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# Ruins of Thundertree ___ The following areas in Thundertree have been changed. ### 1. Westernmost Cottage There are no enemies in this area. ### 2. Blighted Cottages This area contains two additional **twig blights**, for a total of eight. ### 5. Blighted Farmhouse This area contains three **swarms of spiders**. If the characters aren't quiet, the swarms crawl out of the undergrowth and attack. ### 6. Ruined Store The **giant spiders** in this area surprise characters with a passive Perception score of less than 16, not less than 17. ### 7. Dragon's Tower When the party first nears this tower, Venomfang will call out to them from his perch atop the tower's broken roof. #### Roleplaying Venomfang Venomfang will try his best to manipulate the party into trusting him. He will promise to help them, make up lies about Reidoth, act in a non-threatening way, and will generally do and say anything he can to convince the party they should approach him and listen to what he has to say. Some of Venomfang's scales are cracked or misshapen. This can be noticed by any character who makes a successful DC 17 Wisdom (Perception) check. If asked about it, Venomfang will claim he was injured in an altercation with his half sister, Verslexia. In truth, no such dragon exists, and his wound was sustained during a skirmish with several hill giants. A character who doubts Venomfang's trustworthiness can make a Wisdom (Insight) check. This check is made with disadvantage due to how different Venomfang is from a humanoid. Venomfang, like all green dragons, lies often and easily, and therefore has a passive Deception score of 15. If called out on a lie, Venomfang will try to find a way to make himself seem truthful. If this attempt is unsuccessful, Venomfang will attack. #### Developments If the party falls prey to Venomfang's trickery, he will use his Poison Breath on them, trying to affect as many of the adventurers as possible with one breath. Initiative should be rolled by both sides, and if none of the adventurers are suspicious of Venomfang, the party makes their rolls with disadvantage. Venomfang makes his roll with advantage due to his advantageous positioning. Venomfang's cracked scales aren't as durable as they would normally be. For every three weapon or spell attacks that hit Venomfang, the cracks widen, and his AC is reduced by 1. If his AC is reduced to 15 in this way, or if he's reduced to half his hit points, he will immediately use his reaction to leap off the ground (if he's not already in the air). When Venomfang leaps, each creature within 10 feet of him must succeed on a DC 15 Dexterity saving throw or take 7 (1d6 + 4) bludgeoning damage and be knocked prone. Venomfang can then fly up to half his flying speed. \columnbreak #### Treasure Instead of four silver goblets set with moonstones, the dragon's hoard contains four small emeralds worth 60 gp each. Instead of two *spell scrolls*, the hoard contains two wooden busts—one depicting a male elf, and the other depicting a female elf—worth 30 gp each. ### 11. Old Garrison There are no enemies in this area. ### 13. Dragon Cultists This area contains five **cultists** led by Favric, a young human male. Favric uses the statistics for a **cult fanatic**, with the following changes: * Favric is lawful evil and speaks Draconic and Common. * He knows the *toll the dead* cantrip instead of the *light* cantrip. * He has the *bane* spell prepared instead of *shield of faith*. ___ The cultists lack Favric's ambition and will flee if he's defeated. ___ > ## Ash Zombie >*Medium undead, neutral evil* > ___ > - **Armor Class** 8 > - **Hit Points** 22 (3d8 + 9) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Saving Throws** Wis +0 > - **Damage Immunities** poison > - **Condition Immunities** poisoned > - **Senses** darkvision 60 ft., passive Perception 8 > - **Languages** understands the languages it knew in life but can’t speak > - **Challenge** 1/4 (50 XP) > ___ >***Undead Fortitude.*** If damage reduces the zombie to 0 hit points, it can 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 zombie drops to 1 hit point instead. > >***Ash Puff.*** The first time the zombie takes damage, any living creature within 5 feet of the zombie must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save. > > ### Actions > ***Slam.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.