Poisoned Woods
The trees drip corrosive toxins or bear poisonous fruit that attracts swarms of stinging insects. Oversized snakes and spiders crawl among the branches and roots, giant frogs show their poisonous colors, and slimes and molds slowly push their way across the forest floor. These woods are lush with life, but everything within it brings death—it provides a bounty of poisons for assassins and alchemists alike. Those who are careful to not eat or drink anything found here and to bring antidotes in case of accidental exposure can expect to make it through, but it’s far too easy to make a mistake. Most of the natives are resistant to these poisons, which can cause non-natives to be lulled into a false sense of security. After all, if they see someone eat a fruit or drink from a pond, then surely that means it’s safe for them to do the same.
Poisoned Woods usually start as Feywood or Tangled Forest regions.
Infections. Even if the weapon that caused it was clean, wounds easily become infected here. The first time each day a creature becomes bloodied , it must make a Constitution saving throw at the end of its next long rest , suffering a level of fatigue on a failure. It repeats this check at the end of each long rest, removing the effect on a success or suffering an additional level on a failure. Creatures native to the woods are immune to this effect.
Tinged With Toxins. Most of the poisonous plants and venomous creatures are tinged with bright colors to warn off predators. But not everything that is poisonous will be colorful, and not everything colorful will be poisonous. A Survival or Nature check is needed to tell the difference. The DC is equal to the region’s DC +2, instead of a corrupted region’s usual +1. If a creature consumes something poisonous here, it must make a Constitution saving throw . On a failure it takes poison damage based on the region’s tier: tier 1—3 (1d6); tier 2—10 (3d6); tier 3—21 (6d6); tier 4—31 (9d6). On a success, it instead takes half damage. At the Narrator’s discretion, other results such as the paralyzed , poisoned , or unconscious conditions may occur on a failed save instead of or in addition to poison damage.
Toxic Supply. If an exploration challenge causes an adventurer to lose Supply , they lose only half the Supply, but the other half is poisoned and will need to be magically purified (such as with purify food and drink ) before it can be consumed or used for any other purpose. A Survival check is necessary to identify the Supply as poisoned.
Journey Activities. Checks made to Gather Components , Harvest , or Hunt and Gather are made at advantage , but on a Success anything obtained through such a check is poisonous until purified as above or treated by a local with alchemic skill. On a Critical Success the result is unaffected.