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The Turning Point - World of Ohr

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The Forest's Edge

D
espite its innocuous name, The Forest's Edge is
the name given to a part of one of Ohr's forests The Turning Point (Zone
that always seems to pop up at the most 2)
unexpected of times. Those who happen to
stumble upon it are rarely heard from again, and The 2nd zone to the forest, this section gains its name from
those who are never seem to be able to find it being the point where one cannot simply turn and leave. If
again. one attempts to, they find themselves walking through a
seemingly infinite amount of trees, and makes no progress in
How The Edge Became to Be leaving. Occasionally, one might stumble across the remains
of some unfortunte soul on the forest floor, with possesions
Spawned from a tear in the veil, The Forest's Edge was still in hand. The fauna and flora are still relativly normal,
exposed to the other worldly energies from the other side. though closer inspection (no check required) of them reveals
Such energy began to warp and alter the area until it started oddities such as an abnormal size or discoloration. These
fluxing in and out of existance entirely. Rumored to be the oddities grow in effect, appearence, and frequency the further
birth place of Gloom Dogs and Veil Wolves, the exact cause one goes into the zone, such as a tree's bark being made
of the tear is unknown. (Explained Later) seemingly out of bone, or a carnivorus deer. Gloom Dogs
frequent this zone, guarding and making sure the horrors of
Constants Throughout The Forest's
The Forest's Edge do not escape into the real world, and is
Edge
the home to a few Gloom Dog Dens. Veil Wolves can be
seen, though very rarely, on this zone.
These factors are constant throughout the
dungeon unless otherwise stated:
There is a sense of pressure throughout each
zone, barely noticable in 1 to heavy and
suffocating in the 3.
It is impossible to leave The Edge or return to a
previous zone without the aid of a Gloom Dog,
Veil Wolf, or Salus Hilotza
Add a -3 penalty to veil checks. Disadvantage in
Zone 3, no check required in 4.

The Edge of The Forest's


Edge (Zone 1) Credit: ColourBox
Unnoticeable to the untrained eye, the edge of The Forest's
Edge seems like part of any old forest. Travelers have walked
in and out of this zone without noticing that they have just
The Dead Zone (Zone 3)
walked through an essentially different plane! Many of the The most dangerous and deadly of the zones, The Dead Zone
creatures and animals found on this zone are ones that is the end for any poor soul who has reached its border. The
match the local fauna, unbeknownst travelers to another trees, dead and twisted, hide deadly Bone Dryads. The
realm. Gloom Dogs can be seen on this zone, though rarely, plants, withered and black, are harm and death to any who
and will do their best to dissuade travelers from going further try and consume them. The animals, decaying and undead,
past the point of no return. The only zone where it is possible roam around as if they were still alive. The bones of the dead
to walk in and out, though not back in, a successful DC 10 littered across the decayed grass, half sticking out the
Perception check has the player realize the hairs on the back swampy ground threatening to pull an unsuspecting soul
of their neck are standing up. A DC 12 Perception check has beneath its surface. Veil Wolves dare not linger for too long
one notice them involuntarily tensing up, as if almost to run and are quick to pass through this area in packs. The dead
at a moments notice. A DC 15 Nature check has the player can and will rise at the presence of life. One wrong step and a
notice strange flecks of what might be a metal, and a DC 17 life will be forfeit. People who rest here do not regain any hit
Nature has them realize that they're no longer in the forest die. When one rests here and have no remaining hit die, they
they first entered. (Proficency with the skill required) This must make a DC 10 Constitution or Wisdom saving throw.
zone is approximatley 5 miles thick and, while numerous with They suffer 1 level of exhuastion which cannot be cured by
trees, is not any trouble to travel through. It, and each any means except for rest outside of this zone. The DC for
following layer, is seperated by a dense section of trees fitting the check increases by 2 for everyday they spend in the zone,
to the zone. reseting on exit. A fog seems to always hang in the air.
Sanctuary (Zone 4)
While The Dead Zone might seem endless, it is possible to
get beyond it, especially with aid from the Gloom Dogs or
Veil Wolves. Doing so brings them to zone 4, Sanctuary. The
wildlife and flora in this area are relitivly normal, save for
being abnormally large. Large chunks of stone litter the area
forming hills. Far off in the distance, a semi-circle of
mountains with a skyscraper sized tree in the center can be
seen. Veil Wolf Dens can be found here and as such, a large
concentration of Veil Wolves. The ruins of a town can also be
found a few miles from the tree.

Credit: http://www.fdmk.net

Why no grid map?


While tradtionally dungeons have a set layout, The
Forest's Edge is much larger and evershifting due
to its nature. As such, its layout is evershifting and
is nigh impossible to turn around and find the
place one was just at, which is why it's impossible
to simply walk back to a previous zone or out. Any
combat encounter can will have to have a map
Credit: Pinterest made by the GM.

The Forest's Edge Layout

1 PART 1 | FANCINESS
Areas to Note and Encounter Tables
Gloom Dog and Veil Wolf Dens
Scattered throughout the 2nd and 4th zones respectivly,
these dens are the home for Gloom Dogs and Veil Wolves
respectivly. They can vary in size, but are generally large and
cave like as they tend to house multiple creatues (The Gloom
Dogs and Veil Wolves) and their young. The remains of poor
lost souls can be found in the Gloom Dog Dens, having been
mistaken as a form of shelter. Their bones and belongs can
be found scattered about in and outside their den, half
burried sometimes. For Veil Wolf Dens, it is mainly the
remains of animals. Bones large and small, some chewed but
relatively untouched hides, claws and teeth of all shapes and
sizes. A simple DC 10 Investigation or Perception check is
all that is needed to find these remains.

Credit: Openculture.com
The Giant Tree
The giant tree located in the middle of the mountains is
known(to no living mortal) as a Veil Tree. Created through
the accidential mix of Prismere and a glowing metal known
as Rudium(also not known to any living mortal), their contact
created an explosion of unparalleled magnitude. Obliterating
everything within miles around, this tree grew due to just the
Credit: ES Wiki pure energy released. The area around the tree feels almost
charged, and one isn't required to make veil checks while
The Abandoned Town near the tree. The inside of the tree has been hallowed out
and is the home of the lich Salus Hilotza. Despite being a
Little more than foundations, these ruins of a town lay lich, he's actually quite peaceful as long as he isn't provoked.
trapped in The Edge for eternity. Dust coats what remains, He mainly resides near the top of his tree, his study being a
with no signs of life amongst the rubble. A cursory search libary of books he has managed to collect over centuries. He's
reveals nothing of any real value, fragments of barrels or quite pleased to have company (he doesn't get alot fo visitors),
sacks are all they find. They also do happen to notice odd though is awakward at conversation and unintentionally does
dark marks in vaguely human shapes around the entire town, threatening things. He helps any adventures who manages to
black like scorch marks. If one decides to look a little closer, a reach him back to outside The Edge, though wipes their
successful DC 15 Perception check allows one to realize memories of him and the 4th zone as he escorts or teleports
there's cellar doors beneath the rubble. While the rubble is them out (GM's choice.) His phylactery is the tree itself.
heavy but doesn't require any check to move, just time. The
cellar door itself is rusted shut from years of disuse however,
and requires a successful DC 17 Athletics check to pry open.
In these cellars there appear to be varity of supplies such as
rope, paper, food, candles, and etc. Unfortuently, time has
taken its toll on these supplies as well and picking one up or
attempting to use one has it crumble to dust. With a
successful DC 15 Investigation check however, one is able
to find a strongbox containing either a trinket, coins, or
jewelery. (Of DM's choosing.) They do not find the strongbox
on a fail, though they might find the crumbling remains of a
skeleton lying amongst old sacks or barrels.
Credit: Kyounghwan Kim
Zone 1
Encounter Table
Roll
1d100 Encounter
1 A Ghoul from Zone 3
2-89 A common animal such as a deer or fox
90-99 A rare/foriegn animal for the region (DM
Choice)
100 A Gloom Dog Wandering Around

Credit: WoTC
Zone 3
Encounter Table
Roll
1d100 Encounter
1 A Corrupted Veil Wolf and 2d4 Bone Dryads
corrupting it
2-10 2d4 Skeletons and 2d2 Ghouls that catch the party
off-guard from pretending to be dead corpses
11-49 1d4 Skeletons that reanimate infront of the party
and 1d4 Ghouls nearby
50-89 A Bone Dryad reanimating 2d4 Zombies and 1d2
Ghouls. Killing the Bone Dryad causes any
remaining reanimated undead to collaspe back
dead.
90-97 Someone trips and falls into some Swamp Ooze
98-99 A pack of 2d4 Gloom Dogs hurrying through the
zone
100 A pack of 2d2 Veil Wolves hurrying through the
zone

Credit: American Kennel Club


Swamp Ooze
Zone 2 Swamp Ooze is similar to quicksand, threatening to
Encounter Table draw an unsuspecting traveler benath its surface.
Roll When someone falls in they must make a DC 14
1d100 Encounter Constitution saving throw or contract a sickness. If
one contracts this sickness, they do not regain any
1 A Bone Dryad hidden inside a tree hit points during a rest. On a rest, they can make
2-10 A Deer eating a carcass another DC 14 Constitution saving throw. On
success, they are no longer ill. On a fail, they suffer
11-21 Edible mushrooms that when consumed daze the one level of exhaustion and the DC increases by 2.
eater for 6d10 minutes unless they make a DC 14 A Lesser Restoration spell or greater cures the
Constitution saving throw disease.
22-60 A common animal
61-80 Brightly colored flowers with an extremely sweet
scent Zone 4
81-91 A discolored animal (IE Purle deer) Use table 1, except replace a Gloom Dog with a Veil Wolf.
92- Any animal except of a larger size
100
Unique Monsters and Creatures
Bone Dryad
Medium Fey, Chaotic Evil

Armor Class 11
Hit Points 30(5d8)
Speed 30ft.

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 11 (+0) 14 (+2) 16 (+3) 18 (+4)

Skills Perception +5, Stealth +6


Senses DarkVision 60 Ft, Passive Perception 15
Languages Elvish, Sylvan
Challenge 2 (450 XP)
Credit: ShaneTyreeArt
Traits
Innate Spellcasting: The dryad's spellcasting ability is
Charisma (spell save DC 16). The dryad can cast the
following Spells:
Gloom Dog
Medium Beast, Neutral Good
At will: Druidcraft
Armor Class 13
3/day each: Entangle, Ray of Sickness, Tasha's Hit Points 65(8d10 + 25)
Hideous Laughter Speed 50ft.
1/day each: Barkskin, Pass without Trace, Shillelagh
Magic Resistance: The dryad has advantage on STR DEX CON INT WIS CHA
saving throws against Spells and other magical
effects. 18 (+4) 14 (+2) 16 (+3) 6 (-2) 16 (+3) 10 (+0)
Speak with Beasts and Plants: The dryad can
communicate with Beasts and Plants as if they Senses passive Perception 18
shared a Language. Languages All basic languages but cannot speak
Challenge 3 (700 XP)
Tree Stride: Once on her turn, the dryad can step
magically into one living tree within her reach and False Appearence. While the wolf reamin motionless
emerge from a second living tree within 60 ft. of in a dark area, it is indistinguishable from a shadow.
the first tree, appearing in an unoccupied space
within 5 ft. of the second tree. Both trees must be Pack Tactics. You have advantage on an attack roll
large or bigger. against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn’t
Actions incapacitated.
Claw (with shillelagh). Melee Weapon Attack: +6 to Keen Hearing and Smell. The dog has advantage on
hit, reach 5ft., one target. Hit 4 (1d4 + 2) slashing Wisdom (Perception) checks that rely on hearing or
plus 6 (1d4 + 4) necrotic smell.
Corrupting Touch. The dryad targets a creature Shadow Stride. Once on her turn, the dog can step
within 30 feet of her. If the target can see the magically into one shadow in reach and emerge
dryad, it must succeed on a DC 14 Wisdom saving from a second shadow within 60 ft. of the first tree,
throw or be magically Charmed. The Charmed appearing in the shadow.
creature obeys the dryad's commands and protects
the dryad with their life. The target repeats the Actions
saving throw at the end of every turn. After a Bite. Melee Weapon Attack: +7 to hit, reach 5ft.,
success, the target is no longer charmed. If the one target. Hit 6 (1d4 + 4) piercing and 2 (1d4)
target fails 3 times, they are corrupted. A corrupted force damage. On hit, attacked creature makes a
creature cannot taken any action without command DC 17 strength saving throw. On fail, creature is
from the dryad. A corrupted creature dies if the thrown to the ground, prone.
dryad dies. Corruption can be cured with Greater
Restoration or better. Claw. Melee Weapon Attack: +7 to hit, reach 5ft.,
one target. Hit 9 (1d10 + 4) force damage.
Corrupted Veil Wolf
A Corrupted Veil Wolf uses the same statistics as a
Veil Wolf
Veil Wolf except replace the wolf's force damage Large Wolf, Chaotic Good(Usually)
with necrotic damage. Their bite gains the ability to
corrupt a victim. (Use the information from the Armor Class 17
Bone Dryad.) Hit Points 175(20d10 + 75)
Speed 60ft.

STR DEX CON INT WIS CHA


22 (+6) 20 (+5) 20 (+5) 14 (+2) 16 (+3) 14 (+2)

Condition Immunities None


Skills Athletics +9, Acrobatics +8, Perception +6,
Stealth +8
Senses passive Perception 20
Languages All basic languages, but cannot speak
Challenge Probably High (Buttload XP)

False Appearance. While the wolf reamin motionless


in a dark area, it is indistinguishable from a shadow.
Pack Tactics. You have advantage on an attack roll
against a creature if at least one of your allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Keen Hearing and Smell. The wolf has advantage on
Wisdom (Perception) checks that rely on hearing or
smell.
Uncanny Action. May use bonus action to dash,
disengage, or dodge.

Actions
Multiattack. The wolf makes two attacks. One with
it's bite, and one with it's claws.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit 10 (1d6 + 6) piercing + 4 (1d6)
force damage. On hit, attacked creature makes a
DC 17 strength saving throw. On fail, creature is
thrown to the ground, prone.
Credit: Orig00
Claw. Melee Weapon Attack: +9 to hit, reach 5ft.,
one target. Hit 10 (1d6 + 6) slashing + 2 (1d4)
force damage.
Leap. As an action, the wolf moves 5ft before
leaping forward, to a point within 25ft of range. Any
creature within the wolf's space, or 5ft of the
space, must make a DC 17 Strength or Dexterity
saving throw, their choice. Creatures that fail their
save throw take 10 (1d8+6) bludgeoning and 4
(2d4) force damage, and be pushed/knocked back
5ft, stunned until the end of their next where they
stand back up, and knocked prone. Creatures that
succeed take half damage, and suffer no more
effects from this action.
Veil Shaking Howl. As an action, the wolf lets out an
unearthly chilling howl. It can be heard from miles
away, but any creatures within 60ft must make a
DC 15 Wisdom saving throw, or be frightened.
Repeat at end of creature's round to become
unfrightened.
TLDR Notes

G
oing to list things here that I ran out of time to The pockets of these areas that fade in and out of the real
type things out. Sorry Xl world are all homes to a Veil Tree. These trees are what form
and keep the veil stable, allowing for the use of magic. These
pockets serve as a way of protecting the trees, keeping them
just out of The Yellow King's hands. Without them, the veil
would be far more unstable.
The Ruined Town
The ruined town used to be a mining town. It had recently
found a brand new metal, which they named Rudium, and
were excited at the new find. Unfortuently, the town was
wiped out by a massive explosion. The mine it was found in
was beneath a tree covered mounatin.
The Lich
The lich, Salus Hilotza, was actually partially responsible for
the explosion that wiped out the town in his life. Before
lichdom, he was a simple human wizard in hiding, using his
magic to survive in life. His most valuable possession was a
crystal that allowed him to channel his magic in a way to
avoid breaking the veil. This crystal was a shard of prismere,
far before The Ascendancy discovered its use. Unfortuently,
his was a charlatan by trade, and tried to profit from The
Ruined Town's new discovery. While in their mines however,
he ran into trouble and by chance his shard of Prismere
made contact with the town's new discovery. The result was
an explosion of unprecedented proportions, with him caught
in the center. Instead of killing him however, it radiated him
with so much energy that he became a lich. He is also a cat
person.

Credit: Blogspot
The Explosion
The sheer power of the explosion tore the very fabric of space
and time hitting the areas miles around in its blast. The
entirety became so bathed in energy, throwing it to the edge
of space and time, touching upon the very edges of the veil
itself. Thus, The Forest's Edge was formed.
The Purpose of The Edge

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