The ranger has received word that the ruins are located in the eastern part of the forest; where the trees give way to a rocky cliff. Have the player playing the ranger make a DC20 survival check, upon a success the players find their way to the ruins easily. A failure will result in an encounter from the list below; choose one that best suits the situation. Should this module be utilized as a one shot or side quest, have a random player make the survival check on behalf of Gill Gillbert and add +10 to the roll.

Located next to the rocky ocean cliffs that run along the north-eastern end of the country, the Gloomtide forest is a 4 mile wide forest. The first mile of which resembles any other forest that sports green leaves. Second and third mile from the center such greenery begins to make way for leaves of purple and maroon, the trunks of the trees are now covered in different shades of yellow as fungal growths become prominent and the very air is polluted with spores. The final mile from the center of the forest resembles the prior two, the difference being that the forest has turned unnaturally dull. A portal to the shadowfell has muffled the area turning the land, trees, and animals into varying shades of gray.

Lost in the forest

1. We are being hunted: As the sun begins to set the player with the highest passive perception notices dull floating white orbs throughout the forest trailing the players; a successful DC17 perception check will identify that the orbs are in fact eyes. A shadow that seemingly shifts and moves with said eyes can be faintly noticed thanks to the light of the moon. Unless provoked the creatures take their time stalking the players, waiting for an opportune moment. The creatures are a pack of 2d6 shadow mastiffs, and should the players fail the perception check and be oblivious to the creatures, they gain a surprise attack round; if the check was successful normal combat takes place.

2. An old lumber mill: This encounter revolves around a tribe of Vegepygmies that have managed to start a colony within an old lumber mill located deep within the forest. Due to a lack of fresh hosts to bear new spores, the colony has begun to deteriorate and now consists of 1d6 Vegepygmies, 1 Chief and 1d4 Thornies. The lumber mill is located along the border of the fungal infested and shadowfell infused portion of the forest, overgrown by dark purple trees and gray shrubbery; the lumber mill consists of a sawmill and two smaller cabins. Within the sawmill the players come across a batch of what at first seems like rust. But with a DC18 perception check, the player notices that the rust itself shifts and moves; that is because it is a patch of russet mold! an extremely toxic mold that if touched or consumed take 3d6 damage.

Amongst the trees are Shriekers and and Violet fungus; DC16 Perception check, on a successful roll the player will be able to identify a difference in appearance between said shrieker and all other fungus. On a failure, the player will be oblivious to them, increasing their chance at setting off an alarm. This comes into play as the Vegepygmies use their plant camouflage to remain hidden waiting to ambush their next victim. The Vegepygmies will try to lure the players to trees that have violet fungus attached to them, aiding them in the fight.

3. The lonely traveler: The person guiding through this forest has gotten lost and has come across the shadowfell infused portion of the forest. Amongst the trees lays a small dirt trail where a set of footprints that go in circles are clearly visible, a DC18 perception check reveals drag marks that run along said footprints. The footprints belong to a being from the shadowfell called "the lonely"; it craves nothing more than the eternal companionship of people, so much so that it is willing to kill to keep a person around it.

From behind a tree, the player with the highest passive perception hears a somber, mournful, agonizing cry. If the players do not choose to investigate then the entity does not notice them. Should an attempt at a subtle investigation be attempted a DC14 stealth check would be sufficient to go unnoticed, upon failure the creature waits for the player to come within range and begin combat using its harpoon arm ability. Should for whatever reason the entity notice the players but they simply walk away, have the creature follow at a distance and appear in the middle of the night.