Embering Forest
The party enters the Embering Forest, known for random wildfires caused by spurts of flame rising from its forest floors. The trees appear to be charred from fires past, and the smell of ash fills your nose.It takes the party two hours to traverse through the Embering Forest.
Random Hazards
The following are the random hazards that the player can run into in the Embering Forest: Flame Geyser - Every thirty minutes, or every 1d6 rounds in combat, have the players roll a DC 10 Perception check to notice several small tufts of flame spurting from the ground. Pick a player/creature randomly. If they do not move, they roll a DC 15 Dexterity check. If they fail the check, they take 2d6 fire damage. If they succeed the check, they take half damage. Quicksand - Every thirty minutes, or every 1d12 rounds in combat, a quicksand pit covers the ground in roughly a 10-foot square area and 10 feet deep. Any creature in the area sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the start of each of the creature’s turns, it sinks another 1d4 feet. As long as the creature isn’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe. A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand. Suffocation Rules - A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. Death Saving Throws - Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. On your third success, you become stable. On your third failure, you die. The rolls don’t need to be consecutive. The number of both is reset to zero when you regain any hit points or become stable. Rolling a 1 counts as 2 failures. Rolling a 20 counts as 2 successes. Stabilizing a dying character is a DC 10 Wisdom (Medicine) check.Random Encounters
(x8)Giant Rat
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 1d4+2 piercing damage.
Constrictor Snake
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 1d6+2 piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 1d8+2 bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Harpy
Actions
Multiattack. The harpy makes two attacks: one with its claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 ( 2d4+1 ) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 ( 1d4+1 ) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route, trying to get within 5 feet. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this harpy’s song for the next 24 hours.
Sahuagin
Blood Frenzy: The sahuagin has advantage on melee Attack rolls against any creature that doesn't have all its hit points.
Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid Suffocating.
Shark Telepathy: The sahuagin can magically Command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack: The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 ( 1d4+1 ) piercing damage.
Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 ( 1d4+1 ) slashing damage.
Spear: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 ( 1d6+1 ) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee Attack.
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