commoner stat block, adjusted
with somatic components, and their base armor class with the racial traits of a sera luma. She is neutral good.
becomes 19. Any creature that misses the hedge bard with
a melee attack while they are curled up takes 2d4 points
of piercing damage from their sharp quills. If a creature
hits the bard while they are curled up, however, the bard
is knocked prone in their space at the end of the turn. The
bard may uncurl themselves at any point during their turn.
a
Each year swashbucklers participate in fencing matches held in
Gaspard’s honor. Not all swashbucklers follow this path, with
some using their talents for brigandry.
a
Jerbeen Thief 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
a
( ),
small humanoid jerbeen neutral evil running start.
Team Tactics. The thief can take the Help action as a
bonus action.
Armor Class 13 (leather armor)
Hit Points 14 (4d6)
Speed 30 ft. Actions
Multiattack. The thief makes two dagger attacks.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 4 (1d4 + 2) piercing damage.
12 (+1) 14 (+2) 10 (+0) 8 (-1) 14 (+2) 14 (+2)
Reactions
Skills A
crobatics +4, Sleight of Hand +4 Opportunist. When a creature fails a melee attack roll
Senses p assive Perception 12 against the thief, the thief can make a Dexterity (Sleight of
a
Languages Birdfolk, Jerbeen Hand) check against a DC equal to 10 + the target creature’s
Challenge 1 /2 (100 XP) Dexterity modifier. On a success, the thief steals one item
of the GMs choosing from the target. It cannot be an item
actively held or worn by the target.
a
Jerbeen Swashbuckler Team Tactics. The swashbuckler can take the Help action as
bonus action.
a
( ), -
small humanoid jerbeen any non lawful alignment Sharp Witted Defense. While the swashbuckler is wearing
light or no armor and wielding no shield, their AC includes
their Charisma modifier.
Armor Class 17 (leather armor)
Hit Points 34 (8d6 + 6)
Speed
Actions
a
30 ft.
Multiattack. The swashbuckler makes three attacks, one
with a dagger and two with their rapier.
STR DEX CON INT WIS CHA Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2) 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) pierc-
ing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Skills A
crobatics +8, Athletics +5, Persuasion +6
target. Hit: 8 (1d8 + 4) piercing damage.
Senses p assive Perception 10
Languages Birdfolk, Jerbeen
Challenge 3 (700 XP)
Reactions
Riposte. The swashbuckler reduces the damage dealt
by one melee attack that would hit them by 4 (1d8), and
Standing Leap. The swashbuckler’s base long jump is 30 deals that much piercing damage to their attacker. The
feet, and their base high jump is 15 feet, with or without a swashbuckler must see the attacker and be wielding a
running start. melee weapon.
a
sacred groves resplendent with life fostered by the Dawnmother.
They spread Ardea’s message of kindness wherever they go,
taking it upon themselves to protect all life, great and small. Luma Wizard
a a
Clerics serve the communities they pass through as healers, small humanoid (luma), any alignment
mediators, and occasionally as valiant defenders. Lumas who
heed the call of the Amaranthine find their natural charisma and Armor Class 12 (15 with mage armor)
a
mystic talents to be of great help as they walk the cleric’s path. Hit Points 58 (13d6 + 13)
Speed 25 ft.
a a
STR DEX CON INT WIS CHA
small humanoid (luma), any good alignment
8 (-1) 15 (+2) 12 (+1) 18 (+4) 12 (+1) 15 (+2)
a
25 ft.
Damage Resistances p oison
Senses p assive Perception 11
STR DEX CON INT WIS CHA Languages Auran, Birdfolk, and any three other languages
10 (+0) 13 (+1) 12 (+1) 10 (+0) 16 (+3) 14 (+2) Challenge 6 (2,300 XP)
Skills M
edicine +7, Persuasion +4, Religion +2 Glide. When falling at least 10 feet, the wizard can spend
Senses p assive Perception 13 a reaction to fly up to their speed in one direction as they
Languages Birdfolk and one other language. Can also descend. They land in an unoccupied space at the end of
understand Auran, but cannot speak it. their movement, and take no falling damage. They cannot
Challenge 2 (450 XP) glide while carrying heavy objects, heavy weapons, or
shields (though they can drop any held items as part of
Glide. When falling at least 10 feet, the cleric can spend their reaction).
a reaction to fly up to their speed in one direction as they
Wing Flap. As a bonus action, the wizard can use their
descend. They land in an unoccupied space at the end of
powerful feathered arms to propel themselves upward
their movement, and take no falling damage. They cannot
up to half their movement speed. The wizard can use it in
glide while carrying heavy objects, or heavy weapons, or
conjunction with a regular jump, but not while gliding.
shields (though they can drop any held items as part of
their reaction).
Fated (Recharges after a Long Rest). The wizard can
choose to reroll any attack, skill check, or saving throw.
Wing Flap. As a bonus action, the cleric can use their
powerful feathered arms to propel themselves upward up
Resilience. The wizard has advantage on saving throws
to half their movement speed. The cleric can use this in
against poison.
conjunction with a regular jump, but not while gliding. Spellcasting. The wizard is a 10th-level spellcaster. Their
Fated (Recharges after a Long Rest). The luma cleric can
spellcasting ability is Intelligence (spell save DC 15, +7
choose to reroll any attack roll, skill check, or saving throw.
to hit with spell attacks). The wizard has the following
spells prepared:
Spellcasting. The cleric is a 5th-level spellcaster. Their
spellcasting ability is Wisdom (spell save DC 13, +5 to hit with
Cantrips (at will): chill touch, fire bolt, minor illusion,
spell attacks). The cleric has the following cleric
prestidigitation, ray of frost
spells prepared: 1st level (4 slots): charm person, detect magic,
Cantrips (at will): light, sacred flame, thaumaturgy
mage armor, shield, sleep, thunderwave
1st level (4 slots): bless, cure wounds, guiding bolt
2nd level (3 slots): darkness, hold person,
ray of enfeeblement
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (3 slots): counterspell, fireball
3rd level (2 slots): d
ispel magic, beacon of hope
4th level (3 slots): banishment, stellar bodies*
Actions 5th level (2 slots): conjure elemental, mislead
a
quality of research and education within the Avium. Dean from his followers, and favors hit-and-run tactics. He and his
Windsworth uses the luma wizard stat block. His alignment is troops exact tolls on poorly-defended caravans for passage
neutral good. along the roads, which many pay to avoid his wrath. Krall uses
a
the mapach brute stat block
MAPACH BANDIT
Mapachs are particularly distrusted among birdfolk
because of their eccentricities and willingness to break with
Mapach brute
a
commonly held customs. Often judged on sight to be crooked,
a
medium humanoid (mapach), chaotic evil
some mapachs find it hard to integrate into birdfolk society
and turn to crime to survive. Local bandit forces are happy to Armor Class 15 (studded leather)
exploit this, offering the displaced mapachs shelter and a share Hit Points 75 (10D8 + 30)
of the spoils in exchange for their service. Speed 30 ft., climb 20 ft.
a
STR DEX CON INT WIS CHA
Mapach Bandit
a
14 (+2) 17 (+3) 16 (+3) 12 (+1) 14 (+2) 14 (+2)
a
medium humanoid (mapach), neutral evil
Saving Throws D ex +5, Cha +4
Armor Class 12 (leather armor) Senses d arkvision 60 ft., passive Perception 12
Hit Points 9 (2d8) Skills D
eception +4, Persuasion +4
Speed 30 ft., climb 20 ft. Damage Resistances p oison
a
Languages Birdfolk, Mapach
STR DEX CON INT WIS CHA Challenge 3 (700 XP)
12 (+1) 13 (+1) 10 (+0) 8 (-1) 12 (+1) 12 (+1)
Resilience. The brute has advantage on saving throws
Senses d
arkvision 60 ft., passive Perception 11 against being poisoned.
Damage Resistances p oison Skulker. The brute has advantage on Stealth checks made
in dim light or total darkness.
Languages Birdfolk, Mapach
Challenge 1 /8 (25 XP)
Actions
Multiattack. The brute makes three melee attacks,
Resilience. The bandit has advantage on saving throws two with their rapier and one with their parrying dagger.
against being poisoned. Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Skulker. The bandit has advantage on Stealth checks one target. Hit: 7 (1d8 + 3) piercing damage.
made in dim light or total darkness. Parrying Dagger. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Actions
Short sword. Melee Weapon Attack: +3 to hit, reach 5 ft., Reactions
one target. Hit: 4 (1d6 + 1) slashing damage. Parry. The brute adds 2 to his AC against one melee attack
Short bow. Ranged Weapon Attack: +3 to hit, reach that would hit them. The brute must see the attacker and
80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage. be wielding a melee weapon.
a
themselves branded as eccentrics. Their methods are uncon- his peers. Despite his social shortcomings, he’s an experienced
ventional, but eminently practical. Designs are often carefully librarian, and has incredible knowledge of even the oldest parts
considered, and some of their innovations eventually find of the lower library. Mordane uses the commoner stat block,
a
widespread use around the Wood. adjusted with the racial traits of a swift strig. He is neutral.
OAKHEART
Mapach( Tinkerer Oakheart is a huge tree-shaped creature with charred bark
a
),
medium humanoid mapach any alignment that smolders in places, and many small flames which burn on
his branches, giving the impression of leaves. Once a treant, he
Armor Class 12 bathed in the primal energies of the Scorched Grove, trans-
Hit Points 13 (3d8) forming into an entity so thoroughly possessed of the element
Speed 30 ft., climb 20 ft. of flame that he’s capable of serving as The Borealus’* keeper.
a
He is the artifact’s guardian, and will not relinquish the staff
STR DEX CON INT WIS CHA until he has been convinced that whoever has disturbed him
10 (+0) 14 (+2) 10 (+0) 13 (+1) 12 (+1) 10 (+0) can control the staff’s considerable power, and that they mean
to maintain the natural balance he sacrificed himself to protect.
Senses d
arkvision 60 ft., passive Perception 11
RAPTOR EXPLORER
Damage Resistances p oison
Whether drawn by tales of treasure or the allure of faraway
Languages Birdfolk, Mapach
lands, some residents of Humblewood journey to seek out
Challenge 1 /4 (50 XP)
distant ruins or remote vistas to satisfy their wanderlust.
Explorers are common among raptors, many of whom do so
Resilience. The tinkerer has advantage on saving throws out of veneration for the Amaranthine Reya, the guide and
against being poisoned.
protector of travelers. Numerous explorers embark on such
Skulker. The tinkerer has advantage on Stealth checks
adventures for the sake of self-discovery and personal growth.
made in dim light and total darkness.
Those who have made a life out of exploring often find their
Actions service as guides in high demand.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage. RAPTOR RANGER
Tinker’s Toys. The tinkerer uses one of the following The ranger is an iconic figure in raptor stories and myths,
options (roll a d4 or choose one); the tinkerer can use each and has inspired many to follow in their legendary footsteps.
one no more than once per day: Outfitted for rough living in the wilds, these rangers are
1. Cogwork Bird. The tinkerer winds and releases a small consummate archers and exceptional hunters. With supernatu-
mechanical bird that flies to a target creature within 30 ral eyesight and quick reflexes, raptors are ideally suited to the
feet and distracts it. The next attack against that creature life of a hunter. Many who chose this path find themselves the
is made with advantage.
inspiration for new tales.
2. Flash-bangs. The tinkerer targets a space up to 10 ft.
away, and throws some small explosive shells that flare The raptor ranger listed is outfitted with a red-feather bow*
up in a blinding light. All creatures within 10 ft. of the (see Appendix D: New Magic Items, pg.213).
target space must make a DC 11 Constitution saving
throw or be blinded until the start of the tinkerer’s RHYS BIRCHWALKER
next turn. An associate professor of conjuration at the Avium, this
3. Nettle Gun. The tinkerer turns the crank on a small middle-aged mistral raptor has little in the way of mystic
gadget that sprays nettles at a target. Ranged Weapon talent, but she makes up for it with an enthusiasm for learning
Attack: +4 to hit, range 10/20 ft., one target. Hit: 4 (1d4 +
2) piercing damage. All creatures within 5 ft. of the target and a wealth of knowledge on her chosen subject. She is well-
must make a DC 11 Dexterity saving throw or take 5 (1d10) versed in conjuratory theory, and can provide characters with
piercing damage. any of the information they would otherwise find in Conju-
4. Grease Balloon. The tinkerer targets a 10-foot by 10-foot ration Magic (see Into the Library, pg.139) if she is asked
area up to 15 feet away, and makes it slick with grease. about the subject directly. Professor Birchwalker can also help
The area is considered difficult terrain, and each creature a character perform the calculations to find the location of the
standing in the area must succeed on a DC 11 Dexterity
saving throw or fall prone. A creature that enters the conjuration circle within the Grove. Rhys uses the commoner
area or ends its turn there must also succeed on a DC 11 stat block, adjusted with the racial traits of a mistral raptor.
Dexterity saving throw or fall prone. She is neutral good.
a
,
huge plant chaotic good
Actions
Armor Class 16 (natural armor) Multiattack. Oakheart makes two slam attacks.
Hit Points 69 (6D12 + 30) Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Speed
a
30 ft. Hit: 16 (3d6 + 5) fire damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/180 ft.,
one target. Hit: 28 (4d10 + 5) bludgeoning damage.
STR DEX CON INT WIS CHA
Animate Trees (1/Day). Oakheart magically animates one or
20 (+5) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1) two trees he can see within 60 feet of him. These trees have
the same statistics as Oakheart, except they have Intelli-
Damage Resistances F ire, Bludgeoning, Piercing gence and Charisma scores of 1, they can’t speak, and they
Senses p
assive Perception 13 have only the Slam action option. An animated tree acts
Languages Birdfolk, Druidic, Ignan, Sylvan as an ally of Oakheart. The tree remains animate for 1 day
Challenge 8 (3,900 XP) or until it dies; until Oakheart dies or is more than 120 feet
from the tree; or until Oakheart takes a bonus action to turn
a
him back into an inanimate tree. The tree then takes root
False Appearance. While Oakheart remains motionless, he
if possible.
appears as a great oak with charred bark that smolders in
places and flames in place of leaves.
a
Raptor Explorer shields (though they can drop any held items as part of their
reaction).
a
( ),
small humanoid raptor any neutral alignment Talons. The explorer rolls advantage on Strength (Athlet-
ics) checks made to climb any surface their talons could
reasonably grip.
Armor Class 13 (leather armor)
Hit Points 18 (4d6 + 4) Patient. When the explorer reacts with a readied action,
Speed 25 ft., swim 25 ft. they have advantage on the first attack roll, skill check, or
ability check they make as a part of that action.
a
Keen Hearing and Sight. The explorer has advantage on
STR DEX CON INT WIS CHA Wisdom (Perception) checks that rely on hearing or sight.
11 (+0) 14 (+2) 12 (+1) 11 (+0) 15 (+2) 11 (+0) Sure Footing. The explorer ignores non-magical
difficult terrain.
Skills H
istory +2, Perception +6, Stealth +4, Survival +6
Senses p assive Perception 16 Actions
Languages Birdfolk. Can also understand Auran but cannot Multiattack. The explorer makes two melee attacks or
speak it two attacks with their hand crossbow.
Challenge 1 /2 (100 XP) Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Glide. When falling at least 10 feet, the explorer can spend Saber. Melee Weapon Attack: +4 to hit, reach 5 ft.,
a reaction to fly up to their speed in one direction as they one target. Hit: 5 (1d6 + 2) slashing damage.
descend. They land in an unoccupied space at the end of Hand Crossbow. Ranged Weapon Attack: +4 to hit, ranged
their movement, and take no falling damage. They cannot 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
glide while carrying heavy objects, heavy weapons, or
a
( ),
small humanoid raptor any neutral alignment their red-feather bow, they
can use their bonus action
to see from the point the
Armor Class 15 (studded leather) arrow struck as if they were
Hit Points 66 (12d6 + 24) there. If the arrow strikes
Speed 25 ft. a creature, the ranger can
see from the creature’s
a
STR DEX CON INT WIS CHA perspective. This effect
lasts for 1 minute.
12 (+1) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 8 (-1)
Hunter (3/day). As a bonus
action, the ranger can deal
Skills A
thletics +3, Stealth +7, Survival +5 an extra 1d10 damage on
Senses p assive Perception 13 their next attack made with
a shortbow or longbow.
Languages Birdfolk, Mapach. Can also understand Auran,
but cannot speak it. Spellcasting. The ranger
is a 3rd-level spellcaster.
Challenge 4 (1,100 XP)
Their spellcasting ability is
Wisdom (spell save DC 13, + 5 to hit with
Glide. When falling at least 10 feet, the ranger can spend spell attacks). The ranger has the following
a reaction to fly up to their speed in one direction as they spells prepared:
descend. They land in an unoccupied space at the end of 1st level (3 slots): cure wounds, fog cloud,
their movement, and take no falling damage. They cannot hunter’s mark, protection from evil and good
glide while carrying heavy objects, heavy weapons, or
shields (though they can drop any held items as part of their Actions
reaction).
Multiattack. The ranger makes two red-feather bow attacks.
Talons. The ranger rolls advantage on Strength (Athlet-
Red-Feather Bow. Ranged Weapon Attack: +6 to hit, 80/320
ics) checks made to climb any surface their talons could
feet, one target. Hit: 6 (1d6 + 4) piercing damage.
reasonably grip.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., range
a
Aerial Defense. Creatures who attack the ranger while the
20/60, one target. Hit: 5 (1d4 + 3) piercing damage.
ranger is falling, gliding, or jumping have disadvantage on
their attack roll. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage.
a
Strig Knight glide while carrying heavy objects, heavy weapons, or
shields (though they can drop any held items as part of their
a
( ),
medium humanoid strig any lawful alignment reaction).
Talons. The knight rolls advantage on Strength (Athlet-
ics) checks made to climb any surface their talons could
Armor Class 18 (half plate, shield)
reasonably grip.
Hit Points 60 (8d8 + 24)
Speed 30 ft. Maneuver (2/day). When the knight hits with an attack, they
can choose to maneuver the enemy out of position, granting
a
an ally within 5 feet of the target the opportunity to use their
STR DEX CON INT WIS CHA reaction to move away from this enemy at half their move-
16 (+3) 10 (+0) 16 (+3) 8 (-1) 13 (+1) 12 (+1) ment speed without provoking an attack
of opportunity.
a
hidden pathways throughout the Wood. Often found
alongside woodland beasts, many have formed bonds
with these creatures, and find their aid useful in locat-
ing lost travelers. For Strigs, known for being at ease
a
even in the harshest environments, becoming a tracker can
prove a satisfying challenge. Some use their skills to double as
Strig Tracker bounty hunters, which can provide for an even
a
medium humanoid (strig), any neutral alignment
more thrilling chase.
a
Scorched Grove, their order is actually far more ancient.
STR DEX CON INT WIS CHA Wardens of nature, they use their gentle magics to mediate
16 (+3) 14 (+2) 14 (+2) 11 (+0) 15 (+2) 10 (+0) between the people of the Wood and the living forest itself,
and to help the forest heal from natural disasters. Today,
many of their members find employ as tree-shapers, and are
Skills A
crobatics +6, Perception +4, Survival +4
Senses d arkvision 60 ft., passive Perception 15 well-respected in birdfolk settlements. Nowhere is this more
Languages Birdfolk, and two other languages. Can true than in Alderheart, where the Tenders are looked upon
understand Auran but cannot speak it. favorably for the work they’ve done to create and strengthen
Challenge 3 (700 XP) living spaces within Alderheart’s trunk. Other factions of
Tenders work to respond to forest fires across the Wood, using
Glide. When falling at least 10 feet, the tracker can spend their magic to encourage new growth in burned areas, as well
a reaction to fly up to their speed in one direction as they as to help any survivors.
descend. They land in an unoccupied space at the end of
their movement, and take no falling damage. They cannot Since the Great Calamity, a large part of their order has
glide while carrying heavy objects, heavy weapons, or dedicated their efforts to tending the Grove, monitoring its
shields (though they can drop any held items as part of spread, and studying the mysterious creatures that live there.
their reaction). Unfortunately, much of the healing in the Grove can end up
Talons. The tracker rolls advantage on Strength (Athlet- ruined by a sudden blaze. Progress has been made, however.
ics) checks made to climb any surface their talons could Before the fires started to rage with renewed force, the Tenders
reasonably grip.
managed to shrink the Grove little by little, doing much to
Patterned Feathers. The tracker has advantage on Dexter-
ity (Stealth) checks when they attempt to hide in a forest.
bolster the forest that grows around its edges.
Reya’s Keen Eye. The tracker can make Wisdom
The Tenders are a unique organization in birdfolk society.
(Perception) checks as a bonus action to try and find Gaining admission to their ranks is akin to joining a monas-
hidden creatures. tery or convent. After initiation, a novice is generally expected
Spellcasting. The tracker is a 3rd-level spellcaster. Their to make their way to the Scorched Grove to learn from the
spellcasting ability is Wisdom (spell save DC 12, +4 to hit masters who live there. Recruits live and study communally in
with spell attacks). The strig tracker has the following special shelters within the Grove, protected by Tender magic.
ranger spells prepared:
When they are sent out in the world again, new acolytes are
1st level (3 slots): e
levated sight*, hunter’s mark, long-
strider, speak with animals taught to leave the high cities and walk among the under-
growth, to gain a better perspective on forest life. On occasion,
Actions Tenders living in the Wood will go on pilgrimages to tend to
Multiattack. The tracker makes two melee attacks, one the Grove before returning to their normal duties. Masters of
with their longsword and one with their hand axe. Or they the order often choose to completely dedicate themselves to
make two ranged attacks with their hand axe. healing the Grove, setting up permanent homes there. This
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., is considered to be a noble self-sacrifice among Tenders, and
one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3)
those who do this are given the order’s highest honors.
slashing damage if wielding with both hands.
Hand Axe. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
slashing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage.
a
help expand their thinning numbers. Any player who ),
medium humanoid gallus neutral good
a
STR DEX CON INT WIS CHA
The Tenders
6 (-2) 10 (+0) 12 (+1) 10 (+0) 16 (+3) 10 (+0)
Rank 1 - Seedling
Rank 2 - Sproutling
Saving Throws Int +7, Wis +5
Rank 3 - Sapling
Skills N
ature +4, Medicine +5, Perception +5
Rank 4 - Summerblossom Senses p assive Perception 15
Rank 5 - Autumnal Languages Birdfolk, Druidic, Sylvan. Can also understand
Leader - Treekeeper Auran, but cannot speak it.
Challenge 2 (450 XP)
Joining the Tenders involves taking an oath to keep the
balance of nature, to help it recover from disasters both
Glide. When falling at least 10 feet, Havel can spend a
natural and unnatural, and to help all people who have reaction to fly up to his speed in one direction as he
been harmed by natural imbalance. The Tenders know descends. He lands in an unoccupied space at the end
they can’t control nature, and they teach that trying to do of his movement, and takes no falling damage. Havel
so is a folly which will only lead to further unbalancing of cannot glide while carrying heavy objects, heavy weapons,
or shields (though he can drop any held items as part of
natural cycles. They do believe that when disaster strikes,
their reaction).
it is their duty to restore the balance that was lost for the
Wing Flap. As a bonus action, Havel can use his powerful
sake of all beings. feathered arms to propel himself upward up to half his
movement speed. He can use it in conjunction with a
regular jump, but not while gliding.
Havel of the Autumn Moon
Seedspeech. Havel can communicate simple ideas to
Havel is a frail but courageous huden gallus, with pheas- living plants, and is able to interpret their responses in
ant-like plumage. He is a dear friend of Tevor, and the two simple language.
have fallen for each other during their time together in Alder- Spellcasting. Havel is a 4th-level spellcaster. His spellcast-
heart. Havel is a Summerblossom, a rank given to experienced ing ability is Wisdom (spell save DC 13, +5 to hit with spell
members of the Tenders. He has been working at the Tenders’ attacks). He has the following spells prepared:
headquarters in the Trunk district, where he provides aid to Cantrips (at will): d ruidcraft, gust barrier, produce flame
the refugees. He is also skilled in the use of natural magic, and 1st level (4 slots): c
ure wounds, elevated sight,
entangle, thunderwave
while normally too sickly to adventure, could still assist the
2nd level (3 slots):barkskin, gust of wind
party with his talents.
a
them are vulpins, who find both their charms and wiles to him ever since. Her loyalty to Krall is absolute, and she
perfectly suited to the political intrigue of Alderheart’s high believes that Krall will only cut loose those who can’t pull their
society. Some vulpin nobles can trace their lineage back to weight. Shyla uses the vulpin priest of kren stat block.
a
ancient royalty.
Tevor of the Spring Path and takes no falling damage. He cannot glide while carrying
a
heavy objects, heavy weapons, or shields (though he can
( ),
small humanoid luma neutral good drop any held items as part of his reaction).
Wing Flap. As a bonus action, Tevor can use his powerful
Armor Class 14 (chain shirt) feathered arms to propel himself upward up to half his
Hit Points 22 (5d6 + 5) movement speed. He can use it in conjunction with a regu-
Speed 25 ft. lar jump, but not while gliding.
Fated (Recharges after a Long Rest). Tevor can choose to
reroll any attack roll, skill check, or saving throw.
STR DEX CON INT WIS CHA
a
Resilience. Tevor rolls with advantage on saving throws
14 (+2) 12 (+1) 12 (+1) 10 (+0) 14 (+2) 12 (+1) against being poisoned.
Drop Attack. Tevor can make an attack during his glide. If he
SkillsAthletics +4 does, he deals an extra 4 (1d8) points of damage.
Damage ResistancesPoison
Senses p assive Perception 12 Actions
Languages Birdfolk, Druidic. Can also understand Auran, Spear. Melee or Ranged Weapon Attack: +4 to hit, reach
but cannot speak it. 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing
damage, or 6 (1d8 + 2) piercing damage if used with two
Challenge 1 /4 (50 XP)
hands to make a melee attack.
a
Tender Healing (Recharges after a Long Rest). Tevor casts
Glide. When falling at least 10 feet, Tevor can spend a reac- the cure wounds spell at 1st level. Wisdom is his spellcasting
tion to fly up to his speed in one direction as he descends. He ability for this spell.
lands in an unoccupied space at the end of his movement,
a
Vulpin(Captain Evasive. The captain includes their Intelligence modifier as a
bonus to their Dexterity saving throws.
a
),
medium humanoid vulpin neutral evil
Actions
Armor Class 14 (studded leather armor) Multiattack. The captain makes two attacks.
Hit Points 27 (5d8 + 5) Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 5 (1d6 + 2) piercing damage.
Short sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA
Short bow. Ranged Weapon Attack: +4 to hit, reach 80/320
13 (+1) 15 (+2) 12 (+1) 14 (+2) 14 (+2) 12 (+1) ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Skills A
crobatics +4, Perception +4 Reactions
Senses d arkvision 60 ft., passive Perception 14 Parry. The captain adds 2 to their AC against one melee
Languages Birdfolk, Vulpin attack that would hit them per round. The captain must see
the attacker and be wielding a melee weapon.
Challenge 1 (200 XP)
a
( ),
medium humanoid vulpin neutral evil
a
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 15 (+2) 16 (+3) 13 (+1)
Skills M
edicine +7, Persuasion +3, Religion +5
Senses d arkvision 60 ft., passive Perception 13
Languages Birdfolk, Celestial, Vulpin
Challenge 2 (450 XP)
a
priest expends a spell slot of 2nd level or higher, the extra
damage increases by 1d6 for each level above 1st.
Spellcasting. The priest is a 5th level spellcaster, thier
spellcasting ability is Wisdom (spell save DC 13, +5 to hit
a
with spell attacks). The priest has the following cleric
spells prepared:
Cantrips (at will):light, sacred flame, thaumaturgy
Vulpin Noble 1st level (4 slots): cure wounds, disguise self, guiding bolt
a
2nd level (3 slots): lesser restoration, mirror image,
medium humanoid (vulpin), any alignment
spiritual weapon
3rd level (2 slots): b link, spirit guardians
Armor Class 15 (breastplate)
Hit Points 9 (2d8)
Speed
Actions
a
30 ft.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA Mace. Melee Weapon Attack: +2 to hit, reach 5 ft.,
11(+0) 12 (+1) 11 (+0) 14 (+2) 12 (+1) 16 (+3) one target. Hit: 3 (1d6) bludgeoning damage.
Skills D
eception +5, History +4, Insight +3, Persuasion +5
Senses d arkvision 60 ft., passive Perception 11
WALDEN KRANE, MAGISTRATE OF
Languages Birdfolk, Vulpin WINNOWING REACH
Challenge 1 /8 (25 XP) A fastidious, easily agitated, middle-aged kindled corvum
with drab black feathers. As the Magistrate of Winnowing
Evasive. The noble includes their Intelligence modifier as Reach, he is a prominent political figure in the region. Walden
a bonus to their Dexterity saving throws.
isn’t a particularly good or kind man, but he tries to be a
Actions reasonable and honorable one. He will not break his bargains,
Bite. Melee Weapon Attack: +3, reach 5 ft., one target. and likewise won’t tolerate anything on the party’s part which
Hit: 4 (1d6 + 1) piercing damage. could be conceived as oath-breaking, dishonesty, or actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., that might bring harm to the Reach. He cares deeply for his
one target. Hit: 5 (1d8 + 1) piercing damage. citizens, but that sometimes fails to come across as his political
ambitions tend to get in the way. Walden has known Kenna
Reactions Brightspark since she was but a fledgeling. Walden uses the
Disparaging Remark. When a creature the noble can see noble stat block, adjusted with the racial traits of a kindled
makes an attack roll against an ally, the noble can use their corvum. He is lawful neutral.
reaction to impose disadvantage on that roll. The target of
this effect must be able to hear and understand the noble.
Huden Gallus
Ability Modifiers. +1 to the base creature’s Dexterity score.
Seedspeech. The huden gallus can communicate simple
ideas to living plants, and is able to interpret their responses in
simple language.
The party finds a moss covered shrine to Reya. The 3 A hungry basilisk appears.
4 first character that stops to pray here gains the 4 1d4 jerbeen thieves attack.
ability to cast elevated sight once. 5 1d4 mountain lions attack.
1d4 mapach bandits and a jerbeen thief spring The weather suddenly shifts to a bitter storm. If the
from the forest, offering safe passage for a road toll party chooses not to take shelter, they must make a
5
of 3 gp per party member. They will attack if the 6 DC 13 Constitution saving throw while traveling,
toll is not paid immediately. suffering a level of exhaustion from the cold on
6 1d3 wolves led by a dire wolf attack the party. a failure.
A birdfolk skirmisher on patrol is struggling in a The party finds a weathered shrine to Altus. The
large spider web and calling for help. He has been first character that stops to pray here gains the
7 bound in silk, requiring a DC 15 Strength check or ability to cast enhance ability once, without using
7
one round using a cutting tool to free him. There material components. The player may only select
are 1d2 +1 giant spiders hidden in the trees. either the Bear’s Endurance or Bull’s Strength
A bandit’s net trap has been laid across the trail and options when the spell is cast.
covered with leaves. It can be spotted with a DC 15 The party finds a roost of 1d3 giant eagles with
Wisdom (Perception) check. If players walk into it, 1d4 young (Medium sized beasts that cannot
8
8 the trap springs, and players must make a DC 14 attack) with them. They will attack unless the party
Dexterity saving throw to avoid getting caught. On can convince them they are not a threat.
a failure, you can roll on this table again to compli-
cate the encounter.
1 A carefully cleaned and varnished mouse skull. A necklace made from the shells of small irides-
11
cent beetles.
A ruby statue worth 50 gp, but birdfolk and A wooden frog that is perpetually slick with
2 12
humblefolk alike believe it to be cursed. some kind of viscous moisture.
A golden coin dating back to the very founding of A short, thin twig that is unbendable and inde-
3 13
Alderheart. structible.
A small switch-knife hidden inside of a A locket made from a polished periwinkle shell.
4 14
wooden spoon. A strange sigil has been carved on the inside.
A holy symbol of an Amaranthine not worshiped A glass jar filled with eight fireflies, each giving
5
in Humblewood. 15 off light. One glows white, and the others glow a
A feather with brilliant tropical colors, not seen on different color of the rainbow.
6
any Humblewood birdfolk. 16 A bandit mask from a time before the Coalition.
A ring with a strange seed where a gemstone would A detailed onyx carving of a birdfolk skull. It is
7 17
normally be. cold to the touch.
A mechanical cricket, but its winding key A silver pinecone that is completely immune to
8 18
is missing. fire damage.
A thin length of chain, that when examined is A locked music box. Mechanical chirping can
9 19
actually made of seamless loops of wood. occasionally be heard from inside.
A small bag containing hand polished marbles, A weathered parchment scroll, which unfurls to
10 20
each one with a different small insect in it. reveal music inscribed in long-faded ink.
Index 219
NOTES
220 Notes
NOTES
Notes 221
NOTES
222 Notes
NOTES
Notes 223
LICENSE
The terms of the Open Gaming License Version 1.0a are as follows:
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