Retrieving the Tranquil Fruit

The renowned scholar, Professor Lyra Maelis, at the Enchantment School of Magic within the Magical Academy of Everything in Ularansa, requests the party’s help. She needs a rare magical fruit, the Tranquil Fruit, found only in the heart of the Tranquil Marshes. This fruit is essential to create a potion that can help control Shardborn…

Retrieve the Tranquil Fruit, found only in the heart of the Tranquil Marshes. This fruit is essential to create a potion that can help control Shardborn powers.Those fruits are magical in nature thera are a few places that can be found, usually infused with magic. One of those place is located near Ularansa.

Lyra will use tranquil Fruit to make a special elixir that stabilises the two soulprints of the Shardborns. Lyra needs 3 such fruits. If the party can bring her more such fruits she is willing to pay 70gp per fruit as well.

Professor Lyra had encounter a creature like this before when she was at the Zenidorian magical forces.

The Disturbtion of the Marshes

The Tranquil Marshes, known for its flourishing magical life, has been exhibiting strange phenomena recently, causing alarm and curiosity. Once a vibrant ecosystem filled with luminescent flora and fauna, the marshes now seem to be losing their inherent magic and color. The once lively waters have turned into a black ooze, housing unsettling amorphous forms. Lost spirits, remnants of the Twilight Age civilization, wander aimlessly and confused. This, combined with an unnatural fog and mysteriously lengthened shadows, has created an eerie ambiance that blankets the marshes.

Into the Marshes

Faced with this unsettling reality, the party must traverse the treacherous terrain of the marsh. They will need to overcome physical obstacles such as dense bogs, quicksand, and thick undergrowth that impede their progress. Moreover, they will have to deal with the lost spirits of the marsh who may turn hostile or provide cryptic guidance, further complicating their journey. Lastly, the marsh’s mutated inhabitants, warped by an unknown influence, pose a considerable threat, requiring the party to think on their feet and fight for their survival.

The Aura of the Tranquil Tree

In the very heart of the marshes, the party will find what they came the Tranquil Trees. This unique trees bears the Tranquil Fruit hat glows in low-blue light. The key to their quest. However, the tree emits a calming aura, a powerful enchantment that can cause lethargy and slow those affected by it. The party must resist this enchantment and figure out how to harvest the fruit successfully. It will test their willpower, and they must think creatively to overcome this challenge. While also dealing with multiple threats

The Mysterious Lake and the Mire Behemoth

However, their challenges do not end at the Tranquil Tree. Close by, there lies a lake, radiating an eerie red glow from beneath. It is clear that this lake is the source of the marsh’s corruption, sapping the life from the marsh and twisting it into grotesque forms. From the depth of this lake emerges the final challenge for the party – the Mire Behemoth. This massive creature, mutated and enraged by the lake’s influence, stands in the way of the party and their quest. They must defeat this formidable foe and recover the Tranquil Fruit to aid Professor Maelis and complete their mission.

Monster Blocks

  • Black Oze

    Medium ooze, unaligned

    STR DEX CON INT WIS CHA
    16 (+3) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)
    • Armor Class: 8
    • Hit Points: 60 (10d8 + 20)
    • Speed: 10 ft., climb 10 ft.
    • Damage Resistances: cold, fire
    • Damage Immunities: acid, lightning, slashing
    • Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, prone
    • Senses: blindsight 60 ft. (blind beyond this radius), passive Perception 8
    • Languages:
    • Challenge: 4 (1,100 XP)

    Actions

    • Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) necrotic damage. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a temporary and cumulative -1 penalty to the AC it offers for its next turn if its not hit again it returns to the normal AC.
    • Black shadowy blurp: Ranged Weapon Attack: + 3 to hit. reach 30ft Hit: 1(d4) acid + 1(d4) necrotic damage. the ground becomes infused in a small shadow pool.

    Reactions

    • Corrosive Form. A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes 4 (1d4) 4 nectotic damage. (1d4) 4 acid damage
    • Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
  • Marsh Wraith

    Medium undead, neutral evil

    Armor Class: 12 Hit Points: 45 (10d8)Speed: 30 ft., fly 30 ft. (hover)

    STR DEX CON INT WIS CHA
    7 (-2) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 16 (+3)
    • Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
    • Damage Immunities: cold, necrotic, poison
    • Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
    • Senses: darkvision 60 ft., passive Perception 11
    • Languages: the languages it knew in life
    • Challenge: 3 (700 XP)

    Actions

    • Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    Reactions

    • Unseen Passage. While in dim light or darkness, the wraith can become invisible until it attacks, or until its concentration ends (as if concentrating on a spell).

    While in dim light or darkness, the wraith can become invisible until it attacks, or until its concentration ends (as if concentrating on a spell).

  • Mire Behemoth

    AC: 16 (Natural Armor)
    HP: 135
    Speed: 30 ft., swim 50 ft.

    STR DEX CON INT WIS CHA
    21(+5) 10(+0) 18(+4) 3(-4) 10(+0) 7(-2)
    Saving Throws
    +9 +4 +8 -2 +4 -2
    • Skills: Perception +4, Stealth +4
    • Senses: Passive Perception 14
    • Languages: Understands Abyssal but can’t speak
    • Challenge: 9 (5,000 XP)

    Actions Multiattack: The Behemoth makes two slam attacks.

    Slam: Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.

    Toxic Exhale (Recharge 5-6): The Behemoth exhales a poisonous cloud in a 20-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 10 (2d10) necrodic damage  and 10 (2d10)poison damage on a failed save, or half as much damage on a successful one.

    Bonus Actions: Marsh Mastery alters 15 foot of terrain makes it difficutlt terrain if a creature is there is restrained.

    Reactions Lakes’s Resurgence (1/Day): regenarates 30hp 6ofeet dc 15 prone dragged 10 feet towards

    1 legendary action.

    Shallow: +8 to hit, reach 5 ft., one Medium or smaller creature that is prone or restrained. Hit: The target is swallowed by the Behemoth. While swallowed, the target is blinded and restrained, has total cover against attacks and other effects outside the Behemoth, and takes 14 (4d6) necrotic damage at the start of each of the Behemoth’s turns.

     

    Marsh Mastery: As a bonus action, the Mire Behemoth can alter a 15-foot-radius area of terrain within 120 feet of it. The terrain becomes difficult terrain until cleared, up to 1 minute. Each creature standing in that area must succeed on a DC 15 Strength saving throw or be restrained by the entangling terrain.

    Reactions Lakes’s Resurgence (1/Day): When the Mire Behemoth is reduced to half its hit points or less, it can use its reaction to roar, causing the lake to surge. Each creature within 60 feet of the Behemoth must succeed on a DC 15 Strength saving throw or be knocked prone and dragged 10 feet towards the lake. The Behemoth regains 30 hit points.