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HW Stretchgoals Descentintothedark v0.5
HW Stretchgoals Descentintothedark v0.5
HW Stretchgoals Descentintothedark v0.5
TM
ADVENTURE
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Credits
Writing and Game Design:Holly Conrad Front Cover Illustrator:Derek Murphy
Additional Writing: Andrea Bruce Cartographer:Hugo Solis
Editing:Andrea Bruce, Jordan Richer, TR Rowe, Interior Illustrators:Christina Kraus, Derek
Ricardo Evangelho Murphy, Frank Wade, Ilse Gort, Irina Nordsol,
Art Director:Leesha Hannigan Julia Metzger, Xander Brown, Holly Conrad
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Humblewood: Descent into the Dark is Copyright © 2020 Hit Point Press Inc., 1175 Brookfield Rd East, Ottawa,
Ontario, K1V0C3, Canada. All rights reserved. All characters and their distinctive likenesses are property of
Hit Point Press Inc. in Canada, US and other countries. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express permission of Hit Point Press Inc. Reference to
other copyrighted material in no way constitues a challenge to the respective copyright holders of that material.
Hit Point Press, The Deck of Many, Humblewood and its associated logos are trademarks of Hit Point Press Inc.
First Printing. Printed in Canada.
Descent into the Dark
This adventure is split into three parts. In Part 1: Trouble
INTRODUCTION in the Trunk Market, a child is attacked by hostile slimes.
In the dim roots of Alderheart, Lendarick Rootborn, a
Speaker Bita, aware that this is not an isolated event, asks the
small luma with red-tipped wings, tried to save too many
adventurers to investigate and, if possible, address the root
lives at the cost of his own. Lendarick, a talented mage, was
cause. Providing the party with a sample of the unusual slime,
a constant presence among the poorest of folk of Alderheart.
Bita proposes that Winnowing Reach and a renowned slime
He gained the trust of those who trusted the least and helped
researcher is the characters’ best bet.
those who thought they could never be helped. Lendarick had
Part 2: Stirring Up the Past leads the party to Gurt, a
a particular fascination with slimes and their use in potions
hedge who has established a slime emporium in the branches
and metamorphosis. Binding the slimes to his will, Lendarick
of the Reach. After a spot of tea, Gurt has an unexpected
gifted them with new abilities or transformed them so they
breakthrough and advises that an old friend, Sage, may have
could tidy up the roots of the Great Tree City.
some answers. Gurt fears that their old friend Lendarick may
Coming from the Underfall and growing up in terrible
be involved in this mess.
poverty, Lendarick wanted those who lived there now to have
In the roots of Alderheart, Part 3: Into the Heart of
better lives and feel safe. He wished for all to have beautiful,
Alderheart introduces the characters to Sage, who, once learn-
fungus-free homes filled with light, and any food and drink
ing of the party’s involvement with the slimes, accompanies
they could imagine. Motivated in part by the guilt of leaving
them to the Underfall and the last place she saw Lendarick. In
to study at the prestigious Avium, Lendarick’s wishes came
Lendarick’s old haunt, the party finds that Lendarick’s compas-
true, and the roots began to thrive because of his work. Those
sion has turned him into the brutish Slime King. In order to
who used the roots for crime and held corrupt positions
stop Alderheart’s slime plague, the party must dispatch the
of power started to leave, moving on or reconsidering their
slime sovereign.
crooked trade as it became less profitable. Lendarick believed
he was making a better life for those he had left behind. BACKGROUND
Unfortunately, in his efforts to help, Lendarick trifled with Alarming events involving slimes have been causing
powers that were too unknown and too strong. In controlling turmoil in Alderheart. Without a reliable explanation for the
the slimes with dark magic, he himself changed into something slime invasion, clues point to a missing community leader. The
“not-as-he-was.” These magics were beyond the Amaranthine adventurers are tasked with investigating the infestation.
and beyond the knowledge of the Avium. Lendarick refused
to eat and drink as the magics deepend his obsession with ADVENTURE HOOKS
the plight of others. Weakend, the slimes began to overpower Consider using the following adventure hooks to set up
Lendarick’s body and mind. The slimes that were tending the this adventure. Each hook presented here is aimed at one
roots began to attack innocent folk, consuming them or, worse, of the three pillars of play (Social Interaction, Combat, and
maiming them with acrid ooze. Crime returned to the roots, Exploration). Use whichever best suits the playgroup, or create
and Lendarick and his slimes disappeared to somewhere dark an original hook!
and forgotten. A Familiar Friend. The party comes across a small crowd
No one knows what happened to Lendarick. The rumors of children huddled together, obviously up to some sort
in the deepest tunnels of the roots suggest that at best he died of mischief. At the center of the crowd is a young jerbeen
and at worst he lurks in the dark depths, transformed into showing off his new slime friend. Thankfully the slime, large
something foul, full of slime and vengeance. enough for the small jerbeen to ride, is kind toward the kids,
Will Lendarick be rescued or be doomed to an eternal but where did it come from?
slumber among the roots of Alderheart? A Blobby Bounty. The party overhears a gaggle of Perch
Guards talking about rumors of increased slime sightings near
OVERVIEW the trunk market. One young guard is heard saying she’s going
Descent into the Dark is an adventure for four characters to attempt to claim the bounty for herself.
of 6th to 8th level that explores the almost lifeless hollows of A Messy Crime. Things have been taken from trunk market
Alderheart’s Underfall. stalls. The culprit leaves behind a trail of green sludge.
The story centers around the story of three friends—
Gurt, Sage, and Lendarick—and how one’s martyrdom can
lead to ruin.
A STICKY CHOICE
d4 Effect
The Slime King reacts to the intrusion by beckoning two
1 The creature is polymorphed into a sticky slime slimesworn cultists to his side.
for 1 hour. If the party engages the Slime King,he and the
2 The creature is polymorphed into a bat for 1 hour. slimesworn cultists fight to the death (skip to “The Slime
3 Mushrooms grow from the creature’s head until it King’s Treasure” section).
takes a long rest.
4 The creature glows bioluminescent green in the
dark until it takes a long rest.
aaa
ANIMATED SLIME
Animated, Slime Animated slimes can morph into common objects for
various use: tables, benches, etc. Some have used them to help
medium ooze neutral
furnish the homes of the poor. Some animated slimes have
Armor Class 12 (natural armor) gone rogue, acting as mundane pieces of furniture to lure prey
Hit Points 58 (9d8 + 18) into their clutches.
Speed 15 ft.
a
STR
17 (+3)
DEX
12 (+1)
CON
15 (+2)
INT
5 (−3))
WIS
13 (+1)
CHA
8 (−1) cursed Slime
medium ooze, neutral evil
Skills S
tealth +5
Armor Class 8
Damage Immunitiesacid
Hit Points 27 (4d8 + 9)
Condition Immunitiesprone
Speed 20 ft., climb 20 ft.
Sensesdarkvision 60 ft., passive Perception 11
Languages—
Challenge2 (450 XP) STR DEX CON INT WIS CHA
15 (+2) 6 (−2) 16 (+3) 2 (−4) 6 (−2) 1 (−5)
False Appearance (Object Form Only). While the
animated slime remains motionless, it is indistinguishable
from an ordinary object. Damage Immunitiesacid
Condition Immunitiesblinded, charmed, deafened,
Grappler. The animated slime has advantage on attack rolls
exhaustion, frightened, prone
against any creature grappled by it.
Sensesblindsight 60 ft. (blind beyond this radius), passive
Occasionally Adhesive (Object Form Only). The animated Perception 8
slime can use a bonus action to become sticky and adhere Languages—
to anything that touches it. A Huge or smaller creature Challenge1/4 (50 XP)
adhered to the animated slime is also grappled by it
(escape DC 13). Ability checks made to escape this grap-
ple have disadvantage. The animated slime can become Amorphous. The cursed slime can move through a space
non-adhesive at any time. as narrow as 1 inch wide without squeezing.
Shapechanger. The animated slime can use its action to Cursed. Any creature that touches the slime or hits it with
polymorph into an object or back into its true, amorphous a melee attack must succeed on a DC 12 Dexterity saving
form. Its statistics are the same in each form. Any equip- throw or take 2 (1d4) psychic damage.
ment it is wearing or carrying isn’t transformed. It reverts to Spider Climb. The slime can climb difficult surfaces,
its true form if it dies. including vertically and upside down, without making an
ability check.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Actions
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) psychic damage.
one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the slime
is in object form, the target is subjected to its Occasionally Reactions
Adhesive trait (if it is currently active). Slime Curse. The cursed slime picks a target at random
and uses a tentacle to splash a sticky, foul-smelling residue
on its victim. The target must succeed on a DC 13 Dexterity
saving throw or have disadvantage on all saving throws
until the end of the cursed slime’s next turn.
Split. When a cursed slime that is Medium or larger and has
10 or more hit points is hit with slashing damage, it splits
into two new slimes. Each new slime has hit points equal to
half the original slime’s, rounded down. New slimes are one
size smaller than the previous size.
a
light for another 5 feet. This effect lasts until it is dismissed,
Armor Class 12 which the emberbat can do at any time. When lit, the flame
Hit Points 2 (1d4) also provides a small damage boost to the emberbat’s Bite
Speed 5 ft., fly 30 ft. (included in the attack).
a
Keen Hearing. The emberbat has advantage on Wisdom
STR DEX CON INT WIS CHA (Perception) checks that rely on hearing.
a
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Sensesblindsight 60 ft., passive Perception 11 Hit: 1 piercing damage plus 1 fire damage.
Languages—
Challenge0 (10 XP)
a
Slime Familiar
,
small ooze chaotic good
Armor Class 6
Hit Points 13 (2d8 + 4)
Speed 15 ft., climb 15 ft.
Actions
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage.
SkillsPerception +6
Sensesdarkvision 60 ft., passive Perception 16
Languages—
Challenge8 (3,900 XP))
Actions
Multiattack. The Slime King makes three Bite attacks.
It can replace one of its Bite attacks with a Slimeforged
Blade attack.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 10 (1d10 + 5) piercing damage.
Slimeforged Blade. Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 14 (2d6 + 7) piercing damage. On
a hit, roll a d20. On a 15 or higher, the target is also para-
lyzed until the end of its next turn.
Innate Spellcasting. The Slime King’s innate spellcasting
ability is Intelligence (spell save DC 16). It can innately cast
the following spells, requiring no material components:
At will: a cid splash, prismatic spray, web
3/day each:blizzard, stinking cloud
1/day:chain lightning
Legendary Actions
he Slime King can take 3 legendary actions, choosing from
T
the options below. Only one legendary action option can
be used at a time and only at the end of another creature’s
turn. The Slime King regains all spent legendary actions at
the start of its turn.
Bite. The Slime King makes a Bite attack.
Cantrip. The Slime King casts a cantrip.
Spread the Curse (Costs 2 Actions). The Slime King sends
out a spray of bone and slime. All enemies in a 20-foot
radius centered on the Slime King must make a DC 14
Dexterity saving throw, taking 3 (1d6) piercing damage and
3 (1d6) acid damage on a failed save, or half as much on
a success.
a
partially decomposed body is decorated with cerva horns,
a
swords, and other monstrous protrusions. The Slime King
carries a greatsword hewn from the bone of some massive
creature and infused with the powers of cursed slimes.
a a
SLIMESWORN CULTIST
The cultists are folk from the roots who passed and were
reanimated with slime magic woven into cloth. They can be
a
of any race. In an attempt to make them look less frightening,
a
Lendarick fashioned the magic cloth into robes, leaving only
their heads and claws exposed. The robes are painted with dark
slime in swirling patterns. The cultists are controlled by the
robes, and if the robes are engulfed in fire, the corpse crumples
to the floor.
a a
Slimesworn Cultist Sticky Slime
medium ooze, unaligned
,
medium ooze chaotic evil
Armor Class 6
Armor Class 18 (natural armor) Hit Points 13 (2d8 + 4)
Hit Points 33 (6d8 + 6)
Speed 25 ft. Speed 15 ft., climb 15 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 3 (−4) 1 (−5) 1 (−5) 12 (+1) 3 (−4) 14 (+2) 1 (−5) 6 (−2) 1 (−5)
a a
BITA, THE COUNCIL SPEAKER GURT HALLOWFEN
a a
Bita is a bright gallus whose elegant white plumage resem- Gurt is a small, green-tinged hedge who owns Gurt’s
bles that of a peacock. As the Birdfolk Council’s Speaker, she Emporium, a small slime shop in Winnowing Reach. They
is always first to address those who have been granted an audi- wear a rough hide smock and a linen jumpsuit lined with
ence with the council. She takes her duties as the Speaker and pockets. Each pocket holds a different tool to extract or handle
a a
as a council member seriously. Despite her profound affection slime. Different sized vials and bottles are fastened to Gurt’s
for Humblewood and its citizens, she often comes off as severe belt and bandolier. Some of these glass containers are filled
and cold. Bita believes in doing what’s best for the folks of the with slime. Their dark eyes are covered in large goggles, caked
Wood, and sometimes this means making level-headed, tough in residue from countless slime explosions. Gurt is missing the
decisions. Bita uses the noble stat block, adjusted with the ring finger on their right paw. A big smile reveals two missing
a
racial traits of a bright gallus. teeth, and their voice is fairly deep for their small size.
a
Bita, the Council Speaker Gurt Hallowfen
( ),
medium humanoid birdfolk lawful good small humanoid (hedge), chaotic good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 11 (+0) 12 (+1) 16 (+3) 17 (+3) 11 (+0) 13 (+1) 12 (+1) 10 (+0) 13 (+1) 16 (+3)
Actions
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2 (1d6 − 1) bludgeoning damage.
Reactions
Charming (3/Day). When a creature makes an
attack against Lendarick, the creature must
succeed on a DC 14 Wisdom saving throw or
target the next closest creature within range.
If multiple creatures are closest, the attacker
chooses. This feature does not work if there
are no other creatures within range.
a
as they descend. They land in an unoccupied space at the
( ),
medium humanoid birdfolk chaotic good
end of their movement and take no falling damage. They
cannot glide while carrying heavy objects, heavy weapons, or
Armor Class 10 shields (though they can drop any held items as part of their
Hit Points 4 (1d8) reaction).
a
Speed 30 ft. Patterned Feathers. Merle and Morris have advantage
on Dexterity (Stealth) checks when they attempt to hide
STR DEX CON INT WIS CHA in a forest.
Talons. Merle and Morris roll with advantage on Strength
a
12 (+1) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 10 (+0)
(Athletics) checks made to climb any surface their talons
could reasonably grip.
Sensesdarkvision 60 ft., passive Perception 10
LanguagesBirdfolk; understands Auran but can’t speak it Actions
Challenge0 (10 XP) Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage.
Sage the Roostmother Glide. When falling at least 10 feet, Sage can spend a reaction
to fly up to her speed in one direction as she descends. She
lands in an unoccupied space at the end of her movement
( ),
medium humanoid birdfolk neutral good
and takes no falling damage. She cannot glide while carrying
heavy objects, heavy weapons, or shields (though she can
Armor Class 10 drop any held items as part of her reaction).
Hit Points 4 (1d8)
Seedspeech. Sage can communicate simple ideas to
Speed 30 ft.
living plants and is able to interpret their responses in
simple language.
STR DEX CON INT WIS CHA Wing Flap. As a bonus action, Sage can use her powerful
10 (+0) 11 (+0) 10 (+0) 10 (+0) 12 (+1) 10 (+0) feathered arms to propel herself upward up to half her move-
ment speed. Sage can use it in conjunction with a regular
jump, but not while gliding.
Sensespassive Perception 11
LanguagesBirdfolk, Jerbeen, Mapach; understands Auran Actions
but can’t speak it
Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Challenge0 (10 XP)
Hit: 3 (1d6) bludgeoning damage.
MERLE AND MORRIS MOSSBOW Sage has a habit of giving random objects to creatures
Merle and Morris are the proud strig parents of little Stoa. who seem sad. Here are some examples of items she keeps in
If anything were ever to happen to Stoa, they would be beside her robes.
themselves. d10 Item
SAGE THE ROOSTMOTHER 1 Teacup with a talon logo on it
Sage is a one-legged gallus with fluffy, white-grey feathers 2 Claw from a raptor
that look more like fur than feathers. She looks and acts like a
3 Ticket for one free hug (hand-written by Sage)
walking storm cloud but has a soft voice and a kind heart. Sage
wears soft linen rags most likely made from discarded pieces 4 Tiny cheese wheel
of clothing that once belonged to wealthy birdfolk. Each piece 5 Miniature bronze figure of an emberbat
looks carefully selected, as if it has a story to tell. A black luma
6 Thimble in the shape of a beak
feather on a chain can be spotted around her neck with a
successful DC 18 Wisdom (Perception) check. 7 Nice satchel of lavender
8 Tuft of feathers from a strig warrior
9 Green handkerchief with strawberries embroidered on it
10 A small brown bag of corn that says “seebies”
Sensespassive Perception 10
10 (+0) 10 (+0) 10 (+0)
Actions
Talons. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
Luma
ma
ma
ma