The Great Stump
In the far reaches of the Frozen North, there was once a tree so vast that its branches reached into the heavens, and its roots dug into the underworld. That, however, was long ago. Now the tree has fallen and the vast hulk of its trunk has rotted away. The tree's stump, though, remains. For centuries the stump was exploited for resources both mundane and magical, but eventually it attracted too many powerful beasts and monsters. The mortal kingdoms of the region abandoned it, and the stump's location was eventually lost among the vast, frozen forests of the North. Recently, though, an expedition returned from the dark woods, bearing tale of the long-lost riches of the fallen tree. Now's your chance for fame, fortune, and adventure amidst the ruins of the World Tree!
The Enchanted Village
You start in a village built mostly of wood harvested from the fallen tree. The village is in a sort of Alaskan Gold Rush situation, with lots of adventurers heading up to the Stump to strike it rich, or die trying. The townsfolk are overjoyed at the flood of visitors (and gold) in their remote corner of the North, and happily taking advantage of scare supplies to gouge the adventurers for every coin possible. Some of the older townsfolk remember long-ago rumors of the World Tree, and may have valuable insight.
- The town's alchemist is asking for adventurers to bring back samples of rare herbs and botanical goods from the Stump to be traded for potions and gold.
- A young apprentice Druid promises that is Archdruid will richly reward anyone who brings back a fertile seed of the World Tree once they arrive in a few days.
- Brewsnout the Barkeep would like aromatic herbs, honey, sap, or other brew ingredients for his alcoholic experiments.
- A wizened crone who whittles little toys for poor children says that her grandmother taught her the secrets of turning wood from the World Tree into magical arms and armor, if anyone can bring her the materials she will try her hand at the craft.
- A few bands of very young and inexperienced adventurers are waiting around, hoping some of the first parties to reach the Stump will return with maps, guides, and information about the challenges in store for them. A few are willing to pay what they can for a better chance of success on their own travels.
The Dark Forest
I dunno, some wolves or shit. It's a spooky-ass forest. Full of darkness and terrors. And snow.
- It takes 48 hours (with regular sleep) to go from the village to the Stump. This time can be cut to 32 hours if the party doesn't stop for more than one short rest during the trip, or with a Critical Success on a Survival check (DC 15?) to find a shortcut. A Critical Failure on a navigation check will add 12 hours, and automatically provoke an encounter check.
- Parties traveling through the night must make 1 encounter check every 4 hours. (NOTE, figure out what encounter table to use, or make one)
- After 6 hours of travel, the party will encounter the Dwelf Ranger who is tracking a Lycanthrope pack.
- If they opt to help her, and are successful in killing the pack, she will act as a guide to the Stump. This automatically bypasses all remaining encounter checks, and reduces the travel time to the minimum.
- If at any time a PC rolls higher than a 15 on a Perception or Survival check, they will notice traces of an earlier party heading for the Stump. Possibly more than one.
- If any member of the party makes a DC 20? Perception or Survival check, they find signs of an Amber Drake nesting nearby. They can ignore it, or track it down and fight it.
Nest of the Drakes
The Amber Drake has hoarded several magical items from other travelers, and harvested a large hoard of valuable materials from the Stump and surrounding forest. It has made a home in the hollowed out remnants of one of the World Tree's fallen branches. The area is littered with remains of animals and adventurers, trapped forever in the amber expectoration of the Drake.
- Entering the surroundings of the nest triggers attacks by three hostile Amber Whelps.
- When the Whelps fall unconscious, they will cry out for their parent. These cries will summon the Drake itself in (3d4) rounds.
- The Drake will retreat if it is given a chance to do so, as long as at least 2 whelps survive when it arrives. Otherwise, it will fight to the death.
The Great Stump, Upper Level
Shortly after entering the Stump, there is a trap in the form of a delayed-activation Entangle spell that will attempt to lock down the PC's so they can be easy prey for the carnivorous vines (NOTE: find a statblock for this) that inhabit the entrance tunnel. A glowing crystal just beyond the trap plays a mocking illusion message from Angrboda, the leader of the Triple Threat Triad party, a rival band of adventurers.
Gauntlet of Allergies
A narrow, twisting passage leading deeper into the stump, infested with a variety of malignant fungi. If the party does not successfully navigate the tunnel, they will trigger explosions of spores that inflict various uncomfortable status effects and diseases.
- Red Fungus 末 Red, Itchy Eyes: disadvantage on sight-based Perception rolls
- Green Fungus 末 Runny Nose: inflicts a level of Exhaustion and poison damage, but also grants advantage on resisting the next gas/spore/air based attack you are targeted by
- Violet Fungus 末 Headache: Unable to maintain Concentration on spells, Disadvantage on Wis/Int rolls and saving throws
- Orange Fungus 末 Hives: Disadvantage on Constitution and Dexterity rolls and saving throws, constant itching may cause self-inflicted wounds
- White Fungus 末 Sneezing: Small chance each turn to sneeze so hard you lose your action. Movement halved. Disadvantage on all Stealth checks.
- Black Fungus 末 Anaphylaxis: Just a buttload of poison damage, should be potentially fatal to low-Con characters.
Myconid Enclave
A small colony of Myconids has made their home in a chamber just beyond the Gauntlet of Allergies. This is a chance for the party to rest, recover, trade, and gather information about the rest of the stump. The Myconids have seen other adventurers go past, including the Triple Threat Triad.
- One of the Myconids is a trader, willing to sell potions, food, poisons, and drugs.
- The leader of the enclave is an ancient sessile Elder Myconid named Myka.
- In exchange for trade goods, or as a result of friendly treatment, the villagers can provide information on threats further into the Stump.
- A group of Sporelings has wandered deeper into the Stump and become lost. Myka will reward their safe return.
- Myka knows ancient lore of crafting magical amber into useful items, if the amber is brought to them.
Rainspout Marsh
A lovely area where a hole in the Stump has allowed rainwater to gather, forming a small lake and stream. A boggy zone has formed on both sides of the small stream, heavily carpeted in moss and weeds.
- The Triple Threats have hidden a poisoned pit trap under the moss.
- One of the Triple Threats, Jenner the Rogue, is lurking in the shadows to unleash a ranged attack on anyone surviving the trap. He will flee immediately after attacking. His attacks are poisoned.
Lair of the Squirrel
A giant skeletal squirrel guards a hoard of acorns. Most of them are rotten, but there are several that are preserved enough to be of use as healing items, or druidic artifacts. One of them may still be fertile, which could result in the ability to grow a new World Tree. This chamber contains an Exit from the Stump.
The Brambles
A huge overgrowth of blackberries and thorns that has filled a large chamber of the Stump.
- The missing Sporelings are trapped inside, having accidentally awakened a Briar Beast (NOTE: find stats) that will eat them if they try to flee.
- Moving through the Brambles is dangerous. It counts as Difficult Terrain and any attempt to move more than 20 feet in a single round requires a Dexterity Saving Throw (DC 13?) or it will inflict 1d10 damage for every 10 feet moved beyond 20.
- Bramble Berries are minorly magical and have the same effect as a Goodberry, but they are permanent and will never spoil. They can also be made into wine, or several can be made into Minor Healing Potions.
- Thorns from the Bramble Vines can be fashioned into +1 Arrows or Bolts by a skilled crafter.
- There are rare magical vines in the Brambles that can be turned into a permanent version of the Thorn Whip cantrip.
The Campsite
Another party tried to take a Long Rest in this small chamber, but they failed to notice the Triple Threat Triad coming up behind them. They were ambushed, and two of them were killed. Their Cleric survived, barely, but is unconscious. They only survived because the Triple Threats fled when the PC's approached.
- The dead Warlock has armor, a sword, and a magical tattoo that can be transferred to someone else via surgery.
- The dead Wizard has robes, a spellbook, and a Wand of Magic Missile.
- Clancy the Cleric (NOTE find better name) has some scrolls and will offer healing and buffs if she is saved by the party.
Abandoned Amber Mine
Long ago, ambitious miners carved into the Stump to harvest the amber left behind in the wood. After a series of terrible incidents, the miners were forced to abandon their operations, leaving behind the riches of the Stump to be claimed by those braver and stronger than mere laborers.
The Main Shaft
First section of the mine is a large, potentially bottomless, chasm that descends deep into the gnarled roots deep under the Stump. Huge deposits of low-quality amber are scattered through the walls of the chasm, many heavily mined already. There are even a few lumps of amber laying carelessly on the floor of the work platforms that ring the central shaft. An artificial island has been built around a hanging amber stalactite, connected to the platforms by ancient rope bridges.
- Eventually the chasm reaches into the Underworld itself, and disturbing the depths may cause spectral monsters to rise up and attack (NOTE, find some)
- There is higher quality amber down lower in the chasm, but climbing down and mining may disturb the specters.
- A powerful magical item is stuck in the amber of the central stalactite. (NOTE: wtf is it?)
The Miners' Chamber
Just before the mine was closed, a group of brave miners found a new, rich vein of amber. They were killed in a collapse, and their corpses buried in a flow of sap that had been released in the collapse. Now they are trapped in the amber they hoped to make their fortune from.
- The amber in this room is high-quality, but dangerous to mine.
- There are up to 12 wraiths (NOTE: find stats) that can spawn from the amber flow if the party tries to free them all.
- Chunks of Haunted Amber can be removed from the flow, each one containing a miner's skull. If the chunks are shattered, the miners will be freed and their wraiths destroyed instantly.
- However, Haunted Amber has special unique properties. If the wraith attached to it is defeated, the chunk can be used to summon that wraith as a minion.
- There is a hidden passage to the Refinery from this room, but it is hidden by the collapse. At least six wraiths must be released to clear enough space to use the passage.
The Offices
Occupied at various times by different businesses, this administrative complex is the most finished and "human" space of the Mine. It contains a barracks, central office, mess hall, and infirmary. It is unlikely to hold danger, but there might be a ghost or some minor vermin wandering around if the PC's get bored.
- The central office has a control rod for a golem, but it is damaged. This can be used later, against the Amber Golem located in the Refinery.
- The barracks can be looted for a few personal items worth some minor amount of gold.
- The infirmary has a few minor healing potions and other buffs (NOTE: need a list) that can be looted.
- Primarily, this area exists as a rest stop in case the party needs a break from action.
The Refinery
In this chamber the miners sorted, assessed, purified and stockpiled their amber. Ancient, arcane machinery used to purify and process the amber still remains, as does a powerful Amber Golem! Gone mad from centuries of neglect, the Golem will attack anyone who enters.
- The Golem (NOTE: stats) is a fearsome foe, but it can be partially managed by use of the damaged Control Rod from the Office. As a Bonus Action, anyone holding the Control Rod can make a DC 15? Arcana check to freeze the Golem in place for 1d4 rounds. Even when frozen, the Golem will still take Lair Actions, though.
- Once defeated, it may be possible to repair the Golem with sufficient Craft and Arcana checks, as well as enough High-quality amber.
- Any amber that the party has collected can be refined in this chamber, increasing it by one rating. Poor > Medium > High > Perfect. This process takes approximately an hour for each load of amber to be refined, and can only be performed once the Golem is subdued.
- A stockpile of finished amber goods is present in the chamber, including weapons and armor, but it is mostly sized for elves.
Amber Menagerie
A hidden chamber off the Abandoned Mine contains large deposits of ancient amber that has entrapped giant insects and vermin. If the party attempts to loot the amber, they may release the trapped creatures, which attack in a ravenous frenzy. There are three chambers within the Menagerie, each housing a different kind of beast.
- The Hall of Insects: Six swarms are trapped within the amber of this small, round room. There is also a single giant insect (NOTE: decide which ones) by the exit to the next room. If the giant insect is disturbed, it releases all the other insects at once.
- The Gallery of Mammals: There are five trapped mammals in this large, rectangular room. Two wolves, a bear, a smilodon, and a mammoth as the boss. If the mammoth is disturbed, it will release all the others at once.
- The Druid's Tomb: Seven Dinosaurs (NOTE: decide which ones) are encased in the crystal veins of this chamber. In the center of the room, a large hunk of amber stands alone. Inside the central hunk is an ancient dinosaur-folk druid, long dead. If excavated, their corpse can be looted for magical items, including a staff infused with the sap of the tree, which is a very valuable relic. Any attempt to disturb the druid's remains will immediately free and awaken all remaining beasts in the entire Menagerie. This chamber contains an Exit from the Stump.
Exiting the Stump
The Ambush
The Triple Threat Triad will be waiting at the main mine's exit from the Stump, planning to kill any other parties that try to leave, steal all their treasure, and then claim all the credit and wealth coming to those who are the first to conquer the Stump. Depending on what course the party has taken through the Stump, there are different options for how this encounter will play out.
- If the party leaves through the main exit from the mine, they will arrive several minutes after the Triad has defeated a small party and claimed their loot. The Triad will be fully healed, from potions and a Short Rest, but they will be missing some abilities and spells.
- Should the party exit via the Squirrel's Lair, they will arrive during the fight between the Triad and the small party, being able to turn the tide either way. The Triad will be hostile, but can be bargained with if they are badly hurt by the end of the fight.
- Exiting through either the Amber Refinery or the Druid's Tomb will allow the party to get the drop on the Triad before the other party emerges. This option gives the players advantage against the Triad, and the ability to decide when to intervene in the ambush the Triad has set up, or to simply leave without being noticed.
Other Encounters
The Stump of the World Tree is an especially great place to encounter Vegepygmies, giant bugs and vermin, magical carnivorous plants, oozes, and wood-based Elementals, or dark Fae. If your party spends too long inside, or seems to need some extra challenge, these types of enemies are strongly suggested. Wooden items may prove common loot, such as shields, weapons, and armor made from the materials of the tree. Amber-tipped spears, bark shields, and ancient suits of carved wooden armor can all be found in caches and hoards.