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heroes of

high fantasy

Witch of the Wilderlands


Lou Fryer — ralph stickley
Witch
of

heroes
the Wilderlands

of
high fantasy

Witch of the Wilderlands


Lou Fryer — ralph stickley

1
heroes
of
high fantasy

Credits Overview
Authors: Lou Fryer, Ralph Stickley Witch of the Wilderlands is a short adventure which should fill
Based on original adventure by Chris Haskins 2–3 average gaming sessions of 3–4 hours.

Layout & Typesetting: Ralph Stickley It begins in a small town, recently cut off from the wider world by
the increasing danger of its surrounding forest. Rumors abound
Illustration: Konrad Krogull that a woman who visited town briefly a month ago is an evil
Art Direction: Ralph Stickley witch, who put a curse on the forest. All that is known of her is
that she left to investigate ruins, deep in the forest, in search of a
Proofing and Editing: Lou Fryer
powerful artifact.
Cartography: George Mason
The party can attempt to seek her out or, at least, put an end to the
dangerous enchantments which lie over the area. As they search
Instructions the forest, they are beset by strange visions and confusing voices,
This adventure module is designed to be played at any level and as well as by twisted beings of rotten wood; rot blights.
in any campaign setting. The appendix includes statblocks for all
of the monsters and NPCs within this adventure at ‘Beginner’, In the ruins of an ancient crypt, they find the so-called ‘witch’,
‘Intermediate’, and ‘Advanced’ difficulty ratings. Beginner now turned to stone. The crypt contains a powerful wraith who,
difficulty rating is considered level 1-5, intermediate is 6-10, in life, was one of four rulers (by the names of Bezhena, Pridbor,
and advanced is any level 11 or higher. You are free to add more Yaromil, and Rodion). Rodion betrayed his fellows in an attempt
monsters than stated in each section of the encounter to make to seize eternal power for himself and take the form of a being
things more challenging, if needed. known as ‘The Everking’, but was interrupted part way through
his ritual, and arose as a wraith. He is kept imprisoned by an
We’ve also included this beginner / intermediate / advanced ingenious ward - anyone killed by the wraith within the crypt is
difficulty rating mechanic within the adventure itself. Various skill turned to stone, and whatever spell they were casting is made into
checks will require higher or lower numbers, depending on which a powerful, permanent version. Originally, this was a contingency
difficulty rating you’re running. It’s presented as follows: Make so that if the jailers were killed, their binding spells would be
a DC 10 (beginner)/15 (intermediate)/20 (advanced) Dexterity made permanent, and there would be no bodies or blood for the
check to unlock the door. This way you can keep the adventure wraith to use in any rituals to free itself.
flowing nicely without flipping back and forth to determine the
appropriate challenge. The witch, the first being to set foot in the tomb in centuries,
was mortally wounded by the wraith, and nearly escaped before
Resources succumbing to her injuries. Her final spells - summoning a
Beginner pre-generated characters for this adventure can be woodland guardian and sending a plea for aid through the
found at www.nordgamesllc.com. They include: a locally-famous creatures of the forest - were ‘set in stone’ just as she breached
human fighter and their gnome bard traveling companion; a dwarf the boundary of the warded tomb, disrupting the ward enough
cleric who arrived in the town some time ago to trade for gems, for the wraith’s influence to mingle with the spells. Given enough
and is now looking to leave with them; and their halfling rogue time, the wraith can wear down the weakened barrier and gain
ward, a former criminal who owes the dwarf a life debt. There is access to the artifact it needs to gain terrible power.
also a human druid, recently arrived in town and enquiring after a It is up to the party to brave the tomb, face the wraith within, and
stranger who may have passed through recently. destroy the artifact before its power can be unleashed.
Additionally, a digital version of the map in this module can
be found at www.nordgamesllc.com. We recommend that you Integrating the Adventure into a
have a full poster-size version if you intend to use the map with Campaign
miniatures. Witch of the Wilderlands can be played as a one-shot adventure,
or as part of a larger campaign. The pre-generated characters all
have their own reasons for being in the town at the start of the
adventure, though any other adventuring party could also find
themselves there. It is designed to easily fit into any game world,
and could simply begin when the party, traveling overland, stop-
over in the town, having traveled through the mountain pass (the
nature of the town itself is intentionally kept vague to allow you
to integrate it into your setting with minimal work). Some other
quest hooks are listed below. They can be used separately, or in any
combination.
Hook #1 - The party comes across a dwarven merchant, by
the name of Borgan Khrazdak, massaging his calves and
recuperating on the side of the road. He has just traveled through
the uneven and steep mountain pass, having left his business
partner and goods cart in the nearby town. He explains that they
head up a courier service that serves this town and its twin, where
the partners are from, on the other side of the forest. The forest

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Witch
of
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road is wide and usually relatively safe, so they get good business. Part 1: Witch Hunt
However, something has recently happened in the forest that has
made it dangerous. One of his carts, along with several belonging Read the following when you are ready to begin:
to his competitors, have gone missing, and he is loathe to send his As you walk down from the mountain pass, you notice that the
last cart in to meet the same fate. He was taking the very long way town is eerily quiet, unnaturally so, as if the inhabitants are
round to hire people to manually carry the goods on foot through actively sheltering behind closed doors. There are plenty of signs of
the mountain pass but instead offers the party 100 / 300 / 900 a usually-large population, but the awnings on dozens of empty
gold pieces (half now, half upon their return) to find out what is stalls in the large, sprawling marketplace wave in the breeze and
going on in the forest and take care of it, so his courier business serve as your only greeting. From your vantage point, you see streets
can recover. and alleyways stretch back quite a distance, and the widest and
Hook #2 - An archeologist, named Quranis Kuilanya, happens best-kept road leads away from the market-place, and from you,
upon the party on the road, or in a nearby settlement, and solicits all the way to the forest beyond. There are fewer and fewer lights
them to procure an artifact that she is in search of. She tells the in the windows of businesses and homes, the closer they are to the
party that within the nearby forest are the ruins of a deserted city forest’s edge. Several large inns dot the immediate area, along with
whose king once ruled these lands. He was said to possess a rod, smaller guesthouses, but even most of these are silent. All movement
imbued with ancient magic. She offers the party 100 / 300 / 900 between buildings is hurried, usually only single figures who whip
gold pieces (half now, half upon their return) to search the ruins their heads around at the slightest sound. Some even break into a
for any sign of this rod. If they return with the rod, she promises run when they catch your eye. The only signs of life are coming from
one half of the proceeds from the sale of the artifact will go to the ‘The Stepping Stones Inn’, a large building with ‘Zegler’s General
party. Quranis will not enter the forest, and explains that she is no Store’ painted across the front in bright letters, and a little shop with
hero or adventurer; she is an antiquarian, and a damn good one. such a packed display of curios in the window that it is impossible
to look in further.
Hook #3 - The party are approached on entry into town by Bela
Zegler, who explains that her sisters are missing after traveling If this is the first time the characters have met each other, this is
through the nearby woods, which are under the influence of a a good opportunity to have them introduced and/or described to
dark spell. Refer to information and role-playing notes in the the other players.
‘Zegler’s General Store’ section of Part 1. She implores the party The townsfolk are convinced that a witch is the source of all their
to investigate their disappearance. current problems, and so distrust magic users. If any of the party
NOTE: Using Hook #3 allows you to skip over a lot of outwardly display as magic users (wearing robes, carrying staffs
interactions in the town, if you are looking for a shorter overall etc.) or mention magic, they are likely to be met with distrust, if
play session. not outright hostility.

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high fantasy

Zegler’s General Store Who was the woman? “I dunno, she never came in here. Didn’t
If the party decides to visit Zegler’s General Store, read the seem like a witch to me, I never saw her fly or nothing. Think
following: she was just looking for something. Think she was staying at The
Stepping Stones.”
You enter Zegler’s General Store and see shelves that are somewhat
depleted and only one shopper, who promptly exits as soon as you Bela has no idea what is going on in the forest. If Hook #2 was
enter (If the party contains a member who is clearly a magic user used, Bela has never heard of the ruins in the forest, or of a
read: The patron lets out a squeak, and their eyes do not leave magical rod. She has never entered the forest proper, only played
[party member] until they are safely out the door. It is clear they are in the trees bordering town as a child. If pressed about the ruins,
wary of you.). You are greeted (or, rather, not greeted) by an elderly, rod, or history in general, she directs the party to Ivan Volny in
morose gentleman staring blankly from behind the counter. The Curio Cabinet.
Any attempts to interact with the gentleman get little response. If the party offer to help, read:
After a couple of attempts, a teenage girl appears from a doorway “You mean it? There’s no’ a lo’ here to give you - Da’ used most of
to the back room. She introduces herself as Bela Zegler and what was in the register to pay the guards Dani snuck off with, but
apologises on behalf of her father, explaining that he hasn’t if you find Mila and Dani you can have whatever you want from
been the same since her sisters went into the forest and didn’t the damned cart. Just bring back my sisters, if you can. If the worst
come home. has ‘appened... well, bring back something for Da’, so he can have
The party may have questions for Bela, similar to the following: some peace. I ‘ave enough stock to sell to keep him fed for a while.
I’d ask around and see if anyone else knows any more’n me. Thank
What happened to your sisters? “Mila - Milana, she’s the oldest -
yous so much.”
left just over three weeks ago. She was takin’ a shipment of supplies
from the store to sell in the town on the other side of the forest,
like she does every month. Two weeks ago, we go’ a letter from the
The Stepping Stones Inn
If the party decides to visit The Stepping Stones Inn, read the
store asking where the stock was, so we knew she never arrived. It
following:
only takes a day to get there, and another to get back, so then we
worried. We thought maybe she’d decided to hook up with some The Stepping Stones Inn stands in a place of prominence in the
friends - a lot of the girls she went to school with live in the town - square; though clearly one of the oldest buildings around, it has
but she wouldn’t‘ve gone to visit without dropping the goods off first, been well-maintained, with updates and renovations in-keeping
so something must ‘ave happened in the forest. Danika, my next with the old architecture. Water trickles over stacked stones in the
oldest sister, packed a bag and said she was goin’ looking for her. Da’ center of a fountain by the entrance, and you are greeted by the
begged her not to, and hired a couple of guards to go instead, but smell of ale and roast meat as you cross the threshold. The mood
she snuck off with ‘em. We haven’t heard from her in over a week in the large bar area is subdued; there are people here, but they are
now, neither. It’s broke Da’. He’s not said a word since the day after sequestered in their own corners and alcoves, talking only to each
Dani left.” other and in hushed tones. When you enter, some patrons look up
and swiftly back down again, and some even subtly turn their backs
Are you sure they are in the forest/in danger? “Mila and Dani
and make themselves appear smaller, as if not wanting to be seen.
aren’t the types to run off. Mila’s run the shop and Dani’s looked
(If the party contains a member who is clearly a magic user read:
after us since we lost our ma, but they’re shop girls, not adventurers.
Several of them notice [party member] and, while they immediately
They must be in trouble, or they’d have written or come home.”
avert their eyes, cannot resist continuing to glance up at intervals,
Is the forest dangerous? “Not usually, not any more’n you’d expect. their whispered conversations becoming more urgent. They appear
Couple of beasties, a troll or two, but they mostly stay away from scared of magic users.) An adolescent boy, who has been pretending
the main path to avoid the hunters. Mila’s done that trip every to wipe the same spot on the counter ever since you entered,
month for near’ 6 years and she’s never had more’n a scare or a disappears round the side of it as you approach. Seconds later, a
turned ankle.” tiefling woman in a stained apron appears from where he left. She
Has anyone else in the town gone missing? “I know Mr. sees you, rolls her eyes back in the direction of the boy and leans
Khrazdak lost a cart in there recently, but I assumed that was on over the bar to talk to you.
account of his drinking. We had to hire him last winter to take “Don’t mind the boy. He’s just bin all wobbly about visitors, lately.
the stock when Mila got the flu, but one of the barrels of ale went Damn right inconvenient when you work in an inn. But there’s a lot
missing. He swore it fell off the cart but Da’ never hired him again. I of that going round at the moment.” She raises her voice at this last
only know he lost it ‘cause old Mrs Penderyn was gossiping about it sentence, staring pointedly at the patrons; any who have looked up
in here yesterday.” hurriedly look down again and raise the level of their conversation.
Has anyone investigated/Is anyone doing anything about it/ “Anyway, some of us still remember the rules of hospitality. Name’s
What has changed? “Everyone’s too scared to go and investigate Zoya. You need a room?”
now - half the guards have gone in already but they ‘aven’t come
back. Mrs Penderyn seemed to think it was this lady’s fault who was
in town a while back. Said she was a witch.”

4
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Zoya Kirichenko is the manager of ‘The Stepping Stones Inn’. A The Curio Cabinet
month ago, Zoya rented a room to Jaycelin Marieve for a couple If the party decides to visit The Curio Cabinet, read the
of days before she left and entered the forest. The day after she following:
left, and ever since, the forest has been inhospitable to travelers,
Under a flaking sign, reading ‘The Curio Cabinet’, is a cramped
and people that go in have not come back. Zoya is a tiefling,
shop-cum-museum, its dusty shelves overflowing with rusted
and has therefore known her fair share of discrimination and
and unrecognisable bits of metalwork and chunks of old stone,
ignorance, so is determined to give the woman the benefit of
interspersed with taxidermy of varying quality and shards of
the doubt. She liked her well enough, while she visited, though
pottery, as well as sketches of the inferred objects, complete and in
Jaycelin kept her own company most of the time, and spent
their prime.
her days reading, walking, and exploring before she moved on.
When Zoya asked the reason she was in town, Jaycelin said she “Welcome, seekers of knowledge,” a deep voice intones, from the
was looking for a ruin, and Zoya knows she visited The Curio maze of shelving.
Cabinet at least once. Ivan Volny is the owner of ‘The Curio Cabinet’. He was drawn to
If the party ask questions about the woman publically, read the the area by the ruins which dot the area, and considers himself
following: the foremost scholar on the history of the region (he is, more or
less, the only person to take an interest in studying it, but this
“You mean the witch?!” At the mention of the visitor, a middle-aged
detail is lost on him). Jaycelin Marieve came to visit the shop,
halfling man sidles up to the bar. He climbs up onto a stool and
while she was in town, to try and narrow down the location of the
lights his pipe. “Adventurers, are you? Ever killed a witch?”
rod, but learnt little.
Uffo Burrowes is a local market-stall holder and an incorrigible
The party may have questions for Ivan, similar to the following:
gossip. He, along with several other prominent members of the
town, has been fanning the flames of fear and hatred against a What can you tell us about the history of the area? “You have
woman who recently visited, in order to boost sales of the various come to the right place, I can assure you. The forest hides a wealth
nicknacks with proclaimed magical effects that he sells at his stall. of history, and I have catalogued all I can here. Simply put, the town
He thinks that making a big show of a band of adventurers going you now stand in, along with its twin a way through the forest,
into the forest to kill the witch will lead to a surge in sales when are built on the bones of one far-greater settlement; a settlement
the adventurers inevitably don’t return. which does not appear in any of the literature I have read (and, I
flatter myself, I have read a good deal). It reached its apex almost a
The party may have questions for Uffo, (or other patrons, who
millenia ago, and was consigned to history, seemingly overnight.”
have a similar outlook on the situation due, in no small part, to
his influence) similar to the following: What happened? “Ah, now that is the question. As yet, unknown,
I fear, though I am sure it is not unknowable. What little I can find
Who was this witch? “Oho, I knew she was bad news as soon as
on the subject (fragments of friezes, statuary and so on), suggests a
she stepped foot in town. Some sort of scholar, or so she’d have us
power struggle of some kind. The city was seemingly ruled by some
believe. Poking her nose around where it’s not wanted. Well, off she
council of oligarchs, though the more-recent pieces depict a lone
went into the woods, and good riddance we thought, but we should
figure of authority, perhaps suggesting a coup.”
have known better - it was then that our real troubles began. Her
‘parting gift’, you mark my words, or I’m a dwarf.” What did the witch want? “She was chasing rumors of some
magical rod, with the misguided idea that such bunkum would
What’s been happening? “She’s turned the forest against us, is
fall under my area of study. Make no mistake, mine is the study of
what. Obvious, ain’t it? She’s cut us off from the rest of the world - if
historical fact, not the scurrying-after of tall tales, and I told her the
we can’t get through to the other side, we’ll wither and die. Folk
same. I gather she left town after our conversation, and put a curse
who go into the woods don’t come out again, and now they’re all too
on the forest on her way out. Rather an overreaction, if you ask me.”
scared to try. Looks different - darker, angrier. Sounds different too.
That’s what witches do - they take a dislike to some folk, and blight
the whole town to spite ‘em. Folk round here are lucky I’ve got a
good stock of genuine protective amulets. Cutting me own throat to
sell them at a discount an’ all, but I’m a philanthropist like that.”
Why do you think she’s to blame for your misfortune?
“Obvious, if you’ve half the wits the gods gave a goat - she toddled
off into those woods and, the day after, our troubles began. Nowt
else was different, so she must be the cause - that there’s just
good logic.”
So why do you want her dead? “Sensible thing to do, ain’t it - kill
the witch, end the spell. Time was we’d have a burning, but sword
should do just as well, I should think.”

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Part 2: Into the Woods 2. Rot Blights


Among Jaycelin Marieve’s final spells was an attempt to summon
The woods appear mundane from the outside, but this impression
aid in the form of a wood golem. Having been set in stone,
is quickly broken once a traveler ventures in beyond sight of
and twisted by the wraith, the spell spread through the forest,
town. Jaycelin Marieve’s final spells have been set in stone by
animating piles of rotting material into rot blights, which are
the tomb’s magic, pervading the entire area and creating dangers
attempting to propagate themselves (and so better ‘protect’
to body and mind. For every hour spent traveling the forest,
Jaycelin) by hunting down and killing any creatures they can find,
each party member must make a DC 10/12/14 Wisdom saving
to increase the amount of rotting material they can raise.
throw. If every party member fails, they wander aimlessly for 1d4
days, suffer one level of exhaustion, and consume an appropriate If this encounter is chosen/result is rolled, read the following:
amount of their rations. Otherwise, roll on the Encounter The sounds of the forest deaden, as a pile of rotting detritus, roughly
Table below. Some of the results contain different effects for any the shape of a human, shambles past. It turns a head of knotted
characters who failed their Wisdom saving throw that hour. wood, hanging with lichen, towards you, and gives a grating
Alternate rolls on the table with the Story Encounters below: The howl. Suddenly, more appear, melting out of the undergrowth to
Sisters, The Cart, The Swamp and, finally, The Tomb. surround you.
The party is attacked by 4 rot blights, and 2 rot mites.
Encounter Table
d6 Event 3. Crowing Chorus
1 Ruins Among Jaycelin Marieve’s final spells was an attempt to send for
aid with animal messenger. Having been set in stone, and twisted
2 Rot Blights by the wraith, the spell spread through the animals of the forest,
3 Crowing Chorus causing them to behave strangely.
4 Statues If this encounter is chosen/result is rolled, read the following:
5 Corpse Raisers You enter a small clearing around a tumbledown stone wall. Atop
6 Lost in the Woods the ruin, half a dozen crows huddle together. They turn as you
approach, open their beaks and, as one, give a harsh cry. In unison,
1. Ruins an unseen fox howls in the undergrowth and, in the distance, a stag
The entire area of the forest (and the towns on either side of it) bellows. This strange rhythm continues for a few seconds, before the
was once one huge city, and its ruins dot the area. crows disperse, and the forest sounds return to normality.
If this encounter is chosen/result is rolled, read the following: Instead of animal noises, any characters who failed their Wisdom
saving throw for this hour instead hear a toneless voice saying,
The organic forms of the forest are broken by crumbling, moss-
“Find me. Free me.” Any attempt to magically communicate with
covered stonework, protruding from the foliage like the bones of a
the animals has the same result; until the enchantment over the
dead beast. What walls remain trace the area of some grand hall, its
forest is lifted, it is all they can say.
flagstone floor just visible towards the very center of the clearing.
Instead of ruins, any characters who failed their Wisdom saving 4. Statues
throw for this hour instead see a table, set for four, laden with This clearing was once a plaza commemorating the four rulers of
delicious, tempting food, and must succeed on an additional DC the city. While crumbling and overgrown, their statues remain.
10/12/14 Wisdom saving throw, or be compelled to rush towards
If this encounter is chosen/result is rolled, read the following:
the table and begin gorging themselves. A creature that eats the
food is poisoned for 1d2 hours. While poisoned in this way, the Four statues look out across what once might have been a market
creature believes themselves to be made of stone, and is unable to square, each of them holding out a hand towards an orb which
move. An affected creature can repeat the saving throw each hour, stands between them on a pedestal. Stone faces stare through
ending the effect on a success. centuries’ growth of moss. One stoic, scarred, and stern, one
crinkled in an easy smile, one with upraised, pious eyes, and one
An unaffected creature can attempt to stop another creature from
worn so smooth by time as to be unreadable.
running towards the food with a DC 12/14/16 Dexterity check,
grappling the creature on a success. Instead of the fourth statue, any characters who failed their
Wisdom saving throw for this hour instead see a terrifying
apparition, and are frightened until the statue leaves their line
of sight. While frightened in this way, they are incapable of any
speech beyond the phrase:
“A quill to write the future, a book to know the past, a rod to judge
the wicked, a sword to guard the just.”
The plinths below the statues are weathered, worn, and
overgrown, but just legible are the names, ‘Pridbor, the Fierce’,
‘Yaromil, the Fair’, ‘Bozhena, the Righteous’, and ‘Rodion, the
Wise’, respectively.

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5. Corpse Raisers
Among Jaycelin Marieve’s final spells was an attempt to summon
aid in the form of a wood golem. Having been set in stone,
and twisted by the wraith, the spell spread through the forest,
animating piles of rotting material into rot blights, which
reproduce by releasing magical spores into decomposing material.
Most rot blights are an amalgam of rotting wood and moss-
covered animal bones.
If this encounter is chosen/result is rolled, read the following:
The carcass of a deer lies where it fell by the roots of a large tree,
little more than scraps of fur and moss-covered bones crowned with
a tangle of ivy. A cluster of roughly-humanoid shapes surround it,
composed of fungus-wracked wood, and pitted bone. One extends a
hand in a cloud of yellow spores. As they float down to the carcass,
winding vines sprout up, and it begins to stir, the soil and wood
around it rising into a similar approximation of human form.
The party is attacked by 6 rot mites, seeking to slay more
creatures to swell their ranks.

6. Lost in the Woods


The party is not alone in wandering the woods. A group of
guards, originally hired to find Milana Zegler, quickly became
lost after entering, and have been falling foul of illusions and
gradually growing in paranoia ever since.
If this encounter is chosen/result is rolled, read the following:
A ragged band of travelers round a tree ahead of you and freeze,
wide-eyed, as they take you in. Their outfits may have begun
life as guard uniforms, but are now threadbare and stained with
sweat and mud.
“Wh-who are you?” one asks.
“Don’t be dense,” another interrupts. “They ain’t real. It’s
another trick.”
“Yeah, hear that? We’re not scared of you!” a third announces,
sword shaking in her hand.
The group is made up of 5 soldiers who are, understandably,
wary of the party. While a few of them are ready to fight, they
can be talked down with proof that the party means them no
harm, and a successful DC 16/18/20 Charisma (Persuasion)
check. Alternatively, a DC 12/14/16 Charisma (Deception)
check convinces the soldiers that the party is, as they suspected,
a harmless illusion which can be safely ignored. If the party
contains a character who is recognisably a female spellcaster,
these checks are made with disadvantage, as the soldiers assume
that the party member is the witch.
Characters who failed their Wisdom saving throw for this hour
perceive that one of the soldiers matches the physical description
of the witch, and ‘know’ that she is responsible for any hardships
they have encountered so far in the forest.

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Story Encounters The Cart


When the party approaches the cart, read the following:
The Sisters
Milana and Danika Zegler have been lost in the woods for Deep ruts in the earth lead off the road, through broken bushes and
several weeks, after Milana got lost on her way to deliver supplies down a steep hill, to a cart, now still and silent, leaning against
and Danika set out to rescue her. The two recently found each the large tree which, presumably, put a sudden halt to its violent
other, though Milana is gravely injured. descent. Sat leaning against the cart are the corpses of the driver
and his two companions, their heads slumped, but otherwise rigid
When the party encounters the sisters, read the following: and unnervingly upright. There is no sign of the horses.
A desperate cry for help rings out, and you see a harried-looking This is Borgan Khrazdak’s cart, whose crew became lost in the
teenage girl crouching over the prone form of a young woman. Her forest. They lost hope and glumly accepted their fate, having used
face is streaked with tears as she tries to put pressure on the terrible all of their supplies (and, reluctantly, eaten their horses), and were
wounds of her fallen companion who is pale, shaking, and breathing killed by rot blights. They have been dead long enough that the
raggedly. latent magic of the forest has begun to convert their corpses into
As she catches sight of you, her eyes grow wide. “Please, if you’re rot blights themselves. If disturbed, they animate and attack,
real, please help me! My sister - I think she’s dying!” alerting nearby rot blights to join the fray.
Danika Zegler has recently found her sister, Milana, badly
wounded. She is bleeding out from multiple wounds, and fading
Rot Blight Ambush
fast. It is clear that she will die if the wounds are not cleaned, Magic trap, (setback, harm)
treated, and bound. As soon as the situation becomes clear, there Trigger (Interact With Bait). A creature that touches or searches
is a rustle in the trees and 6 rot blights start to close in from all the corpses alerts them into animation.
directions.
Effect (Reanimate Creatures). The corpses animate into 3 rot
Unless Milana is treated each round, for 5 rounds, she dies of blights that attack all living creatures in the area. Their animation
blood loss. Each round, a character must make a DC 10/12/14 also alerts 3 rot blights (formed around the skeletons of the
Wisdom (Medicine) check to stabilize Milana. Any amount of horses) which were nearby, which arrive 1d4 rounds later.
magical healing, healing potion, or use of a healer’s kit also
counts as a successful check. If the party defeats the rot blights Countermeasures. A DC 12/16/20 Wisdom (Perception) check
in less than 5 rounds, the remaining checks must be made out reveals that the merchants have unusually prominent veins just
of combat. under the surface of their skin (this is, in fact, the network of
magical vines which will animate their corpses).
Once the rot blights are defeated, the outcome of this encounter
depends on the party’s success in treating Milana. Treasure
If the party successfully stabilised Milana for 5 rounds: Milana The cart contains the goods the crew were hauling to the town
is saved. Danika is very grateful, and details some of the hardships on the other side of the forest. Most is of little value; sacks and
she has overcome on her journey through the woods (you could crates which once contained food (all of which have been opened
potentially use details of random encounters the party has not and emptied), iron ore, and a handful of brightly-colored geodes
yet encountered to flesh these out). Her advice grants the party (worth 100/300/900 gp in total).
advantage on Wisdom saving throws against the forest’s magic
for the next 1d4 hours. Beneath the driver’s seat is a hidden compartment, which can
be uncovered with a successful DC 10/12/14 Intelligence
Milana gestures groggily towards her pack, and looks (Investigation) check. Inside, there is a pouch of 50/150/450
meaningfully at her sister. Danika tells the party that her sister gp, as well as a journal. The latest entries grow more and more
wants them to have something, as a thank you, and gives them 2 confused as the supposedly short and simple journey along the
vials of antitoxin. forest road began to take longer and longer (see Appendix D).
If the party failed to stabilise Milana, but made at least 3
successful attempts: Milana dies, but Danika is grateful to
the party for trying to save her life and gives them 2 vials of
antitoxin.
If the party did not attempt to stabilise Milana, or failed at
least 3 attempts: Milana dies, and Danika is overcome with grief.
She is angered at the party’s lack of help or incompetence. She
tells them to go away and let her deal with her sister’s body.
Whatever the outcome, Danika is certain that they cannot leave
the forest until whatever curse lies upon it has been broken, so
would rather find somewhere safe to wait it out. She implores the
party to put a stop to the curse, to make sure nothing like this
happens to anyone else.

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Witch
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the Wilderlands
The Swamp Troll Snare
This large, swampy clearing, roughly 200 feet wide, with a 50-foot Mechanical Trap (setback, hinder)
wide pool in the center, occupies the bottom of a basin, meaning
many lost travelers over the years have naturally meandered A series of snares litter the area, all connected to the troll lurking
down to it. in the central pool.

When the party enters the clearing, read the following: Trigger (Tripwire). A creature that disturbs the tripwire
triggers the trap.
The ground, which has been sloping down away from you, begins to
Effect (Snare). The triggering creature must succeed on a DC
level out as you emerge into a damp, gloomy clearing. A dark pool,
14/18/22 Dexterity saving throw, or be restrained until it is
coated in vibrant green scum, dominates the area, and the scant dry
freed. Whether it succeeds or fails, the troll is aware of the
land around it is strewn with rotting vegetation and broken sticks.
creature’s location.
Scattered around the periphery are splinters of old wood, which
might once have been carts, their owners long gone. Apart from the The troll immediately uses its readied action to reel a restrained
ocasional, lazy bubble from the swamp, the area is dead silent. creature toward it, at a rate of 45 feet per turn.
The area is home to a particularly old and lazy swamp troll Countermeasures. The snares are covered with leaf litter, making
who waits, submerged and dormant, in the central pool for any them difficult to spot. A DC 14/18/22 Wisdom (Perception)
unfortunate travelers to happen by. To decrease its exertion even check reveals the existence of a snare. Beating the check by 5 or
more, it has set up a network of tripwires and snares around the more reveals additional snares, and the fact that all of them lead
area to alert it to any potential meal. These traps are all connected to into the deep pool at the center of the clearing.
the troll itself through hooks pierced through its flesh (and quickly The rope snaring the creature has an AC of 10 and 2 hp. While
healed over, thanks to its regeneration), allowing it to instantly know being reeled in, attacks against the rope are made with disadvantage.
of any triggered trap, and to reel in ensnared victims.
Once it has reeled in a creature close enough to grab it, the troll’s
A close investigation of the ground quickly reveals that the broken preferred tactic is to attempt to grapple and drown its victim. If
sticks scattered about are the remains of rot blights. A character attacked by a larger party, it hides under the water to disguise its
with proficiency in the Nature skill might note that the lack of bird movements, and attempts to drag characters out to deeper water,
song and animal activity suggests the presence of a threat. where it has the advantage.

Treasure
The broken carts contain a few bits and pieces the troll didn’t
deem to be useful (or edible). Among the wreckage is a gnawed
leather satchel containing two rust-flecked metal
hip flasks of potions of healing, a locked
strongbox containing 50/100/200
gold pieces, as well as the hopelessly
smashed and scattered remnants of a
tinderbox.

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heroes
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high fantasy

The Tomb The carving on the lintel is somewhat crude, suggesting it was
At the heart of the forest is the tomb, which is the center of the made after the structure was built, and by a much less practised
magical disturbance plaguing the area. Before the party can enter hand. The words read:
and put an end to it, however, they must face Jaycelin Marieve’s My will is lore, and this I set in stone
forest guardian.
No triumph to the enemy, should he cut our story short
When the party enters the clearing, read the following:
No blood to spill, no flesh to carve, no lost soul to distort
Though clear of trees, the area you find yourself in seems scarcely
brighter than the gloom of the forest. Ahead of you are the most Above the words, a bracket holds the remnants of a symbol of
complete ruins you have seen yet; a low, squat structure of dark power, belonging to one of the four rulers, Bozhena - the metal
stone, untouched by the surrounding undergrowth, its doorway covers of a thick tome, its pages long since rotted away. This is
yawning open to the blackness within. Just emerging from the one of the symbols of power, used by the treacherous Rodion
entrance, beneath a rune-carved lintel, is a statue; a woman in his failed ritual before being repurposed to power the wards
crawling forwards up the stairs. Her right hand is outstretched containing him. Rodion needs all four symbols in order to
towards the forest, her face distorted into a silent scream of fear complete his ritual, but bringing all four symbols together is also
and fury. the only way to strike the final blow against him.

The ‘statue’ is the petrified body of Jaycelin Marieve who, though This is the outermost of the wards containing Rodion, and has
mortally wounded by Rodion’s wraith, nearly managed to escape been fractured by Jaycelin’s near escape - the tips of her fingers
the tomb before succumbing. Her final spells were to summon a just breached the doorway as she turned to stone. This allowed
guardian in the form of a wood golem, and to send for help using the wraith’s influence to begin seeping out of the tomb, mingling
animal messenger. These spells, now having been set in stone by with Jaycelin’s spells - given enough time, he will be able to wear
the tomb’s magic, has spread throughout the forest, animating all down the fractured ward and gain access to the book - the one
manner of decaying material into smaller versions of the wood symbol he does not yet have access to.
golem - rot blights - as well as causing wildlife to act strangely. The wood golem is watching and waiting in the forest nearby,
In addition, at the moment she turned to stone, she had just and charges in to attack anything which approaches Jaycelin,
breached the outer perimeter of the tomb, allowing the wraith, interpreting them as a potential threat.
Rodion’s, essence to begin to seep out of the tomb, mingling with
the spells and further twisting them into darker forms.

10
Witch
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Part 3: Set in Stone Keep Out


Once the party enters the crypt, they are subject to the effects Magical trap (setback, block)
of the wards. If a character is reduced to 0 hit points by Rodion A magic rune is inscribed on the floor, halfway along the
while in the crypt, they are not knocked unconscious, but instead passageway.
become petrified. In addition, if the character was casting a
spell with a non-instantaneous duration at the time of their Trigger (Fail to Speak Password). A creature that passes the
petrification, that spell is ‘set in stone’ along with them, and its halfway point of the corridor without speaking the password, “set
effects persist for as long as the character is petrified. It is up to in stone”, triggers the trap.
the GM to decide what form this permanence may take. Effect (Elemental Blast). When triggered, the rune lets out a
If Rodion is killed, or the ward is broken, the petrification effect wave of force, which blasts creatures back along the corridor. All
ends for all creatures, as do any permanent spells. creatures within 5 feet of the rune must make a DC 14/16/18
Constitution saving throw, or be thrown backwards a number
1. Entrance of feet equal to the amount the creature failed the check by.
When the party enters the crypt, read the following: If a creature is thrown into the back wall, they take 1/2/4
bludgeoning damage for each foot they were thrown, and are
The noises of the forest fade as you descend the stairs into the dead knocked prone.
quiet of the chamber. Though your eyes had become accustomed
to the dim twilight of the forest, the darkness within seems deeper Countermeasures. A successful DC 12/14/16 Wisdom
somehow, as if some malicious power were sapping away what little (Perception) check reveals the rune, and a creature that succeeds
light dares enter its domain. on a DC 14/16/18 Intelligence (Arcana) check knows how the
rune works.
At the bottom of the stairs is a short corridor; four moldy wooden
doors line the space, two on each side. A creature next to the rune can disable it with a successful DC
12/14/16 Intelligence (Arcana) check, but getting that close sets
off the trap. Casting dispel magic on the rune makes it fade away,
2. Tombs
disarming the trap.
The tombs on the right, and the second tomb on the left, contain
the sarcophagi of Bozhena (a), Pridbor (b), and Yaromil (c). The Within the passageway is a roughly-carved message reading:
first tomb on the left (d) contains an empty sarcophagus, allegedly My will is steel, and this I set in stone
built to contain Rodion’s corpse.
That our final acts may linger, should he strike the final blow
When the party enters the tombs, read the following:
And ten-fold strong shall come again, a sword against our foe
Each room contains a sarcophagus of gray marble, a stone likeness
of the interred resting atop the lid. Above the words, a bracket holds the remnants of Pridbor’s
symbol of power - the rusted remnants of a longsword. While
a. A serene figure holds a tome to their stone chest, beneath an useless as a weapon, this is one of the symbols of power required
epitaph reading, ‘Bozhena, the Righteous’.
to be able to strike the final blow against Rodion.
b. A grim warrior, hands resting on a sword hilt lies beneath the
carven name, ‘Pridbor, the Fierce’.
c. A slight smile creases the statue’s face, a stone quill held be-
tween their fingers, beneath the name ‘Yaromil, the Fair’.
d. This statue has a block of unshaped stone in place of a head. It
holds a rod, and bears the epitaph, ‘Rodion, the Wise’.
Rodion’s sarcophagus conceals a secret passage, which can be
detected with a DC 12/14/16 Intelligence (Investigation) check.
A DC 14/16/18 Wisdom (Perception) check reveals disturbance
in the dust around the sarcophagus, which suggests it moves.
The objects held in the hands of the carven figures (the book,
sword, quill, and rod) conceal switches. If all four switches are
activated, Rodion’s sarcophagus moves aside, revealing the
passageway. A DC 12/14/16 Intelligence (Investigation) check
reveals the location of the first switch, and the DC is reduced by 4
for each subsequent switch.
Alternatively, the sarcophagus can be pushed aside with a DC
16/20/24 Strength (Athletics) check.
The passageway contains a trap, set by the bodyguards, intended
to keep those who found the passageway from intruding further.

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3. Warding Chamber 4. Bodyguard Tombs
This room was used for the preparatory sacrifices in Rodion’s These chambers were used as private quarters for the loyal
ritual, but was subsequently used to channel the warding magic bodyguards while they were not on duty channeling the ward.
keeping Rodion’s wraith in check. While channeling the ward, the If the party investigates the tombs, read the following:
bodyguards were betrayed by one of their own, loyal to Rodion,
who attacked and broke their concentration just long enough for The pair of rooms are identically sparse, each containing a ragged,
the wraith to enter this chamber and kill the others. This set the moldering straw pallet bed, a small writing desk, and a neatly
warding spells in stone, preventing the wraith from traveling any stacked suit of rusty armor. Each also contains a statue.
further out of the tomb. e. A heavily built figure rises from the bed, reaching for the wall
When the party enters the warding chamber, read the beside its head. Its fingers just brush the hilt of a corroded
following: sword which leans there.
f. A tall figure turns towards the doorway from its seat at the
A statue stands in the middle of this chamber; a heavily-armored desk, sword in hand.
figure, one arm raised to the side in a loose fist, the other held
out towards a large doorway in a defensive open hand. A human Treasure
skeleton lies scattered at the statue's feet. A journal sits on the desk, a record of the weeks leading up to
A DC 10/12/14 Intelligence (Investigation) check reveals that the events in the tomb (see Appendix D). The parchment has
the ‘statue’ holds a few neck vertebrae in its raised hand - the only deteriorated with age, so only scraps remain, but they chronicle
bones missing from the skeleton at its feet. a city ruled over by a council of four, each protected by a sworn
bodyguard, before one seized power through subterfuge.
Above the doorway to the Throne Room is a roughly-carved
message reading: This individual, Rodion, killed the other three in an apparent
‘accident’, and built a grand tomb for their burial. Rodion had a
My will is ink, and this I set in stone secret suite of chambers excavated alongside, in order to enact a
But even stone may crumble, and even kings must die ritual (utilising the symbols of power borne by the four rulers)
granting him eternal life and power, but was interrupted before
That page is yet unwritten, but together we must try
the ritual could be completed and, instead, became a wraith.
Above the words, a bracket holds the remnants of Yaromil’s
The bodyguards, sworn to do no harm to any of the rulers,
symbol of power - a brittle quill, once extravagantly plumed,
quickly sealed him in the ritual chamber with warding magic and,
but now mostly bare and colorless. This is one of the symbols of
soon afterwards, used the lingering magic of Rodion’s ritual to
power required to be able to strike the final blow against Rodion.
form their own ingenious contingency, should the wraith attempt
The corridor between the Warding Chamber and the Throne to escape. Anyone killed by the wraith within the tomb would
Room is trapped with a pitfall trap designed to dump any would- be turned to stone, and their last spells made permanent. This
be intruders into the Sacrificial Pit. ensured that, should the wraith kill the jailers, not only would
their spells of binding and warding endure, but there would also
Pitfall Trap be no flesh or blood for Rodion to use to complete or restart
Mechanical Trap (deadly, harm) his ritual.
A concealed trapdoor gives way under sufficient weight,
depositing victims into a pit of zombies.
5. Sacrificial Pit
Rodion built this chamber to fuel his failed ritual. It still contains
Trigger (Pressure Plate). A creature that steps on the trapdoor the zombified corpses of the sacrificial victims, and serves as
activates the pressure plate, causing the trap door to swing open. another layer of protection against intruders.
Effect (Drop Into Monster Lair). When the trap activates, the If a party member falls into the Sacrificial Pit, read the
room’s floor falls away, swinging down on hinges connected to following:
the walls. All creatures in the corridor must make a DC 12/14/16
You hit the floor with a muffled thud - a surprisingly soft landing.
Dexterity saving throw. On a successful save, a creature is able to
The rest of the room is not so welcoming. The smell hits you first;
jump to safety or cling to the floor as it goes vertical. On a failed
a stale, musty smell of things sealed away and left to rot for so
save, the creature falls into the Sacrificial Pit.
long that little remains to stink. A pale, gray light emanates from
Once weight is removed from the doors, hidden counterweights a mirror-like portal in one wall, dimly illuminating the shrivelled
return them to a horizontal position. corpses standing huddled nearby. At your entrance, one turns its
Countermeasures. A successful DC 14/16/18 Wisdom hollow face to you, and gives a hoarse moan.
(Perception) check reveals the pressure plate and a successful DC 10 zombies shuffle listlessly in the pit. These were the workers
14/16/18 Dexterity check using thieves’ tools disables the trap. responsible for Rodion’s expansion of the tomb, and became his
first victims to ensure their silence.
The portal was used to syphon the life energy from the zombies in
Rodion’s ritual, and connects to the portals in the Throne Room,
when active.

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6. Throne Room Ritual Rod


This chamber contains Rodion’s corpse, still enthroned from his Hybrid trap (deadly, harm)
failed ritual to become The Everking.
The other symbols were removed, in order to power the wards,
When the party enters the throne room, read the following: but the rod remains in its original trapped fitting, designed to
Dominating this room is a looming throne atop a tiered dais. Seated discourage anyone who would disturb the ritual.
atop it is the slumped form of a skeleton, the rotted remnants of Trigger (Touch Object). Touching the rod, even with a spell,
robes of office draped over its bones. At the four corners of the activates the trap.
chamber are four pale-gray, mirror-like portals, pointed towards
the throne. Atop each is a metal bracket, all empty save one, which Effect (Life Drain). When triggered, the trap leaches life from
holds a rod. Behind the throne, carved in a clear, practiced hand are the triggering creature and transfers it to Rodion. The triggering
the words: creature must make a DC 14/16/18 Charisma saving throw,
taking 2d8/4d8/8d8 necrotic damage on a failed save, or half as
My will is fixed, and this I set in stone much damage on a successful one. Rodion regains an amount of
A quill to write the future, a book to know the past, hit points equal to the damage dealt, as the triggering creature’s
A rod to judge the wicked, a sword to guard the just. life-force is siphoned away by the remnants of the ritual.

As you read, the shadows shift, curling up behind the throne Whether a creature succeeds or fails, they must make a DC
to form the shape of a roughly humanoid shape of trailing, 12/14/16 Constitution check to keep hold of the rod, after
black smoke. touching it and triggering the trap’s effect. On a failed save, they
are unable to keep hold of the rod for long enough to remove it
This room is the haunt of the wraith, Rodion. from its bracket.
Portals. The portals were originally used to funnel the life energy Effect (Poison Gas). If the trap is triggered a second time, as
of the zombified victims in the Sacrificial Pit into the Throne well as the initial life drain effect, a 20-foot-radius sphere of
Room, but can also be used to summon the zombies themselves. poisonous, green fog erupts from the portal, below the rod.
As a lair action, on initiative count 20, Rodion can summon one The fog spreads around corners. It lasts for 10 minutes, or
zombie from the Sacrificial Pit, which appears in an unoccupied until strong wind disperses the fog, ending the spell. Its area is
space within 5 feet of one of the 4 portals. Zombies attempt to heavily obscured.
grapple the closest living creature, preferring those that are in
possession of one or more symbols of power, and drag them When a creature enters the cloud’s area for the first time on
back through the nearest portal, where they can be overwhelmed a turn, or starts its turn there, that creature must make a DC
by the zombies in the pit. Characters can also use the portals 14/16/18 Constitution saving throw. The creature takes
to travel to and from the Sacrificial Pit. If a character enters the 1d8/2d8/4d8 poison damage from the trap on a failed save, or
portal in the Sacrificial Pit, they emerge from one of the four half as much damage on a successful one.
portals in the throne room, chosen at random. The fog moves 10 feet away from its starting point at the start of
Rod. Above the northeast portal, a bracket holds Rodion’s symbol each round, rolling along the surface of the ground. The vapors,
of power - a tarnished metal rod. being heavier than air, sink to the lowest level of the land, even
pouring down openings.
Countermeasures. A successful DC 10/12/14 Wisdom
(Perception) check reveals runic symbols carved into the
bracket holding the rod. A successful DC 14/16/18 Intelligence
(Investigation) check reveals the nature of the trap, and allows a
creature to attempt a DC 14/16/18 Intelligence (Arcana) check
to disable the rune.
The rune can also be found with detect magic, and dispel magic
will disable the rune.
A successful DC 14/16/18 Dexterity check using thieves’
tools allows a character to ease the rod out of the bracket safely,
although a failed check triggers the trap.
Killing the Wraith. Rodion can only be killed by a creature in
possession of the rod, book, quill, and sword. If he is reduced to 0
hit points by any means other than the direct action of a creature
in possession of the four items, he is instead reduced to one hit
point. If he is able to gain possession of all four items, he is able
to complete his original ritual, and gain true immortality in
corporeal form.

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Witch
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the Wilderlands

Many townsfolk still believe Jaycelin to be to blame for their


troubles, regardless of any explanation to the contrary, (“She
After the wraith is defeated, read the following: might not have meant it, but ‘its still her doing, nonetheless.”),
though they stop short of running her out of town. Zoya
The shadowy essence holding the wraith together falters, and it Kirichenko offers to take her in and nurse her back to health.
casts about in confusion as it begins to drift apart, undone by the
latent magic of its own ritual. With a final, wavering shriek, it is Once she regains consciousness, Jaycelin feels great remorse for
gone. There is a sound of crumbling stone, and the armored figure the trouble her actions have wrought. She explains that she was
staggers in from the hallway, straightens as best it can, clasps a simply curious, having heard of ruins in the area, and artifacts
hand to its chest in a salute, and collapses to the ground, dead. The within; being a practitioner of magical arts, she was particularly
darkness seems lesser now, the oppressive presence of the wraith interested in vague rumors of a magical rod, in case it held
gone for good. some arcane power. She trusted her not-inconsiderable skills to
keep her safe, but delved too deep too carelessly, and will not be
Conclusion making the same mistake again. Should she hear rumors of any
more magical artifacts, she will be sure to enlist the help of some
The three bodyguards die upon being unpetrified - their lives
fellow adventurers to retrieve them...
were bound to the four rulers and, with the passing of Rodion,
they too pass on. Danika (and Milana, if she survived) Zegler make her/their way
home once the forest returns to normal, to the great relief of Bela
Upon exiting the tomb the party finds Jaycelin Marieve,
and their father, who wordlessly thrusts 25/50/100 gold pieces
unpetrified and unconscious, but alive. The pall over the forest
into the party’s hands, with tears of gratitude in his eyes.
is lifted and the area is far less ominous; with the wraith gone,
and Jaycelin’s spells no longer running rampant, there is nothing If the party followed any of the adventure hooks, they can collect
holding the rot blights together any more, and the enchantments on what is owed to them:
and illusions have dissipated. The party has no trouble finding Hook #1 - Borgan Khrazdak is disturbed by the fate of his crew,
the main road and, from there, their way back to town, should and grumbles about funeral expenses, but pays the party their
they so wish. due, regardless. If and when his business picks back up again,
The townsfolk are grateful that the party have put an end Borgan is amenable to giving the party very favorable prices for
to the curse on the woods, and that trade can resume with transportation of goods or people.
their neighbours (though Uffo Burrowes is secretly a little Hook #2 - Quranis Kuilanya is somewhat disappointed that the
disappointed that he can no longer run his racquet on protective rod is not innately magical, but is thrilled to have an object of
charms). Ivan Volney is particularly interested if the party such archaeological significance, if the story is related to her. The
divulge the full tale of what they found in the tomb, and is party having now proved themselves reliable, she may have other,
keen to transcribe their experience as a centrepiece for The similar work for them in the future.
Curio Cabinet.

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high fantasy

Appendix A: Beginner Monsters


Rot Blight Soldier
Medium undead, chaotic evil Medium humanoid (and race), any alignment
Armor Class 11 Armor Cass 13 (padded armor, shield)
Hit Points 9 (2d8) Hit Points 5 (1d8 + 1)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 4 (-3) 8 (-1) 4 (-3) 13 (+1) 11 (+0) 12 (+1) 10 (+0) 12 (+1) 9 (−1)
Damage Immunities poison Senses passive Perception 11
Condition Immunities charmed, exhaustion, poisoned Languages any one language (usually Common)
Senses blindsight 60 ft. (blind beyond this radius), passive Challenge 1/8 (25 XP)
Perception 9
Languages - Actions
Challenge 1/4 (50 XP)
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
False Appearance While the rot blight remains motionless, it is range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
indistinguishable from a tangle of rotting vegetation.

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) slashing damage. If the target is a creature,
it must succeed on a DC 9 Constitution saving throw, or be
poisoned until the end of the rot blight’s next turn.

Rot Mite
Small undead, chaotic evil
Armor Class 11
Hit Points 11 (2d6 + 4)
Speed 25 ft.
STR DEX CON INT WIS CHA
8 (-1) 13 (+1) 15 (+2) 2 (-4) 5 (-3) 1 (-5)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 7
Languages -
Challenge 1/4 (50 XP)
Explosive End. If the rot mite dies, it explodes in a cloud of
rotting matter and spores. Living creatures within 10 feet of the
rot mite must succeed on a DC 11 Constitution saving throw,
or take 4 (1d8) poison damage, and be poisoned until the end
of the creature’s next turn.
False Appearance While the rot mite remains motionless, it is
indistinguishable from a tangle of rotting vegetation.

Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
5 (1d8 + 1) piercing damage.

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Swamp Troll Wood Golem


Large giant, chaotic evil Large undead, neutral evil
Armor Class 15 (natural armor) Armor Class 12 (natural armor)
Hit Points 73 (7d10 + 35) Hit Points 80 (7d10 + 42)
Speed 30 ft., swim 30 ft. Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 20 (+5) 8 (−1) 9 (−1) 7 (−2) 18 (+4) 6 (-2) 22 (+6) 2 (-4) 7 (-2) 1 (-5)
Skills Perception +2, Stealth +4 Saving Throws Wis +0
Senses darkvision 60 ft., passive Perception 13 Damage Immunities necrotic, poison
Languages Giant Condition Immunities poisoned
Challenge 5 (1,800 XP) Senses darkvision 60 ft., passive Perception 8
Languages understands Common, but can't speak
Keen Smell. The swamp troll has advantage on Wisdom
Challenge 3 (700 XP)
(Perception) checks that rely on smell.
False Appearance. While the wood golem is lying still, it is
Overwhelming Stench. Creatures that start their turn, or move
indistinguishable from a tangle of rotting vegetation.
within 5 feet of, the swamp troll must succeed on a DC 15
Constitution saving throw, or become poisoned. The creature
Actions
can repeat the saving throw at the start of each of their turns,
ending the effect on itself on a success. If the creature stays at Multiattack. The wood golem makes two attacks, only one of
least 10 feet away from the swamp troll for an entire round, which can be a slam.
they automatically succeed on saving throws to end the effect.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
After a successful saving throw, a creature is immune to the
Hit: 11 (2d6 + 4) slashing damage.
swamp troll’s overwhelming stench for 24 hours.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Regeneration. The swamp troll regains 10 hit points at the start
target. Hit: 8 (1d8 + 4) bludgeoning damage, and the target
of its turn. If the swamp troll takes acid or fire damage, this
must succeed on a DC 14 Strength saving throw, or be
trait doesn’t function at the start of the swamp troll’s next turn.
knocked prone.
The swamp troll dies only if it starts its turn with 0 hit points
and doesn’t regenerate. Legendary Actions
Swamp Camouflage. The swamp troll has advantage on The wood golem can take 3 legendary
Dexterity (Stealth) checks made to hide while in swamps or actions, choosing from the options below.
murky water. Only one legendary action option can be
used at a time, and only at the end of
Actions another creature's turn. The wood
Multiattack. The swamp troll makes three attacks: one with its golem regains spent legendary
bite, and two with its claws. It can replace one of these attacks actions at the start of its turn.
with a lasso attack.
Lurch. The wood golem moves
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: up to 5 feet, without provoking
6 (1d6 + 3) piercing damage. opportunity attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Claws (Costs 2 Actions). The
Hit: 10 (2d6 + 3) slashing damage. wood golem makes one attack
with its claws.
Lasso. Ranged Weapon Attack: +4 to hit, reach 50 ft., one target.
Hit: The target is grappled (escape DC 14). Until the grapple
ends, the target is restrained. As a bonus action on its turn,
the swamp troll can reel in one Medium or smaller creature
grappled in this way, pulling the creature 25 feet straight
towards it.

17
heroes
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high fantasy

Wraith Zombie
Medium undead, neutral evil Medium undead, neutral evil
Armor Class 13 Armor Class 8
Hit Points 65 (10d8 + 20) Hit Points 13 (2d8 + 4)
Speed 0 ft., fly 60 ft. (hover) Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 15 (+2) 13 (+1) 14 (+2) 16 (+3) 14 (+2) 6 (-2) 15 (+2) 2 (-4) 7 (-2) 1 (-5)
Damage Vulnerabilities radiant Saving Throws Con +4, Wis +0
Damage Resistances acid, cold, fire, lightning, thunder; Damage Immunities poison
bludgeoning, piercing, and slashing damage from Condition Immunities poisoned
nonmagical attacks Senses darkvision 60 ft., passive Perception 8
Damage Immunities necrotic, poison Languages understands the languages it knew in life, but
Condition Immunities charmed, exhaustion, grappled, can't speak
paralyzed, petrified, poisoned, prone, restrained, unconscious Challenge 1/8 (25 XP)
Senses darkvision 60 ft., passive Perception 12
Cadaverous Appearance. While the zombie is lying still, it is
Languages the languages it knew in life
indistinguishable from a mundane decomposing corpse. It can
Challenge 5 (1,800 XP)
still be detected by a detect evil and good spell, or similar magic.
Incorporeal Movement. The wraith can move through other
Undead Fortitude. If damage reduces the zombie to 0 hit
creatures and objects as if they were difficult terrain. It takes 5
points, it must make a Constitution saving throw, with a DC
(1d10) force damage if it ends its turn inside an object.
of 5 + the damage taken, unless the damage is radiant or
Sunlight Sensitivity. While in sunlight, the wraith has from a critical hit. On a success, the zombie drops to 1 hit
disadvantage on attack rolls, as well as Wisdom (Perception) point instead.
checks that rely on sight.
Actions
Actions
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one Hit: 5 (1d6 + 2) bludgeoning damage.
creature. Hit: 22 (5d8) necrotic damage, and the target must
succeed on a DC 14 Constitution saving throw, or its hit point
maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the creature finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
Necrotic Lash. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one creature. Hit: 13 (3d8) necrotic damage.

Legendary Actions
The wraith can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time, and only at the end of another creature's turn. The
wraith regains spent legendary actions at the start of its turn.
Shift. The wraith flies up to half its fly speed, without
provoking opportunity attacks.
Hateful Lash. The wraith makes a Necrotic Lash attack.

18
Witch
of
the Wilderlands

Appendix B: Intermediate Monsters


Rot Blight Soldier
Medium undead, chaotic evil Medium humanoid (any race), any alignment
Armor Class 12 (natural armor) Armor Class 15 (padded armor, shield)
Hit Points 22 (4d8 + 4) Hit Points 22 (4d8 + 4)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 7 (-2) 11 (+0) 6 (-2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 14 (+2) 9 (-1)
Damage Immunities poison Skills Athletics +4
Condition Immunities charmed, exhaustion, poisoned Senses passive Perception 12
Senses blindsight 60 ft. (blind beyond this radius), passive Languages any one language (usually Common)
Perception 10 Challenge 1/4 (50 XP)
Languages -
Challenge 1 (200 XP) Shield Wall. While the soldier is within 5 feet of at least two
False Appearance While the rot blight remains motionless, it is other creatures with this trait, and they are all wielding shields,
indistinguishable from a tangle of rotting vegetation. the soldier gains a +2 bonus to their AC and to Dexterity
saving throws.
Actions
Actions
Multiattack. The rot blight makes two attacks with its claws.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hit: 3 (1d4 + 1) slashing damage. If the target is a creature, it
must succeed on a DC 11 Constitution saving throw, or be
poisoned until the end of the rot blight’s next turn.

Rot Mite
Small undead, chaotic evil
Armor Class 12
Hit Points 19 (3d6 + 9)
Speed 25 ft.
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 16 (+3) 2 (-4) 5 (-3) 1 (-5)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 7
Languages -
Challenge 1 (200 XP)
Explosive End. If the rot mite dies, it explodes in a cloud of
rotting matter and spores. Living creatures within 10 feet of the
rot mite must succeed on a DC 12 Constitution saving throw,
or take 9 (2d8) poison damage, and be poisoned until the end
of the creature’s next turn.
False Appearance While the rot mite remains motionless, it is
indistinguishable from a tangle of rotting vegetation.

Actions
Multiattack. The rot mite makes two attacks with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) piercing damage.

19
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Swamp Troll Wood Golem


Large giant, chaotic evil Large undead, neutral evil
Armor Class 15 (natural armor) Armor Class 14 (natural armor)
Hit Points 105 (10d10 + 50) Hit Points 175 (14d10 + 98)
Speed 30 ft., swim 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 21 (+5) 8 (-1) 10 (+0) 7 (-3) 20 (+5) 6 (-2) 24 (+7) 2 (-4) 8 (-1) 1 (-5)
Skills Perception +3, Stealth +4 Saving Throws Con +10, Wis +2
Senses darkvision 60 ft., passive Perception 13 Damage Immunities poison
Languages Giant Condition Immunities poisoned
Challenge 6 (2,300 XP) Senses darkvision 60 ft., passive Perception 9
Languages understands Common, but can't speak
Keen Smell. The swamp troll has advantage on Wisdom
Challenge 8 (3,900 XP)
(Perception) checks that rely on smell.
False Appearance. While the wood golem is lying still, it is
Overwhelming Stench. Creatures that start their turn, or move
indistinguishable from a tangle of rotting vegetation.
within 5 feet of, the swamp troll must succeed on a DC 16
Constitution saving throw, or become poisoned. The creature
Actions
can repeat the saving throw at the start of each of their turns,
ending the effect on itself on a success. If the creature stays at Multiattack. The wood golem makes three attacks: one with its
least 10 feet away from the swamp troll for an entire round, slam, and two with its claws.
they automatically succeed on saving throws to end the effect.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
After a successful saving throw, a creature is immune to the
Hit: 14 (2d8 + 5) slashing damage.
swamp troll’s overwhelming stench for 24 hours.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
Regeneration. The swamp troll regains 15 hit points at the start
target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target
of its turn. If the swamp troll takes acid or fire damage, this
must succeed on a DC 18 Strength saving throw, or be
trait doesn’t function at the start of the swamp troll’s next turn.
knocked prone.
The swamp troll dies only if it starts its turn with 0 hit points
and doesn’t regenerate. Legendary Actions
Swamp Camouflage. The swamp troll has advantage on The wood golem can take 3 legendary actions, choosing
Dexterity (Stealth) checks made to hide while in swamps or from the options below. Only one legendary action
murky water. option can be used at a time, and only at the end of
another creature's turn. The wood golem regains spent
Actions legendary actions at the start of its turn.
Multiattack. The forest troll makes three attacks:
Lurch. The wood golem moves up to 5 feet, without
one with its bite, and two with its claws. It can
provoking opportunity attacks.
replace one of these attacks with a lasso attack.
Claws (Costs 2 Actions). The wood golem makes one
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
attack with its claws.
target. Hit: 8 (1d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) slashing damage.
Lasso. Ranged Weapon Attack: +4 to hit, reach 50 ft.,
one target. Hit: The target is grappled (escape DC 14).
Until the grapple ends, the target is restrained. As a
bonus action on its turn, the swamp troll can reel in
one Medium or smaller creature grappled in this
way, pulling the creature 25 feet straight towards it.

20
Witch
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the Wilderlands

Wraith Zombie
Medium undead, neutral evil Medium undead, neutral evil
Armor Class 14 Armor Class 12 (natural armor)
Hit Points 195 (26d8 + 78) Hit Points 68 (8d8 + 32)
Speed 0 ft., fly 60 ft. (hover) Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 17 (+3) 14 (+2) 15 (+2) 18 (+4) 16 (+3) 6 (-2) 18 (+4) 2 (-4) 9 (-1) 1 (-5)
Damage Vulnerabilities radiant Saving Throws Con +6, Wis +1
Damage Resistances acid, cold, fire, lightning, thunder; Damage Immunities poison
bludgeoning, piercing, and slashing damage from Condition Immunities poisoned
nonmagical attacks Senses darkvision 60 ft., passive Perception 9
Damage Immunities necrotic, poison Languages understands the languages it knew in life, but
Condition Immunities charmed, exhaustion, grappled, can't speak
paralyzed, petrified, poisoned, prone, restrained, unconscious Challenge 2 (450 XP)
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life Cadaverous Appearance. While the zombie is lying still, it is
Challenge 10 (5,900 XP) indistinguishable from a mundane decomposing corpse. It can
still be detected by a detect evil and good spell, or similar magic.
Incorporeal Movement. The wraith can move through other
creatures and objects as if they were difficult terrain. It takes 5 Grasping Horde. If a creature is grappled by more than one
(1d10) force damage if it ends its turn inside an object. creature with this ability, it has disadvantage on ability checks
to escape the grapple.
Sunlight Sensitivity. While in sunlight, the wraith has
disadvantage on attack rolls, as well as Wisdom (Perception) Undead Fortitude. If damage reduces the zombie to 0 hit
checks that rely on sight. points, it must make a Constitution saving throw, with a DC
of 5 + the damage taken, unless the damage is radiant or
Actions from a critical hit. On a success, the zombie drops to 1 hit
point instead.
Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one
creature. Hit: 36 (8d8) necrotic damage, and the target must Actions
succeed on a DC 16 Constitution saving throw, or its hit point
maximum is reduced by an amount equal to the damage taken. Multiattack. The zombie makes two slam attacks.
This reduction lasts until the creature finishes a long rest. The Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
target dies if this effect reduces its hit point maximum to 0. Hit: 7 (1d8 + 3) bludgeoning damage, and the target is grappled
Necrotic Lash. Melee Weapon Attack: +8 to hit, reach 5 ft., one (escape DC 11). Until this grapple ends, the zombie can't use its
creature. Hit: 20 (4d8) necrotic damage. slam attack against another target.

Legendary Actions
The wraith can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time, and only at the end of another creature's turn. The
wraith regains spent legendary actions at the start of its turn.
Shift. The wraith flies up to half its fly speed, without provoking
opportunity attacks.
Hateful Lash. The wraith makes a Necrotic Lash attack.

21
heroes
of
high fantasy

Appendix C: Advanced Monsters


Rot Blight
Medium undead, chaotic evil Soldier
Armor Class 15 (natural armor) Medium humanoid (any race), any alignment
Hit Points 75 (10d8 + 30) Armor Class 16 (chainmail)
Speed 30 ft. Hit Points 32 (5d8 + 10)
STR DEX CON INT WIS CHA Speed 30 ft.
15 (+2) 18 (+4) 16 (+3) 7 (-2) 13 (+1) 6 (-2) STR DEX CON INT WIS CHA
Saving Throws Con +5, Int +0, Wis +3 16 (+3) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Damage Immunities poison Skills Perception +5
Condition Immunities charmed, exhaustion, poisoned Senses passive Perception 10
Senses blindsight 60 ft. (blind beyond this radius), passive Languages any one language (usually Common)
Perception 11 Challenge 1 (200 XP)
Languages -
Challenge 4 (1,100 XP) Line Defense. If the soldier is within 5 feet of at least two other
creatures with this trait, they can use their reaction to make a
False Appearance While the rot blight remains motionless, it is single melee weapon attack against a target, when that target
indistinguishable from a tangle of rotting vegetation. enters the soldier’s reach.
Actions Actions
Multiattack. The rot blight makes two attacks with its claws. Halberd. Melee Weapon Attack: +5 to hit, reach 10 ft., one
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. target. Hit: 8 (1d10 + 3) slashing damage.
Hit: 9 (2d4 + 4) slashing damage. If the target is a creature, it
must succeed on a DC 13 Constitution saving throw, or be
poisoned until the end of the rot blight’s next turn.

Rot Mite
Small undead, chaotic evil
Armor Class 12
Hit Points 39 (6d6 + 18)
Speed 25 ft.
STR DEX CON INT WIS CHA
10 (+0) 16 (+2) 18 (+3) 2 (-4) 5 (-3) 1 (-5)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 7
Languages -
Challenge 1 (200 XP)
Explosive End. If the rot mite dies, it explodes in a cloud of
rotting matter and spores. Living creatures within 10 feet of the
rot mite must succeed on a DC 13 Constitution saving throw,
or take 13 (3d8) poison damage, and be poisoned until the end
of the creature’s next turn.
False Appearance While the rot mite remains motionless, it is
indistinguishable from a tangle of rotting vegetation.

Actions
Multiattack. The rot mite makes two attacks with its bite.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
6 (1d8 + 2) piercing damage.

22
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Swamp Troll Wood Golem


Large giant, chaotic evil Large undead, neutral evil
Armor Class 16 (natural armor) Armor Class 16 (natural armor)
Hit Points 149 (13d10 + 78) Hit Points 250 (20d10 + 140)
Speed 30 ft., swim 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 13 (+1) 22 (+6) 8 (-1) 10 (+0) 7 (-3) 22 (+6) 6 (-2) 25 (+7) 2 (-4) 9 (-1) 1 (-5)
Skills Perception +4, Stealth +5 Saving Throws Con +12, Wis +4
Senses darkvision 60 ft., passive Perception 13 Damage Immunities poison
Languages Giant Condition Immunities poisoned
Challenge 10 (5,900 XP) Senses darkvision 60 ft., passive Perception 8
Languages understands Common, but can't speak
Keen Smell. The swamp troll has advantage on Wisdom
Challenge 14 (11,500 XP)
(Perception) checks that rely on smell.
Overwhelming Stench. Creatures that start their turn, or move
False Appearance. While the wood golem is lying still, it is
within 5 feet of, the swamp troll must succeed on a DC 18
indistinguishable from a tangle of rotting vegetation.
Constitution saving throw, or become poisoned. The creature
can repeat the saving throw at the start of each of their turns,
Actions
ending the effect on itself on a success. If the creature stays at
least 10 feet away from the swamp troll for an entire round, Multiattack. The wood golem makes three attacks; one with its
they automatically succeed on saving throws to end the effect. slam, and two with its claws.
After a successful saving throw, a creature is immune to the
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
swamp troll’s overwhelming stench for 24 hours.
Hit: 20 (4d6 + 6) slashing damage.
Regeneration. The swamp troll regains 20 hit points at the start
Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one
of its turn. If the swamp troll takes acid or fire damage, this
target. Hit: 19 (3d8 + 6) bludgeoning damage, and the target
trait doesn’t function at the start of the swamp troll’s next turn.
must succeed on a DC 20 Strength saving throw, or be
The swamp troll dies only if it starts its turn with 0 hit points
knocked prone.
and doesn’t regenerate.
Swamp Camouflage. The swamp troll has advantage on Legendary Actions
Dexterity (Stealth) checks made to hide while in swamps or The wood golem can take 3 legendary actions, choosing
murky water. from the options below. Only one legendary action
option can be used at a time, and only at the end of
Actions another creature's turn. The wood golem regains spent
Multiattack. The forest troll makes three attacks: one legendary actions at the start of its turn.
with its bite, and two with its claws. It can replace one
Lurch. The wood golem moves up to 5 feet, without
of these attacks with a lasso attack.
provoking opportunity attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Claws (Costs 2 Actions). The wood golem makes
target. Hit: 11 (1d10 + 6) piercing damage.
one attack with its claws.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 15 (2d10 + 6) slashing damage.
Lasso. Ranged Weapon Attack: +5 to hit, reach 50
ft., one target. Hit: The target is grappled (escape DC
15). Until the grapple ends, the target is restrained. As
a bonus action on its turn, the swamp troll can reel in
one Medium or smaller creature grappled in this way,
pulling the creature 25 feet straight towards it.

23
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of
high fantasy

Wraith Zombie
Medium undead, neutral evil Medium undead, neutral evil
Armor Class 15 Armor Class 13 (natural armor)
Hit Points 246 (29d8 + 116) Hit Points 133 (14d8 + 70)
Speed 0 ft., fly 60 ft. (hover) Speed 25 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 20 (+5) 19 (+4) 14 (+2) 15 (+2) 20 (+5) 18 (+4) 6 (-2) 20 (+5) 2 (-4) 10 (+0) 1 (-5)
Damage Vulnerabilities radiant Saving Throws Con +8, Wis +3
Damage Resistances acid, cold, fire, lightning, thunder; Damage Immunities poison
bludgeoning, piercing, and slashing damage from Condition Immunities poisoned
nonmagical attacks Senses darkvision 60 ft., passive Perception 10
Damage Immunities necrotic, poison Languages understands the languages it knew in life, but
Condition Immunities charmed, exhaustion, grappled, can't speak
paralyzed, petrified, poisoned, prone, restrained, unconscious Challenge 8 (3,900 XP)
Senses darkvision 60 ft., passive Perception 12
Cadaverous Appearance. While the zombie is lying still, it is
Languages the languages it knew in life
indistinguishable from a mundane decomposing corpse. It can
Challenge 18 (20,000 XP)
still be detected by a detect evil and good spell, or similar magic.
Incorporeal Movement. The wraith can move through other
Grasping Horde. If a creature is grappled by more than one
creatures and objects as if they were difficult terrain. It takes 5
creature with this ability, it has disadvantage on ability checks
(1d10) force damage if it ends its turn inside an object.
to escape the grapple.
Legendary Resistance (3/Day). When the wraith fails a saving
Undead Fortitude. If damage reduces the zombie to 0 hit
throw, it can choose to succeed instead.
points, it must make a Constitution saving throw, with a DC
Sunlight Sensitivity. While in sunlight, the wraith has of 5 + the damage taken, unless the damage is radiant or
disadvantage on attack rolls, as well as Wisdom (Perception) from a critical hit. On a success, the zombie drops to 1 hit
checks that rely on sight. point instead.

Actions Actions
Life Drain. Melee Weapon Attack: +11 to hit, reach 5 ft., one Multiattack. The zombie makes two slam attacks.
creature. Hit: 54 (12d8) necrotic damage, and the target must
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
succeed on a DC 19 Constitution saving throw, or its hit point
Hit: 11 (2d6 + 4) bludgeoning damage, and the target is
maximum is reduced by an amount equal to the damage taken.
grappled (escape DC 15). Until this grapple ends, the zombie
This reduction lasts until the creature finishes a long rest. The
can't use its slam attack against another target.
target dies if this effect reduces its hit point maximum to 0.
Necrotic Lash. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one creature. Hit: 22 (5d8) necrotic damage.

Legendary Actions
The wraith can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used
at a time, and only at the end of another creature's turn. The
wraith regains spent legendary actions at the start of its turn.
Shift. The wraith flies up to half its fly speed, without
provoking opportunity attacks.
Hateful Lash. The wraith makes a Necrotic Lash attack.

24
Witch
of
the Wilderlands

Appendix D: Documents
Merchant’s Journal

Could have sworn this should have been a two-day journey, at most. Hard
to tell how long it’s been. Day or night, much the same with all these
damned trees.
Traveled this path half a hundred times, must be. Could swear I’ve never
seen this place before.

Saw some more of those shadows moving in the trees. Called out to them
to show themselves, but they paid no heed. They stank. There was talk of
a troll stalking about. These looked smaller though. Best be careful.
Tried to cut through to our usual route. Got turned around and can’t
find the road now. Slow going. Rations getting low…

Saw a deer. Just stared at me, like it was trying to tell me something.
Went to get the crossbow, but it was gone by the time I nocked.

Find me. Free me.

I don’t remember writing that.

Hate this place.


Found the road. Think it’s the road. Something on our tail. Got to pick up
the pace.

25
heroes
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high fantasy

Bodyguards’ Journal

…being the thirtieth year of their reign. Long live the four, and we four that guard them.
Gods’ will that our city may continue to prosper.

…collapsed with them within… the feast hall… and many dignitaries. Rodion alone being
outside, was spa…

...a grand tomb for them, with space for himself, when the time comes… reunited with the three
honored dead. While he lives, he alone is our…

...was no accident, but Rodion’s first betrayal. In secret… chambers for his own dark purposes…
kers who built it were the first sacrifices, but how many more, I ca… by combining their symbolic
power, and the lifeforce of… power set in stone, unyielding and unbreakable. The Everking.

...we three who remain loyal… no sign of our fourth… thrown in his lot with the betrayer… as
soon as we could, but the ritual was already begun… sworn to do him no harm, but disrupting
the ritual was enough… contingency, and his spirit arose, dark, twisted, and terrible… thinking
quickly, began a prayer of warding to keep him contained, but must rest before long, and then…
shall take up the chant in turn, but should one of us falter...

...provides the solution. The magic of Rodion’s ritual lingers, remolded and rechanneled…
inscriptions, and their symbols… the entire complex. Any he kills within shall be as stone, their
bodies of no use should he… and their spells also, set in stone and made permanent… escape all but
certain in time, but as long as one of us remains to chant, with our last breath, the wards shall
keep him here evermore.

26
Witch
of
the Wilderlands

Appendix E: Additional Maps

27
heroes
of
high fantasy

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END OF LICENSE

28
Witch
of
the Wilderlands

Something lurks in the darkness of the forest, as centuries-old evil begins to stir.
Can you discover its source, or are you doomed to wander the woods forever?
This 2-5 session variable difficulty adventure is designed to be played at any level, and can be
easily tailored to fit any fantasy campaign setting.

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