The Wizard of Wines (W)

  • Druids = Forest Folk, Mud Eaters

The Timeline

  • 10 Years Ago
    • The first gem was stolen and never seen again.
  • A Month or so Ago
    • The forest folk started acting strangely in the woods. The Martikovs started hearing strange stories that they were gathering at Yester Hill for some unknown cause.
    • While The Martikovs of course used their ravens to collect this information, they won't openly tell the players their information gathering methods. Instead, they'll either be vague or lie, saying they heard the news from hunters from Kresk.
  • Three Weeks Ago
    • The second gem was stolen in the night. There was no great fight or witnesses. However, the Martikovs were able to trace tracks to Berez but haven't dared actually venture into the bogs. They all know it's quite dangerous there.
  • One Week Ago
    • The Forest Folk and their blights attacked the winery. The Martikovs were able to defend their home for a time. Remember, they're wereravens and are actually pretty good in combat.
  • Five Days Ago
    • Two days into the assault, the Forest Folk found and stole the third and final gem.
  • Two Days Ago
    • The blights were finally too much for the family to fend off and they had to flee the winery. They've been living in the woods since, trying to figure out a way to win back their home.

The Martikovs

Forest Folk

Areas

W9

W14. Wine Cellar

  • In the winery's heyday, the wine cellar was packed with barrels awaiting shipment, but those days are long gone.

Wooden pillars and beams support the ten-foot-high ceiling of this ice-cold cellar, which is split in two by a five-foot-thick brick wall. A thin mist covers the floor. Each half of the cellar features an eight-foot tall wooden partition that doubles as a wine rack. The western rack stands empty, but the eastern one is half filled with wine bottles.

  • Unless they have been drawn outside, five needle blights and one druid (NE male human) lurk in the eastern portion of the cellar. If they are here when the characters enter that part of the cellar, read:

Something moves behind the eastern wine rack. Through the holes, you glimpse a half dozen humanoid figures, one with a full rack of antlers. You hear a gravelly voice mutter the words of a spell.

  • On his first turn, from behind the wine rack, the druid casts a thunderwave spell, which shatters 1d20+10 of the wine bottles as it resounds throughout the cellar. The druid then orders the needle blights to attack.

  • The cellar gets markedly colder the closer one gets to the north wall. Against that wall in the eastern portion of the cellar rest three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel's side. A single bottle of Purple Grapemash No. 3 lies on the flagstone floor in the western half of the cellar.

  • The wine rack in the eastern half of the cellar holds forty bottles, the labels of which show that the wine is the winery's Red Dragon Crush.

  • A secret door between the two halves of the wine cellar can be pushed open to reveal a freezing cold passageway (area W15).

You notice that the nearer you are to the back of the cellar, the colder it feels

  • DC 15 perception to find the secret door

Blinsky

  • Piccolo jumps out at whoever enters and attacks their face
  • When Blinsky realizes who it is, he calls off Piccolo
    • his story:
      • he was being attacked by vampires in Vallaki, but Piccolo distracted them by jumping on their faces
      • That gave Blinsky enough time to run and hide
      • He snuck from alley to alley until he was able to make a break for the woods
      • Piccolo found him in the woods and they camped there for a night
      • but they woke up to find themselves surrounded by Forest Folk

Statblocks

Druid

Medium, humanoid, any race, any alignment
Armor Class

11

Hit Points

26

Speed

30 ft.

Str

10

(+0)
Dex

12

(+1)
Con

13

(+1)
Int

12

(+1)
Wis

15

(+2)
Cha

11

(+0)
Skills

Nature +3, Medicine +4, Perception +4

Senses

passive Perception 14

Languages

Druidic plus any two languages

Challenge

2 (450 XP)

Proficiency Bonus

+2

Spellcasting

The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit (14) with spell attacks). It has the following druid spells prepared:

Actions

Quarterstaff

Melee Weapon Attack: +2 to hit (12) (+4 to hit (14) with shillelagh), reach 5 ft., one target. Hit: 1d6 (3) bludgeoning damage, or 1d8 + 2 (6) bludgeoning damage with shillelagh or if wielded with two hands.

Vine Blight

Medium, plant, , neutral or evil
Vine Blight
Armor Class

12

Hit Points

22

Speed

10 ft.

Str

15

(+2)
Dex

8

(-1)
Con

14

(+2)
Int

5

(-3)
Wis

10

(+0)
Cha

3

(-4)
Skills

Stealth +1

Condition Immunities

blinded, deafened

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 10

Languages

Common

Challenge

1/2 (100 XP)

Proficiency Bonus

+2

False Appearance

While the blight remains motionless, it is indistinguishable from a tangle of vines.

Actions

Constrict

Melee Weapon Attack +4 to hit (14), reach 10 ft., one target. 2d6 + 2 (9) bludgeoning damage, and a Large or smaller target is grappled (escape 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.

Entangling Plants (Recharge 5-6)

Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a 12 Strength saving throw or become restrained. A creature can use its action to make a 12 Strength check, freeing it self or another entangled creature within reach on a success.

Needle Blight

Medium, plant, , neutral or evil
Needle Blight
Armor Class

12

Hit Points

11

Speed

30 ft.

Str

12

(+1)
Dex

12

(+1)
Con

13

(+1)
Int

4

(-3)
Wis

8

(-1)
Cha

3

(-4)
Condition Immunities

blinded, deafened

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages

understands Common but can't speak

Challenge

1/4 (50 XP)

Proficiency Bonus

+2

Actions

Claws

Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 2d4 + 1 (6) piercing damage.

Needles

Ranged Weapon Attack +3 to hit (13), range 30/60 ft., one target. 2d6 + 1 (8) piercing damage.

Twig Blight

Small, plant, , neutral or evil
Twig Blight
Armor Class

13

Hit Points

4

Speed

20 ft.

Str

6

(-2)
Dex

13

(+1)
Con

12

(+1)
Int

4

(-3)
Wis

8

(-1)
Cha

3

(-4)
Skills

Stealth +3

Condition Immunities

blinded, deafened

Damage Vulnerabilities

fire

Senses

blindsight 60 ft. (blind beyond this radius), passive Perception 9

Languages

understands Common but can't speak

Challenge

1/8 (25 XP)

Proficiency Bonus

+2

False Appearance

While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

Claws

Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 1d4 + 1 (3) piercing damage.

Swarm of Twig Blights

Medium, plant, , neutral evil
Swarm of Twig Blights
Armor Class

14

Hit Points

22

Speed

20 ft.

Str

10

(+0)
Dex

13

(+1)
Con

14

(+2)
Int

4

(-3)
Wis

8

(-1)
Cha

3

(-4)
Condition Immunities

charmed, frightened, paralyzed, prone, petrified, restrained, stunned

Damage Vulnerabilities

fire

Senses

passive Perception 9

Languages

understands Common but can't speak

Challenge

1 (200 XP)

Proficiency Bonus

+2

False Appearance

While the blight remains motionless, it is indistinguishable from a dead shrub.

Swarm

The swarm can occupy another creature's space and vice-versa, and the swarm can move through any opening large enough for a small twig blight. The swarm cannot regrain hit points or temporary hit points.

Actions

Claws

Melee Weapon Attack +3 to hit (13), reach 5 ft., one target. 4d6 + 2 (16) piercing damage. The attack instead deals 2d6+1 piercing damage if the swarm has half of its hit points or fewer.

Druid Assailant

Medium, humanoid, any race, any alignment
Armor Class

11

Hit Points

26

Speed

30 ft.

Str

10

(+0)
Dex

12

(+1)
Con

13

(+1)
Int

12

(+1)
Wis

15

(+2)
Cha

11

(+0)
Skills

Nature +3, Medicine +4, Perception +4

Senses

passive Perception 14

Languages

Druidic plus any two languages

Challenge

2 (450 XP)

Proficiency Bonus

+2

Spellcasting

The druid assailant is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit (14) with spell attacks). It has the following druid spells prepared:

Actions

Quarterstaff

Melee Weapon Attack: +2 to hit (12) (+4 to hit (14) with shillelagh), reach 5 ft., one target. Hit: 1d6 (3) bludgeoning damage, or 1d8 + 2 (6) bludgeoning damage with shillelagh or if wielded with two hands.

Druid Naturalist

Medium, humanoid, any race, any alignment
Armor Class

11

Hit Points

26

Speed

30 ft.

Str

10

(+0)
Dex

12

(+1)
Con

13

(+1)
Int

12

(+1)
Wis

15

(+2)
Cha

11

(+0)
Skills

Nature +3, Medicine +4, Perception +4

Senses

passive Perception 14

Languages

Druidic plus any two languages

Challenge

2 (450 XP)

Proficiency Bonus

+2

Spellcasting

The druid naturalist is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit (14) with spell attacks). It has the following druid spells prepared:

Actions

Quarterstaff

Melee Weapon Attack: +2 to hit (12) (+4 to hit (14) with shillelagh), reach 5 ft., one target. Hit: 1d6 (3) bludgeoning damage, or 1d8 + 2 (6) bludgeoning damage with shillelagh or if wielded with two hands.

The Wizard of Wines (W)