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• The Long Dark descends, so it is constant night.

• Kryn finds the party during the long dark, tries to warn them about cult to Orthoc.
• Shadows infiltrate Crestwood and wreak havoc (probably destroying it).
◦ Kryn tells them no one in the town was awake. Saw a strange shadow and left.
◦ Ophiotaph comes in during the fight and unbinds Karphus’ curses. Karphus died in the
Shadowfell before this could happen. But he could return later as a demon.
• The Triad Demons attack the party.
• Nakal finds the party again at some point (offers info on the cult?)
• Krml’tchn’kot the kobold may show the players the way to the flumph hole and they may be
allowed to stay there.
◦ Demons may attack the caves. (A bunch of quasits in the frog pond, a hezrou, or a chasme
and some dretches.)
• Shtemvolt returns (possibly with Oggle and Fazzler). This may not happen til after the long
dark.
• Nax “Gob” will find the players and tell them that Koxuk and the druids have been skirmishing
with the Cult of Orthoc.
◦ The druids are losing the fight to the demons.
• Numerous docile spirits are cluttering the woods. They seem to be acting as though they’re in a
city (one that is long gone). Wicker statues dot the area. This is a trap set up by the cult of
Orthoc to lure in Ophiotaph.
• The myconids have been scattered throughout the forest since their home was burned down. A
strange man driven mad by a brush with the demon army has taken to worshiping the myconid
elder. He believes he can interpret the myconid’s moves, and he’s half right. The man calls
himself Farkel the farfetched.
• A labyrinth is carved into the ground in a clearing in the forest. If the players make a wrong turn
or step over part of the “wall” then a monster is summoned. Reaching the center causes real
walls to rise all around and an aspect of Limnas Von reveals itself. Anyone at the center without
a god or patron is offered a blessing. (weapon enhancement +1, bag of tricks, ability to cast a 2nd
or 3rd level spell once or twice per short rest). He also vaguely hints to one random PC about a
deck of many things in the castle in Vel Thorum
• An imp from the 9th layer of hell named Nimbalyx follows the party and tells them about the
demonic incursion.

Hag Valley Shenanigans

• Plants sprout quickly, soon to grow into something horrifying.


• Leonbard has a nightmare about Karphus being devoured.
• The elves complain about how drab and rugged the valley looks.
• The ghost of a Steelfeather clan member appears and warns the elves of dangers deep in the
earth.
Demon Incursion in Flumph Hole

4 lesser Chasme (half as much health and 4d6 necrotic instead of 7d6), 5 dretch, and 10 manes storm
the fortress. [Hezrou retreated, 2 more dretch came.]
4 quasits have infiltrated the frog pond and attack as well. A hezrou makes its way in through the well.
The Hezrou has lost some health from the carnivorous plants, but it has an ioun stone of reserve
containing a fireball (previously cast by some far-away sorcerer).

3 kobold warriors protect the den, one of which is winged. Kobold sorcerer will also join the fray. The
rest are regular kobolds.
Treant
Huge plant, chaotic good

• Armor Class 16 (Natural Armor)

• Hit Points 138 (12d12+60)

• Speed 30 ft.

STR
23 (+6)
 
DEX
8 (-1)
 
CON
21 (+5)
 
INT
12 (+1)
 
WIS
16 (+3)
 
CHA
12 (+1)

• Vulnerabilities Fire

• Damage Resistance Bludgeoning, Piercing

• Senses passive Perception 13

• Languages Common, Druidic, Elvish, Sylvan

• Challenge 9 (5,000 XP)

• False Appearance. While the treant remains motionless, it is indistinguishable from a normal
tree.

• Siege Monster. The treant deals double damage to objects and structures.

Actions
• Multiattack. The treant makes two slam attacks.

• Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d6 + 6) bludgeoning damage.

• Rock. Ranged Weapon Attack: +10 to hit, reach 60/180 ft., one target. Hit: (4d10 + 6)


bludgeoning damage.

• Animate Trees (1/Day). The treant magically animates one or two trees it can see within 60 feet
of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma
scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an
ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more
than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate
tree. The tree then takes root if possible.
LIZARDFOLK CHOSEN ONE
STR
16
(+3)
DEX
12
(+1)
CON
16
(+3)
INT
10
(+0)
WIS
12
(+1)
CHA
14
(+2)
AC 15 (natural armor, buckler shield)
HP 75 (10d8 + 30; bloodied 37)
Speed 30 ft., swim 30 ft.
Proficiency +2; Maneuver DC 13
Saving Throws Con +5, Wis +3
Skills Perception +3 (+1d4), Stealth +3 (+1d4), Survival +3
Senses passive Perception 15
Languages Draconic
Aligned. The lizardfolk radiates either an Evil or Good aura. 
Hold Breath. The lizardfolk can hold its breath for 15 minutes.
ACTIONS
Multiattack. The lizardfolk attacks once with its shield and twice with its trident.
Shield. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the
target makes a DC 13 Strength check. On a failure, it is knocked prone .
Trident. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3)
piercing damage, and the lizardfolk gains temporary hit points equal to half the damage dealt. 
REACTIONS
Supernatural Rebuke (1/Day). When the lizardfolk is dealt damage by a creature it can see within 60 feet, its
attacker makes a DC 13 Dexterity saving throw . On a failure, the attacker takes 11 (2d10) fire or radiant
damage (the lizardfolk’s choice).
Stirge Swarm
Family: Stirge
Medium swarm of Tiny beasts, unaligned
Armor Class 15 (natural armor)
Hit Points 58 (13d8)
Speed 10 ft., fly 40 ft.
STR DEX CON INT WIS CHA
3 (-4) 19 (+4) 10 (+0) 1 (-5) 12 (+1) 6 (-2)
Skills Perception +7
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained,
stunned
Senses darkvision 60 ft., passive Perception 17
Languages –
Challenge 5 (1,800 XP)

Special Traits
•Swarm. The stirge swarm can occupy another creature’s space and vice versa, and
the swarm can move through any opening large enough for a Tiny creature. The swarm
can’t regain hit points or gain temporary hit points.

Actions
•Blood Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 19 (6d4 +
4) piercing damage, and the some stirges attach to the target. While attached, the
stirges don’t attack. Instead, at the start of each of the stirge’s turns, the target loses 19
(6d4 + 4) hit points due to blood loss. The stirge swarm can detach itself by spending 5
feet of its movement. It does so after it drains 10 hit points of blood from the target or
the target dies. A creature, including the target, can use its action to detach the stirge
swarm.

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