Festerwood Navigation Example DCs
| DC | Location |
|---|---|
| None | The Lightspore |
| None | Any unhidden location beneath the Lightspore … |
| DC | Location |
|---|---|
| None | The Lightspore |
| None | Any unhidden location beneath the Lightspore … |
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your…
| 1d6 | Destination |
|---|---|
| 1–2 | Pine Barrens (area F2) |
| 3–4 | Infested Outcrop (area F3) … |
Level 1 Conjuration (Wizard) Casting Time: 1 hour or Ritual Range: 10 feet Components: V, S, M (burning incense worth 10+ GP, which the spell consumes) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0.…
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as “a green dragon’s lair”). For the duration, as long as you are on the same plane of existence as the destination, you…
Level 6 Divination (Bard, Cleric, Druid) Casting Time: 1 minute Range: Self Components: V, S, M (a set of divination tools—such as cards or runes—worth 100+ GP) Duration: Concentration, up to 1 day You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving…
Lady’s Whisper Lady’s Whisper can harness the ambient magic in the Gate of Nhimbaloth (areas area I60 to area I64 and areas J1 through J18) to create the following effects. On Initiative count 20 (losing Initiative ties), Lady’s Whisper can create one of the following effects, or forego creating any effect that round. They can’t do so while they have the Incapacitated condition or are otherwise…
Wield Fey Mirth and Fury A fey mystique surrounds you, thanks to the boon of an archfey or a location in the Feywild that transformed you. However you gained fey magic, you are now a Fey Wanderer. Your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury. Level 3: Dreadful…
| 1d12 | Item |
|---|---|
| 1 | A statuette of a demonic frog-like figure made of an unknown, slimy substance |
| 2 | A dagger with a jagged blade whose handle squirms when held … |
Dragonmark Feat (Prerequisite: Eberron Campaign, Can’t Have Another Dragonmark Feat) You gain the following benefits. Hunter’s Intuition. When you make a Wisdom (Perception or Survival) check, you can roll 1d4 and add the number rolled to the ability check. Finder’s Magic. You always have the Hunter’s Mark spell prepared. You can cast it once without a spell slot, and you regain the ability to…
Whether to Kreffik or to the characters, Baron Zorlan tenders payment in a chest containing seven smaller pouches within. Each pouch contains 100 GP in coins of various mint (removing one pouch for each undelivered crate). Further, the chest contains a pair of Boots of the Winding Path (see Eberron: Forge of the Artificer).
The Festerwood’s abundance of claustrophobic spaces and scarcity of identifiable landmarks makes it challenging to navigate. Most traveled pathways are along the occasional narrow trails of water that are scattered throughout the wood. As a result, it can be particularly difficult to pinpoint the same location twice without proper expertise and preparation. Traveling in the Festerwood The…
The dancing, twisting flickerwisp is a less powerful but no less malevolent type of will-o’-wisp. Like their more dangerous kin, flickerwisps prefer to haunt lonely swamps or stretches of lonely rivers or creeks, particularly near the shorelines where they can pass themselves off as nothing more than a small gathering of fireflies. A flickerwisp’s body is a 3-foot-long length of hair-like fibers…
"The settlement sits on top of a mountain, and from the village square you can see for miles. Stalls selling cocoa and mulled wine have been set up, making the whole area smell delightful." Villagers are gathered around Gregorus, who stands on a raised dais next to a clocktower and well. The decorated fir tree is damaged, and the piles of wrapped gifts at its base are now all gone.
| 1d6 | Destination |
|---|---|
| 1–2 | Oozing Ravine (area F6) |
| 3–4 | Stinking Quagmire (area F7) … |
Within the Festerwood is a rich ecosystem of exotic plants and fungi. A character that is experienced with foraging (or exceptionally lucky) may be able to collect and identify certain edible flora with a successful DC 16 Wisdom (Survival) check. The resources found by successful foraging are nutritious and safe for ingestion. If the result of a character’s check is 20 or higher, roll on the…
Sister Fathom’s sorrow mirrors the sadness of Druskenvald’s people. When they cry, she sheds briny, inky tears that spill into the sea. With slimy skin, kelp-like hair, and scaled fins, she is a creature of the ocean and is bound to it as a prisoner of her own misery. When she surfaces and yearns for land, her tears spill forth in a great surge that crushes her back to the deep. Her eerie…
Cluttered tools, scraps of wood, and furniture are haphazardly stacked in this cramped room. The seugathis use this area as a storage closet. Only their minds can comprehend why they store things like broken tables, a dismantled clock, a brass kettle with four evenly spaced holes in its bottom, or seven mustard-yellow and moth-eaten bedsheets. Treasure: A character who searches this area might…
“Zavi and Sofia’s modest dwelling sits on the edge of the desert, waiting for its youngest occupant to return.” Sofia ’s sketches of rabbits, her dad, and the Couatl are scattered on the floor of her bedroom. Their home shows no signs of forced entry or intruders, and no traces of any magical energy. The temple’s entrance is visible from Sofia’s bedroom window.
Anchored shackles and fetters line the north and west walls, and bloodstains obscure the stone floor. At the east and south, two sets of double doors lead out of the room; two steep staircases beside each of them lead somewhere further below. While Belcorra lived, jailers brought prisoners up the stairs and shackled them to the walls before processing their paperwork on a desk that has long since…
Weapon (greatsword), rare This heavy, dark wood is incredibly strong and forms part of the symbiotic relationship it shares with destructive beetles that live inside. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the d20 for an attack roll made with this weapon, some of the sword’s beetles leave the weapon and latch onto the target, biting…
"Dust is swirling around the driveway. The skittish horses have kicked up the gravel path that had been so neatly raked when you first arrived." Bolla has driven her carriage, pulled by two horses, right up to the door. She was meant to go to pick someone up first, but forgot. When the horses get loose, they knock over the lanterns that have been placed along the driveway.
Level 2 Divination (Cleric, Druid, Ranger) Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but…
The festival arrives in Wickermoor Village after the sixth Fallen is defeated and the Vermintoll Coven is destroyed. The events of this adventure take place once the characters arrive back in town. While the characters may not need prompting to return to the village, you can use the following hook to guide them there.
If the lurker is discovered outside the window, it begins combat by using Dark Teleport to appear next to the character who discovered it. If it isn’t revealed in six attempts, the lurker attacks from the ceiling, surprising the characters. Once the lurker is destroyed, the wooden doll climbs onto the left bed and settles in comfortably before becoming inanimate as the soul fragment is put to…
The fortress’s doors are made of magically treated metal that has Resistance to all damage. The doors to most bedrooms (areas F3–F6) are locked; their locks are Complex (1 minute to pick) and of Superior quality (DC 20). (See “Doors” in the Dungeon Master’s Guide.)
The walls of this room are carved from black stone and feature four large alcoves, two to the east and two to the west. Three contain large, stone basins filled with reeds, moss, and other swamp plants. The basin in the fourth alcove is empty. Stairs lead downward to the north. The stairs lead down to J1. Creatures: Three Will-o’-Wisps hover over three of the stone basins (the fourth was slain…
If the characters investigate, following the tracks is easy. Domnall and the wolves aren’t trying to hide. It takes 20 minutes for the character to catch up. Proceed to the “Trapper Trapped” encounter.
Spare chairs and shelves piled with grimy bottles and poorly cleaned dishes fill this storage room. The patrons of the Warped Brew are served from the filthy dishes here, usually without washing them first, which should make any character reconsider ordering anything to eat in the tavern.
| 1d12 | Hook | 1d12 | Hook |
|---|---|---|---|
| 1 | Sister Serenade plans on crashing one of the Iron Maiden’s performances by singing a duet that would cause the curseborn to lose their power over their curse and go feral. Protect the performance and thwart her plans. | 7 | A renowned scientist loses control of his curse every night and turns into a vicious beast, forgetting everything that occurs… |
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