Wondrous Expeditions: Forests

Wondrous Expeditions: Forests by Loresmyth

Forests are more than a collection of trees-they are the feeling of dew-slicked moss yielding beneath your feet, the subtle smell of petrichor, and the beams of golden sunlight that filter through the canopy. It’s the lively cacophony of birds and insects in a summer-soaked glen and the erie, muffled silence of mist-covered deadwood broken only by the groans of dying beeches and the mocking squall of ravens. Join us as we discuss how to turn overland travel into an extraordinary experience.

wondrous expeditions forest introduction loresmyth

Wondrous Expeditions: Forests Spread

Wondrous Expeditions: Forests is designed to turn overland travel into an extraordinary and exciting experience for you and your players. Loresmyth wants the journey to be the adventure itself.

The book is divided into three major sections that allow you to create, run and bring to life your own wondrous forest expeditions.

Chapter 1: Running Forest Expeditions

Delving deep into fun and exciting new gameplay ideas and roleplaying opportunities that will help you turn wilderness travel through a forest into a memorable adventure, complete with new encounters, foraging, and navigation challenges. With these tips, you can make your wilderness journeys matter!

Chapter 2: Creating Forest Scenes

As we mentioned, forests are more than just trees. Wondrous Expeditions dedicates an entire chapter to the unique traits of forests. It gives detailed outlines of specific forest types and gives you a plethora of topography, landmarks, and ideas to make your forest environments interesting and immersive. With these tools, locations become more than just a backdrop. Turn your forests into places of intrigue, peril, and wonder.

Chapter 3: Wondrous Forests

Wondrous Expeditions: Forests fills this chapter with their wayfarers who have chronicled four wondrous forests that are ready to be used in your campaign world. These include tailored flora and fauna, roleplaying advice, and unique features that will help make these unique forests come to life.

Monster Anatomy!


Unearthed Tips and Tricks

Monster Variant: Frigid Hunter

Origin Statblock: Gnollfang

New Features:

Immunity to Cold

Vulnerability to Fire

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Howling Blast (Recharge 5–6). The dragon exhales a blast of frigid air in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 27 (5d10) cold damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more also has its movement speed reduced by 15 feet until the end of its next turn.

Legendary Actions

Finish the Hunt. The hunter makes one attack against a dying creature.

Devour the Dying. The hunter moves up to its speed toward an incapacitated, prone, or unconscious creature.

Encounter: Weaken the Enemy

The characters are present in a small city when it comes under attack by a large enemy raid. The characters themselves aren’t strong enough to deal with the threat directly. The local veteran captain Marcim Tusico is seeking the aid of any adventurers willing to enter the enemi’s siege camps undercover in order to place 2d4 vials of torpor (DMG) poison into the enemy cooking pots. Marcim hopes that by poisoning their meals much of the raiding party will be too incapacitated and give the local militia the advantage during their counter-assault.

Magic Item: Hammer of Absorption

Weapon (light hammer), rare (requires attunement by a spellcaster)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the light hammer to attack a spellcaster. 

When you roll a 20 on a saving throw against a spell you can use your reaction to speak its command word to form a protective field that absorbs the spell's power, restoring some of your magical power. When you are the target of a spell from a hostile creature (but not area spells such as fireball), make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the spell has no effect on you and is absorbed by the field. You regain a number of spell slots equal to half the absorbed spells level (minimum of 1).

If you have no expended spell slots for the next minute you gain advantage on saving throws against spells made against you.

Dungeon Master Tip: Progress Clocks

A progress clock is a circle divided into segments (see examples at right). Draw a progress clock when you need to track ongoing effort against an obstacle or the approach of impending trouble.

Sneaking into the Bluecoat Watch tower? Make a clock to track the alert level of the patrolling guards. When the PCs suffer consequences from partial successes or missed rolls, fill in segments on the clock until the alarm is raised.

Generally, the more complex the problem, the more segments in the progress clock.

A complex obstacle is a 4-segment clock. A more complicated obstacle is a 6-clock. A daunting obstacle is an 8-segment clock.

-Blades in the Dark-

Player Tip: Lance Alot

The lance is extremely underused in most Dungeons and Dragons games. This is often due to its unique nature. At its core, the lance is a 1d12 piercing 2-handed weapon WITHOUT the heavy property. This means, even small races such as gnomes or halflings can use it without the normal disadvantage imposed on their attack for using a large 1d12 weapon with the heavy property. On top of that, it’s a reach weapon, which means you can attack targets 10 feet instead of within 5 feet. It’s worth noting that attacking within 5 feet does impose disadvantage. I mentioned it was unique, well, while mounted it can be wielded with 1 hand. If we choose a small race, we can acquire, either through class features, magic or via merchant, a medium creature to act as our mount. This means our mount can be used to keep distance between enemies, avoiding that 5-foot dead zone. Now, since it doesn’t have the heavy property, we can now dual wield two lances while mounted. Of course, we need to take the dual-wielder feat since they aren’t light weapons. In addition, it boosts our Armor Class. You’re welcome.

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