Arc V: Leaves of the Kingdom
Introduction
Following the events of the City of Sacrifice arc, Ruins of an Age sees the party traveling to Aurora, the Forest Kingdom, in search of their next artifact, the Orb of Ego. To do so, the party must travel within the great Spirit Oak and confront the Elves who live within.- Ruins of an Age is roughly 3-4 sessions in length and will take the party from Level 6 to Level 7.
The Downfall
After Vorston is reborn, there are multiple events which take place simultaneously on the 33rd night of autumn. Those events and where they take place are detailed here. These locations can all be reached by using teleportation runes.Zakib - Nulgath
When teleporting to this location, the players will arrive on the top deck of the Naughtiloft, which is now submerged in the harbor and has sustained heavy damage from what appears to be cannonfire. All creatures which were previously alive within the Naughtiloft are now dead, having passed from either starvation or drowning. Nulgath harbor itself is in flames. All visible ships which were docked in the harbor are destroyed. The city of Nulgath is also in flames, as flaming cannonballs are launched from Brillish warships to the west. A pillar of smoke towers over the city, originating from the imperial palace. In the city, dead bodies of vendors and citizens can be seen scattered throughout the streets. Killer Killith's Zorithil Rental store is empty, with no sign of Killith or any of his lizards. The Imperial palace is not accessible, as the flames have become too extreme to allow entry. An entrance to the underground district can be found near the marketplace, where Jula, the Imperial Servant is guarding the entrance with several Zakibian Peace Officers.Plains of Noran - Mountain Eater
In the off chance the adventurers travel to the Mountain Eater, they will find it to be entirely empty. Looking out any of the windows will reveal that the Brillish royal army has constructed an extensive camp around the fortress.Northern Neutral Zone - Sharfa - Bort's Bombastic Emporium
In Bort's store, the adventurers will find that the store has been looted. A DC 19 Investigation check will reveal small, bloodied footprints trailing from the counter to a corner in the back of the store, where Bort is hiding with invisibility. The city had been raided by Brillish forces one day prior, with many of the residents having fled on boats or into the countryside. The whereabouts of Frennan Shessad and his servant, Adam Levinson, are unknown, although the harborkeeper has record that the S.S. Frennan Shessad set sail just before the attack began.Tarstan - Guksar - Ulrick's Tower
The party will arrive at night, finding that Ulrick's tower has been attacked, along with the rest of Guksar. The entire eastern wall of the tower has been destroyed, spreading rubble throughout the interior of the tower. Whatever destroyed the wall also destroyed the Transmutation table. Guksar itself is on fire, the sun setting as steel Novodelian warships shimmer in the distance. The warships are surrounded by a faint greenish glow. The screams of people, along with the snarls of unidentifiable creatures, ring out from across the city. Zombies and skeletons have gathered around the base of Ulrick's tower, seeking to break down the door and find a way inside. A DC 12 Investigation check will reveal that Ulrick is buried beneath a pile of rubble. He is unconscious and unresponsive as a result of a concussion. A DC 18 Medicine check, along with valid tools/supplies, will bring him back to consciousness. Any healing spell restoring at least 18 HP will also do the trick. When healed, Ulrick will tell the party that he was studying the Scepter of Pestilence when he suddenly felt a large wave of necromantic energy. The rest of the events are a blur. A DC 19 Investigation check will find that the Scepter became wedged between an overturned table and a wall, causing the purple gemstone to have broken off. With no other option visible, Ulrick deems it necessary to hide the party and himself in a pocket dimension known as a Mindscape, which he explains to be a projection of his own consciousness. He creates this dimension by taking a feather from his desk and drawing the outline of a door on a wall, which causes a physical door and doorframe to fizzle into existence.The Mindscape
The Cortex of Ulrick's Mindscape takes the form of an extensive study filled with books he had read during his time at the Royal Academy of Vush, with a warm fireplace along one of the walls. The study contains a desk, piled high with assorted sheets of parchment and math tools. In one corner of the Cortex, there is a colossal brass telescope pointed through a opened hatch in the ceiling, through which the Astral Sea can be seen. There is a brewing apparatus set up on a table, from which many potions can be crafted depending on proficiency with certain necessary tools (Give potion crafting pdf). Ulrick will explain that he took Alchemy as a minor during his education days. The recipe to create a Sortis Serum is also given, which requires proficiency with Alchemist tools and 5 Leyblossom Pedals, which can only be found in the forests of Arbhor. There is also a teleportation rune on the floor, allowing the party to travel to this location so long as Ulrick is alive. Three doors which lead to the rest of Ulrick's Mindscape are sealed off by large iron bulkheads. One door seems to be in pristine condition. A different door appears to be normal, but a DC 18 Investigation check will reveal scorch marks around the frame. The last door appears to be heavily rusted. When asked, Ulrick will get defensive and say that there is no need to go to those rooms. The bulkheads require either a DC 28 Athletics check to open or a DC 29 Slight of Hand check. Failing the Slight of Hand check breaks the lockpick. If Ulrick sees either of these actions being performed, he will threaten to abandon the party and let them find their own way to Arbhor. The pristine door leads to a memory in which Ulrick meets Sortis for the first time in the field outside of the Royal Academy. Ulrick, as a young boy, is walking from the nearby town of Aj'Jazaras, holding various textbooks. Various Orc and halfling students, noticably older than Ulrick, appear from behind a hill and begin pelting him with stones, chastising him for being a human. Sortis, an adult elven man older than Ulrick, apparates behind him, threatening the other students with the disintegrate spell. The scorched door leads to... The rusted door leads to... On the subject of how to continue the quest, Ulrick makes note of the limited options provided. The party can take a boat to Arbhor and the rest of the countries needed for the quest, however that takes up lots of money and, more importantly, time. Ulrick will reluctantly suggest that the party visits the Royal Academy of Vush and make a case for their assistance. Ulrick is not necessarily in good graces with the Academy due to something which occurred in his past. Regardless, Ulrick suggests the party rest in the Mindscape for a night while he prepares the ritual to transport them to the Royal Academy, as his access to their teleportation rune was severed long ago. The ritual requires him to burn various precious gems in the center of a chalk circle. (Optional) In the middle of the night, Korrin will be haunted by an archdemon, a lanky doppelganger which is capable of putting him under paralysis and takes the forms of important figures in his past. This archdemon does not intend on killing Korrin outright, but rather lurking within close proximity to weaken his trust in others. The doppelganger wants Korrin to be alone, both physically and mentally. In its true form, the doppelganger can paralyze Korrin simply with its presence. It is also able to completely disappear in dark and dim environments. After a long rest has been completed, Ulrick completes the transportation spell, sending him and the rest of the party to the Royal Academy of Vush.Preparing for War
After arriving in the Royal Academy, the Hellraisers must convince the Council of Masters to aid them on their quest, as well as provide them with transportation so that they may make their way to Arbhor.Vush - Royal Academy - Main Hall
The main hall of the Royal Academy is a large building shaped after the interior of a dodecahedron. Each side of the dodecahedron has its own localized gravity, some decorated with elaborate statues while others have elevators which lead to different areas of the academy. Sunlight streams into the chamber through windows, which all appear to lead to the various places in the outside world. Students in purple robes can be seen throughout the hall conversating, traveling between classes, and performing various small magical feats. A large golden elevator can be seen on the side of the room directly above where the party arrives, which Ulrick will confirm leads to the Inner Sanctum, where the Four Supreme Wizards reside. The elevator to the Inner Sanctum will not trigger unless a key is obtained from Dean of Students or a DC 24 Slight of Hand check is passed on the lock mechanism. A failure to unlock the mechanism will result in the lockpicks used to snap and the lockpicker's hands to magically turn into garden snakes, causing disadvantage on all Slight of Hand checks for the next day or until the curse is lifted.Inner Sanctum
The elevator to the inner sanctum will descend about 500 feet before stopping and ascending 500 feet. Once the elevator reaches the top of shaft, the party will find itself standing alone in an endless expanse of stars and light-blueish mist. Four particularly bright stars shine within the expanse. These four stars reveal themselves to be the Four Supreme Wizards, Ankna (Master of Air), Jalius (Master of Earth), Revna (Master of Water), and Kendro (Master of Fire). They do not control their corresponding elements, rather they were named after their styles of magic. They exist within the Ethereal Plane, a realm of their own creation in which time flows at a reduced rate. They have existed within the plane long enough to have come closer to the nature by which the multiverse functions, now only able to speak in the primordial tongues, the original spoken language of Kindevion. Jalius, Reva, and Kendro all state that Ulrick and the party are trespassing in the Academy, and that they should leave. Ankna however insists that the other wizards should listen to what Ulrick has to say. It is up to the party to convince the wizards that their quest is worth the attention of the Royal Academy. To do this, three conditions must be met:- The wizards believe the prophecy is true (DC 12)
- The wizards believe that fate should be changed (DC 16)
- The wizards believe that the only way to do so is to put their faith in the Hellraisers (DC 16)
- Frennan Shessad and Adam Levinson
- Princess Alastra and the former child slaves of the Mountain Eater
- Myral
- Empress Calaitha of Zakib
Journey to Arbhor
The flight from Vush to Aurora will take approximately four days by skyship. The first two of these days the players may spend doing whatever they see fit. On the evening of the second day, the Swordspear will come to a very large and threatening thunderstorm over the Tarstanic Ocean. There is no way around the storm, with the only two options being to venture through it or to turn back the way they came.- If the party turns back, it will cost them another two days to return to Vush. They will then have to wait at least a day in order to resupply the Swordspear.
- If the party ventures through the thunderstorm, they will find themselves being hunted by Grondark, Storm Dragon of the Four Skies. Grondark uses the statblock of an Adult Blue Dragon. Grondark will warn the party to leave his domain, saying that the skies and its creatures are to be protected. Grondark can be convinced to stop fighting the party if they bring up Vorston and the threat of the eclipse.
Forest of Graves
With the party safely settled in Arbhor, they must make their way through Aurora to find the location of the Orb of Ego.Port Ginkgo
The Swordspear will land a few miles out from Port Ginkgo, the port where 80% of Arbhorian trade is conducted. The port is constructed out of spruce boards and logs, with four large watchtowers along the port. Many of the buildings are draped with ivy and other vines, many of which are have beautiful flower blossoms. Captain Tay Jarrett and his crew will stay on the Swordspear. There is a road leading out of the port which leads north and ends at Aurora in two miles. There is a market stall where a woman is selling homemade Bomb Arrows, which add 2d6 to the damage of a shot and knock the target back 10 feet. They cost 200gp a piece and she has six of them. While in the port, Kyra will not be able to shake the feeling that the royal guards and merchants are eyeing her, however the other members of the party will not notice this.Aurora, City of Trees
After an hour of riding, the spruce forests around the party will begin to transition into much large redwood trees, which seem to grow larger and larger as the party travels. Eventually, they will come to Aurora, a city built upon colossal white-stone rings that were imbedded into the surrounding trees. The city can be accessed via a large cargo elevator powered by horses. The elevator allows entrance into the Camphor district of the city, with the Banyan and Magnolia districts each being about a mile away.Camphor District
The Camphor District is the residential district of the city. The surface of this district's Greattree is scattered with shanty homes which run up the massive trunk. The area consists of mostly homes and small stores, such as inns, bars, and general stores. In the Camphor District, there is also a blacksmith, a general store, and a guild hall. Other districts of the city are sealed off to outsiders and non-nobles. The Maple Tavern and Inn A tavern built within the husk of an ancient tree, which appears to be on its last leg of life. The tavernkeeper advertises the Maple Inn as the oldest surviving inn in the city, possibly over 2000 years old. The tavern sells primarily Noranian Ale, but also sells Sake from Phalasia for a higher price. A room can be rented for 80gp per night. The tavernkeeper is a woman with black hair and fair skin, who later reveals herself to be Rose Hobb. She has been working as a tavernkeeper in order to save enough money to afford to sail back to the Northern Neutral Zone, as she was robbed a few months ago and had to take loans from the Dark Oaks just to afford food. Forest of the Remembered This area is a public graveyard to remember the lives of both civilians and soldiers. The yard is plotted with rows of trees, each with a stone plaque enscribed with the identity of who is buried beneath. The largest of these trees is a large, non-magical oak tree. This tree was planted recently, has a larger plaque, and is dedicated to the memory of the Oaken Legion. The plaque contains the names of all of the legion's former members, including Sylrona. Kyra Goldenleaf's name has been etched out of the plaque, but is still recognizable. Elsewhere in the graveyard, there is a clearing with 40 small flowers. A plaque marks the clearing as a vigil to the lives lost in the arson of the Willowrose Orphanage in the year 1999.Cathedral of the Mother
The Cathedral of the Mother is located at the northmost point of the city. Inside, the party can meet Reverend Tobias, the current leader of the religion. He is young with brown hair and flowing robes. He must be convinced of the significance of the quest, afterwards he will take the party to a room on a higher floor where he believes the Orb of Ego is being kept. However, the orb has actually been taken, seemingly by a bird. The creature who stole the orb took it in the direction of the Spirit Oak. Reverend Tobias can be conviced to permit the party to tread upon the holy ground, however he will not follow or lend aid. Tobias's young son, Willem, will attempt to speak to Pebble Klondike, having heard the party's earlier conversation with the reverend. He will offer Pebble the ring known as Odhold's Embrace [Magic Item] Also in the Cathedral is Berthal, Reverend Tobias's father, who is feeble and old, relegated to a wheelchair. Sylrona will recognize him as one of the humans who assaulted them on their first day of life. Berthal is senile, however he will recognize Sylrona as an "Elvish devil."Wilds Before the Spirit Oak
The party makes their way towards the Spirit Oak to find the Orb of Ego. There are multiple routes towards the Spirit Oak, so the exact location of these events do not matter. In general, it is a full day's walk from Aurora to the Spirit Oak and half a day's ride there by horse. While traveling, a demon encounter will begin in which the party is attacked by undead fairies. The fairies travel in swarms of between 10 to 30. They have an AC of 20 and hp equivalent to the number in their swarm. Attacks against them which deal fire damage or explode are made with advantage. Come up with their attacks on the fly. Partway through the fight, Sylrona will spot an elvish observer riding a stag mount. The observer will intervene in the fight if he determines that the party will not survive. The elf's name is Thistlewind (Nylrindar in Sylvan, which translates to "Sharp plant of the wind"). He is a wood elf dedicated to protecting the lands surrounding the Spirit Oak. His stag's name is Pinecone (Sylsedilir in Sylvan). If Thistlewind intervenes in the fight, he will willingly lead the party towards his camp. Otherwise, he would need to be tracked back to his camp.Thistlewind's Camp
The camp is located in a small clearing deep in the underbrush of the forest. There is a large tent made of branches, leaves, and animal pelts, a small campfire, a post where Pinecone is tied, and a makeshift archery range. Thistlewind has been living here with another elf named Mithrandir ("Beloved one from the mines" in Sylvan) Fitzgerald. Mithrandir is not quite as old as Thistlewind, however he is clearly not young, and Sylrona could estimate that he is, at least, 400 years old. Thistlewind's sole purpose in life is to protect the denizens of the Spirit Oak, while Mithrandir has dedicated himself to the destruction of systems of elvish oppression. Due to their shared goals, the pair have allied themselves. If he deems them trustworthy, Mithrandir may reveal to a party member his plans to attack the Brilish capitol of Filsa. He may admit that he has attempted a coup before, however he had learned that only a full scale attack on the kingdom would be able to turn public opinion and destabilize the monarchy. Thistlewind will permit the party to stay the night at his camp if they wish. If they do, Mithrandir will wake Sylrona up early in order to teach them more advanced magic, most notably the spell "Aetherwilt." Thistlewind may offer to lead the party the rest of the way to the Spirit Oak.The Spirit Oak
The party arrives at the base of the Spirit Oak, where a dark corruption has begun to spread. As the party arrives, they begin to notice several dead trees in the vicinity of the birthing grounds, the area where elves spawn from their seedpods. Closer inspection will reveal some sort of corruption spreading from the direction of the Spirit Oak.As you are continuing your approach to the Spirit Oak, a rotted tree catches your eye. Several yards away, another tree lies on the ground, its roots still intact. Yet another rotted tree leans wearily, causing the ground beneath it to buckle. Inspecting a tree: [15 Nature, Arcana] You grip a section of tree branch. It crumbles in your grasp like dried clay, leaving an ashy powder on you skin. This is not normal tree decay; this is the result of sinister magic.When the party arrives at the Birthing Grounds of the Spirit Oak, they will find that the corruption has worsened.
You break through the treeline. An expansive field, dead grass rustling in the wind, stands between you and the monolithic Spirit Oak. Several oblong wooden objects protrude from the tall grass, scattered like leaves. To Sylrona: As you look over the field, a tightness haunts your chest; a feeling you have not felt since you last stood here over 32 years ago. You can remember when you first saw this place, how the sunshine felt on your skin as you took your first steps into this world. You remember exactly where you awoke. It's not far from where you are now. Inspecting a pod: [12 Investigation] The object appears to be a large seed pod, roughly the size of a person. The ground around the pod has deformed, seemingly from an impact. There are also black, vein-like markings in the wood that appear unnatural.If Slyrona goes to inspect their birthing pod, they will find a fox waiting near the pod, who will be delighted to see them. Sylrona will remember this fox as the one they saw on their first day of life. The fox can lead the party to the fissure in the Spirit Oak that leads to The Roots.
The Roots
The Roots are a sprawling network of pathways, which grow upon a rocky environment. The only light comes from bioluminescent plants which grow within the humid, overgrown cavern.You pass through the fissure at the base of the Spirit Oak, and a musty scent fills your nostrils as the light fades. You squeeze past lumps of root and bark, moving deeper and deeper into the massive tree, and eventually pushing through to a large cavern-like structure. A tangle of massive roots, upon one of which you are now standing, snake through the space above a lake of water. The roots are illuminated by a glowing moss which coats many of the surfaces in the cavern. Inspecting the water: [16 Perception] The water below you seems... wrong. It appears opaque, but not like muddy water. It's coloration is almost grey. The waters emit a musty scent.The roots are littered with the remains of fallen Ents, corrupted by the substance seeping into the tree. The roots converge an ancient elven temple at a central pool of water, which feeds directly into a large root with an open pore.
The Hollow
The Hollow is a massive cavity located within the trunk of the Spirit Oak. It is home to two civilizations: the Frogfolk and Toadfolk of Lillyburg, and the High Elves of the Hanging City. The Hollow is illuminated by a tall magical spire which hangs in the center of the Hanging City.Lillyburg
Located at the bottom of the Spirit Oak's Hollow, there is a town which takes up the entire lower half of the massive Hollow known as Lillyburg. The party will enter Lillyburg through a well in the town center, called Hoppsquare. The square is populated with various frog and toadfolk, each going about their day. Seemingly, the frogfolk dress in more refined clothing than the toadfolk, and the toadfolk are seen working more laborious jobs. A clocktower overlooks the square. Hoppsquare has a few shops, such as a tailor, a barber, a pipeweed shop, a bakery, and a general store.Male Names (d8) | Female Names (d8) |
---|---|
Kremit | Lily |
Hoppson | Hoppelia |
Croakert | Croakella |
Jumply | Jumplin |
Ribbit | Ribbette |
Wartley | Wartina |
Toadrick | Tadessa |
Bulgy | Frogmira |
[16 Perception] You overhear small talk between two frogfolk about how some of the crops on the outskirts of the city have begun to yield rotted food.The party may overhear small talk about how some of the crops on the outskirts of the city have begun to yield rotted food. A small Toadfolk child will attempt to pickpocket a random member of the party at any of these stores. If successful he will run down an alley towards the Padstool district. If he is caught, he can be convinced to lead the party there on his own volition. In a dark alley in the Padstool district, there is a small inn called The Frowning Newt. The tavern is run by a Toadfolk woman, and the interior of the building is dilapidated. The woman will cough and ask "Is the bread at market still 3 silver?," which anyone proficient in Thieves Cant would know means "Are you with the organization?" If not understood, the woman will claim that she thought the party was someone else. If the party answers yes in Thieves Cant, the woman will use a secret switch to open the wall behind her. This reveals a hidden staircase to the cellar, where many Toadfolk have gathered. The people are wearing thieves attire to hide their identities with wooden masks covering their faces. They tentatively place their hands on their weapons as the party enters. A short toadfolk woman stands at the edge of a table in the center of the room, conversing with her constituents in Thieves Cant about where supplies can be stolen. The woman's mask is made of birch wood, identifying her as the leader of the group. The woman's name is Birchwood, and she will attempt to interrogate the party about their presence in Lillyburg. Birchwood leads a nameless rebellion of thieves in order to combat systemic oppression in Lillyburg, as the Frogfolk have, over the millenia, gained control of Lillyburg's government and set up systems to keep Toadfolk in place as a servant class, with the Elves of the Hanging City refusing to acknowledge their plight. Birchwood will help the party in reaching the Hanging City, but only if they promise to act on their organizations behalf. She will tell them that, as Sylrona is an elf, they have access to the city above, as there is a lift at the center of Lilyburg which can only be operated by those of elven blood. Birchwood will also suggest that Sylrona speak to the Emissary of the Mother, who dwells in a chamber even lower beneath the cellar. A ladder to that chamber is in the corner of the room. The Emissary is a very large toad in an overgrown chamber, illuminated only by bioluminescent moss. She does not speak, however she can transmit her thoughts telepathically with those in proximity and can understand all languages. She was sent to Kindevion by The Mother many millennia ago to guide her races towards prosperity, however the elves have imprisoned her in her chamber with various spells. She is capable of foreseeing destiny to a limited capacity, as well as imparting the wisdom of The Mother. As stated, a large levitating elevator in the center of the town, operated only by those of elven blood, will allow access to the Hanging City. While the elevator is in motion, the rings will glow and 2 Barbed Devils and 2 Imps will appear to fight the party.
The Hanging City
Made of a purple crystalline substance, the Hanging City is the Elven Capital and the source of light within the Hollow. Few are permitted entry, and few ever choose to leave.Elven Names (d12) |
---|
Lyndor |
Nyveth |
Yarlen |
Thalya |
Elyndor |
Yavari |
Mystral |
Elwyn |
Tyndra |
Ysander |
Sylvahn |
Nyssa |
- Libraries
- Pleasure Houses
- Residential Homes
- Churches, worshiping The Mother
- Vineyards
- Ballrooms
- Hospitals
- Archery Ranges
The Canopy
A mass of branches and leaves at the top of the Spirit Oak. Former home of the fairies, many of whom died in an attempt to stop a demon from taking The Mother's Embrace. After the party passes through the door and walks up the stairs, they will find themselves standing on a large branch of the Spirit Oak. There are no bridges, roads, or ladders to ascend the tree further; the party must climb in order to continue. At one of the highest branches, the remnants of a town can be found. The town is miniature in scale and seems to have been utterly decimated. A single fairy remains in the town, a woman named Acorn. Acorn was a former baker in the tiny town, which used to be called Farview. They say that all of the warriors went to the Mother's Pavilion to fight a great beast, but none of them returned. Most fairies have now fled the Spirit Oak and scattered throughout the Arbhorian wilds.The Mother's Embrace
The Embrace is a large, colosseum-like structure that once served as a religious site. Now, it is home to a great evil. After entering The Mother's Embrace, the party will face off against Vernack, a demon who has possessed a crow and altered its physiology after being exposed to the Orb of Ego.Vernack, Puppet of Ego CR: 8
STR
14 +2
DEX
12 +1
CON
17 +3
INT
16 +3
WIS
8 -1
CHA
2 -4
Curse of Ego
If Vernack sustains damage and his Ent Servants are alive, Vernack heals to full health on his turn. In addition, any creatures who injured Vernack in the last round are marked with a demonic rune. When a creature is marked with three runes, they are instantly reduced to zero hit points.Summon Servants
When Vernack rolls initiative, four Ent Servants will be summoned within 100ft of him.Actions
Multiattack
Vernack can make one Talon attack and one Beak attack, or two Beak attacks.Talon
10ft, +6 to hit, 4d6+6 slashing damage.Beak
5ft, +6 to hit, 3d10+6 piercing damage.Grab and Drop
Vernack lunges at a creature within 30 feet, causing that creature to make a DC 17 Dexterity Saving throw. On a success, the creature dodges the attack, and Vernack moves to within 10ft of that creature. On a failure, Vernack grabs the target. As a free action, Vernack can drop the grabbed creature, but must do so during his turn.Legendary Actions
At the end of another creature's turn, Vernack can expend up to three charges to make a Beak or Talon attack. When these charges are used, they do not return until it is Vernack's turn again.
Lair Actions
Throw Boulder
On the lair's turn, Vernack can uproot the nearest boulder and hurl it at an enemy. This attack has a range of 40ft and requires the target to make a DC 12 Dexterity Saving Throw. On a success, the target dodges the attack. On a failure, the target take 4d10 Bludgeoning damage.Poison Brambles
On the lair's turn, poisonous brambles will erupt from the ground within 30ft of Vernack. These vines appear in four circular clumps, each of which is 15ft in diameter, and appear in random locations. These clumps of brambles are considered rough terrain. Any creature which enters the brambles must make a DC 14 Constitution Saving Throw. On a success, no effect occurs. On a failure, the creature is Poisoned and will take 5 damage on their turn for 1 minute. This effect can be ended with a restoration spell or by using a Potion of Antidote.Vernack's lair is located in the canopy of the Spirit Oak, in a clearing called the Mother's Embrace. The lair is a grassy clearing dotted with boulders and wildflowers. There is a central, large boulder which Vernack can perch upon.
Regional Effects
Vernack's presence is poisoning the Spirit Oak and the surrounding region. All water from natural sources within 3 miles of Vernack's Lair is not safe to drink, and takes on a slightly green hue. Any creatures which normally swim within said water die and float to the surface. All trees within 1 mile of the Spirit Oak are more brittle than normal, and fruit produced by said trees is inedible. Grass and flowers within 1 mile of the Spirit Oak have taken on a brown hue and are wilting. An increased number of crows can be seen within 5 miles of the Spirit Oak.
Suggested Environments
The Mother's Embrace, Spirit Oak
Ent Servant CR: 2
STR
32 +11
DEX
8 -1
CON
21 +5
INT
12 +1
WIS
16 +3
CHA
12 +1
Actions
Multiattack
The treant makes two slam attacks.Slam
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.Rock
Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.- If Vernack takes damage, he heals back to full health at the start of his next turn. When Vernack heals, he shrieks and a green rune begins to orbit all enemies within 150ft. If a player has 3 green runes, they are instantly reduced to 0 HP. A DC 20 Constitution Save must be passed to resist this effect, and the save must be repeated again on the players next turn.
- Vernack summons Five Ent Guardians. Killing an Ent Guardian removes a rune from the player who killed it. When all Ent Guardians are killed, Vernack can no longer heal, however his rune ability still triggers when his turn begins.
- Vernack can fly, pickup and drop enemies, scratch, and cast the spell "Disintegrate." Disintegrate recharges on Vernack's turn when he rolls a 6 on a d6 at the start of his turn.
- Let things remain the same, leaving the fate of the High Elves uncertain.
- Destroy the Spirit Oak, forcing the High Elves and those they keep hostage to venture out into the world. (Causes the Spirit Oak to burn down)
- Give life back to the Spirit Oak, allowing new life to spring forth, but sealing the High Elves inside forever. (Creates new life, such as Centaurs, Giants, Kenku, Tortles, Tabaxi, Arakokra, etc.)
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