Moonblossom Forest | Free Adventure for D&D and PF2e

Moonblossom Forest | Free Adventure for D&D and PF2e

By Kaylene Doss
PF2e Conversion by Zac Chaney
Cartography by Architect GM

In Moonblossom Forest, a level 7 adventure for four to six characters, players become trapped in an enchanted forest loop orchestrated by a coven of hags seeking moonblossom fruits—key ingredients in a potion of youth. To escape, the party must navigate three rotating encounters: a magical puzzle involving incense burners, a toxic trap-filled grove with rotting fruit, and a deceptive meeting with disguised hags posing as grieving fairies.

By the way, if you’re a busy GM without enough to time to prep like you know you should, Lairs & Legends can help. Grab an adventure, read it in about 15 minutes, and you’re ready to run your game! With over 700 pages of 5e resources, there’s no reason to feel stressed out and overwhelmed before your next D&D game.

Moonblossom Forest - D&D 5e

Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:

        Where will this adventure take place in your world?

        Should you change any of the location names to make them better fit your campaign setting?

        Should you increase or decrease the loot, including adding or removing magic items?

        Should you adjust any of the encounters to better fit the power level of your players and their characters?

Game Master Notes

Level. This adventure is designed for a group of four to six level-seven characters.

Creatures. This adventure features the following creatures: night hag, green hag, and sea hag.

Resting. It’s expected that the party will not need to take any long rests in this adventure, though they may need a short rest if the characters encounter bad luck.

Loot. The characters can find beads of force and a small amount of gold during this adventure.

1st Encounter

In the heart of a forest clearing, three pale pink blossom trees glow softly like moonlight, their exposed roots weaving through the ground. Around the trees are six barren trunks of differing heights with glass incense burners hanging from their branches. Eight tree stumps of various heights frame the area—the air shimmers with ethereal fey lights, casting a magical glow over the scene.

Moonblossom Trees. The trees are brimming with petals but no fruit.

Incense Burners

Difficulty: easy

Find the missing red, blue, and yellow incense sticks, and place two correct ones in each incense burner. Light the incense to solve the puzzle.

There are six incense burners hanging in the trees, each capable of holding two incense sticks. The stained glass is a different color for each burner: green, purple, orange, red, yellow, and blue.

Tree Stumps

Eight tree stumps of various heights provide the perfect way for the characters to climb high enough to see and reach inside the incense burners. There are two burners located at 30 feet, two at 15 feet, and two at 5 feet high. If a character wishes to climb a tree stump to get a better vantage point of the burner, they can attempt either a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check for the 15-foot burners and either a DC 20 Strength (Athletics) or Dexterity (Acrobatics) check for the 25-foot burners.

Incense Burners

The burners are magical but not active; the characters must recite an incantation to activate them. When active, tiny arcane runes become visible and glow on the surface of the glass.

Incense Sticks

The characters can remove the incense from the burners and rearrange them in any order. They must locate the rest of the incense before they can find the solution. Currently, the burners contain the following incense: one red, two blue, and three yellow.

Solution

The first step is to activate the burners. The color of the incense they place into the burner must match the color of the burner. The red, blue, and yellow burners each require two sticks of the corresponding color. For the green, purple, and orange burners, place two incense sticks whose colors, when combined, create that color. Yellow and blue make green, blue and red make purple, and red and yellow make orange. Light the incense and recite the incantation (found in the 3rd encounter) to remove the spell that lies over the forest.

Hint Checks

Intelligence (Painter’s Supplies) DC 10. The glass on the burners is either a primary or secondary color. You remember that you need two primary colors to make a secondary color.

Wisdom (Survival) DC 10. Some of the burners are out of reach and out of sight from the ground. Paying attention to your surroundings, you notice you can use the tree trunks to get up there.

Wisdom (Perception) DC 14. Looking closely at the stained glass on the burner, you see a faint indication of magical runes etched into it, leading you to believe they are magical.

2nd Encounter

You re-enter the clearing in the forest—the place you just left. However, this time, dense, yellow smog covers the area. Your throat tightens, and your lungs burn, worsening with each subsequent breath. The smog emanates from eight partially rotting stumps. Multiple fruits hang from the branches of the three central trees.

Moonblossom Trees. The trees contain hanging fruit. The lethal smog has begun to spoil the fruits, though some remain intact. Each time a character picks up a fruit and inspects its viability, roll 1d6. On a 1-4, the fruit appears spoiled; on a 5-6, the fruit is fresh.

Incense. The characters can find one red, two blue, and one yellow incense stick in the area with a successful DC 14 Wisdom (Perception) check when made within 10 feet of the stick’s location while the lethal smog is active.

Lethal Smog. This hazard resets to its initial state whenever the characters leave the area, even if previously deactivated.

Lethal Smog

Magical trap (Complex trap, level 5-10, deadly)

Description. Yellow smog covers the area, slowly suffocating any creature requiring air to breathe.

Trigger. The hags have already triggered the trap during their first attempt at taking the moonblossom fruit.

Initiative. The lethal smog acts on initiative counts 20 and 10.

Active Elements

Toxicity (Initiative 20). All creatures must succeed a DC 15 Constitution saving throw, taking 5d8 poison damage on a failure, or half as much on a success.

Noxious Retch (Initiative 10). All creatures must succeed on a DC 14 Constitution saving throw. On a failure, the creature falls prone as it retches and vomits. When this occurs, the creature cannot hold its breath and begins to suffocate.

Dynamic Element

Increasing Toxicity. Each round, the damage dealt by toxicity increases by 1d8, up to a maximum of 10d8. The damage will reset by following the countermeasures below.

Obscuring Smog. The smog faintly obscures the light in this area.

Constant Element

Suffocation. The air is not breathable in this area, and any creature that needs to breathe must hold its breath or suffocate according to the rules of suffocation.

Countermeasures

The characters can partially disable the lethal smog if they sever the root that ties a smog-emitting stump to a moonblossom tree. A character wanting to locate the root must be within 15 feet of it and succeed on a DC 14 Wisdom (Perception) check. Severing will require them to do 20 points of damage to it. Doing so will reset the dynamic element and lower the damage die by a maximum of 1d8. The damage die cannot decrease lower than 5d8, the starting damage. Additionally, it will pause the constant element for 1 round. Suffocation rules restart once the constant element reactivates.

The characters can permanently disable the lethal smog if they sever all eight roots.

3rd Encounter

This clearing looks like the first but for four feminine fairy creatures weeping under a large tree. They are on their knees, mourning over the bloody corpses of several other fairy creatures brutally murdered. The central trees are withered, and only a few petals hang from their branches.

Creatures. One night hag, two green hags, and one sea hag have disguised themselves as beautiful humanoid fairies.

Roleplaying Notes.

        The hags’ number one priority is to trick the characters into believing they are who they claim to be and convince them to help retrieve the moonblossom fruits.

        Use the green hags for the majority of the deceptive dialogue.

        The hags claim to be the surviving fairies of the Heart of Glamour, a small village of fairies who protect the fruits of the moonblossom trees. The fruits have restorative powers, and the fairies protect them from those who wish to misuse their power.

        The hags claim a vicious pack of gnolls attacked their companions while they were away. They claim the gnolls attempted to take the moonblossom fruit, triggering Heart of Glamour’s unstoppable magical defense, which drove the gnolls away. They claim to fear the gnolls will return for the fruit.

        The hags eagerly hand over two red sticks of the missing incense to establish trust.

        The hags cannot disable the magical defenses and request that the characters help them save the fruit. They tell the characters the rest of the missing incense is in the area with the fruit. If they collect all of the incense and five viable fruits, the hags will magically activate the burners in the 1st encounter by reciting an incantation.

Encounter Notes.

        The hags will hold onto their fairy disguises until death because they still need the characters’ help and will continue to try and convince them.

        The hags will use nonlethal strikes, knocking out a character. When the character wakes up, the disguised hags will continue to lie and try again to convince the characters to help them.

        If the characters retreat, they are allowed to go without pursuit.

        If the characters figure out that the fairies are really hags, the hags know there is no chance of fooling them. They no longer use nonlethal strikes but use their strongest abilities in combat to finish them off.

Incantation. The incantation required to escape from the 1st encounter is in the hags’ possession. Once the characters defeat the hags, they can loot it from their corpses. Additionally, the characters can find a necklace with 6 beads of force strung together on it, as well as a pouch containing 150 gp.

Conclusion

Once the characters solve the 1st encounter, they can leave the Heart of Glamour.

Moonblossom Forest - PF2e

Below are the details you need to run this adventure. However, the game master is encouraged to customize it slightly for their group and ongoing campaign. Consider questions such as the following:

        Where will this adventure take place in your world?

        Should you change any of the location names to make them better fit your campaign setting?

        Should you increase or decrease the loot, including adding or removing magic items?

        Should you adjust any of the encounters to better fit the power level of your players and their characters?

Game Master Notes

Level. This adventure is designed for a group of four level-seven characters.

Creatures. This adventure features the following creatures: night hag and green hag.

Adventure Difficulty. The characters can expect to encounter one severe encounter during this short adventure.

Loot. The characters can find holy prayer beads and a small amount of gold during this adventure.

1st Encounter

In the heart of a forest clearing, three pale pink blossom trees glow softly like moonlight, their exposed roots weaving through the ground. Around the trees are six barren trunks of differing heights with glass incense burners hanging from their branches. Eight tree stumps of various heights frame the area—the air shimmers with ethereal fey lights, casting a magical glow over the scene.

Moonblossom Trees. The trees are brimming with petals but no fruit.

Incense Burners

Difficulty: easy

Find the missing red, blue, and yellow incense sticks, and place two correct ones in each incense burner. Light the incense to solve the puzzle.

There are six incense burners hanging in the trees, each capable of holding two incense sticks. The stained glass is a different color for each burner: green, purple, orange, red, yellow, and blue.

Tree Stumps

Eight tree stumps of various heights provide the perfect way for the characters to climb high enough to see and reach inside the incense burners. There are two burners located at 30 feet, two at 15 feet, and two at 5 feet high. If a character wishes to climb a tree stump to get a better vantage point of the burner, they can attempt either a DC 20 Athletics or Acrobatics check for the 15-foot burners and either a DC 25 Athletics or Acrobatics check for the 25-foot burners.

Incense Burners

The burners are magical but not active; the characters must recite an incantation to activate them. When active, tiny arcane runes become visible and glow on the surface of the glass.

Incense Sticks

The characters can remove the incense from the burners and rearrange them in any order. They must locate the rest of the incense before they can find the solution. Currently, the burners contain the following incense: one red, two blue, and three yellow.

Solution

The first step is to activate the burners. The color of the incense they place into the burner must match the color of the burner. The red, blue, and yellow burners each require two sticks of the corresponding color. For the green, purple, and orange burners, place two incense sticks whose colors, when combined, create that color. Yellow and blue make green, blue and red make purple, and red and yellow make orange. Light the incense and recite the incantation (found in the 3rd encounter) to remove the spell that lies over the forest.

Hint Checks

DC 15 Society. The glass on the burners is either a primary or secondary color. You remember that you need two primary colors to make a secondary color.

DC 20 Survival. Some of the burners are out of reach and out of sight from the ground. Paying attention to your surroundings, you notice you can use the tree trunks to get up there.

Dc 25 Perception. Looking closely at the stained glass on the burner, you see a faint indication of magical runes etched into it, leading you to believe they are magical.

2nd Encounter                                    Hazard 7

You re-enter the clearing in the forest—the place you just left. However, this time, dense, yellow smog covers the area. Your throat tightens, and your lungs burn, worsening with each subsequent breath. The smog emanates from eight partially rotting stumps. Multiple fruits hang from the branches of the three central trees.

Moonblossom Trees. The trees contain hanging fruit. The lethal smog has begun to spoil the fruits, though some remain intact. Each time a character picks up a fruit and inspects its viability, roll 1d6. On a 1-4, the fruit appears spoiled; on a 5-6, the fruit is fresh.

Incense. The characters can find one red, two blue, and one yellow incense stick in the area with a successful DC 20 Perception check when made within 10 feet of the stick’s location while the lethal smog is active.

Lethal Smog. This hazard resets to its initial state whenever the characters leave the area, even if previously deactivated.

Lethal Smog

Magical, Trap, Environmental

Stealth DC 30 to notice the root emitting the smog (DC 0 to notice the smog)

Description. Yellow smog covers the area, slowly suffocating any creature requiring air to breathe.

Disable The root must be destroyed to disable the smog

AC 28; Fort +18, Ref +12

Hardness 14, HP 58 (BT 29)

Smog [reaction] Trigger. A creature steps into the smog. Effect The creature takes 2d10+9 (Basic DC 26 Fortitude saving throw). Creatures that fail this saving throw begin suffocating.

3rd Encounter                                     Severe 7

This clearing looks like the first but for four feminine fairy creatures weeping under a large tree. They are on their knees, mourning over the bloody corpses of several other fairy creatures brutally murdered. The central trees are withered, and only a few petals hang from their branches.

Creatures. One night hag and three green hags have disguised themselves as beautiful humanoid fairies.

Roleplaying Notes.

        The hags’ number one priority is to trick the characters into believing they are who they claim to be and convince them to help retrieve the moonblossom fruits.

        Use the green hags for the majority of the deceptive dialogue.

        The hags claim to be the surviving fairies of the Heart of Glamour, a small village of fairies who protect the fruits of the moonblossom trees. The fruits have restorative powers, and the fairies protect them from those who wish to misuse their power.

        The hags claim a vicious pack of gnolls attacked their companions while they were away. They claim the gnolls attempted to take the moonblossom fruit, triggering Heart of Glamour’s unstoppable magical defense, which drove the gnolls away. They claim to fear the gnolls will return for the fruit.

        The hags eagerly hand over two red sticks of the missing incense to establish trust.

        The hags cannot disable the magical defenses and request that the characters help them save the fruit. They tell the characters the rest of the missing incense is in the area with the fruit. If they collect all of the incense and five viable fruits, the hags will magically activate the burners in the 1st encounter by reciting an incantation.

Encounter Notes.

        The hags will hold onto their fairy disguises until death because they still need the characters’ help and will continue to try and convince them.

        The hags will use nonlethal strikes, knocking out a character. When the character wakes up, the disguised hags will continue to lie and try again to convince the characters to help them.

        If the characters retreat, they are allowed to go without pursuit.

        If the characters figure out that the fairies are really hags, the hags know there is no chance of fooling them. They no longer use nonlethal strikes but use their strongest abilities in combat to finish them off.

Incantation. The incantation required to escape from the 1st encounter is in the hags’ possession. Once the characters defeat the hags, they can loot it from their corpses. Additionally, the characters can find holy prayer beads on one of the hags’ corpses, as well as a pouch containing 15 gp.

Conclusion

Once the characters solve the 1st encounter, they can leave the Heart of Glamour. 

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