Limitless Adventures Forest 2. More evil lurks in the woodlands. Xp: Difficulty: Levels: Role-Play.

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1 Limitless Adventures 2017 More evil lurks in the woodlands Xp: Difficulty: Levels: 1-10 Combat Role-Play Skill Challenges

2 Forest Encounters 2 Forest Encounters 2 Design Team Andrew Hand: Writing, Editing Michael Johnson: Art Design, Graphic Design Mia Johnson: Interior Art A Note on Our Limitless Encounters The purpose of this product is to make your life as DM easier. The following ten encounters, while linked by environment, are random. These encounters were purposefully not designed for a certain level range. Some encounters may require players to come up with solutions other than combat. The world is a scary place and sometimes you may have to run for your life. These modules can be used to craft a random encounter table for travel and exploration, to fill in the hexes of a sandbox, or whenever your players wander to a location for which you had not yet prepared. Feel free to change the names, treasures, and the number of creatures as you see fit. We value your business and your feedback, send us your comments, questions and concerns to support@limitless-adventures.com Novelties Every Limitless Adventures product will contain something new; a unique creature, spell, item, god, or optional rule that is previously unpublished. These novelties are set apart in blue text boxes. Each Limitless Encounter will have a section to give the DM three ideas for additional quests that could spring from a seemingly random encounter. These hooks are merely suggestions for continuing a plot and should be used or ignored at your discretion. For example, if a hook suggests that the Duchess was the murderer, that is a just a possible twist you could build from and needn't be acted upon if it would disrupt your campaign. Perhaps you find these encounters useful and recommend them a friend or like us on Facebook or Twitter... You could join our newsletter and get free exclusives monthly at Maybe you turn out to be a doppelganger... 1

3 Tusks and Stakes Xp: 1100 Difficulty: 1100 Level: 4 "In a pit lined with sharpened stakes is a wounded man in torn clothing. He looks up at you with pitiful eyes and begs, 'Please, help me before the orcs return!'." Wereboar (CR 4) Armor Class: 10 Hit Points: 78 Medium Humanoid (human), Unaligned 17(+3) 10(+0) 15(+2) 10(+0) 11(+0) 8(-1) Armor Class: 10 Hit Points: 78 (12d8+24) Speed 30 ft. (40 ft. in boar form) Skills Perception +2 Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons; Senses passive Perception 12 Languages Common (can't speak in boar form) Challenge 4 (1,100 XP) Shapechanger The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. Charge (Boar or Hybrid Form Only) If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Relentless (Recharges after a Short or Long Rest) If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Multiattack (Humanoid or Hybrid Form Only) The wereboar makes two attacks, only one of which can be with its tusks. Maul (Humanoid or Hybrid Form Only) Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 10 (2d6 + 3) bludgeoning damage. Tusks (Boar or Hybrid Form Only) Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy. The man in the pit, John Thatcher, is actually a wereboar. His clothes are torn from his shapechanging and the blood on his face and arms is that of his last victim. That said, Thatcher is truly trapped in a game pit dug by a nearby orc tribe. If the players help the wereboar out of the pit he'll attempt to knock the weakest party member into the pit on a surprise round before changing into his hybrid form. If clearly outmatched, Thatcher will flee in his quicker boar form. Thatcher wears a hemp bracelet with 6 tiger's eyes worth 12 gp. An orc hunting party returns to check their trap... The wereboar has a pocket full of ghoul truffles, a rare mushroom (DC 20 Nature check) that poisons non-lycans and raises them as zombies... If a party member is knocked into the pit, the sides could collapse, forcing the party to fight the boar or rescue their friend before they suffocate... 2

4 The Unseelie Stones Xp: 5000 Difficulty: 5000 Level: 10 "An inhuman roar draws you to a glade, in the center of which stands an irate tree clutching a large, smooth stone covered in arcane glyths and sylvan characters." Treant (CR 9) Armor Class: 16 (natural armor) Hit Points: 138 Huge Plant, Chaotic Good Armor Class: 16 (natural armor) Hit Points: 138 (12d12+60) Speed 30 ft. Damage Resistances bludgeoning, piercing Damage Vulnerabilities fire Senses passive Perception 13 Languages Common, Druidic, Elvish, Sylvan Challenge 9 (5,000 XP) 23(+6) 8(-1) 21(+5) 12(+1) 16(+3) 12(+1) False Appearance While the treant remains motionless, it is indistinguishable from a normal tree. Siege Monster The treant deals double damage to objects and structures. Multiattack The treant makes two slam attacks. Slam Melee Weapon Attack +10 to hit, reach 5 ft., (one creature) Hit: 16 (3d6 + 6) bludgeoning damage. Rock Ranged Weapon Attack +10 to hit, range 60/180 ft., (one creature) Hit: 28 (4d10 + 6) bludgeoning damage. Animate Trees (1/Day) The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible. (Currently Chaotic Evil) The treant has stumbled upon a fey magical item placed in the glade by agents of the Unseelie Court. The stones change the alignment of the first person to touch it to evil. The stone found by the treant has been used, and is no longer magical. The first action the treant takes is to animate two trees behind the party and order them to Attack. It attempts to keep its distance and throw rocks while the animated tress run interference. Hidden in the trunk of the treant is a +1 axe taken from an orc several months earlier. The axe bears the mark of an orcish god of death and its name is Grokk the Hewer. Grokk chuckles audibly when it kills an opponent. The treant believes that he is keeping the forest safe by hiding the axe. The treant guards a wounded dryad or pixie, dying from a disease common to orcs... More stones are located throughout the forest and need to be deactivated... Dark fey take revenge on the mortals that disrupted their stones... 3

5 Lost in the Woods "You've become horribly lost in the forest, each moss-covered tree looking the same." The players will need to make 6 successes (DC as appropriate, typically 15) before 3 failures. Xp: 600 Difficulty: 1200 Level: 4 Suggested skills: Nature, Survival, Perception, Athletics, 1 Failure - Disadvantage on the next check 2 Failures - a player, chosen at random, steps on a hunting trap (see below) 3 Failures - the players stumble into a nest of giant toads Allow the players to fail forward after 3 failures. Hunting Trap A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. Giant Toad x 3 (CR 1) Armor Class: 11 Hit Points: 39 Large Beast, Unaligned Armor Class: 11 Hit Points: 39 (6d10+6) Speed 20 ft., swim 40 ft. Senses darkvision 30 ft., passive Perception 10 Languages - Challenge 1 (200 XP) 15(+2) 13(+1) 13(+1) 2(-4) 10(+0) 3(-4) Amphibious The toad can breathe air and water. Standing Leap The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Bite Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target. Swallow The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. 6+ Successes - 34 gp and a healer's kit in an oil skin bag tucked in the roots of a tree. >6 Successes - none. The players discover an unknown species of animal or monster. Sages will pay handsomely for the information, and even more for a live subject... The players find a pool, home to a talking fish... Any character that had contact with the giant toads begin to have powerful hallucinations... 4

6 Foes in the Treetops Xp: 50 Difficulty: 50 Level: 1 "A hail of black-fletched arrows rain down from the canopy. You catch a glimpse of sneering goblins moving about finely-crafted wooden platforms." Goblin (CR 1/4) Armor Class: 15 Hit Points: 7 Small Humanoid (goblinoid), Neutral Evil Armor Class: 15 Hit Points: 7 (2d4) Speed 30 ft. Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) 8(-1) 14(+2) 10(+0) 10(+0) 8(-1) 8(-1) Nimble Escape The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Scimitar Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 5 (1d6 + 2) slashing damage. Shortbow Hit: 5 (1d6 + 2) piercing damage. The goblins attack from three tree stands twenty feet above the forest floor. Each stand is two feet apart, two feet wide, and surrounds the trunk of the attached tree. The stands were crafted by wood elves, but were abandoned as the goblin tribe's territory increased. The goblins fire and take cover behind the tree trunk, using their Nible Escape ability if needed. To increase the difficulty of the encounter, you could afford the goblins advantage on the attacks due to their superior position. The goblins have 16 cp, 5 sp, 7 gp, and a chunk of amber with a large beetle trapped inside worth 8 gp. Wood elves recruit the party to aid in the war against the goblins... A green dragon is rallying the goblins and aiding their attacks against the elves that slew her mother... The goblins could be led by a half green dragon goblin, the first of a new threat to the forest... 5

7 The Great Hunt Xp: 450 Difficulty: 450 Level: 2 "A party of wood elf hunters rushes silently into the clearing, dressed in muted browns and greens. Their leader approaches you with a smile on his ageless face." Giant Elk (CR 2) Armor Class: 14 (natural armor) Hit Points: 42 Huge Beast, Unaligned 19(+4) 16(+3) 14(+2) 7(-2) 14(+2) 10(+0) Armor Class: 14 (natural armor) Hit Points: 42 (5d12+10) Speed 60 ft. Skills Perception +4 Senses passive Perception 14 Languages Giant Elk, understands Common, Elvish, and Sylvan but can't speak them Challenge 2 (450 XP) Charge If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Ram Melee Weapon Attack +6 to hit, reach 10 ft., (one creature) Hit: 11 (2d6 + 4) bludgeoning damage. Hooves Melee Weapon Attack +6 to hit, reach 5 ft., (one creature) Hit: 22 (4d8 + 4) bludgeoning damage. Skill Challenge The players will need to succeed at 8 skills checks (DC as appropriate, generally 15) before 3 failures to find the giant elk. Suggested Skills Athletics Stealth Investigation Nature Perception Survival Failures 1 failure: disadvantage on next check 2 failures: skill cannot be used again during the check 3 failures: one level of exhaustion and the giant elk escapes If the party is successful in finding the giant elk, the elves grant them a silver pin set with a blue quartz worth 15 gp. The wearer of the pin has advantage on Charisma checks made to interact with wood elves. Traditionally, the appearance of the giant elk foretells an event of great importance... Sora, a forest gnome druid, attempts (nonviolently) to stop the elk's death... If slain, the elk could turn into an elven maiden and ask, "why?" before dying... 6

8 Forest Shrine Xp: 5900 Difficulty: 5900 Level: 10 "You stumble upon a small shrine made of white marble. Several steel braziers smoke with coal and incense between which a massive snake with a vaguely humanoid face sits warming itself." Guardian Naga (CR 10) Armor Class: 18 (natural armor) Hit Points: 127 Large Monstrosity, Lawful Good Armor Class: 18 (natural armor) Hit Points: 127 (15d10+45) Speed 40 ft. Saving Throws Dex +6, Con +5, Wis +5, Cha +6 Damage Immunities poison Condition Immunities charmed, poisoned; Senses darkvision 60 ft., passive Perception 14; Languages Celestial, Common Challenge 10 (5,900 XP) 1(-5) 18(+4) 16(+3) 16(+3) 19(+4) 18(+4) Rejuvenation If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a *wish* spell can prevent this trait from functioning. Spellcasting The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared: Cantrips (at will) mending, sacred flame, thaumaturgy 1st level (4 slots) command, cure wounds, shield of faith 2nd level (3 slots) calm emotions, hold person 3rd level (3 slots) bestow curse, clairvoyance 4th level (3 slots) banishment, freedom of movement 5th level (2 slots) flame strike, geas 6th level (1 slot) true seeing Bite Melee Weapon Attack +8 to hit, reach 10 ft., (one creature) Hit: 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. Spit Poison Ranged Weapon Attack +8 to hit, range 15/30ft. (one creature) Hit: The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one. The naga, Seshrek, was led to the shrine in a vision from his deity (any LG deity in your game will work), and works to bring knowledge and healing to the good beings of the forest, and order and justice to evil. The compassionate yet rigid Seshrek is often at odds with his chaotic fey and wood elf neighbors. Seshrek doesn't hoard treasure, but does possess a wand of magic missile that he could loan to a good player. The naga enlists the party to route a pair of manticores the are causing harm... The naga asks the party to parlay with a local fey noble whose pixies have been vandalizing the shrine... Seshrek's favor can be gained by gathering a certain moss needed to complete his healing potions... 7

9 Forsaken Xp: 700 Difficulty: 700 Level: 3 "A body, splattered with fresh blood, sits propped against a tree, a shovel clutched in its hands and a fanged skeleton savagely biting his neck." Forsaken (CR 3) Armor Class: 14 (natural armor) Hit Points: 89 Medium Undead, Chaotic Evil Armor Class: 14 (natural armor) Hit Points: 89 (12d8+36) Speed 30 ft. Saving Throws Dex +5, Str +5 Skills Athletics +5, Stealth +5 Damage Resistances necrotic Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 16(+3) 17(+3) 16(+3) 8(-1) 10(+0) 7(-2) License: c.2016 Limitless-Adventures Languages understands the languages it knew in life, but cannot speak Challenge 3 (700 XP) Spider Climb The forsaken can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Multiattack The forsaken makes two attacks, only one of which can be a bite attack. Claws Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the forsaken can grapple the target (escape DC 13). Bite Melee Weapon Attack +5 to hit, reach 5 ft., (one willing creature, or a creature that is grappled by the forsaken, incapacitated, or restrained.) Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the forsaken regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The forsaken are born when the remains of someone killed by a vampire are buried after the body has been skeletonized. The forsaken are not as powerful as their full-vampire peers, but also avoid many of the weaknesses attributed to true vampires. The victim, a commoner named James, stumbled upon the skeleton of a human that had been killed by a vampire and left to rot. Years passed and the bugs, wild animals and exposure stripped the corpse of all its flesh, but since the man was not buried in the soil, he never rose from the dead as a vampire until now. James found the skeleton and did what any good, gods-fearing person would: he buried the remains. Exhausted from the effort, James camped under a tree and awoke to the sounds of the forsaken pulling itself free of the earth, bearing unnatural fangs. The dead man wears a golden locket worth 15 gp, and 4 cp. The master vampire still prowls the woods... The locket could contain a clue or an image of James's wife Silvia... The forsaken could flee if outmatched and requires a skills challenge to track him before he kills another innocent... 8

10 Fey Justice Xp: 360 Difficulty: 885 Level: 3 "A dwarven woodsman stands lashed to a oak tree with living vines. A cloud of fairies flit and dart around the man, who swears and pulls at his bonds in vain." Sprite x 7 (CR 1/4) Armor Class: 15 (leather armor) Hit Points: 2 Tiny Fey, Neutral Good 3(-4) 18(+4) 10(+0) 14(+2) 13(+1) 11(+0) Armor Class: 15 (leather armor) Hit Points: 2 (1d4) Speed 10 ft., fly 40 ft. Skills Perception +3, Stealth +8; Senses passive Perception 13; Languages Common, Elvish, Sylvan; Challenge 1/4 (50 XP) Longsword Melee Weapon Attack +2 to hit, reach 5 ft. (one target) Hit: 1 slashing damage. Shortbow Ranged Weapon Attack +6 to hit, range 40/160 ft. (one target) Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake. Heart Sight The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw. Invisibility The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it. Kel Gorhammer, Woodsman (CR 0) Armor Class: 10 Hit Points: 10 Medium Humanoid (dwarf), Neutral Evil Armor Class: 10 Hit Points: 10 (2d8+2) Speed 30 ft. Skills Nature +2, Deception +2 Senses passive Perception 10 Languages Common, Dwavish Challenge 0 (10 XP) 12(+1) 10(+0) 12(+1) 10(+0) 10(+0) 10(+0) License: c.2016 Limitless-Adventures The sprites have captured Kel before he destroyed their tree. They are debating what to do with the evil dwarf. Kel has 7 cp in a leather belt pouch and three braids of different colored hair. The braids were taken from three girls who recently went missing in a nearby village... The dwarf could be the son of hill dwarf noble known to the PCs, instead of a woodsman... The sprites could call on treants or a shambling mound for help... 9

11 Pit of Vipers Xp: 250 Difficulty: 550 Level: 2 "The ground gives way and you stumble into a deep pit scattered with sharp stones and dead leaves. To make matters worse, movement in the debris lets you know that you are not alone." Poisonous Snake x 8 (CR 1/8) Armor Class: 13 Hit Points: 2 Tiny Beast, Unaligned 2(-4) 16(+3) 11(+0) 1(-5) 10(+0) 3(-4) Armor Class: 13 Hit Points: 2 (1d4) Speed 30 ft., swim 30 ft. Senses blindsight 10 ft., passive Perception 10 Languages - Challenge 1/8 (25 XP) Bite Melee Weapon Attack +5 to hit, reach 5 ft., (one creature) Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. The players suffer 7 (2d6) points of damage from the fall into the 20 ft. deep pit. The floor of the pit is roughly twenty feet in diameter and considered rough terrain. The pit is tricky to climb out of, as the walls are loose dirt and count as difficult terrain. Two DC 20 Athletics checks are require to escape. As skeleton in the pit has three gold teeth worth 13 gp. An unbroken healing potion can be uncovered with a DC 15 Investigate check, but the potion has spoiled and the user must succeed on a DC 15 Constitution save or be blinded for 1d4 days (or until healed). The pit could be the opening of a tomb or dungeon... If robbed, the skeleton could animate and attack the character low enough to steal its teeth.. The snakes could be rare, their venom prized by healers and alchemists, but only if captured alive... Skeleton (CR 1/4) Armor Class: 13 Hit Points: 13 Medium Undead, Lawful Evil 10(+0) 14(+2) 15(+2) 6(-2) 8(-1) 5(-3) Armor Class: 13 Hit Points: 13 (2d8+4) Speed 30 ft. Damage Immunities poison Damage Vulnerabilities bludgeoning Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life, but can't speak Challenge 1/4 (50 XP) Shortsword Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 5 (1d6 + 2) piercing damage. Shortbow Ranged Weapon Attack +4 to hit, range 80/320 ft., (one creature) Hit: 5 (1d6 + 2) piercing damage. 10

12 The Rift to the Fiery Gorge Xp: 400 Difficulty: 800 Level: 3 "The entire grove is in flames. Small mammals and birds flee in all directions. At the center of the conflagration are a group of creatures that look like flaming children, their tiny faces screwed up in pleasure as they burn everything in sight. Nearby, a glowing portal floats in the air a foot off the ground." Magmin x 4 (CR 1/2) Armor Class: 14 (natural armor) Hit Points: 9 Small Elemental, Chaotic Neutral 7(-2) 15(+2) 12(+1) 8(-1) 11(+0) 10(+0) Armor Class: 14 (natural armor) Hit Points: 9 (2d6+2) Speed 30 ft. Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities fire Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 1/2 (100 XP) Death Burst When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited. Ignited Illumination As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Touch Melee Weapon Attack +4 to hit, reach 5 ft., (one creature) Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns. Skill Challenge A rift to the elemental plane of fire has opened (or been opened) and threatens to destroy the glade. A spellcaster that spends three rounds focusing and succeeds on three DC 15 Arcana checks can seal the rift. 1 Failure - next check is made at disadvantage 2 Failure - fire jets through the opening 11(2d10)fire damage a DC 12 Dexterity check for half damage. 3 Failure - an additional wave of magmin Hidden in the trunk of a tree are 15 gp and a small statuette of a dryad carved of ash wood. Dryads or treants could mistake the PCs for the arsonists... The portal could have been opened by a arcanist rather than occurring naturally... A critical failure of the skills challenge could strengthen the portal and make it permanent... 11

13 Legal Information: OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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