TEXT: A 5E WARLOCK ADVENTURE 
  BY JEFF LEE
  Raid on the
  Raid on the
  FOR 5 PCS  
  FOR 5 PCS  
  OF 5TH LEVEL
  OF 5TH LEVEL
  Savage 
  avage oaSiS
  aSiS
  
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  © 2019 Open Design
  www.koboldpress.com
  Spring brings unprecedented resources into an otherwise 
  barren area, and those that survive the terrible storms and 
  floods seize upon the opportunity that awaits in the bounty 
  which comes after.
  The growing season of the Mad Spring is swift. Plants 
  reach full size and fruit in a matter of weeks, using the water 
  from the floods before it dries up and leaves the place barren 
  once more. Eventually, the plant life shrivels and dies. 
  Before this can happen, the tribes that live in and around 
  the wastes forage for the great bounty that awaits them amid 
  this strange season. The price can be high; many of these 
  plants are dangerous, and plant monsters lurk among them. 
  The risk is typically worth the reward. The Wild Harvest, 
  as the locals call it, can feed a group for the better part of a 
  year, or beyond, if enough is gathered before the Mad Spring 
  passes. Wastelanders are willing to risk death (or terrible 
  mutation) to gather the versatile and wondrous foodstuffs 
  available in this short period of time.
   One of the most contested places during the Wild 
  Harvest is a secluded, bowl-shaped valley that was once an 
  experimental garden for a wizard who specialized in botany 
  prior to the destruction of Uxloon. The only entrance 
  (other than flight or scaling the sheer rock that surrounds 
  the place) is a single door located in the great chasm where 
  RAID ON THE SAVAGE OASIS
  Design: Jeff Lee
  Editing: Meagan Maricle 
  Art Director & Graphic Design: Marc Radle
  Layout: Anne Gregersen
  Art: Phil Stone
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Adventure Background
  Supernatural storms are common in the Western Wastes 
  and most of them have dangerous side effects. One type of 
  storm, at least, results in a somewhat positive outcome. At 
  random intervals—typically no more than twice annually, 
  but often not reoccurring for several years—massive storms 
  brew in the wastes, dangerous thunderstorms that unleash 
  torrents of rain from clouds that flicker with multi-colored 
  lightning. Flash floods sweep through the barren hills 
  and across the dust-laden plains, washing everything in 
  uncontrolled magic. In the wake of these storms, a great 
  explosion of growth occurs. This time is known as the Mad 
  Spring, when plant life bursts from the ground in a lush 
  eruption of strange life. Some scholars believe these plants 
  may have been carried, as spores or wind-borne seeds, from 
  Carnessa, a jungle to the south beyond the Wall. Unable to 
  grow in the harsh conditions here, they have adapted, lying 
  buried until the magic-charged rains come to give them 
  the impetus to grow. Others suggest the plants are mutated 
  remnants of the greenery that once existed here, forced into 
  rapid resurgence and twisted by the strange magics carried 
  by the storms. Whatever the case, the time is a boon for 
  those tortured beings that eke out a living here. The Mad 
  
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  the Hungering Cocoon resides. During the Mad Spring, 
  runoff from the rains spill down the cliff, feeding a waterfall 
  that empties into a pool in the hidden vale, turning it into 
  a savage oasis filled with wild and often dangerous life. An 
  abundance of vegetation springs forth from the terraced 
  terrain in the form of plants once planted here by the 
  botanical wizard, mutated with long exposure to the corrupt 
  magic of the Wastes. The greatest prize here is the seed of the 
  Shrine Tree, said to be able to cure all manner of ills.
  Recent Events
  The Savage Oasis and the wizard’s work area are currently 
  occupied by the Fallen Children, a group of outcasts and 
  outlaws led by a former slaver named Nazaire. Nazaire has 
  formed a ragged group of dusty, wizened, desperate folk 
  and bonded them through intimidation and adherence 
  to a strange, religious dogma that combines elements of 
  druidism, Great Old One worship, and fragments of doctrine 
  from worshipers of Mavros. Nazaire discovered the Savage 
  Oasis while planning a pilgrimage to the Seat of Mavros 
  shortly after the current Mad Spring started. He quickly 
  occupied it with a force of elite followers. Having learned of 
  the Shrine Tree and its powers, his minions work to harvest 
  the bounty of the place while he waits for the tree’s seed to 
  reach maturity, hoping it will cure his disfigurements. He has 
  brokered a deal with a qwyllion, Acraecea, who is on the run. 
  The twisted nymph is allowed to reside here, safe from her 
  enemies, in return for protecting it while the Fallen Children 
  restock their food stores before beginning their pilgrimage.
  Adventure Hooks
  Andres DeMarque, a wizard from Bourgund still loyal to his 
  bonded knight, worries that Sir Chancel’s advanced years 
  mean he is soon to depart this world. Andres loves Chancel 
  and does not want to lose him—for reasons more than just 
  his feelings. Sir Chancel’s death would mean Andres would 
  need to be bonded to a new knight, and he finds most of 
  them to be intrusive, abrupt, and suspicious of the mages. 
  Worse, Andres fears that those mages seeking to throw off 
  their own bonds would attempt to coerce him to assist them 
  in another revolt once he was free of his bond to Sir Chancel.
  During his research, Andres learned of the hidden oasis 
  and the Mad Spring from reports by agents of his abroad in 
  the wastes. They told of the Shrine Tree and its miraculous 
  seeds. He wishes to acquire this rare seed and use it to create 
  an elixir to bolster Sir Chancel’s declining health. He has 
  been discretely seeking adventurers to make the trek. Andres 
  offers a reward of 2,500 gp, or potions roughly equal to a 
  monetary reward, to any group that brings him a seed from 
  the Shrine Tree.
  The PCs could have other reasons for venturing into the 
  Wastes during the Mad Spring. Below are some suggestions.
  • Bourgund is known for the strong and long-lasting 
  perfumes crafted there. The strange plants that grow 
  during the Mad Spring are sure to provide new scents 
  that would be of great interest to Bourgund’s perfumers, 
  who would pay well for such ingredients.
  • A wizard with interests in botany has discovered 
  remnants of the work done by a wizard who once 
  owned a hidden oasis. She will pay well for samples of 
  the various plants which grow there, with a hefty bonus 
  for any research notes or tomes that might still exist in 
  the place.
  • Acraecea, one of the foul qwyllion, is wanted for terrible 
  crimes against the people of Allain and Bourgund. 
  Both nations have a standing bounty on her head. An 
  informant has sold the PCs the location of her most 
  recent hideout.
  Entrance to the Savage Oasis
  The main entrance to the place is at the bottom of a large 
  gorge south of Allain and east of Bourgund, in what was 
  once the Magocracy of Uxloon. A stone door is set into the 
  cliff face on the north side of the gorge. The door has no 
  handle or visible locking mechanism. Its only adornment 
  is a bas relief of a humanoid face, like a death mask. A 
  creature approaching within five feet of the door causes the 
  eyes of the face to open, revealing a pair of glowing, crystal 
  eyes. If the creature is recognized, the door swings inward, 
  shutting behind the creature when it passes unless braced 
  open. If the creature is not recognized as allowed, the eyes 
  shut again and the door remains closed. Those within are 
  able to manipulate the door’s magic to open under specific 
  circumstances, allowing it to recognize specific creatures. A 
  creature inside can leave simply by using the handle on the 
  inside to open the door as if it were not locked.
  PCs using detect magic can examine the patterns of the 
  door’s enchantment and find a way to circumvent them. A 
  successful DC 14 Intelligence (Arcana) check allows a PC 
  who can see the magical pattern to alter it, allowing the PCs 
  access through the door. This procedure takes 1 minute. 
  Forcing the door is faster but more difficult, requiring a 
  successful DC 18 Strength check. If the PCs attempt to 
  destroy the door, it has AC 17, 30 hit points, and a damage 
  threshold of 8.
  No creatures are encountered here, as the gorge is home 
  to the Hungering Cocoon. The massive, oozing, mound of 
  flesh travels blindly through the chasm overrunning and 
  absorbing every living thing it encounters. The quivering 
  mound is encrusted with filth and grime, and occasionally, 
  when seen from close enough, one can notice cysts on its 
  
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  surface. The cysts appear to hold fetal forms of creatures 
  floating within them. The Hungering Cocoon is the size 
  of a castle and adventurers hear and see it coming from a 
  long way off. The PCs aren’t meant to combat the creature, 
  but its presence should provide heightened tension while 
  attempting entrance to the Savage Oasis. You can provide 
  the players with descriptions of the behemoth as it jags and 
  veers along the chasm in the distance as they examine the 
  door and seek entry. Describe it for them as their characters 
  watch the immense abomination getting ever closer as they 
  work, its bulk eventually casting them into shadow as it 
  shakes and shudders its way across the floor of the chasm. 
  At the last moment, they get the door open and rush inside, 
  shutting the portal behind them and hearing the scrape of 
  the beast’s massive bulk as it slides along the other side of  
  the wall.
  1. ENTRANCE
  A short hallway ends in a second stone door. To the west of the 
  entrance is an alcove with floor, walls, and ceiling crafted of a 
  smooth, translucent, blue crystal.
  This small hallway contains an alcove and the magical 
  mechanism responsible for controlling the exterior door.
  Decontamination Alcove. If a creature steps into the 
  alcove, a shimmering wall of force seals it inside. The walls, 
  floor, and ceiling then bathe the alcove in a soft, blue light. 
  Creatures in the alcove feel nothing but a faint tingling. The 
  energies decontaminate the occupant, killing any spores, 
  seeds, or living plants within the alcove. If a plant creature 
  enters the alcove, it must make a DC 14 Constitution saving 
  throw, taking 5d10 radiant damage on a failed save, or half 
  as much damage on a successful one. If this damage reduces 
  a creature to 0 hit points, its body is destroyed, turning to 
  fine dust. Creatures that are diseased or carrying parasites 
  are cured of such afflictions. After 1 round, the light fades 
  and the wall of force vanishes, allowing creatures to enter 
  or exit the alcove. A successful DC 14 Intelligence (Arcana 
  or Nature) check after witnessing the alcove’s activation 
  determines the alcove’s purpose. The DC increases to 18 
  if a PC is attempting to determine the alcove’s purpose 
  before it activates. This fixture was placed by the wizard who 
  originally built the garden to ensure invasive species could 
  not be accidentally tracked in and allowed to contaminate 
  the experimental garden.
  Outer Door, Interior. A magical sigil is inscribed on 
  the interior of the southern door. A creature touching the 
  sigil can take an action to specify the conditions under 
  which the outer door will open, being as general (open for 
  anyone) or as specific (only open for a bald dwarf carrying 
  an adamantine axe) as they choose. The level of the door’s 
  security changes to the chosen specifications on initiative 
  count 20 of the following round.
  Inner Door. The second door is likewise magical and 
  identical to the outer door, except it lacks a sigil and can’t 
  be changed. It opens only if every creature in the entrance 
  hall has taken a turn in the decontamination alcove. A PC 
  who casts detect magic to study the door’s enchantment 
  and succeeds on a DC 14 Intelligence (Arcana) check can 
  spend an action to temporarily fool the door into thinking 
  all creatures in the room have been decontaminated, thus 
  allowing them to open the door.
  2. ROOM OF THE VERDANT PILLAR
  This hall is empty except for a single pillar in the center of the 
  room. Standing a few feet shy of the ceiling, this block of stone 
  is a brilliant green in color and slightly translucent. The air 
  here smells fresher than the nearby rooms.
  Nazaire’s people originally bedded down in this room, 
  but the strangeness of the pillar made them rethink that 
  arrangement. Now they all crowd in Area 8. Thus far they 
  have avoided this room, but, with the ever-increasing 
  harvest, they may need to use it as storage.
  Verdant Pillar. The pillar is a single block of stone two 
  feet to a side and standing seven feet tall. It is fashioned of 
  a green, translucent stone. The pillar is warm to the touch 
  and smells of green, growing things. It radiates magic. A 
  successful DC 16 Intelligence (Arcana or Nature) check 
  determines the magic of the pillar is connected to living 
  things, specifically plants, though, without specific training, 
  the exact extent of its powers are beyond most people. If a 
  spellcaster takes the time to attune itself to the pillar, the next 
  time the spellcaster casts a spell that has plants as part of its 
  effect (such as entangle) or a spell that affects plants (such as 
  plant growth), the spellcaster increases the area of effect of 
  the spell by half. This only affects the first spell of this type 
  that is cast. To gain the benefits again, the spellcaster must 
  reattune to the pillar.
  3. DINING AREA
  A large, round table sits in the center of this room, surrounded 
  by four stools. The top of the table holds a strange assortment 
  of fruits and vegetables. Piled on the floor against the 
  unfinished north wall is an assortment of glassware and lab 
  equipment. Three small niches are worked into the south wall, 
  each holding a small bell jar.
  Four cult fanatics occupy this room, sorting a batch of the 
  harvest from the Savage Oasis. They are hostile to anyone 
  they do not recognize as members of their tribe. If half of 
  them fall, the others attempt to flee, moving to Area 8 to call 
  for reinforcements.
  
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  Treasure. The food on the table is equivalent to 30 days 
  of rations, but it perishes within a week if not properly 
  dried or otherwise preserved. The three bell jars in the wall 
  niches are magical. Any organic material placed in one of 
  the bell jars is magically preserved, remaining in the same 
  condition it was when it was first placed inside. When 
  removed from the jar, the material continues to decay at 
  its normal rate. Each jar can hold up to 1/2 cubic foot of 
  material (approximately 3 days of rations). The PCs can 
  use a jar to store fresh rations or to preserve a small, wholly 
  intact plant from the oasis for botanists and perfumers in 
  Bourgund. The PCs receive 300 gp for each intact plant 
  they bring to Bourgund. The cult fanatics collectively carry 
  28 sp and 34 cp.
  4. STORAGE AREA
  A finished area of stone juts off from the rough tunnel. It is 
  stacked with sacks and baskets full of fruits and vegetables.
  A successful DC 14 Wisdom (Perception) check hears faint 
  rustling and chewing coming from the stack of foodstuffs. 
  If the pile is disturbed, the insects that have infested the 
  store become angry and defend their food, forming two 
  swarms of insects that crawl out to attack intruders. If the 
  PCs flee the area, the swarms don’t pursue, returning to 
  their feeding.
  Food. There is currently enough food stored here to feed 
  a dozen people for two weeks. However, much of it is full of 
  holes, partially eaten, and laden with insect eggs. The food 
  is still edible but possibly unappetizing. If a PC casts purify 
  food and drink on the food, the insect eggs and remains in 
  the food are removed.
  5. MEANDERING PASSAGE
  This rough passage twists off into the distance, rubble and 
  debris from the ages scattered on the floor and piled  
  against the walls. A strange metal cabinet is affixed to the 
  western wall, its rusty surface covered with levers, wheels, 
  and switches.
  The dirty floor of the passage shows the most traffic  
  between Areas 3, 4, and 7. The northern section of the 
  passage is dusty with signs of little to no traffic. The metal 
  cabinet on the western wall appears to have remained 
  untouched for decades. 
  Control Panel. This passage serves no real purpose but 
  to house the strange piece of machinery that sits here. This 
  was the control unit for experimental treatments the wizard 
  had developed for his garden. Long unused, most of the 
  controls no longer function; the ones that do are haphazard 
  and unpredictable. Most of the effects of manipulating the 
  controls can’t be noticed here, but they can affect encounters 
  elsewhere in the complex. If a PC activates a random switch, 
  wheel, or lever, roll percentile dice and consult the table 
  below to determine the results.
  d100
  Effect
  01-25
  No effect
  26-50
  Insecticide sprays in Areas 10-15, but the concoction has 
  weakened over time. Insects are not killed but enraged. Add 
  one swarm of insects to each of those areas. If this result is 
  rolled a second time, the second dose kills any swarms. This 
  result has no effect after the second time.
  51-60
  A magical fertilizer is applied to Areas 6 and 10-15, causing 
  rapid growth. All terrain in Areas 10-15 is now considered 
  difficult terrain. Each plant creature in Areas 6 and 10-15 gain 
  11 (2d10) temporary hit points and a +2 bonus to attack and 
  damage rolls. If this result is rolled again, it has no effect.
  61-70
  A purifying element is released into the water in Areas 10-15. 
  Acraecea's corrupt form is inadvertently affected, and she 
  is poisoned for 1 hour. If this result is rolled again, it has no 
  effect.
  71-90
  Herbicide is released into the test planter in Area 6, killing the 
  quash moss.
  91-95
  That particular lever/switch/wheel shorts out, causing smoke 
  and dealing 11 (2d10) lightning damage to the creature that 
  triggered it.
  96-00
  Same as a roll of 91-95, except the resulting feedback shorts 
  out the entire machine, causing a cloud of smoke to fill the 
  entire passageway for 1 minute, which heavily obscures the 
  area and possibly alerts creatures in nearby areas to the PCs’ 
  presence, at your discretion.
    
  6. BOTANICAL LABORATORY
  A large hollow is carved into the floor at the center of this 
  room. It is filled with a thick, green moss. The moss is covered 
  in small, white berries and gives off a scent reminiscent of 
  baking bread. Small tables and cabinets stand against the 
  walls of the room, their tops covered with glassware, alembics, 
  and other equipment.
  Three druids, members of Nazaire’s clan, are here, 
  experimenting with the patch of quash moss (use the 
  statistics of a rug of smothering) that grows in the 
  depression. The moss attacks any creature that comes near it, 
  except for the druids who wear small charms enchanted to 
  make the quash moss ignore them. The druids attack anyone 
  not of their clan who enters the area. If two of them fall, the 
  third attempts to retreat to Area 8 to warn of the intruders.
  
  7
  Treasure. The druids carry a total of 32 sp and 40 cp and 
  wear small, rough, wooden charms. If a PC wears one, none 
  of the plant creatures in the oasis attack the PC, unless the 
  PC attacks or damages the creature first. The shambling 
  mound in Area 12 is immune to the effect of the charms. 
  One of the cabinets holds several journals belonging to 
  the wizard that once owned this oasis. If read in full (a 
  process taking several hours), they provide information on 
  the special plants found throughout the complex and the 
  garden, including the Shrine Tree and the proper method of 
  harvesting its seed. The journals also contain the password 
  needed to keep the guardian statues from becoming hostile 
  (see Areas 9 and 10). If a reader is looking for specific 
  information within the journals, the reader must spend 
  10 minutes reading the journals and succeed on a DC 12 
  Intelligence (Investigation) check to locate the information. 
  If the check succeeds by 5 or more, the time required to read 
  the journals is halved. The books are worth 1,000 gp to the 
  right buyer. If the quash moss is killed, ten of the berries 
  growing on it turn a vivid purple in color. These berries act 
  as the products of a goodberry spell. If not eaten within 24 
  hours, however, each berry produces more quash moss, 
  growing into a full-sized (and hostile) patch within 1 hour 
  after 24 hours have expired.
  7. TRAPPED JUNCTION
  The passageway widens into a small cave, empty save for a 
  few berries, leaves, and twigs scattered on the floor. Two other 
  rough tunnels exit the area.
  Illusion-Shrouded Pit. In the center of the room, a 50-foot 
  deep pit lies covered with an illusion to appear as a normal 
  floor. When one of Nazaire’s followers fell to his death, one 
  of the others marked the floor so they could avoid the trap 
  in the future. Now they use the pit to dispose of unwanted 
  vegetation. A creature that falls into the pit takes half the 
  normal falling damage as the decaying vegetation piled at the 
  bottom softens the fall.
  Prevention. Anyone examining the floor carefully and 
  succeeding on a DC 16 Wisdom (Perception) or Intelligence 
  (Investigation) check notices faint scratches on the floor 
  outlining a rough square just over 5-feet per side. Tactile 
  investigation of the floor shows it to be nothing more than a 
  visual illusion. 
  Creature. Some of the plants have continued to grow 
  and mutate, and a mass of asp vines (use the statistics of 
  a swarm of poisonous snakes with a speed of 10 feet and 
  no swimming speed) lurks in the pile at the bottom of the 
  pit. The asp vines attack any creature that falls into the 
  pit, scoring it with their poisonous thorns until it dies. 
  The vegetation in the pit is littered with the bones of small 
  rodents that have fallen prey to the vines.
  8. EXHIBITION HALL
  The rough tunnel transitions into worked stone. Where  
  large doors once hung is an open doorway leading into a 
  cross-shaped hall. The floor is strewn with bedrolls and packs. 
  A glass cabinet at the far end of the hall appears to be a 
  terrarium of some sort, holding a cascade of moss and vines. 
  An alcove to the south holds wall-mounted glass cases, and  
  a pair of bronze double doors sit in a branch off the  
  northern wall.
  The doors that opened into this hall were removed long 
  before the Fallen Children arrived. Nazaire’s people have 
  chosen to use this large area as a barracks during their time 
  here. The cases in the southern wall have been left untouched 
  after one of the clan’s members broke open one of the 
  small, glass cases and was infected with a rapidly spreading 
  growth of vegetation. That clan member now lurks in the 
  undergrowth of the middle tier of the oasis (see Area 12).
  Creatures. The bulk of Nazaire’s people are resting here 
  when not laboring to harvest the oasis. Ten Fallen Children 
  clansfolk (use the statistics of a thug) are currently here, 
  lounging. They attack anyone they do not recognize. If half 
  or more of their number fall, the rest attempt to retreat out 
  the doors to the oasis to warn Nazaire.
  The Green Mantle. A glass cabinet stands at the eastern 
  end of the hall. What from a distance seems to be a terrarium 
  of hanging plants is revealed to be a long garment woven 
  of moss, vines, and other living plants, a green mantle (see 
  page 11). The cabinet opens easily, though it has remained 
  untouched by the Fallen Children. After the accident with 
  the display cases, Nazaire ordered his people to leave the rest 
  of the cases alone, as they might be dangerous. The cabinet is 
  filled with magically created humidity, keeping the interior 
  full of moisture even outside the season of the Mad Spring.
  Display Cases. Seven glass cases are mounted to the walls. 
  Each contains some type of plant matter—seeds, mosses, 
  cuttings, flowers, and other parts—except for one, which is 
  broken. Shards of glass lie on the floor beneath the broken 
  case. Withered vines, moss, and other plants lie in patches 
  on the floor among the glass shards and even on the wall, 
  spreading out from the broken and now empty case. The 
  other cases have doors that can pulled open and contain  
  the following:
  • A dozen small, hard, brown seeds lie in grass clippings. 
  If these seeds are planted and watered, they sprout into 
  long, thorny vines, becoming a full-grown patch of asp 
  vines (see Area 7) in 30 days (or 24 hours if planted in 
  the Savage Oasis).
  • A puffball mushroom sits alone in the case. If touched, 
  it releases a cloud of spores within 5 feet of the display 
  case. These spores act as dust of sneezing and choking.
  
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  • A vine covered in small, purple flowers wraps around 
  a makeshift tree branch. If the case is opened, the 
  heady aroma of the flowers is released. Each creature 
  within 5 feet of the display case must make a DC 15 
  Constitution saving throw. On a failure, a creature falls 
  unconscious for 10 minutes. On a success, a creature is 
  incapacitated until the end of its next turn. If the flowers 
  can be transported fresh and intact to a perfumery in 
  Bourgund, they can be sold for 250 gp. 
  • This case is half full of clean, clear water with a layer of 
  pinkish-white algae growing on its surface. A successful 
  DC 15 Wisdom (Perception) check notices a fine layer 
  of silver dust on the bottom of the case. This algae feeds 
  on impurities in water, turning them to silver. The 
  algae can remove any contaminants in up to 1 gallon of 
  water in 1 hour, making it clean and safe to drink, while 
  producing 5 cp worth of silver dust in the process. A 
  successful DC 15 Intelligence (Nature) check determines 
  the algae’s properties without opening the display case. 
  If the PC interacts with the algae or the water, the PC 
  has advantage on this check. 
  • A half dozen dark brown mushrooms with caps covered 
  in white pustules grow in this case. A tea brewed from 
  one of these mushrooms is bitter and difficult to choke 
  down, but it has useful healing properties. If a creature 
  completes a short rest within 24 hours of drinking this 
  tea and spends Hit Dice to regain hit points, it rolls two 
  dice and uses the higher of the two rolls. If a creature 
  completes a long rest within 24 hours of drinking this 
  tea, it regains 1 extra spent Hit Die. A successful DC 15 
  Intelligence (Nature) or Wisdom (Medicine or Survival) 
  check recalls the properties of this mushroom. 
  • A small plant bears a golden, plum-sized fruit that gives 
  off bright light in a 5-foot radius and dim light for an 
  additional 5 feet. The fruit is juicy and delicious. For 8 
  hours after eating the fruit, a creature gives off light like 
  the fruit. A successful dispel magic (DC 11) counters  
  the effects.
  9. BALCONY
  A railed stone balcony overlooks a chasm filled with vibrant, 
  verdant life. A series of terraces descend down into the 
  crevasse, each rife with a variety of plant life. A waterfall 
  plummets down the cliff to the east, feeding a stream that 
  empties into a multi-level pond, which fills a portion of the 
  two middle level terraces. A pair of bronze nymph statues, 
  green with age and exposure, stand in the corners of the 
  balcony. Several score marks cover their surfaces, exposing the 
  metal beneath the verdigris, as if something had raked them 
  repeatedly with claws. A set of stairs to the east descends to the 
  first terrace.
  The balcony provides an excellent view of the entire oasis, 
  impeded only by the vegetation and light conditions (during 
  the day, the entire area is brightly lit). A successful Wisdom 
  (Perception) check against the following DCs allows those 
  observing from the balcony to see the following occupants 
  of the Savage Oasis:  Acraecea in Area 13 (DC 18);  Fallen 
  Children clan members in Area 11 (DC 13) and Area 14 (DC 
  14), Nazaire in Area 15 (DC 20), or the shambling mound in 
  Area 12 (DC 25).
  Creatures. The two hollow bronze statues (use the 
  statistics of animated armor) on the balcony animate and 
  attack anyone that does not speak the password “discedent” 
  before moving to the steps. 
  10. FIRST TERRACE
  This terrace abuts the southern side of the chasm. A low stone 
  retaining wall lines its outer edge. A lush patch of vegetation 
  rises above the low grasses and mosses which cover most of 
  the terrace. Hard-packed earthen stairs to the north and east 
  descend to the next terrace. Three bronze statues of satyrs, one 
  playing pipes, one holding a lyre, and a third beating a drum, 
  stand in niches carved into the cliff face.
  The edible vegetation here has been picked over by the Fallen 
  Children, but the rapid growth of the plants is evident, as 
  there may be another harvest ready in a matter of days. 
  Though there are Fallen Children on the terrace below, they 
  are accustomed to the occasional problem with strange 
  plants and the need for violence. If they hear combat, they 
  assume some of their clansfolk are simply dealing with yet 
  another problem. They don’t come to assist unless they hear 
  cries for help.
  Creatures. The three hollow bronze statues (use the 
  statistics of animated armor) attack any creature that 
  doesn’t speak the password “discedent” before moving to 
  one of the staircases.
  11. SECOND TERRACE
  This terrace is larger than the first and holds more vegetation. 
  The waterfall that pours down from the cliff impacts here, 
  forming a rushing stream that feeds a large pond on the 
  terrace’s northern end. Water spills over a low section in the 
  retaining wall to a second pond on the terrace below. Earthen 
  stairs to the west provide access to the lower terrace.
  Four Fallen Children (use the statistics of a thug) are 
  working here, under the supervision of a cult fanatic and a 
  druid. They attack anyone they don’t recognize. 
  
  9
  12. THIRD TERRACE, EASTERN SIDE
  The eastern side of this terrace holds a large cluster of 
  flowering plants. Trees, vines, and shrubs are ablaze in a riot 
  of color, covered in blossoms of myriad shapes and sizes. Even 
  from a distance, the heady fragrances are impossible to ignore.
  The grove here holds a large variety of flowering plants. 
  While the mixed fragrances of the blooms are powerful, 
  none of them have any extraordinary effects. Should the PCs 
  collect samples of various blossoms, they can sell the samples 
  to a perfumery in Bourgund for 300 gp. Live cuttings of the 
  plants that can be transplanted would fetch them 1,500 gp.
  Creature. A shambling mound lurks in the grove of 
  flowering plants. This creature was once Mara, one of the 
  Fallen Children. While exploring the outer complex, Mara 
  broke open one of the display cases in Area 8. The vegetation 
  inside exploded into growth, covering her. She fled into the 
  oasis, quickly succumbing to the vegetation as it enveloped 
  her. The rest of Mara’s clan took her for dead, but she 
  revived in her current form. The shambling mound has 
  dim memories of her past life. Though she doesn’t harm the 
  Fallen Children, she makes them nervous, and they avoid 
  getting too close to her. Nazaire has discovered that she still 
  obeys his commands, so long as they are simple. The creature 
  attacks anyone that disturbs her grove, but she doesn’t 
  pursue creatures that flee. If Nazaire calls her by name, she 
  comes to him and obeys him as best as she is able. She fears 
  Acraecea and avoids the qwyllion, if possible.
  13. THIRD TERRACE, CENTRAL POND
  Water spills from the terrace above to form a pool here. 
  It then continues to flow down over a low section of the 
  retaining wall and wind its way through the terrace below. 
  The water here is murkier than the pool above. Earthen stairs 
  to the east and west provide access to the lowest terrace.
  The vegetation here has been picked over, but about half of 
  it has refreshed and is ready to harvest again. There is plenty 
  of fresh food to be had here, though some of the vegetation 
  is highly toxic. A successful DC 15 Intelligence (Nature) or 
  Wisdom (Survival) check finds food that is safe to eat. If 
  a creature fails the check by 5 or more, it finds plants that 
  look safe but are actually poisonous. The creature must 
  make a DC 14 Constitution saving throw. On a failure, it 
  takes 14 (4d6) poison damage and is poisoned for 1 hour. 
  On a success, it takes half the damage and isn’t poisoned.
  Creature. Acraecea, a qwyllion (Tome of Beasts, p. 316), 
  typically lounges in the waters of this pool. Her corrupt 
  presence fouls the waters here. Acraecea is a wicked 
  creature that has murdered many people in both Allain 
  and Bourgund. Bounty hunters from both nations are 
  actively seeking her to claim the hefty reward offered for 
  her death. She tolerates the presence of Nazaire and his 
  people only because she has struck a bargain with him. He 
  has given her access to the Savage Oasis, a safe refuge from 
  her pursuers, in exchange for her guarding the place against 
  any interlopers once they leave for their pilgrimage. Her 
  protection of the oasis would mean his people could safely 
  return and benefit from another harvest after the next Mad 
  Spring begins.
  Acraecea detests this place, with its abundant life and 
  beauty. She especially hates the nymph statues, which 
  remind her of what she was before her corruption. After the 
  Fallen Children leave, she plans to pollute and corrupt this 
  place as quickly as she can, unaware the oasis will perish 
  after the Mad Spring ends whether or not she corrupts it. 
  She is already plotting her betrayal of Nazaire. In time, she 
  plans to go out to slay more victims and build a host of 
  specters to unleash on the Fallen Children when next they 
  return here. In the meantime, she upholds her end of the 
  bargain, attacking any outsiders that intrude upon the oasis. 
  Acraecea fights until she is reduced to half her hit points or 
  fewer, then she flees, heading down to the lower terrace or 
  to the east to rouse the shambling mound to distract the 
  PCs. If the PCs are well-prepared for an encounter with a 
  single, high-challenge creature such as Acraecea, consider 
  adding one or more specters under her control. 
  If it is clear the PCs are after her to claim the bounty from 
  Allain or Bourgund, she attempts to escape and find a new 
  place in the wastes to hole up until the heat dies down.
  
  10
  14. FOURTH TERRACE, WEST
  This lowest level of the chasm has large patches of tall, thick 
  vegetation covering much of the ground between here and the 
  cliffs to the north. The stream pours over the low section of the 
  third tier’s retaining wall to flow off into the trees and out of 
  sight.
  The lowest and largest tier of the Savage Oasis, this area 
  holds the bulk of the oasis’ wild growth. The Fallen Children 
  have removed most of the dangerous plants around the 
  terrace’s edges, but more lurk within the thickets that grow 
  north toward the base of the cliffs. There, the stream gathers 
  in a small whirlpool as it plunges into a narrow crevice to 
  continue on underground.
  Creatures. A druid and a cult fanatic are overseeing four 
  of their fellow Fallen Children (use the statistics of a thug), 
  harvesting from the edge of the larger area of vegetation 
  west of the stream. In combat, the druid and cult fanatic 
  attempt to draw enemies into the smaller grove to the west, 
  where a pair of hammer hollies grow (use the statistics of 
  an awakened tree with a speed of 0). The two leaders are 
  wearing the special charms that ward them from the plants 
  in this area, and they don’t fear attack from the plants. 
  Should both leaders fall first, the other four Fallen Children 
  flee. The druid or cult fanatic flees or surrenders if it is the 
  only member of the Fallen Children that remains and the 
  PCs defeated the hammering hollies.
  15. FOURTH TERRACE, EAST
  There is very little space to walk on the eastern side of the 
  terrace, as the wild growth of the place encroaches on the grass 
  and moss. The stream borders this portion to the west, flowing 
  into the vegetation towards the north wall of the chasm. A 
  narrow path stretches into the undergrowth towards a tall tree 
  with silvery bark and long, spear-like leaves of deep green.
  The Shrine Tree. The path leads to a small clearing where 
  the Shrine Tree stands. This tree is the crown jewel of the 
  magnificent flora here. The tallest tree in the area, the Shrine 
  Tree is 8 feet across at its base and some 25 feet high. The 
  first branches spread away from the trunk about 15 feet up, 
  nearly perpendicular to the trunk itself. The tree’s bark is 
  smooth and silvery. The leaves of the tree average 1-foot 
  long and look like dark green spearheads. No flowers or fruit 
  can be seen on the tree, but its base holds a hollow, 3 feet 
  wide and 4 feet high, that opens into the heart of the tree. 
  Dangling from the peak of the hollow is a single seed. It is 
  1-foot long and half as wide at its middle, tapering at both 
  ends, and enclosed in a soft, velvety coat of sea green. 
  The Shrine Tree grows one such seed every 20 years. If the 
  seed is eaten, it serves as an antidote to any poison and a cure 
  for any disease. The creature consuming the seed also has 
  resistance to poison damage and advantage on saving throws 
  against poison and disease for 1 year. If eaten by a creature 
  that is neither diseased nor poisoned, it adds ten years to that 
  creature’s lifespan. The seed must be allowed to mature and 
  fall from the tree for these benefits, however. If it is plucked 
  before then, a creature that consumes it only has advantage 
  on saving throws against disease and poison for a month. 
  Alternatively, an immature seed can be prepared with 
  other ingredients to create 5 doses of restorative ointment, 
  a process that takes 1 week and 150 gp worth of additional 
  materials. The Shrine Tree’s seed matures and falls from the 
  tree 3 days after the PCs arrive.
  Creature. Meditating in front of the hollow of the tree is 
  the leader of the Fallen Children, Nazaire the Corrupted. 
  He read the journals in Area 8 and is waiting for the seed to 
  separate from the tree. Nazaire challenges any intruders to 
  the oasis, and, if they declare they have come for the seed of 
  the Shrine Tree, he attacks, shouting to rally any of his allies 
  nearby. Nazaire refuses to give up on this opportunity and 
  fights to the death against any that try to take his prize. If 
  Nazaire is defeated, the rest of the Fallen Children leave the 
  Savage Oasis to the victors.  
  Nazaire’s Allies. When engaged in combat, Nazaire calls 
  to his allies for help. If still alive, allies in the surrounding 
  areas come to his aid. Mara, the shambling mound in Area 
  12, is the first to answer the call and arrives in 1d4 rounds to 
  FURTHER ENCOUNTERS IN THE SAVAGE OASIS
  The full extent of the final tier of the Savage Oasis is up to you. 
  There should be at least enough heavy undergrowth and trees to 
  provide other encounter areas should you and your players wish to 
  have further exploration of the area. The Savage Oasis is a prime 
  spot to add other plant creatures or even magically mutated river-
  based creatures washed into this valley from the waterfall. You can 
  also add flying fauna that would be attracted to such a place of 
  bounty as well, such as insects, predators that spot the place from 
  overhead, or other monsters that would like such terrain for food, 
  rearing young, or a lair.
  You can also take creatures that wouldn’t normally be found in 
  such environs and “reskin” them to your wants and needs. For 
  example, you could use the statistics of a roper but describe it as 
  a new type of carnivorous fungus or plant that looks like a tree or 
  giant mushroom until it moves. A little creativity makes for new and 
  exciting encounters.
  
  11
  GREEN MANTLE
  Wondrous item, very rare (requires attunement)
  This garment is made of living plants—mosses, vines, 
  and grasses—interwoven into a light, comfortable piece of 
  clothing. When you attune to the green mantle, it forms a 
  symbiotic relationship with you, sinking roots beneath your 
  skin. While wearing the green mantle, your hit point maximum 
  is reduced by 5, and you gain the following benefits:
  • If you aren’t wearing armor, your base Armor Class is 13 + 
  your Dexterity modifier.
  • You have resistance to radiant damage.
  • You have immunity to the poisoned condition and poison 
  damage that originates from a plant, moss, fungus, or 
  plant creature.
  • As an action, you cause the mantle to produce 6 berries. It 
  can have no more than 12 berries on it at one time. The 
  berries have the same effect as berries produced by the 
  goodberry spell. Unlike the goodberry spell, the berries 
  retain their potency as long as they are not picked from 
  the mantle. Once used, this property can’t be used 
  again until the next dawn.
  Curse. Once you don and attune to this cursed mantle, you 
  are cursed and can’t remove it unless you are targeted by 
  the remove curse spell or similar magic (the decontamination 
  alcove in Area 1 destroys the green mantle, removing the 
  curse). The green mantle requires at least 1 pint of water 
  each day. If you fail to provide water to it, it draws the 
  moisture it needs from your body, dealing 10 (3d6) necrotic 
  damage to you. If it is unable to gain moisture, due to its 
  host’s immunities or magical protections or being in a dry 
  environment on a dead host, the green mantle begins to 
  wither. After the first 24 hours it is unable to gain moisture, 
  the Armor Class it provides is reduced by 1, and you lose 
  resistance to radiant damage. After 48 hours without 
  moisture, it no longer provides an Armor Class, and you lose 
  immunity to the poisoned condition and plant-based poison 
  damage. After 72 hours without moisture, it dies, becoming 
  nonmagical, and you are able to remove it.
  defend Nazaire. The Fallen Children in Area 14 arrive in 
  2d4 rounds, but they flee if Nazaire is defeated. Acraecea 
  remains hidden, observing the fight from a safe distance 
  until the PCs are gone or Nazaire kills them. If they defeat 
  Nazaire, she attempts to kill or drive them out while they 
  are weakened, but she flees if reduced to 30 hit points or 
  fewer. 
  Concluding the Adventure
  Once the enemies here have been killed or driven off, the 
  PCs have the run of the place (though there still may be 
  plenty of hazards to face in the Savage Oasis, as per the 
  sidebar on page 10). It is a veritable cornucopia, at least 
  for the time being. Once the water from the mountains 
  runs dry, the stream is no longer fed, and the ponds shrink 
  and dry up, leaving nothing but muddy holes. When the 
  water is gone, the abundant plant life quickly withers and 
  dies, leaving seeds and spores in the earth that recreate 
  the oasis anew during the next Mad Spring. The Shrine 
  Tree remains, losing its leaves and hibernating as though 
  through a long winter. It buds again when the Savage 
  Oasis is revived, though it is decades before it produces 
  another seed.
  Nazaire
  Nazaire was once a citizen of Bourgund, exiled for slavery 
  and for conducting foul rites. He has spent the last ten 
  years living in the Western Wastes, gathering a band of 
  other exiles and outlaws and forging a tribe. Exposure to 
  the foul magics of the place have corrupted him over the 
  years since his exile. Much of the once-handsome human’s 
  skin has become thick, leathery, and blotched with large 
  pustules. Wild growths of bone have pierced areas of that 
  now-senseless flesh in spikes and knobs, providing him 
  with additional protection. His mass has increased, though 
  in asymmetrical ways, granting him more physical power. 
  Despite these advantages, Nazaire despises his current 
  condition. He suffers from bouts of tremors, sudden 
  fevers, and constant headaches. He has great hopes the 
  seed of the Shrine Tree will cure his deformities—or at 
  least alleviate their unfortunate side effects. Anyone that 
  interferes or attempts to thwart his plan incites his wrath 
  and becomes his sworn enemy. 
  
  12
  NAZAIRE THE CORRUPTED
  Medium humanoid (human), lawful evil
  Armor Class 15 (natural armor)
  Hit Points 97 (15d8 + 30)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  17 (+3) 
  14 (+2) 
  15 (+2) 
  14 (+2) 
  12 (+1) 
  17 (+3)
  Skills Arcana +5, Investigation +5
  Damage Resistances bludgeoning
  Senses passive Perception 11
  Languages Common, Goblin, Void Speech
  Challenge 6 (2,300 XP)
  Virulent Pustules. When Nazaire takes piercing or 
  slashing damage, the pustules on his hide erupt in a 
  noxious spray. Each creature within 5 feet of Nazaire 
  must make a DC 15 Constitution saving throw. On a 
  failure, a creature takes 7 (2d6) poison damage and is 
  poisoned for 1 minute. On a success, a creature takes 
  half the damage and isn’t poisoned. A poisoned 
  creature can repeat the saving throw at the end 
  of each of its turns, ending the effect on 
  itself on a success.
  Void-Touched Weapons. Nazaire’s weapon 
  attacks are magical. When he hits with any weapon, the 
  weapon deals an extra 2d8 psychic damage (included in  
  the attack). 
  Innate Spellcasting. Nazaire’s innate spellcasting ability 
  is Charisma (spell save DC 14, +6 to hit with spell 
  attacks). He can innately cast the following spells, 
  requiring no material components.
  At will: eldritch blast, minor illusion
  3/day each: charm person, vampiric touch
  1/day: black tentacles
  Actions
  Multiattack. Nazaire makes two melee attacks.
  Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 
  5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) 
  piercing damage, or 7 (1d8 + 3) piercing damage if 
  used with two hands to make a melee attack, plus 9 
  (2d8) psychic damage.
  Acraecea the Qwyllion
  Found in the Tome of Beasts on page 316, qwyllions are 
  twisted nymphs who have been corrupted by unstable magic 
  or alchemical experiments. Like others of her kind, Acraecea 
  has spent her life corrupting and twisting beauty wherever 
  she finds it. Her recent exploits included murdering some 
  citizens of Allain and Bourgund, which led to her seeking 
  shelter in the wastes among Nazaire’s people. She plans to 
  wait out the current hunt for her, gathering her strength and 
  a few specter guardians in the meantime, before returning  
  to Bourgund.
  
  13
  QWYLLION
  Medium aberration, neutral evil 
  Armor Class 16 (natural armor)
  Hit Points 110 (13d8 + 52)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  12 (+) 
  20 (+5) 
  19 (+4) 
  12 (+1) 
  13 (+1) 
  16 (+3)
  Saving Throws Dex +8, Cha +6
  Skills Acrobatics +11, Perception +4
  Damage Resistances acid, cold, fire, lightning; 
  bludgeoning, piercing, and slashing from nonmagical 
  attacks
  Senses passive Perception 11
  Languages Common, Goblin, Infernal, Sylvan, Void 
  Speech
  Challenge 8 (3,900 XP)
  Disruptive. Because of the qwyllion’s nauseating nature, 
  spellcasters have disadvantage on concentration checks 
  while within 40 feet of the qwyllion.
  Nauseating Aura. The qwyllion is nauseatingly corrupt. 
  Any creature that starts its turn within 20 feet of the 
  qwyllion must succeed on a DC 14 Constitution saving 
  throw or be poisoned for 1d8 rounds. If a creature 
  that’s already poisoned by this effect fails the saving 
  throw again, it becomes incapacitated instead, and a 
  creature already incapacitated by the qwyllion drops 
  to 0 hit points if it fails the saving throw. A successful 
  saving throw renders a creature immune to the effect 
  for 24 hours. Creatures dominated by the qwyllion are 
  immune to this effect.
  Innate Spellcasting. The qwyllion’s innate casting 
  ability is Charisma (spell save DC 14). She can 
  innately cast the following spells, requiring no material 
  components:
  3/day each: dominate person (range 20 feet), shatter
  Actions
  Multiattack. The qwyllion uses its deadly gaze if it can, 
  and makes two claw attacks.
  Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one 
  target. Hit: 24 (3d12 + 5) slashing damage.
  Deadly Gaze (Recharge 5-6). The qwyllion turns its gaze 
  against a single creature within 20 feet of the qwyllion. 
  The target must succeed on a DC 14 Constitution saving 
  throw or take 16 (3d8 + 3) necrotic damage and be 
  incapacitated until the start of the qwyllions next turn. A 
  humanoid slain by a qwyllion’s death gaze rises 2d4 
  hours later as a specter under the qwyllion’s 
  control. 
  
  14
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  System Reference Document 5.0 Copyright 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 
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  Raid on the Savage Oasis ©2020 Open Design LLC. Author Jeff 
  Lee.
  
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