Badger Shrine Meadow Geographic Location in New World - Dragonsmoke Archipelago | World Anvil

Badger Shrine Meadow

Waytravel to The Shrine of the Last Badger...

  A   s you break free of the emerald green pines and into the calm mountain meadow, you spot something strange. An ancient, thick, and fallen tree lies alone next to a murky pond. Carved from the fallen log is a group of badgers made to appear as if exiting from a hollow trunk. Close inspection determines that this wood is unnaturally preserved; its unrotted roots form a tangled mass with a forty foot diameter. Obscured behind the intricate twisting of roots is another carving. A gargantuan twelve-foot tall badger, poised on its hind legs, looks off into the treeline, as if alert... A feeling of sadness washes over you as you approach it, and thoughts are impressed upon your mind. This used to be the home of a thriving badger colony. Now, this lone guardian remains... Welcome, to The Shrine of the Last Badger.   Tier I Waypoint | The Iron Coin will allow anyone through. The monsters present flee instinctively should anyone of 5th level or higher arrive.  

Prerequisites: Reaching the Dungeon

Dungeon Link   The Badger Shrine is one day's travel east from the waypoint. You must complete the following before attempting the dungeon.
  • Roleplay your PC having a dream about a bipedal badger statue summoning you to it in a mountain meadow
  • Successfully complete an easy social/investigation skill challenge to hear rumor of this shrine
  • Successfully complete a moderate tracking skill challenge to know how to get there; each failure adds 12 hours to your journey
  • For every 24 hours you are traveling to the Badger Shrine (minimum of 24 hours), you must make 6d100 rolls (4 during the day, 2 at night)
  • For every roll of 25 or below, you have a random wilderness encounter !table wilderness

Mountain Conditions

When seeking a site to rest for the night, you must succeed on a DC 14 Survival check. Failure means you benefit only from a short rest.   Thunderstorms plague this region regularly. Roll 1d20. On an 11 or higher, a thunderstorm is present; factor in the following:
  • If you do not have a tent or some other type of waterproof shelter, make a DC 12 Constitution saving throw; failure means you will benefit from a short rest only.
  • On an 19 or higher, even a tent is not sufficient and you will benefit from a short rest only.
  • Before making another survival check to find shelter, you must roll 4d100. For every roll of 25 or below, you have a random wilderness encounter. !table wilderness.
  • Once you successfully find a campsite, this character never needs to look for another campsite in this region again. Thunderstorms will still be a problem, though.
  In addition to affecting your ability to sleep, the following regional affects apply for the next twelve hours. Here is an example: If I rolled a 4d100 and the results were 67, 21, 88, 12, then the first two rolls will incorporate the regional effects. The first 6 hours, nothing happens. The next 6 hours, random wilderness encounter with these effects. The next 6 hours, nothing happens and the storm is gone. The next 6 hours, random wilderness encounter with no thunderstorm effects. Combat encounters in these conditions awards a 10% bonus. The reviewing DM may also grant additional cash rewards for utilization of this system.  


Lightning flashes and thunder crashes. All creatures are partially obscured if they are more than 20 feet from you.   If you travel for 4 or more hours during a Thunderstorm, roll a d20. On a 1, you are struck by a lightning bolt dealing 3d12 lightning damage. Lightning and Thunder damage rolls have a +2. Also has the effect of Rain, High Winds, Heavy Clouds.  

Heavy Clouds

  The sky is blocked. High flying aerial creatures have total cover, and outdoor light does not count as sunlight (for the purposes of sunlight sensitivity and similar traits). Checks using Navigation Tools to determine your location based on celestial observation are made with disadvantage.  


  Unpleasant to travel in. If you have wagons, your travel pace is slowed by half. If you attempt to take a long rest without cover, you must make a DC 12 Constitution saving throw to gain the benefits for a long rest.   All fire damage rolls have a –2. Also has the effect of Heavy Clouds.  

High Winds

Turbulent gusts sweep across the land. Select a wind direction based on locale or roll a d4 and consult the table. Flying creatures gain +10 movement speed when moving with the wind, and –10 movement speed when moving against it.   All ranged weapon attacks have a –2 to attack rolls, and their range is reduced by half when shooting into the wind.
d4 Direction
1 North
2 East
3 South
4 West


  The Badger Shrine Dungeon is under the open sky with thick vegetation on either sides of the path. There is sunlight during the day and it is darkness during the night.  

The Badger Shrine Solo Encounters

  CR 0: Badger
CR ⅛: Giant Weasel
CR ¼: Giant Badger
CR ½: Black Bear
CR 1: Brown Bear

The Badger Shrine Special Encounters

  The following encounters appear only once. When they have been slain and their rewards taken, they do not return. Notify a DM, so that they can list the slayer.  


CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 2: Giant Boar Treasure Hoard Yes N/A
WANTED: Egonei   The Egonei is a threat to the region's badger population. It kills for sport, not for necessity. Down the threat and you'll be blessed with the vain things of the world.
— Skeksis, the Badger Shrine
  • Clear the Badger Shrine Dungeon
  • Talk to the Badger Shrine
  • Complete an easy tracking skill challenge
  • You are levels 1-3
  • You are alone
Encounter Notes
The Egonei charges at you from the tall grasses. A passive perception score of 11 or higher prevents it from receiving a surprise round. A perception check of 13 or higher also prevents it from receiving a surprise round. It will continually provoke attacks of opportunity to charge again, usually by charging one turn, dashing the next, and charging again.   Map Command
!i begin
!i add 0 dm -p 100
!i madd "Giant Boar" -name "The Egonei (Giant Boar)"
!map dm -bg -options c60 -mapsize 28x42
  You start on T28.  
  • Coins: 70gp 700sp 2100cp
  • Gems: 1x Eye Agate, 1x Lapis Lazuli, 1x Hematite

Eskiferus (Slain)

CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 3: Flail Snail Treasure Hoard Yes Isse Edellhein 2 April 2021
SLAIN: Eskiferus the Unnatural   I sense a strange source of power emanating six hours to the east. The badgers fear it. It occupies a den near Truffleground Hot Pools. If you could eliminate this unnatural threat, a secret compartment will be made available to you.
— Skeksis, the Badger Shrine
  • Clear the Badger Shrine Dungeon
  • Talk to the Badger Shrine
  • Head East; roll for thunderstorms; roll 1d100 per 3 hours traveled, rolling for a wilderness encounter on 25 or less
  • Complete a moderate survival skill challenge; each failure delays your progress by 12 hours
  Map Command
!i begin
!i add 0 dm -p 100
!i madd "Flail Snail" -name "Eskiferus (Flail Snail)"
!map -bg -options c40 -mapsize 30x30
Encounter Notes
  • Aware: Eskiferus cannot be surprised.
  • Tantrum: When Eskiferus loses two of its flails, it will bang on the cavern floor. You must succeed on a DC 11 dexterity saving throw or be knocked prone and pinned by falling debris. The ground becomes difficult terrian. The flail snail will use its last two strikes on anyone that is prone. A DC 8 Strength/Dexterity check (full action) will enable you to get free of the debris, enabling you to stand.

Spirit of Bafadgerlas (Slain)

CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 4: Stegosaurus Treasure Hoard Yes Sa'jaq and Nippy 22 Aug 2021
SLAIN: Bafadgerlas the Giant   Bafadgerlas was a badger of legends. Some say he is the Badger god. This is true. Lie against the root structure of this fallen tree and drift off to sleep. Bafadgerlas will greet you and deem your worthiness.
— Skeksis, the Badger Shrine
  • Ask the Badger Shrine about its origins
  • It won't directly answer, but it will mention the badger god
  • Ask about Bafadgerlas
  • Complete a moderate insight/social skill challenge to gain information on the badger god, which yields the information in the quote above. You can only attempt this challenge once every 24 hours (roll 6d100 and check for wilderness encounters)
  Map Command
!i begin
!i add 0 dm -p 100
!i madd "stegosaurus" -name "Bafadgerlas (Stegosaurus)"
!map -bg -mapsize 24x24
Encounter Notes
  • Earthbind: Anything that can fly within 600 feet of Bafadgerlas loses its flight speed
  • One with Nature: Bafadgerlas knows your location when you try to hide in thick vegetation
  • A Worthy Challenger: You gain 5 temporary hit points for the duration of this encounter
  • Coins: 110gp 800sp 2400cp
  • Gems: 1x Black Pearl
  • Items: Badger Totem: Requires Attunement
  If the below item is returned to the Shrine of the Last Badger, the Bafadgerlas encounter will reset and anyone (except for one who has completed the challenge) may attempt it again. Returning the totem removes the item from your person and breaks the attunement.  
Badger Totem

Dragonsmoke Archipelago

Badger Totem

Wondrous Item

Rare Requires Attunement

At the beginning of each day, roll a 1d20. On an 8 or higher, the Badger Totem's eyes glow white.

If its eyes are glowing, you may access its power and gain 5 + your character level in temporary hit points. On days that the totem is active, it has two charges. Once consumed, you must complete a long rest (and check to see if its powers are activated by rolling an 8 or higher on a 1d20).


Deralus the Warden (Available for Kill #3 on 03 Oct 2021)

CR/Monster Reward Type Soloable? Slayer(s) Date Slain
CR 5: Shambling Mound Treasure Hoard Yes Dao Ban
Sa'jak Sournua
21 April 2021
03 Sept 2021
HUNT: Deralus the Warden   Ne'er a badgerite has completed this final task. Slay Deralus the Warden. It is a creature of unnatural magics; the storms here are violent, yes, but the lightning strikes have increased in frequency since this bog-monster made the region its home. Do this, and you will be known throughout nature as Badgerfriend.
— Skeksis, the Badger Shrine
  • Clear the Badger Shrine Dungeon
  • Successfully tame a badger as detailed on page 93 of the solo toolbox
  • Talk to the Badger Shrine to receive information about Deralus the Warden
  • Expend 2 pieces of Lore
  Map Command
!i begin
!i add 0 dm -p 100
!i madd "shambling mound" -name "Deralus (Shambling Mound)"
!map dm -bg -mapsize 22x22
Encounter Notes
  • Warden of the Storm: Where Deralus is, a thunderstorm exists. The thunderstorm has a radius of 5 miles, centered on him.
  • Crackling Air: Every round you're in the air, roll 1d20. On an 11 or higher, you must make a DC 14 dexterity saving throw else you are struck by lightning.
  • Moving Growth: Everywhere within 10 feet of Deralus is difficult terrain
  • A Resurgent Menace: Deralus appears 30 RL days after its last slain date
  • Coins: 110pp 2500gp 6000sp 800cp
  • Art Objects: 1x Gold Cast Badger Statue (1750gp)
  • Items: Badger Striped Bag

Dragonsmoke Archipelago

Badger Striped Bag

Wondrous Item


This unordinary bag, made from the pelt of a badger, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8. On a 1-2, you gain a single badger companion that benefits from pack tactics. On a 3-4, you gain giant badger companion. On a 5-6, you gain a cave badger companion. On a 7, you gain a black bear companion, and on an 8, you gain a brown bear companion. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Only one fuzzy object can exist at a time.

Weight: .5lbs


Natural Resources

Clusters of Abyss Flowers exist in regions occupied by monsters of CR ⅛ and above.
  New World Harvesting Guide

Abyss Flower

A dark pink flower with a thorny stem.
  Unit value: 10 gp
Bomb Effect: Poison
Poison Effect: Unconsciousness (Con)
Potion Effect: Archery
Discovered By
Kona Two-Blades
Date Discovered

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