Corrupted Druid Grove
A clearing of fetid, rotting plant life festers after the archdruid in charge of maintaining it was murdered in cold blood. Corrupted by this violent act of betrayal, the grove itself lashes out at living travelers who dare pass through.
History. An adventurer can make a History check to recall the story of the archdruid’s murder.
Stubborn Nature. Magic that influences plants and animals, such as the spell entangle , has a 50% chance of not functioning in this grove.
Vulnerable to Magical Fire. When an adventurer casts a spell or uses another magical effect that deals fire damage against the grove they gain an expertise die on their next ability check against it.
There are several ways to deal with this challenge. The party can make a group Stealth check to traverse the grove without being discovered. Alternatively, an adventurer can make a DC 20 Arcana check to discover a way to spend an hour calming the grove which allows the whole group to traverse it safely. Finally, a Nature check can discover a way to purify the grove permanently; this process takes a full day but grants double the experience award.
Critical Failure: The grove lashes out at the party, sending 4 (1d4+2) treants to kill them. Each adventurer loses 8 (2d6+1) Supply while escaping, or 4 (1d4+2) Supply in the fight against the towering plants.
Failure: The party loses 8 (2d6+1) Supply trying to escape or sneak around the treants and each adventurer suffers one level of fatigue .
Success: The adventurers exit the grove unscathed.
Critical Success: The adventurers travel through the grove unhindered and for the next 10 (2d6+3) days a friendly shambling mound follows them in hopes that it can exact revenge on the archdruid’s murderer. Roll on the Boons and Discoveries table.