Into Ashenwood
Each group is guided by one of Zorri’s apprentices to a different path leading into Ashenwood.
Each group is guided by one of Zorri’s apprentices to a different path leading into Ashenwood.
Ashenwood is a vast evergreen forest of mostly pines and firs. No settlements exist in the forest, and few people who live on its borders dare enter, even for a few hours. In addition to the regular animals, great beasts dwell in the forest. The spirits of Rashemen do not control these dangerous creatures but often direct them into the paths of trespassers.
Before running the adventure, prepare as follows:
Weapon (spear), uncommon (requires attunement) This deep red weapon was made by a vengeful craftsman. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. If the attack is made against a creature who dealt damage to you since the end of your last turn, this bonus increases to +2 instead. Proficiency with a Spear allows you to add your proficiency bonus to the attack…
Weapon (spear), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on…
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat) You gain the following benefits. Artisan’s Intuition. When you make an Intelligence (Arcana) check or an ability check using Artisan’s Tools, you can roll 1d4 and add the number rolled to the ability check. Spellsmith. You know the Mending cantrip. You also always have the Magic Weapon spell prepared. You can…
Weapon (warhammer), uncommon (requires attunement) This deep red weapon was made by a vengeful craftsman. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. If the attack is made against a creature who dealt damage to you since the end of your last turn, this bonus increases to +2 instead. Proficiency with a Warhammer allows you to add your proficiency bonus to the…
Level 6 Necromancy (Cleric) Casting Time: Action Range: 60 feet Components: V, S Duration: Instantaneous You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much…
Armor (ring mail), legendary You have a +3 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Magic and malice give form to invisible stalkers, bodiless spirits of the air. These elusive beings pass unseen with nothing more than a stirring of air. They control powerful winds capable of moving objects and battering foes. Magic-users conjure these creatures to serve as killers and thieves. Invisible stalkers relentlessly pursue their quarry, and they rarely leave evidence of their crimes.…
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a successful one. A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders. Spell Tags: Creation, Damage, Control Available For: Sorcerer (Legacy),…
Potion, rare When you drink this potion, you gain the effect of a Detect Magic spell (no Concentration required) for 10 minutes, and during that time, you have Advantage on Wisdom (Insight) checks to discern hidden motives or deception. This potion is stored in a round glass flask. An iron band wraps around the bottle, ornamented with a goat’s skull. Heightened Potency. For the duration, you…
Level 5 Illusion (Sorcerer, Wizard) Casting Time: 1 minute Range: 30 feet Components: V, S, M (a paintbrush) Duration: Special You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot…
Weapon (light hammer), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has…
Weapon (whip), uncommon (requires attunement) As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits. Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn’t wake a subject from magically induced sleep. Supernatural Readiness. Each subject has Advantage on…
If the characters reject Mister Crossroads or attack him, read or paraphrase the following: The croc-folk pulls out a pocket watch with his skeletal hand and examines it. “My, my. Look at the time! It’s a shame we couldn’t make a deal, but I must retire to the Dead Man’s Hand. It’s just down the road!” With a snap of his bony fingers, brilliant magenta flame whips up around him, and he’s gone in…
An Indifferent coven of Neutral Night Hags conducts alchemical research in this laboratory. Each seeks a rare ingredient to perfect their individual concoctions, and the party’s presence may provide just what they need. Each hag is willing to offer cryptic information as to what the party seeks if a character is willing to give something in return. What each hag needs and will divulge is detailed…
Weapon (light hammer), uncommon (requires attunement) This deep red weapon was made by a vengeful craftsman. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. If the attack is made against a creature who dealt damage to you since the end of your last turn, this bonus increases to +2 instead. Proficiency with a Light Hammer allows you to add your proficiency bonus…
Wondrous Item, uncommon While wearing this pendant, you know Thieves’ Cant. In addition, you can more easily recognize the patterns used in linguistic codes, granting you a +5 bonus to Intelligence checks made to understand a written or spoken cipher.
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