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Additional mid level Encounters
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== Encounters with the Viridescent One == These encounters are designed for a mid-level adventure, starting at 6th level and increasing in difficulty through to 10th level. They involve the escalating threat of the Viridescent One’s corruption, from minor disturbances to significant blights on the land. Each encounter includes suggested combatants, traps, and challenges, as well as roleplay elements for PCs who seek non-combat solutions. ===Corrupted Grove (6th Level)=== The PCs are called upon to investigate a sacred grove where the trees have begun to rot, and the wildlife behaves erratically. Druids that once cared for the grove have disappeared, and strange creatures now roam the area. ==== Encounter Overview ==== *Location: A once-thriving grove, now twisted and decayed. The trees are blackened with rot, and the air is thick with spores. Corrupted flora and fauna attack any who approach. *Objective: Discover the source of the corruption and cleanse the grove. *Challenge: Combat (corrupted creatures, environmental hazards), investigation (tracking the source of the corruption). *Magic Aura: PCs casting detect magic sense a powerful aura of necromancy and transmutation, with traces of a sickly green light in the air. ==== Combat Encounter ==== Creatures: *2x Corrupted Treants (use statistics for standard treants, but add necrotic damage to their attacks and a weakness to radiant damage). *4x Twisted Dryads (use standard dryad statistics, but they have blight prepared instead of entangle). *1x Corrupted Druid (a former protector of the grove, now serving the Viridescent One, use Druid stat block with necrotic-themed spells like blight and contagion). ==== Roleplaying Opportunity ==== The corrupted druid can be questioned, revealing that they were once a protector of the grove but were lured by promises of power from the Viridescent One. Convincing the druid to renounce their allegiance could provide insight into the broader plans of the Viridescent One, but it will require a high DC 18 Persuasion check. ==== Environmental Hazard ==== Spores from the corrupted grove fill the air, causing a Blighted Spore Cloud (DC 14 Constitution saving throw at the start of each turn; on a fail, PCs take 1d6 necrotic damage and suffer the poisoned condition for 1 hour). ==== Rewards ==== *500 XP for cleansing the grove. *Item: Fey Blossom Pendant – a magical necklace that grants +1 on saving throws against plant-based effects and spells. ===Elemental Node of Rot (7th Level)=== A natural elemental node, which once provided balance to the surrounding region, has been corrupted. The PCs are tasked with stopping the spread of the blight before it engulfs a nearby village. ==== Encounter Overview ==== *Location: A desolate field surrounding the corrupted node, where the natural elements are in disarray—lightning storms crackle overhead, and the ground is scorched. *Objective: Purify the elemental node and defeat the creatures drawn to its power. *Challenge: Combat (elemental creatures, corrupted beasts), skill challenge (cleansing the node). *Magic Aura: Detect magic reveals a heavy aura of conjuration and transmutation, centred around the node. ==== Combat Encounter ==== Creatures: *1x Blighted Earth Elemental (use an earth elemental stat block with additional necrotic damage and the ability to summon corrupted vines as legendary actions). *4x Fungal Blights (use vine blight statistics but add the ability to drain HP, dealing necrotic damage and healing themselves for half the amount). *2x Twisted Elementals (use air elemental statistics with necrotic damage replacing thunder damage, and vulnerability to radiant damage). ==== Skill Challenge ==== PCs must perform a Cleansing Ritual to restore the elemental node. They must gather rare herbs, prepare a purification circle, and use elemental reagents found in the area. This requires 3 successful skill checks (Nature DC 14, Arcana DC 16, and Survival DC 13). Failure results in an additional wave of corrupted elementals. ==== Rewards ==== *700 XP for purifying the node. *Item: Rod of Elemental Harmony – A magical rod that allows the wielder to cast protection from energy once per day. ===Blightstorm Attack (8th Level)=== The PCs encounter a blightstorm sweeping through a forest. They must protect a small hamlet in the storm’s path and fend off the mutated creatures emerging from it. ==== Encounter Overview ==== *Location: A small village on the edge of a dense forest, dark clouds and swirling green mists approach from the sky. *Objective: Defend the village and destroy the corrupted creatures that emerge from the blightstorm. *Challenge: Combat (waves of enemies), tactical defence of the village. *Magic Aura: Detect magic reveals the virulent aura of necromancy as the blightstorm approaches. ==== Combat Encounter ==== Creatures: *Wave 1: 4x Blighted Wolves (use dire wolf stats, but add necrotic damage to their bite attacks). *Wave 2: 2x Blighted Treants and 6x Fungal Blights (as above). *Wave 3: 1x Blightstorm Elemental (use air elemental stats with an aura of spores that deals 2d6 necrotic damage to any creature that starts its turn within 10 feet). ==== Special Mechanics ==== The PCs must also manage the villagers’ safety. At the start of each wave, one PC must make a DC 14 Persuasion or Intimidation check to rally the villagers and prevent chaos. Failing twice causes panic, making the remaining waves harder (additional creatures spawn). ==== Rewards ==== *800 XP for successfully defending the village. *Item: Amulet of Blight Resistance – Grants resistance to necrotic damage. ===Corrupted Fey Crossing (9th Level)=== The PCs are summoned to a fey crossing that has been overtaken by twisted creatures from the Feywild. If the corruption is not stopped, the blight will spread across both planes. ==== Encounter Overview ==== *Location: A mystical fey crossing, where glowing mushrooms and ancient oaks mark the boundary between the planes. Now, the flora is blackened and twisted, and fey creatures are mutating into nightmarish forms. *Objective: Close the crossing and destroy the blighted fey. *Challenge: Combat (twisted fey creatures), skill challenge (closing the fey crossing). *Magic Aura: The crossing emanates a powerful aura of necromancy and conjuration. ==== Combat Encounter ==== Creatures: *2x Blighted Fey (use satyr stats, but replace charm with the ability to cast blight). *3x Twisted Dryads (as above). *1x Blighted Treant. *1x Corrupted Fey Guardian (use green hag stats with additional necrotic damage and spell-like abilities such as contagion and blight). ==== Skill Challenge ==== Closing the fey crossing requires 3 successful skill checks (Arcana DC 15, Nature DC 17, and Performance DC 14 for fey song to appease the spirits). Failure results in additional twisted fey creatures spawning. ==== Rewards ==== *1,000 XP for sealing the crossing. *Item: Staff of Fey Rebirth – Allows the wielder to cast regenerate once per long rest. ===The Heart of the Viridescent One (10th Level)=== The PCs have tracked the Viridescent One to its lair within a vast corrupted forest. Here, they must face its most powerful minions and disrupt its blight once and for all. ==== Encounter Overview ==== *Location: The heart of a blighted forest, a massive hollow tree where the Viridescent One gathers its power. The land is twisted, and spores fill the air. *Objective: Confront and defeat the Viridescent One’s lieutenants, then destroy the source of its corruption. *Challenge: Epic combat (high-level minions), environmental hazards. *Magic Aura: The entire area radiates strong necromancy and transmutation magic. ==== Combat Encounter ==== Creatures: *1x Blighted Treant Lieutenant (use treant stats, but increase size to Gargantuan, and give it legendary actions such as summoning fungal minions). *4x Twisted Fey (use standard fey creature stats but with necrotic-themed abilities). *2x Corrupted Druids (as above). ==== Environmental Hazard ==== The lair is filled with Virulent Spores. PCs must make a DC 16 Constitution saving throw at the start of each turn or suffer 2d6 necrotic damage and have their movement halved. ==== Rewards ==== *1,500 XP for defeating the lieutenants. *Item: Heartwood Staff – A powerful magical staff that allows the wielder to cast awaken and plant growth as a single action.
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