Humblewood - Shock in Stormcrag
Humblewood - Shock in Stormcrag
SHOCK IN STORMCRAG
                                TM
                                                 Credits
 Concepts: Ricardo Evangelho, Jordan Richer,                             Interior Illustrators: Josiah Cameron, Emory Kjelsberg,
  Verity Lane                                                              Brendan Lancaster, Marzena Piwowar, Alyse Stewart
 Writers & Game Designers: Jordan Richer, Verity Lane                    Art Director: Brian Scott Walters
 Editors: Jordan Richer, Sebastian Yūe                                   Graphic Designer: Madison Pflance
 Cover Illustrator: Brendan Lancaster                                  Project Manager: Verity Lane
 Cartographer: Ricardo Evangelho                                         Producer: Ricardo Evangelho
                                                          June 2024
Humblewood: Shock in Stormcrag is Copyright © 2024 Hit Point Press Inc., 2487 Kaladar Ave., Unit 213, Ottawa, ON, K1V 8B9,
Canada. All rights reserved. All characters and their distinctive likenesses are property of Hit Point Press Inc. in Canada, US, and other
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This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards ofthe Coast LLC and available at
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International License available at https://creativecommons.org/licenses/by/4.0/legalcode
                                                                                 Shock in Stormcrag    1
    Part 1: The Stolen Sorcerer
    Flashcrest Mountain                                 built from rough-hewn blocks of the local
                                                        gray stone. The outer part forms Arlo’s parlor,
    & Haver’s Cliff                                     where he cooks and entertains guests. The
    The western peninsula of the Stormcrag
                                                        inner chamber is Arlo’s bedroom. The walls
    region of the continent of Wesden is
                                                        inside the house are painted with cheerful
    renowned for the many thunderstorms that
                                                        murals depicting the mountains, wildflowers,
    cluster around Flashcrest Mountain’s peak.
                                                        and the people of Haver’s Cliff. Outside is a
    The storms’ power magically filters down
                                                        small garden where Arlo grows local vegeta-
    through the stone and causes strange crystals
                                                        bles and herbs for brewing healing potions.
    to grow in the caves below.
                                                            Signs of Struggle. When the party
         The village of Haver’s Cliff lies on the
                                                        arrives, the wooden door to the house stands
    coast at the foot of Flashcrest Mountain. The
                                                        open, knocked off one of its hinges. A
    people here have used the glowing lightning
                                                        successful DC 13 Intelligence (Investigation)
    crystals to light their homes for generations,
                                                        or Wisdom (Survival) check reveals translu-
    but they know little about them. Haver’s
                                                        cent scales caught on the door’s edge. With
    Cliff is a humble settlement. Homes are
                                                        a successful DC 10 Wisdom (Perception or
    made from mountain stone; some are carved
                                                        Survival) check, a creature can spot scrapes in
    directly into the cliffside. Most people make
                                                        the soft mud near the house as if something
    a living fishing on the Spellsea or trading
                                                        large dragged away someone with hooves.
    medicinal mountain herbs with the prosper-
                                                        Following these tracks leads the party to the
    ous town of Cleave to the west.
                                                        entrance of the Flashcrest Caves.
         The people of Haver’s Cliff are friendly,
                                                            Inside the House. There are more signs
    though visitors are rare here, so the party’s
                                                        of Arlo’s kidnapping inside. The house is
    arrival attracts attention. Any NPC in
                                                        divided into two rooms by a wooden door
    Haver’s Cliff can point the party toward Arlo
                                                        that now lies splintered on the floor. There
    Greenwool’s home, which sits at the village’s
                                                        are smears of mud on the soft woolen rug in
    northern edge. If asked about Arlo, the
                                                        the parlor, and a wooden table with a vase of
    villagers share that Arlo is a sorcerer, empha-
                                                        flowers has been knocked over. A clay water
    sizing that he is their friend regardless of his
                                                        dish with the name ‘Bromeliad’ carved into
    magical peculiarities. If asked to describe
                                                        it has spilled its contents on the floor. A
    him, they note that he is the only person
                                                        successful DC 12 Intelligence (Investigation)
    around with purple horns. The villagers are
                                                        check reveals two potions of healing (greater)
    proud that Haver’s Cliff has its very own
                                                        inside a wooden cabinet.
    sorcerer, which the much larger settlement
                                                            Scared Pet. In the bedroom, Arlo’s pet
    of Cleave that is further down the coast
                                                        beetle, Bromeliad (noncombatant), hides
    doesn’t have. The people of Haver’s Cliff
                                                        among the blankets that have fallen from the
    have a deep-seated rivalry with Cleave, which
                                                        bed. Bromeliad is scared, shaking its shiny
    they feel looks down on them. Sadly for the
                                                        orange wing casings. If the party uses the
    village’s pride, most people in Cleave don’t
                                                        speak with animals spell or similar methods,
    even know where Haver’s Cliff is.
                                                        Bromeliad conveys that it was sleeping on
    Arlo’s Home                                         Arlo’s feet when huge monsters burst into
    Arlo Greenwool’s house stands just within           the bedroom and snatched Arlo up in their
    sight of the rest of the village of Haver’s Cliff. slimy, dripping jaws. It does not know that
    It is partially cut into the rock of the cliff that the monsters are called orephidians but does
    gives the village its name and partially            know they dragged Arlo away to the nearby
                                                        Flashcrest Caves.
2   Shock in Stormcrag
                  Part 2: Flashcrest Caves
                  The caves where the orephidians make their
 Alyse Stewart
                                                                      Arlo Greenwool,
                                                                   Sorcerer of Haver’s Cliff
                                                                                               Shock in Stormcrag   3
Flashcrest Caves Map                                         DOWNLOAD AT HUMBLEWOOD.COM/RESOURCES
                                                                                                        Ricardo Evangelho
    The following areas correspond to              This small grotto is where Arlo often came
    the Flashcrest Caves Map.                      to commune with the orephidians and the
    1. Entrance                                    caves. He carved the figures in the forms of his
                                                   friends in Haver’s Cliff as an offering to the
          The entrance to the cave is a crack      magic of the cave, wishing for the well-be-
      in the gray stone wall of the cliff that     ing of his community. A successful DC 15
      rises steeply above you. The prickly         Intelligence (Arcana) check to examine the
      scent of ozone fills the damp air inside     crystals reveals that they once held elemental
      like the promise of a thunderstorm. A        energy but have been drained recently.
      scrap of blue woolen cloth is caught on          Arlo also painted the images of the
      a jagged rock at the entrance, moving        orephidians on the cave wall. If the party saw
      in a breeze as if being blown in and out     the murals inside Arlo’s house, they recognize
      by the breath of an enormous beast.          that these paintings are by the same artist. A
                                                   successful DC 13 Intelligence (Investigation)
                                                   check reveals that the paint is old and flaking,
    The cave mouth is a 15-foot-wide opening       and the images were clearly painted years ago.
    in the mountainside. The blue cloth was torn
    from Arlo’s tunic as the orephidians dragged   3. Snaking Tunnel
                                                   This 100-foot-long tunnel is the hunting
    him into the caves. The air movement is a
                                                   ground of fizzar slimes. The slimes can be
    natural phenomenon.
                                                   detected with a successful DC 14 Wisdom
    2. Grotto                                      (Perception) check, which reveals something
                                                   slimy shifting in dark crevices in the walls. A
          In a small alcove lay dozens of carved
                                                   creature that fails to notice the fizzar slimes is
      crystals; tiny crystal caprans, jerbeens,
                                                   surprised in the first round of combat.
      and birdfolk. All the crystal figures are
                                                       Combat. As the party passes through
      a dull, smokey gray. There are long,
                                                   middle of the tunnel, three fizzar slimes*
      sinuous creatures painted in white on the
                                                   seep out of the walls. One emerges in front of
      cave wall behind the pile of figures.
                                                   the party, and one emerges behind them. The
                                                   third sticks to the ceiling above the middle
4   Shock in Stormcrag
                  of the group. The slimes attack, aiming to           Fighting the Orephidians. If the party
                  prevent their prey from escaping.                attacks or causes the creatures to become
                      Treasure. If the slimes are defeated, a      hostile, the orephidians work as a team in
                  lost piece of Fizzar technology can be found     combat. If one of the orephidians is killed,
                  inside the remains of one of them. This is a     the other attempts to flee toward area 3. It
                  single boot of levitation. The other boot can    won’t flee toward area 5 as it is more scared
                  be found in area 8.                              of the corrupted orephidian that lairs beyond
                      A glob of telepathic goo* can be harvested   than it is of the party.
                  from each of the dead fizzar slimes, which           Befriending the Orephidians. The
                  characters can realize with a successful         orephidians won’t attack the party unless the
                  DC 14 Intelligence (Arcana or Nature) or         party attacks them first. They are scared but
                  Wisdom (Survival) check.                         not hostile. If the party attempts to commu-
                  4. Orephidian Chamber                            nicate with the orephidians with magic, tele-
                                                                   pathic goo*, or other methods, the orephidians
                        A pair of long, lizard-like creatures      convey the following information:
                    with bodies ridged with purple fronds          l A strange device has transformed their
                    are coiled in a tangle at the edge of              brother into a ravenous monster.
                    a dark pool of water. You can see the          l They are hungry. The lightning crys-
                    steady pulse of their internal organs              tals they usually eat have become
                    through their translucent skin. As the             dull and foul.
                    two creatures sense your presence, they        l The pair brought Arlo here to aid them,
                    rear up and hiss, turning their eyeless            but the corrupted orephidian captured
                    faces toward you. The slightly larger              him before he could help.
                    one places itself between you and the          l They will guide the party to the
                    smaller one defensively.                           corrupted orephidian’s lair, but they won’t
                                                                       fight their brother.
                      These are two of the lightning orephid-
                  ians* that live in this cave system. Since
                  the corrupted orephidian began voraciously
                  absorbing energy from the cave’s light-
                  ning crystals, the other orephidians
                  have begun to starve. The color of
                  their purple frills is dulled and they
                  are lethargic. This pair kidnapped
                  Arlo Greenwool, hoping he could
                  help free their brother from the
                  Fizzar technology. A character that
                  succeeds on a DC 15 Intelligence
                  (Nature) check knows that orephid-
Emory Kjelsberg
Lightning Orephidian
                                                                                              Shock in Stormcrag     5
    5. Flooded Chamber                                 6. Blocked Passage
                                                      This tunnel has been blocked by a rockfall
          At the rear of the cave, the floor          and is entirely underwater. There is a tiny gap
      slopes away dramatically as a pool              between the tumble of rocks. Purple light
      of dark water fills the space under             shines through from area 9, which is generated
      the low, jagged stalactites. There is a         by the corrupted orephidian there. Peering
      faint glimmer of blue light within the          through the gap with a successful DC 16
      watery depths.                                  Wisdom (Perception) check, which is made at
                                                      disadvantage, a character can see into area 9.
                                                          Orephidian Guides. The orephidians from
    Areas 5, 6, 7, and 8 are flooded with cold water.
                                                      area 4 can pass through a tiny gap. They indi-
        Orephidian Guides. If the party
                                                      cate the   hole to the party, not understanding
    befriends the orephidians, the creatures lead
                                                      that it is too small for them to pass through.
    them to the pool and indicate that they want
                                                          Moving      Through. If the party wishes
    the party to follow them into the water.
                                                      to pass   through   this tunnel, they must find
    Thanks to their amphibious nature and
                                                      a way   to  dislodge  the rocks and make a
    the fact they don’t rely on vision, orephid-
                                                      hole  large   enough   for them. This can be
    ians can easily navigate the watery areas of
                                                      accomplished      with   magic or physical means.
    their home.
                                                      Moving     the  rocks  requires  a successful DC
        Onward. Once the party enters the
                                                      20  Strength    (Athletics)  check.  A creature
    flooded chamber, they have a choice
                                                      without     a swimming     speed  makes  this check
    between three paths. To the east is a wide
                                                      with  disadvantage.
    dark tunnel (area 6). In the center, there is
                                                          Alerting the Corrupted Orephidian. If the
    a tunnel that has a bright blue light steadily
                                                      party  disturbs the rubble to make a way through
    glowing further inside (area 7). To the west,
                                                      to area  9, the vibrations alert the corrupted
    there is a narrow dark tunnel (area 8). If the
                                                      orephidian*     there. It becomes aware that they
    orephidians are guiding the party, they swim
                                                      are approaching    and can’t be surprised.
    toward area 6.
                                                       7. Laser Tunnel
      Cave Swimming
      Navigating the flooded portions of the                   As you enter this tunnel, the source
      caves is difficult for most characters.             of the mysterious blue glow comes into
      Movement. The water-filled tunnels                  sight. A beam of dazzlingly bright light is
      are difficult terrain due to the irreg-             being bounced and split down the length
      ular spikes of rock and crystal that a              of the tunnel as it hits shining purple
      creature must navigate around. Each                 crystals, forming a net. The beam’s source
      foot of movement costs 2 extra feet for             lies somewhere out of sight around a
      creatures without a swimming speed                  sharp bend. It hurts to look at the light,
      or 1 extra foot for those with a swim-              and the water here is far warmer than the
      ming speed.                                         biting chill in the other tunnels.
      Vision. The water is filled with murky
      silt, causing the entire waterlogged area             This tunnel is 10 feet wide. It extends for
      of the cave to be lightly obscured unless        20 feet before narrowing to 5 feet wide as it
      otherwise noted.                                 turns back on itself and extends another 20
      Magic. A creature that is holding its            feet. From there, it widens to 10 feet again
      breath can only cast one spell with a verbal     for another 15 feet. Unlike the other tunnels,
                                                                                                            Alyse Stewar
      component before it starts to suffocate.         this one is made from worked stone, though
                                                       it is overgrown with large crystals.
6   Shock in Stormcrag
Josiah Cameron
                      Laser Trap. The beam of light is               also be damaged and destroyed. It has AC
                 produced by an ancient Fizzar mining laser          18, 75 hp, immunity to poison and psychic
                 activated by the recent magical activity in the     damage, and resistance to fire damage. If a
                 caves. In the past, it was directed at the solid    creature within 5 feet of the laser hits it with
                 rock wall to expose the valuable elemental          a melee attack, the creature must succeed on
                 crystals. In the centuries since, the device        a DC 15 Intelligence (Arcana) check to aim
                 has slipped and shifted so that now its beam        the attack carefully and avoid setting off a
                 is refracting through the crystals, forming a       magical discharge of energy. A creature that
                 dense and dangerous obstacle.                       fails its check takes 3 (1d6) radiant damage
                      Touching the Beams. When a crea-               and drops all items it is holding. When the
                 ture touches a laser beam, it takes 5 (1d10)        laser is reduced to 0 hit points, it explodes,
                 radiant damage. An object that touches a            releasing a shockwave that deals 7 (2d6)
                 beam automatically takes full damage unless         thunder damage to all creatures in area 7 and
                 it is made of crystalline or reflective material,   pushes them 10 feet away from it.
                 in which case the beam passes through it or         8. Deadly Dead End
                 reflects off it harmlessly.                         This area is filled with water. The 75-foot-
                      Bypassing the Beams. A creature can            long tunnel narrows considerably, and
                 safely swim through the net of laser beams          Medium creatures must squeeze at points
                 by succeeding on three DC 16 Dexterity              8a and 8b to continue forward. The tunnel
                 (Acrobatics) checks. Each time a creature fails     eventually opens out into area 8c, which is a
                 one of these checks, it touches a beam and          dead end. Here, the roof of the waterlogged
                 takes 5 (1d10) radiant damage. The beams            tunnel raises slightly, creating a tiny pocket
                 can also be safely reflected with a mirror or       of air above a 3-foot-wide ledge of rock just
                 similar item.                                       large enough for one Medium creature to lie
                      Deactivating the Laser. A creature             prone on while squeezing. The air lasts for 1
                 attempting to switch off the laser must             minute before a Medium or smaller creature
                 first come within reach of it. The laser is a       begins to suffocate, and if two creatures are
                 5-foot-wide device that shoots a concentrated       here, the air only lasts for 30 seconds. There
                 beam of radiance. The laser is located at 7a        is no way forward from here.
                 on the map. A successful DC 16 Intelligence             Treasure. On the ledge of rock is the
                 check allows a creature to find the right           matching boot of levitation to the one found
                 switch to deactivate the laser. The laser can       in area 3.
                                                                                                   Shock in Stormcrag   7
    Part 3: Lair of the Orephidian
    9. Fizzar Mine Chamber                                 Unlike its siblings, the corrupted
                                                       orephidian is highly aggressive. It attacks
          You break the surface of the water           any creature it senses, particularly focus-
      and emerge into air crackling with               ing on ones that wield magic items or that
      electricity. This large cavern is partially      have their own magical powers. It also tries
      made of worked stone, but the east               to prevent anyone from freeing Arlo or
      wall has crumbled into a pile of rocks.          disrupting the connection between them,
      The space is illuminated by the lines of         which takes the form of a crackling line of
      crackling power that writhe through              purple energy.
      the air, drawing energy from glowing                 Stuck Sorcerer. Arlo is restrained by the
      purple crystals to a creature similar            magical line of power connecting him to the
      to the ones you encountered before               orephidian and has two levels of exhaustion.
      in the center of the chamber. You can            The connection also allows the corrupted
      see a disc of light glowing in its throat        orephidian to use its Galvanizing Aura trait
      through its translucent skin. The crea-          against Arlo from a range of up to 25 feet.
      ture raises its head and roars at you,           Freeing Arlo ends the connection between
      sending out a spray of acidic spittle,           him and the corrupted orephidian and this
      which fizzes on the stone by your feet.          effect. A creature can free Arlo from the line of
      Behind the monster, an elderly capran            power by using its action to make a successful
      slumped against a stalagmite is held             DC 16 Athletics (Strength) check to wrench
      in place by one of the bright lines of           him free or by casting dispel magic on him.
      magical energy that seems to be pulling          Removing the Cadence Channeler
      power from him to the creature.                     If freed, Arlo tells the party that the
                                                      orephidian is being affected by something
                                                      lodged in its throat. The corrupted orephid-
         This chamber was once a major mining
                                                      ian* won’t willingly allow the cadence chan-
    site for the Fizzars. Unlike the other areas,
    the floor here is even and smooth, except for neler* to be removed from it. The party can
                                                      attempt to reach into the creature’s throat
    large stalagmites that have grown up over
                                                      to grab the magic item, but it requires at
    centuries due to the water dripping from
                                                      least two people to succeed on the following
    the ceiling. One wall collapsed long ago,
    blocking off access to the deeper areas of the checks in the same round. The first must
                                                      succeed on a DC 20 Strength (Athletics)
    mine. Add another tunnel here if you want
                                                      check to pry open the corrupted orephidian’s
    to continue your adventures in the caves
    beyond that are not described in this booklet. jaws, and the second must succeed on a DC
                                                      16 Strength (Athletics) check to reach in and
         Overpowered Orephidian. The
    corrupted orephidian* is powered up by the rip the cadence channeler* out. Each time a
    cadence channeler* it ate. As long as the cadence creature attempts either of these actions, it
    channeler* is lodged in its throat, the orephid- takes 5 (2d4) acid damage from the orephid-
    ian is driven to consume immense amounts of ian’s secretions. If the orephidian is incapac-
    power, directly absorbing it into the device. It itated, restrained, or grappled, both checks
    has already drained most of the lightning crys- are made with advantage, and if it is uncon-
                                                      scious, the checks automatically succeed.
    tals in other areas of the cave of their power.
                                                          If the cadence channeler* is removed from
    Now, it is consuming the last of the energy
                                                      the corrupted  orephidian while it is still alive,
    from the crystals here and the arcane lifeforce
                                                      the orephidian  can’t use its Wild Energy action,
    of Arlo Greenwool*, the capran sorcerer.
                                                      and it fights until the end of its next turn.
8   Shock in Stormcrag
                  Then, it collapses and immediately suffers four
                  levels of exhaustion from the loss of energy              The creature collapses, and the
                  concentrated in the magic item.                      lightning surrounding it fades. The
                                                                       glowing light within its throat inten-
                                                                       sifies and flashes red. A moment later,
                        The creature’s sparking frills flop
                                                                       you are blasted with a searing energy
                    and go dull. As if in slow motion, the
                                                                       pulse as whatever was inside the crea-
                    entire length of its body slumps to the
                                                                       ture destroys itself.
                    floor, coil by coil. It is still breathing,
                    drawing in ragged gasps of air.
                                                                         Treasure. If the cadence channeler’s*
                                                                     autodestruct is activated, the party can still
                       Arlo’s Plea. Arlo wants to help the
                                                                     salvage the item. However, it won’t function
                  corrupted orephidian overcome the injuries
                                                                     as a magic item until it has been repaired by
                  it received in the fight and from the cadence
                                                                     someone with sufficient understanding of
                  channeler*. If the party kills the orephidian
                                                                     Fizzar technology.
                  despite Arlo’s pleas, he begins to weep, and
                                                                         Arlo’s Tears. If the party kills the
                  once they return to Haver’s Cliff, he won’t
                                                                     orephidian in combat, Arlo weeps as he
                  speak with the party.
                                                                     cradles its head in his lap. He thanks the
                       Treasure. If the party retrieves the
                                                                     party for rescuing him but wishes that
                  cadence channeler* from the orephidian while
                                                                     the orephidian had survived. If the party
                  it is still alive, they can keep the magic item.
                                                                     retrieves the cadence channeler* from the
                  Arlo asks that they take it far from here but
                                                                     orephidian’s corpse, Arlo asks that the party
                  requests that they be cautious about using it
                                                                     take it far from here.
                  after seeing what it did to the orephidian.
                  Killing the Orephidian
                  Autodestruct. If the orephidian is killed in
                  combat while the cadence channeler* is still
                  lodged in its throat, the item’s autodestruct
                  activates. Fizzars were often highly
                  protective over their work and didn’t
                  want their devices falling into the claws
                  of rivals, so many of their technologies
                  explode if the attuned user dies. At the
                  moment of the corrupted orephidian’s
                  death, the cadence channeler* begins to
                  glow white hot, burning out through
                  the creature’s skin. As a concussive wave
                  of energy pulses outward, each creature
                  within 20 feet of the corrupted
                  orephidian must make a DC 19
                  Constitution saving throw,
Marzena Piwowar
Corrupted Orephidian
                                                                                                 Shock in Stormcrag   9
    Conclusions
    If the party defeated the corrupted               Where to Next?
    orephidian without killing it and rescued         Arlo mentions that he has an old arma hedge
    Arlo, the journey out of the cave is guided       friend named Monzon [they/them] in the
    by the other orephidians, who help pull Arlo      city of Halara in the Tanglewilds who studies
    through the flooded sections. Arlo joins the      ancient technology. He asks that the party
    party when they leave, noting that he needs       take the cadence channeler* to them and send
    herbs from the village to nurse the corrupted     word back to him with any information they
    orephidian back to health.                        learn about what can be done to prevent any
         A crowd of villagers has gathered outside    similar devices that might be deeper in the
    the cave, and they erupt with joy at seeing       mines from affecting the orephidians. He
    Arlo. His good friend Tuli Sandslip rushes to     gives the party a letter explaining the situation
    embrace him. Arlo thanks the party for their      to take to Monzon. If the cadence channeler*
    aid. Although the town has little to offer the    was damaged, Arlo mentions that they might
    party as a monetary reward, they throw a          be able to repair it. If Arlo can’t deliver this
    party to celebrate the return of their friend.    information, it can instead be provided by
         Over the next few days, Arlo is able to      Wess Ironwing, Haver’s Cliff’s stonemason.
    help the corrupted orephidian regain its
    strength, though it has been forever changed      Onward to Humblewood 2
    by its encounter with Fizzar technology.          If this is your first time playing in Everden,
    Without their energy being drained by the         check out the Humblewood Campaign
    corrupted orephidian, the crystals regain         Setting and Humblewood Tales. These two
    their purple glow as the storms recharge their    books have everything you need to start
    elemental power. The orephidians can again        your journey.
    eat the crystals and no longer come into the          There is much more to explore in
    village to gnaw on houses.                        Stormcrag, the Tanglewilds, and other
         If the party killed the orephidian and       parts of Wesden. You can continue your
    rescued Arlo, Arlo’s friends quickly sense his    adventures in the world of Everden in
    somber mood when they meet him outside            Humblewood 2: Beyond the Canopy,
    the cave. The villagers offer the party a place   coming soon! To get a headstart,
    to stay for the night and any promised            join the playest on our Patreon at
    rewards, but they make no effort to encour-       patreon.com/hitpointpress
    age them to stay any longer than they need.
         If Arlo did not survive, the villagers
    are distraught at the loss of their friend.
    They thank the party for trying to save him,
    but the mood in Haver’s Cliff is bleak. The
    party is sent on their way with any promised
    rewards, but they do not earn the admiration
    of the villagers.
                                                                                                          Alyse Stewar
10 Shock in Stormcrag
Stat Blocks
ARLO GREENWOOL                                                      FIZZAR SLIME
Arlo Greenwool is an elderly capran sorcerer.                       The leftover creations of an order of ancient
He was born in the village of Haver’s Cliff.                        artificers called Fizzars, these slimes possess
Arlo’s powers manifested around the time his                        limited telepathic ability and can transmit
horns began to grow. His horns are made of                          the thoughts they detect to those who come
                                                                                      a
purple crystal, similar to the lightning crys-                      into contact with them. This ability was
tals that grow in the caves near his home.                          amplified by Fizzars of old to transmit their
                                                                                      a
     Arlo has always been content to use his                        thoughts to one another over great distances.
powers to help his community rather than
to seek glory or adventure. He is well liked                                            Fizzar Slime
                                                                                      a
and respected by the people of Haver’s Cliff.                                          Medium ooze, unaligned
Arlo is a gentle and thoughtful person, if                            Armor Class      8
very absentminded. He often seems to be                               Hit Points       32 (5d8 + 10)
                  a
                                                                      Speed            10 ft., climb 10 ft.
listening to music no one else can hear and
nodding along contentedly to the beat of the                            STR       DEX        CON          INT       WIS     CHA
world itself.
                  a
                                                                       15 (+2)    6 (–2)    15 (+2)      5 (–3)    6 (–2)   16 (+3)
                                                                                      a
                Arlo Greenwool
                                                                      Damage Resistances acid, bludgeoning, psychic
                                                                      Damage Immunities lightning, slashing
                  a
          Medium humanoid
                       (  ),      capran   neutral good               Condition Immunities blinded, charmed, deafened,
                                                                      exhaustion, frightened, prone
  Armor Class      10 (16 with barkskin)                              Senses blindsight 60 ft. (blind beyond this radius),
  Hit Points       91 (14d8 + 28)                                     passive Perception 8
  Speed            30 ft.                                             Languages —
                                                                      Challenge 1 (200 XP)
                  a
    STR       DEX        CON         INT       WIS        CHA
                                                                      Amorphous. The slime can move through a space as
   14 (+2)   10 (+0)    14 (+2)     12 (+1)   16 (+3)   16 (+3)       narrow as 1 inch wide without squeezing.
                                                                      Spider Climb. The slime can climb difficult surfaces,
  Saving ThrowsCon +4, Cha +5                                        including upside down on ceilings, without needing to
                                                                      make an ability check.
  SkillsInsight +5
                                                                      Limited Telepathy. The slime can detect the thoughts of
  Sensespassive Perception 13                                        creatures within 60 feet of it, though it can’t communicate
  LanguagesBirdfolk, Capran, Eluran, Terran                          with them. The slime can relay any thoughts it detects to
  Challenge3 (700 XP)                                                a creature touching it for as long as that creature remains
                                                                      in contact with the slime. If the slime has split, the slimes
  Helping Hoof (2/Day). When Arlo uses the Help action                that arise from it maintain a psychic link and transmit the
  and the check or attack he is helping with fails, the               thoughts they detect between themselves as long as they
  creature making the check can reroll if Arlo is within 5 feet.      are on the same plane of existence.
  The creature must use the new result.                               Resonance. When a slime is subjected to psychic or
  Power Absorption (2/Day). When Arlo takes damage from               bludgeoning damage, each creature within 5 feet of the
  a spell or magical effect, he can halve the damage he takes.        slime must succeed on a DC 13 Wisdom saving throw or
                                                                      take 4 (1d8) psychic damage.
  Power Distribution (2/Day). When Arlo hits with a spell
  attack, he can deal an extra 3 (1d6) lightning or force damage.     Actions
  Spellcasting. Arlo is a 6th-level spellcaster. His spellcasting     Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
  ability is Charisma (spell save DC 13, +5 to hit with spell         one target. Hit: 7 (2d4 + 2) bludgeoning damage plus 4
  attacks). He knows the following spells:                            (1d8) psychic damage.
       Cantrips (at will): druidcraft, light, mending,
       message, shocking grasp                                        Reactions
       1st level (4 slots): create or destroy water, detect           Split. When a slime that is Medium or larger is subjected
       magic, entangle, thunderwave                                   to lightning or slashing damage, it splits into two new
       2nd level (3 slots): barkskin, enhance ability, gust of        slimes if it has at least 10 hit points. Each new slime has
       wind, ray of enfeeblement                                      hit points equal to half the original slime’s, rounded down.
                                                                      New slimes are one size smaller than the original slime.
       3rd level (3 slots): meld into stone, protection from
       energy, vampiric touch, water breathing
  Actions
  Crystal Horns. Melee Weapon Attack: +4 to hit, reach 5
  ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus
  3 (1d6) lightning damage, and, if the target is a creature,
  it must succeed on a DC 12 Strength saving throw or be
  knocked prone.
                                                                                                              Shock in Stormcrag 11
                    a
                    a
               Lightning Orephidian
                    a                                                              a
                  L        ,
                    arge monstrosity unaligned
    Armor Class      13
    Hit Points       45 (7d10 + 7)
                                                                                   a
    Speed            30 ft., swim 40 ft.
                    a                                                              a
     12 (+1)    17 (+3)   13 (+1)    3 (–4)   14 (+2)    6 (–2)                  Large monstrosity, unaligned
                                                                                   a
    Challenge 3 (200 XP)
                                                                    14 (+2)   19 (+4)    15 (+2)    3 (–4)    14 (+2)    6 (–2)
    Amphibious. The orephidian can breathe air and water.
    Slender Form. The orephidian can move through any              Skills Acrobatics +8
    opening a Tiny creature can fit through.                       Damage Resistances acid, lightning
    Actions                                                        Senses blindsight 60 ft. (blind beyond this radius), passive
                                                                   Perception 12
    Multiattack. The orephidian makes two bite attacks.
                                                                   Languages —
    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
    target. Hit: 10 (2d6 + 3) piercing damage plus 5 (1d10)        Challenge 9 (5,000 XP)
    acid damage.
    Electric Zap (Recharge 5–6). The orephidian discharges         Amphibious. The orephidian can breathe air and water.
    crackling electricity in a 30-foot-radius sphere.             Galvanizing Aura. Any creature that starts its turn
    Underwater, this radius increases to 60 feet. Each creature    within 5 feet of the orephidian takes 4 (1d8) lightning
    in this area must make a DC 14 Dexterity saving throw,         damage, and the orephidian regains hit points equal
    taking 13 (3d8) lightning damage on a failed save or half as   to the damage taken.
    much damage on a successful one.                               Legendary Resistance (1/Day). If the orephidian fails a
                                                                   saving throw, it can choose to succeed instead.
                                                                   Slender Form. The orephidian can move through any
    LIGHTNING                                                      opening a Tiny creature could fit through.
                                                                   Actions
    OREPHIDIAN                                                     Multiattack. The orephidian makes two bite attacks and
    Orephidans are slender reptilian creatures                     uses its Wild Energy..
                                                                   Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
    with translucent skin. They live their whole                   Hit: 17 (4d6 + 3) piercing damage plus 11 (2d10) acid damage.
                                                                   Wild Energy. The orephidian uses one of the following
    lives in darkness, so they have no eyes                        actions at random:
    but rely on other senses to navigate their                     1. Binding Bolt. The orephidian forces one creature within
                                                                       60 feet of it to make a DC 16 Constitution saving throw.
    subterranean world. Thanks to their acidic                         On a failure, it takes 9 (2d8) lightning damage and is
    saliva, they can consume magical crystals and                      restrained until the end of the orephidian’s next turn.
                                                                   2. Lightning Blast. The orephidian casts lightning bolt
    ores, which infuse their bodies with different                     (DC 16 Dexterity saving throw).
                                                                   3. Overloaded Zap. The orephidian discharges crackling
    types of elemental energy. The orephidians                         electricity in a 30-foot-radius sphere. Underwater, this
    that live in the Flashcrest Caves eat lightning                    radius increases to 60 feet. Each creature in this area
                                                                       must make a DC 16 Dexterity saving throw, taking
    crystals and thus are infused with lightning.                      18 (4d8) lightning damage on a failed save or half as
                                                                       much damage on a successful one.
12 Shock in Stormcrag
                    Magic Items
                    CADENCE CHANNELER                                 TELEPATHIC GOO
                    Wondrous item, very rare (requires attunement)    Wondrous item, uncommon
                    This glowing metallic disc is designed to         This dull green glob from a fizzar slime can
                    be worn on the chest. The Fizzars created         grant a creature limited telepathic abilities.
                    it to allow anyone to become a sorcerer by        When you split the glob in half, you and
                    absorbing the natural magic of the world.         another creature can communicate tele-
                         Spells. When you first attune to the         pathically with each other over any distance
                    cadence channeler* choose three 1st-level         while you hold half the glob and remain
                    spells, two 2nd-level spells, and one 3rd-level   on the same plane of existence. You do not
                    spell from the sorcerer’s spell list. While       have to share a language to understand
                    wearing the cadence channeler*, you cast each     each other, but some creatures may only be
                    of these spells once per day without material     able to communicate in simple images and
                    components. You use your choice of either         emotions. Once the goo has been split for
                    your Constitution or Charisma as your spell-      12 hours or if it is split again, it dries and
                    casting ability for these spells. You must have   crumbles into dust.
                    been attuned to the cadence channeler* for at
                    least 24 hours to cast these spells.
                                                                      Cadence Channeler
                         Sorcerers. If you are a sorcerer, you
                    gain an additional benefit. While wearing
                    the cadence channeler*, you can regain 1d4
                    sorcery points when you take a short rest.
                    Once you have used this feature, you
                    can’t use it again until you finish a
                    long rest.
                         Magic Draining. The cadence
                    channeler* constantly drains
                    magic from its surroundings. If
                    you are attuned to other magic
                    items, whenever you finish a
                    long rest while attuned to the
                    cadence channeler*, you must
                    roll a d100. On a result of 5
                    or lower, one of your other
Brendan Lancaster
                                                                                                  Shock in Stormcrag 13
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