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๐ŸŒฟ

Magdala

Witch / Herbalist ยท Level 3

Shadow: Dull green, like pond scum or wet moss.
Corruption Threshold: 4
Temp:
Perm:
Total: 0
Armor Class 11
Max HP 26
Initiative +1
Speed 30 ft.

Attributes

STR 10 +0
DEX 12 +1
CON 16 +3
INT 10 +0
WIS 16 +3
CHA 10 +0

Skills & Saves

โ—‹ STR Save +0
โ—‹ DEX Save +1
โ—‹ CON Save +3
โ— INT Save +2
โ— WIS Save +5
โ—‹ CHA Save +0
โ—‹ Athletics +0
โ—‹ Acrobatics +1
โ—‹ Sleight of Hand +1
โ—‹ Stealth +1
โ—‹ Arcana +0
โ—‹ History +0
โ—‹ Investigation +0
โ— Nature +2
โ—‹ Religion +0
โ— Animal Handling +5
โ—‹ Insight +3
โ— Medicine +5
โ— Perception +5
โ— Survival +5
โ—‹ Deception +0
โ—‹ Intimidation +0
โ—‹ Performance +0
โ—‹ Persuasion +0

Weapons & Combat Maneuvers

No weapons equipped.

Magdala's Spellbook

Spell Save DC: 13

Guidance

+1 Temp. Corr.

1 action ยท Range: Self ยท Instantaneous

A Symbaroum mystic spell.

Poison Spray

Favored: 0 Corr.

1 action ยท Range: Self ยท Instantaneous

A Symbaroum mystic spell.

Produce Flame

+1 Temp. Corr.

1 action ยท Range: Self ยท Instantaneous

A Symbaroum mystic spell.

Entangle

Favored: +2 Temp. Corr.

1 action ยท Range: Self ยท Instantaneous

A Symbaroum mystic spell.

Hex

Favored: +2 Temp. Corr.

1 action ยท Range: Self ยท Instantaneous

A Symbaroum mystic spell.

Pass without Trace

+1d4+2 Temp. Corr.

1 action ยท Range: Self ยท Instantaneous

A Symbaroum mystic spell.

Spike Growth

Favored: +2 Temp. Corr.

1 action ยท Range: Self ยท Instantaneous

A Symbaroum mystic spell.

Shillelagh

Favored: 0 Corr.

1 action ยท Range: Self ยท Instantaneous

A Symbaroum mystic spell.

Features & Abilities

Familiar

Mystical bond with an animal spirit (usually a raven or cat) which assists you.

Witch's Brew

During a long rest, you can brew one herbal potion that acts as a Potion of Healing (2d4+2 HP). It loses potency at your next long rest.

๐Ÿ“– Quick Reference Guide

Rules & Mechanics for Ruins of Symbaroum 5E

Core D&D 5E Rules

The D20 Roll

Whenever you attempt an action with a chance of failure, roll a d20, add modifiers, and compare to Target Number (DC) or Armor Class (AC).

The Three Types of Rolls

Ability Check: Rolling to actively do something (Survival check to track, Athletics to climb).
Saving Throw: Reacting/avoiding bad effects.
Attack Roll: Swings or spell strikes to hit armor class.

Resting & Recovery

Short Rest (1 hr): Spend Hit Dice to recover HP. Reduce Temporary Corruption by Proficiency Bonus (PB). Can spend 1 HD to reduce Temp Corruption by PB again.
Long Rest (8 hrs): Regain half spent HD and recover HP. Reduce Temp Corruption by twice your PB.
Extended Rest (24 hrs): Requires a safe location (e.g. Thistle Hold). Recover all HP, HD, and reduce Temp Corruption to 0.

Symbaroum Specifics

Corruption Mechanics

Mystics gain Temporary Corruption when casting any spell. Anyone gains Permanent Corruption by attuning to shadow-bound relics or artifacts. Temporary corruption fades after resting, but permanent corruption remains forever.

The Corruption Threshold

If your total Corruption (Temp + Permanent) ever exceeds your Threshold, you must make a DC 15 Charisma save. Failure inflicts a physical Mark of Corruption. Exceeding it entirely turns you into a Blight Beast!

Shadows & Auras

Every living creature possesses a Shadow. Normal forest beasts have bright colors, and civilized folk have metallic shades. Corruption taints your shadow, turning it dark, blighted, and eventually pitch black.

๐ŸŒฒ Setting Dossier: World of Symbaroum

Primordial Davokar Forest & Ambrian Empires

The Great Migration

Twenty years ago, humanity fled the southern kingdom of Alberetor after wars with Dark Lords left it a corrupted wasteland. Conquering native barbarian clans, they established Ambria, a structured kingdom seeking resources to rebuild.

Davokar Forest: Dominating the north, this primeval forest is filled with ancient ruins, corrupted blight monsters, and lost gold. Outer edges are safe, but deep forest hosts deadly secrets.

Forces & Factions

Church of Prios: The Sun God faction claiming Prios is dying and humanity must tame the wilds to heal him. Uses fanatical Twilight Friars and Sun Knights.

Ordo Magica: Prominent wizard guild researching relics from ancient empires like Symbaroum.

Iron Pact: Ancient alliance of elves protecting the forest's dark seals, punishing intruders who delve too deep.

โ›“๏ธ The Amber Chains Campaign

Syndicates & Sanctuaries of Thistle Hold

Sanctuary of the Cast Aside

The party serves Lady Vilma Sarenya within her pleasure house, The Amber Chains, in Thistle Hold. It serves as a luxurious escape, but is also a hub for illegal relic trafficking and dark information brokering.

Lady Vilma protects her crew, but in return she expects absolute obedience. Once you enter her garden, the Amber Chains has a way of keeping hold. Now and then, a "flower" must complete a dangerous task in the dark forest.

Roles in the House

  • The Flowers: Performers and dancers attracting Thistle Hold's elite.
  • Velvet Blades: Silent security keeping order in the pits.
  • Chamber Witches: Mystics concocting healing elixirs for explorers.
  • Secret Keepers: Informants logging debts and blackmail secrets.