TEXT: FROG GOD GAMES ADVENTURES
  By Jon Hook
  Moonglow glade
  Blight
  of 
  the
  5TH EDITION
  COMPATIBLE
  
  Author 
  Jon Hook
  Project MAnAger 
  Edwin Nagy
  editor 
  Jeff Harkness
  5e conversion 
  Edwin Nagy
  ©2020 Frog God Games. All rights reserved. Reproduction without the written permission 
  of the publisher is expressly forbidden. Frog God Games, and the Frog God Games logo, 
  Blight of the Moonglow Glade is a trademark of Frog God Games. All rights reserved. 
  All characters, names, places, items, art, and text herein are copyrighted by Frog God Games. 
  The mention of or reference to any company or product in these pages is not a challenge to 
  the trademark or copyright concerned. 
  Frog god gAMes is: 
  Bill WeBB, MAttheW j. Finch, ZAch glAZAr, chArles A. Wright, edWin 
  nAgy, Mike BAdolAto, And john BArnhouse
  Adventures 
  Worth  
  Winning
  Art director 
  Casey Christofferson
  lAyout  
  Suzy Moseby
  cover design 
  Suzy Moseby
  Front cover Art  
  Santa Norvaisaite
  Frog God Games
  ISBN: 978-1-62283-986-5 
  5e PDF
  interior Art 
  Thuan Pham, Sid Quade, Michael Syrigos
  cArtogrAPhy 
  Robert Altbaur
  PlAytesters
  Eric Christensen, Ed Possing, Lance Ratliff, 
  and Jeff Sumler
  Moonglow glade
  Moonglow glade
  Blight
  Blight
  of 
  of 
  the
  the
  
  Adventure BAckground .....................................................................................................................................................................3
  Beginning the Adventure ..................................................................................................................................................................3
  the villAge oF greyhorn .................................................................................................................................................................3
  greyhorn ruMor tABle .................................................................................................................................................................5
  FoBo’s trAding Post .....................................................................................................................................................................6
  coBBlestone’s AlcheMicAl eMPoriuM ............................................................................................................................................ 7
  coBBlestone’s suPPlies ................................................................................................................................................................. 7
  the BlAcksMith ............................................................................................................................................................................8
  the nAMjAn Forest ...........................................................................................................................................................................8
  Blighted lAnds encounters ..........................................................................................................................................................9
  the BeAched Bulette ................................................................................................................................................................. 10
  FeAst oF the undeAd ................................................................................................................................................................... 10
  the MoongloW glAde ...................................................................................................................................................................... 11
  outer glAde ................................................................................................................................................................................ 11
  secret entrAnce .......................................................................................................................................................................... 11
  hoMe-tree ................................................................................................................................................................................... 11
  scAling hoMe-tree ..................................................................................................................................................................... 12
  1. outPost ................................................................................................................................................................................. 12
  2. AlcheMy lABorAtory ............................................................................................................................................................. 12
  3. Aerie ..................................................................................................................................................................................... 12
  4. liBrAry oF Fruit And nut ...................................................................................................................................................... 12
  5. divinAtion chAMBer............................................................................................................................................................... 15
  6. sAcred heArth ...................................................................................................................................................................... 15
  7. the greAt Bole ..................................................................................................................................................................... 15
  8. hAll oF vines ........................................................................................................................................................................ 15
  9. stores ................................................................................................................................................................................... 16
  10. lAdy golden deW’s lAir ....................................................................................................................................................... 16
  11. ceMetery ...............................................................................................................................................................................17
  12. ArMory .................................................................................................................................................................................17
  13. secret outPost ................................................................................................................................................................... 18
  concluding the Adventure ............................................................................................................................................................. 18
  APPendix A: neW Monsters ................................................................................................................................................................. 19
  APPendix B:  neW MAgic iteMs ............................................................................................................................................................23
  tABle oF contents
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |3
   |3
  Blight oF the MoongloW glAde
  Blight oF the MoongloW glAde
  Adventure BAckground
  Several weeks ago, a meteor shower that lasted for more than an 
  hour illuminated the night sky over the Grand Duchy of Reme. Most 
  of the meteors burned up as they fell through the atmosphere, leaving 
  nothing but dust behind, but one meteor punched through the sky 
  and crashed into a valley hidden within the Deepfells. The Clan of 
  the Bloodied Paw, a group of gnolls living in the deadly mountains, 
  recovered the meteor and presented the strange star-rock to their 
  clan’s patron, an ancient mimic known as Yoov’fhek.
  As Yoov’fhek toyed with the meteor, he cracked it open and 
  released an alien fungus that overwhelmed him. The fungus, a 
  sparkling golden nimbus, soaked through Yoov’fhek’s pores and 
  infected every atom of the ancient mimic. By infecting Yoov’fhek, 
  the alien fungus gained sentience and an urge to procreate and spread 
  its influence across the rest of the Lost Lands. Yoov’fhek, the alien 
  fungus-mimic hybrid, also gained the ability to produce mold spores 
  that would allow it to fulfill its dark desires.
  Before the gnolls realized what was happening, they were 
  overwhelmed by brain mold spores spewed forth by Yoov’fhek. 
  Through the influence of the brain mold, the alien fungus-mimic 
  hybrid motivated the Clan of the Bloodied Paw gnolls into leaving 
  the safety of their mountain caves. They set out to create an empire 
  by crushing their nearest neighbor, the gentle Silver Oak elfkin 
  located in the tranquil Moonglow Glade found within the Namjan 
  Forest.
  By jon hook
  A 5e Adventure designed For 4–6 tier 1 chArActers, ideAlly With At leAst one druid in the PArty
  Beginning the Adventure
  Blight of the Moonglow Glade is designed for 4–6 Tier 1 
  characters, ideally with at least one druid in the party. You have 
  flexibility in how to introduce the characters to the adventure. It 
  could begin in a small village located on a busy trade route where 
  the adventurers learn of a strange blight that is infecting the woods 
  or it could begin as the party is traveling through the woods as they 
  stumble into an area infected with a strange blight.
  If you want to run Blight of the Moonglow Glade in a convention 
  setting, consider starting the adventure with the party accidently 
  discovering the blighted glade. Beginning the adventure in the 
  village likely extends the play time beyond the limitations normally 
  experienced at conventions. With only a few minor changes, 
  this adventure can be relocated into your preferred campaign 
  environment. The Moonglow Glade can be inserted into any fantasy 
  world’s elven wood, the gnolls can be from any local mountain 
  range, and the adventuring party could be traveling through any trade 
  route village near the elven woods.
  the villAge oF greyhorn
  Greyhorn is a small village on the edge of the Namjan Forest that 
  rarely shows up on any maps. Woodcutters and trappers pushing 
  into the old-growth forest often use it for as a stopover. A handful 
  of hardy souls call Greyhorn their home year-round, but most of 
  the trappers and woodcutters return to Dreikeng, the biggest nearby 
  village, to wait out the harsh winters in relative comfort.
  The party was recently resting at The Angry Hog, Greyhorn’s 
  only public house and inn, so named for a rampaging boar that 
  once terrorized trappers hunting in the Ashen Hills. The snows have 
  just melted as spring begins to set in. The days are getting longer 
  and warmer, and the flowers, bushes, and trees are blooming. It is 
  assumed that the party’s respite is now over, and that they are using 
  the common room and tavern of The Angry Hog to listen for a new 
  opportunity for employment and adventure.
  Gunther Kennerman (commoner with a shortsword) owns and 
  operates The Angry Hog; his twin daughters, Marci and Darci 
  (commoners), also help. Gunther also employs Denor Reede (as 
  bandit with longsword instead of scimitar) as a general handyman to 
  help keep “The Hog” from falling apart.
  When the characters learn about the blight in the Namjan Forest 
  and if they choose to investigate it further, Denor is willing to join the 
  party for a flat sum of 100 gp, (but he’ll accept more if it’s offered). 
  Denor is madly in love with Darci and plans to use the money to buy 
  Gunther’s approval when he asks for Darci’s hand in marriage.
  
  4|Blight of the Moonglow glade
  4|Blight of the Moonglow glade
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |5
   |5
  greyhorn ruMor tABle
  The adventurers pick up a few rumors during their stay in Greyhorn. Each adventurer may roll 1d6: an even result gets them one rumor, 
  and an odd gets two. Roll 2d12 on the table below. For the most part, it is up to you to determine if the rumor is true or false. Rumors 
  pertaining to this adventure are noted with an asterisk.
  2d12
  Rumor
  2
  The night of the falling stars was an ill omen, a portent of pending evil!* (The meteor containing the alien fungus that infected Yoov’fhek 
  fell from the sky that night.)
  3
  Livestock born under the Witches’ Moon must be slaughtered, or a pox will kill them all! (The next “Witches’ Moon,” also known as a 
  Harvest Moon, rises in three nights.)
  4
  Brandy the Bard, a fair and beautiful maiden, has an enchanted lyre with the voice of an angel capable of charming the soul of any man 
  who hears its heavenly notes.
  5
  The cats of Greyhorn are gathering and conspiring to kill the blacksmith, Kreig, because of his extreme hatred of cats.
  6
  The reclusive Silver Oak elfkin are a diminutive race of elves; it’s a good omen to meet one.* (The Silver Oak elfkin are isolationists, but 
  they’re kind to those with whom they choose to barter.)
  7
  A herd of centaurs chased away all the game in the Namjan Forest.
  8
  The gnolls of the Deepfells Mountains are ruled by a shape-shifting monstrosity!* (Yoov’fhek is an ancient mimic capable of assuming any 
  shape it desires.)
  9
  Jerne the village elder, a man of more than 60 winters, is warning the village that Quimic, the God of Ice and Snow, will strike with one 
  more storm before succumbing to his summer hibernation.
  10
  A clan of brownies recently nested on the banks of the Aciier River and are turning any livestock that should wander too close into frogs.
  11
  The Greyhorn well conceals an entrance to the underworld.
  12
  An ancient keep is hidden within the Deepfells Mountains; it is home to a vampire lord. (The Devil’s Finger tower hides within the 
  Deepfells, but it holds a demon lord considerably worse than any vampire. See The Siege of Durgam’s Folly from Frog God Games for 
  details.)
  13
  The baker’s daughter is looking for a husband. She placed a hex on her gooseberry pies so that any man who eats them falls madly in love 
  with her. She anticipates a battle to win her hand.
  14
  A band of elemental mudmen has been seen lurking near the Aciier River.
  15
  A strange smell of rot and decay seems to be wafting out from the Namjan Forest.* (True)
  16
  A warband of bugbears is massing in the Ashen Hills and is led by a giant two-headed ogre!
  17
  A falling star destroyed the ancient Home-Tree of the reclusive Silver Oak elfkin.* (False)
  18
  Gamle Hirsh, a farmer with land east of Greyhorn, claims that a community of “little folk” came down from the Ashen Hills and are 
  stealing his livestock and land.
  19
  The stones of the Deepfells Mountains have been shaking and cracking as Dreveck, a great and ancient dragon, awakens from his hundred-
  year slumber.
  20
  A flight of hippogriffs has recently flocked into the Namjan Forest. They say that if you capture a hippogriff, it’ll buy back its freedom by 
  giving its captor the cache of gold and jewels it has collected.
  21
  The village of Greyhorn was built upon the site of a great battle. Lord Obadiah Greyhorn and his men slaughtered the nomadic creatures 
  that lived in this area and buried their bones right where they lay.
  22
  The queen of the Silver Oak elfkin is a beautiful dryad who lives in the heart of the elfkins’ Home-Tree.* (Lady Golden Dew is less of a 
  “queen” and more of a patron for the gentle elfkin. It is her pledge to protect the elfkin from the rest of the world beyond the branches of 
  their Home-Tree.)
  23
  Aarondon the Mad, an insane wizard, has joined the giants of the Deepfells Mountains, and is preparing them for war with the southmen.
  24
  The ghost of Lord Obadiah Greyhorn, the original founder and settler of the village more than 150 years ago, walks the cobblestone 
  avenues of Greyhorn by the light of the full Witches’ Moon.
  
  6|Blight of the Moonglow glade
  6|Blight of the Moonglow glade
  FoBo’s trAding Post
  Assuming the adventurers decide to investigate and destroy the blight in the forest, they may want to restock their equipment before 
  venturing off into the woods. Greyhorn is primarily a farming village, but goods occasionally make their way up the Aciier River from 
  Dreikeng. Many of these items find their way onto the shelves of the local trading post.
  Fobo’s Trading Post is owned and run by a halfling merchant named Fobo Burlfoot (as scout with sling instead of longbow), his wife, 
  Wenlu (hardy commoner, see Appendix A, with a cane as a club), and their four sons, Kennet, Forben, Joco, and Cleff (commoners; Forben 
  and Joco have slings while Kennet and Cleff carry daggers). With the arrival of spring, Fobo is expecting an influx of new goods any day now, 
  but as it currently stands, he’s got only the inventory remaining from his winter stock.
  The Burlfoot family is friendly and excited to help the adventurers make their purchases.
  Item
  Description
  Cost
  Backpack, leather
  30-pound capacity
  5 gp
  Backpack, cotton 
  quilted
  25-pound capacity
  2 gp
  Bedroll, wool
  Common craftsmanship
  8 sp
  Bedroll, cotton quilted
  Uncommon craftsmanship
  12 sp
  Bell, silver
  Handheld, teakwood handle with 
  a silver bell and clapper
  5 gp
  Candle, tapered
  Single, 1-hour burn
  1 cp
  Candle, votive (3)
  Set of three, 10-hour burn per 
  candle
  1 sp
  Candle, jar
  Single, 25-hour burn
  5 sp
  Case, map or scroll
  Leather tube with endcap
  1 gp
  Chest, small
  Wood with metal clasp and lock
  3 gp
  Chest, small
  Metal with metal clasp and lock
  4 gp
  Chest, large
  Wood with metal clasp and lock
  7 gp
  Crowbar, iron
  5 lbs.
  2 gp
  Flask, leather
  0.25 pint
  3 cp
  Flask, bronze
  0.25 pint
  5 cp
  Flint & steel
  With leather case
  1 gp
  Hammer & chisel
  Iron hammerhead and iron chisel
  12 sp
  Handaxe
  Axe 2 pounds
  5 gp
  Herbs & spices, 
  cooking
  Thyme, basil, oregano, sage, 
  mint, etc.; each in a small cotton 
  sack
  1 gp
  Ink & quill
  Blown-glass jar with corked 
  stopper, 0.1 pint of ink
  12 gp
  Lantern, bullseye
  60-foot beam of light
  12 gp
  Item
  Description
  Cost
  Lantern, hooded
  30-foot radius of light
  7 gp
  Mining tool, pick
  5 pounds
  3 gp
  Mining tool, shovel
  5 pounds
  2 gp
  Mirror, small
  Handheld with wood and mother-
  of-pearl handle
  20 gp
  Nightshade
  Rare root
  2 sp
  Oil, lamp
  1.0 pint
  1 sp
  Parchment, scroll
  3-foot length
  5 sp
  Parchment, sheet
  Set of 10 sheets
  1 gp
  Pot, iron
  3 gallons
  2 gp
  Rations, trail (per day)
  Fruits, nuts, and berries in a 
  cotton sack
  5 sp
  Rations, dried (per 
  day)
  Jerky, dry sausage, and hard 
  cheese in a cotton sack
  1 gp
  Rope, hemp
  50-foot length
  1 gp
  Rope, silk
  50-foot length
  10 gp
  Rucksack, leather
  60-pound capacity
  8 gp
  Rucksack, wool
  40-pound capacity
  3 gp
  Sack, wool
  15-pound capacity
  1 sp
  Sack, cotton quilted
  30-pound capacity
  2 sp
  Spikes, iron (3)
  Within a small wool sack
  1 gp
  Tent, small
  Capacity: 1 human; 3 pounds
  2 gp
  Tent, medium
  Capacity: 3 humans; 9 pounds
  5 gp
  Tent, large
  Capacity: 6 humans, 25 pounds
  15 gp
  Waterskin
  Calf hide
  1 gp
  Wolfsbane
  Rare flower
  1 sp
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |7
   |7
  coBBlestone’s AlcheMicAl eMPoriuM
  In addition to the trading post, the adventurers may encounter 
  Fealth Cobblestone (as noble) as he drives his wagon into Greyhorn. 
  He claims to be an alchemist with a variety of potions for sale. 
  Fealth’s late father was a mage. Fealth did his absolute best to follow 
  in his father’s footsteps, but he didn’t quite have the knack for magic 
  that his father did. Fealth’s wagon is brightly decorated, for it doubles 
  as his mobile storefront. The name “Cobblestone’s Alchemical 
  Emporium” is emblazoned on both sides of his wagon. His talents 
  lie in showmanship; he can be a very charismatic and convincing 
  salesman. Fealth has a favorite phrase he uses when he’s making a 
  sales pitch: “If you’ve got a problem, then I’ve got the elixir solution 
  you need!”
  Above all else, Fealth is a coward. Under no circumstance can he 
  be convinced to join the adventurers on their quest to destroy the 
  blight infecting Namjan Forest.
  coBBlestone’s suPPlies
  Each ounce (oz) of liquid is equal to one usable dose. Authentic 
  potions are marked with an asterisk (*) and are in limited supply, and 
  their available quantities are noted. Any liquid not so marked has no 
  game benefits.
  Item
  Description
  Cost
  Bile of a bulette (3 oz)
  Amber apple liqueur
  6 gp
  Blood of the brave (4 oz)
  Pomegranate mead
  8 gp
  Breath of a merman (2 oz)
  Stale salty beer
  9 gp
  Breath of the dead (3 oz)*
  Potion of undead control 
  (see Appendix B) (x4)
  5 gp
  Essence of moonbeam (1 oz)*
  Potion of clairvoyance (x2)
  10 gp
  Essence of wolfsbane (2 oz)
  Mashed basil in whiskey
  5 gp
  Ghost tears (1 oz)
  Anise-flavored liqueur
  8 gp
  Golden dew (3 oz)
  Sweetened malt brew
  7 gp
  Milk of nightshade (2 oz)
  Sheep’s milk and whiskey
  10 gp
  Morning dew (4 oz)
  Mashed barley and wine
  6 gp
  Mother’s kiss (2 oz)
  Water-thinned red wine
  9 gp
  Mountain rain (2 oz)
  Water-thinned white wine
  7 gp
  Nectar of dreams (3 oz)
  Dark oatmeal stout brew
  7 gp
  Nectar of the north wind (2 oz)*
  Potion of flying (x3)
  9 gp
  Oil of the new moon (1 oz)
  Octopus ink and honey
  8 gp
  Ointment of the mighty (3 oz)
  Honey and pine sap
  6 gp
  Salve of the autumn fay (2 oz)
  Pig fat and honey
  5 gp
  Salve of the righteous (1 oz)
  Honey and wax
  11 gp
  Sap of the world tree (2 oz)
  Oak sap and applesauce
  6 gp
  Satyr’s milk (2 oz)*
  Potion of greater healing (x3)
  12 gp
  Shark liver oil (1 oz)
  Tea tree oil
  4 gp
  Summer well water (3 oz)
  Water with mashed mint
  8 gp
  Sweat of the mustang (2 oz)*
  Potion of heroism (x4)
  6 gp
  Venom of the basilisk (1 oz)
  Honey and hot pepper oil
  10 gp
  Winter spring water (2 oz)
  Water and pine sap
  8 gp
  hooking the PArty into the Adventure
  The Namjan Forest is under attack by an alien fungus. 
  The fungus is spreading a magical blight that, left 
  unchecked, could destroy the entire forest. If the party 
  includes a druid, describe how the blight feels like an open 
  and festering wound on their soul. If the druid’s player is 
  not sufficiently motivated to try to destroy the blight and 
  heal the Namjan Forest, then let the player know that the 
  druid’s “soul wound” not only manifests as physical aches 
  and pains, but that the druid suffers a level of exhaustion 
  until the druid dedicates himself or herself to destroying 
  the blight, which in turn heals the “soul wound.”
  How does the party’s druid become aware of the 
  blight infecting the Namjan Forest?: If you chose to 
  begin the adventure with the party convalescing in the 
  village of Greyhorn, then the druid discovers the blight 
  while hiking and exploring some of the Namjan Forest. 
  The druid meditated overnight to gain clarity and guidance 
  on what to do about the blight and is now ready to inform 
  the rest of the party and convince them that they must 
  destroy the blight and heal the forest.
  What evidence has the party’s druid discovered? 
  Why is it so important to destroy the blight?: After 
  the party’s druid meditates on the evidence of the blight, 
  the druid surmises the following information:
  • The blight is destroying the forest by twisting and warping 
  the natural order. It remains to be seen, but it may also be 
  twisting and warping the creatures that live in the forest.
  • The druid can feel the agony of the “soul wound” and knows 
  that only the destruction of the blight can heal the wound.
  • If left unchecked, it is conceivable that the blight could 
  ravage all known lands.
  What if the party does not contain a druid?: If the 
  party does not include a druid or if you think another 
  druid could be beneficial to the party, they can meet 
  Raethel Windsong (druid). Raethel recently discovered 
  the blight, and she feels a wound on her soul because of it. 
  She raced to Greyhorn to seek out brave adventurers who 
  can help her destroy the blight. Raethel has little to give 
  the adventurers in the form of payment for their services 
  (should they require payment for their assistance), but she 
  is willing to pledge one year of her life in their service. If 
  they agree to help her destroy the blight, she spends the 
  next year traveling with them. The party may keep all 
  portions of treasure that would normally be her reward for 
  her services.
  The driving hook for this adventure is that a druid is 
  convinced that something foreign to the forest is infecting 
  it with the blight. The druid’s meditations convinced him 
  or her that if the foreign agent responsible for the blight 
  can be discovered and destroyed, then it may be possible 
  for nature to recover from the blight and return to normal 
  in one or two seasons. The healing of the druid’s soul 
  wound is just a bonus as far as the druid is concerned.
  
  8|Blight of the Moonglow glade
  8|Blight of the Moonglow glade
  the nAMjAn Forest
  The Namjan Forest is a thick tangle of hardwood trees including 
  (but not limited to) oak, maple, hickory, and birch. The forest is 
  bordered to the west by the Deepfells Mountains. An ancient footpath 
  linking Greyhorn and the Moonglow Glade used to be kept up by 
  area druids and rangers, but those duties lapsed almost 20 winters 
  ago. Travel through the forest is slow with limited visibility; speed 
  and visibility are only marginally better on the ancient footpath. 
  The narrow footpath requires the travelers to walk single file. The 
  forest’s convoluted terrain makes the use of wagons impossible, and 
  beasts of burden travel at half their normal speed. Due to the terrain 
  limitations, the Moonglow Glade is a two-day walk from Greyhorn. 
  Before sundown of the first day of travel, the adventurers encounter 
  the blight.
  the Blight
  The blight is a spongy gray, moss-like substance that 
  spreads like a virus. The gray blight “moss” is incredibly 
  fragile; it explodes into a cloud of spores with only the 
  lightest touch. The blight spreads to wherever the cloud 
  of spores fall. The spores drain life from whatever it takes 
  root on, eventually turning it into a lifeless husk covered 
  in gray blight moss. The gray blight spores are designed 
  to be most efficient against simple-celled structures such 
  as plants. Complex creatures such as insects, animals, 
  creatures, and humanoids are much more resistant to 
  the gray blight spores. Any living creature or humanoid 
  exposed to the blight spores needs to make only one DC 5 
  Constitution saving throw to determine if it is vulnerable. 
  No saving throw is required on future exposure to gray 
  blight spores. 
   
  A creature that fails a saving throw is infected with gray 
  blight spores. The infected victim permanently loses 1 
  point of Constitution per day. The victim dies once their 
  constitution reaches zero. While victims are slowly dying 
  from the blight, the blight’s spongy gray moss slowly covers 
  their body. A lesser restoration spell cast upon the victim 
  completely cures them of the blight. The spell does not 
  restore lost constitution points, however. 
   
  Any trees ravaged by the blight can be knocked over with 
  a strong push. Trudging through the blighted lands leaves 
  a cloud of gray blight spores in the party’s wake. Also, the 
  party can see similar clouds kicked up by other creatures. 
  The few trees still standing are skeletal; the blight has 
  destroyed all the leaves. Almost nothing is currently alive 
  in the blighted lands.
  the BlAcksMith
  Kreig Feyfield (as knight with AC 16 from chain mail) is 
  Greyhorn’s blacksmith. Kreig is a master smith, and his apprentice 
  is Bren Rundle (a bandit with longsword instead of scimitar). Kreig 
  is a large and thickly-muscled man of more than 45 winters. In his 
  youth, Kreig experienced the world as a sellsword mercenary. Many 
  years ago, Kreig’s career as an adventurer ended when he lost his left 
  eye while battling a giant. Bren is fascinated when Kreig recounts 
  tales of battling armies and plundering tombs.
  Kreig and Bren have weapons available for sale, should the 
  adventurers need them. If the adventurers need another swordsman, 
  Bren is more than eager to join the party.
  iteMs At the sMithy
  Item
  Weight
  Description
  Cost
  Arrows (20)
  1 pound
  Score of arrows with quiver
  2 gp
  Chainmail
  55 pounds
  Available in multiple sizes
  75 gp
  Dagger, 
  large
  2 pounds
  Single-edged blade with deer 
  antler handle
  2 gp
  Dagger, 
  small
  1/2 pound
  Dual-edged balanced throwing 
  blade with leather handle
  3 gp
  Greatsword
  6 pounds
  Leather-wrapped grip with gold 
  coin set into the pommel
  60 gp
  Handaxe
  2 pounds
  Hardwood handle with a steel 
  axe head
  5 gp
  Helm
  5 pounds
  Available in multiple sizes
  10 gp
  Longsword
  3 pounds
  Leather-wrapped grip with 
  decorative tassel on the pommel
  15 gp
  Plate
  70 pounds
  Available in multiple sizes
  2000 gp
  Ring mail
  40 pounds
  Available in multiple sizes
  30 gp
  Shield
  6 pounds
  12 gp
  Shortsword
  2 pounds
  Leather-wrapped grip with an 
  eagle talon pommel
  12 gp
  Spear
  4 pounds
  Eight-foot hardwood pole with 
  steel spearhead
  2 gp
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |9
   |9
  MiAsMA eFFect tABle
  1d6
  Result
  1
  Hacking Bloody Cough! The character takes 2 (1d3 + 1) 
  necrotic damage as he or she coughs violently and hacks up 
  clots of blood for 10 minutes.
  2
  It Burns! The character’s skin feels as if it is on fire. He or she 
  is extremely allergic to the cloud and takes 3 (1d6) fire damage 
  as a painful rash develops across their flesh.
  3
  Acidic! The cloud damages the character’s weapons and 
  armor, permanently reducing their effectiveness. Shields 
  immediately deteriorate, while armor takes a –1 penalty 
  (chainmail becomes AC 15 ring mail becomes 13, and so on). 
  Weapons suffer a permanent –1 damage penalty. Creatures 
  wearing magical armor or weapons can succeed on a DC 10 
  Dexterity saving throw to resist the damage.
  4
  Blinded! The miasma burns the character’s eyes, resulting in 
  temporary blindness. Left untreated, the character is sightless 
  for 1d3 days. Any healing potion or cure spell successfully 
  restores the character’s vision.
  5
  Mutated! The miasma twists and reshapes characters’ flesh 
  and bones, resulting in 5 (2d4) necrotic damage and a 50% 
  chance of a random mutation occurring (such as an additional 
  eye, a misplaced ear, extra fingers or toes, or excessive body 
  hair).
  6
  Infected with Brain Mold! Characters must make a DC 14 
  Constitution saving throw or white moss and red mushrooms 
  begin to sprout along their head and shoulders. They are entitled 
  to a new saving throw after a long rest to shake off the effects. 
  Otherwise, they stand in a mindless stupor (unless within 100 
  yards of the alien mimic Yoov’fhek, at which point the mimic 
  can issue commands to them). (See the sidebar on brain mold 
  for details.)
  The miasma can be encountered only once; if rolled again, treat it 
  as No Encounter.
  Blighted lAnds encounters
  To reinforce the barren and death-like environment of the blighted 
  lands, the following scripted encounters could be used before the 
  party reaches the Silver Oak elfkins’ Home-Tree located in the 
  Moonglow Glade. Use the table below if you want to include random 
  encounters. Roll on it once per day of travel and once per night of 
  camping.
  Blighted lAnds rAndoM encounter tABle
  1d12
  Encounter
  1–9
  No encounter
  10
  Infected owlbear
  11
  Patrol of gnolls
  12
  Miasma
  Infected Owlbear. This owlbear has been infected by blight spores. 
  It is deranged and in pain.
  If this encounter is rolled again, either ignore it or substitute another 
  woodland creature such as a unicorn, a blink dog, or a wild boar.
  Patrol of Gnolls. A squad of 6 gnolls is patrolling the blighted 
  lands. Roll 1d6. On a 1–5, the adventurers see a cloud of blight spores 
  trailing behind the gnolls, which allows them to evade the creatures or 
  hide behind skeletal trees to ambush them. On a roll of 6, the gnolls see 
  the adventurers’ trailing cloud and are waiting to ambush them instead.
  This encounter occurs only during the day. If rolled during the night, 
  treat it as No Encounter.
  Miasma. An iridescent purple cloud is seen rolling downhill across 
  the blighted lands. Yoov’fhek belched forth this infectious cloud as 
  he and the gnolls marched down out of the Deepfells Mountains. 
  The cloud is not very large and passes through the area quickly. Any 
  adventurer may attempt to hold their breath until the miasma passes 
  by succeeding on a DC 8 Constitution saving throw. Anyone caught 
  within the cloud who is not holding their breath is affected by the 
  strange cloud. Roll 1d6 on the following table to determine the result:
  
  10|Blight of the Moonglow glade
  10|Blight of the Moonglow glade
  the BeAched Bulette
  Barring any random encounters, the party may discover the beached bulette either near the end of the first day of travel or soon after 
  beginning the second day of travel. The Namjan Forest is filled with rolling hills and hidden gullies. As the party approaches the next hill, they 
  hear labored breathing. As they crest the hill, they see a large bulette lying on its side; it’s covered in blue mold.
  The bulette’s unique biology mutated the gray blight spores and converted them into blue mold. The bulette has been slowly dying as 
  parasitic organisms in the mold grew dangerous spores within it. As the party approaches, the bulette draws its final breath and dies. Within 
  1d4 rounds, 3 exploding spores erupt from the dead bulette’s skin and explode, catching anything within a 30-foot radius of the corpse in a 
  violent explosion of gore. Each creature within the sphere must make a DC 15 Dexterity saving throw, taking 10 (3d6) necrotic damage on a 
  failure or half as much damage on a success.
  FeAst oF the undeAd
  During the second day of travel through the blighted Namjan Forest, the characters see a flock of birds wheeling in the sky. They seem to 
  be circling over something just over the next hill. As the characters crest the hill, they see a family of bears feasting on several recently-killed 
  corpses. What initially looks like a normal aspect of nature immediately takes a dark turn.
  The characters notice that the bears’ fur and hide look ragged, loose, and gray. The bears’ pulpy entrails drag on the ground behind them, 
  and each is covered in purple mold. When the undead momma bear (see Appendix A) notices the characters, she rears up, displaying the 
  gore of her open abdomen. She immediately charges the characters, her 4 undead cubs (see Appendix A) following close behind.
  The victims of the zombie bears are a group of eight elfkin who escaped the gnoll invasion of Home-Tree. The elfkin left a trail through the 
  blight that can easily lead characters to the Moonglow Glade. The dead elfkin were infected by purple mold and rise as zombies whenever 
  you think it is cinematically appropriate.
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |11
   |11
  WAgon contents
  1d20
  Item
  1
  A pile of filthy gnoll clothing befouled with sweat and 
  mud.
  2
  A haunch of moldering goat meat.
  3
  A rusty gnoll-forged, cleft-blade short sword.
  4
  A small sack of 2d6 gold coins.
  5
  A dwarven helm; one of the two horns is broken.
  6
  A wet sack with three recently-killed rats inside.
  7
  A quiver with 2d4 gnoll-forged, poison-tipped* arrows.
  8
  A small bag of 3d20 rusty nails.
  9
  A human skull fashioned into a bowl with a wooden 
  spoon inside.
  10
  A stone axe blade lashed to a bone handle.
  11
  A small leather pouch containing a poisoned* ointment; 
  2d6 doses remain.
  12
  A pair of moldering owlbear hides.
  13
  A strange fist-sized yellow-green metallic stone that 
  smells odd.
  14
  A set of digging tools: two shovels and one pick.
  15
  A leather tube with a fragile map of a system of caves in 
  the Deepfells Mountains.
  16
  A dry, leathery, mummified human hand; each nail is 
  etched with a rune.
  17
  A clean gnoll-forged dagger in a wolf-skin scabbard.
  18
  A small sack of 4d6 teeth.
  19
  A medium sack with four corpse-fat candles.
  20
  A collection of 2d4 goat horns.
  * Feel free to choose your poison.
  secret entrAnce
  A concealed entrance to the secret outpost (Area 13) is located in 
  the Home-Tree’s root system. The concealed entrance is buried by 
  the blight. The hidden entrance can be found with a successful DC 
  18 Intelligence (Investigation) check. Druids and wood elves have 
  advantage on the check.
  hoMe-tree
  Home-Tree is an immense oak tree with an average trunk 
  circumference of 150 feet and a height of 120 feet from the ground 
  to the first branches. The tips of the highest branches reach a height 
  of nearly 400 feet above the ground. A long rough ramp or staircase 
  has grown out from the rough bark of the tree; each step is a single 
  outgrowth from the tree. The long flight of steps winds around the 
  trunk of the giant tree, making several loops around as it ascends to 
  the branches above. The steps are wide enough for three adults to 
  walk abreast, but without a safety railing, anyone near the edge of the 
  steps is in danger of falling. It’s safe to ascend two abreast, but it’s 
  safest to climb the stairs single file.
  BrAin Mold
  Some of the creatures encountered in this adventure 
  have a white mossy mold known as brain mold growing 
  on their heads and shoulders. The alien mimic Yoov’fhek 
  cultivated the moss and infected many forest creatures 
  with it when it arrived. Creatures that come into contact 
  with the brain mold must make a DC 14 Wisdom saving 
  throw fall into a mindless stupor during which they are 
  highly susceptible to suggestions and commands.
  The alien mimic takes advantage of this mindlessness 
  to command infected creatures within 100 yards to fight 
  or defend it. It can further command infected creatures 
  to perform one action (such as defend an area, attack 
  intruders, protect a valuable, etc.) to the best of their 
  ability outside this range limit until the mimic is close 
  enough to issue a new command. Without a command, the 
  infected creature stands motionless, its eyes rolled into its 
  head, as the brain mold takes root. The creature eventually 
  dies where it stands if it is not freed from the brain mold’s 
  clutches.
  Infected creatures can make a new saving throw after 
  each long rest to shake off the effects of the brain mold on 
  their own. The brain mold can also be scraped or burned 
  off by others who come to the aid of the infected creature. If 
  the infected creature is hostile, attacks can be targeted at 
  its head and shoulders to destroy the mold (these attacks 
  are made with disadvantage). If an infected creature takes 
  at least half its current hit points in damage directed at 
  its head and shoulders, it is freed from the mold’s clutches. 
  Alternatively, a lesser restoration spell destroys brain mold 
  on the targeted creature.
  Any humanoid creature freed from the influence of the 
  brain mold has a 3-in-6 chance of fleeing combat to heal 
  as it recollects the actions it took after being infected with 
  the brain mold. A beast has a 4-in-6 chance of fleeing after 
  being freed from the brain mold. Undead creatures do not 
  flee.
  the MoongloW glAde
  As the characters enter the open glade, the sight of the immense 
  Home-Tree of the Silver Oak elfkin is astounding. A thick layer of 
  the blight covers the glade floor; the party can make out the long and 
  knotted tendrils of the Home-Tree’s roots that have been blanketed 
  by the blight. The giant tree has veins of the gray blight threading up 
  toward the limbs high above; every leaf has withered and died from 
  the limbs. The Home-Tree has the same skeletal look as the other 
  trees of the Namjan Forest.
  outer glAde
  Patrolling around the base of the Home-Tree are 2 ogres. Once 
  the characters get close enough, they notice that each ogre has what 
  looks like a cluster of mushrooms growing on its head and shoulders. 
  The eyes of each ogre are milky white. The ogres are puppets 
  controlled by the brain mold growing on each of them. Yoov’fhek 
  commanded the ogres to patrol around the Home-Tree.
  A pair of large wagons are stationed near the Home-Tree. Each 
  wagon is configured with a strange harness to be pulled by a large 
  beast; it’s an easy leap of logic to assume that the ogres are those 
  beasts of burden. Each wagon is loaded with a variety of equipment 
  and foodstuffs. Anyone making a quick search of the wagons may 
  roll once on the table below; anyone making a longer search may 
  roll three times on the table. Modify or change any of the items 
  found on the wagons. Reroll any duplicated results; each item can be 
  discovered only once.
  
  12|Blight of the Moonglow glade
  12|Blight of the Moonglow glade
  2. AlcheMy lABorAtory
  This limb hides a concealed entrance to the alchemy lab. It can 
  be found with a successful DC 15 Wisdom (Perception) check. The 
  laboratory is in shambles. The gnolls tore through here with the intent 
  to destroy the room. Anyone searching the room may roll once on the 
  table below. Any roll result of 4 or higher may be discovered only 
  once.
  1d12
  Item
  1
  A fire starts and quickly gets out of control. Characters 
  may attempt DC 12 Strength (Athletics) or Dexterity 
  (Acrobatics) checks to suppress the fire with buckets of 
  sand discovered under a nearby table. If no one makes 
  the check, the fire rages throughout the room, destroying 
  the other items, before it snuffs itself out in 2d6 rounds. 
  Any character who remains in the room takes 3 (1d6) fire 
  damage per round from the intense heat.
  2–3
  Nothing useful.
  4–6
  A snuff box containing 2d6 uses of glittering faerie ash 
  (see Appendix B) is discovered. 
  7–8
  A small fur-lined box contains a bottle with an amber 
  liquid (potion of healing) inside; two doses available.
  9–10
  A leather satchel contains 1d4 leaf-wrapped sleep 
  grenades. Each grenade may be thrown up to 30 feet. Upon 
  impact, the grenade releases a 10-foot-diameter cloud 
  equivalent to a sleep spell.
  11
  A +1 dagger is hidden on the underside of a table; the 
  weapon allows the wielder to speak with animals (as the 
  spell) three times per day.
  12
  A jar of honeysuckle and juniper berry paste equivalent 
  to a potion of greater healing; three uses are available in 
  the jar.
  3. Aerie
  This great limb has dozens of bird-sized holes that allow birds to 
  enter and exit the tree. Halfling-sized characters may wiggle their 
  way through a bird hole. The gnolls peeked inside the aerie but 
  otherwise left the room untouched. The clan has an irrational fear of 
  large predatory birds, and the gnolls sometimes flee when facing such 
  birds (30% chance). When fighting birds or bird-like creatures, the 
  gnolls make attack rolls with disadvantage.
  The aerie is home to a variety of species of birds that includes 
  eagles, falcons (as hawk), hawks, owls, and vultures. Any character 
  capable of speaking with the birds may attempt a DC 14 Wisdom 
  (Animal Handling) to convince a bird of prey to join the party to fight 
  the gnolls.
  4. liBrAry oF Fruit And nut
  This large and twisted room is filled with nooks and crannies that 
  are packed with artifacts, tomes, pamphlets, scrolls, and rune stones. 
  Despite the massive size of the room, visibility in any direction is 
  limited to about 15 feet due to the winding and twisting bookshelves. 
  Exploring the library to see if there is anything worth salvaging are 
  2 gnoll wizards (see Appendix A) accompanied by 3 gnoll guards 
  under their command.
  Any character searching the library may roll once on the table 
  below. Each result may be discovered only once.
  scAling hoMe-tree
  Gray blight covers many of the lower steps, but they do not 
  impede anyone climbing the stairs. At approximately 80 feet above 
  the ground — on the stair’s fifth loop around Home-Tree — the 
  characters discover a section of stairs that has been destroyed. The 
  party sees the remnants of several consecutive steps that are missing 
  in a 12-foot gap.
  The bark of the massive oak tree is gnarled and ridged, which 
  provides excellent hand- and toeholds for climbing. The gap can be 
  climbed with a successful DC 10 Strength (Athletics) check.
  Unless the characters take safety precautions, anyone who fails 
  their check (if one is required) falls toward the loop of stairs below. 
  Four loops of the stairs are located below the gap, with each loop 
  approximately 15 feet below the other. A falling character may 
  attempt a Dexterity saving throw to grab a step and halt their fall at 
  each stair they pass. The DC is 10 at the first level, and increases 
  by two for each successive level. A character who fails a saving 
  throw suffers 3 (1d6) bludgeoning damage and continues falling. A 
  character who succeeds at one of the saving throws takes no damage 
  at that level and stops falling.
  the MAjesty oF hoMe-tree
  Home-Tree is not a keep or tower built by man; it is a 
  fortress grown. When describing the interior passages 
  and chambers within Home-Tree, remember that it is an 
  organic, living structure. There are no right angles and no 
  sharp corners; everything is smooth as it flows from one 
  room to the next.
  Many of the chambers are fitted with doors, but they 
  could be leafy curtains, or wooden doors hinged to fold 
  down or possibly to roll or pivot to the side. Except for Lady 
  Golden Dew’s Lair, (Area 10), none of the doors to any of 
  the other chambers is described. You are encouraged to 
  be imaginative and colorful in the description or design of 
  those doors should the players request more information 
  about them.
  The walls, ceilings, and floors are all a deep rich oak 
  color with veins of silver that are threaded throughout. 
  The pinstripes of silver are curled and twisted into filigree 
  designs that speak to the magical elegance of Home-Tree. 
  This place should be unlike anything the adventurers have 
  ever visited. Some of the chambers and passageways are 
  oriented vertically; in such cases, the passageways are 
  lined with cup-holds to aid those moving through, and the 
  chambers have several horizontal platforms where people 
  gather and mingle.
  1. outPost
  This mighty limb of the Home-Tree has a large platform and a pair 
  of ornate doors that lead to the interior of the tree. This is the main 
  entrance into Home-Tree. The one-of-a-kind artistry of the platform 
  is astounding; it is etched with an ornate leaf and vine pattern that 
  is decorated with the colors of autumn. The large doors stand wide 
  open. The beauty of the outpost is marred by the corpses of Silver 
  Oak elfkin lying about.
  A small group of 4 gnoll guards is positioned just inside the open 
  doors of the outpost. In typical gnoll fashion, they let the growling 
  of their bellies override their sense of duty. The gnoll guards are 
  currently snacking on dead elfkin; they have disadvantage on any 
  Perception checks made to avoid being surprised.
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |13
   |13
  
  14|Blight of the Moonglow glade
  14|Blight of the Moonglow glade
  liBrAry iteMs
  1d10
  Item
  1
  A stuffed opossum magically animates and wraps its tail and limbs around the arm of anyone who touches it. Once ensnared by 
  the cursed opossum, the victim suffers disadvantage on attack rolls and saving throws. The opossum can be removed with dispel 
  magic or by stuffing a holly berry into its mouth.
  2
  A blue beeswax candle of invisibility (see Appendix B). When discovered, the candle has 3d6 minutes of burn life remaining.
  3
  A banana leaf spell scroll has been enchanted to hold a speak with plants spell. When discovered, the banana leaf is soft, supple, 
  and easy to roll. The spell can be used 1d3 + 1 times, but with each use the banana leaf becomes more fragile and brittle. The leaf 
  disintegrates with the last use.
  4
  An iron-bound spellbook that contains 1d4 + 1 1st-level, 1d3 2nd-level, and 1d2 3rd-level wizard spells. The book is enchanted to 
  be incredibly heavy and can be carried only by someone with at least 16 strength. If dispel magic is used to negate the weight of 
  the book, all of the spells within are erased.
  5
  This unassuming wood-bound book is tied closed with hemp twine. Any non-elf who opens the book is scratched by a poisonous 
  thorn concealed in the edge of the cover and must succeed on a DC 16 Constitution saving throw or be paralyzed for 2d6 turns. 
  This book — a manual of golems — contains the secrets, spells, schematics, and rituals to construct a wood golem (see Appendix 
  A). It takes 45 days and 50,000 gp worth of materials to construct the golem.
  6
  A tiny crystalline talking skull (see Appendix B). 
  7
  A sack contains 1d4 + 2 pass stones (see Appendix B), each one inscribed with the dwarven rune for “tunnel.” 
  8
  A woven silk blood mark (see Appendix B).
  9
  A single, folded sheaf of parchment upon which is written the hold monster spell. A wizard can cast this spell as an action by 
  reading from the parchment. The wizard must roll 1d20 every time the spell is cast from this parchment. If the roll is equal to or 
  less than the number of times the magic-user has previously cast the spell from the parchment, then the paper crumbles to dust.
  10
  An ivory puzzle box — a box of secrets (see Appendix B).
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |15
   |15
  7. the greAt Bole
  The Great Bole is the largest and most grand room within Home-
  Tree. This vertically-orientated room features a series of tiered 
  platforms and open bridgeways that spiral upward through the 
  chamber. The main feature of the room is a large solid gold throne. 
  The golden throne is perched upon a pedestal and towers over the rest 
  of the room. A group of 16 gnoll soldiers rests in this room alongside 
  Pak-nok, the gnoll war chief (see Appendix A). None of the 
  gnolls is seated on the throne because the golden throne is actually 
  Yoov’fhek (see Appendix A), the alien fungus-mimic! Yoov’fhek 
  waits to reveal himself at a dramatically appropriate moment.
  A thick layer of vines completely covers the tall walls of this 
  chamber. Once lush and green with hundreds of colorful blossoms, 
  the vines are now gray and gnarled. The vines’ coverage is thick 
  enough to hide characters who choose to sneak through this room 
  without disturbing the gnoll army. Characters with the move silently 
  skill gain a +25% bonus as the vines cloak their movement. Other 
  characters make the check as a thief of half their level (rounded 
  down).
  Characters with a 14 or higher passive Perception notice a refuse 
  pile of twisted vines lying in a broken heap behind the grand golden 
  throne. The broken vines are what remain of the original seat of 
  power for the Silver Oak elfkin people. The gaudy golden throne 
  doesn’t fit into the natural elfkin environment and may stand out to 
  alert characters (you could also allow anyone observing the throne 
  and the refuse pile to succeed on a DC 16 Intelligence check to gain a 
  hunch that something isn’t right about this situation).
  Note: If Yoov’fhek the alien fungus-mimic hybrid is destroyed, 
  then all control it had over the brain mold infected creature is broken. 
  For the gnolls, confusion sets in as the fog lifts from their minds; they 
  respond to that confusion by fleeing Home-Tree so they can collect 
  themselves. Any other creature that was similarly mind controlled 
  also flees.
  8. hAll oF vines
  This large vertical room features dozens of hearty vines that loop 
  throughout the chamber. The vines feature dozens of large hammock-
  shaped leaves; this is the communal den where the Silver Oak elfkin 
  slept. During the march out of the Deepfells Mountains, Yoov’fhek 
  captured 3 giant spiders with its brain mold, and now those spiders 
  are located within this chamber of vines. By their nature, spiders are 
  solitary and territorial, so if the characters damage the brain mold 
  on any of the spiders, that spider attacks the other spiders in order to 
  claim this new territory as its own. Until then, they work together to 
  stop the intruders.
  Hidden among the leafy hammocks are numerous items that 
  belonged to the elfkin. Anyone who searches the room may roll on 
  the Elfkin Personal Items Table. Other than the first item, all items 
  may be discovered only once.
  5. divinAtion chAMBer
  Signs of battle are everywhere; it’s clear that the Silver Oak elfkin 
  did not fall without a fight. A large wooden basin in the center of 
  the room seems to have sprouted and grown right where it stands. 
  It holds a liquid silver that shimmers in the light. An ancient gnoll 
  shaman (see Appendix A) wearing a brown and red robe adorned 
  with bits of bone hunches over the basin as 3 gnoll guards stand 
  nearby.
  Good characters who look into the silvery pool see a reflection 
  of themselves touching the silver liquid and then bringing a drop of 
  shimmering water to their forehead. Any Good character who touches 
  a drop of the silver to their forehead as suggested by the vision 
  gains the benefits of a bless spell for one hour. Neutral and Chaotic 
  characters do not see the vision and cannot gain any benefits from the 
  liquid.
  Anyone drinking the silver water directly from the wooden basin 
  is cured for 1d6 + 1 hit points. There is enough liquid in the basin to 
  drink of it 10 times. Due to the blight, it does not refill. If any of the 
  silver water is collected into a container other than the large wooden 
  basin, it loses its shimmery luster and transforms into clear spring 
  water with no magical properties.
  6. sAcred heArth
  The Silver Oak elfkin once gathered in this large ornate room 
  to worship and give thanks to their patron, Lady Golden Dew. 
  But the room is now being used for heinous atrocities. A squad of 
  6 gnolls are torturing several captured elfkin (see Appendix A). 
  They amputated the elfkins’ tails and burned their hands and feet. 
  As the adventurers enter this room, the gnolls are taunting their 2 
  ramdrakes (see Appendix A) into attacking one of the elfkin. The 
  gnolls are so fully engrossed in their sadistic torture of the elfkin that 
  the characters automatically gain the advantage of a surprise round.
  If the characters successfully rescue the elfkin, they show the 
  characters a secret compartment behind a figurine of Lady Golden 
  Dew. Inside the compartment is a silver necklace with a gold 
  pendant. The elfkin tell the characters that the Great Lady will 
  receive them as friends if they present the pendant to her. The elfkin 
  prisoners are too weak and injured to travel with their rescuers, 
  but they advise the party to sneak through the Great Bole (Area 7) 
  to avoid the gnoll soldiers. The elfkin tell the characters that it is 
  imperative that they seek counsel with Lady Golden Dew. They tell 
  them her lair is located within the root labyrinth, the foundation of 
  Home-Tree.
  • A creature trying to move up a level must make a Strength 
  (Athletics) check.  On a 10-14, the creature can choose 
  one of these two options: the creature doesn’t move, but 
  can still take an action OR the creature uses its move and 
  its action to arrive at the next level.  On a 15 or higher, 
  the creature arrives at the next level having used its move.  
  Below a 10, the creature has spent its move and action 
  trying to get to the next level, but hasn’t succeeded.  The 
  creature can try again next round.
  • A creature moving down a single level can do so 
  successfully without a check. For each additional level 
  moved, the creature must make a Dexterity (Acrobatics) 
  checks, with the DC being 5 if it drops two levels and 
  increasing by 5 for each additional level. A failure indicates 
  the creature arrives prone.
  • Two levels of separation provide half cover, while more 
  than two levels of separation provide three-quarters cover.
  MechAnics oF the greAt Bole
  During combat in this room, the following mechanics might be helpful:
  
  16|Blight of the Moonglow glade
  16|Blight of the Moonglow glade
  root netWork lAByrinth
  The elfkins’ storeroom has several tunnels that lead down into the 
  labyrinth of roots. It’s easy for explorers to get lost in the network of 
  crisscrossing and twisted passages. When the characters choose to 
  explore the root labyrinth, they should choose one character to lead 
  the way. The lead character rolls on Root Labyrinth Table A below. 
  The character should make an Intelligence (Survival) check on the 
  Root Labyrinth tables every time they enter the root network from 
  any room.
  root lAByrinth tABle A
  DC
  Location
  1–6
  Confusing passages. Reroll on this table.
  7–9
  1d3+1 giant ticks (see Appendix A)! Reroll on this table 
  after fighting or fleeing the ticks.
  10–13
  This way looks promising. Roll on Root Labyrinth 
  Table B.
  14+
  You have a hunch; this way feels right. Roll on Root 
  Labyrinth Table B with a +1 bonus.
  root lAByrinth tABle B
  DC
  Location
  1–6
  The party returns to the stores (Area 9).
  7–10
  Giant earthworm (see Appendix A)! Reroll on this 
  table after fighting or fleeing the worm.
  11–14
  The party discovers the cemetery (Area 11).
  15–18
  The party discovers the armory (Area 12).
  19+
  The party discovers Lady Golden Dew’s Lair (Area 10).
  10. lAdy golden deW’s lAir
  The entrance to Lady Golden Dew’s lair is sealed by a wall of 
  tangled roots. As a dryad, Lady Golden Dew can sense everything 
  occurring within Home-Tree. If the characters proved themselves 
  to be righteous defenders of Home-Tree, then the wall of tangled 
  roots writhe and recede so the passageway is open to her lair. If the 
  characters contributed to the wanton destruction of Home-Tree or if 
  they killed any elfkin, then the wall of roots stays closed. The wall 
  of roots is five feet thick and regenerates 10 hit points each round; 
  it can sustain 100 points of damage before it collapses. Except for a 
  passwall or another similar spell, the wall is highly impenetrable. The 
  wall moves aside for characters who present the silver necklace (from 
  Area 6), assuming they rescued the elfkin.
  A cool and clear pool of fresh spring water is within the lair. All 
  the elfkin children and some of the adults escaped into the lair before 
  Lady Golden Dew erected the wall of roots to protect them. Lady 
  Golden Dew is a dryad, and as such, she is a figure of indescribable 
  beauty. If the characters are welcomed into the lair, Lady Golden 
  Dew steps forward to greet them.
  elFkin PersonAl iteMs
  1d8
  Item
  1
  A small sack with 1d6 silver baubles worth 1 gp each.
  2
  A small lyre worth 5 gp.
  3
  A silver porridge bowl and spoon (see Appendix B).
  4
  A woven vine basket with 2d6 glowing purple 
  butterflies inside. Each butterfly can heal 1 hit point 
  of damage by allowing it to land on a wound. Once 
  used, the butterfly changes from yellow to black and 
  no longer glows. A character could learn of this special 
  ability by using speak with animals.
  5
  A small wooden ball etched with the image of a leaf. A 
  ball of feather falling (see Appendix B).
  6
  A leaf-green cloak with a polished stone clasp sized for 
  a halfling. It empowers the wearer to speak with animals 
  once per day.
  7
  A ruby ring of fire resistance.
  8
  An opal ring of shooting stars.
  9. stores
  The temperature in this room is much cooler than in any other 
  chamber within the Home-Tree. Burlap sacks in the room are filled 
  with nuts, berries, fruits, and tubers. The room has a foul stench of 
  rot because a group of 4 fungus folk (see Appendix A) are vomiting 
  black mold all over the elfkins’ stores. Three steaming patches of 
  black mold (as yellow mold, see Appendix A) are the source of the 
  rotting stench. The brain mold growing within the Tree-Home reacted 
  badly with the mushroom-men and caused their sickness. The brain 
  mold causes them to attack any creatures they see.
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |17
   |17
  I bid you welcome. Home-Tree is dying, and we need 
  your help. The gnolls are led by their earthly patron-
  god, a changeling in the Great Bole. I sense another 
  presence though, a foul and pestilent intellect from 
  beyond the stars. It infects the changeling, and it is 
  that alien influence that rallied the gnolls to march 
  from their mountain lair. This alien spawned the 
  rancid blight now infecting our forest and killing the 
  Home-Tree. Destroy the changeling. This, you must do. 
   
  The Home-Tree is dying. Soon it will crumble and return 
  to the life-giving loam from which it came. Please, should 
  you succeed in destroying the changeling, we ask a final 
  boon of you. Plant this acorn in the glade outside. From 
  it, a new Home-Tree for the gentle elfkin shall spring. 
   
  I have little else to give you to aid in your quest, but it is 
  my hope that you accept these silver blades as a token of 
  our thanks.
  During this conversation, Lady Golden Dew gives the characters 
  a large acorn that measures two feet in diameter. The final gift is an 
  ornate silver +1 dagger she presents to each character.
  11. ceMetery
  This large chamber has an earthen floor where the elfkin bury their 
  dead. A gnoll wizard (see Appendix A) just finished raising a host of 
  10 skeletal elfkin (as skeletons, immune to sleep and charm spells)!
  12. ArMory
  This small room holds a modest assortment of weapons the Silver 
  Oak elfkin use to defend Home-Tree. The gnolls wrecked the room, 
  leaving the weapons littering the floor. They consider the elfkin 
  weapons inferior and left them behind.
  Item
  Description
  Bow, short
  50/100 ft. range
  Club
  solid walnut
  Dagger, petrified
  a shard of petrified wood with a leather-
  wrapped handle
  Net, weighted
  made from vines
  Spear
  solid birch
  Short sword, petrified
  a shaft of petrified wood with a leather-
  wrapped handle.
  
  18|Blight of the Moonglow glade
  18|Blight of the Moonglow glade
  13. secret outPost
  The gnolls did not discover this small, secluded room. A small 
  door concealed as a knot in the root of the Home-Tree leads to the 
  Moonglow Glade. A squad of 8 elfkin (see Appendix A) warriors 
  are holing up in this room. The squad’s leader — an elfkin  named 
  Poi (with 4 hit points, see Appendix A) — is wounded, his abdomen 
  tightly wrapped in bandages and his right arm in a sling. The 
  characters can clearly see the pain on his face when he breathes. The 
  other elfkin warriors brandish swords made of petrified wood and are 
  quick to protect the wounded Poi. Unless the characters attack first, 
  there is only a 1-in-6 chance that the elfkins initiate any fight.
  If the adventurers befriend them, the elfkin tell them the following:
  • The elfkin tell the characters how to navigate the root 
  labyrinth, which allows them a +3 when rolling on Root 
  Labyrinth Table A and a +4 when rolling on Root 
  Labyrinth Table B.
  • The elfkin warriors advise the characters to seek out Lady 
  Golden Dew because they believe her wisdom could be 
  invaluable in defeating the invaders.
  If the characters heal Poi, he shows his gratitude by gifting the 
  character who heals him with a ring from his own hand. It’s a jade 
  ring of protection etched with decorative filigree. If healed, Poi offers 
  to join the characters; he feels emboldened by the characters’ might 
  and presence.
  concluding the Adventure
  If the characters rid the Home-Tree of Yoov’fhek and the gnolls, 
  Lady Golden Dew and the elfkin clear the dying tree of the remnants 
  of the brain mold so that it doesn’t infect the soil when the ancient 
  oak finally collapses. Lady Golden Dew collapses with the tree and 
  dies, as her spirit was tied to the health of the Home-Tree. If the 
  characters received the acorn and plant it as instructed, a new tree 
  grows quickly over the next week, rising into a magnificent new 
  Home-Tree for the elfkin. Of course, the Home-Tree still needs a 
  dryad queen to maintain it. Perhaps the character are up for finding 
  one?
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |19
   |19
  giAnt eArthWorrM
  Large beast, unaligned
  Armor Class 14 (natural armor)
  Hit Points 43 (6d10 + 10)
  Speed 30 ft., burrow 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  17 (+3)
  15 (+2)
  14 (+2)
  2 (–4)
  12 (+1)
  2 (–4)
  Senses tremorsense 60 ft., passive Perception 11
  Languages —
  Challenge 1 (200 XP)
  Actions
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  10 (2d6 + 3) piercing damage, and the target is grappled 
  (escape DC 13). Until this grapple ends, the earthworm can 
  bite only the grappled creature and has advantage on attack 
  rolls to do so.
  Swallow. The earthworm makes one bite attack against a 
  Medium or smaller target it is grappling. If the attack hits, 
  the target is swallowed, and the grapple ends. The swallowed 
  target is blinded and restrained, it has total cover against 
  attacks and other effects outside the earthworm, and it takes 
  3 (1d6) acid damage at the start of each of the earthworm’s 
  turns. The earthworm can have only one target swallowed at 
  a time.
  If the earthworm takes 10 damage or more on a single turn 
  from the creature inside of it, the earthworm must succeed 
  on a DC 12 Constitution saving throw at the end of that turn 
  or regurgitate the swallowed creature, which falls prone in a 
  space within 10 feet of the earthworm. If the earthworm dies, 
  a swallowed creature is no longer restrained by it and can 
  escape from the corpse using 15 feet of movement, exiting 
  prone.
  elFkin
  Small humanoid (elf), neutral good
  Armor Class 14
  Hit Points 11 (2d6 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  18 (+4)
  14 (+2)
  12 (+1)
  14 (+2)
  14 (+2)
  Skills Acrobatics +8, Athletics +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Elvish
  Challenge 1/4 (40 XP)
  Prehensile Tail. The elfkin can use its tail to do anything it 
  can do with its hands.
  Dexterous Feet. The elfkin can use its feet to climb trees and 
  similar objects.
  Actions
  Multiattack. The elfkin makes one melee attack with its hand 
  and one with its tail.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 2 (1d4) bludgeoning damage.
  Fungus Folk
  Small plant, unaligned
  Armor Class 13 (natural armor)
  Hit Points 18 (4d6 + 4)
  Speed 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  10 (+0)
  13 (+1)
  13(+1)
  9 (–1)
  12 (+1)
  10 (+0)
  Skills Perception +3
  Damage Vulnerabilities fire
  Damage Immunities poison
  Condition Immunities blinded, deafened, exhaustion
  Senses darkvision 60 ft., passive Perception 13
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 5 (2d4) bludgeoning damage.
  Spore Cloud. The fungus folk releases a cloud of spores in a 
  10-foot radius. All creatures in this area must succeed on a 
  DC 11 Constitution saving throw or be poisoned for 1 minute. 
  The target can repeat the saving throw at the end of each of 
  its turns, ending the effect on itself on a success.
  APPendix A: neW Monsters
  APPendix A: neW Monsters
  
  20|Blight of the Moonglow glade
  20|Blight of the Moonglow glade
  gnoll shAMAn
  Medium humanoid (gnoll), chaotic evil
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  10 (+0)
  7 (–2)
  14 (+2)
  8 (–1)
  Senses darkvision 60 ft., passive Perception 12
  Languages Gnoll
  Challenge 1 (200 XP)
  Spellcasting. The gnoll shaman is a 2nd-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It has the following Cleric spells 
  prepared:
  Cantrips (at will): guidance, sacred flame, thaumaturgy
  1st level (3 slots): bless, guiding bolt, inflict wounds, shield of 
  faith
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 5 (1d6 + 2) bludgeoning damage.
  gnoll WAr chieF
  Medium humanoid (gnoll), chaotic evil
  Armor Class 15 (chain shirt)
  Hit Points 39 (6d8 + 12)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  12 (+1)
  14 (+2)
  7 (–2)
  11 (+0)
  8 (–1)
  Senses darkvision 60 ft., passive Perception 10
  Languages Gnoll
  Challenge 1 (200 XP)
  Rampage. When the gnoll war chief reduces a creature to 0 hit 
  points with a melee attack on its turn, the gnoll war chief can 
  take a bonus action to move up to half its speed and make a 
  bite attack.
  Actions
  Multiattack. The gnoll war chief makes one Bite attack and 
  one Greatsword attack.
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 9 (2d6 + 2) slashing damage.
  giAnt tick
  Small beast, unaligned
  Armor Class 13 (natural armor)
  Hit Points 10 (3d6)
  Speed 10 ft., climb 20 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  10 (+0)
  11 (+0)
  2 (–4)
  10 (+0)
  2 (–4)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Keen Smell. The tick has advantage on Wisdom (Perception) 
  checks that rely on smell.
  Red Ache. Creatures bitten by a giant tick must make a DC 
  15 Constitution saving throw or become infected with this 
  disease. Within 4 hours of infection, the infected creature will 
  develop red welts that are hot to the touch all over their skin. 
  Their joints will swell and their bones will ache painfully. 
  While infected, the creature has disadvantage on Strength 
  checks, Strength saving throws, and attack rolls that use 
  Strength. The saving throw can be repeated after every long 
  rest and if successful in 2 consecutive tries (two long rests 
  in a row), the creature is cured and the effects of the disease 
  end. A greater restoration spell will also cure the disease.
  Actions
  Blood Drain. Melee Weapon Attack: +2 to hit, reach 5 ft., one 
  target. Hit: 2 (1d4) piercing damage and the tick attaches to 
  the target. While attached, the tick doesn’t attack. Instead, 
  at the start of each of the ticks’s turns, the target loses 2 
  (1d4) hit points due to blood loss.
  The tick can detach itself by spending 5 feet of its movement. It 
  does so after it drains 10 hit points of blood from the target 
  or the target dies. A creature, including the target, can use 
  its action to detach the tick.
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |21
   |21
  gnoll WiZArd
  Medium humanoid (gnoll), chaotic evil
  Armor Class 12
  Hit Points 27 (6d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  10 (+0)
  7 (–2)
  14 (+2)
  8 (–1)
  Senses darkvision 60 ft., passive Perception 12
  Languages Gnoll
  Challenge 1 (200 XP)
  Spellcasting. The gnoll wizard is a 2nd-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 12, +4 to 
  hit with spell attacks). It has the following Wizard spells 
  prepared:
  Cantrips (at will): acid splash, fire bolt, poison spray
  1st level (3 slots): expeditious retreat, magic missile, ray of 
  sickness, thunderwave
  Actions
  Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) piercing damage.
  Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6 + 2) bludgeoning damage.
  hArdy coMMoner
  Medium humanoid (any), any
  Armor Class 12
  Hit Points 22 (4d8 + 4)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  14 (+2)
  12 (+1)
  10 (+0)
  12 (+1)
  10 (+0)
  Skills Athletics +4, Survival +2
  Senses passive Perception 11
  Languages Common
  Challenge 1/4 (50 XP)
  Actions
  Improvised Melee Weapon. Melee Weapon Attack: +4 to hit, 
  reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning, piercing, 
  or slashing damage.
  Improvised Ranged Weapon. Ranged Weapon Attack: +4 
  to hit, range 20 ft., one target. Hit: 4 (1d4 + 2) bludgeoning, 
  piercing, or slashing damage.
  Poi the elFkin
  Small humanoid (elf), neutral good
  Armor Class 14
  Hit Points 22 (4d6 + 8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  18 (+4)
  14 (+2)
  12 (+1)
  14 (+2)
  14 (+2)
  Skills Acrobatics +8, Athletics +4
  Senses darkvision 60 ft., passive Perception 12
  Languages Common, Elvish
  Challenge 1/4 (40 XP)
  Prehensile Tail. Poi can use his tail to do anything he can do 
  with its hands.
  Dexterous Feet. Poi can use his feet to climb trees and similar 
  objects.
  Actions
  Multiattack. Poi makes one melee attack with his hand and 
  one with his tail.
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 7 (1d6 + 4) piercing damage.
  Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
  Hit: 4 (1d4 + 2) bludgeoning damage.
  rAMdrAke
  Medium abomination, unaligned
  Armor Class 13 (natural armor)
  Hit Points 22 (5d8)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  12 (+1)
  10 (+0)
  3 (–4)
  11 (+0)
  7 (–2)
  Senses darkvision 60 ft., passive Perception 10
  Languages —
  Challenge 1/2 (100 XP)
  Charge. If the ramdrake moves at least 20 ft. straight toward a target 
  and then hits it with a ram attack on the same turn, the target takes an 
  extra 2 (1d4) bludgeoning damage. If the target is a creature, it must 
  succeed on a DC 10 Strength saving throw or be knocked prone.
  Actions
  Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 5 (1d4 + 3) bludgeoning damage.
  Frost Breath (recharge 5–6). The ramdrake emits a 20-foot 
  cone of freezing air. Each creature within the cone must 
  make a DC 14 Dexterity saving throw, taking 7 (2d6) cold 
  damage on a failure and half as much on a success.
  
  22|Blight of the Moonglow glade
  22|Blight of the Moonglow glade
  undeAd BeAr cuB
  The undead bear cub uses the statistics of a black bear with the 
  following changes:
  • The undead bear cub has 9 (2d8) hit points.
  • The undead bear cub has Undead Fortitude: if damage 
  reduces the bear to 0 hit points, it must make a 
  Constitution saving throw with a DC of 5 + the damage 
  taken, unless the damage is radiant or from a critical 
  hit. On a success the bear drops to 1 hit point instead.
  undeAd MAMMA BeAr
  The undead mamma bear uses the statistics of a black bear with the 
  following changes:
  • The undead mamma bear has a Challenge 1 (200 XP)
  • The undead mamma bear has Undead Fortitude: if damage 
  reduces the bear to 0 hit points, it must make a Constitution 
  saving throw with a DC of 5 + the damage taken, unless the 
  damage is radiant or from a critical hit. On a success the bear 
  drops to 1 hit point instead.
  • The undead mamma bear is a Vicious Mother: if a an attacker 
  that she can see hits her cub, she can use her reaction to move up 
  to half her speed and make a bite attack.
  Wood goleM
  Medium construct, neutral
  Armor Class 13 (natural armor)
  Hit Points 45 (7d8 + 14)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  16 (+3)
  10 (+0)
  15 (+2)
  7 (–2)
  11 (+0)
  5 (–3)
  Damage Vulnerabilities fire
  Damage Immunities cold, lightning, poison, psychic; 
  bludgeoning, piercing, and slashing damage from 
  nonmagical weapons
  Condition Immunities charmed, exhaustion, frightened, 
  paralyzed, petrified, poisoned
  Senses darkvision 60 ft., passive Perception 10
  Languages understands the languages of its creator but 
  can’t speak
  Challenge 3 (700 XP)
  Alarm. Whenever a creature other than its creator comes 
  within 60 feet of the golem, it releases an audible alarm 
  sound which can be heard out to a range of 300 feet.
  Immutable Form. The golem is immune to any spell or effect 
  that would alter its form.
  Magic Resistance. The golem has advantage on saving 
  throws against spells and other magical effects.
  Magic Weapon. The golem’s weapon attacks are magical.
  Actions
  Multiattack. The wood golem makes two slam attacks.
  Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 12 (2d8 + 3) bludgeoning damage.
  yelloW Mold
  Patches of yellow mold are most commonly encountered in dark, damp 
  locations, and grows in 5-foot square and larger patches. If disturbed, 
  the yellow mold releases a cloud of spores in a 10-foot radius around 
  itself. Creatures caught in the spore cloud take 11 (2d10) poison 
  damage and must succeed on a DC 15 Constitution saving throw or 
  be poisoned for 1 minute. The creature takes an additional 5 (1d10) 
  poison damage at the start of each of their turns and can repeat the 
  saving throw at the end of each of their turns, ending the effect ton 
  itself on a successful save.
  Yellow mold is instantly destroyed by fire damage or sunlight.
  yoov’Fhek
  Yoov’fhek uses the statistics of a mimic with the following changes:
  • Yoov’fhek is Large and has 67 (9d10 + 18) hit points
  • Yoov’fhek has the ability to Breath Brain Mold (recharge 
  5–6): Each creature within a 20-foot radius of Yoov’fhek 
  must succeed on a DC 14 Constitution saving throw or 
  be infected with Brain Mold. Infected creatures begin to 
  sprout white moss and red mushrooms along their head and 
  shoulders. An infected creature may attempt a new saving 
  throw after a long rest to shake off the effects. Yoov’fhek can 
  issue commands to an infected creature within 100 feet of 
  it. An infected creature with an Intelligence of 10 or higher 
  can repeat the saving throw any time it takes damage due to 
  following Yoov’fhek’s commands.
  
  Blight of the Moonglow glade
  Blight of the Moonglow glade |23
   |23
  Porridge BoWl And sPoon
  Wondrous item, uncommon
  Rubbing the silver spoon clockwise three times around the 
  interior of the bowl magically fills the bowl with steaming maple 
  oat porridge up to three times per day.
  Potion oF undeAd control
  Wondrous item, rare
  When you use an action to drink this potion, you my force a 
  single undead creature within 60 feet that you can see to make a 
  DC 14 Wisdom saving throw or be dominated as per the dominate 
  monster spell.
  tAlking skull
  Wondrous item, very rare (requires attunement by a cleric)
  While you are attuned to this crystalline skull, you cast speak with 
  the dead three times per day without material components.
  BAll oF FeAther FAlling
  Wondrous item, rare (requires attunement)
  While carried, this item acts like a ring of feather falling.
  Blood MArk
  Wondrous item, uncommon
  You activate this item by placing a drop of blood on the material. 
  Once activated, you can place the bookmark in any book and no 
  one but you can open the tome until the bookmark is removed. The 
  bookmark can be used in this manner in three different books before 
  the silk fades.
  Box oF secrets
  Wondrous item, very rare
  To open this ivory puzzle box, you must first succeed on a DC 22 
  Intelligence check and then succeed on a DC 22 Dexterity check. 
  Doing so solves the puzzle box and causes a tiny ball of light to 
  fly up and into your forehead. You immediately gain a point of 
  Intelligence and a point of Dexterity. The box can be solved only 
  once, after which it becomes a novelty box that can store one thumb-
  sized object.
  cAndle oF invisiBility
  Wondrous item, rare
  When this candle is lit, it creates a zone 10 feet around it. Any 
  creature within the zone is invisible. When new, a candle of invisibility 
  has 10 minutes of burn time before it is consumed.
  glittering FAerie Ash
  Wondrous item, uncommon
  The ash can be thrown onto a single creature within 10 feet. The 
  creature must succeed on a DC 14 Dexterity saving throw or be 
  outlined in faerie fire (as per the spell).
  PAss stone
  Wondrous item, rare
  When you press a pass stone against any flat surface, a hole opens as 
  per the passwall spell. Once a stone is used, it melds into the structure 
  and cannot be removed.
  APPendix B:  neW MAgic iteMs
  APPendix B:  neW MAgic iteMs
  
  24|Blight of the Moonglow glade
  24|Blight of the Moonglow glade
  Notice of Open Game Content: This product contains Open Game Content, as 
  defined in the Open Game License, below. Open Game Content may only be Used 
  under and in terms of the Open Game License.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; 
  Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter 
  Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve 
  Townshend, based on original material by E. Gary Gygax and Dave Arneson.
  Blight of the Moonglow Glade, © 2020, Frog God Games; Author Jon Hook.
  Adventures 
  Worth  
  Winning
  
  NECROMANCER
     Games
  TM
  It began after a star fell from the heavens. A blight now ravages 
  Namjan Forest, killing everything it touches. If it cannot be stopped, 
  then soon the forest will fall to the molding blight, and then the 
  world.
  In Blight of the Moonglow Glade, the adventurers discover a gray 
  blight infecting the nearby woods. It is unlike anything they have 
  ever confronted before. It leaves its blighted mark not only on the 
  lands, but on the very souls of those who commune with nature. 
  It is up to the adventurers to discover the source of the blight and 
  destroy it. Only then can the forest can be saved.
  FROG GOD
  GAMES
  FROG GOD GAMES ADVENTURES
  Moonglow glade
  Blight
  of 
  the
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fat Goblin Games/FGG - Blight of the Moonglow Glade.pdf