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Into The Witchwood

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100% found this document useful (2 votes)
865 views11 pages

Into The Witchwood

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thomas ulasich
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Into the

Witchwood
“Other portals are locations – circles of standing stones…that exist in multiple planes at once or flicker from one
to another.
…A portal’s guardian is typically a powerful magical creature, such as a…native of the portal’s destination
plane.”
- From the entry on Planar Portals, Dungeon Master’s Guide

‘Into the Witchwood’ is a short adventure (estimated to run approximately 8 hours) for 5 PCs of level 1. The
adventure is set in a forested area inhabited by wood elves, and also in the Feywild. It would be suitable for use
in the Moonshae Isles (e.g. the Dernall Forest on Alaron) in the Forgotten Realms.

Cover Art: Sacred Grove by www.critical-hit.biz; Dave Zajac (Embossed Book)


Interior Art: The Whispering Forest and Stone Circle by Maciej Zagorski of The Forge Studios
www.theforge.pl; Characters Looking at Something by William McAusland, used with
permission; Druids Goblet by Marc Radle, Purple Duck Stock Art; Dryad by Arcana Games;
Dracolich by Kimagu; Barbarian Lord by Patrick E. Pullen. Shaman Hut: This character art
created by illustrator David Revoy, released under Creative Commons Licence BY 3.0.
Maps: Witchwood map created using Hexographer by Inkwell Games Inc.
Stat Blocks: Created with Hero Lab. Hero Lab and the Hero Lab logo are Registered Trademarks
of LWD Technology, Inc. Free download at http://www.wolflair.com
Playtesting: Thanks to Kai Schiefer, Fred Magata, Felix Bloeck, David Slyter and Mikael
“Hemliga Arne”

by SIMON COLLINS

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 1
INTRODUCTION
Into the Witchwood is an adventure using the D&D settlement of land and riches that would finally
5th Edition ruleset and is suitable for 4-6 PCs of 1st bring peace to the land. All weapons were left in a
level. Primarily a wilderness adventure where the heap outside the great tent that had been built for
PCs must battle through the dangers of an ancient the occasion, a feast hall of cloth and wood for the
wildwood, the PCs also travel to the mysterious moot. The great lords sat down and began to eat,
Feywild. but then the screams began…

Aeldrith Forkbeard, a Northlander chieftain, has Of course, you ran to the tent but there was little
been possessed by a demon. At a meeting of many you could do by then – the Northlander retainers
great chieftains to discuss a peace treaty, the demon had hidden knives in their boots and drawn them
gives orders to Aeldrith's men to murder all those across the throats of the warlords, spraying the
who attend the meeting. The PCs escape the feast with icy blood and gore. And as the
carnage and band together to travel across the Northlander warriors that surrounded the area
wilderness to safer lands but they are followed by a closed in on those who remained, there was still
warband of tribal warriors who Aeldrith has sent to little you could do, except run…
hunt them down.
And you have carried on running for days now, as
The PCs must escape the warband, which chases a pack of warriors led by a huge berserker you
them towards the edge of the Witchwood Forest. know as Grunek Hornsfear has harried you across
Surviving a night attack by needle blights, they the land, cutting you off from your original goal
must soldier on through increasingly difficult and driving the few of you together into a small
terrain whilst being attacked by pseudodragon band of survivors. The only escape now lies into the
zombies raised by a Northlander necromancer. legendary Witchwood, a huge forest reputed to be
They must then fight a carrion crawler feeding on the home of bandits, monsters and evil spirits. But
the dead of a recent battle between elves and it is there you must go, as the warriors close in
another Northlander warband, or flee into the once again.
canopy to discover an elven treetop village with a
wicked trap. Finally surrounded in an ancient stone On the other side of the forest lies the Kingdom of
circle by both warbands, their only hope of escape Marshes ruled by Lord Glyn, who wisely did not
lies with the help of a mysterious dryad who needs attend the moot - you are sure he will grant you
their help to rid the Feywild of an evil demon that protection and succour in this time of great need.
blocks the PCs return to the Material Plane. If the And perhaps from there you can plot revenge.
PCs defeat the demon, they can leave the Feywild
behind and make it to the safety of the Kingdom of Map of the Witchwood
1 Hex = Approx. 6 miles (icons not to scale)
Marshes on the other side of the forest.

BACKGROUND
At the beginning of the adventure, read or
summarise the following to the players:

You never trusted Aeldrith Forkbeard. He kept faith


with a druid of dark omens, and sailed the cold
seas in his black, dragon-prowed ship. You never
trusted him, but you never imagined how deep his
betrayal could cut.

You went to the ceremony, the peace moot, where


the great warlords met to discuss a lasting

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 2
PART 1: ESCAPE
10 Wisdom (Animal Handling) check if riding, to
get across the wall. On a failed check, the wall
counts as difficult terrain, restricting movement to
half for one round.

Razorvine: The most direct route travels through a


patch of razorvine. A successful DC 15 Wisdom
(Survival) check is required to identify this hazard,
As the adventure begins, read the following to the at which point there are two choices:
players: 1. Move around the outside of the razorvine,
halving movement for one round.
From the top of the low rise, you can see the 2. Travel through the razorvine, requiring a
warband several hundred feet behind across the successful DC 15 Dexterity saving throw
scrubby plain, their banner of a bloody dragon to avoid the bladelike thorns. On a failed
snapping in the stiff cool breeze. The huge leader, save, the victim takes 1d10 slashing
clad in what looks like bearskin furs from this damage.
distance, suddenly spots you as you try to quietly
sneak over the rise. He roars at the two dozen or so Wasps’ Nest: As they
hardened warriors that ride at his heel. He points reach the tree line, any
directly at your small group and urges his warriors PC with a passive
on towards you. Perception of 12 or
more can spot a wasps’
Beyond the rise you can see the Forest of nest, containing a
Witchwood only a few hundred feet away - a place swarm of wasps (MM,
of myth and legend but perhaps your only possible p338), hanging from the
means of escape from the warband that chases you. bough of a large tree,
On the other side of the forest lies the Kingdom of just within weapon
the Marshes and, you hope, the protection of Lord reach of a Medium
Glyn of that realm, who you know hates the character. If a PC decides to knock the wasps’ nest
Northlanders. to the ground, that PC should make a d20 roll with
the following possible results:
The leader, a berserker (MM, p344), and two
dozen tribal warriors (MM, 350) start 480 feet d20 Outcome
behind the PCs. The warband will encourage their 1 The wasps’ nest falls directly to the
horses to use the Dash action to try to catch the ground and the wasps attack the PC and
PCs. The warband’s horses have a speed of 60 feet. any other characters within 5 feet.
The horses can make four Dash attempts during the 2-9 The wasps’ nest is not dislodged. The
chase, increasing their speed to 120 feet – the PC(s) loses 1 round of movement each
warriors use all the horses’ Dashes up immediately round they try.
before slowing to a normal pace. The distance from 10+ The wasps’ nest is dislodged and rolls 10
the hilltop to the edge of the forest is approximately feet away. The wasps swarm in the area,
300 feet away. The following locations lie between attacking any that enter the area, and
the hill that the PCs start on and the edge of the reducing movement of the victim(s) by
forest: half until the wasps are destroyed or
evaded.
Low Wall: Half way across the grassland plain 20 The wasps’ nest is dislodged and rolls 20
between the hill and the forest edge a low broken feet away. The wasps swarm and head for
wall runs across the area. Those wishing to find the the Northlander warband directly.
most direct path to the forest edge must make a
successful DC 10 Strength (Athletics) or
Dexterity (Acrobatics) check if running or a DC

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 3
of the slope you come to a grinding halt – just in
time. For in front of you lies a deep, sheer-sided
gorge with heaving, white water barrelling through
the defile. With relief, you can see about 50 ft.
downstream a makeshift rope bridge that crosses
the gorge.

The rope bridge is badly worn and swings


dangerously from side to side as the PCs cross it.
Once the PCs have entered the forest and continue Each PC must make a successful DC 10 Dexterity
to run from the warband, read or summarise the (Acrobatics) check to get safely to the other side.
following: On a failure, they can stabilise themselves but lose
a round of movement. Once across, the PCs can
You can still hear the angry shouts of the quickly the rope where it attaches to two trees on
Northlander warriors behind you as you continue the other side of the gorge, to stop the Northlanders
into the depths of the forest. The land begins to following them - at least temporarily...
drop steeply down at this point and it’s difficult to
keep your footing in the loamy soil. At the bottom

PART 2: A BLIGHT UPON THE FOREST


Once the PCs have escaped from the Northlander attack the PCs with their needles from the darkness
warband and have travelled some way into the beyond the camp.
forest, read or summarise the following:
Any PC without
As night falls in the forest, the light grows dim darkvision is considered
beneath the canopy. The air is chill and the escape Blinded, automatically
from the Northlanders has tired your limbs. failing any ability check
that requires sight. Attack
Once the PCs have found a suitable place to camp, rolls against these PCs
four needle blights (MM, p32) are attracted to the have advantage, and these
area by either the noise or light, or both. They do PC’s attack rolls have disadvantage. Even PCs with
not take kindly to trespassers in their territory and darkvision have disadvantage on ability checks that
rely on sight (passive Perception is reduced by 5).

PART 3: STUMBLING BLOCKS


Once the PCs set off in the morning, they quickly necromancer, and a nearby elf clan that lived in a
reach a denser area of the forest. Read or treetop village. The elf clan was decimated. A
summarise the following: clutch of pseudodragons, who tried to help the
elves defend their homes, were killed and then
Ahead of you the forest grows denser. The ground raised by the Northlander necromancer as zombies,
becomes littered with fallen trees and rocks that and sent out to scout for and attack any creatures in
become larger and larger until you find the area that are not Northlanders.
yourselves slipping and stumbling over Any PC with a passive
moss-strewn boulders and supine tree Perception of 11 or more can
trunks. Rain starts falling steadily hear the approach of the four
through the canopy, making the going pseudodragon zombies (new
even tougher. creature; see Appendix A) as
they blunder through the forest, seeking out prey.
There was recently a battle in the forest between a Since the forest in this area is Difficult Terrain,
roving Northlander warband, which included a vile each foot of movement takes an additional foot.

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 4
PART 4: DEAD ELVES
Once the PCs have defeated the pseudodragon TREASURE
zombies read or summarise the following: If the PCs pick through the pockets and belongings
of the dead, have each PC make an independent
Eventually the area of slippery boulders and fallen Intelligence (Investigation) check to find the
trees lies behind you and you even come across following items that were missed by the looting of
what appears to be a track of some kind leading the Northlander warriors that defeated the elves:
deeper into the forest. After following this track for
some time, the first sign that something is wrong is Result Items Found (roll 1d4)
the body of a woodland elf, skewered through the 10-15 1. Two azurite gems worth 10gp each
back by an arrow. Soon you come across more in the back pocket of a dead male
bodies, left to rot on the forest floor. Flies buzz elf.
2. A small gold ankle bracelet worth
around the bodies and an evil stench drifts through
25 gp on the ankle of a dead female
air, stinging your nostrils. elf.
3. An ornate but non-magical elven
A carrion crawler (MM, p37) has been attracted dagger worth 25gp lodged in the
to the battlefield, in search of food. neck of a dead Northlander warrior.
4. A gold locket with a painted
If the PCs spot the carrion crawler without being portrait inside worth 25gp, clutched
tight in the hand of a young
spotted first, or if they run from it, they may try to
Northlander warrior.
escape the creature if they spot a rope ladder 16-20 1. A moonstone worth 50gp hidden in
hanging from one of the larger trees nearby with a a small shrine to the Forest God at
successful DC 10 Wisdom (Perception) check. the base of a tree.
Climbing the rope ladder, they discover an elven 2. An unused scroll containing only
treetop village hidden in the boughs, with further the entangle spell, squelched
signs of battle. If they do ascend, read or underfoot into the mud of the
battlefield.
summarise the following:
3. A Northlander longsword lying
hidden, deep in some brambles.
Many of the walkways connecting parts of this 4. A potion of longstrider buried in
treetop village seem to have been destroyed, the bloody viscera of a fallen elf
leaving only one main thoroughfare through the warrior.
treetop village. An elven body hangs limply from 21-25 1. Amber worth 100gp hidden in the
the edge of the walkway whilst further on a heel of the boot of a dead
Northlander warrior.
Northlander body lies in a pool of dried blood. The
2. A potion of healing well hidden in
stench of death and the thickening flies rise from a gap between two rocks.
the bodies as you approach. Up ahead, the 3. A plain, nonmagical, silvered short
walkway passes between two thick trees before sword under a pile of leaves.
slowly descending in a spiral to the forest beyond. 4. A slightly singed scroll of
protection from evil amongst the
Where the path runs between the two trees the remains of a fire.
26+ 1. Two pearl earrings worth 100gp
elves set up a Poison Spike Trap, which was never
each, on the severed head of a
activated by the Northlander warband. A leading female elf that had rolled under a
PC with a passive Perception of DC 15 or higher rocky ledge.
spots the tripwire; those behind require a passive 2. A hastily dug and refilled hole
perception of 20 or more to spot it. If triggered, a hides a box of turquoise animal
spiked branch slathered with serpent venom snaps figurines worth 250gp.
3. A magical +1 arrow (+2 vs. fiends)
round from behind the tree, causing 2 (1d4)
in the back of a Northlander
piercing damage, and the victim must succeed on a warrior, which can be retrieved.
DC 11 Constitution saving throw, taking 5 (1d10) 4. A potion of greater healing hidden
poison damage on a failed save, or half as much in a bird’s nest.
damage on a successful one.

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 5
Additional checks do not find any further treasure. strange niche – rather than being dug into the tree,
the niche has somehow been shaped so it is still
Temple of the Earth Goddess surrounded by living bark. A successful DC 10
High in the branches of the central tree the PCs can Intelligence (Arcana) check identifies this as
find a large single-room temple that was once being created by magic. The area has been
dedicated to the Earth Goddess. The temple has damaged and any healing applied to the area closes
been ransacked and smeared with filth. The statues all wounds to the bark and gains the beneficent
and other religious paraphernalia have been attention of the Earth Goddess and local fey
smashed. Deep within the temple where it meets creatures such as the dryad at the Circle of the
the main trunk of the tree, the PCs can find a Forest God.

PART 5: THE CIRCLE OF THE FOREST GOD


but his men do not follow, perhaps not having seen
you yet.

This Northlander fighter (see Appendix A) and


his sixteen tribal warriors (MM, p350) are all
that remain of the group that fought and killed the
elves. They will chase the PCs through the misty
forest until the PCs come across the following
sight:

Ahead, slivers of sunlight angle through the forest,


shining on a stone circle. Strangely, the mists seem
to have dissipated in the glade that the stone circle
Once the PCs have defeated the carrion crawler or sits in. However, a fearsome sight lies beyond – as
escaped it via the elven tree village above, read the the Northlanders of the Black Raven close in on
following to the players: you from behind, the berserker warrior and the
warband of the Red Dragon banner emerge from
As you continue deeper into the forest a thick fog the mists in front of you. You are surrounded.
descends, muffling footfalls and making every noise
seem to come from a strange direction. At first, This stone circle is the Circle of the Forest God
you’re not sure if your own footfalls and voices (new Magic Item; see Appendix B).
echo back to you from the mists but then you hear
the crack of a branch and a sharp admonishment in Once the impact of the situation has had a moment
a guttural voice come from somewhere ahead. It to sink in, read the players the following:
seems impossible that the warband that was
chasing you could have somehow got ahead but Suddenly, from the inside of one of the trees at the
perhaps this is another Northlander contingent, edge of the glade, emerges a strange creature, like
perhaps the one that defeated the elves. Then, from a cross between a young tree and a beautiful
the mists, emerges a tall Northlander warrior, woman. She quickly beckons you towards the stone
maybe 7 feet tall, standing with his foot atop a low circle and looks fearfully towards the two
outcropping of rock – he is not the same Northlander warbands that are closing in on you.
Northlander that had been leading the warband In a soft, lilting voice she says in Elvish: “Quickly,
that had been chasing you. The mists part for a come, I can help you escape, but you must be
moment and behind him you see many more men, quick!”. For those that do not understand Elvish,
one of them holding a banner with a black raven on she beckons you inside the stone circle and begins
it. The huge warrior is perhaps 60 feet away but his chanting. Suddenly, greenish light flashes brightly,
roar as he sees you makes it feel like he is almost in blinding you for a moment. When you can see
front of you. He begins to charge down the hill again, you stand in a similar stone circle but the
towards you, whirling his axe as if it was a twig,

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 6
trees around the circle The dryad (MM, p121) leads the characters on
seem to sway in time to through an enchanted forest, and PCs may catch the
an unheard song and the occasional glimpse of satyrs, centaurs, faerie
plants radiate a faint dragons, pixies, sprites, and other fey creatures, out
inner light. Butterflies, of the corner of their eyes. As the PCs travel
unlike any you have seen through this realm, they begin to feel light-hearted
before, of multi-coloured and even joyful. For every hour that the PCs remain
hues, flit slowly through in the Otherworld, they regain 1 hit point.
the air. A fawn stands at However, for each hour they remain, one day
the edge of the circle passes on the Material Plane. The dryad warns
looking at you unafraid. The mist has dissipated them to eat nothing they see, even though the look
and the sun shines warmly through the canopy and smell of the fruit upon the trees is delightful.
above. The strange half-tree, half-woman beckons
you quickly on. The dryad can inform the PCs that a wicked demon
is blocking the exit back to the Material Plane
“We must be quick”, she says softly in Elvish, where the fey often cross. Some fey have even been
“come this way.” Beckoning you, she strides killed by the creature, who will let no-one pass. As
determinedly out of the stone circle. As she walks, well as allowing them to return to their world,
she speaks to you: “Time passes differently here in destroying or driving off the creature will earn the
the Feywild; we must not tarry. However, I must friendship of all the sylvan creatures in this realm.
warn you, a great evil has come to this place and
blocks the only other exit back to your land. Then Soon the dryad leads them through a landscape of
again, perhaps it is less dangerous than the many huge trees perched on rocky overhangs, as a path
warriors who chased you to the Circle of the Forest winds through the mighty landscape. She tells them
God. But you will see, no?” and she gives you a that at the end of this path lies the portal that will
gentle, sad smile. return them to their own world.

PART 6: THE GATEKEEPER


As the dryad leads the PCs towards the Feywild the restricted light through the canopy above.
Portal that connects back to the Material Plane, In the trees above the willow hut sits an ice demon
read or summarise the (new creature; see Appendix A),
following: waiting on any passers-by to harass
and attack. Any PC with a passive
Ahead of you, through Perception of 12 or more can spot
the trees, you can the ice demon hunched in the
make out what appears branches of a nearby tree before it
to be a stand of willow attacks. The demon will use its
trees, woven together icicle darts to attack the PCs from a
to make a living hut. It distance before swooping down and
seems strange that a attacking with its fork and bite.
water-loving tree such
as a willow would be Once defeated, the PCs can attempt
found here amongst to cross back to the Material Plane
oaks, ashes and by passing into the willow hut. If the
beeches. The entrance dryad is still alive she already
to the hut appears very knows how to activate the plane
dark, much darker shift power of the portal and will
than normal even for activate it on their behalf.

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 7
The ice demon was sent through the portal from the seething mass of shadows as you crossed over to
Material Plane by a cleric of the God of Demons to the Material Plane. The stone of the walls that
restrict the aid that the Fey might bring to Lord creates the structure of the hut on the Material
Glyn of the Kingdom of Plane has been damaged, and a large
Marshes. The cleric symbol has been painted on the
intends to undermine inside of the hut. When you step out
the rule of the great of the hut, you are looking across
lord, and bring war a wide expanse of marshland but
to the area. In in the distance, you can make out
addition, the cleric the distinctive chapel upon the
has desecrated the hill at the centre of the Kingdom
portal such that the of Marshes signifying you are
only power close to your goal.
remaining is the
capacity to plane Journeying to the Feywild has a
shift back to the couple of strange effects:
Material Plane – 1. PCs should succeed on a
none of the other DC 10 Wisdom saving throw.
powers that once Those who fail cannot recall
graced this anything about how they
mystical site work, managed to get to the Material
as the symbols Plane after they stepped into the
have been gouged Feywild from the Circle of The
out, and the symbol Forest God.
of the God of Demons 2. Days have passed equal to the
has been painted inside number of hours the PCs remained in
the hut. A successful DC 10 the Feywild.
Intelligence (Religion) check will determine what
this symbol represents. Concluding the Adventure

The PCs can travel on to the Kingdom of Marshes


If the dryad is not with the PCs any longer, one of by way of a flat-bottomed boat, punted through the
the PCs must make a DC 15 Intelligence (Arcana marshes by a fisherman who spots the PCs and
or Religion) check to figure out how to activate offers them a lift. Glyn will be keen to hear of the
the power to cross over into the Material Plane. If news they bring and will offer them work and pay.
the PCs fail at this task and the dryad is not He is currently at war with an evil, neighbouring
available to them, eventually another fey creature lord, which is why he could not attend the peace
will help them out in thanks for defeating the ice moot. He needs strong hands and stout hearts if the
demon, and take them across. The portal takes them PCs would be willing to help him on dangerous
through to a stone hut at the edge of the marshes missions into enemy territory to investigate the evil
near the Kingdom of Marshes. This hut has also lord’s plans.
been desecrated to allow the demon to pass through
to the Feywild. Read or summarise the following to Aeldrith Forkbeard and his minions will take
the PCs once they step from the hut: advantage of the chaos caused by the decimation of
the main lords of the area to seize land and
Unlike the flash of green light, which you resources. Perhaps the PCs will seek Glyn’s help in
experienced previously when travelling to the fighting against the possessed Northlander and his
Feywild, the journey to return to the Material allies.
Plane takes longer and all you remember is a

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 8
Appendix A: New Creatures
ZOMBIE PSEUDOGRAGON NORTHLANDER FIGHTER
Tiny undead, neutral evil Medium humanoid (Northlander human), chaotic
--------------- neutral
Armor Class 13 (natural armour) ---------------
Hit Points 22 (3d8 + 9) Armor Class 14 (chain shirt)
Speed 5 ft., fly 50 ft. Hit Points 72 (9d10 + 27)
--------------- Speed 30 ft.
STR DEX CON INT WIS CHA
---------------
6 (-2) 13 (+1) 15 (+2) 3 (−4) 6 (−2) 5 (−3)
--------------- STR DEX CON INT WIS CHA
Saving Throws Wis +0 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1)
Damage Immunities poison ---------------
Condition Immunities poisoned Skills Intimidation +3, Survival +4
Senses blindsight 10 ft., darkvision 60 ft., passive Senses passive Perception 10
Perception 8 Languages Common, Northlander
Languages understands Common and Draconic but Challenge 2 (450 XP)
can’t speak ---------------
Challenge 1/4 (50 XP) ACTIONS
--------------- Greataxe. Melee Weapon Attack: +5 to hit, reach 5
Undead Fortitude. If damage reduces the zombie ft., one target. Hit: 9 (1d12 + 3) slashing damage.
to 0 hit points, it must make a Constitution saving Great Weapon Fighting. When the Northlander
throw with a DC of 5 + the damage taken, unless fighter rolls 1 or 2 on a damage die for an attack he
the damage is radiant or from a critical hit. On a makes with his greataxe he is wielding with two
success, the zombie drops to 1 hit point instead. hands, he can reroll the die and must use the new
--------------- roll, even if the new roll is a 1 or a 2.
ACTIONS Second Wind. On his turn, the Northlander fighter
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., can use a bonus action to regain hit points equal to
one target. Hit: 3 (1d4 + 1) piercing damage. 1d10 + 9. He can only use this once in a combat.
Sting. Melee Weapon Attack: +3 to hit, reach 5 ft., Action Surge. On the Northlander fighter’s turn, he
one target. Hit: 3 (1d4 + 1) piercing damage, and can take one additional action on top of his regular
the target must succeed on a DC 11 Constitution action and a bonus action. He can only use this
saving throw or become poisoned for 1 hour. If the once in a combat.
Created with Hero Lab. Hero Lab and the Hero Lab logo are Registered Trademarks
saving throw fails by 5 or more, the target falls of LWD Technology, Inc. Free download at http://www.wolflair.com
unconscious for the same duration, or until it takes
damage or another creature uses an action to shake
it awake.
Created with Hero Lab. Hero Lab and the Hero Lab logo are Registered Trademarks
of LWD Technology, Inc. Free download at http://www.wolflair.com

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 9
ICE DEMON Appendix B: New
Small fiend (demon), chaotic evil
--------------- Magic Item
Armor Class 13 (natural armour)
Hit Points 22 (5d6 + 5)
Speed 20 ft., fly 40 ft. The Circle of The
---------------
STR DEX CON INT WIS CHA Forest God
10 (+0) 15 (+2) 12 (+1) 11 (+0) 14 (+2) 8 (−1) Wondrous item, legendary (requires attunement by
--------------- a spellcaster)
Damage Resistances fire; bludgeoning, piercing, The Circle of The Forest God is a Feywild portal,
and slashing from nonmagical weapons that aren’t
dedicated to the Forest God. The circle consists of
silvered
Damage Immunities cold, poison six stones, five tall and straight (about six feet
Condition Immunities poisoned high), with one stumpier and more rounded than
Senses darkvision 120 ft., passive Perception 12 the others (about four feet high). Smaller stones
Languages Abyssal, telepathy 120 ft. only a foot or so high line the outside of the taller
Challenge 2 (450 XP) stones. Each of the larger stones is etched with
--------------- strange symbols. Those who take a short rest here
Demon’s Sight. Magical darkness doesn’t impede
can attune to the circle and make an Intelligence
the ice demon’s darkvision.
Flyby. The ice demon doesn’t provoke an attack of (Arcana or Religion) check to understand that the
opportunity when it flies out of an enemy’s reach. symbols on each stone, written in an ancient form
Icicle Darts. The ice demon can shoot icicles from of the Giant language, can be read to activate a
each of its ten fingers. Used icicles regrow by the spell-like power when the outlined ritual is
time the demon finishes a long rest. performed:
Magic Resistance. The ice demon has advantage
on saving throws against spells and other magical
effects. Stone 1 (DC 16): a ritual version of fog cloud, with
--------------- a 20-mile radius and duration of 8 hours.
ACTIONS Stone 2 (DC 17): a ritual version of barkskin that
Multiattack. The ice demon makes two attacks: one lasts for 8 hours without requiring concentration.
with its bite and one with its fork, or two with its Stone 3 (DC 18): a ritual version of plant growth
ice darts. that enriches all plants within a radius of 50 miles.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., Stone 4 (DC 19): a ritual version of hallucinatory
one target. Hit: 5 (2d4) slashing damage. terrain which extends for 15 miles and lasts a
Fork. Melee Weapon Attack: +2 to hit, reach 5 ft., month.
one target. Hit: 3 (1d6) piercing damage. Stone 5 (DC 20): a ritual version of commune with
Ice Darts. Ranged Weapon Attack: +4 to hit, range nature that has a radius of 30 miles.
20/80 ft., one target. Hit: 4 (1d4 + 2) piercing Stone 6 (DC 21): a ritual version of conjure fey
damage plus 3 (1d6) cold damage. which conjures a fey creature with a CR of 10 or
lower.

In addition, with a successful check of DC 22, by


reading various symbols on the smaller stones
around the outside of the circle, the seeker can
activate a power similar to plane shift, but which
only allows relocation to its mirror location in the
Feywild.

Not for resale. Permission granted to print or photocopy this document for personal use only. INTO THE WITCHWOOD 10

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