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    Total Conversion: Curse of Strahd 5e

    Total Conversion: Curse of Strahd to Song of the Beast, an Over the Garden Wall-inspired 5e campaign

    Foreword/disclaimer: This is a Total Conversion of Curse of Strahd 5e to an Over the Garden Wall inspired story and setting. And a long-term Work in Progress that I'll be adding to whenever I get the chance (like on a typhoon day like today).

    If you've run Curse of Strahd 5e, whoohoo! You've already got a head start on running this (and I would be supremely grateful for any suggestion/advice on this conversion). If you've had any experience with modifying campaigns, knowledge of Over the Garden Wall, and/or interest in this, please feel free to contribute--I'll consider everything I can get.

    The idea is simple (though I imagine this process will be less so, ahaha): use the mechanics and set-up of Curse of Strahd to tell an Over the Garden Wall type story. Creatures and encounters and all will basically just have different flavor and maybe ability alterations--that kind of thing. The biggest changes will be to the overlying story.

    The process in general: I'll be starting in broad strokes and once I've got the whole skeleton down, go back and REALLY fill in the details with all the somewhat dark and whimsical magic of Over the Garden Wall.

    Why Over the Garden Wall: If you're not familiar, Over the Garden Wall is a one-season mini-series that ran on Cartoon Network. It combines the whimsy and darkness of American folk storytelling with the powerful ambiance of eternal fall (a metaphor for the stagnation and decay of the world under the Beast's reign of terror) and some very tongue-in-cheek humor delivered as fact.
    With October and the Halloween season coming up, how could I resist attempting this?

    Goal: If possible, to finish at least one iteration of the conversation by the end of August 2017. That way, if people want to run/play this, they could start with the onset of fall in September for max atmosphere. And, if they cut out all but the most essential, hopefully they could run it through September up to Halloween like a special seasonal one-shot.

    Cheers, everybody if you've read this far: And if you've got some input, anything at all related to: Curse of Strahd, adventure modifications, Over the Garden Wall, anything I've posted in this thread, feel free to give me your input. Apologies for the mess. I'll try to work out a clean and spiffy version once I've got enough material to work with.

    Input on this thread^^: http://www.thetangledweb.net/forums/...92#post1003892
    Last edited by Isada; 09-27-2017, 12:13 AM.

    #2
    Introduction
    Under the gray sky of bleak storm clouds, pregnant with rain and murmuring in thunder without lightning, a lone figure stands silhouetted against a stone wall. The weathered yet rough stones stand only as high as his shoulder but form the barrier around the entire world of The Unknown. The Beast, as his denizens call him, stares with lidless eyes of bewitching light at his forest of Edelwood trees. A cool, crisp wind spins their fallen leaves about him, billowing his cloak as though inviting the leaves into his protection.

    Lightning flashes as white splotches in the clouds overhead but cannot pierce their smothering cover. The Beast tilts his antlered head to the sky, revealing the twisted faces and holes that stretch across his wood-like body. The toothless, tongueless hole forming his mouth contorts into a smile.

    The massive Edelwood trees tremble at the thunder's deepening rumble. The Beast shakes his head with a father's quiet laugh and sings his children back to sleep with an opera of the last travelers to join his forest. The next pilgrims have crossed into the Unknown, putting him into the mood to perform. The Beast adds a timbrous second voice to his opera from a face on the side of his side. With every gentle splash of lightning and chasing thunder, he adds another face, another voice, to his story.

    Welcome, welcome, my trees, my children

    Visual reference of the Beast: https://s-media-cache-ak0.pinimg.com...d2de437ec9.gif
    Song reference by the Beast: https://www.youtube.com/watch?v=2_GSYF5NSMQ
    Last edited by Isada; 09-27-2016, 12:34 AM.

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      #3
      Running the Adventure
      Total Conversation: Curse of Strahd presented here as a 5e adventure is for a party of four to six adventurers to take them from level 1 to 10. I'm not planning to have as many undead in this as the Source Material, so having spare Divine Casters is no longer so much of a necessity.

      This thread is meant for GMs and is not self-contained. You'll need access to the ORIGINAL CoS (for the maps), Player's Handbook, DM's Guide, and Monster Manual.

      There will be flavor text meant to be copy-pasted or, more likely, paraphrased when PCs first come to a location or under a specific circumstance. Indoor or nighttime descriptions are written under the assumption that the pcs are using a light source.

      Index
      Chap 1: Intro, starts below
      Chap 2: The Unknown, starts here: http://www.thetangledweb.net/forums/...trahd-5e/page2
      Chap 3: The Village of Adelaide, starts here: http://www.thetangledweb.net/forums/...trahd-5e/page2
      Chap 4: The Elder Edelwood, starts here: http://www.thetangledweb.net/forums/...trahd-5e/page2
      Chap 5: The Town of Tavern Town, starts here: http://www.thetangledweb.net/forums/...trahd-5e/page4
      Chap 6: The Old Grist Mill, starts here: http://www.thetangledweb.net/forums/...27#post1014827
      Chap 7: Inn of Whispers, starts here: http://www.thetangledweb.net/forums/...34#post1015334
      Chap 8: Pottsfield, starts here: http://www.thetangledweb.net/forums/...03#post1017303
      Chap 9: Winter Road, starts here: http://www.thetangledweb.net/forums/...trahd-5e/page5
      Chap 10: The Overgrown Manor, starts here: http://www.thetangledweb.net/forums/...96#post1020096
      Chap 11: The Schoolhouse, starts here:
      http://www.thetangledweb.net/forums/...76#post1021076
      Chap 12: The Mulch Fields, starts here:
      http://www.thetangledweb.net/forums/...85#post1021985
      Chap 13: Winter Place, starts here: http://www.thetangledweb.net/forums/...92#post1024992
      Chap 14: The Seed Garden, starts here:
      http://www.thetangledweb.net/forums/...92#post1024992
      Chap 15: The Landboat of Frogs, starts here:
      http://www.thetangledweb.net/forums/...trahd-5e/page7
      Epilogue, starts here:
      http://www.thetangledweb.net/forums/...trahd-5e/page7
      Appendix A: see Marks of Horror, below
      Appendix B: Black Turtle House, starts here:
      http://www.thetangledweb.net/forums/...28#post1025928
      Appendix C: Treasures, starts here:
      http://www.thetangledweb.net/forums/...90#post1027090
      Appendix D: NPCs and Monsters, starts here:
      http://www.thetangledweb.net/forums/...28#post1027328
      Appendix E: Tarokka Deck*
      Appendix F: Handouts, starts here:
      http://www.thetangledweb.net/forums/...93#post1028193

      *Appendix E does not appear in this total conversion because information about tarot is easily found online.
      Last edited by Isada; 09-27-2017, 12:14 AM.

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        #4
        Story Overview
        PCs from our world (any decade/time period but recommended from the present to get the most out of the humor element) find themselves in the Unknown, a mysterious realm surrounded by a relatively short but impassible stone wall and in the thrall of the Beast, a twisted fey sentience. Using a deck of tarokka cards (any deck of playing cards or tarot cards but something fall-inspired like The Medieval Cat tarot recommended), a fortune-teller named Ms. Evangeline sets them on a dark course taking them to many corners of the Unknown and culminating in a Beast hunt.

        Ms. Evangeline's people are the Fungais, a tribe of Deep Gnomes that the Beast grew from the mulch of the Edelwood trees. They travel the Unknown in wooden wagons pulled by human-sized turkeys gathering anything they believe will enhance the mulch of the Fungai Fields.
        Visual reference of a turkey wagon: https://i.ytimg.com/vi/DmmacDBKSHw/hqdefault.jpg

        The Unknown is a land of fey, anthropomorphic animals, and eccentrics. The wilderness hides many secrets, including the story of the Beast as well as those of the souls he has collected and devoured. Though in shambles, PCs who explore the wilderness will find these sites not so much abandoned as repurposed.

        For the denizens of the Unknown, there is neither reprieve nor escape. Tavern Town stands forever on guard against the Beast and his servants, but it's not the sanctuary it purports to be. The village of Pottsfield lies near the edge of the Beast's domain, its pumpkin-headed residents under the...claw...of the CN cat Enoch.

        Of all the settlements in the Unknown, the village of Adelaide is by far the most oppressed. Many shops are closed and draped with multicolored threads, home only to many watchful birds. The Beast desires to add the burgomaster's adopted daughter, Irene Kole, to his forest. The villagers neither protect nor harm her, lest they incur the Beast's wrath and whimsy. Few know that Irene bears an uncanny resemblance to the only soul to escape the Beast.

        The village of Adelaide cowers in the shadow of the Elder Edelwood, the living tree the home and fortress of the Beast. The god tree of the forest sits atop a great spire of rock, its roots choking and crushing the stone with unchecked glee. Every night, thousands of sentient, formally-attired bats fly out of the Elder Edelwood to feed on the energy of those they trap and onto whom they force their conversation. None may walk safely at the night while the bats fly.

        Once the Beast becomes aware of the adventurers, he and his spies watch them closely. When the time is right, he invites his guests to the Elder Edelwood. He aims to turn them into Edelwood trees themselves by stripping away their hope of escape. Those who despair fall into the Edelwood Slumber, a sleep from which one never wakes and slowly converts the being into the tree. The Beast's woodcutters harvest the black-sap leaking Edelwoods for oil to feed the Dark Lantern, which houses the Beast's soul and keeps him alive.
        Visual reference of the dark lantern: https://i.ytimg.com/vi/h8jBms_ocv4/hqdefault.jpg

        The PCs's best hope of defeating the Beast is to learn his secrets, for his body is immortal while the Dark Lantern burns. Guided by Ms. Evangeline's card reading, they must scour the Unknown for magical artifacts unearthed but lost by past travelers who turned to Edelwood trees before they could destroy the Dark Lantern.

        Last edited by Isada; 09-27-2017, 12:17 AM.

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          #5
          Adventure Structure
          Much of the action is driven by the clash between the PCs's decisions and the Beast's goals, all caught in the strands of fate represented by a special card reading detailed in chapter 1, "Into the Unknown". Before you run the adventure, conduct the reading to determine the location of the key story items and one location to find the Beast.

          Chapter 1 also outlines the Beast's goals and includes the adventure hook. Characters have the Haunted One background available to them, although see the Marks of Horror section on why it could be redundant. If the PCs are first level and need to get accustomed to the milestone award system, the mini-adventure "Black Turtle House" has been provided in appendix B.
          Haunted One background: https://media.wizards.com/2016/downl...HauntedOne.pdf

          Chapter 2, "Lands of the Unknown" provides an overview of the Beast's domain and includes special rules for it and its people, including the magical Fungais. Chapters 3-15 detail areas that correspond to places on the CoS ORIGINAL map of Barovia in chap 2.

          The epilogue offers ways to end the adventure. Appendix C details special items of the campaign. Appendix D provides the stat blocks. If needed, consult the CoS ORIGINAL appendix E for tarokka cards. Appendix F contains handouts to show the PCs.

          Character Levels
          The adventure is meant for characters level 1-10 and includes threats for those levels and beyond. The Beast can be an especially deadly challenge at these levels. It is assumed that the characters will gain levels, acquire allies, and magical objects to tip the scales in their favor. Characters who head directly to the Elder Edelwood without increasing their power will likely die.

          You can award experience for defeat of foes, as milestone awards, or a mix of both. Given that much of the adventure involves social interaction and exploration rather than combat, it'll be easier to award exp via milestones. Examples of award moments:
          --Finding Artifacts
          --Defeating Villains
          --Accomplishing Story Goals

          Be prepared for the fact that the adventure is exceedingly open-ended. The card reading in chap 1 and the adventurer's choices can lead them all over the map. Handy summary:
          AvgLvl Area Chapter
          1-3 Adelaide 3
          4 Tavern Town 5
          4 The Old Grist Mill 6
          5 Pottsfield 8
          5 The Mulch Fields 12
          6 The Schoolhouse 11
          6 The Seed Garden 14
          7 Inn of Whispers 7
          7 Landboat of Frogs 15
          8 The Winter Road 9
          8 The Overgrown Manor 10
          9 The Elder Edelwood 4
          9 Winter Place 13

          Sometimes PCs may simply have to flee or hide when out of their depth. If combat feels too easy, end it as quickly as possible or increase the threat by raising enemy hp to max, adding monsters, traps, or both.

          Last edited by Isada; 09-27-2017, 12:18 AM.

          Comment


            #6
            Marks of Horror: HIGHLY RECOMMENDED Pseudo-Background Addition
            There's no scary like personal scary. Which is why I highly recommend having ALL the players create a Haunted One-like background addition to add to their standard backgrounds. That way, you can draw on what scares the PCs and make it personal for them (especially for random encounters). Here is a template for Haunted One as an additional background:

            HAUNTED
            Everyone has made mistakes in their lives, but you've had the misfortune of entering the Unknown where these errors and regrets will come to life and haunt you.
            Skill (special): Investigation checks to recall past events you've experienced are made with advantage
            Language: Song of the Beast, you hear the voice of the Beast inside your mind (singing) and may attempt to converse back by singing at the DM's discretion
            Equipment: One trinket of special significance from the list below

            Harrowing Event (pick one or create one):
            1. Your actions (unintended or otherwise) led to the suffering/deaths of dozens of innocents.
            2. You under close watch all your life and now feel their stares everywhere you go.
            3. A ghost haunting your family for generations now haunts you. You don't know what it wants, and it won't leave you alone.
            4. You once tried to contact an occult plane. You succeeded.
            5. You lost a member of your family as you watched helplessly.
            6. You were instructed by your superiors to perform a deed that brought harm to others and for whatever reason obeyed them.
            7. You discovered that you were not adopted but kidnapped and raised by your kidnappers.
            8. You learned a terrible secret about someone you trusted most.
            9. You were possessed as a child and locked away until a long stretch of time without an outburst.
            10. You did terrible things to avenge someone you love.

            You can also pick from Personality Traits, Ideals, Bonds, and Flaws from the Haunted One background to add to your own: https://media.wizards.com/2016/downl...HauntedOne.pdf

            Trinket list:
            1. A picture you drew as a child of your imaginary friend
            2. A spinning top carved with four faces: happy, sad, angry, dead
            3. The unopened letter to you from your dying family member/friend
            4. A dream diary you've filled with your nightmares
            5. A small mirror that blurs the face of its reflected image
            6. A key to the family crypt
            7. A porcelain doll's head whose eyes follow you
            7. A bone carved into a whistle
            8. A small, worn book of nursery rhymes
            9. A vial of perfume whose scent only you can detect
            10. A broken pendant (any depiction) that's always cold to the touch
            Last edited by Isada; 12-22-2016, 07:22 AM.

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              #7
              Marks of Horror
              The Unknown: Mechanical Tricks
              Horror is born from fear of the unknown. It's not the monster but its shadow that breeds horror. The more we know about a monster, the less we fear it, so try to keep your monsters out of the light for as long as possible.
              Examples:
              --Until the PCs retrieve the All-Seeing Monocle, Insight and Social Skill checks made to interact with the denizens of the Unknown are made with disadvantage, blocked by the Beast's mists and fog of mind
              --Until the PCs retrieve the All-Seeing Monocle, all checks to gather information about monsters are made with disadvantage, blocked by the Beast's mists and fog of mind

              Foreshadowing: Mechanical Tricks
              Foreshadowing is about finding clues to a horrible truth yet to be revealed.
              Examples:
              --Allow the PCs to dream of possible deaths/monsters while resting and remember their dreams
              --Allow some of the nearby denizens to embody the kind of damages a monster/encounter might cause

              Fall: Mechanical Tricks
              The Unknown reflects and embodies everlasting fall, a symbol of the eternal decay but endless unrest of the Beast. Everywhere the PCs go, they should be reminded of this stagnation and how it may eventually affect them.
              Examples:
              --Describe things in terms of cycles, endless cycles, and repetitions--including having the eccentric denizens repeat themselves/their actions
              --Allow the PCs to experience deja vu on a somewhat larger scale by occasionally 'resetting' a town after they leave and re-enter or having them experience a non-combat encounter again (including when the Beast appears)

              Light: Mechanical Tricks
              A tale forever dark will rapidly lose interest. Monsters and other terrors should be offset by kind and lovable creatures.
              Examples:
              --Animals of the Unknown may behave as the fey creatures that they are and act with atypical sentience and even friendliness, so feel free to allow the PCs to make animal friends/take pets
              --Make sure the PCs encounter the honest, friendly, and helpful NPCs

              Personification: Mechanical Tricks
              Ascribing human characteristics to inanimate objects is one way to turn something ordinary into something eerie. Consider the objects as characters with their own auras and agendas.
              Examples:
              --Take it as though objects you describe want to be interacted with (beckoning with any alignment)
              --Allow the PCs to detect the compulsions of the objects from the Unknown, although they don't HAVE to follow through with them

              Details: Mechanical Tricks
              It's easy to go too heavy or too light on details, so a good rule of thumb is to tell the PCs what's important (people, places, things) and what's interesting (what makes the people, places, things interesting). In a straight horror story, taking time to describe an object in detail draws attention to it and makes one suspicious. Fortunately, in this total conversation you can draw on both the darkness AND the whimsy of Over the Garden.
              Examples:
              --In a given encounter, pick one object or feature to describe in some detail. Don't forget to balance the horror with your own tongue-in-cheek take for both humor and extra interest
              --Keep passive Perception and other skills in mind when describing details, allowing PCs to notice things that fit their skills/interests/backgrounds (again, making it personal)
              --Keep track of the details and changes to the PCs and allow the NPCs to react to those, too

              Humor: Mechanical Tricks
              Humorous situations will naturally occur (poor rolls, joking personalities, PCs's reactions), but you made need to induce a situation if the horror atmosphere and tension are wearing on your PCs.
              Examples:
              --The majority of denizens in the Unknown are eccentric, so let them be ridiculous and extravagant in their eccentricity (Lady loves cats? She's got nine and keeps three of them in her hair like it's the norm)
              --Really capitalize on those low rolls. No one, not even the Beast, should be immune from indignity. (1 on a Dex check? The Beast trips over his own cloak)

              The Horror of Whimsy: Mechanical Tricks
              Yes, this is a conversion of Curse of Strahd AND a horror adventure, but a good bit of the thematic horror in Over the Garden Wall doesn't come from standard blood, guts, and monsters fare. It comes from exaggerations of the norm, pushing the familiar until it becomes a caricature, and thus 'creepy'. Not everything has to be outlandish, though, and the players may appreciate finding those 'normal' people/things.
              Examples:
              --Unusual/disproportionate reactions to mundane things, especially breaking into song
              --Cartoon physics (NPCs moving/contorting in somewhat impossible ways, surviving things that might not typically be possible, etc)

              Last edited by Isada; 09-27-2017, 12:19 AM.

              Comment


                #8
                Chap 1: Into the Unknown
                A mist carrying the faint fragrance of burning wood and oil billows over the low stone wall that surrounds the Unknown. The mist is a frequent occurrence throughout the realm and may follow the PCs in their travels. This chapter gives you the information you need to prepare for those travels, outline the history and goals of the Beast, walks through the tarokka card reading, and closes with the adventure hook.
                Into the Unknown song: https://www.youtube.com/watch?v=5llaSW0Bxy4

                The Beast
                Stats are in appendix D. Although the Beast can be encountered almost anywhere in the Unknown, he's always found in the location from the card reading unless he's been forced to retreat to the Elder Edelwood.

                The Beast's History
                Before he became the monster, the Beast was an antlered fey named Edelwood. Edelwood was the caretaker of a great and magical forest, lush, green, and full of life. But Edelwood was alone in his kind. He did not mind, until his tree-like body grew stiff and slow in his old age and his feet began to sprout roots.
                Edelwood realized that he would die and leave his great forest without a caretaker. He had to find the next caretaker, but he would soon be unable to move and search. So he asked the denizens of the forest to create a lantern for him in which to house his soul, and they complied post haste.
                As per Edelwood's instructions, they carved out a hollow in the shape of a body into the wood of the massive tree he had become. They placed the lantern within the hollow. Inside the lantern, they placed the wood chips and black, oily sap from the cutting. Edelwood's soul entered the lantern as a burning flame, and the rough body cut from the wood rose up to take the lantern.
                Edelwood went at once in this new form to seek the next caretaker, but his bright soul burned too quickly within the lantern. The lantern would not stay lit without more wood and oil from the tree of his flesh. Edelwood stopped in his pursuit, for he could not continue without fodder for the fire.

                The Beast's Goals
                Irene Kole: Irene Kole had the misfortune to be born with the face of the witch Tabitha, the only soul of the denizens trapped within the Unknown to have evaded the Beast. Now that she's reappeared in her new incarnation as the burgomaster's adopted daughter, the Beast seeks to make her one of his Edelwood trees.
                He has come to Irene twice, singing the hope out from her heart. He intends to put Irene under the Edelwood Slumber during their next meeting.
                Chap 3 gives details on Irene and where to find her in Adelaide.

                Fred
                Though presently focused on driving Irene into despair, the Beast has been distracted by reports of a powerful fey who's appeared in the Unknown. The fey they call Fred. As the next possible caretaker for the Unknown, the Beast would like to meet this Fred and test him. Should the fey fail his trials, he will become yet another tree in the wood.

                Search for a Successor
                When the PCs enter the Unknown, the Beast shifts his attention from Irene and the much more evasive Fred to his new guests. He wishes to determine if any of them could take the mantle of caretaker. Eventually, he decides that none are suitable, and proceeds to strip their hopes and hearts away so that the Edelwood Slumber may take them.
                The Beast pays close attention to those with the brightest spirits and focuses his attacks on them. He loses interest if they fall easily into fear and despair.

                Roleplaying the Beast
                Appearance:
                In silhouette https://33.media.tumblr.com/9d8d90e0...jn4go1_500.gif
                The Beast is always shown in silhouette. He appears to have a humanoid shape with a head and cloak-covered body as well as deer-like antlers. His eyes usually glow bright white, but they can also appear with red pupils and sclera colored yellow, light yellow, and light blue.
                In the light: https://s-media-cache-ak0.pinimg.com...fb37dced56.png
                His body is made out of Edelwood, with twisted faces and holes of those he was devoured covering him entirety. His antlers resemble tree branches. His face has a mouth and a nose, but no ears. He has two arms with long-fingered hands.
                Personality:
                The Beast is a chaotic and manipulative being. He is solely motivated by his own self-preservation and is indifferent to the pain and suffering caused by his actions. The Beast is well spoken and speaks matter-of-factly, traits he uses to lull his victims into a false sense of security. To accomplish this he may also feign concern. He is a master of deception, knowing exactly what to say to get people under his power. He typically has an even temperament, but threatening the lantern or defying him for too long can cause him to lose some composure.
                The Beast has a tendency to sing. He has a song for chopping the Edelwood and another song directed to his intended victims (see Introduction).
                Chopping song reference: https://www.youtube.com/watch?v=-VOnDCT-skQ
                If the Beast senses a lack of cohesion among the PCs, he preys on that weakness
                and tries to drive a wedge between the PCs offering to help one at the expense of another.
                If the Beast senses chaos in a PC, he will try to cultivate it and prompt them to ever more chaotic acts to isolate them from the party.

                When the Beast Attacks
                The Beast travels as he pleases to any place in the Unknown and enjoys encountering and demoralizing both denizens and PCs. The PCs can and should meet him multiple times before the final encounter.
                The Beast will only terrorize the PCs in places of low-light and darkness as the light of the Dark Lantern is enough for him. The Beast and his minions never attack Irene.
                These encounters are meant as a test with an emphasis on demoralization and fear, testing the PCs. After a few rounds or as soon as the majority of the PCs are frightened/shaken/etc, the Beast and his creatures withdraw. If the PCs retreat, he will allow them to flee, likely singing them off.

                Last edited by Isada; 09-27-2017, 12:19 AM.

                Comment


                  #9
                  Chap 1: Fortunes in the Cards
                  Before you run this adventure, draw cards from a deck to determine the following:
                  --The Beast's location in the Elder Edelwood
                  --The placement of three important treasures that can be used against the Beast: the All-Seeing Monocle, the Claw Hand Maw, and the Song of Edelwood
                  --The identity of a powerful ally to aid in your fight against the Beast
                  The card reading can change the adventure each time you play.

                  At some point during the adventure, the PCs will likely meet Ms. Evangeline, an old Fungai seer, who can perform the same reading for them. Beatrice can also perform the reading once she has her cards (they're hidden in her turkey wagon).
                  Appendix E in the ORIGINAL CoS shows all the cards of the tarokka deck and summarizes their symbolic meanings.
                  Example, The Sun: http://media-cache-ec0.pinimg.com/73...aac146b27b.jpg

                  If you don't have a tarot deck (Medieval Cat Tarot highly recommended), just use playing cards. Aces are 1s, 10s are master cards. Hearts = Glyphs, Spades = Swords, Diamonds = Coins, Clubs = Stars. Each jack, queen, king, and joker corresponds to a card in the CoS ORIGINAL high deck:
                  King of hearts = Ghost
                  Queen of hearts = Innocent
                  Jack of hearts = Marionette
                  King of spades = Darklord
                  Queen of spades = Mists
                  Jack of Spades = Executioner
                  King of diamonds = Tempter
                  Jack of diamonds = Beast
                  King of clubs = Donjon
                  Queen of clubs = Raven
                  Jack of clubs = seer
                  Joker 1 = Artifact
                  Joker 2 = Horseman

                  When you perform the card reading, take out the high deck and keep them separate from the low deck. Draw three cards from the common deck and cards 4 and 5 from the high deck. See the ORIGINAL CoS for the reading diagram (p.11).

                  1. The Song of the Edelwood
                  Aloud: 'This card tells of old and secret words. So secret nobody knows what they say. Until you find them, of course.'
                  This card determines the location of the Song of the Edelwood, described in appendix C. See Treasure Locations below.

                  2. The All-Seeing Monocle
                  Aloud: 'This card tells of a powerful force for protection from the mist and smoke of the Unknown. It does seem awfully small for all that, though.'
                  This card determines the location of the All-Seeing Monocle, described in appendix C. See Treasure Locations below.

                  3. The Claw Hand Maw
                  Aloud: 'This is a card of power and strength. It tells of a metal-toothed devourer.'
                  This card determines the location of the Claw Hand Maw, described in appendix C. See Treasure Locations below.

                  4. The Beast's Enemy
                  Aloud: 'This card speaks of a kindred soul. Looks like someone else got themselves trapped in the Unknown.'
                  Read the Aloud section from the appropriate card given below, see the Beast's Enemy section.

                  5. The Beast
                  Aloud: 'Your enemy is the enemy of all souls within the Unknown. Do you see this card? That's where he is.'
                  Read the Aloud section from the appropriate card given below, see the Beast's Location in the Elder Edelwood section.

                  Last edited by Isada; 09-27-2017, 12:20 AM.

                  Comment


                    #10
                    Chap 1: Treasure Locations

                    Swords (Spades)
                    1. Aloud: 'The treasure lies in an unquiet inn, held by one who is not themself.'
                    The treasure is in the possession of Lorna in the Inn of Whispers (Chap 7, area Q36).
                    2. Aloud: 'I see those who once dug deep into the earth now in wooden slumber.'
                    The treasure lies in the root of the Dark metal miners (Chap 4, area K85).
                    3. Aloud: 'Head to the mountains. Climb the tower of snow.'
                    The treasure lies at the top of the Winter Road's winter watch (tower) (Chap 9, area T6).
                    4. Aloud: 'The thing you're looking for lies with those who sleep under wooden fingers, heavy and bulbous.'
                    The treasure lies in the Budded Root of the Elder Edelwood (Chap 4, area K84).
                    5. Aloud: 'Look for a gathering of frogs in the hills above a mountain lake. The treasure belongs to their mother.'
                    The treasure lies in the Stage of Mother Frog in the Landboat of Frogs (Chap 15, area Z7).
                    6. Aloud: 'Find the resting place of the Woodmason. Presumably somewhere with plenty of wood.'
                    The treasure lies in the root of the Woodmason (Chap 4, area K84).
                    7. Aloud: 'I see the ruddy cheeks of one always blowing. He waits for you at the end of a mountain road.'
                    The treasure is inside the head of the statue of the North Wind in the Winter Place (Chap 13, area X5a).
                    8. Aloud: 'I see an instrument that lends itself to the dramatic, some might say the overdramatic.'
                    The treasure lies in the Elder Edelwood's organ room (Chap 4, area K25).
                    9. Aloud: 'There is a town of too many rooms and too few souls. Seek a room in wealth and darkness.'
                    The treasure is hidden in the attic of Burgomaster Tavern in Tavern Town (Chap 5, area N3s).
                    Master. Aloud: 'What you're looking for is the last place you wish to go, a hole cut for one being alone.'
                    The treasures lies in the cut of the Beast (chap 4, area K86).


                    Stars (Clubs)
                    1. Aloud: 'Seek the highest of heights and try not to fall.'
                    The treasure lies in the branch in the north (chap 4, K60).
                    2. Aloud: 'Look to the one who reads all. The treasure waits in her camp.'
                    The treasure lies in Ms. Evangeline's encampment (chap 2, area G). If she performs the reading, she says, "Is that what that was? Ha, you're lucky I didn't barter it away for that new tarokka deck."
                    3. Aloud: 'I see a woman with a tower of hair. The master of the marsh speaks with her everyday, though she never replies.'
                    The treasure lies with the portrait of Margueritte Grey in the Overgrown Manor (chap 10, area U5). "The master of the marsh" refers to Quincy Endicott (area U2), who's fallen in love with the portrait.
                    4. Aloud: 'I see a great but lonely house of rest. Turtles upon turtles have made for poor company.'
                    The treasure lies in the bell tower of the Inn of Whispers (chap 7, area Q1).
                    5. Aloud: 'The treasure is hidden in the heart of a toy beneath the coldest mountain.'
                    The treasure is inside a toy model of the Elder Edelwood in the Winter Place (Chap 13, area X20).
                    6. Aloud: 'Search for the root of the master of glass. Try not to break anything.'
                    The treasure is hidden in the root of the Glassblower (Chap 4, area K84).
                    7. Aloud: 'A man is not what he sounds like. He comes from over the wall and now drives a turkey wagon.'
                    The treasure lies in Fred's turkey wagon (Chap 5, area N5).
                    8. Aloud: 'A bewitching fey reads many books above a burning fire, but no one recognizes their face.'
                    The treasure lies in the Beast's library (Chap 4, area K37).
                    9. Aloud: 'I see a water-logged village ruled by one who binds the Dark.'
                    The treasure is in Granny Lee's walking hut of Dark metal (Chap 10, area U3).
                    Master. Aloud: 'Seeking a towering place of learning. Too bad its students wouldn't call it that.'
                    The treasure lies in the Schoolhouse attic (Chap 11, area V7).


                    Coins (Diamonds)
                    1. Aloud: 'I see the bed of one who draws oil from the black sap. It's a mess.'
                    The treasure lies in the root of the Refiner (Chap 4, area K84).
                    2. Aloud: 'Look to a place where the vegetable eaters were once grown.'
                    The treasure is in the nursery of the Pumpkin-Eaters (Chap 8, area S23).
                    3. Aloud: 'Look to the fields where lost things are gathered and some things, tested.'
                    The treasure lies in the Mulch lab (Chap 12, area W10).
                    4. Aloud: 'Seek the pool once overflowing, now as empty as its caretaker.'
                    The treasure hides in the Elder Edelwood's parched fountain (Chap 4, area K63).
                    5. Aloud: 'I see a place of clay pots and tin watering cans, all empty.'
                    The treasure lies in the root of the Gardener (Chap 4, area K84).
                    6. Aloud: 'A wounded elf will bargain for his treasure. Don't worry, it's not your coin he's after.'
                    The treasure lies in the Highwayman's ditch (Chap 5, area N9a).
                    7. Aloud: 'What you're looking for lies at the crossroads of life and death, but it can't rise up without your help.'
                    The treasure is buried in the Eternal Garden Cemetary (Chap 2, area F).
                    8. Aloud: 'The Fungais have what you seek. They might trade you for a child.'
                    The treasure is hidden in a Fungai turkey wagon (Chap 5, area N9i). The child is Arabelle (Chap 2, area L).
                    9. Aloud: 'Seek the passage of a bewitching fey who no longer walks this world.'
                    The treasure is in the Elder Edelwood's memento room (Chap 4, area K41).
                    Master. Aloud: 'I see a town in endless competition. At least one of their identical offerings must hold your prize.'
                    The treasure is hidden in the attic of the Blue Tavern (Chap 5, area N2q).


                    Glyphs (Hearts)
                    1. Aloud: 'Look to the hall who's hosts have a taste for thick and pulpy flesh, ugh.'
                    The treasure lies in the hall of the Pumpkin-Eaters (Chap 8, area S13).
                    2. Aloud: 'I see a garden watched by a face in sackcloth. Try this guardian.'
                    The treasure is hidden inside one of the scarecrows in the garden bed of the Pumpkin-Eaters (Chap 8, area S9).
                    3. Aloud: 'Look to the west where the farmers dance the cattiest elder.'
                    The treasure lies under the Pottsfield barnhouse (Chap 8, area S4).
                    4. Aloud: 'Find the sleeping mother of all Fungais. But don't wake her.'
                    The treasure lies in the root of the Fungais's ancestors, the First Spores (Chap 4, area K88).
                    5. Aloud: 'On a hill grows a tree, on a tree grows a seed. No, many seeds. So many that the tree appears diseased.'
                    The treasure lies at the base of the Tree of Seeds (Chap 14, area Y4).
                    6. Aloud: 'I see a place where a singer would sing if their audience didn't fall asleep.'
                    The treasure lies in the opera chamber (Chap 4, Area K67).
                    7. Aloud: 'I see a lonely mill on a precipice. Churning, churning, churning. If only it were butter.'
                    The treasure lies in the attic of the Old Grist Mill (Chap 6, area O4).
                    8. Aloud: 'Seek the heart of winter itself, but be warned--someone had reason to seal it away.'
                    The treasure lies in the sealed workshop of the North Wind (Chap 13, area X40).
                    9. Aloud: 'Good spores, what's with all these taverns? Anywho, seek the richest.'
                    The treasure is hidden in the master bedroom of the Watter Tavern (Chap 5, area N40).
                    Master. Aloud: 'Unfortunately, it's in the Elder Edelwood. Seek the room of a cultist's dream.'
                    The treasure lies in the Black Turtle room (Chap 4, area K15).

                    Example, Two of Cups: http://www.tarotopia.com.au/sites/de...10a4933a50.jpg
                    Last edited by Isada; 01-22-2017, 06:06 AM.

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                      #11
                      Chapter 1: The Beast's Enemy and the Beast's Location


                      The Beast's Enemy
                      Draw this fourth card from the high deck for the location of an NPC who can help you stand against the onslaught of the Beast. Some cards have multiple options, so pick the one better suited for your adventure.
                      The Beast senses that the NPC is a threat to him and tries to eliminate them as quickly as possible. The NPC also gains the following additional action:
                      Inspire--while within sight of Strahd, this character grants inspiration to one player in sight.
                      These NPCs will be described later, but if the NPC is drawn during the reading, the behavior here takes precedence over the later details.
                      Example, the Hanged Man: https://s-media-cache-ak0.pinimg.com...949b67f519.jpg


                      Joker 1
                      Aloud: 'Look for a man who is...more than a man. Yet not quite one.'
                      This card refers to the fey called Fred (see appendix D) who can be found at the Blue Tavern in Tavern Town (Chap 5, area N2). Normally reluctant to accompany the characters, he changes his tune if the characters see through his horse glamour.


                      Jack of Diamonds
                      Aloud: 'Your ally holds a great and secret hatred for your enemy. Your ally is a frog.'
                      This card refers to Frogfolk Julie (Chap 15, area Z7). She will accompany the characters if they promise to avenger her mate, Frogfolk Emil, by killing the leader of her army, Frogfolk George.


                      A, King of Diamonds
                      Aloud: 'Your greatest ally will be a wizard who walks in the footsteps of animals.'
                      This card refers to Mr. Elkman (Chap 2, area M).
                      B, King of Diamonds
                      Aloud: 'I see a woman of cloth whose faith hangs by a thread. She seeks to bury someone close but lost to her.'
                      This card refers to Dona, the old priest in the village of Adelaide (Chap 3, area E5). She will not accompy the characters until her daughter, Anna, is buried.


                      King of Spades
                      Aloud: 'Looks like no one wants to help you. Well, it's been nice knowing you.'
                      No NPC can inspire the characters.


                      A, King of Clubs
                      Aloud: 'Search for a wealthy young man with two names imprisoned within his own home.'
                      This card refers to Jimmy Brown (Chap 5, area N3t). Realizing the PCs have saved him, he enthusiastically leaves home and accompanies them and hopes to one day be united with his beloved Miss Langtree.
                      B, King of Clubs
                      Aloud: 'Seek a girl whose body is locked in the heart of her dead father's house and whose mind is locked within the mist.'
                      This card refers to Stellabel Watt (Chap 5, area N4n). She grants the party no benefit unless they release the mist's hold of her mind. Then she is happy to join the party and leave her family.


                      Jack of Clubs
                      Aloud: 'Look for an elf in a ditch by the Fungais. He will help you if you can restore what was taken.'
                      This card refers to the Highwayman (Chap 5, area N9a). The dusk elf accompanies the PCs only after they lead him to the Winter Place and fill his dead sister, Patty, with the breath of the North Wind.


                      A, King of Hearts
                      Aloud: 'I see the caretaker of an empty inn. She has a taste for turtles.'
                      This card refers to Auntie Whispers (Chap 7, area Q37). Although initially unwilling to accompany the characters, she will do so if the PCs get Lorna to help convince her to go. Lorna's help requires a DC 15 Charisma (Persuasion) check.
                      B, King of Hearts
                      Aloud: 'I see one with a headstart on his attack on the Beast. Well, he might if he weren't bumbling about the Elder Edelwood like that.'
                      This card refers to Chophand Tom, the inept warrior (Chap 4, area K84).


                      Jack of Spades
                      Aloud: 'Seek out the brother of the one whose hope is being taking by song. What a fine brother--he won't aid you until his sibling is safe.'
                      This card refers to Isaiah Kole (Chap 3, area E2). Isaiah won't accompany the characters until he knows that his sister Irene is safe.


                      A, Joker 2
                      Aloud: 'I see dead man guarded by his widow. And no wonder because his body's in great condition.'
                      This card refers to Nicolas Watt the elder, who's dead (Chap 5, area N40). If a Raise Dead or Resurrection spell is cast on his preserved body, Nicolas agrees to help. Though his family historical supports the Beast, he came to realize toward the end of his life that the Unknown deserves a caretaker who doesn't plunge the realm into eternal fall.
                      If the characters don't have the means to raise Nicolas, they can acquire a spell scroll of raise dead from Fred (appendix D).
                      B, Joker 2
                      Aloud: 'I see an occupational death-bringer, but beware--his soul is as stained as his hitlist.'
                      This card refers to the Fungai assassin Igor (Chap 5, area N9c). If the characters mention the card reading to him, he accepts his fate and accompanies them. If the characters defeat the Beast but have made no effort to befriend Igor, he betrays and attacks them, believing he is the next caretaker. If they've befriended Igor, they can talk him out of it.


                      A, Queen of Hearts
                      Aloud: 'I see a young man with a kind heart but a weak mind. In his simplicity, he's signed himself to contract of strangling terms.'
                      This card refers to Perry Wimple (Chap 3, area E1). Only a good and noble cause will convince him to follow the PCs. Characters must somehow deal with his totalitarian dictator of an employer, Old Bill, who won't let the boy go for any reason.
                      B, Queen of Hearts
                      Aloud: 'You seek the one whose hope dwindles under song.'
                      This card refers to Irene Kole (Chap 3, area E4). Her brother opposes her going with the players but she will insist if the PCs tell her of the card reading. She will first want to bury her father Andrew Kole and may sneak off at any time, never to return unless aided.


                      A, Jack of Hearts
                      Aloud: 'What in the Unknown...? I see a man cast in metal but alive. Maybe. He's certainly wandering the Elder Edelwood.'
                      This card refers to Ticktock (Chap 4, area K59, and appendix D).
                      B, Jack of Hearts
                      Aloud: 'I see a flesh eater with a taste for music, perhaps a vegan.'
                      This card refers to Clover (Chap 8, area S17), a musician first and Pumpkin-Eater second. Clover serves the Pumpkin-Eaters not out of faith but fear. She wishes to leave but not until the PCs defeat Abby, head of the Pumpkin-Eaters.


                      Queen of Spades
                      Aloud: 'A lone Fungai wanders without collecting mulch. She travels to Pottsfield, though why she'd pick that backwater travesty is anyone's guess.'
                      This card refers to Beatrice (appendix D). She can be found in Pottsfield (Chap 8, area S19), as well as several other locations.


                      Queen of Clubs
                      Aloud: 'Seek the eldest of the Fungai. He and his clan practice a peculiar magic that may be of use to you.'
                      This card refers to the old Fungai Dave Mulchman (Chp 12). He's content to leave the Mulch Fields to his sons, Ryan and Elmo, but insists on reconciling with his daughter Winne before accompanying the PCs (Chap 5, area N2).


                      A, Queen of Diamonds
                      Aloud: 'I see a Fungai child, but you must hurry, for her life is in danger. Go at once to the lake!'
                      This card refers to Arabelle (Chap 2, area L). She gladly joins the party, but if she returns to her camp (Chap 5, area N9), her father, Mr. Lou, refuses to let her leave.
                      B, Queen of Diamonds
                      Aloud: 'What in the Unknown...? I see a woman cast in metal but alive. Maybe. She's certainly wandering about Pottsfield.'
                      This card refers to Wanda Metalman (Chap 8, area S13).


                      The Beast's Location in the Elder Edelwood
                      Drawn from the high deck, the fifth card determines the location of the final showdown. The first time the characters arrive at the foretold location, the Beast is there, provided he hasn't be driven to his cut.
                      Example, the Chariot: https://s-media-cache-ak0.pinimg.com...ff0952ea05.jpg


                      Joker1
                      Aloud: 'He haunts the memorabilia of a cult.'
                      Go to the Black Turtle room (area K15).


                      Jack of Diamonds
                      Aloud: 'He sits with his back to the door, pounding at keys.'
                      Go to the organ room (area K25).


                      King of Diamonds, Queen of Hearts
                      Aloud: 'He haunts those who aided him in the time of his greatest need.'
                      Go to the root of the Dark metal miners (area K85).


                      King of Spades, Joker 2
                      Aloud: 'He lurks in the deepest darkness, the one place to which he must return.'
                      The Beast faces the PCs in his cut (area K86).


                      King of CLubs
                      Aloud: 'He sings in a room in which he was meant to be heard.'
                      Go to the opera chamber (area K67).


                      Jack of Clubs
                      Aloud: 'He waits for you in a place of wisdom, warmth, and despiar. Great secrets are there.'
                      Go to the library (area K37).


                      King of Hearts, Queen of Clubs
                      Aloud: 'Look to the resting place of the Fungai ancestors.'
                      Go to the root of the First Spores (area K88).


                      Jack of Spades
                      Aloud: 'I see a dark figure on a balcony under the boughs of leaves born dead.'
                      Go to the overlook (K6).


                      Jack of Hearts
                      Aloud: 'Look to the highest of the heights. Look to the north.'
                      Go to the branch in the north (K60).


                      Queen of Spades
                      Aloud: 'The mists! The mists! Burning and smoking! The mists obscure all!' *coughing*
                      The decision is left to the DM. Alternatively, Ms. Evangeline can draw the cards again after three days, but only for the location of the Beast.


                      Queen of Diamonds
                      Aloud: 'I see a place of remembrance hidden by a bewitching fey.'
                      Go to the memento room (K41) from the hidden door in the library (K37).


                      Last edited by Isada; 09-27-2017, 12:21 AM.

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                        #12
                        Chap 1: Adventure Hook
                        In the event that begins the adventure, the fates of the Beast and the PCs are entwined. The following is a hook in the spirit of Over the Garden, but feel free to use any hook that will best fit your adventure. You can insert the PCs at any point for roleplay or simply explain what happened and drop them straight into the Unknown.


                        Summary
                        Jason Funderberker, the richest man the PCs have the misfortune to know, has invited them to a fantasy-themed Halloween party. Perhaps they go for reasons related to him or perhaps they go because Sara, the internationally-acclaimed masked musician and circus performer, has RSVPed. Upon arrival, they discover that Funderberker has changed the party theme (to any you like) without telling them to ensure their internationally-paparazzied shame as a practical joke. They leave/are driven out by a laughing mass but are caught up in a mist at the edge of the Funderberker estate.


                        An Invitation to Party
                        You and a few other fancifully dressed stragglers are the last and only ones to trudge the long and winding ascent of the Funderberker estate. You've had to park at the misted foot of its evergreen hill as sports cars far above your paygrade line every spare stretch of asphalt. Indeed, you and the others pratically walk in the middle of Jason's two-line driveway. Why a man with a two-lane driveway would invite a mere mortal such as yourself to a Halloween party attended by none other than Sara, internationally-acclaimed masked musician and circus performer, you may never know.


                        As you wind up the final ashpalt turn, the evergreen hill drapes out below you. The mist has risen like an ephemeral tide and ripples softly overtop the cars either poor or fashionably late. The Funderberker mansion looms before you, a replica of the President of America's own White House that some egotistical eccentric has set behind massive twin effigies of Jason's head set in marble. You pray Jason never gets it in his head to run for office, or if does, that democracy itself will rise up to stop him.


                        The twin doors of the mansion part beneath the Funderberker motto: 'You live but once.' A wall of flashing light momentarily blinds you. Your head spins from the cacophonous ringing in your ears. Laughter. And photography--no, paparazzigraphy. As your eyes and ears adapt to the onslaught, you see Funderberker himself standing at the center of the inhospitable semi-circle, one arm around the famous shoulders of Sara. Neither wear the costumes of a fantasy-themed Halloween party. In fact, everyone appears dressed for another theme entirely: (DM's choice).


                        You descend the driveway in your internally-distributed shame and humiliation and the mist rises up to greet your knees. The further you go from Funderberker, the deeper you wade. As the mist rolls softly over your mouth and nose, you breath the faint, smoky scent of burning wood and oil. Your steps submerge your head and now your entire body. You hear a faint voice singing in your ear. It strengthens as the fog thickens and chokes all light and space.
                        Song reference: https://www.youtube.com/watch?v=9ZuJMq7uO_w


                        End Result
                        The PCs come to a lonely dirt road (no longer with two clearly defined lanes in asphalt) that cuts through the woods, leading to area A (Chap 2). Alternatively, you can have them enter near Pottsfield (Chap 8).
                        As you've probably guessed, their costumes become their class and race upon entering the Unknown. Their equipment becomes real as well.
                        Last edited by Isada; 09-28-2016, 07:09 AM.

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                          #13
                          Chap 2: Lands of the Unknown
                          The hardwood forest valley nestled in the Cloud Mountains was once an idyllic fey sanctuary. But its caretaker shattered both the Unknown's time and serenity when he abandoned his Edelwood body, rooted and entwined with the fate of the Unknown. The life and green of fresh spring fled from the trees, the hearts and minds from its denizens.
                          Now the lands share his cursed state, forever dying but never dead. Every morning, new leaves sprout in orange, yellow, brown, and red. Every night, they fall in the night breezes, adding layers to the forest's thick, decaying carpet. The stone wall that once protected the sanctuary traps all within. Only the mist, the smoked and clouding breath that rises from the refineries at the Old Grist Mill and out from each Edelwood tree, can reach over the wall, flowing into other worlds.


                          Once inside the head, there the mist stays, luring and maddening its victims with its muted song of the Beast. When the Beast sings to them, the mists inside their own minds resonants with its despair-inducing power. Those beyond all hope hear the lullaby from the faces on the Beast's body of those who fell before them, the call to sleep, sleep, sleep the Edelwood Slumber.
                          Song reference (Come Wayward Souls with imminent death addition): https://www.youtube.com/watch?v=2_GSYF5NSMQ


                          Only the deep gnome Fungais do not suffer the vistations of the Beast. Though the mists may still wear any of the personas of weak minds down to cyclic caricatures, the Fungais perform the only caretaking the forest sees these days. Their gatherings for mulch keep the carpet of decay from swallowing up the Unknown. Indeed, the Beast grew the First Spores of the Fungais for this express purpose.


                          Among the other denizens, only a handful have the will to resist the mists and oppose the Beast. Most congregate in the valley's three main settlements--the villages of Adelaide and Pottsfield and the town of...Tavern Town. Many fear to the enter the forest where live the fey creatures who've been as changed by the mists themselves. A few of the most strongly willed denizens have pledged themselves to a secret society against the Beast, Feathered Friends.


                          Feathered Friends once tried to eliminate the Beast but succeeded only in finding a new name for themselves. Using many magicks, they created a clone of the witch Tabitha whom they believed to be the greatest enemy of their enemy. The eldritch admixture, however, left the clone defenseless to the mists. She defected to the Beast and cursed every member of the society that she could find with an avian form. She seeks Feathered Friends even now, driving them into even greater secrecy and hiding. Though scattered and broken, Feathered Friends will aid the PCs as stealthily as they can should the PCs explain their position.


                          Lay of the Land
                          Rolling thunderclouds cast a gray pall from above matched by the rolling tides of the mists below. A stillness hangs over the Edelwood trees, a muffling and smoothering by their own uncountable fallen leaves. Fey beasts beholden to no law but their own, now-twisted natures stalk the wilds in search of food and game.


                          The fall-born Edelwood trees climb the mountains that enclose the valley but give way in jagged reaches to the evergreens of the mountain peaks. The highest peak is Mount Barking with its snow-covered cap and rugged slopes. Its slightly smaller twin, Mount Gawking, is mostly barren with erratic tufts of trees. Between these two mountains sits the placid Lake Froget fed by streams of ice-cold water from the winter banished to the mountains.
                          South of the lake rests the town of...Tavern Town, enclosed by an Edelwood palisade. Those who place their ear against the timbers might hear the chopping song of the Beast. Atop a hill to the west of the mountains sits the commune of the Pumpkin-Eaters surrounded by the stone wall of the village Pottsfield. But unlike the wall that imprisons the Unknown, it provides only protection for the eyes from the atrocities on the other side. The Inn of Whispers lies between Tavern Town and Pottsfield, the location causing an inevitable lack of business. East of the mountains, the village of Adelaide dwindles in the mist and shadow of the Elder Edelwood. The castle-sized tree perches atop a 1,000-foot-high pillar of rock known as the Thronestone.
                          Chopping song reference: https://www.youtube.com/watch?v=-VOnDCT-skQ


                          Mists of Edelwood
                          The burning and refining of the Edelwood trees produces a deadly fog that engulfs any being who attempts to leave that travesty of a fey sanctuary. The effects are as follows:
                          --A creature that starts its turn in the fog must succeed on a DC 20 Constitution saving throw or gain one level of exhaustion (see appendix A in the Player's Handbook). The exhaustion can't be reoved while the creature is in the fog.
                          --No matter how far a creature travels in the fog, or in which direction it goes, it gets turned around so that it eventually finds itself back in the Unknown.
                          --The area within the fog is heavily obscured (see 'Vision and Light' in Chap 8 of the Player's Handbook).


                          Sunlight in the Unknown
                          Due to the near-constant cloud and fog, the sun never fully shines in the Unknown. The denizens and those who enter over the wall have their senses altered by the mist so that they consider this daylight bright light.
                          Once the players have the All-Seeing Monocle, however, which defeats the obscuring of the mist, you may choose to have the PCs treat daylight as dim light within range of the object's effect.


                          Alterations to Magic
                          The wall's enchantment of sanctuary has been turned in on itself by the corruption of its caretaker, preventing any spell, even wish, to permit escape. Astral projection, teleport, plane shift, and similar spells cast for the purpose of leaving the Unknown all fail, defeated by the wall's magic. Neither can one banish a creature to another place of existence. These restrictions apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell, is the exception to this rule, as the Unknown's Border Ethereal has also been entrapped by the wall.


                          For the purpose of spells whose effects change across or are blocked by planar boundaries, such as sending, the Unknown is considered its own plane. Magic that summons creatures or objects from other planes functions normally, as does magic that involves extradimensional space. Any spells cast within such an extradimensional space, like Mordenkainen's magnificent mansion, are subject to the same restrictions as magic cast in the Unknown.
                          This is, however, left to your discretion and you may choose to block all summoning and sending if it is a better fit for your adventure.


                          Characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow contact with beings from other planes function normally--with one proviso: the Beast can sense when someone casts such a spell and revels in making himself the recipient so that he becomes the one contacted.


                          Cosmetic Spell Modifications
                          You may choose to modify spells cosmetically to enhance the atmosphere. Here are examples:
                          Alarm--instead of a mental ping, the caster hears a scream from their past or the Beast's laughter
                          Bigby's hand, mage hand--the conjured hand belongs to someone from their past
                          Find familiar--the familiar is undead, not celestial nor fey nor fiend, and is immune to features that turn undead
                          Find steed, phantom steed--the summoned steed is a giant turkey akin to those who pull the wagons
                          Find the path--a ghostly vision of someone from their past guides the caster to the location but can't be harmed and doesn't speak
                          Fog cloud--noiselessly singing faces made of holes form in the fog
                          Gust of wind--the wind carries the scent of burning Edelwoods
                          Rary's telepathic bond--characters linked by the spell can't shake the feeling that someone is eavesdropping
                          Revivify--a creature restored to life screams upon regaining consciousness as though waking from some horrible nightmare
                          Spirit guardians--are faceless, featureless, and flat as shadows
                          Wall of stone--the wall appears identical to the stone wall that surrounds the Unknown


                          Resurrection Madness
                          When a humanoid who has been dead for at least 24 hours returns to life, it gains a random form of indefinite madness (see Chap 8 of the DM's Guide) brought on by the realization that the souls of the dead are as trapped in the Unknown as the living. Unable to travel to the afterlife, any soul that hasn't been devoured by the Beast through the burning of is Edelwood stays trapped in the mists and must simply wait for a new body to inhabit.


                          Last edited by Isada; 09-27-2017, 12:22 AM.

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                            #14
                            Chap 2: Denizens of the Unknown
                            Once the Beast realized that only the wood and oil of the Edelwood tree could keep his soul burning within the Dark Lantern, he ensured that he would never be at a loss for trees by continually drawing souls into the Unknown. As a result, the Denizens of the Unknown represent a limitless variety of ethnic and racial backgrounds.


                            The nightly menace of the enervating Business Bats, fey creatures twisted by the Beast's own hand, keep the denizens shrinking into their homes. Thus, the Beast always knows where to find his prey, or can at least rule out a great many locations. Few, however, are safe inside their minds.


                            In order to survive the numerous scourges of the Unknown, the minds of most denizens pare their personas down to caricatures which can be upheld with minimal effort. As a result the PCs will encounter eccentric and outright bizarre denizens who are, in fact, clinging desperately to what shreds of sanity and consciousness their minds haven't yet tossed. The fragility of their minds lends itself with frightening ease to mass and mob hysteria despite the individuals's often starkly distinct idiosyncracies. Those who stand apart from the crowd, though often unremarkable on the surface, mark themselves in this as having uncommon will and ally potential.
                            The others eke out typically modest livings, though whatever curio is considered currency may vary between settlements. While their closed ecosystem forces each denizen to perform some labor or trade for survival, each has their own particular hobby, many of which would not be considered hobbies in less oppressed societies.


                            There are few children in the Unknown. When a child is born, the souls trapped in the mist fight furiously for control of the body, leaving the scars of their struggle on the mind. These children are born as eccentric as their parents and often meet their death before adulthood. The Beast himself prefers to target those with most vitality and creativity to become his Edelwood trees, so woe betide any child wandering outside what little civilization they have.
                            Should a child survive to adulthood, they will grow to match the original appearance of their soul--either their own or that of one long dead. Only the soul of a person trapped in Edelwood can never reincarnate this way. They remain trapped until the Beast utterly consumes them.


                            If the Beast is defeated, winter rushes down upon the Unknown from the mountain tops. The great breaths of the North Wind shake every leaf from the Edelwood trees and chase the mist out over the wall in a final tide. Only then can the denizens leave the valley, though the state of their minds might prevent them from doing so even after such liberation.


                            Lore of the Unknown
                            Most of the denizens share a common knowledge about their existence and surroundings. PCs can learn this information after first earning a denizen's notice and then their trust.


                            The Beast
                            --The Beast has and is and always will be. He dwells in the Elder Edelwood where all may go if they wish to die.
                            --The Elder Edelwood, god tree of the Unknown, cursed the valley because the ancestors of the denizens failed to pay tribute. The curse, however, can't be removed because the tree fell asleep while waiting, so there's no point in tribute these days, anyway. (All untrue, but such is the belief.)
                            --The Beast created the Business Bats from the first servants of the god tree, the fey bats of the Unknown. He wanted an audience for his nightly operas who could also hold down a day job. (Whether this is true or not is left to the DM.)
                            --The Beast can't enter a residence without an invitation from an occupant. (The Beast hates to be in the light because none will stay to listen to his song if they could see more than his silhouette.)
                            --Running water burns the Beast like acid and sunlight causes him to burst into flame. (All untrue.)


                            The Land of the Unknown
                            --Any who attempt to climb over the wall will choke on smoke and fog. Those who don't turn back perish.
                            --The mist brings a yearly tide of strangers into the valley, most of whom die or replace the denizens who die that year.
                            --The Beast's woodcutters stalk the forest while Business Bats fill the night skies like unwanted and lightless stars.
                            --The village of Adelaide sits at the east end of the valley. Its burgomaster is Andrew Kole.
                            --The town of Tavern Town lies in the heart of the valley. Its burgomaster is Baron Brown Dam.
                            --The village of Pottsfield and its wall lies at the west end of the valley. Its burgomaster is Enoch, the small but powerful.
                            --Mulch is the lifeblood of the Fungais. They literally pop out of the ground. Don't believe me? Try the Mulch Fields near Pottsfield.
                            --There's a Schoolhouse in the foothills of Mount Barking, but no one's ever known any adult or child to attend.


                            Beliefs and Superstitions
                            (To be taken with a grain of salt.)
                            --The Elder Edelwood was the god of the Unknown before it cursed the land and went to sleep.
                            --No one in living memory has seen the sun shine. That's why a spoonful of fish keeps the doctor at bay.
                            --The Beast is the personification of the Elder Edelwood's curse while everything else is the physical manifestation of it. Even me.
                            --The mist is both a mirror and a window to everything you've lost or left behind.
                            --The woodcutters serve the Beast, so we're not on speaking terms. Though no one has ever heard them speak anyway.
                            --Never harm a bird. Kill the bats, kill them all, but never a bird. Birds are just people with wings and without brains. That's why they have in houses in Adelaide.


                            Fungais
                            The Fungais (singular: Fungai) are gatherers, collectors, and sometimes hoarders who travel the Unknown in wagons drawn by giant turkeys. All modern Fungais in the Unknown originate from the First Spores, Deep Gnomes of the Fungai tribe summoned from deep beneath the earth by the caretaker to provide the maintenance minimum while he searched for the next caretaker. The Edelwood trees have left their mark on the Fungais not through their mist but their mulch, which the Fungais require for spawning their next generation.


                            Each family of Fungais is its own little gerontocracy with the oldest member ruling the roost. This elder enforces traditions (which may vary greatly between families), settles disputes, sets the course for the next gathering, and preserves their way of life. These elders make all the important decisions, but true to their fey, gnomish nature, they have a penchant for nonsequiters and outright nonsense even in the face of death.


                            The Woodcutters
                            The woodcutters also grew from the First Spores, but the Beast twisted their ancestor to his purpose and in doing so made them more shroom than Fungai. The woodcutters stalk the forest with single-minded purpose: cut the trees, refine the wood, serve the Beast. Unlike the Fungais, each woodcutter is identical, budded from the root of their mentally and physically contorted ancestor rather than grown in the mulch.
                            The PCs may randomly encounter woodcutters in their travels, but most mill about the Old Grist Mill.


                            Fungai Lore
                            Common Fungai lore is summarized here. PCs can learn this information after earning the trust of a Fungai. Woodcutters, however, are incapable of speaking.


                            The Beast
                            --The Beast is an old and twisted fey who rose up when the Elder Edelwood, caretaker of the forest, fell asleep upon its Thronestone.
                            --The Beast has consumed many souls through the Edelwood trees. No soul he has ever pursued has escaped him save that of the witch Tabitha. (The Fungais don't know what happened to her, only that the Beast raged for centuries afterward and that's probably still a touchy subject.)
                            --The Beast invites all to the Elder Edelwood, the god of old in whom he lives and sings. He's always in want of an audience, though his songs are sure to put them to sleep.


                            The Land of the Unknown
                            --When the god tree fell and the Beast rose in its place, his great and fey magic twisted all of the Unknown and its denizens. Business Bats and woodcutters are his servants and spies, but who knows what else has joined his service--willingly or not.
                            --The denizens are simple but dangerous people. Few have the mind remaining to realize their own danger to themselves and others. Those who do are worth seeking, but may have just enough mind to refuse the suicide of opposing the Beast.
                            --Three settlements lie on Worthwagon Road like beads on a string: Pottsfield to the west, Tavern Town at the heart, and Adelaide to the east. The Beast has loyal supporters in each settlement, though they may be unaware of it themselves.
                            --Avoid the Old Grist Mill between Adelaide and Tavern Town--that is where the woodcutters are sure to roam. They are single-minded in their loyalty to the Beast.
                            --Stray from Worthwagon Road and you may encounter Business Bats, woodcutters, and worse.


                            Beliefs and Superstitions
                            --The mist of the burning, refining Edelwood trees traps even the souls of those who die in the Unknown.
                            --Some Fungais are blessed with prescience, their eyes adapted to see through the mist. Of all these great fortune-tellers, none compares to Ms. Evangeline. She is the keeper of all future knowledge and possibility.
                            --A prescient Fungai can't see their own future. When one turns the eyes inward, is there not only darkness?
                            --All Fungais possess at least a hint of magic for their ancestors were Gnomes from the Deep. Be wary of invoking their wrath as they might invoke a curse just as powerful.
                            --It's bad luck to kill a bird--they carry lost souls within them. Those returned to the mist may hold grudges that reach across the grave. (Whether this is true or not is left to the DM.)


                            Fungai Curses
                            Along with the more standard Deep Gnome fare, the Fungais have developed the ability to turn their flavorful cussing into powerful curses. A Fungai can use an action to utter a curse that affects a creature they can see within 30 feet. The Fungai can't utter another curse until after a long rest.
                            Woodcutters cannot perform these curses as they cannot speak.


                            The target must succeed on a Wis saving throw DC 8 + the Fungai's proficiency bonus + the Fungai's Cha modifier. The curse lasts until ended with a remove curse or greater restoration spell or the like. If a target dies and is returned to life, the curse remains.


                            The Fungai chooses the curse's effect from the following options but other curses are possible:
                            --The target is unable to perform a specified act involving fine motor control, such as tying knots, playing an instrument, etc.
                            --The target's appearance changes in a sinister yet purely cosmetic way such as gaining yellowed fangs or bad breath.
                            --A nonmagical item in the target's possession (chosen by the DM) disappears and can't be found until the curse ends. The lost item can weigh no more than 1 lb.
                            --The target gains vulnerability to a damage type of the Fungai's choice.
                            --The target has disadvantage on ability checks and saving throws tied to one ability score of the Fungai's choice.
                            --The target's attunement to one magic item (chosen by the DM) ends, and the target can't attune themselves to this item until the curse ends.
                            --The target is blinded, deafened, or both.


                            Putrescing Eye
                            As an action, a Fungai can target a creature within 10 feet of sight. This ability, called the Putrescing Eye by the Fungais, duplicates the effect of the animal friendship, charm person, or hold person spell (Fungai's choice), but requires neither somatic nor material components. The spell save DC is 8 + Fungai's proficiency bonus + Fungai's class level. If the target succeeds on the save, the Fungai is blinded until the end of the Fungai's next turn, their eyes having clouded over with the bubbling and fog-like putrescence.
                            Woodcutters also have this ability.


                            A Fungai who uses Putrescing Eye can't use it again until after a short or long rest. Once a target succeds on a saving throw against the ability, it is immune to the Putrescing Eye of all Fungais for 24 hours.


                            Last edited by Isada; 09-27-2017, 12:23 AM.

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                              #15
                              Chap 2: Random Encounters
                              Dangers abound in the Unknown. Check for a random encounter twice every 12 hours spent outdoors on the roads or in the wilderness.
                              If the PCs are on a road, an encounter occurs on a roll of 16 or higher on a d20.
                              If the PCs are in the wilderness, an encounter occurs on a roll of 13 or higher on a d20.
                              If an encounter occurs, roll on the daytime or nighttime encounter table or have Spies of the Beast appear (see the Beast's Spies).


                              Daytime Random Encounters
                              d12+d8 Encounter
                              2 3d6 settlers (any race), commoner NPC class
                              3 1d6 hunters or trappers (any race), scout NPC class
                              4 Hunting trap
                              5 Someone in Edelwood slumber
                              6 False trail
                              7 1d4 + 1 Fungais on turkey wagon (see stats below)
                              8 Fog-addled centaur (see stats below)
                              9 Trinket
                              10 Hidden bundle
                              11 1d4 swarms of birds
                              12 1d6 dire dogs (any bred), dire wolf stats
                              13 3d6 wild dogs (any bred), wolf stats
                              14 1d4 berserkers (any race)
                              15 Vision of a PC's past in the mist
                              16 1d6 Frogfolk (see stats below)
                              17 1 druid (any race) with 2d6 twig blights
                              18 2d6 needle blights
                              19 1d6 scarecrows
                              20 1 mist-possessed (see stats below)


                              Nighttime Random Encounters
                              d12+d8 Encounter
                              2 1 mist-manifested vision (see stats below)
                              3 Hunting trap
                              4 Someone in Edelwood Slumber
                              5 Trinket
                              6 Vision of a PC's past in the mist
                              7 Hidden bundle
                              8 Fog-addled centaur
                              9 1d8 swarms of Business Bats (see stats below)
                              10 1d6 dire dogs
                              11 3d6 dogs
                              13 1 druid and 2d6 twig blights
                              14 2d4 needle blights
                              15 1d6 Frogfolk
                              16 fog-touched fey (see stats below)
                              17 1d6 scarecrows
                              18 1d8 the Beast's fog-touched fey (see appendix D)
                              19 1 will-o'-wisp
                              20 1 mist-possessed


                              The Beast's Spies
                              The Beast has many beings within his thrall and uses them to report on the activities in the Unknown. Every day and night that the PCs remain in the Unknown, one or more of these spies check on them and attempt to return to the Beast with a report. When a spy appears, characters who have a passive Wisdom (Perception) score equal to or greater than the spy's Dexterity (Stealth) check notice it.
                              A spy doesn't constitute an encounter if the PCs are unaware of its presence. If they notice, the spy's goal is usually escape.
                              A secondary goal might be to acquire some physical object--a possession, article of clothing, even a part of a PC's body--that the Beast can use to improving his scrying.
                              If a spy is confronted, the spy attempts to grab some item of the PCs's before fleeing. If the Beast obtains such an item, he uses it to learn as much as he can about the party before planning his next attack.


                              Settlers
                              Text: 'The sound of snapping twigs draws your attention to a mob in a fog. They carry torches and pitches. Who knows what's set them off this time.'
                              If the characters are moving quietly and without light sources, they can try to hide from these settlers with pitchforks (+2 to hit) instead of clubs, dealing 3 (1d6) piercing damange on a hit.
                              Settlers in a mob have the unfortunate tendency to blame the first conscious and moving being they see as the cause of their trouble (imagined or not). This includes any such creature from the time-appropriate Random Encounter table.


                              Hunters or trappers
                              If at least one character has a passive Wisdom (Perception) score of 16 or higher: 'You see a figure camouflaged for forest terrain crouched low and perfectly still, aiming a crossbow in your direction.'
                              If more than one hunter is present, the others are spread out over a 100-ft-sq area.
                              These hunters or trappers are searching for game or a missing settler. Once they realize the PCs aren't out to kill them, they lower their weapons and request their aid. If the PCs decline, the hunters point them in the direction of the nearest settlement and urge them to hurry.
                              They wield light crossbows (+4 to hit, range 80/320 ft) instead of longbows, dealing 6 (1d8+2) piercing damage on a hit.


                              Berserkers
                              These are denizens driven to an unstoppable frenzy by the mist. Mud, leaves, and all sorts of detritus cover them from head to toe, making them difficult to see in forest terrain where they have advantage on Dexterity (Stealth) checks made to hide. PCs with passive Wis (Perception) scores higher than this Dex (Stealth) check can spot the nearest berserker.
                              If someone spots one: 'What appears to be a whirling mass of upturned mulch is a mere (any race) on a wild but nonviolent rampage.'
                              The berserkers shun civilized folk and withdraw if spotted, attacking only if trapped or threatened.


                              Vision of a PC's past in the mist
                              Roll a d6 (or higher) to determine which PCs's past will appear in the mist. Roll again if the PC has no background on which to draw. It is left to the DM whether one, some, or all of the PCs see the vision.
                              Text: 'A low mist rolls in over your ankles. You feel a chill as it rises back up in a great wave before you. You see (vision of a PC's past).'


                              Dire dogs
                              Text: 'A snarling (breed of dog) the size of a grizzly bear steps out of the fog.'
                              The area is lightly obscured by fog. If more than one dire wolf is present, the others aren't far behind and can be seen in silhouettes against the fog. The dire dogs of the Unknown are cruel, overgrown dogs that have been lost or abandoned by their owners long enough to be warped by the mist. They cannot be charmed or frihtened.


                              Dogs
                              Text: 'The howls of many wild dogs fill the air. Of course they would hunt in packs.'
                              Characters have a few minutes to steel themselves before the ravenous dogs attack. Embittered by their separation from their owner or their outright abandonment, these dogs cannot be charmed or frightened.


                              Druid and twig blights
                              Text: 'A gaunt (any race) painted with black sap bounds toward you on all fours. It stops, sniffs the air, and laughs with piering discordance. The ground writhes with hundreds of jointed, twiggy spines.'
                              The Druids of the Unknown once worshipped the Elder Edelwood but now worship the Beast. This has made them vulnerable to the fog, which has turned them into savage and violent shells of the beings they once were. If all the twig blights are destroyed or the druid loses half its hit points, the druid flees, heading toward the Seed Garden (area Y).


                              False trail
                              Text: 'You discover recently trod ground that cuts a path into the wilderness.'
                              Evil druids left this trail. Following it leads to a spiked pit (see Chap 5 in the DM's Guide). A thin tarp of twigs and mulch conceals the pit, the bottom of which is lined with sharpened wooden stakes.


                              Mist-manifested vision
                              Roll a d6 (or higher) to determine which PCs's person from the past will appear in the mist. Roll again if the PC has no such person in their background.
                              Text: 'The mist gathers into the shape of a humanoid being. Its hollow eyes stare at (the chosen PC).'
                              Unlike a simple vision, the manifested may attack depending on its alignment. If it succeeds in possessing a character, it leads its host to the Edelwood Gate (area J) and hurls the host's body into the chasm.


                              Edelwood sleeper
                              Text: 'You see a sleeping denizen whose face is crumpled by a ghastly grimace. Fall-foliaged Edelwood sprouts wrap around their body like vines. On closer inspection, you find the sleeper's body sprouting its own Edelwood buds.'
                              Those in Edelwood Slumber won't wake for any reason. PCs may rob the transmuting body of a trinket with a DC 15 Dex check. A failed check results in a Grapple, DC 18 Str or Dex. Sundering the Edelwood results in immediate death for the sleeper, alignment penalties may apply.


                              Hidden bundle
                              The PCs find a leather-wrapped bundle hidden in the underbrush, stuffed in a hollow log, or nestled in the boughs of a tree.
                              If they open the bundle: 'The bundle contains (any small, common item 80%, or a small rare item 10% or a small, minor magic item 10%).'
                              The idiosyncracy of a settler has led them to hide such an item. If the PCs keep the item in plain sight, there is a 20% chance that an NPC will recognize it.


                              Hunting trap
                              Have PCs in the front make a DC 15 Wisdom (Survival) check.
                              If one or more succeeds: 'You spot a trap for a wolf...perhaps a dog. Tts steel jaws are caked with rust. Someone has hidden it under a thin layer of twigs and mulch.'
                              Hunters and trappers set these traps to thin the ranks of the roaming dogs that hunt the same game, but the mist has made the dogs too intelligent to fall for the trap.
                              If no PC spots the trap, one random member steps on it (see Chap 5, Player's Handbook).


                              Needle blights
                              Text: 'Hunched figures lurch through the mist, needles rustling from every inch of their spindly bodies.'
                              Evergreens once ruled the forests of the Unknown, but the rise of the Beast chased them up the mountain peaks along with the winter of the North Wind. The mist twisted and animated those evergreens displaced by the Beast's Edelwood trees. Now the woods crawl with the embittered and ever-wandering needle blights.
                              If the PCs are moving quietly and not carrying light sources, they can try to hide from the blights.


                              Mist-possessed
                              Text: 'A figure walks alone with a jilting stride and glinting leer. Their gaping grin opens and closes, fog falling through the gate of teeth.'
                              On the rare occasions that souls trapped in the mist do not fight each other for control of a body but join forces, their combined power allows them to enshroud the body of any being with a weak mind and and control it from the outside in. PCs that attack a mist-possessed harm only the forces within the mist rather than controlled being. Once defeated, the possessors withdraw from the being, leaving them in the state in which they were found.
                              A character within 30 feet of the mist-possessed who succeeds on a DC 10 Wisdom (Insight) check can see that the being is not in its right mind. A character within 30 feet of the mist-possessed who succeeds on a DC 20 Wisdom (Perception) check can see the mist that holds the being in its thrall. Any characters within range of the All-Seeing Monocle can see this mist.


                              Scarecrows
                              If at least one character has a passive Wis (Perception) of 11 or higher: 'A scarecrow lurches into view. Its sackcloth eyes are ripe with malevolence, and the carcasses of birds stuff its guts. Long, rusted knives protrude from its patchwork hands.'
                              If more than one scarecrow is present, the others are close by. If none of the characters has the requisite passive Wis (Perception), the scarecrow takes the party by surprise.
                              The clone of the witch Tabitha who defected to the Beast has crafted the scarecrows to hunt down and kill any Feathered Friends who leave the village of Adelaide, but the scarecrows will gladly kill anyone.


                              Fog-addled centaur
                              Text: 'Through the mist comes a horse and rider--nay, a centaur.'
                              The centaur is one of the many fey creatures left addled by the mist and not entirely in control of its own actions or fine motor skills. It ignores the PCs unless attacked.


                              Fog-touched fey
                              Text: 'The smell of burning wood and oil cloys the air. Up ahead, fey creatures clutch their hands around their pointed ears. They stagger forward and upon seeing you, scream.'
                              These fey of the forest have fallen prey to the influence of the Beast. What was once a family now shambles across the land as a ravening mob.


                              The Beast's fog-touched fey
                              Text: 'The smell of burning wood and oil cloys the air, but the fog weighs upon you like a cold, wet cloth. Death approaches with footsteps betrayed by snapping twigs.'
                              If the PCs are moving quietly and not carrying light sources, they can try to hide from these fog-touched fey whom the Beast has brought into service. The Beast has sharpened their bloodlust and shaped them into even an deadlier force than their unenlisted brethren. They attack the living on sight and will not stop until utterly destroyed.


                              Business Bat swarm
                              Text: 'The stillness of the night is shattered by sharp and piercing mercantile chatter amidst the flapping of a hundred wings.'
                              Business Bats serve the Beast by exhausting those who dare to wander at night, making them more susceptible to the Edelwood Slumber.


                              Bird swarm
                              Text: 'Your presence in this accursed land has not gone unnoticed. A bird (any species) follows you for several minutes at a respectful distance.'
                              The bird, one of Adelaide's many Feathered Friends, doesn't try to communicate.
                              If the players leave the bird alone: 'More birds begin to take an interest in you. Before long, their numbers swell, and soon a flock of hundreds are watching you.'
                              The birds fly away if attacked. If left alone, they watch over the party, remaining with the PCs until they reach the Elder Edelwood or a settlement.
                              If the PCs have a random encounter with a hostile creature, the birds aid the PCs by attacking and distracting the enemy.


                              Trinket
                              Text: 'You find something on the ground.'
                              A random character finds a lost or purposefully discarded trinket. Roll on the Trinkets table in appendix A, select a trinket, or create one on the fly.


                              Fungais on a turkey wagon
                              Text: 'The pungent, loamy smell of mulch stings your nostrils. Wooden wheels creak under a heavy load and turkeys gobble through the fog.'
                              Mulch-gathering Fungais travel the wilderness mostly unharmed for their birth in the Edelwood mulch marks them as animated but vegetal parts of the scenery in the eyes of the mist. They may still run afoul of a mob of settlers, wild (but not dire) dogs, an accident, or the like.
                              If the PCs ask to travel with them or have them to serve as guides, the Fungais will agree on the condition that the players gather some organic resource (DM's choice) to add to their mulch. As long as these Fungais are with the party, any random encounter roll that would result in a hostile encounter is treated as no encounter.
                              Treasure--within the great stinking pile of mulch in the wagon is some small treasure (DM's choice).


                              Frogfolk
                              Text: 'A deep voice croaks, "Who goes there?" Through the chill mist you see a six-foot frog in waterproof clothing. It stands on two legs and carries a three-tined trident...much like the kind used to spear frogs.'
                              Frogfolk congregate in the Landboat of Frogs, a cavern complex overlooking Lake Barking (area Z), but may be found in and by any large body of water. They were once fey able to shift between true frog and humanoid forms, but the influence of the Beast forced and froze their shifting into this uncanny in-between.
                              If the Frogfolk are in their right mind, they try to befriend the PCs and will travel with them to their destination unless they pass by a body of water. Friendly Frogfolk, however, will not stop talking and may have little understanding of personal boundaries.
                              If the Frogfolk are under the influence of the mist, they will stalk the PCs in silence from a safe distance for hours. If their Dex (Stealth) checks exceed the PCs's passive Wis (Perception) scores, the Frogfolk attack with surprise when the PCs decide to take a short or long rest. Otherwise, they wait until the PCs are weakened by another random encounter before moving in for the easy kill.


                              Will-o'-wisp
                              This encounter occurs only once. If it comes up again, treat the result as no encounter.
                              Text: 'Several hundred yards away, through the fog, you see a flickering torchlight.'
                              If the characters follow the light: 'The torchlight flutters as it moves away from you, but you never lose sght of it. You make your way quickly yet cautiously through the fog until you come upon a hooded and cloaked figure hunched beneath the twisting boughs of an Edelwood tree. The feeble light floats into their clawed and waiting hand. Two more figures step out from behind the tree, naked but for a pitch-like coating of black tree sap.'
                              The three druids attack. The will-o'-wisp reappears from invisibilty to join the fray only when a PC is near death.


                              STAT ALTERATIONS/ADDITIONS














                              Last edited by Isada; 09-27-2017, 12:31 AM.

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