Malchimara Forest

Introduction

Malchimara is a vast and ancient woodland, divided into two distinct regions. The northern section, bordering Arcanis, is a place of dense, untamed magic, home to research sites, arcane ruins, and student trials overseen by the university’s professors. The mid and southern regions, however, are another story—a land of monstrosities, corrupted by magic, where reality itself bends under the weight of lingering Weave Wounds.

Scattered throughout the forest are numerous Minor Weave Wounds, creating strange anomalies—shifting paths, flickering time loops, and whispers of unseen entities. Yet, deeper within, Greater Weave Wounds pulse with raw magic, shaping the land in unpredictable ways. It is said that if these Greater Weave Wounds were ever fully healed, Malchimara would slowly lose its magic, fading into an ordinary woodland.

Lore & History

Though druids once tended the forest, they are but a minor footnote in its long and turbulent history. Malchimara’s true legacy lies in its ancient ruins, lost spellcaster sanctuaries, and forgotten laboratories, where wizards, warlocks, and scholars once sought to harness the power of the Weave Wounds. Many of these sites remain intact, concealed within the ever-shifting landscape. Arcanis professors frequently send students on trials and research expeditions, making the northern edge of Malchimara an invaluable, if dangerous, training ground.

Mysteries & Dangers

The deeper one ventures, the more twisted and unnatural the forest becomes. Chimeras—multi-headed magical abominations—roam its heart, drawn to the chaotic energies of the Weave Wounds. These creatures, fused together by failed magical experiments and wild magic surges, are the deadliest predators in Malchimara.

Yet, the most infamous inhabitant is Babayaga, an elusive hag whose wandering house moves unpredictably through the forest. Students at Arcanis whisper,

"If you see the walking house, turn back. If she invites you in, you’re already lost."

Between the unpredictable Weave Wounds, the monstrous inhabitants, and the lure of forgotten arcane knowledge, Malchimara remains a magnet for magic-seekers and reckless adventurers—though not all who enter will find their way back.

Traveling through the Malchimara

The following section provides examples of encounters adventurers may face while traveling through the twisted depths of Malchimara Forest. The region is unpredictable, shaped by lingering Weave Wounds, roaming monstrosities, and elusive inhabitants, ensuring no two journeys are ever the same.

When traveling through Malchimara, the DM may roll a d10 to determine a random encounter. On average, adventurers should expect one to two encounters per adventuring day, depending on their pace, chosen paths, and actions within the forest.

Long Rest Encounters

Finding a safe place to rest in Malchimara is no simple task. The deeper one ventures, the more unstable the land becomes, and even the night offers little refuge from the dangers lurking in the woods.

When players search for a campsite, they must make a Survival check:

  • DC 10 or lower – The party is exposed and automatically faces a Long Rest Encounter.
  • DC 11–13 – There is a 3 in 6 chance an encounter occurs.
  • DC 14 or higher – The players find a well-hidden location and can rest undisturbed.

Long Rest Encounters are separate from standard travel encounters, representing threats that emerge during periods of vulnerability. These encounters may include stalkers in the dark, eerie magical disturbances, or unwanted visitors seeking shelter of their own.

The forest does not sleep. Neither should you.

Long rest Encounter Notes & Adjustments
  • If players take extra precautions (magical barriers, well-hidden camps, etc.), roll twice and choose the lower result.
  • If players have already had a major fight that day, encounters may be reduced in intensity (fewer enemies or non-lethal warnings).
  • Any of these encounters can lead to roleplay—not all creatures attack on sight.
  • The Lizardfolk Geomancers may trade information, but only if players prove themselves worthy.
  • The Swarm of Wolf Spirits might ignore the group if they offer a proper tribute to the dead.
  • Giant Ants could simply be territorial, not hostile—unless provoked.

Malchimara Travel Encounters (1d12)

Encounter 1: The Shifting Hollow (Hazardous Terrain – Minor to Medium)

DM’s Narration

As you push deeper into the Malchimara Forest, the air grows thick, carrying the damp scent of moss and rotting wood. Vines hang low, brushing against your face, some catching at your arms like grasping fingers. Pushing them aside, you startle a squirrel perched above, sending it scurrying along a branch. A small hazelnut drops to the forest floor with a soft thud.

You keep walking. The forest is dense, the paths narrow, forcing you to move carefully. The ground beneath you is soft, the occasional root jutting out to catch your step. Another ten minutes pass—pushing through more vines, stepping over gnarled roots—when you spot something on the ground ahead.

A hazelnut.

The same size, the same color. Just like the one that fell earlier.

A coincidence, perhaps.

You move on. Another ten minutes pass, the pattern repeating. The vines part, and ahead of you, lying in the dirt…

A hazelnut.

Exactly where it was before.

What do you do?

(Allow players to react. If they push forward without questioning it, repeat the narration again, reinforcing the loop until they decide to investigate.)

Player Investigation & Skill Challenges

If the players stop to investigate:

  • Survival (DC 13): You inspect the surrounding area and notice subtle inconsistencies—footprints that never deepen, branches you swore you cut still hanging untouched. You’re not looping. The forest is shifting around you.
  • Arcana (DC 15): You reach out with your senses, and an uneasy energy lingers in the air—like the Weave itself is fraying at the edges, the land correcting itself around you.
  • Perception (DC 14): You notice something beyond the trees—the outline of a trail you had passed before, but now leading in the wrong direction.

If they fail the checks or ignore the warnings:

  • They continue walking in endless loops, with the forest subtly changing the terrain each time they pass.

Breaking the Loop

Once the players realize the deception, they must find a way to break free:

  • Meditation (Group WIS Save, DC 14): By focusing their minds and resisting panic, the players begin to see through the illusion—the forest wants them lost, but they can will themselves forward.
  • Marking the Terrain (Investigation DC 13): Instead of simple carvings, using arcane marks or blood forces the trees to reveal their real positions.
  • Using Magic:
  • Dispel Magic or Detect Magic will reveal a subtle Weave distortion causing the shifts.
  • Casting an abjuration spell on the ground (Lesser Restoration, Protection from Evil and Good) stabilizes the path for a short time.

Outcome & Consequences

If the players successfully break free, the forest resettles, and a hidden path leading deeper into Malchimara reveals itself. The feeling of being watched lingers, but the land no longer shifts beneath their feet.

If the players fail to break the loop, they remain trapped for hours, unable to progress—potentially losing resources, attracting predators, or even separating the party.

Encounter 2: The Lantern-Keeper (NPC Encounter – Medium)

DM’s Narration

The path ahead is swallowed in fog, thick and rolling, carrying the scent of damp wood and something faintly metallic. The trees seem closer than before, their branches twisting together, creating a canopy that blocks the sky. The only light comes from the eerie, pale glow flickering just ahead—a lantern swaying gently in the mist.

The moment you step forward, the fog coils around your ankles, heavier than it should be. The lantern’s glow retreats, bobbing further into the mist. Then—a sound, a voice, but it’s not right.

"Lost… lost… turn back… turn back… little flames… flicker… out…"

The words crackle and break, mismatched tones stitched together like a melody sung off-key. Then, a shape emerges from the fog—a hunched figure, wrapped in a tattered cloak of dark feathers, its hood pulled low, revealing only the sharp, glinting beak of a Kenku. The lantern swings from one clawed hand, casting long, twisting shadows across the trees.

It tilts its head, watching you with wide, unblinking eyes.

What do you do?

(Allow the players to react—approach cautiously, call out, draw weapons, or ignore her and move on.)

Interacting with the Lantern-Keeper

The Kenku never speaks in her own voice. Instead, she repeats fragments of words and phrases, each one borrowed from someone else long ago. She does not give her name, but if the players persist, she will only respond with:

"Echo… echo… I am Echo… little flames flicker… out… out… out…"

If the players approach cautiously:

  • She does not move, only tilting her head back and forth, as if listening to something they cannot hear.
  • She lets them speak first, occasionally mimicking back key phrases in a distorted, eerie fashion.

If the players ask her about the forest:

  • She sways side to side, shaking her lantern.
  • Then she whispers in a rasping, fragmented voice:"Shadows… move wrong… turn back… before the dark swallows you…"
  • Insight (DC 14): She is not warning them to scare them—she truly believes something is watching from the trees.

If the players demand to know who she is:

  • She shakes her head violently, feathers ruffling.
  • Her beak clicks three times before she mutters:
    "Too many voices… too many names… hush… hush… hush… the lantern knows…"

(Players who inspect her lantern will notice that the light inside it does not burn like a normal flame. Instead, it flickers and dims, pulsing like a heartbeat.)

Player Actions & Skill Challenges

If the players try to persuade Echo to help them:

  • Persuasion (DC 14): She hesitates, then slowly holds out the lantern, letting them look closer.
  • If successful, she gifts them a Lantern Spark, a small floating light that reveals hidden paths for 1 hour.

If the players ask about danger in the forest:

  • Insight (DC 14): She is afraid, but not of them—something is hunting in Malchimara, and she knows it.
  • Arcana (DC 15): They recognize that Echo is partially caught in a Weave distortion, her existence slightly out of sync with time.

If the players attempt to threaten her:

  • She vanishes into the fog, leaving behind only a single black feather.
  • From then on, the players will sometimes hear her voice in the wind, whispering warnings that may or may not be real.

Secrets & Consequences

  • If the players accept her help, she will follow them from a distance, appearing when they least expect it to whisper cryptic warnings.
  • If they ignore her warnings, they will unknowingly step into a Weave anomaly, making their journey significantly harder.
  • If they harm her, the lantern light goes out—and the next time they rest, they will hear their own voices calling to them from the dark.

Encounter 3: Serpopard Ambush (Monster Encounter – Medium, with Sudden Hazardous Threat)

DM’s Narration

The air is thick and humid, carrying the scent of damp moss and something else… musky, pungent, and wrong. The trees in this part of Malchimara grow closer together, their twisted roots rising like gnarled fingers, creating uneven terrain. The undergrowth rustles ahead, but no wind moves through the canopy.

Then, a soft huffing sound—the deep, measured breathing of something large, hidden in the brush.

A moment of stillness. Then—movement.

Something low to the ground, sinuous and fast, darts between the trees. Its long, serpentine neck sways like a cobra, its sleek feline body barely making a sound as it circles your position.

Then you see it—a spotted, scaly quadruped, moving on hairless, powerful leonine paws, each step soundless, except for the occasional scrape of wickedly curved, retractable talons. Its draconic head flicks between each of you, measuring, tracking, hunting.

The serpopard has found its prey.

What do you do?

(Allow players to react—prepare for battle, try to intimidate it, or attempt to distract it with a different food source.)

Serpopard Combat Mechanics

The Serpopard (see stat block above) is an opportunistic predator that strikes quickly and unpredictably.

  • It uses its Sinuous Strikeback trait to make extra opportunity attacks, punishing those who try to retreat.
  • If half its health is lost, it attempts to flee and reassess—unless the players keep its attention with an easy food source.
  • If players use bait or distractions (Animal Handling DC 14), they can throw it off temporarily.

Serpopard Actions

  • Multiattack – The serpopard lunges with a Bite (10 ft. reach) and two Claw attacks.
  • Musk Spray (15 ft. cone, Recharge 5-6) – A foul-smelling musk explodes from its glands, forcing Dexterity saving throws (DC 13). Those who fail take 6d6 poison damage and become poisoned.
  • Stealthy Predator – The serpopard takes advantage of dense foliage, using Coastal Camouflage to vanish (Stealth DC 15 to detect it).

Surprise Event: The Annelidast Devours the Serpopard

(Trigger this event when the battle feels intense but before the players are in immediate danger.)

As the serpopard rears back, its muscular form coiled and tense, preparing for another vicious strike, the earth suddenly shifts beneath your feet. A deep, rumbling tremor rolls through the forest floor.

The serpopard stops instantly, its head snapping around, nostrils flaring. A growl builds in its throat—not at you, but at something else.

Then, without warning, the ground beneath the creature explodes.

A massive, chitinous horror erupts from the soil, sending rocks and roots flying. Its segmented body glistens with thick, wet ridges, its purple-and-yellow carapace flexing with unnatural strength. The Annelidast—a titanic, burrowing monstrosity—rises like a living landslide, its massive, jagged mandibles snapping shut around the serpopard in one horrifying crunch.

The predator becomes prey in an instant.

The serpopard yowls once—a terrible, strangled sound—before being yanked downward, its body vanishing into the Annelidast’s cavernous maw. A sickening crack, a final shudder, and then—silence.

Only the sound of shifting earth remains, as the Annelidast burrows back into the depths, leaving behind nothing but churned soil and the scent of blood.

What do you do?

(Allow players to react—do they run? Investigate? Ready for another attack?)

Escaping or Avoiding the Annelidast

The Annelidast is far too powerful to fight—it is an apex burrower, capable of swallowing creatures whole.

  • Stealth (DC 16): Players can remain completely still, waiting for the Annelidast to fully retreat before moving.
  • Survival (DC 14): By studying the churned earth, players can identify safe zones where the Annelidast is less likely to strike again.
  • Nature (DC 15): Recognizing that loud noises attract it, the players can throw an object away from them to lure it elsewhere.

Outcome & Consequences

  • If the players stay quiet and hidden, the Annelidast fully retreats, and they survive the encounter unscathed.
  • If they panic or move suddenly, the ground shudders again, and the beast resurfaces, forcing a desperate escape.
  • If they examine the attack site, they find serpopard remains, including valuable musk glands and retractable talons, which could be sold to collectors or alchemists.

Encounter 4: Chimera Hunt (Monster Encounter – Major)

DM’s Narration

The trees tremble before you, their branches swaying despite the still air. A faint, rhythmic thudding rumbles through the ground, each impact heavy enough to send vibrations up your legs.

Then—silence.

The sounds of the forest, the hum of insects, the distant rustling of leaves—all vanish. The stillness is unnatural, a void where sound should be. The air thickens, laced with the scent of burnt wood, blood, and something primal.

Then you hear it.

A deep, resonant growl, rolling across the trees like a coming storm. A snarl, sharp and guttural. Then a piercing, unnatural bleat, followed by the crackling roar of igniting flame.

From beyond the brush, the beast emerges—a monstrosity of three heads, each twisted by Malchimara’s chaotic magic.

Its lion’s mane smolders, faint embers rising from its fur with every breath. The draconic head coils, reptilian eyes narrowing as it tastes the air, its fangs dripping with venom. The goat’s head lets out a low, eerie bleat, its lifeless eyes reflecting no sanity, no reason—only hunger.

The Chimera has found its prey.

What do you do?

(Allow players to react—attempt stealth, prepare an ambush, or engage head-on.)

Player Interaction & Survival Challenges

If the players spot the Chimera before it sees them, they may attempt to:

  • Stealth (DC 15): Move silently to avoid detection or set an ambush.
  • Nature (DC 14): Analyze its behavior, predicting how it hunts.
  • Animal Handling (DC 17): Attempt to manipulate its divided instincts, using distractions or bait.

If the Chimera sees them first, there is no warning—only sudden, violent motion, and the forest itself igniting in its wake.

The Forest Reacts

Malchimara is no ordinary woodland, and its presence warps the battlefield:

  • Burning Undergrowth: The Chimera’s flaming breath ignites the brush, cutting off escape routes.
  • Echoing Roars: Its voices warp through the Weave, making it seem as if multiple creatures are attacking from all directions.

The Hunt Ends

If the players manage to escape or defeat the Chimera, the forest slowly settles, though the air remains thick with tension. Even in death, the beast’s body seems resistant to the world around it, as if part of it still lingers outside reality.

If the players fail to escape, the Chimera does not stop hunting—it tracks them relentlessly, waiting for exhaustion to set in before striking again.

Encounter 5: The Menders of the Wounds (NPC Encounter – Major)

DM’s Narration

The forest grows eerily silent. No birds, no rustling leaves—only the faint creak of ancient trees shifting in the breeze. Then, without warning, they are there.

Figures step from the undergrowth, clad in woven bark and muted greens, their movements soundless. They do not draw weapons, but their posture is watchful, measured.

The tallest among them scans you with piercing silver eyes, his expression unreadable. His voice is calm, yet firm.

"Step carefully. You tread where others have fallen."

His gaze lingers on each of you before he tilts his head slightly.

"You are not of this place. Nor of this time."

What do you do?

(Allow players to react—speak, remain silent, draw weapons, or attempt to leave.)

Interacting with the Menders

The Ancient Menders of the Wounds do not wander aimlessly—they are hunters of unnatural scars in the land (Major Weave wounds), tirelessly seeking to mend what is broken before it spreads.

If the players mention the War of the Five Kings, the elves exchange glances before one of them—a hooded woman—mutters:

"War? Five kings? No such war has been fought. No such kingdoms have risen. Only the scars remain."

If the players try to explain the outside world, the leader, Vaerith Moondrift, shakes his head.

"You are not the first to claim such things. Others have come before you, speaking of empires, of wars, of kings. But they leave, and we remain."

"The land remembers. It is dying."

The elves do not believe in time as the players do. They have searched for so long, they no longer recognize the passage of years.

Player Actions & Outcomes

If the players offer to help find what they cannot, the elves react with skepticism.

Vaerith studies them for a long moment.

"You would offer your hands to a task that even we cannot complete? Bold words, traveler."

If the players insist, the elves propose a test—they must prove they can sense what even the Menders cannot.

  • Arcana (DC 18): Sense a hidden disturbance minor weave wound.
  • Insight (DC 16): Detect hesitation among the elves, as if they fear what they might find.

If the players fail, the Menders turn them away, convinced they are no different than those who came before.

If the players suggest the weave wounds should be left untouched, Vaerith’s expression darkens.

"To leave them as they are is to invite disaster. If you suggest otherwise, you are either a fool… or an enemy."

This does not immediately lead to combat, but the Menders will not stand aside if they believe the players threaten their purpose.

If the players attempt to deceive them, the elves see through lies with ease.

  • Deception (DC 18): Even if successful, Yllana remains uneasy, sensing something wrong.
  • If the deception fails, Vaerith’s expression hardens.

"You are not the first to lie to us. And you will not be the last."

The Menders vanish into the trees, watching the players from the shadows. If the party lingers too long, they may be hunted.

Key NPCs

Vaerith Moondrift (Leader, Stoic, Unyielding)
  • A master of tracking disturbances in the land.
  • Believes these wounds must be mended, no matter the cost.
Eldress Yllana Verdance (Seer, Thoughtful, Uncertain)
  • Has visions of disturbances before they appear.
  • Harbors growing doubt—what if the Menders have been blind all along?
Ralos Everleaf (Youngest, Most Open-Minded)
  • A tracker, still learning the ways of the Menders.
  • Curious about the world beyond Malchimara.

Encounter 6: Baba Yaga and Her Walking Hut – (Major)

Location & Atmosphere

The twisted chicken-legged hut looms in the darkened woods, its windows glowing with faint green and blue light, flickering like dying embers. The air is thick with the scent of damp moss, old books, and something… raw.

As the players approach, the hut suddenly stops moving. The door creaks open, and out steps Baba Yaga—her patchwork cloak of a thousand fabrics flowing like living shadows.

She does not smile. She does not greet. She simply stares.

Baba Yaga's Introduction

Baba Yaga (Voice Cold, Amused):
"Mmmh. Little ones, you step onto my land, unbidden, uninvited. But ohhh, how the threads of fate pull you here all the same. How delicious."

She licks her cracked lips, her fingernails tapping against her staff.

Baba Yaga (Tilting Her Head, Eyes Narrowing):
"You come seeking something. Yes? They always do. Gold? Bah. What use is a shiny rock to me?"

She cackles, the sound like twigs snapping in a frozen wind.

Baba Yaga (Leaning Closer, Smiling Slowly):
"No, no, little morsels… you will pay in other ways. A price of blood, of debt, of secrets. Something that I can use."

The Hag’s Bartering System (No Gold Accepted)

Instead of gold, Baba Yaga demands strange, sinister, or personal exchanges:

  • A lock of hair, freely given (she’ll braid it into her cloak, binding fate to her will)
  • A fresh, still-beating heart (of a beast, or… something more intelligent)
  • A whispered secret never before spoken aloud (she drinks secrets like wine, savoring the taste)
  • A year of your life (she takes it immediately, aging you by one year)
  • A favor, to be named later (the worst of all, for Baba Yaga never forgets a promise… and she always collects)

If the players refuse her terms, she shrugs.

Baba Yaga (Shrugging, Indifferent):
"Then you leave with empty hands, little fool. And one day… you will wish you had paid my price."

The Scroll Dilemma (Captive Spellcasters)

Near the back of the Walking Hut, three figures hang bound in thick, thorny vines:

  • An elderly wizard, his mouth gagged with a strip of enchanted cloth.
  • A wild-eyed druid, their fingers stained with dried blood and dirt.
  • A silent cleric, staring blankly ahead, as if only barely conscious.

Each groans in pain as their essence is drawn into the scrolls floating near them.

Baba Yaga (Gesturing to the Captives, Smiling Wickedly):
"Ahh, you like my collection, hmm? So many spells, so much knowledge."
"These ones… they give freely, though they do not know it."

She gestures with a clawed hand, and a scroll forms in the air—glowing with arcane energy.

Baba Yaga (Laughing Softly):
"I can make you any scroll, from their pretty little heads. A wizard's fire, a druid's storm, a cleric's healing touch. You need only choose. The price? Ahhh, but that is the fun part, isn't it?"

Spell Scroll Selection (Requires a Dark Bargain)

Baba Yaga can offer any spell scroll (Cantrip–5th Level), but the payment is steep.

  • To Take a Scroll: The player must choose one of the following prices:
  • Drain 1d4 years of life from one captive (they become weaker, closer to death).
  • Sacrifice 1 spell slot permanently (she takes the magic into herself, never to return).
  • A drop of blood, willingly given (forging a magical bond with Baba Yaga, letting her track you forever).

If the players accept, they receive a fully functional spell scroll.

If the players refuse, the captives continue to suffer.

Rescue Attempt – Freeing the Captives

If the players attempt to free the prisoners, Baba Yaga’s demeanor changes instantly.

Baba Yaga (Glaring, Voice Cold as Ice):
"You would steal from me? From me?!"

The hut shudders, its legs stomping into the earth.

If they try to cut the vines, they are cursed with necrotic magic (dealing 4d6 damage and forcing a CON save DC 16 or becoming Paralyzed for 1 minute).

To free the prisoners, the players must:

  • Break the enchantment (Arcana DC 18) to counteract the draining ritual.
  • Physically break the vines (Strength DC 16) to rip them from the captives.
  • Distract Baba Yaga (Deception DC 17) to buy time.

If they succeed, Baba Yaga lets out an ear-piercing shriek as her power momentarily weakens.

Baba Yaga (Screeching, Furious):
"You insolent worms! This debt will be paid!"

The freed captives collapse, weakened but alive. If the players escort them safely away, they earn powerful allies in the future.

Possible Outcomes

1. Players Accept the Hag’s Prices

They leave with powerful spell scrolls or items, but at a terrible personal cost.

  • Baba Yaga remembers their debt and may call upon them later.
  • Their actions may have unseen consequences (i.e., she uses their sacrifices for a greater ritual).
2. Players Free the Captives

They earn the gratitude of the wizard, druid, and cleric, who become future quest-givers or allies.

  • Baba Yaga becomes a vengeful enemy, hunting them.
  • The Walking Hut may appear again, attempting to reclaim its stolen prey.
3. Players Try to Kill Baba Yaga

She is a CR 20 Arch Hag with formidable magic.

  • The Walking Hut joins the fight, attacking with stomps, swipes, and magical defenses.
  • If the battle goes poorly, she will curse the players instead of killing them outright.

Baba Yaga’s Wares

Baba Yaga does not trade in gold or trinkets—her currency is far more personal. Those who seek her wares must offer pieces of themselves, their memories, emotions, or futures. The price is never fair, and she always collects what is owed.

Below is a list of 15 magical items and 1 spell scroll, categorized by rarity, along with their costs:

Baba Yaga’s Trade Table
ItemTypeRarityCost
Thunderous GreatclubWeaponVery RareA whispered secret never before spoken aloud.
Spirit BoardWondrous ItemVery RareA year of your life, taken immediately.
Energy BowWeaponVery RareThe memory of your first love, forgotten forever.
Quarterstaff of the AcrobatWeaponRareA lock of hair, freely given.
Shield of the CavalierArmorRareThe feeling of joy from your happiest moment.
Cube of SummoningWondrous ItemRareA favor, to be named later.
Lute of Thunderous ThumpingWeaponRareYour most cherished possession, surrendered willingly.
Hat of Many SpellsWondrous ItemRareA fresh, still-beating heart of a beast (or something more intelligent).
Baba Yaga's Dancing BroomWondrous ItemUncommonA lock of hair, freely given.
Bag of HoldingWondrous ItemUncommonA whispered secret never before spoken aloud.
Alchemy JugWondrous ItemUncommonThe taste of your favorite food, lost to you forever.
Cloak of ElvenkindWondrous ItemUncommonThe memory of a loved one’s face, erased.
Boots of ElvenkindWondrous ItemUncommonYour sense of direction, muddled henceforth.
Ring of Mind ShieldingRingUncommonA favor, to be named later.
Potion of Greater HealingPotionUncommonA single tear of genuine sorrow.
Spell Scroll (Wizard, Druid, or Cleric, up to level 6)ScrollVaries (Common to Very Rare)The lifeforce of another—drained from the bound spellcasters in Baba Yaga’s hut.
The Spell Scroll Dilemma

The Wizard, Druid, and Cleric bound in Baba Yaga’s hut are her reservoirs, their magic siphoned into spell scrolls.

  • If the players purchase a scroll, they are directly fueling her imprisonment of these casters.
  • If they attempt to free the spellcasters, Baba Yaga may let them go… for a price.
  • If they leave them behind, she laughs, amused by their hesitation.

"Take what you will, little flames… but remember—the hands that hold power are never clean."

Encounter 7: The Stasis Reliquary – A Great Weave Wound (Treasure Discovery – Major – Guardian Encounter)

DM’s Narration

The moment you step forward, the air thickens, not with heat or cold, but with something dense, unmoving. The world around you loses its natural rhythm—the trees no longer sway, the distant calls of birds vanish, and the scent of earth and decay stagnates, suspended in time.

Before you, half-buried beneath the roots of ancient, twisted trees, lies a crumbling ruin, its surface covered in a glass-like sheen—not ice, not stone, but something translucent and unnatural. Scattered around the entrance, half-buried in dirt, lie frozen figures, their armor rusted yet untouched by time.

Then, the structure pulses faintly, a slow, rhythmic thrum, like a heartbeat beneath the surface of reality. As the vibration settles, you hear something shift within the ruin, metal grinding against stone.

Something is still awake inside.

What do you do?

(Allow players to react—inspect the ruins, investigate the time distortion, or attempt to enter.)

The Stasis Reliquary – A Site of a Great Weave Wound

This ruin was once an ancient elven sanctuary, now trapped in a Great Weave Wound, where time does not flow properly. Everything within remains in an unstable loop, frozen for centuries but flickering into brief moments of motion.

  • Arcana (DC 18 within 10 feet of the Wound): Extract pure magical energy from the wound, regaining 1d12 spell slots (distributed as desired).
  • History (DC 15): The faded carvings suggest this was once a vault of forbidden knowledge, sealed away to protect the world.
  • Investigation (DC 16): Objects in the ruin are trapped in fractured time—some shimmer and move slightly, others remain frozen indefinitely.

Weave Wound Effects (Roll 1d6 when interacting with the site)

D6 RollEffect
1The wound pulses, fully restoring HP and all spell slots for creatures within a 30-foot radius.
2A brief stabilization allows one creature to recover 1d12 spell slots (distributed as desired).
3A massive wild magic surge erupts, affecting everything in a 30-foot radius. (DM rolls on a Wild Magic Surge Table.)
4A celestial or fiendish entity tied to the wound emerges—its intentions unknown. (Roll 1d6: 1-3 = Fiend, 4-6 = Celestial.)
5The wound surges unpredictably—Constitution save DC 16 or become poisoned until a long rest, suffering disadvantage on Concentration checks.
6A sudden burst of energy detonates, dealing 6d10 force damage to all creatures within 60 feet. (Dexterity save DC 18 to halve.)

(DM discretion on whether an effect occurs automatically or based on a player's action.)

The Guardian Awakens – Clockwork Myrmidon

(Trigger this event when the players enter the ruin or disturb the stasis field.)

A low, metallic growl vibrates through the chamber, followed by a sudden jolt of motion. From the center of the vault, a hulking figure of brass and iron lurches forward, its heavy footfalls shaking the ground.

The Clockwork Myrmidon, an ancient construct, was left behind to protect this place from intruders. Its body is covered in runes of elven craftsmanship, but the glow in its core is unstable, flickering with pulses of raw, uncontrolled magic.

It does not speak—it only moves with purpose, precision, and unrelenting force.

If the players attempt to reason with it:

  • Persuasion (DC 17): The Myrmidon hesitates, its movements faltering, as if processing new orders.
  • Arcana (DC 16): They may disrupt its energy source, causing it to temporarily stall or reset its programming.

If the players engage it in combat, they quickly realize that destroying it completely is dangerous—upon defeat, its Alchemical Fireball triggers an explosion, dealing heavy damage to anything nearby.

(This battle is about strategy—can the players disable it rather than destroy it outright?)

Breaking the Seal & Entering the Reliquary

The shimmering barrier blocking the final chamber is not physical—it is a distortion of time itself. To pass through, players must either manipulate the wound or disrupt its effect:

  • Dispel Magic (DC 20): Temporarily destabilizes the barrier, allowing entry before it resets.
  • Touching the barrier (Constitution save DC 16): A failed save traps the player in time, rendering them unable to move for 1 minute as the world distorts around them.
  • Moving without looking: If a player closes their eyes and walks forward, the barrier does not react—they pass through as if it isn’t there. (This solution requires player creativity.)

Inside the Stasis Vault (Treasure Roll – 1d4)

Within the ruin lies a sealed vault, untouched by time. The objects inside are pristine, their owners long gone, yet their presence lingers.

Roll 1d4Discovery
1Timewoven Band (A silver ring that allows the wearer to reroll one Initiative check per day.)
2Traveler’s Mantle (A thick, enchanted cloak that resists extreme cold and grants advantage on saving throws against effects that slow movement.)
3Wand of False Life (3 Charges) (A wand that allows the user to cast False Life three times per day.)
4A Spellbook with Two Random Level 1 Spells (Belonging to an ancient scholar, containing lost arcane knowledge.)

Consequences & Lasting Effects

  • If the players attempt to stabilize the wound, they must succeed in a complex skill challenge (Arcana, Religion, or Nature DC 18).
  • Success: They gain a boon for 7 days—a lingering connection to the wound’s power.
  • Failure: The wound grows unstable, and another effect from the Weave Wound table triggers.
  • If they loot the vault and leave, the wound does not heal—instead, it remains a site of fluctuating magic, which may attract powerful creatures in the future.
  • If they ignore the ruin, the wound remains an unpredictable anomaly, altering time and perception for any who pass near.

As they leave, the world feels slightly off—the sun lower than it should be, their footprints missing from where they just walked, the taste of the air subtly different.

Something has changed, but they may never know what.

Encounter 8: The Hollow Choir (NPC Encounter – Medium – Haunting Lore Event)

DM’s Narration

The wind dies suddenly, leaving the forest eerily silent. The ground beneath your feet feels softer, as if covered in a thin layer of unseen mist. Then, you hear it—whispers, faint and layered, spoken in your own voices.

"Who walks here?"

"Lost… forgotten… waiting…"

The words aren’t echoes, but they repeat exactly what you just said—only slightly distorted, like a melody played off-key.

Ahead, shrouded in thin mist, stand figures of pale, translucent light, each humanoid in shape but featureless—no mouths, no eyes, no defining details. They stand motionless in a loose circle around a single, ancient tree, their heads slightly tilted as if listening.

Then, in perfect unison, they repeat your last spoken words—not mocking, not threatening, but waiting.

What do you do?

(Allow players to react—speak, remain silent, or interact with the Hollow Choir.)

Interacting with the Hollow Choir

The Hollow Choir does not attack unless provoked, nor does it initiate conversation—it simply repeats what is spoken near it. However, deeper interactions reveal hidden truths.

If the players remain silent:

The figures do not move. They simply stand, waiting, their translucent bodies shifting slightly, as if they exist between moments in time.

  • Insight (DC 14): These beings aren’t alive, but they aren’t fully dead either. They seem trapped in a repeating loop, mimicking the words of those who come close.

If the players speak to them normally:

The figures repeat everything they say—but sometimes, the words return changed.

  • A player says: "Who are you?"
  • The Choir responds: "Who… were we?"
  • A player says: "What do you want?"
  • The Choir responds: "What… was taken?"

(At the DM’s discretion, the responses can become increasingly unsettling, hinting at a forgotten tragedy.)

If a player whispers a secret they’ve never spoken aloud (or shares something personal):

The Choir’s whispers grow softer, no longer repeating. Instead, they answer—not with clarity, but with fragments of knowledge.

  • Arcana (DC 16): The Choir is tied to a hidden rift in reality, possibly a remnant of a failed spell or a forgotten tragedy.
  • History (DC 15): The tree at the center is older than Malchimara itself, possibly a relic of an ancient society.
  • Religion (DC 14): The figures bear resemblance to spirits who were never given proper burial rites, their voices lost to time.

Disturbing the Hollow Choir (Trigger Event – Dangerous Consequence)

If the players attempt to touch the figures, attack them, or mock them, the air grows heavy, and the voices change.

No longer mere echoes, the Choir screams back their words, but now warped, stretched, and agonizing. The moment is overwhelming, forcing all creatures within 30 feet to make a Wisdom saving throw (DC 15).

  • On a failure, the player is Stunned for 1d4 rounds, their mind filled with fragments of lost voices, unable to speak coherently.
  • On a success, they resist the effect, but their shadow lags behind them for the rest of the day, moving half a second too late.

(The Choir does not attack physically—its danger is in the unraveling of the mind.)

The Secrets of the Hollow Choir

If the players choose to listen instead of interfere, the Choir may whisper a final truth before fading:

  • A clue about a hidden location in Malchimara.
  • The name of someone who was erased from history.
  • A warning about something the players are about to face.

As the whispers fade, the figures dissolve, leaving behind only silence—but the players will remember the voices long after they are gone.

Consequences & Lasting Effects

  • If the players respect the Choir, they may receive valuable information or gain insight into Malchimara’s mysteries.
  • If they disturb the Choir, they risk psychic damage, temporary madness, or even attracting darker forces that feed on lost voices.
  • If they ignore the Choir, it remains, forever repeating words spoken into the void, waiting for someone to listen.

As they leave, the voices do not follow—but for the rest of the night, the players may hear their own words whispered back to them, just at the edge of hearing.

Encounter 9: The Sunken Archive (Puzzle & Lore Discovery – Major)

DM’s Narration

The air in this part of Malchimara feels denser, charged with an invisible weight. The trees part ahead, revealing a stone doorway, half-swallowed by the earth, its frame covered in shifting carvings—not etched in stone, but changing before your eyes, as if the rock itself is rewriting history.

Beyond the entrance lies a vast underground chamber, dimly lit by floating glyphs hovering in the air. Bookshelves rise into the darkness, filled with tomes that drift freely, their pages turning by unseen hands. Some books stack themselves, while others seem to be rewriting words as you watch.

As you step forward, a book floats toward you, opening to a blank page. Slowly, as if waiting, it etches a single phrase onto the parchment:

“Every story has a cost.”

The air hums, as if the room itself is listening.

What do you do?

(Allow players to react—inspect the books, attempt to read, or offer information to the Archive.)

The Archive’s Rules – Writing & Rewriting History

The Sunken Archive is not just a library—it is a living record, an entity that writes and rewrites history as it unfolds. Players can interact with it in several ways, but every exchange has a cost.

Finding Knowledge About Arcanis & Past Travelers

  • Investigation (DC 14): The players locate records of previous visitors, including students, professors, and adventurers who have passed through Malchimara.
  • History (DC 15): Searching the shelves, they find accounts of long-forgotten experiments, failed research trials, or Arcanis missions gone wrong—some of which were erased from public record.

Possible discoveries include:

  • The name of a professor who vanished during a student trial decades ago.
  • A list of adventurers who came here and never returned.
  • A research log detailing an artifact hidden somewhere else in Malchimara.

If the players take one of these books, they feel a shift in the air—as if something else has been written in return.

The Books That Answer Questions (But Require a Trade)

Some books contain knowledge beyond what is written—they can answer a single question truthfully, even revealing the location of a place the players seek. However, the Archive demands knowledge of equal value in return.

  • Arcana (DC 16): Players recognize that this is not simple magic—the Archive is connected to the fabric of reality itself, capable of recalling historical truths but unable to predict the future.
  • Insight (DC 14): The books do not lie, but the information they give is only as accurate as the records within them—answers are historical, not omniscient.

Example Trades for Knowledge

Question AskedWhat the Archive Demands in Return
"Where did the missing Arcanis professor go?"The player must write in the book the details of a hidden person they know—someone in exile, in hiding, or otherwise lost to history. Alternatively, they may reveal a secret passage known only to them and their people.
"Where is the hidden ruin we seek?"The player must write a secret known to fewer than three people, ensuring that it will no longer remain exclusive knowledge.
"How do we undo a powerful curse?"The book demands details about another curse, including how to remove it. Alternatively, the player may write the location of a known hag or curse-bringer, exposing their whereabouts to the world.

(If the players hesitate, the book’s pages flutter expectantly, as if awaiting the price to be paid.)

If they attempt to take knowledge without giving something in return, their own names begin to appear in the books, as if the Archive is writing them out of existence.

(At the DM’s discretion, failure to respect the Archive could result in subtle reality shifts, such as an NPC forgetting who they are or an event in the world changing unexpectedly.)

The Vault of Gold & Jewelry (Treasure Reward – Maximum 580 gp)

Deeper within the Archive lies a sealed chamber, protected by a puzzle-based locking mechanism. The door features three shifting names, but one is incomplete—erased as if it never existed.

The Vault Puzzle: The Missing Name

The players must determine the missing name to unlock the vault.

Possible solutions:

  • Using the Archive (Investigation DC 15): Searching the books reveals the missing entry, though it may take time.
  • Asking the Archive Directly (Insight DC 14): Speaking the question aloud may cause a book to open on its own, revealing the answer.
  • Forcing the Vault Open (Strength DC 20): The stone door is ancient but sturdy—brute force is an option, but doing so may damage the treasures within.

Once unlocked, the vault slides open, revealing ancient gold, gemstones, and artifacts.

Treasure Roll (1d4, Total Value: 580 gp)

Roll 1d4Discovery
1300 gp worth of ancient gold coins, stamped with unknown emblems.
2Jewelry worth 280 gp, including gilded necklaces, engraved rings, and silvered bracelets.
3A single sapphire worth 500 gp, set in a delicate platinum brooch (potentially an artifact of lost history).
4A cache of 200 gp, a ceremonial dagger (80 gp), and a decorative golden mask (300 gp).

(DM discretion on any additional unique items the players may find.)

Consequences & Lasting Effects

  • If the players respect the Archive, they leave with gold and knowledge, but something subtle may change in recorded history—they may find references to themselves in books they’ve never written.
  • If they abuse the Archive’s power, they may find themselves erased from certain records, forgotten by allies, or remembered differently than they truly are.
  • If they ignore the Archive, it remains, forever recording history, waiting for someone willing to trade.

As they leave, the books continue to write, recording their departure in real time.

But as they glance back one last time, a single book closes itself, its title unreadable.

Something has been decided.

Encounter 10: The Blight of Malchimara (Environmental Hazard – Magical Illnesses & Chance Event)

DM’s Narration

A dense mist coils around the forest floor, clinging to the trees like a living thing. The air grows damp, thick with the scent of moss, decay, and something fungal. As you step forward, a faint sparkle of violet spores catches the light, swirling in the air like tiny stars suspended in fog.

Then, you see them.

Scattered across the clearing are the remains of adventurers, their armor rusted, weapons dulled, and bodies unnaturally still. They are not rotted—instead, strange, iridescent fungal growths spread across their exposed skin, blooming from beneath helmets and armor, as if the forest itself has claimed them.

The spores pulse once, sending out a faint shimmer.

The air feels heavy.

What do you do?

(Allow players to react—investigate, hold their breath, or move forward.)


The Malchimara Blight – Magical Fungal Sickness

The spores in this area carry a magical affliction, a slow-moving blight that saps the connection between mind, body, and magic. Those who inhale the spores must make a Constitution saving throw (DC 14) or contract one of the following arcane illnesses:

D6 RollMagical IllnessEffect
1Fading ArcanaThe victim cannot cast spells above 1st level until cured.
2Fractured FocusConcentration checks are made with disadvantage.
3Unstable WeaveSpells have a 25% chance to fail, causing harmless wild magic surges instead.
4Dreamwalker’s BurdenThe victim gains vivid hallucinations, making all Perception checks at disadvantage.
5Lethargy SporesSpeed is reduced by 10 feet, and the player feels constantly fatigued.
6Echoing VoiceThe victim cannot whisper—every word spoken comes out as a booming echo, making Stealth impossible.

(DM discretion on when symptoms begin—some may manifest instantly, others may take hours.)

Escaping or Curing the Blight

  • Holding Breath (DC 12): Players who immediately cover their mouth/nose gain advantage on the saving throw.
  • Lesser Restoration: Instantly removes the affliction.
  • Nature (DC 15): Identifies a harmless plant nearby that can reduce symptoms for 24 hours, though it does not cure the illness.
  • Fire or Wind Magic: Burning the spores or casting Gust can clear the air, but doing so may disturb something else in the forest.

Consequences & Lasting Effects

  • If the players leave without curing the sickness, they will suffer the effects until they find magical healing.
  • If they study the bodies, they may find journals or maps left behind, detailing hints to another Malchimara secret.
  • If they attempt to clear the area of spores, they may uncover a buried structure beneath the fungal overgrowth—a potential future dungeon or hidden ruin.

The forest watches. The spores settle.

Something has already begun to take root.

11) The Chain Breakers’ Path

(Faction Encounter – Choice & Combat – Potential Alliance or Conflict)

DM’s Narration

The faint snapping of branches and hurried footfalls break the eerie silence of Malchimara. Ahead, four cloaked figures move cautiously through the forest, their eyes scanning the trees with urgency.

The air hums with latent magic, a sign that they’re near something powerful. Despite their stealth and discipline, they seem uneasy, their hands hovering over their weapons.

Then, a low, throaty growl ripples through the underbrush.

The leader—a broad-shouldered man with a scarred jaw—draws his sword, eyes narrowing as he whispers, “It’s here.”

Before his companions can react, a dark blur streaks through the air, knocking one of them flat as a massive six-legged feline materializes from thin air.

A Displacer Beast, twice the size of a warhorse, its shadowy form shifting unpredictably, its tentacles lashing through the mist.

The Chain Breakers are under attack.

What do you do?

The Chain Breakers’ Goal

The four operatives are tracking the Amulet of the Planes, a powerful planar artifact hidden in the ruins ahead. However, they have been ambushed by the Displacer Beast while en route.

If the players choose to intervene, they can fight alongside the Chain Breakers.
If they ignore the battle, they can slip away or wait to loot the aftermath.
If they attack both sides, they’ll have to fight the Chain Breakers and the monster.

The Combat Encounter (Tactical - CR 6 Equivalent - Brutal)

The Enemy: The Greater Displacer Beast

A terrifying predator enhanced by Malchimara’s wild magic.

  • Large Monstrosity, CR 4 (Modified)
  • Upgraded Stats:
  • HP: 112 (50% more)
  • Damage: Deals double normal damage.
  • Abilities:
  • Displacement: Attackers have disadvantage on all attacks until it is hit once.
  • Shadow Pounce: Once per turn, when it moves at least 20 feet, it can make a free tentacle attack.
  • Pack Killer: If attacking a creature that has another ally within 5 feet, it deals +2d6 bonus damage.

Battle Conditions:

  • The Chain Breakers fight alongside the players if aided.
  • If ignored, they might die or barely survive but will remember who abandoned them.
  • If the players attack the Chain Breakers and the monster, they’ll be facing both at once.

The Chain Breakers

They are skilled, but the Displacer Beast is overwhelming them when the players arrive.

Player Choices & Outcomes

1. Help the Chain Breakers (Alliance Opportunity)
  • If the players help defeat the Displacer Beast, the Chain Breakers acknowledge their strength.
  • Darian will offer them a coin, a small black iron token marked with a broken chain.
  • “If you ever seek purpose greater than the rule of kings, take this to the Blond Widow in Cloverdale. Tell them Darian sent you.”
  • They will share their mission: the retrieval of the Amulet of the Planes to use against the Five Kingdoms.
  • If the players show interest, the Chain Breakers may recruit them for future missions.
2. Ignore the Battle (Missed Opportunity)
  • The Chain Breakers will remember who watched them struggle.
  • If they survive, they will be hostile to the players later.
  • The Displacer Beast may still roam the forest, becoming a problem later.
3. Attack the Chain Breakers (Enemy Route)
  • If the players choose to fight the Chain Breakers, they will have two rounds before the Displacer Beast notices them and joins the fray.
  • If the Chain Breakers are defeated, players can loot:
  • Aged Goodberry Wine (x2)
  • The Chain Breakers' Coin (Same as above but without their trust.)
  • Clues about the Amulet’s location (A journal detailing their research)
4. Let the Monster Kill the Chain Breakers, Then Loot (Opportunist Route)
  • The Chain Breakers will be dead or near death.
  • Players can take their gear and track the Amulet themselves.
  • This prevents a direct confrontation but earns the enmity of the Chain Breakers should any survive.

Treasure & Key Rewards

  • Chain Breaker’s Coin (Can be redeemed in Cloverdale at The Blond Widow.)
  • Aged Goodberry Wine (Restores 4d4 HP and grants advantage on next check or save.)
  • Amulet of the Planes (If they pursue the artifact later.)
  • Potential Future Storylines with the Chain Breakers (Ally or Enemy based on choices.)

Final Words from Darian (If They Accept the Coin)

As the battle settles and the corpse of the Displacer Beast collapses into the underbrush, Darian sheathes his blade and looks at the party.

"You fight well. Better than most. If you ever grow tired of serving kings and their puppets, come find us. You might just belong among the free."

He tosses you the coin and disappears into the shadows of Malchimara.

12) The Devouring Thicket

(Hybrid Environmental Hazard & Combat – Malchimara’s Predatory Flora)

Luring the Players In

The distant echo of a voice carries through the thick Malchimara undergrowth, breaking the eerie silence of the forest.

"Please… anyone… help me!"

The voice is weak, desperate, barely more than a ragged whisper. It cuts through the unnatural stillness, swallowed by the humid air.

As you move forward, the trees seem to close in, their twisted, gnarled branches forming a suffocating tunnel.

Then, you see it.

A humanoid figure, tangled in a mass of thick, coiling vines, half-buried in the earth. Their skin is pale, their clothes torn, and their eyes flick open weakly at the sound of your footsteps.

"Please… it's… it's taking me… please!"

The vines shift slightly, tightening, and then—without warning—the exact same plea repeats.

"Please… anyone… help me!"

The same tone, same inflection.

Then, the ground beneath your feet moves.

The bog shifts, a pulse of thick, moss-covered roots tightening like veins beneath the soil.

And then you hear it.

A deep, groaning creak, like wood twisting under immense strain, followed by the low rumble of something waking.

The humanoid captive looks up.

Their jaw unhinges, stretching too wide, revealing rows of thorned roots instead of teeth.

It was never alive. It was never human.

The Devouring Thicket awakens.

Encounter Mechanics

1. Environmental Hazard: The Living Bog (Before Combat Begins)
  • As soon as players step within 30 feet of the humanoid, the ground itself begins to sink.
  • Each turn, players must make a Dexterity (Acrobatics) or Strength (Athletics) check (DC 14) or:
  • Become restrained as the bog drags them under.
  • Casting a spell while restrained requires a Concentration check (DC 12) as the roots sense magic and tighten.
  • Escaping requires an action or assistance from an ally.
  • The false humanoid is a mimicry created by the plant to lure prey.
  • Detecting the ruse early requires Insight (DC 15) or Perception (DC 16) before they step too close.
2. Combat: The Verdant Maw
  • A Huge Plant creature, akin to a Treant, but designed to devour magical beings.
  • Abilities:
  • Mimic’s Plea (Lure Ability): Once per hour, it can recreate the voice of any previous victim to lure new prey. Creatures that hear this must make a Wisdom (Insight) check (DC 15) or believe the illusion until they get close enough to see the deception.
  • Spell Eater. The Verdant Maw drains magic from unconscious, using their residual energy to regenerate. The process takes 1 minute per creature size category (Tiny (1 min) | Small (2 min) | Medium (3 min) | Large (5 min) | Huge (10 min)). The Verdant Maw heals 10 HP per spell level remaining in the creature. If the creature has no spell slots left, it instead drains their life force, regaining 5 HP per remaining Hit Die. This ability only works outside of combat (or if left uninterrupted for the full duration).
  • Magic Suppression (Anti-Magic Grapple):
  • If the Verdant Maw grapples a spellcaster, the creature must make a Wisdom saving throw (DC 15) at the start of each of its turns or be unable to cast spells as if under the effect of Dispel Magic.
  • If the saving throw succeeds, they can cast spells normally that turn.
  • Root Collapse: If below 50% HP, the battlefield sinks deeper, forcing everyone to make Strength saves (DC 13) or become prone in sinking terrain.

Player Solutions & Outcomes

1. Detect & Avoid the Trap (Difficult, but Possible)

  • If players use Perception (DC 16) or Insight (DC 15) before stepping in, they notice the strange repeating pattern in the voice.
  • If they call out instead of approaching, the lure does not react properly, revealing the deception.
  • If they completely stop using magic, the tree’s aggression lessens, and they can attempt Stealth (DC 16) to bypass it.

2. Exploit Its Weaknesses

  • Fire & Radiant Damage: Deals extra damage, disrupting its ability to absorb magic for one round.
  • Lightning Damage: Causes it to become enraged, attacking wildly without strategy for a round.
  • Using the Terrain: Clever players might lead it deeper into the unstable bog, forcing it to sink and slow down.

3. Direct Combat (Tough but Doable)

  • If players engage head-on, they must balance movement, magic use, and teamwork.
  • Burning roots or severing large vines (called shots) could disable some of its abilities temporarily.
  • If brought below 10% HP, it collapses into the bog, leaving behind a pulsating seed-like core.

Rewards

  • Verdant Core (custom raw material)
  • Can be crafted into a magic-resistant cloak or used to create anti-magic arrows.
  • Unstable Weave Sap (custom raw material)
  • A liquid fragment of its absorbed spells, useful for alchemical research.
  • Clearing the Bog makes future Malchimara travel easier, as this was a known hazard to adventurers.

Malchimara Encounter Index (Quick Reference Table)

This table provides a one-line summary for each encounter, allowing for quick reference when rolling or choosing encounters during a session.

Travel Encounters (1d12)
d12 RollEncounterTypeSummary
1The Shifting HollowEnvironmental HazardA looping terrain trap—players must break the illusion to escape.
2The Lantern-KeeperNPC EncounterA cryptic Kenku warns of dangers but only speaks in echoes.
3Serpopard AmbushCombatA stealthy, feline-reptilian predator stalks the party.
4Chimera HuntCombatA monstrous three-headed chimera hunts the party through the Weave-touched forest.
5The Menders of the WoundsNPC EncounterMysterious elves warn against tampering with the Weave Wounds.
6Baba Yaga’s Walking HutMajor NPCThe infamous hag offers dark bargains—at a terrible price.
7The Stasis ReliquaryCombat/PuzzleA time-locked ruin guarded by a powerful construct.
8The Hollow ChoirNPC EncounterEerie spectral figures repeat the players’ words in haunting echoes.
9The Sunken ArchivePuzzle/LoreA living library that trades information for secrets.
10The Blight of MalchimaraEnvironmental HazardMagical spores infect adventurers, causing strange afflictions.
11The Chain Breakers' PathCombat/FactionA rebel group battles a Displacer Beast—help them or fight them.
12The Devouring ThicketHybrid Hazard/CombatA false captive lures players into a magic-consuming plant’s trap.
Long Rest Encounter Table (1d6)
d6 RollEncounterThreat LevelSummary
1Swarm of Wolf SpiritsModerateGhostly wolves emerge, seeking wandering souls to devour.
21d6 Beggar GhoulsModerateStarved undead lurch from the darkness, desperate for flesh.
31d4-1 Will-o’-WispsLow to HighFlickering lights lure players into a deadly trap.
4Giant Ant ScoutsModerateMassive ants surface, testing whether the camp is a threat or food.
52 Lizardfolk GeomancersLowTribal spellcasters investigate the players' presence—friend or foe?
6No Encounter, But…N/ASomething was here—strange whispers and footprints surround the camp.


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